» Knocked Out Heroes
Q: Does a knocked out hero recover health/fatigue between encounters?
A: Between encounters, any knocked out hero may stand up for free. In addition, heroes that stand up also recover all fatigue as well. (1)
Q: Can you trade with a hero token that represents either a knocked out or "hidden" hero?
A: No, a hero cannot trade with a hero token. (1)
Q: Do passive abilities of a hero work when he is knocked out? For example Avric Albright's ability that allows heroes within 3 spaces of him to use surge to recover 1 health point or "No Mercy" skill from Champion class.
A: No, these abilities are not in effect when a hero is knocked out because the knocked out hero is not treated as if he was on the map. (1)
Q: If the Overlord plays a trap card in response to a hero performing a Search action, and the trap ends up defeating the hero, does the hero player still get to draw a search card?
A: Yes, the Search action is still completed if the hero is knocked out. (1)
» Movement
Q: When, exactly, is a "move action" considered to end?
A: A move action ends when the hero spends his last movement point granted to him through his Speed. (1)
Q: Can excessive movement points be carried from turn to turn?
A: Movement points cannot be carried from turn to turn. (1) (2)
Q: What's the deal with Movement Points, when can you use them?
A: Think of movement points like a pool you have available to a figure during its turn. When you take a move action, you're adding movement points equal to your Speed to that pool. You can also suffer fatigue to add movement points in the same way. There is no restriction on when you can use these movement points (before, during, or after your actions), but you have to keep track of and declare when you're using fatigue to move.
Also keep in mind that the rule requires you to suffer fatigue to gain movement points. If you're worried about something like a pit traps, you are absolutely free to suffer 2 fatigue to gain that extra movement point that would normally land you in a stun. (1)
-- Large monster movement
Q: If the movement of a large monster is interrupted (e.g: with caltrops) and there is no space to "expand" it, how do you proceed?
A: You cannot interrupt large monster movement in a space in which it cannot expand. (1)
Q: How does interrupting movement to attack interact with large monster movement?
A: When moving with a large monster, you always choose 1 space it occupies to count movement. If you interrupt movement to attack, you choose any space it occupies to continue movement. This could result in additional spaces moved during the movement. (1) (2)
Q: May large monsters interrupt a move action with another action (e.g., open door, attack) after hey have shrunk to 1x1 but before they have spent a movement point so that they can expand in a direction different than their orientation before the move action? See post for description of proposed mechanic: (1)
A: Allowed! (1)
Q: How to treat large monsters, when reduced to 1x1 during their movement - especially in context of pit spaces: If a “shrunken” large monster enters a pit space, does it suffer 2 damage and ends its movement or is it totally immune to the pit spaces while moving?
A: As written, a large monster whose movement is in process is not affected by pit spaces and can move through them as normal. (1)
» Familiars
Q: According to rules, only 3 effects can affect Characters Treated As Heroes: monster attacks, hero abilities, and Overlord cards that target a hero. What rules allows using skills (e.g. Oath of Honor) with them? Can monster actions (e.g. Throw) affect them?
A: Since that is the way the rule are written, I'd be tempted to say that's the way to play it. However, the intent with that was very clear in that, Skill cards and monster abilities are able to affect "characters treated as heroes". (1)
Q: What about items (e.g. "Staff of Light" [action])? What about overlord cards: "Word of Misery," "Word of Pain," "Word of Despair," "Diabolic Power"? Do they affect something treated like a hero?
A: Yes to "Staff of Light" (assuming quest rules allow any healing effects). "Word of Misery," "Pain," "Despair," all yes. "Diabolic Power" could be quite devastating to a group of NPCs, but affirmative to that as well. (1)
Q: Familiar activation rules state: "A hero player may activate each familiar his hero controls once during his hero turn (either before or after resolving all of his heroâ?Ts actions). Activating a familiar does not require an action, but it may not interrupt any other action. Essentially, a hero player with a familiar must choose whether to activate his hero first or his familiar first. Regardless, both may be activated during his turn." What exactly is hero activation? It's never defined.
Is it possible to use fatigue points to move, then activate the familiar, then activate the hero to perform his 2 actions? Additional Movement section says only "A hero may suffer fatigue to receive additional movement points during his turn." which leads me to believe heroes can do that during "Start of turn" or "Equip Items" steps.
Can hero use some abilities that are not actions before familiar's activation, then activate familiar, then activate himself?
A: Yes. As long as the actions of the familiar and the actions of the hero player do not intermingle (unless otherwise specified in card effects), you would be able to use non-action skills or suffer fatigue before activating a familiar and then themselves. (1)
Q: What happens when a Summoned Stone or a Reanimate gets stunned?
A: As with anything else, a Summoned Stone or a Reanimate would have to spend an action to remove the Stunned condition. This might be the move action granted by familiar rules, or it might be the attack action granted by specific Skill cards. (1)
Q: When a familiar (e.g. Skye) is below another monster (1 space big) is its "adjacency" requirement fulfilled?
A: When occupying the same space as a monster, it is unfortunately not the same thing as being adjacent. (1)
Q: When familiar (e.g. Skye) is below a large monster which occupies more fields, is it adjacent?
A: Yes. (1)
» Monsters
Q: Only Fat Goblin's 1st encounter says that monsters reinforcing at the beginning of the Overlord's turn may be activated upon the turn they are placed on the map. Does that apply to reinforcing monsters placed at the beginning of the Overlord's turn in all other quests (where nothing is said about when one can activate them)?
A: Unless otherwise mentioned, any group that reinforces at the start of the overlord's turn is able to activate during that turn. (1)
Q: I have a question about the crossbow and large monsters: How does the 1 space movement work for large monsters? Does the hero get to shrink the monster to 1 space, move it 1 space, and then expand it in any direction the hero chooses?
A: Yes, the attacking hero chooses how the large monster moves. The large monster does indeed shrink and expand following normal monster movement. The monster shrinks from the targeted space. (1)
Q: What defines a monster "attack"? Players have proposed various tests: (a) does it do damage, (b) does it use the word "attack" on the card, (c) does it involve rolling the blue attack die? Is Bash considered an attack? It meets (a), but not (b) or (c).
A: A monster may either perform a "standard" attack action. Any other lieutenant or monster ability that allows an attack explicitly states that it is an attack. For example, Bash deals damage but isn't an attack, so a troll could Sweep and Bash on the same activation. (1)
Q: Flame Breath (and similar powers). As we understand things, it can trace its path around corners and through obstacles like boulders (but not doors) because LOS is irrelevant to it since it is not implicitly stated to require it and it's not actually moving in such a way that obstacles would impeded it.
A: Yes. Flame breath doesn't need to be traced in a straight line or follow LoS rules. (1)
Q: When the overlord is reinforcing for the turn does he choose the master monster or minion monster his choice while respecting group limits?
A: He can choose which figure to reinforce. (1)
Q: In the conversion kit, the Act I Skeleton Archer minion requires no surge for its Pierce 1 ability, but the Act II minion requires a surge for its Pierce 2 ability. Is this correct, or should the Pierce 2 ability for the Act II minion be surge-free?
A: Yes, the ability on the card is correct. (1)
Q: If I have 7 Minions on field, thanks to split, can I reinforce another Master ? (potentially gaining more minions)
A: It's quite all right. With abilities like Split or Undying, you're still limited by the number of figures available. If all minions are on the map, or if quest rules have monsters set aside, you wouldn't be able to take advantage of that monster ability. (1)
Q: All monster's surge abilities get better in Act II except for the Ettin where they get worse. Is this a misprint, or is it intentional?
A: This is not a typo. In Act II Ettins get an additional red die and playtesting showed that they needed toned down a bit in Act II. This is why their surge ability is reduced. (1)
Q: I still have some confusion over the correct functioning of Undying (and by extension, Split). Let's take Ogres as an example. Assuming one has Descent, there are two minion figures and one master figure available, with a group limit in D2E of 1/1. Say I have a master and a minion Ogre on the board in a four-hero game. If the master is killed before the minion, what happens?
A: So, "ignoring group limits" for 4-hero games really only applies to anything that came in the Conversion Kit, where certain monster groups actually have more figures than the group limits on the card would suggest. In your particular example, in a 4-hero game, when placing reinforcments, you may have up to 1 master and 1 minion on the map. If you have 2 minions and no master, you can place the master. (1)
» Overlord Cards
Q: When can we play "Dash" or "Frenzy"? When we first activate the monster before we take actions? Or at any time while we are still activating said monster?
A: Those Overlord cards may be played at any point during a monster's activation. (1)
Q: Can you spend the additional attack granted by "Frenzy" on a monster action that provokes an attack (assuming action limits are respected)? E.g: can an elemental do (Fire, Fire) with "Frenzy"?
A: No, "Frenzy" grants a normal attack action and not a monster action. (1)
Q: Can the Overlord play two "Dark Fortune" cards on a single defense roll? Can he play it on two different dice in a defense roll? Can he play it on one die twice in a row?
A: Page 16 of the Core Rulebook, under Overlord Cards: "Two Overlord cards with the same name cannot be played on the same target in response to the same triggering condition." Dark Fortune's triggering condition is, "...after you roll dice," so each for each instance of rolling dice, Dark Fortune allows you to reroll 1 die, once, and a second Dark Fortune cannot be played. (1)
-- Dark Charm
Q: Say the Runemaster is affected by "Dark Charm" and makes an attack, and the dice rolled displays a surge. May the runemaster use the surge for applying "Runic Knowledge", thus suffering himself +1 fatigue?
A: When using "Dark Charm," the overlord performs the attack as if the hero was one of his monsters. This means that the overlord chooses how the surges are spent during the attack. However, since the overlord cannot force the hero to suffer fatigue, this is intended to prevent the overlord from using the hero's class skills. This includes "Runic Knowledge." The overlord cannot use "Runic Knowledge" when using "Dark Charm" on the Runemaster. (1)
Q: Does this action must be performed immediately or can other monsters be activated first?
A: The action must be performed immediately. (1)
Q: Can charmed hero move through monsters figures? Heroes figures?
A: The charmed hero is treated as a monster for the duration that the card is in play (which is for the move or attack), so if he moves, he cannot move through heroes but can move through monsters. (1)
Q: Can monsters attack charmed hero?
A: The hero is no longer considered "charmed" after the attack or move, so monsters may attack him. (1)
Q: Can Overlord play Overlord Cards on charmed hero? Especially can traps be played as if he were hero? Can "Frenzy" be played as if he were monster?
A: Overlord cards for the most part cannot chain during the "Dark Charm" move. Since he is treated as a monster, you could not pit trap him. Since his status of being "charmed" ends as soon as his attack resolves, he could not frenzy. However, something like "Dark Might" or "Critical Blow" would be perfectly viable. (1)
Q: When Leoric is affected by "Dark Charm," are his own attacks reduced by one heart, due to his hero's ability (in other words, as a hero is considered as a monster, does he loose all his heroic abilities, including the 'passive' ones)?
A: Yes, since he is treated as a monster, any attack he performs would have its damage reduced by 1. A hero is treated as a monster but is still, deep down, heroic at heart =)(1)
Q: During "Dark Charm," the only restriction is not spending fatigue, so: Can the OL use Bow/Rune/Weapon Mastery and/or "Mana Weave"? Can the OL spend Valour? If attacking themselves, can the hero spend Valour? Can the OL use "Valorous Strike"?
A: The overlord cannot force a hero to exhaust or use Skill cards, and he cannot force the hero to exhaust "Mana Weave." (1)
Q: When a hero fails the "Dark Charm" test and the Overlord forces him to attack himself,
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Is defence die still rolled by that hero?
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Can hero use items, such as shield to add to defence roll or reroll defence die?
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Can OL use weapon surge abilities?
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Can OL use skills, such as Weapon Mastery?
A: 1. Yes, 2. Yes, 3. Yes and 4. No (1)
-- Flurry (Labyrinth of Ruin)
Q: The OL card Flurry says "additional attack" as opposed to the older Frenzy which says "additional attack action". Is Flurry meant to be an additional attack action, or can Flurry also allow for a special action that includes an attack, such as Skirmish or Sweep?""
A: It is intended to be "additional attack action." (1)
-- Reflective Ward (Labyrinth of Ruin)
Q: On the OL card Reflective Ward, what exactly does "hearts dealt" mean?
For example: 8 hearts against 2 shields on a monster with only 5 health -- Is "hearts dealt" 8, 6, or 5?
A: The hero rolls his own defense dice to mitigate the amount of damage he dealt to the monster (and only the damage, no conditions). To your example, it would be: 8 - defense roll. Essentially, the hero must also take the attack, and the intent behind the somewhat strange wording is to prevent odd interactions with conditions, knockback effects, etc. (1)
» Quest Guide
• Campaign: The Shadow Rune
-- The Cardinal's Plight
Q: In "The Cardinal's Plight" can the Cardinal be diseased when does he start testing it? While the door is sealed or when the library is open? Also in respect to the Cardinal is he effected by attacks that do no target him but do damage IE blast or howl?
A: Yes, the Cardinal can be diseased, and he tests for it when he is activated. No, the cardinal may only suffer damage from zombie attacks. (1)
Q: Do objective token IE the altar in "The Cardinal's Plight" block los / movement and can you end your movement on the altar?
A: No, the altar does not block line of sight or movement. (1)
Q: Quest book reads: "Frederick immediately moves his Speed and performs 1 attack, then the hero resumes." Does he have to move? Does he have to move full speed? Does he have to move so he can attack? Does he have to attack?
A: When the door is opened, Frederick is treated as a monster under the overlord's control. As such, the overlord makes all decisions in regards to the move and attack. (1)
-- Castle Daerion
Q: In "Castle Daerion," can master ettins throw Sir Palamon?
A: Yep, the master ettins can throw Sir Palamon. (1)
Q: Castle Daerion En2 - Does a villager that has a valor token at the end of Encounter 1, carry over that valor token to Encounter 2
A: No. While thematically they're the same people, mechanically they're a completely new set of figures. (1)
-- The Dawnblade
Q: In "The Dawnblade" and "The Desecrated Tomb," when the quest book says that a hero or Sir Alric is carrying the Dawnblade/Duskblade, is that character actually wielding the item and allowed to use the abilities associated with the relic? If this is the case, is Sir Alric allowed to have two relics in these quests? For example, could he begin the encounter with the Shield of Zorek's favor and then later pick up the Duskblade?
A: No, carrying the Dawn/Duskblade doesn't give you access to its Relic card abilities; it only functions as an item-objective within the confines of the quest. It also does not count toward Alric's relic limit. (1)
Q: In Dawnblade Encounter 1, can the Overlord (draw a card and/or) play Dark Charm before the Ray of Sunlight moves and force a hero off of Arcite's Tomb? Or does the Ray of Sunlight move before ANYTHING else the Overlord can do?
A: Since it's a timing conflict for start of turn overlord effects, he would still draw his card and could play something like Dark Charm to attempt to move the hero away. (1)
-- The Desecrated Tomb
Q: In the Desecrated Tomb Encounter 2, the quest guide is quite clear on how Khorayt moves and who he attacks, but who gets to determine how he will spend surges (if there is a choice) and how flame breath would travel?
A: The overlord has control over anything unspecified in the quest. However, he must spend all surges rolled, and, if using Fire Breath, must attack in a manner that will affect the figure carrying the Dawnblade (if possible). Otherwise, any other choices on how it functions is up to the overlord to decide. (1)
Q: In the Desecrated Tomb Encounter 2, can Khorayt take damage from heroes, or only Alric?
A: Only Sir Alric can deal damage to Khorayt. (1)
-- The Frozen Spire
Q: Can Ruin attack in the "The Frozen Spire" scenario?
A: Yes, Ruin can attack. (1)
Q: Can Ruin be immobilized by a Hero?
A: Yes, Ruin can be immobilized. (1)
Q: Ruin has a speed of 1 and is a large monster. By applying the large monster movement rules, he would actualy move 1 space, and then since it's base is 2 width he could be positioned so that essentialy he moved 2 spaces. Is that correct?
A: Ruin does not follow large monster movement. He moves 1 space at a time, sliding the figure along the bridge. (1)
-- The Masquerade Ball
Q: Can "The Masquerade Ball" encounter one victory roll be affected by "Dark Fortune" or "Staff of Shadows" (if Eliza is on the map still)?
A: "Dark Fortune" is a no, since it applies to the overlord's dice. "Staff of Shadows," however, is a yes, since it applies to forcing heroes to re-roll a die. (1)
Q: In Encounter 2 of "The Masquerade Ball," would Eliza's movement trigger the open group to be placed in Goblin's Cave?
A: Yes the group would be placed in that particular instance. (1)
Q: In Encounter 2 of "The Masquerade Ball," would a door which was closed after it was opened require a test to smash/answer riddle/pick lock again? Or can the door be treated like normal? Similarly, does the stuck door in "The Shadow Vault" require Might testing every time to open it?
A: It would appear that there are a few different answers to your question here. For the doors in "Masquerade," a successful Might test removes the door from the map entirely, meaning it is set aside and cannot be closed again. Obviously, the Knowledge test does nothing with the door itself, but the Awareness test only opens it, meaning it's free to be closed again and would require one of the tests to get through.
The same applies to the door in "The Shadow Vault," but in this case the Might test only opens the door, leaving it able to be closed again and thus requiring another successful Might test to open. (1)
Q: In Encounter 2, can you use two actions to test two separate doors?
A: Each figure is only allowed to test any doors once per turn, so a figure wouldn't be allowed to use two actions to test two separate doors. (1)
Q: In Encounter 2, do the heroes win if they get one hero off the exit or all?
A: In this particular quest, each hero would need to move off the map through the Exit. (1)
-- The Monster's Hoard
Q: In "The Monster's Hoard" quest, encounter 1, the reinforcement rule says that the Overlord may not place a monster that does not fit on the Entrance. Is that restriction only about the moster's size (i.e. as explained in the Monsters paragraph: a six-space large monster cannot be used) or does it extend to the situation where the Entrance is occupied by another monster (e.g. a Merriod) which would lead one to place the reinforcement monster in the nearest possible space?
A: This restriction simply limits the use of the six-space large monsters. For example, if a hero decided to stay on the Entrance tile, the overlord could still place his reinforcement monster in the nearest empty space. (1)
-- The Ritual of Shadows
Q: The Shadow Ritual: what happens with Fleshmolders that are defeated in encounter 1 in the transition to encounter 2? Can the OL still place them anew in encounter 2? or does he have to play without killed fleshmolders?
A: Flesh moulders don't reinforce in Encounter 2, so whatever he has left from Encounter 1 is what he gets. (1)
Q: The Shadow Ritual: What happens to conditions on Merric in the transition from encounter 1 to encounter 2? Does they stick on him?
A: Merick would not keep any conditions on him between the encounters. Unless otherwise specified, any lieutenant present in Encounter 1 and Encounter 2 starts without wounds or anything else. (1)
Q: The Shadow Ritual: What happens with the Relic if the Overlord wins this quest? Does he keep it or will it be returned to the gamebox? The victory for the heroes says that the heroes recieve the Relic from the Overlord, but the Overlord does not have it explicitly in the first place under his pocession. Only during this quest Merric wields it, someone could read. So which side is correct? The Ol recieves it after winning this map pernamently or it is returned to the gamebox?
A: If the overlord did not receive the Staff of Shadows by winning "The Cardinal's Plight" in Act I, he is only able to gain the use of that relic during "The Ritual of Shadows" and does not receive it for winning.
The overlord may be "considered to have won" any quest not played in Act I, but that doesn't automatically grant him the rewards from those quests.
I'm saying he doesn't get to keep the Staff of Shadows to avoid having the overlord gain too much from winning a single quest as well as to most closely reflect the specific rules as written, which don't say he gets to obtain or keep it. (1)
Q: It was mentioned in a previous ruling that the Overlord cannot win Staff of Shadows in the quest: Ritual of Shadows, if he did not originally own it. However, may heroes win Staff of Light, as per Rewards section?
A: Yes, the heroes can win the Staff of Light in that quest, regardless of whether or not the overlord owned that relic going into the quest. (1)
Q: In the Ritual of Shadows, when transiting to encounter 2, it is possible that there are flesh moulders or even Lord Merick himself at the exit (due to Crossbow or Trueshot not dealing damage, just moving him in encounter 1). Does that mean that some heroes will be placed in the nearest empty squares for those cases?
A: Yes, this is technically possible. (1)
Q: The odd case in the above question could be that Lord Merick could be at the innermost part of the exit, blocked by 3 heroes. Would that waste the fatigue he earned in encounter 1?
A: No, this would be pretty seriously against the intent of the quest, so even if surrounded (in what I would suggest would be a rare case to begin with), he would be able to move through the heroes. (1)
Q: Can Blood Rage be used on Lord Merick in encounter 1? It would create the odd scenario where neither side could win because they cannot fulfill the victory condition. And if it can be played, does Lord Merick get 2 attacks, given that he is only able to perform the ritual, according to the quest guide?
A: That is an issue with the quest that will be clarified in a future errata. The victory condition for the heroes should instead read, "If Lord Merick Farrow suffers any amount of damage or is defeated, read the following aloud:" This also covers any odd possibilities of him being suffering a condition without having to be damaged first, and some other strange interactions. (1)
Q: If the Overlord wins this quest, can the overlord hand back tier 1/2 cards while keeping the tier 3 card?
A: Yes, the requirement of having previous levels is only for the purchase of the level 3 overlord cards, not in keeping them. If the overlord wins that quest, he can keep a level 3 card while returning the lower level cards. (1)
-- The Shadow Vault
Q: In "Shadow Vault," if there is a monster standing on the Stream space closest to the River's Edge, may a hero swim to the closest available stream space? ...
A: ...If something is blocking it, you follow normal rules of placing the figure in the closest empty space. (1)
-- The Twin Idols
Q: In the twin idols, how is a monster who is carrying the idol affected by a stun condition? (the quest rules say he can only take one action, either move or drop the idol) Does he remove the stun and end his turn, or can he still move like a normal monster after removing the stun?
A: He would remove the Stun and end his turn. (1)
-- The Wyrm Turns
Q: In "The Wyrm Turns", Encounter 1, Belthir can perform 1 move action and another action that isn't a move. Can Belthir spend this second action to do his special action "Cry Havoc" to gain more distance?
A: No, Belthir cannot use Cry Havoc in the same turn he performs a move action during The Wyrm Turns because it allows him to perform a second move action. However, he may use Cry Havoc if he doesn't perform another move action during his turn. I hope this helps! (1)
• Expansion/Mini-campaign: Lair of the Wyrm
Q: Do the Lair of the Wyrm quests such as "Gold Digger," "Rude Awakening," and "What's Yours Is Mine" award one xp per player at completion?
A: The Lair of the Wyrm quests do not award any XP if they're played in a full campaign as rumors, mostly because adding too much extra XP could cause unfortunate math issues (as you clearly saw). They do, however, award XP if played as a mini campaign (rules are online if you hadn't seen them). (1)
-- At the Forge
Q: In "At the Forge" encounter 1, the Shadow Dragons "cannot be moved by any game effect which would allow them to move additional steps". However, can they be moved by Crossbow/Trueshot?
A: In this particular case, no, they wouldn't be able to be moved by the Crossbow or Trueshot. (1)
Q: In "At the Forge" encounter 2, can Shadow Dragons be chosen as one of the open group, regardless of whether any dragon escaped encounter 1? Can Reinforce be played on Shadow Dragons if they are not chosen as an Open Group (because they are stated in the "Monster" section of that quest?
A: Yes, you could choose shadow dragons as an open group if none of them moved off the map, but no, Reinforce could not be used in this case, since the overlord only receives shadow dragons as a monster group if he wins the encounter. (1)
-- What's Yours is Mine
Q: Can I use dark priest's "Dark Prayer" to give the fatigue token to Jorem? Or is it just by damage alone?
A: The answer is no for 2 reasons, actually. First, Dark Prayer is not an attack (and Jorem Tolk is a figure that can be targeted and affected by attacks with nothing else mentioned). Second, Jorem Tolk is not treated as a hero figure, so Dark Prayer would have no effect on him. (1)
Q: Can the Master Ettin "Throw" Jorem?
A: Since Jorem Tolk is not treated as a "hero" figure, the master ettin could not Throw him. (1)
• Expansion/Campaign: Labyrinth of Ruin
-- Honor Among Thieves
Q: In Honor Among Thieves E2, does Raythen's Investigate apply when he checks an objective token that is revealed to be a search token?
A: Yes. (1)
Q: In Honor Among Thieves E2, can the OL card Mimic be played when an objective token is revealed to be a search token?
A: Yes, the token would be revealed, and before a Search card is drawn, the overlord could play Mimic. After (if) the "reaver" is defeated, the closest hero would finally draw the Search card and discard the green obj. token. (1)
-- Tipping the Scales
Q: Can a hero pick up and carry more than 1 objective token at a time? Is this generally true of other quests where heroes can pick up objective tokens?
A: Each quest should state if more than one token can be picked up. If it is not stated, usually that means there is not limit. Unfortunately, that general rule does not apply in this case. Although it is not stated, the intent of Tipping the Scales is that only one weight can be carried at a time. (1)
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