Curse Of The Jammed Door
Please consult the original card
Casting Cost: Please consult the original card
Blocks: Nothing
Timeout: S 30 M 45 L 60
Immediate Veto: S 45 M 60 L 90
The seekers must roll 2d6.
The dice can only be rolled when the doorway is visible to the seekers and they intend to enter it. If they are intending to roll to enter a vehicle, you must be able to see the vehicle’s door before rolling.
The seekers need only roll once to enter a building. There is no need to roll for every door inside, unless it connects to another building. Shops inside train stations, malls, etc. count as separate buildings for this curse.
Vehicles that stop inside a building, e.g. a train in a train station, also count as separate buildings. It is not necessarily to roll to exit a vehicle, even if exiting does leave the seekers inside a building that they have not previously entered. So no need to roll when getting off a train in a station.
Only game-relevant doors count. There’s no need to roll to go to the toilet, or a waiting room, or a shop in order to get something to drink whilst waiting for a train. However, if the current curse requires the seekers to e.g. purchase something from a shop, then they should roll to enter it.
Fare gates are not doors.
Doors that are open most of the day, but are still visible, do count as doors.
If in doubt, err on the side of it being a door.
If a location has entrances with doors, and entrances without doors, then the seekers can legitimately choose to enter the space through the doorless entrance without needing to roll. They must use that entrance, however. They cannot enter through a door without rolling just because there is a way to get through without a door.
If the seekers exit a space, and wish to re-enter it, then they must roll again.
If the curse expires whilst the seekers are waiting to re-roll, then the wait also expires at the same time as the curse.
Standard Definitions
A building is a human-made construction designed to shelter people, creatures or objects, that fully encloses an area, with walls and a roof that are connected, and directly on the ground or a human-made foundation, with a reasonable expectation of permanence in location for longer than a season. More than one human must be able to fit inside it with ease, maintaining reasonable personal space. They can be bigger on the inside than the outside. Constructions that are underground without a building on top of them are excluded. If in doubt, if it has a door through which you enter it, it’s a building.
Things that are buildings:
- houses
- office blocks
- signal boxes
- British telephone boxes
- wind turbines and windmills
- a triumphal arch
- the ticket office to the London Eye
Things that are not buildings:
- tents
- metro entrances that are not fully enclosed
- open bus shelters
- the TARDIS (no expectation of remaining in location for longer than a season)
- the London Eye (the structures designed to enclose are moving)
- model buildings (can’t fit a human in them. Minifigs are not human)