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Old 12-24-2016, 02:23 AM   #1
7strome
 
Join Date: Dec 2016
Default Hierarchy of attempting to run away

I've been reading a lot of forums, and I'm not quite sure what the "clear" answer is, so here we go.

In the cases of:
-Curse, automatically fail your next run away attempt.
-Hireling, before rolling to run away, you may sacrifice your hireling for automatic escape.
-A treasure such as tomb dust, use after failed attempt to run away...allows escape automatically
-item such as boots of super slickness, discard before rolling to run away, auto escape all monsters
-Monster, such as army ants, where you cannot run away
-Cards such as paste pot, force a reroll to escape.

I know I blended some cards from games like pathfinder, legends and conan, but which cards "supersede" the other cards in an attempt to run away?
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