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FAQ Last Updated: 08/05/2022 @  6:10 PM PST

The Crimson Scales: TTS vs Physical Assets

Some of the assets for the TTS version of The Crimson Scales do not match the physical assets for the game.  Note that the physical assets are the most up to date versions for The Crimson Scales.  At some time in the future, it is the current intent to update TTS to the latest versions of all assets.



General Game Play

Q: What are the dimensions of The Crimson Scales game box?
A: Length: 19.75 inches
    Width: 12.25 inches
    Height: 4.625 inches

Q: What is the recommended way to begin a new Crimson Scales Campaign?
A: When beginning a new Crimson Scales campaign, you should approach it as if you just opened the box of Gloomhaven.
    You have not unlocked anything as of yet. You are now at Prosperity 1, with 0 Retired characters, using Gloomhaven
    rules for Prosperity and Perks.


Q: What components will we use from Gloomhaven when playing Crimson Scales?
A: You will utilize many of the components that come with Gloomhaven, including, but not limited to: board tiles,  tokens,
    items, battle goals, base modifier attack modifier decks (0, +1, -1, +2, -2, 2x, Null, Curses, Blesses), etc.  Note that
    Crimson Scales does come with its own monster and player base attack modifier decks for color consistency, but they
    are no different than those that come with Gloomhaven.


Q: If I wanted to play Gloomhaven characters in Crimson Scales, will I find them to be balanced and usable within the
    Crimson Scales campaign?

A: Playing Gloomhaven characters within Crimson Scales should be no more unbalanced/broken than using Gloomhaven
    characters in Gloomhaven.  So yes, they can be used within the Crimson Scales campaign. In fact, City and Road events
    do reference those characters when appropriate.


Q: Can you play Crimson Scales campaign in Solo mode?  Are there any special rules for doing so?
A: Yes.  There are no special rules to do so.

Q: How does Retirement work in Crimson Scales?
A: It follows all of the normal processes that occurred in Gloomhaven.  You will have a Personal Quest, and once  you
    
complete that personal quest, you will retire, adhering to all of the steps and processes that occur in Gloomhaven.

Q: Are there still rolling (cumulative) retirement perks in Crimson Scales?
A: Yes.

Q: In the initial setup of the campaign, it states that you unlock envelope B (from Gloomhaven), but do not get its initial
    bonus.  Does this mean that when checking off Prosperity boxes, you are automatically awarded the first 10 (which is
    what it takes to unlock envelope B)?

A: Yes, but note that you still start the Crimson Scales campaign at Prosperity 1 (you do not receive the initial bonus
    Prosperity rewards).


Q: When will the page "thecrimsonscales.com/merchant" be available?
A: This page will become available shortly after general fulfillment of the printed game.

Q: When can enhancements to cards be performed in Crimson Scales? In Gloomhaven, this ability is unlocked at a
    certain scenario.  Is it the same for Crimson Scales?

A: Enhancing cards is unlocked at a certain point in the campaign.

Q: When playing Crimson Scales with less than 4 characters, after you choose one of the starting parties, do you simply
    choose which characters to play randomly from the party chosen?

A: Yes.

Q: When playing Crimson Scales with 2 characters, do you recommend playing with the house rule that "donations count
    double towards prosperity" rule.

A: We choose not to recommend house rules for Crimson Scales. Ultimately, you should decided what makes the game
    more enjoyable for your group.


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Scenarios:

Scenario 4: Infected Warriors
     Q: The Scenario Goals states the you have to cure four sick warriors. Sections 5A, 5B, and 5C state that the sick
         warriors are represented by scenario tokens with the Infect condition. We assume that when you "cure" the
         sick (infected) warriors, you remove the Infect condition token?
     A: Correct.

     Q: If the sick warriors receive the Infect condition again (after having been cured), are they considered to be
         re-infected, and do you have to cure them again?
     A: No.  While they can get the Infect condition placed on them again, this does not equate to being "infected"
         again (for scenario purposes). You only have to cure each individual sick warrior once (up to four sick
         warriors).

     Q: We assume that when the scenario token is replaced with City Archers or City Guards, they are spawned as
         normals for all player counts?
     A: Correct.

Scenario 5: Blood of the Oozes
     Q: After opening door 1, the text reads "Whenever an elite Blood Ooze is killed, remove the water tile on any hex
         marked A and all connected water tiles. Water tiles can not be removed from the board by any other means.
         Once water tiles on C hexes marked with A have been removed, the infected water has been drained."
         a) I assume that only ONE tile marked A and its adjacent water tiles are removed (not all).
         b) If I am playing with 2 characters and kill one elite ooze, I remove three water tiles at minimum. Does this
             mean that I have "Drained the infected waters" or do I need to kill two elite oozes to take the "Remove water
             tiles" action twice to "drain the infected waters?
     A: Each time you remove Water tiles, you remove one connected lump of water (the one marked with "a" and any
         adjacent tiles to the tile marked "a"). You need to kill one elite ooze per character.

     Q: After opening door 1, the special rules read "At the end of every other round, spawn one Elite Blood Ooze ...".
         When does this rule begin? Do we spawn a Blood Ooze at the end of the round when door 1 is opened and every
         round after that?

     A: It begins at the end of the next round, after the door is opened.

Scenario 6: Poisoned Water
     Q: It is missing from the Special Rules section, but I assume in order for a character to pick up a bottle of antidote
         they must be adjacent to it, correct? Can flying characters pick up a bottle of antidote and drop it into the
         fountain when on the hex with the respective obstacle, or is this not considered being adjacent to it?
     A: You must be adjacent to an antidote to be able to pick it up.  You must also be adjacent to the fountain to drop
          it off.  Flying over the obstacle in either case is not adjacent to it.

Scenario 7: Golden Eggs
     Q: Do monsters created by the water tiles get a turn their first round? Or do they wait until the next round?
     A: Since the monsters are summoned, they do not act until the next round.

Scenario 11: Voyage Abound
     Q: Do enemies spawn in hexes that normally have a character, but temporarily don't? E.g. A Galaxy's Lost in
         the Stars ability card has resulted in the Galaxy being removed from the board and it's character token
         placed in its stead.
     A: Yes.

     Q: Do summons know about attacking through obstacles for their AI?
     A: No.

     Q: Where are the enemies summoned?  It just says on each tile occupied with a character.  But in what hexes?
     A: Unspecified hex locations are player's choice.

     Q: What is the point of the last paragraph in the Special Rules which states "All characters start with Muddle as
         a scenario effect"? No monsters are on the map at the beginning of the scenario, and all spawned monsters do
         not get placed until the end of the round. It would seem that starting with Muddle is pointless.  Am I missing
         something?
     A: No. This was a mistake and is being added to the Errata document.

     Q: Sections 13B and 13C - do monsters spawn at the end of the round or immediately (when previous enemies are
         killed)?

     A: Immediately.

Scenario 14: Cultist Cave
     Q: The scenario goal is to kill 3 cultists, but there are more than 3 on the map.  Is the scenario goal correct?
     A: Yes.  You only need to kill 3 cultists.

Scenario 24: Eerie Grotto
     Q: In Section 25A, the special rules states that assuming a character is not next to a hot coal they get a Chill token
         if they don't already have a Chill token. Page 5 of the rulebook for Chill states that "One Chill token is removed
         from a figure at the end of their next full turn." Does this mean that characters are effectively getting Chill tokens
         every other turn on K1b?

     A: No. The Special Rules take effect after all Chill tokens are removed.

Scenario 27: Frostbite Cavern
     Q: According to the Special Rules in Section 29A, the Icebound teleports to "d" if it is on the a2b tile and teleports
         to "e" if it is on the a3a tile. But "d" is already on the a2b tile and "e" is already on the a3a tile. I assume the "d"
         and the "e" should be reversed, so that the Icebound teleports between tiles a2b and a3a?
     A: Correct.

Scenario 31: Eternal Portals
     Q: Special Rules: Figures can only interact with other figures if they are on the same map tile. Do the Target's
         projectiles have any effect if the Target is on another tile at the start of their round?
     A: No.

     Q: Monster Spawns: Neither Rending nor Spitting Drakes spawn if C map tiles are occupied by characters at the
         end of the round, correct?
     A: Correct.

     Q: The special rules state that a character can spend one movement point while adjacent to a portal to Jump to a
         hex adjacent to a portal on a different map tile.  Can they jump to any other map tile with a portal, or only to
         the map tile connected to the same portal tile?

     A: Any map tile.

     Q: Section 33C special rules state that under a Boss Special 1, the Eternal Demon jumps to the map tile with the
         least number of characters on it.  Which hex does it land in?

     A. Player's choice.

Scenario 32: Confronting The Past
     Q: In Section 35B, Special Rules, is the Artillery really suppose to do a Move 2 as part of its abilities?  Normally,
         Artillery never move.

     A: Yes. These are not typical Artillery as they are on wheels, and thus can move.

Scenario 43: Mansion Maze
     Q: Special Rules: Any character may spend one movement point while adjacent to a boulder to push the boulder
         one hex. Boulders may be pushed into adjacent unoccupied hexes or one unoccupied hex away further from
         character performing the push." I assume that "adjacent unoccupied hex" relates to the position of the boulder
         not the position of the character pushing.
     A: Correct. To further clarify, this should have been written as follows: "Any character may spend one movement
         point to perform PUSH 1 or SWING 1 targeting a boulder."

     Q: Scenario 43 and Scenario 51 both reveal Treasure 41.  Is it suppose to be this way, or is this an error?
     A: This is an error. A new Treasure # will be provided soon.

Scenario 45: Defend The Swamp
     Q: According to the Special Rules in Section 50A, The Deep Terror represents the Land Leviathan. The Land
         Leviathan is 1 level greater than the scenario level and has a hit point value multiplied by (Cx2)-1, where H is
         equal to the hit point value of an elite Deep Terror.  There is no H in the equation.  Should it be (Hx2)-1 or
         Hx((Cx2)-1) or ?
     A: Hx((Cx2)-1)

     Q: How should the Imps (both Black and Forest) be activated?  In other words, when both exist, which goes first?
     A: This is player's choice.  Once you choose which set of Imps are activated first, they should go first for the rest
         of the scenario.  For example, a single ability card is revealed for the Imps.  If you choose Black Imps, then all
         Black Imps should be activated and perform the ability card, and then all Forest Imps should be activated and
         perform the ability card.


     Q: In Section 50A, the Special Rules has a third paragraph concerning spawning a group of allies for the
         characters.  It isn't clear if this paragraph is a stand alone section, or if it is attached to the Special 2 of the
         Boss card drawn.  Which is it?

     A: The spawning of one monster group on the A's is a stand alone paragraph and occurs only once, when setting
         up the tiles after door 1 is opened.


Scenario 51: Rodent Warehouse
     Q: Scenario 51 and Scenario 43 both reveal Treasure 41.  Is it suppose to be this way, or is this an error?
     A: This is an error. A new Treasure # will be provided soon.

     Q: There are 4 rooms. I'll call them 12 o'clock, 3 o'clock, 6 o'clock, and 9 o'clock. If our party travels counter
         clockwise through the rooms, going from 12 to 9 to 6, can they enter door #3 into room 3? The text in the map
         book doesn't read properly, since we didn't open door #2 in this situation. Technically, the room at 3 o'clock
         is only populated when you go through door #2, so what happens if you never open door #2?

     A: Yes they can. The room is populated upon entering. The scenario goal is met when all enemies are dead, not
         only revealed enemies, so all rooms must be entered.         


Scenario 53: Cave of Currents
     Q: What type of monster is the Morphling considered to be before it draws its initiative card?
     A: At the start of every round, the Morphling is considered to be an Elite Water Spirit. Therefore, if you go before
         the Morphling's initiative (boss card), the Morphling is considered to be an Elite Water Spirit.  If you go after
         the Morphling's initiative (boss card), the Morphling is considered to have the attributes of what ever was
         drawn (Lurker / Spitting Drake).


     Q: If you draw a special 1 or 2 for the Morphling, when do you actually draw the Lurker or Spitting Drake card as
         specified within the special rules (Reversed Tide - Special 1 or Viloent Sprout - Special 2).

     A: You do not draw the card in this case until the Morphling's initiative on their boss card. Therefore, until you
         reach the Morphling's boss initiative card in initiative order, you will not know what it will be doing.     


     Q: The special rules within section 60A tells you to move all characters to hexes marked A.  Who decides which
         character goes on which hex A?

     A: Players choice.

     Q: If the character has a summons, where does it go?
     A: It gets moved to a space adjacent to the controlling character.

     Q: What happens to an NPC that you may have been rewarded due to a City or Road event?  Where does it go?
     A: If you are playing with less than 4 characters, place the NPC on one of the remaining hexes marked A. If you
         are playing with 4 characters, please the NPC adjacent to one of the characters, player's choice.


Scenarios 56-66: Solo Scenarios
     Q: I noticed scenarios 56-66 are solo scenarios after we hit level 5. Are we allowed to have our character
         automatically do that scenario whenever we want, or are there rules that come throughout the game to send us in
         that direction? Do we have to wait until the whole party is at level 5?

     A: You can perform solo/spotlight scenarios at any time as long as you meet the requirements. If the requirements
         only states that the class (of which the scenario is for) is Level 5, it does not mean the rest of the party needs to
         meet a level requirement.


Scenario Add-On AA1: The Riches of the Steelsilk
     Q: The scenario specifies the use of 2 stairs and 4 thorns. Since these are objects on opposite sides of the same
         overlay tile, it is not possible to place all of these objects.  What should we do?

     A: The stairs are required for the transition between the two K tiles.  Place those.  Place the two remaining thorns
         on the northern K tile, and place two lava tiles on the southern K tiles (the spaces with the A scenario tokens.


     Q: For the special rules for the Aegis, does this monster still draw an ability card like normal at the start of the
         round?
     A: Yes. It still draws a normal ability card, acts in initiative order, and for this ability card, operates in normal
         monster AI mode.  The special rules are just an additional Move 3 that the Aegis performs at the end of the
         round, with the players controlling its movement.


     Q: The special rules state that when the Aegis attacks, it may use any attack modifier deck the character's prefer.
         Does this include all active character attack modifier decks and the monster attack modifier deck?
     A: No. The Aegis can only draw from one of the active character attack modifier decks.

Scenario Add-On QA1: Capstone Test
     Q: The rules on page 15, under Mechano-Men specify that all enemies are immune to Poison and Wound. Does this
         rule apply only to the City Guards and City Archers specified within this section, or are all enemies throughout
         the entire scenario immune?

     A: All enemies throughout the entire scenario are immune to Poison and Wound.

     Q: The rules for the Translocator devices (the pressure plates) state that movement from non-adjacent hexes to a
         translocator pad is not allowed.  Does this basically mean that you can go from pressure plate A, B, or C to the
         matching A, B, or C location, but not back?  In other words, in order to return to the M1a tile you must use the
         D pressure plate, correct?

     A: Correct.

     Q: The rules for the Power Modulator state that during your turn, forego your bottom action to refresh the item.
         This cannot be done in the same turn the item is used. Does this mean that you can only either refresh the item,
         or use the item on a given turn but not both?  Essentially resulting in only being able to use the item every other
         turn, and only once on that turn?

     A: Correct.  You can either refresh the item or use the item on any given turn. Not both.

     Q: The City Guards and City Archers are named Clockwork Soldiers and Clockwork Railcasters.  It can't be the
         intention of this scenario that they count towards the goal of one, two, or three named enemies you need to kill,
         correct?  Otherwise, you would never have to leave the M1a tile.

     A: Correct.  The only named enemies that count are the Clockwork Ravager, the Clockwork Bombard, and the
         Clockwork Guardian.


     Q: If your character has the ability to Teleport, can they do so between tiles without the use of the Translocator
         Devices?  Is there a defined distance between them that would make this possible?

     A: No and no.
        
Scenario Add-On RM2: Sinking Kingpin
     Q: Does the Inox Bloodguard have the same AOE on their attacks that an Inox Bodyguard has (they aren't specified
         within the Special Rules in Section 2 for Inox Bloodguard).
     A: No.  The Inox Bloodguard is actually a completely different monster (Boss) type, and has its own stat card.
         There
 is an error in that the icon shown within the scenario setup shows an Inox Bodyguard while using the
         name of
 the Inox Bloodguard.

     Q: Can Goremyon Shatter-Mind use Special 2 Hostile Takeover to mind control an invisible character?
     A: Yes.  The mind controlled character, however, cannot be forced to attack an invisible ally.

Scenario Add-On RM4: Terrorscale Lair
     Q: In Section 3, Boss Special 1 provides the Terrorscale Drake an attack at exactly Range 4 or Range 5. Does that
         mean it tries to move back to range 4-5 of its focus if it's already closer than that?

     A: The Terrorscale Drake will move back to get into exactly Range 4 or 5 using the minimal amount of movement.

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Characters

Beetle
 
General
     Q: Could you please clarify how Colony tokens move? There is a difference between rules on the character mat and
         rules in the Add-on Scenario Book. Character Mat: Colony tokens cannot move through or end in walls or hexes
         with other Colony tokens, but otherwise can end movement in any empty hex. If a Colony token is moved
         through
 an occupied hex, destroy the token (an occupied hex = a hex with a figure). Add-on Scenario Book: A
         Colony
 token cannot move into hexes with figures, overlay tiles, or other Colony tokens. So can Colony tokens
         move
 through walls, hexes with figures, overlay tiles?
     A: No.

     Q: Is a hex with a Colony token considered empty for purposes of spawning and summoning? Character Mat: A hex
         with a Colony token is considered empty for movement. Add-on Scenario Book: If any figure spawns, or is
         summoned into a hex containing a Colony token...
     A: Yes, spaces with Colony tokens are considered empty for Spawns/Summons. But if a Spawn/Summons occurs
         within a space that contains a Colony token, the Colony token is destroyed.

     Q: Can characters create overlay tiles on hexes with Colony tokens? Add-on Scenario Book: If any overlay tile is
         created in a hex containing a Colony Token, destroy that token...
     A: Yes. If an overlay tile is created within a space that contains a Colony token, the Colony token is destroyed.




Chained Helmet

General
     Q: Is the Shackle ability optional? For example, if you have enemy A shackled and you are attacking enemy B and you
         draw an attack modifier card that has the Shackle symbol, are you required to shackle enemy B?
     A. Shackle is optional.

     Q: How does Shackle work for monster attacks? If a monster had focused on another character, moved towards that
         character, and then got stuck part way through the move due to Shackle, does it forfeit its attack because it
         couldn't reach its original target, or does it attack the Chained Helmet because it's the best it can do?
     A: If the focus was on a different character, it does not change its focus to the Chained Helmet, and in this case would
         forfeit its attack.


     Q: The Chained Helmet has 4 round markers with trap symbols. What do all four images refer to? And is the Chained
         Helmet limited to 4 total traps on the map at the same time? Or can you use other traps (with different symbols) to
         represent additional traps when you run out of the 4 provided with the Chained Helmet?

     A: The four traps included with Crimson Scales for the Chained Helmet are just additional traps with different art
         work so that they are easily identifiable as traps belonging to the Chained Helmet. There is no limitation to the
         traps, and they are interchangeable with any other traps in the game.


Level 1 & X
     Q: Does the Chained Helmet's shackle modifiers from their perks apply soon enough to get bonuses like the +1 if
         target is shackled on Spiked Knuckles (attacking an initially unshackled enemy)?
     A: Effects from attack modifiers apply after the attack; so Shackle from an attack modifier applies after the
         attack is resolved, and therefore the bonus isn't applied (similar to poisoning an enemy with a rolling modifier).

     Q: For Chained Helmet's top ability on Locking Links, does the card ever get discarded? Or it is simply when you
         choose to move it to your discard pile? It seems to indicate that only the target of the action will take damage
         on their turn. So if the Shackled target dies, the target is no longer there to take the damage and I assume that
         the damage will not apply to future Shackled enemies because they weren't the target. I know that cards can be
         moved to your discard when you want, so I assume that I could move it to my discard on my turn after the target
         has died. However, can I leave that card out there? Could it stay in an active area, doing nothing? It could help
         meet certain battle goals to not have it in my discard or hand.
     A: You may choose when to discard it.


     Q: If a boss/monster is immune to Immobilize, can it still be shacked for the purposes of attacking it with Ganging
         Up's bottom or getting other class bonuses like those provided by Locking Links?
     A: No.  A monster immune to Immobilize is immune to Shackle.

     Q: How does Locking Links work with items that give it extra targets like Battleaxe?
     A: You choose which target to Shackle.

Level 8
     Q: For the top of Pivot and Smash, can you use an item such as Long Spear on this attack to hit other enemies
         since only one target in the AOE was targeted by the swing?
     A: No. You cannot use items on these type of abilities that have specific targets.




Crescent Sun

General
     Q: Can you use the "Scuttle" move ability of a card without actually making the AOE attack depicted?
     A: No.  You must target at least one enemy with an attack in order to be able to Scuttle.

Level 1 & X
     Q: The top of Trickling Sting only requires that elements exist (not that they are spent) to buff the attack.  Can I
         create elements with say a bottom move that I then use to buff the attack of Trickling Sting?
     A: No.  Remember that a fundamental rule of Gloomhaven is that elements are not infused until the end of your
         turn.  So you can never infuse a new element on your turn and consume (or otherwise use it) on that same turn
         as it will not exist until the end of your turn.

Level 8
     Q: In the Attack Modifier section of this FAQ, it was ruled that card 133 allows you to activate a Glow ability
         without consuming an element.  How does this interact with Dominating Illumination?  Does the attack
         modifier card let you do the whole Glow ability even though it requires two element consumptions, or can you
         only do one of the abilities (i.e. either Add +1 Attack to all your attacks this round -OR- Bless Self)?
     A: You can only perform one of the abilities without consuming an element.



Flask

General
     Q: Does Flask's passive abilities like "at end of turn make an attack 2 range if you didn't attack" trigger on
         the turn you play them, assuming you didn't attack the turn you set it up?
     A: Yes.

Level 1 & X
     Q: Does Flask's Critical Observation apply its bonuses to additional targets if it has more targets via an
         item?
     A: Yes.

     Q: For the top of Leftover Tonic, if the Flask does not attack on a turn or has no target to attack on a turn,
         does the character token move along the track?

     A: Yes.

     Q: Does the bottom of Preliminary Research only refresh spent items (like a long rest), or spent / consumed items
         (like other refresh an item cards)?

     A: As it specifically states "Refresh one spent item", it only works on spent items.

Level 6
     Q: When you consume the two elements on the bottom of Flask's Antibiotic Boost to perform all three
         abilities at the end of your current turn, does it also use up all 3 slots at once, immediately making you
         discard the card, or do you actually still only use one slot?
     A: It uses all 3 slots immediately and the card goes to the discard pile.



Galaxy

Level 1 & X
     Q: Lost in The Stars refers to the round after it is played right? Basically making it invisibility except enemies can
         stand on you, your allies can't heal you and you always go last next round without needing to long rest?
     A: Yes, this is correct.



Ladder Axe

General
     Q: Can I retrieve the ladder during movement when the adjacent hex is occupied by an ally and I would need to
         move through them?
     A: You can retrieve the ladder while moving, as long as you are adjacent to it, even while moving through an ally,
         so long as their is no figure currently on the ladder (i.e. the space the ladder is currently in must be
         unoccupied.



Leaf

General
     Q: Are Prayers which have been handed out to allies immediately lost if the Leaf exhausts or dies?
     A: No.  They are not automatically removed from other characters' hands.


Level 1 & X
     Q: How does Infect interact with abilities which grant shield, such as the top of Faith Calling on the Leaf? If
         a character with Infect is in range of this Shield effect when it is played, then removes the Infect condition later
         in the round, are they able to gain the effect of that Shield, or because they were Infected when the ability was
         played, they aren't able to regain the effect of that Shield?
     A: For all Shield aura effects, once Infect is removed they can begin using Shield again.  A character still has
         Shield while they have the Infect condition, it just has no effect.

     Q: How does the Leaf's Faith Calling and/or Standing Ground work? The wording is like an aura in
         Gloomhaven (see Tinkerer's Flamethrower) where an ally can move in or out of the aura and gain/lose the
         benefit. However, this doesn't work with single target beneficiaries. What if one ally is in range of the ability at
         the time it is played (and they gain a Prayer) but another ally moves within range of it on their turn? Do they
         gain 'Shield 1'?
     A: The Prayer benefit applies immediately at the time of playing the card. Allies can then move into the aura later
         and benefit from the Shield effect.

     Q: The top of Faith Calling says "Shield 1. Affect all allies within Range 2. If you affect one ally with this action,
         give
 the ally one "Prayer" ability card. Is this suppose to be "If you affect exactly one ally" or "If you affect at
         least
 one ally"?
     A: The intent is "exactly one ally" at the time of playing the card. Therefore, additional allies may still gain the
         benefits of the Shield aura at any later point in the round.

     Q: The bottom of Sacred Death allows you to recover one lost card and two discarded cards.  In addition, you may
         immediately play the bottom action of one discarded card recovered this way.  After doing so, is the discarded
         considered played again, and thus discarded, or do you get to play the bottom action and still place it back into
         your hand?
     A: If you play the action of the recovered card, it is not returned to your hand, but instead goes to the appropriate
         pile (discard or lost) after being played.

Level P
     Q: The Prayer card Lamentation states that if the card is discarded for any reason, it goes back to the Leaf's supply.
         At the same time, it displays the permanently Lost symbol in the bottom of the right hand corner of the card.
         Which process is correct?
     A: It is lost and cannot be recovered for the duration of the scenario.

     Q: The Prayer card Penitence's top changes any attack modifier card the character draws from a negative to a +0
         instead.  If the negative card would also grant some other effect (e.g. -1, create element), do I still gain
 the other
         affect when the modifier turns into a +0 instead?

     A: Yes.

     Q: For the purposes of the Prayer card Penitence, are null/curses considered to be negative attack modifiers? Are
         x2/blesses considered to be positive attack modifiers?
     A: No.  Null/Curses are not negative and X2/Blesses are not positive.

     Q: I would like a clarification for the Prayer card Meditation: Does the player receive the invisibility condition the
         moment they declare a long rest, rendering them invisible for that entire round, or do they receive the condition
         after they perform the long rest, rendering them invisible for the next round instead?
     A: They gain invisible at the beginning of the round in which they are long resting, and therefore lose invisible
         after their long rest at initiative 99.


Level 5
     Q: Can the Leaf stock pile more than one token on Spiritual Gains in one rest cycle? The wording on the
         card is "Whenever you perform an action on an ability card that triggers the lost card icon", which implies you
         can, but the card also says "you may remove the token from this card" which is singular, suggesting you can
         only have one on it at a time.
     A: Yes.

Level 9
     Q: Are Oak's Gift cards removed from the Leaf's attack modifier deck by the bottom of Bringer of Miracles?
     A: No. Only normal Bless cards are removed.



Skull

General
     Q: Can you choose the order of activation for the Skull's spawns?  For example, attack first, then move, or
         choose to move first and then attack?
     A: Yes.

     Q: When a Spirit kills an enemy, does the Skull get the kill credit?
     A: Yes.

     Q: Does the Spirit move on the Skull's turn for purposes of abilities effects (e.g. Death Eater Spirit).
     A: Only if you play an ability on the Skull's turn that allows a Spirit to move during the Skull's turn. Otherwise,
         Spirits move on its own turn.


     Q: The character mat description of how and where you spawn a spirit is confusing (using both the terms "nearest"
         and "adjacent").  Can you please clarify this?
     A: If there is a space unoccupied that is adjacent to you (the Skull), then the Spirit is spawned there. If all
         spaces adjacent to you are otherwise occupied, you may then spawn the Spirit in the nearest unoccupied space.

     Q: The character mat specifies that "... Spirits are unaffected by enemy effects such as retaliate ...". What other
         effects are they not affected by?
     A: In addition to Retaliate, enemy effects that would cause the Spirit to either move or suffer damage.

     Q: Since Spirits are spawns, I assume they get to act the round that the Skull places them on the map, after the
         Skull's turn has been completed.  Correct?

     A: Yes.


Level 1 & X
     Q: The top of the card Incorporeal Transport states that when the Ghost Carriage moves, you force any figure
         occupying the same hex to move with this spirit during its Move ability.  Does the figure you are forcing to
         move with the spirit have to start in the same space as the spirit when the spirit begins moving?
     A: No.  The spirit may move first into a hex containing a figure that it then forces to move.

     Q: When the Ghost Carriage moves, activated with the top of Incorporeal Transport, can it move through multiple
         figures, and thus carry and move multiple figures?
     A: No. It can only carry 1 figure at a time.

     Q: Spirits can normally move through obstacles, so when the Ghost Carriage transports a figure that isn't flying
         can it move them through obstacles?
     A: No, a non-flying figure cannot be forced to move through obstacles.


Level 4
     Q: For the top of Spirit Barrage, if I attack an enemy that has Retaliate, as if I was occupying the hex of a Spirit,
         should I suffer Retaliate damage?
     A: No, unless you are also physically adjacent to the target, or if the target has ranged Retaliate and you are
         within that range.


     Q: For the top of White Glow, do we need to consume Wind when playing this card to provide +1 Heal and +1 Range,
         or can it be done any time during the Skull's turn?

     A: Any time during the Skull's turn.


Level 6
     Q: For the top of Fierce Loyalty, if you use the Mimicking Sprite to copy a Glowing Egg from Level 7 Rise From Ashes,
         what happens when this mimic dies? Does a Phoenix spawn from the mimicked Glowing Egg, and if so, does this
         Phoenix get +2 to its move and attack?

     A: No, since Rise From Ashes instructs you to spawn a Phoenix upon death. The Phoenix spawning upon death is not
         a trait of the Glowing Egg, but rather instructions from the Rise From Ashes card.


Level 9
     Q: For the top of Death is Not Defeat, since the ally affected by this ability is considered a spirit for the purpose of
         my abilities, can I use Level 6 card Fierce Loyalty's top to mimic my ally? If so, what actions will the mimic
         perform on its turn?
     A: The ally is considered a spirit for the purpose of your abilities but does not have any listed abilities for
         Mimicking Sprite to copy.

     Q: For the top of Death is Not Defeat, does "less than two cards in their hand and discard pile" mean less than two
         in both piles combined or less than two in each? Does it trigger if the ally has 1 card in hand and 1 in discard?
     A: Combined.  Yes it will trigger in that case.




Sprig

General
     Q: Can the Sprig place difficult terrain on open doors and/or corridor tiles?
     A: Yes. For the purposes of the Sprig's difficult terrain placement abilities, open doors and corridor tiles are
         NOT considered overlay tiles.

Level 1 & X
     Q: The Sprig's card Volatile Tonic lets you "Add Wound 2 if the target has Poison and add Poison 2 if the
         target has Wound". Are you also able to add the Wound 2 / Poison 2 if the target has a higher instance of
         Poison / Wound? For example, if the target has Poison 3, does it get the Wound 2 by Volatile Tonic?
     A: Yes.

     Q: The Sprig's card Ground Solvent (top) allows you to create difficult terrain in any of the targeted hexes
         containing no overlay tiles.  Are you limited to just one, or can you create one in each space targeted
         (including the third space if the card is enhanced)?
     A: You may create difficult terrain in each space permitted (up to 2 if the card is not enhanced and up to 3 if it
         is enhanced).

Level 2
     Q: The Sprig's card Throwing Dagger" - does the top of the card turn the next three Melee attacks into
         Range attacks?
     A: Yes.



Target

General
     Q: Are the attacks from Target's Projectile mechanic considered ranged or melee? If the Target places a
         Projectile at range and then moves adjacent to it, is the attack at the start of the next turn considered ranged
         (with disadvantage) or melee (with no disadvantage). I always assumed it would be ranged (both because the
         ability specifies 'range' and because, thematically, interacting it with things like 'Piercing Bow' makes much
         more sense than melee items like 'Poison Dagger') but the question has been raised by others and the 'attack
         line' performed on the subsequent turn to the ranged projectile-placement, does lend itself to some ambiguity.
     A: The attacks are Ranged.

     Q: Can the Target's Projectiles target closed door hexes?
     A: No they cannot.

     Q: Do you have to be within range to perform a Projectile attack? Can the attack be done if you do not have line
         of sight? Example: I target a hex within range, then move away. Can I still perform the attack the next round?
     A: In order to initially place the Target's projectile token on a hex, you must both be within range and line of
         sight of the hex you are targeting.  At the start of the next turn, you only have to have line of sight to the hex
         which contains the Target's projectile token in order to make the attack.  While you do not have to be within
         any specific range, the attack is still considered a Range attack.

     Q: I understand that the Target removes its character token from a hex after performing (or failing to perform) a
         projectile ability. However, does the projectile ability get discarded too, or does it remain in play for continued
         use each round? I was a little confused by the persistent effect symbol on many of the Projectile cards.
     A: The ability card that provided the Projectile ability are moved to the discard or lost pile (as appropriate) once
         the attack is made or forfeited.


     Q: Can you place a projectile on a hex already containing an enemy figure, or do the enemy figures have to move
         onto a hex already containing a Projectile?

     A: You can place a projectile on an occupied hex.




Tusks

General
     Q: If the Tusks opens a door on the turn of her mounted summon, revealing enemies with quicker initiatives,
         who acts next in initiative order?
         a) The Tusks, as summons always act 'immediately before the summoner'?
         b) The newly revealed enemies, as their quicker initiative would 'slot in' between the mounted summon's turn
             and the Tusks'?
     A: B. The mounted summon's turn is separate from the Tusks'.

     Q: If unmounted, the summon acts under normal summon rules, correct?
     A: Correct.

     Q: When the Tusks is mounted and able to control the mount's abilities, can you also control ability order? Can
         I have the mount attack and then move before using the Tusks' ability cards?
     A: In general, no.  You control the actions, but they still retain the ability order of Move, then Attack. The only
         exception is if an ability card specifically states that you can do so (e.g. the bottom of Level 4 War Paint).

     Q: For Tusks, while mounted on a summons, after the summons performs their actions, does the Tusks' movement
         ability automatically move them off of the summons/mount? Or does that movement move both of them? For
         example, the Tusks is mounted on the Giant Tortoise. The Giant Tortoise performs their 1 movement and then
         attacks. The Tusks then uses the bottom action on Pipe Tomahawk (Move 4). Does the summons/mount move a
         total of 7 spaces this round? Or in using the Move 4 ability, is the Tusks required to dismount the summons?
     A: If the Tusks plays an ability that allows the Tusks to move (but not the summons), then it does not command the
         summons to move, and subsequently dismounts the summons and moves on their own.


     Q: Do AoE attacks damage/affect both the mounted Tusks and their summon?
     A: Yes. This only applies to red AoE multi-target attacks/abilities.  Any single target attack/ability would apply to
         the summons first (as summons are focused first, unless this default order has been changed by some ability).

     Q: Can the Tusks mount a summons if the summons moves into the Tusks' space?
     A: No. The Tusks can only mount a summons if the Tusks moves into the summons' space.




Vortex

General
     Q: Are you allowed to skip abilities that say "Suffer X damage to gain Y void"? In other words, to neither take
         damage nor gain any void?

     A: No, you cannot skip them.

     Q. Are you limited to the number of Void Pit tokens (6) that come with the character, or can you place more using a
         substituted token?

     A. Yes, you are limited to 6 Void Pits.  In order to place another one after the first 6 are placed, you must pick one up
         that was previously placed on the map.


Level 4
     Q: For the bottom of Void-Enhanced Armory, are you permitted to consume more than one Void per attack to
         continue to add +1 Attack to all of your attacks for the round?

     A: No, it is restricted to once per turn.

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Attack Modifiers

Bleeding Claw
     Q: What is the purpose of the 3 extra "attack modifier cards" (RM-063, RM-064, RM-065)?
     A: These are Perk Reminder Cards. If a perk provides the character with any other benefit unrelated to their
         attack modifier deck, they can keep the relevant Perk Reminder Card in their active area as a reminder.


Crescent Sun
     Q: For the Crescent Sun's attack modifier card 133, do we need to consume an element to perform the Glow ability
         when this modifier card is drawn?
     A: No.


Target
     Q: For the Target's attack modifier card 008, does the Target gain Retaliate 1 which is applied to any
         attacker within Range 3, or does it provide an ally within Range 3 of the Target's Retaliate 1?
     A: The Target gains Retaliate 1 Range 3 for the duration of the round.

 
Tusks
     Q: Does the Tusks' attack modifier card 063 turn the attack into a +2 if it is a Summons attacking, or does it
         simply modify it to a Rolling modifier, with the attack value remaining +1?
     A: It converts from a +1 to a +1 Rolling attack modifier if it is a Summons performing the attack.  It does not
         become +2.


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Conditions

Infect
     Q: For the infect condition, if afflicted, do items such as Hide Armor still get used when damaged, if you are unable
         to gain shield? For Example: Imp 1 does 2 damage and afflicts Chained Helmet with Infect. After dealing 2
         damage, one damage is nullified by the first charge of Hide Armor. Imp 2 does 2 damage, all damage affects
         Chained Helmet due to Infect. Does the second charge of Hide Armor get used to no effect, as would be the case
         if the attack had Pierce 1?
     A: Correct.

     Q: How does Infect interact with abilities which grant shield? If a character with Infect is in range of this Shield
         effect when it is played, then removes the Infect condition later in the round, are they able to gain the effect of
         that Shield, or because they were Infected when the ability was played, they aren't able to regain the effect of
         that Shield?
     A: Once Infect is removed, they can begin using Shield again. A character still has Shield while they have the
         Infect condition, it just has no effect.


Ward
     Q: According to the Crimson Scales' rulebook, the Ward condition works slightly differently in this expansion
         compared to that in Frosthaven. The Frosthaven rule says that Ward halves the next source of damage (rounded 
         down) and is then removed. The Crimson Scales rule says the condition is removed the next time you suffer any
         damage. This means, to my understanding, if you suffer 1 damage (which gets halved and rounded down to 0)
         the condition is removed by the Frosthaven rule but not by the Crimson Scales rule. Is that intentional?
     A: The Frosthaven rule is the correct rule. This was an editing oversight in the Crimson Scales rulebook.


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Events

General
     Any City or Road event that tells the characters to spawn an ally or enemy in the next scenario always occurs
     during scenario setup, prior to the start of the scenario.

     Any City or Road event that rewards the characters a totem to be placed within the next scenario can be placed
     at any time during the scenario.

     Q: We have come across some City and/or Road events that require you to have a Gloomhaven character class in your
         party in order to do either A or B.  Was this really intended?
     A: Yes.  Some event designers wanted either a mix of classes (Gloomhaven and Crimson Scales) to qualify/activate a
         result, or perhaps even just some classes from either Gloomhaven or Crimson Scales.


     Q: When should Add-On Event cards be added to the deck?
     A: Reference the Add-On Scenario Book for instructions on how to integrate the content into your campaign.


City Event 10 & 13
     Q: These city events are identical in all respects.  Is this correct?
     A: No.  City Event 13 should be different.  Actual text and new card coming soon.


Road Event 15 Section B
     Q: The reward of outcome B is very odd, 6 experience each, despite the text describing bleeding cuts after falling
         head-first into a thorny bush. Is the reward correct?
     A: No.  This text was inadvertently copied from Road Event 14B.  Road Event 15B should read as follows:

         As the sun shines down from above, you walk through the dirt path and are easily able to avoid the thorn bushes
         in the daylight. You manage to make it through the path without a single scratch.

         Gain 6 experience each.


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Items

General
     Q: When should Add-On Item cards be added to the deck?
     A: Reference the Add-On Scenario Book for instructions on how to integrate the content into your campaign.


Items 1-10 Orbs
     Q: For Orbs that allow multiple uses, can those multiple uses be utilized on one single action/event/etc.?  For
         example, Item 4 Orb of Vigor allows you to add +1 Attack to one attack.  Can I add +3 Attack to the attack if I
         spend all 3 uses?
     A: No. Any orb that has multiple uses can only be used once per action/event/etc.

     Q: When characters are awarded a random Orb item, do they draw from a set of 10 items (1 item per orb) or from
         a set of 20 items (2 items per orb)?

     A: They draw from all available copies of all orbs (not just 1 copy of each orb). Note that orbs that are already
         owned by another character are not included within the random draw.  In addition, orbs that had previously
         been awarded and are available in the shop (not owned by a character) are also excluded from the draw.


Item 20 - Curious Pendant
     Q: Can this item be used to recover lost cards that are persistent and/or have charges similar to Gloomhaven's
         Spellweaver's Frost Armor?
     A: Yes.


     Q: Curious Pendant's wording would appear to allow Tinkerer-esque shenanigans as it simply says 'Recover one
         lost card played this round'. I assume that the intent is not to allow a player to pick up a loss card someone else
         had played earlier in initiative order?
     A: The Curious Pendant only allows the character that played the item to recover one of their lost cards played
         that round.


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Monsters

Blood Ooze
     Q: On Blood Ooze ability card 202, the first attack targets one adjacent enemy.  Is this attack still considered
         ranged, and thus disadvantaged?

     A: No.  Because it uses the target term "adjacent", it is not ranged, and thus not disadvantaged.

Flaming Drake
     Q: On Flaming Drake ability card 210, initiative 56: It is not entirely clear from the card if the element
         consumption modifies the attack above or if it triggers a second attack. I think the former, but it would be
         great to clarify this.
     A: Flaming Drake ability card 210 does not trigger a second attack; it modifies the original attack.


Harrower Aegis
     Q: On Harrower Aegis ability card Maddening Chatter, how exactly does the Retaliate 3 Range 2 or 3 work.
     A: This card allows the Harrower Aegis to Retaliate 3 if the attacker is exactly at Range 2 or 3.  It does not work
         if the attacker is at Range 1 (adjacent).


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Party Goals

     Q: Protector's Group: When 4 of 5 party goals were completed, we were awarded the ability for one player to enhance
         one of their character ability cards with a free +1 applied to any Level 1 or X Heal Self, Shield Self, or Retaliate Self. 
         For our 2 characters, this amounted to no such available cards.  Was this intended?

     A: No. This is under review, but the purpose is to provide the free enhancement to some card.  As such, we have ruled
         that it can be applied to any single target Heal, Shield, or Retaliate card (even those that are not Self, include
         Range, etc.).


     Q: How do the Party Goals interact with the Death Variant?  For example, if you are awarded an item after you achieve
         your party goal, and the character to which the item was given dies, what happens to that item?  Is it lost forever?

     A: Should you have a character die while in possession of the party goal item, BEFORE you have utilized the item the
         specified number of times, the item will remain with the player whose character died. Once they go back to town
         and start a new character, the item will be given to that character. Since you are in town, you may freely 
         redistribute that item as the team sees fit.  Should the death to the character occur AFTER the item has been
         utilized the specified number of times, the item will return to the available shop items deck, and will have to be
         repurchased as normal (if desired).


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Perks

Party Sheet
     Q: Goals: All party members spend 60 gold at the Item Shop each.  Does the initial 30 gold that each character is
         provided at the start of the Campaign count when spent at the Item Shop? Or does this require gold earned
         after the start of play?
     A: The initial 30 gold, if spent at the Item Shop, qualifies towards this Party Sheet Goal. Note that only gold SPENT
         counts.  For example, if your reputation allows for a decreased cost for a Shop Item, then only the actual gold
         spent counts towards this goal.

     Q: Goals: All party members loot 1 Treasure Tile in a Scenario each? Does this allow you to achieve this goal by
         looting across multiple scenarios, or do all characters have to loot a Treasure Tile in a single scenario (such as
         those scenarios that have Goal treasures)?
     A: This can be achieved across multiple scenarios.


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Personal Quests

     Q: If a personal quest (and/or an associated Scenario or Event card) states that the character "immediately retires",
         we assume that the character cannot go back to town and cannot sell their items and upgrade cards PRIOR to
         retirement.  Correct?

     A: Yes.

     Q: For Personal Quest 335 "Bandit Banisher",  you have to kill a certain number of Guards or Archers. Does it matter
         what kind of Guards or Archers?

     A: No. Any enemy with "Guard" or "Archer" in their name qualifies.

     Q: For Personal Quest 336 "Creatures in the Night", you have to kill a certain number of Oozes, Forest Imps, or Black
         Imps.  Do other kinds of Oozes or Imps count such as Blood Oozes or Toxic Imps?

     A: Yes.

     Q: For Personal Quest 340 "Thy Be Blessed", are cards from the "Oak's Gift" decks considered to be Blesses (as well
         as the normal Gloomhaven Blesses) for the purposes of completing this PQ?

     A: Yes.


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Prosperity

     Q: When Crimson Scales prosperity increases from 1 to 2 to 3, etc., are you suppose to unlock the next set of
         Gloomhaven items as you would when playing Gloomhaven?

     A: Yes.


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Retirements

     Q: What happens in Crimson Scales if you retire a character, and are suppose to open a character box that another
         player has already opened?  In Gloomhaven, you are rewarded with a random side scenario and a random design
         item.  Does this happen in Crimson Scales?

     A: No. Currently, there are no such scenarios or random items.  When Trail of Ashes is released with the second
         printing, it will include random scenarios.  At that point, you could unlock one of those.