UPDATED 6/7/2013
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Q: Is it acceptable to True Dungeon that a group of players who has more tickets than it has players to keep the extra slots unfilled?
A: Yes, as long as they buy (and turn in) all 10 event tickets.
Q: What should the players do with the extra tickets to ensure TD gets all of the payment from the run from Gen Con?
A: All 10 hard tickets must be purchased and turned in to the official TD ticket-taker for that particular adventure. (A hard ticket is a single ticket that specifies the exact date and time of the event the participant paid for.) The extra wristbands will be placed on one or more players, as designated by those who turn them in. E.g., if you buy a full run for yourself, you will be wearing 10 wristbands. If four people go on the run, the extra six wristbands will be divvied up between the four players as they designate.
Note: The aforementioned rule for hard tickets only applies to groups running with less than 10 people. Players who fill in a party off of the waiting list may pay with generics.
Q: Do the players with the extra tickets/wristbands get 1 bag of tokens per extra ticket/wristband?
A: Yes. If you are wearing two wristbands, you will get two bags of tokens. If you are wearing ten wristbands, you will get ten bags of tokens.
Q: May I play more than one character if I am wearing more than one wristband?
A: No. No matter how many wristbands a player is wearing, no person may play more than one character. So if you purchased all 10 slots because you want to solo the dungeon, you may do so but you will only play one character, not ten.
Q: Do I equip the extra characters?
A: No, but maybe yes. None of the extra characters are playable, so it is not necessary to provide equipment for them. However, if you have more than one copy of a synergistic or treasure-enhancing token, you have the option to utilize your extras on the phantom characters. E.g., if you are soloing a dungeon and have ten Charms of Synergy, you may equip one Charm of Synergy on your “real” character and the other nine on the phantom characters to get a +10 to initiative. Similarly, if your group is running through an adventure with only eight players, the two phantom characters could benefit from any additional treasure-enhancing or synergistic token(s) you have.
For a token to affect a character played by a real person (not a phantom character), that token must be equipped on the “real” character.
Note: The phantom characters cannot duplicate a class currently being played by a real person. E.g., if your party contains a bard, cleric, druid, elf wizard, and wizard, no phantom character can equip a Cabal item because none of the remaining classes are eligible to equip a Cabal item.
Q: Do the players with the extra tickets get extra Treasure Chips for each unused ticket?
A: Treasure Chips will be distributed as if a real person went on the run, allotted by the extra wristbands.
Treasure-enhancing tokens only affect one wristband per token. If you solo a dungeon and only have one Horn of Plenty, you would get triple Treasure Chips for one of slot but the normal amount of Treasure Chips for the other nine slots. If you solo a dungeon but prove you have ten Horns of Plenty, you would get triple Treasure Chips for all ten slots. The same principle applies to all other treasure-enhancing tokens.
Charm of Good Fortune also functions as if a real person was wearing it. If you solo a dungeon and have ten Charms of Good Fortune, they would grant you a total of +40 Treasure Chips (+4 tokens per "person"). If you solo a dungeon and have six Charms of Good Fortune, they would grant you a total of +18 Treasure Chips (+3 tokens per "person").
Note: You will need to show all your treasure-enhancing tokens to both the coach who fills out your party card as well as the person at the XP desk after your adventure.
Q: How if the 6th-level benefit handled?
A: If you're at least a 6th-level player, you will get one extra Treasure Chip for each wristband you're wearing.
Q: How do we handle late players?
A: If a player arrives more than three minutes after the official start time (the time printed on their ticket/wristband) and did not previously notify the official TD ticket-taker for that adventure or anyone in the group that s/he would be late, we will attempt to fill his/her slot with someone from the wait list.
If a player has not arrived by 18 minutes after the official start time, even if s/he gave advance notice that s/he would be late, we will attempt to fill that slot from the waiting list.
If a player arrives after his/her party has entered the dungeon, s/he may not participate in that run--even if the slot was not filled.
If a late player’s slot is filled by someone from the waiting list, the late player may not go on that run.
Q: I missed my run and Gen Con says it is too late for a refund, is there anything I can do with my ticket now?
A: TD cannot issue refunds, period. That's all handled by Gen Con. Find a director (head to the TD Store or find someone wearing a radio), they might be able to do something for you. Depending on circumstances, it MAY be possible to get you in on a later run.