Rope
(Base Game, Paladins and Dragons, Fire and Water, Mercenaries, Lands of Ice, Prison)
* A
Rope is a
common object.
* A character carrying a
Rope can move over an
obstacle except for the
falling rocks (
pit trap,
rift,
water square,
lava square, etc...). He can even stop there.
* A character with a
combat value higher than 3 can use the
Rope to help cross or stop on a
small bridge. A character with a
combat value higher than 2 can use the
Rope to help cros or stop on
pipes.
* A
Rope can only be placed on an
obstacle if it has 2 points of attachment. That means that 2 of the 4 adjacent squares (not separated by a
wall or
portcullis) to the
obstacle (where the
Rope is to be placed need to be: squares of the exit or
starting line, a pit if the
Thief of the same team is on it,
rotation gears, empty floor squares, misty floor squares, falling rock squares,pentacle squares, staircases, small bridges (even for characters with a
combat value of 4 or greater),pipings,
ice bridges,
ice or
ice markers from the
Ice Scroll,
ice slopes (in the direction of descent),
obstacle squares (
pit trap,
rift,
water,
lava, ultra-gravity wells, waterfalls) which have a
Rope or vine from the
Druid.
On the other hand, the following may not be used as points of attachment:
obstacle squares (
pit trap,
rift,
water,
lava, ultra-gravity wells, waterfalls), walls, closed portcullises,darkness (safe for the
shadow), fountains,
rubble from the
Illusionist, libraries, Anti-Magic artifact, the
sacred tomb, the
statue,
armories, arrow holes,
secret passages,
webs,
brambles from the
Druid,
ice slopes (in the direction of the ascent).
* If a character who is stopped on a
rift,
pit trap,
lava square, etc... loses the
Rope in any way, it suffers the effects of the
obstacle.
* If a character is stopped on an
obstacle with a
Rope, characters of the same color may cross it while benefiting from the effect of the
Rope.
* If you wish to cross 2 successive squares of
pit traps (or other obstacles), you can use the
Rope to cross the first
pit trap and use a
jump to go over the second (the whole
action requires 2 AP). You may not pick up the
Rope from the first
pit trap (see double pit).