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DrAwsm
12-28-2010, 11:00 PM
I thought we would need one of these sooner or later. Four pages of questions? Yes, this will most likely help with those "nitpicky" questions you may have. Once a question has been answered, please wait until another question arises to answer.

I'll start: If a Warrior moves adjacent to a Defender, is the Warrior able to use Blaze Step? Blaze Step uses "place" instead of "move," so this one has me a bit confused.

Lord_AndraK
12-29-2010, 06:48 AM
Is Blaze Step negated by the Guild Dwarf Defenders' Engage ability?
No. Although Blaze Step results in the Warrior being in a different place, it is not considered "moving," so it is not affected by Engage

It is answered in the book of PE Warriors but im sure Iv seen Truth directly answer this question as well (cant rember if it was on BGG or here).

so simple thing to remember place is not the same as move.:D

KCU Master 2007
12-29-2010, 07:36 AM
I have a feeling that many of the questions that are going to be asked here, such as the one already asked, can be found in the Books. That's what they're there for.

Killer Lawnmower
12-29-2010, 10:42 AM
I was just thinking we needed this. Beat me to it.

killercactus
12-29-2010, 11:35 AM
I have a feeling that many of the questions that are going to be asked here, such as the one already asked, can be found in the Books. That's what they're there for.

That's very true, but a thread like this stops the people who just don't look in the books and post a question from creating new threads, clogging up the boards and eating memory.

Killer Lawnmower
01-22-2011, 02:59 PM
You can destroy your own units right?? Then they go to your own magic?

Also, at what point could I destroy my own units?

PePe QuiCoSE
01-22-2011, 04:35 PM
during your attack phase using one of your attacks? It's in the rulebook (somewhere) if that's what you are asking, there's no special mechanic for that.

killercactus
01-22-2011, 06:00 PM
You can destroy your own units right?? Then they go to your own magic?

Also, at what point could I destroy my own units?

You can attack them just like you were attacking an opponent's unit, and yes, you get the magic for them.

This is actually a decent strategy for Reapers or Blarf with cards under them.

Killer Lawnmower
01-22-2011, 08:32 PM
Ohhhhh, my bad. I misinterpreted that. I thought you could destroy your own units without attacking them. That would too easy though.

Thanks.

Shockma Ranyk
01-29-2011, 02:20 PM
Do units destroyed by Dark Sacrifice go to your magic pile? I think so, because on Elut-Bal's card, it specifically says discard, and on DS's card, it says destroy.

KCU Master 2007
01-29-2011, 02:47 PM
Yes, they go to your magic pile.

Shockma Ranyk
01-29-2011, 03:14 PM
Wow. That's what I assumed, but it seemed too powerful. Thanks for the answer! :D

EDIT: Another Dark Sacrifice question. Can I destroy units with DS if I don't have any wounded champions?

Klaxas
01-30-2011, 01:00 AM
yes they go to your magic pile, but remember to roll for the skeletons magic lock as well.....

esper88
02-08-2011, 12:04 AM
Blarf's Magic Augmentation reads:

"At any time, a player may remove cards from the top of their magic pile and place those cards under Blarf. Add 1 to Blarf's attack value for each card under this card, up to a maximum of +4."

My question is:

If my opponent plays magic drain, can I then immediately put my entire magic pile under Blarf in order to cause the magic drain to fizzle?

I come from the background of Yugioh which involves retroactive chains, so forgive me if this scenario borrows a bit from that background.

Dustin
02-08-2011, 02:59 AM
http://www.plaidhatgames.com/sum_forums/showthread.php?t=517

According to this thread, you can only place cards under Blarf during your turn, or between phases. But I guess you can place as many magic as you like under Blarf assuming you place it at the appropriate time (not as a "trap card" in yugioh terms:)).

killercactus
02-08-2011, 08:59 AM
http://www.plaidhatgames.com/sum_forums/showthread.php?t=517

According to this thread, you can only place cards under Blarf during your turn, or between phases. But I guess you can place as many magic as you like under Blarf assuming you place it at the appropriate time (not as a "trap card" in yugioh terms:)).

Thank Yevon there's no "in response" actions. I hated that in Magic.

Ninjaman1993
02-16-2011, 07:31 PM
For the Fallen Kingdom, Can I play Forced Summon and reduce Elut-Bal's summon cost to 2 and then discard a unit to make him free or do I have to pay two magic?

ChaosChild
02-16-2011, 07:40 PM
For the Fallen Kingdom, Can I play Forced Summon and reduce Elut-Bal's summon cost to 2 and then discard a unit to make him free or do I have to pay two magic?

Yes, he can be free.

jsmkd
02-16-2011, 07:57 PM
Thank Yevon there's no "in response" actions. I hated that in Magic.

Nothing to add. Just love the "Yevon" call out. High Five.

Best video game ever.

Ninjaman1993
02-17-2011, 10:20 AM
When you move two units that are adjacent is it allowed to switch those two units?

chardris77
02-17-2011, 10:28 AM
I don't see how. At the end of each move, the card must be in a legal position. In your scenario, you would move one on top of the other and then move the bottom one out from under it.

KCU Master 2007
02-17-2011, 10:53 AM
I don't see how. At the end of each move, the card must be in a legal position. In your scenario, you would move one on top of the other and then move the bottom one out from under it.

This is correct.

chardris77
02-17-2011, 04:29 PM
Can Miti Mumway end his move on a 1-life (or 1-life remaining) common? The card says unoccupied, but it becomes unoccupied after he steps on it.

jschild
02-17-2011, 04:50 PM
Guessing here but I would say no - it says he must END his move on an unoccupied space. Notice the wording of the power though, it states that he may move "through" which means he is essentially walking over the card. Since you cannot walk through a space you are stopping on, I do not believe that would be legal.

darkbladecb
02-17-2011, 06:21 PM
Can Miti Mumway end his move on a 1-life (or 1-life remaining) common? The card says unoccupied, but it becomes unoccupied after he steps on it.

No. Trample uses the word "through" just like Flight does. This means it's the act of moving into and out of that space that triggers the wound being dealt.

Klaxas
02-18-2011, 02:55 AM
but that doesnt stop miti mumway from having a really nice synergy with chant of haste lol

Killer Lawnmower
02-18-2011, 09:44 PM
Question about the Gunners for the Cloaks. It say if you move only this card, you may move it 3 extra spaces(i believe it says that). That means you can only move one Gunner, not multiple Gunners right??

thenightsshadow
02-18-2011, 10:49 PM
That is, as best to my knowledge, correct.

esper88
02-23-2011, 12:45 AM
I've been playing that the Fire Drake can attack through walls with his flame breath. I assume this is legal, but with how broken this can be against Summoners, I've begun to second-guess myself.

So please, reassure me, the Fire Drake can attack through walls, right?

Jexik
02-23-2011, 12:52 AM
You're right, Fire Drake can use his special through walls.

It's not broken against summoners. Put a wall on your front row and then hide in the back row. Hey look, he can't breathe flame on you anymore.

Marroking1
02-23-2011, 10:54 PM
When a Zombie Warrior attacks and kills a figure and a I take a Zombie out of my pile on that space can the new zombie attack. The same with Ret-Talus if he uses raise the dead can the newborn unit attack.

thenightsshadow
02-23-2011, 11:15 PM
Yes to both.

Edit:
The only caveat is that you haven't exhausted all three declarations of units for attacking yet.

Edit2:
I'm reminded of my loss vs. PE as the FK where Kaeseeall took control of a Zombie Warrior, infected successfully, and that newly recruited ZW survived two turns to take out Ret-Talus.

prometheuslkr
02-24-2011, 08:37 AM
I think the newly spawned Zombie would automatically be under Ret-Talus' control since it is an FK Unit.

chardris77
02-24-2011, 09:42 AM
I can't remember where, but that has been addressed. The current owner of a zombie warrior permanently owns any zombies created by that warrior.

esper88
02-25-2011, 12:15 AM
If two Fallen Kingdom decks battle... perpetual zombie reanimation can happen, passing them back and forth? Or is there some wording which stops this loop from happening?

prometheuslkr
02-25-2011, 08:37 AM
If two Fallen Kingdom decks battle... perpetual zombie reanimation can happen, passing them back and forth? Or is there some wording which stops this loop from happening?

nope. That could get really ridiculous if you got enough Zombies out there.

Quintaton16
02-25-2011, 06:49 PM
The only limit is how quickly you can get the newly-killed Zombies from your Magic Pile to your Discard pile. Once you run out of ways to spend Magic, it stops working. Of course, Ret-Talus can potentially Raise the Dead forever. However, it does take quite a bit of effort to get everything in the right pile at the right time. The fewest I can make this happen with is three Zombies per side, and if you do it that way, you will only score an infect every other kill.

esper88
02-25-2011, 07:23 PM
Okay, i've got another:

Where does Freeze go when it is discarded? TO magic pile or opponent? Playing the Apocalypse variant as we speak, a ruling would be helpful.

jsmkd
02-25-2011, 07:32 PM
I always place it in the opponents pile when he pays for it.

esper88
02-25-2011, 08:42 PM
I ended playing it as going into the TO discard, but in the end it sealed their demise. The opponent was able to continuously replenish their deck with spent magic while Grognack flailed away.

Apocalypse can be very monotonous and often feels like nothing is being achieved. I don't think I'm going to be playing it again for a while...

thenightsshadow
02-25-2011, 11:31 PM
Okay, i've got another:

Where does Freeze go when it is discarded? TO magic pile or opponent? Playing the Apocalypse variant as we speak, a ruling would be helpful.

The card says that it goes to whoever paid the 2 Magic. If the defending player paid 2 Magic, he or she discards it, therefore it goes to his or her defending pile.

prometheuslkr
02-26-2011, 09:11 AM
What about when the frozen character is killed? the card makes me think it would then go to the Tundra Orc pile.

thenightsshadow
02-26-2011, 10:14 AM
You're right. The owner of Freeze gets it when it is discarded due to destruction.

Edit:
I'm being tempted to make a comprehensive ruling on each card and upload it as a document. Obviously, Truth'd need to okay it and all, but...

Sujoah
02-27-2011, 01:19 PM
You're right. The owner of Freeze gets it when it is discarded due to destruction.

Edit:
I'm being tempted to make a comprehensive ruling on each card and upload it as a document. Obviously, Truth'd need to okay it and all, but...

Wouldn't that just bee the same thing as the FAQ?

And also, do you think you could make your signature shorter? It really shouldn't be 5ish times longer than the post.

Jebuh214
02-27-2011, 05:02 PM
Do you get to choose which promo card you get?

I'm not sure if I'm missing something here or not...

edit: Nevermind I figured it out

chardris77
02-28-2011, 09:35 PM
Why is it that the goblin riders, lioneers, and cavalry have the same special with different names?

Thing 2
02-28-2011, 09:41 PM
They don't. They each have a special with the name, "Rider."

ChaosChild
02-28-2011, 09:41 PM
Why is it that the goblin riders, lioneers, and cavalry have the same special with different names?

What? The name of the ability, "Rider", is the same on each of those cards.

chardris77
03-01-2011, 10:34 AM
Sorry, I was sure that the beast rider's special was "beast rider".

Thing 2
03-01-2011, 04:11 PM
I believe what you meant to say was, "Why do the TO Thwarters have the same ability as GD's Baldar with a different name?"

Killer Lawnmower
03-01-2011, 07:13 PM
Spear Grounders can attack "through" walls right?? Meaning diagonally between two walls.

w x
x w

I'm thinking you can I just want to make sure.

chardris77
03-01-2011, 07:49 PM
I see no reason why not.

darkbladecb
03-01-2011, 08:10 PM
They can do so.

Killer Lawnmower
03-01-2011, 09:19 PM
Ya that's what I thought but logically it didnt make sense that you can hit someone on the other side of a wall. Thanks.

chardris77
03-02-2011, 12:39 PM
PE vs PE. If Kaseal (you know who I mean) connscripts a Kaseal, can the second one also conscript?

EDIT. Why is there a red dot next to my name?

KCU Master 2007
03-02-2011, 12:43 PM
PE vs PE. If Kaseal (you know who I mean) connscripts a Kaseal, can the second one also conscript?

EDIT. Why is there a red dot next to my name?

Its showing you have invisible mode on

thenightsshadow
03-02-2011, 09:28 PM
PE vs PE. If Kaseal (you know who I mean) connscripts a Kaseal, can the second one also conscript?


The first Kaeseeall will use Blazing Conscription to get the enemy Kaeseeall. But, by the time that Kaeseeall is under your control, it won't be the beginning of the turn, since something happened already.

Quintaton16
03-03-2011, 07:21 PM
Actually, I'm not sure. Normally the rules regarding simultaneous actions dictates that you may take both actions in whatever order you want, but I'm not sure how that works when two actions happen 'simultaneously' but one is made possible by the other. You can certainly also argue that since there is only one possible order for the two actions, they cannot have occurred simultaneously.

My guess is that you should still be able to do it, since the rules don't specify the beginning of a turn as a single instant. It seems to act more like an extra phase, meaning it would be legal.

chardris77
03-04-2011, 10:33 AM
Actually, I'm not sure. Normally the rules regarding simultaneous actions dictates that you may take both actions in whatever order you want, but I'm not sure how that works when two actions happen 'simultaneously' but one is made possible by the other. You can certainly also argue that since there is only one possible order for the two actions, they cannot have occurred simultaneously.

My guess is that you should still be able to do it, since the rules don't specify the beginning of a turn as a single instant. It seems to act more like an extra phase, meaning it would be legal.

Does it then follow that Scagg could be conscripted and immediately use his special?

killercactus
03-04-2011, 10:48 AM
I agree with the honorable Q16. I think that it's gray, but that a Conscripted Kaeseeall or Scagg should be able to use their "beginning of turn" abilities since it's still the "beginning of the turn".

PePe QuiCoSE
03-04-2011, 10:56 AM
FAQ says start of turn is before Draw Phase, so i guess it's all good. Go crazy with abilities.

dkartzinel
03-04-2011, 11:55 AM
Okay, so I have a slightly odd question (but less odd since I was playing the Fallen Kingdom): when an opponent kills a zombie, it does go into their magic pile (duh), but when they spend it to buy a unit, is the zombie placed in their discard pile or yours? Obviously, this is quite pertinent to the Fallen Kingdom because of the zombie warrior ability as well as Ret Talus' raise ability.

KCU Master 2007
03-04-2011, 12:22 PM
It goes into their discard pile. Once an opponent kills a Zombie, you can't get it back except by Magic Drain.

Elcor13
03-04-2011, 12:51 PM
I would guess that this something that would be FAQ'd.

As written, I think you can use BC twice. However I'm not sure that's in the spirit of the rule.

Following that reasoning, if you can use BC twice then you could probably use Scagg's power as well.

dkartzinel
03-04-2011, 01:48 PM
It goes into their discard pile. Once an opponent kills a Zombie, you can't get it back except by Magic Drain.

That's very interesting. It actually is yet another encouragement to the fallen kingdom to kill their own units. Ooooh, here's a rather humorous question: if I kill a zombie with a zombie, does he become a zombie? :D

jsmkd
03-04-2011, 01:55 PM
If it is an enamy unit you can.

killercactus
03-04-2011, 01:55 PM
That's very interesting. It actually is yet another encouragement to the fallen kingdom to kill their own units. Ooooh, here's a rather humorous question: if I kill a zombie with a zombie, does he become a zombie? :D

Only if you have one in the discard pile. Otherwise, it just becomes magic. That's actually pretty darn interesting, because you're effectively replacing a once-wounded Zombie with a fresh one, AND getting a magic for it.

KCU Master 2007
03-04-2011, 02:16 PM
I would guess that this something that would be FAQ'd.

As written, I think you can use BC twice. However I'm not sure that's in the spirit of the rule.

Following that reasoning, if you can use BC twice then you could probably use Scagg's power as well.

What is BC? If I knew what that was I would be able to answer...

killercactus
03-04-2011, 02:35 PM
What is BC? If I knew what that was I would be able to answer...

Blazing Conscription

dkartzinel
03-04-2011, 02:54 PM
Only if you have one in the discard pile. Otherwise, it just becomes magic. That's actually pretty darn interesting, because you're effectively replacing a once-wounded Zombie with a fresh one, AND getting a magic for it.

Precisely what I was thinking. That really encourages a two zombie tag team, plus one in the discard. It lets you have almost a renewable source of zombies (at least against commons).

KCU Master 2007
03-04-2011, 03:30 PM
Blazing Conscription

Thanks, KC. I've never actually liked the power so I tend to forget about it.

As far as the power goes, I'm pretty sure that the answer that was given earlier with the start of your turn being before the Draw Phase would allow multiple abilities that happen at the start of your turn to be activated.

Also, since the person who's turn it is determines the order of events, it would make sense that my Kaesal (or whatever her name is) could conscript an adjacent Kaesal. Since its still the beginning of my turn it would make sense that the new Kaesal could conscript another unit. I think the same would apply with Scaag.

Thing 2
03-04-2011, 04:21 PM
The Zombie Warrior's ability begins, "When this Zombie Warrior destroys an enemy unit..." So no, sadly, you cannot destroy a one life Zombie Warrior for a magic point and a two life. Additionally, a Reaper can destroy other Reapers (or Zombie Warriors), but any cards under the Reapers still go to your magic pile. You do get the top Reaper under your Reaper. When destroying Skeletal Archers with your Reaper, you still have to roll for Magic Locked, even though it isn't going to your Magic Pile.

Did I cover everything?

dkartzinel
03-04-2011, 04:29 PM
Darn. Guess that's what I get for not having the card in front of me when I post. I think you covered it. :-) Colby, you made your game too well balanced!

killercactus
03-04-2011, 04:49 PM
The Zombie Warrior's ability begins, "When this Zombie Warrior destroys an enemy unit..." So no, sadly, you cannot destroy a one life Zombie Warrior for a magic point and a two life. Additionally, a Reaper can destroy other Reapers (or Zombie Warriors), but any cards under the Reapers still go to your magic pile. You do get the top Reaper under your Reaper. When destroying Skeletal Archers with your Reaper, you still have to roll for Magic Locked, even though it isn't going to your Magic Pile.

Did I cover everything?

Good call - when I typed that, I thought to myself "that can't be right..."

We need the Read the ******* Card smiley.

jsmkd
03-04-2011, 07:34 PM
If you are facing FK you can "turn" their zombies. :)

thenightsshadow
03-04-2011, 09:16 PM
As like what happened to me in my only PE loss as FK. BC takes a Zombie, and infects successfully. THAT Zombie kills Ret-Talus two turns later after being attacked four times and not killed.

Ninjaman1993
03-11-2011, 12:37 AM
Can Vermin move one and then move back to the spot they started out on in order to get more targets for Plague?

KCU Master 2007
03-11-2011, 02:04 AM
Yes, but they can also move 0 and activate plague.

SuperEsenwein
03-14-2011, 09:21 PM
Yes, but they can also move 0 and activate plague.
Just keep in mind that when a vermin starts next to a defender, it cannot move at all, and so it cannot activate plague.

KCU Master 2007
03-14-2011, 09:29 PM
Very true.

I actually have a question. Walls confuse me once they hit the board. The rule book says that they are treated like units but are not affected by abilities that affect only units. This would mean that the JE Archers CAN NOT shoot over/through walls correct.

ChaosChild
03-14-2011, 10:48 PM
I actually have a question. Walls confuse me once they hit the board. The rule book says that they are treated like units but are not affected by abilities that affect only units. This would mean that the JE Archers CAN NOT shoot over/through walls correct.

That would be correct.

SuperEsenwein
03-15-2011, 04:05 PM
And Violet doesn't affect walls either.

chardris77
03-15-2011, 04:19 PM
I'm having trouble with my profile picture. In my user CP, it shows it (card of jacob eldwyn), but...

SuperEsenwein
03-15-2011, 11:01 PM
I'm having trouble with my profile picture. In my user CP, it shows it (card of jacob eldwyn), but...
Hmmm... I just added one for me, and it worked fine. Are you sure its not too big? And what format is it? Those are the only things I can think of that would make it not work, but they still don't explain why it is appearing in your user CP. Maybe try getting rid of your avatar in your user CP and then re-uploading the one the want.

KCU Master 2007
03-16-2011, 12:17 AM
And Violet doesn't affect walls either.

Huh, guess that's true. Last time I played her, I misread her ability and played it like the Fire Drake ability. I thought she seemed a little OP that way. Oops.

thenightsshadow
03-16-2011, 02:10 AM
Violet can affect Walls if the target of her attack is the Wall. She just can't attack through them.

prometheuslkr
03-16-2011, 08:20 AM
I'm having trouble with my profile picture. In my user CP, it shows it (card of jacob eldwyn), but...

Are you wanting it to show up when you post? the picture that appeaars when you post is your avatar. the profile pic only shows up when someone goes to your profile.
EDIT: and I just went to your profile and can see it there.

chardris77
03-16-2011, 10:00 AM
Are you wanting it to show up when you post? the picture that appeaars when you post is your avatar. the profile pic only shows up when someone goes to your profile.
EDIT: and I just went to your profile and can see it there.

Aha! Thank you.

killercactus
03-16-2011, 10:23 AM
Can you change the title of a thread? If so, how?

I tried the "edit the first post" method, but that doesn't seem to work on these forums.

SuperEsenwein
03-16-2011, 03:06 PM
Huh, guess that's true. Last time I played her, I misread her ability and played it like the Fire Drake ability. I thought she seemed a little OP that way. Oops.
Yeah, you really have to make sure you know if the ability says "units" or "cards".

Question: Can a CG Berserker attack a wall, and then proceed to attack all enemy units around it? I know walls aren't units, but it doesn't seem to exclude that possibility. I thought that you couldn't, but after rereading the card, I'm not sure.

killercactus
03-16-2011, 03:08 PM
Yeah, you really have to make sure you know if the ability says "units" or "cards".

Question: Can a CG Berserker attack a wall, and then proceed to attack all enemy units around it? I know walls aren't units, but it doesn't seem to exclude that possibility. I thought that you couldn't, but after rereading the card, I'm not sure.

I don't think so. I think it's either:

1) Attack one adjacent Card

or

2) Attack all adjacent Units

SuperEsenwein
03-16-2011, 05:00 PM
I don't think so. I think it's either:

1) Attack one adjacent Card

or

2) Attack all adjacent Units
Okay. That's what I thought at first.

And another question: When bulding a custom deck, can you customize how many of each event is in the deck? I know you can't cross factions with their events, but I'm not sure if you you can change the number of each event within a faction even while still keeping the limit of 9 events.

Killer Lawnmower
03-16-2011, 05:04 PM
Nope you pick your Summoner and his 9 events listed on his/her reference card and then you can change the commons/champions as you wish.

KCU Master 2007
03-16-2011, 07:47 PM
Nope you pick your Summoner and his 9 events listed on his/her reference card and then you can change the commons/champions as you wish.

Well, you are also required to take the commons required for your Summoner's starting set-up as well.

Sujoah
03-16-2011, 09:53 PM
And three walls, and any other cards that may be required for that summoner (like the SO's summoner had the 15 Vine Walls).

So the only things you can change are the three chamions and commons not involved in the starting setup. Also remember that you're limited to 6 Mercenaries in a deck.

chardris77
03-18-2011, 08:11 AM
If the JE negate Blarf or a reaper, they definately can't get new cards under them, but do the cards stay under them? If so, is their attack still boosted?

killercactus
03-18-2011, 08:52 AM
If the JE negate Blarf or a reaper, they definately can't get new cards under them, but do the cards stay under them? If so, is their attack still boosted?

Here is what I think happens:

Blarf has 3 cards under him already for Magic Augmentation. Abua Shi plays CoN, and then Blarf is killed. The JE still get Blarf and all of the cards under Blarf into their Magic Pile. The rest of the question is a moot point.

Magic Augmentation (and Soul Harvest) only explain how to get cards under them to begin with - not how long they stay there or what happens to them when they're destroyed. Therefore, negating the ability doesn't affect the fact that cards under something that is destroyed go to the destroying players Magic Pile.

Of course, there's always (especially in Summoner Wars):

You have no power here, killercactus the Grey!!!

jschild
03-18-2011, 09:01 AM
That doesn't deal with the question at all. The question is do they lose those cards since Blarf's/Reapers power was negated?

I would say no, they still keep the cards. However, for as long as Negation is active, they cannot gain new cards, either by killing an opponent (Reaper) or by spending Magic (Blarf).

Clarissimus
03-18-2011, 09:26 AM
Yeah, they cannot gain cards while CoN is active and also the cards do not grant them any extra attack dice.

killercactus
03-18-2011, 09:30 AM
That doesn't deal with the question at all. The question is do they lose those cards since Blarf's/Reapers power was negated?

I would say no, they still keep the cards. However, for as long as Negation is active, they cannot gain new cards, either by killing an opponent (Reaper) or by spending Magic (Blarf).

Oops - I misread the question.

My response is still at least somewhat relevant, though. Those abilities only define how the cards get under them, not how to get them out from under them. Therefore, negating the ability doesn't move the cards from under Blarf/Reaper.

LeftOn4ya
03-18-2011, 01:36 PM
If Gror uses hammer quake and it destroys a his own dwarf wall, can you put it in your own magic pile, or does it get discarded? For that matter, can you attack your own wall just so you can get magic from it (I suppose another reason is to clear it out of the way for moving/attacking)?

Jexik
03-18-2011, 02:10 PM
If Gror uses hammer quake and it destroys a his own dwarf wall, can you put it in your own magic pile, or does it get discarded? For that matter, can you attack your own wall just so you can get magic from it (I suppose another reason is to clear it out of the way for moving/attacking)?

Yes. If you destroy your own walls or Units, you still get the magic for them.

Sujoah
03-18-2011, 02:15 PM
If Gror uses hammer quake and it destroys a his own dwarf wall, can you put it in your own magic pile, or does it get discarded? For that matter, can you attack your own wall just so you can get magic from it (I suppose another reason is to clear it out of the way for moving/attacking)?

In addition to what Jexik said, you can also attack your own units. Usually not that good of an idea, unless it's the first turn. I frequently kill one of my Lionesses/Archers, Thief, and sometimes Engineer on my first turn if I'm not going to be able to quickly use them.

killercactus
03-18-2011, 02:21 PM
In addition to what Jexik said, you can also attack your own units. Usually not that good of an idea, unless it's the first turn. I frequently kill one of my Lionesses/Archers, Thief, and sometimes Engineer on my first turn if I'm not going to be able to quickly use them.

There's lots of times it's good to kill your own units. The Fallen Kingdom gets a lot of benefit out of it, as they can use it to build some magic, setup Magic Drain AND they can use Raise the Dead, on top of denying your opponet the magic.

SuperEsenwein
03-20-2011, 05:50 PM
Question: How do you put the line through text? It was text in heroscapers.com, but I can't figure out how to do it here.

Edit: It's called strikethrough.

Elcor13
03-20-2011, 06:33 PM
Question: How do you put the line over text? It was text in heroscapers.com, but I can't figure out how to do it here.

Do you mean the quote button?

prometheuslkr
03-20-2011, 07:23 PM
I think he means strikethrough. and i can figure that out either.

SuperEsenwein
03-20-2011, 09:01 PM
Yeah, I did mean strikethrough. I couldn't remember the name for it at the time.

killercactus
03-24-2011, 03:20 PM
Anybody figure out how to change the title of a thread?

chardris77
03-24-2011, 07:29 PM
Down where it shows newest member, total members, etc., what does it mean by/what are the qualifications of an active member?

Killer Lawnmower
03-24-2011, 07:55 PM
Down where it shows newest member, total members, etc., what does it mean by/what are the qualifications of an active member?

I believe its either logged on or posted within the last 30 days. Not sure which though. When I put my cursor over it is says "within the last 30 days."

Ranior
03-27-2011, 12:13 AM
Anybody figure out how to change the title of a thread?

I was just playing around with this after making my Battle Reports Thread. I believe it can be done. Go to the first post in the thread. Click Edit. Then Go Advanced.

From there go to the top of the post. There should be a spot that says title. If you edit that I believe it changes the thread title, as well as the title of the post.

KCU Master 2007
03-27-2011, 09:11 AM
Sadly no, that only changes the title of the thread.

EDIT: No, not the thread just the post. Thank you Ranior for pointing out my mistake in typing.

Ranior
03-27-2011, 10:15 AM
Sadly no, that only changes the title of the thread.

Wait...what? I thought that's what he wanted...to change the title of the thread?

What do we want here exactly if someone could explain it to me?

KCU Master 2007
03-27-2011, 12:50 PM
Wait...what? I thought that's what he wanted...to change the title of the thread?

What do we want here exactly if someone could explain it to me?

Whoops, only the title of the post. My mistake. It does NOT change the title of the thread. I'm sorry for the confusion

Ranior
03-27-2011, 01:31 PM
Whoops, only the title of the post. My mistake. It does NOT change the title of the thread. I'm sorry for the confusion

Hmmm...really. I'm going to go and try and change the thread "Ranior's Battle Reports" to "Ranior's Battle Reports--KCU is wrong". We'll have to see how it goes.

EDIT: And so it is. Odd. Last night when I tried it seemed to be working, but maybe that's only because you have a small leeway right after posting? I played around with it like immediately after making my thread and it seemed to work, but now it does just change the post title.

That's dumb. Ah well. Sorry for wasting everyone's time.

SECOND EDIT: After looking around on some vb forums, it would appear that truth/admins have the feature set to the default which is you CAN change a thread title for the first 5 minutes after posting it. Someone would have to go into the ACP and change a setting so you could change thread titles like 99999999 minutes after posting it. So for now, nobody can edit titles, except possibly catching a spelling mistake right after posting.

KCU Master 2007
03-27-2011, 02:25 PM
Hmmm...really. I'm going to go and try and change the thread "Ranior's Battle Reports" to "Ranior's Battle Reports--KCU is wrong". We'll have to see how it goes.

EDIT: And so it is. Odd. Last night when I tried it seemed to be working, but maybe that's only because you have a small leeway right after posting? I played around with it like immediately after making my thread and it seemed to work, but now it does just change the post title.

Man...it's like I tried to edit a title or something and couldn't ;)

Killer Lawnmower
03-27-2011, 03:21 PM
Can you count attacking as an attack for a TO fighter, so that he can still Fury(same with Ragnor) or do you have to attack something(whether its your own card or an opponents)?

KCU Master 2007
03-27-2011, 03:39 PM
I'm pretty sure that they have to actually attack something.

killercactus
03-28-2011, 09:27 AM
I'm pretty sure that they have to actually attack something.

They do - they can't just pretend to and then Fury. They actually have to roll a die and try to hit something.

Clarissimus
03-28-2011, 03:15 PM
Deciever's Stun ability reads: "Common enemy units that begin a turn adjacent to this Deciever cannot move or attack during that turn."

Does this mean the turn of the player or the turn (ie movement/attack phase) of that unit? For instance, Phoenix Elves can burn, Cloaks can assassinate, Tundra Orcs can freeze, and Jungle Elves can negate. Do any of those things free up a stunned common or is it too late?

killercactus
03-28-2011, 03:37 PM
I'd say it's too late - the turn has already begun.

The more pressing question is what happens when Kaeseeall uses Blazing Conscription on a Deceiver that is also adjacent to a PE common. Which effect happens first? I'd expect BC to happen first since it's the PE player's turn and they get to choose the order, but I could be woefully wrong.

chardris77
03-28-2011, 04:03 PM
I disagree. IMO, if a unit "begins their turn", that happens before BC.

PePe QuiCoSE
03-29-2011, 08:29 AM
IIRC, its the case where the player chooses the order of resolution. Saying "begins their turns" and "at the beginning of our turn" is not crystal clear which goes first, more like they happen at the same time.

Sera Eldwyn's boyfriend
03-30-2011, 05:48 PM
It's to late the turn has already started. You're turn begins the instant your opponent ends his turn. Thus the unit has also started it's turn.

Jexik
03-30-2011, 05:57 PM
Deciever's Stun ability reads: "Common enemy units that begin a turn adjacent to this Deciever cannot move or attack during that turn."

Does this mean the turn of the player or the turn (ie movement/attack phase) of that unit? For instance, Phoenix Elves can burn, Cloaks can assassinate, Tundra Orcs can freeze, and Jungle Elves can negate. Do any of those things free up a stunned common or is it too late?

I answered these questions in the picture thread on BGG.



-I move a Jungle Elves common unit adjacent to a Deceiver. Attack & miss.
-Bender's turn, they keep the Deceiver adjacent to my unit.
-My turn, the Jungle Elves common unit begins a turn adjacent to the Deceiver.
-My Events Phase, I play Chant of Negation.

Can that Jungle Elves unit now move & attack this turn? Or did the wording of Deceiver make that ability trigger at the beginning of my turn & thus can't be negated?

The Deceiver's ability triggers at the start of the turn, and it persists until the end of that turn, even if you play Chant of Negation.

Note that it also triggers at the start of the Benders' turn, so if you happen to gain control of an enemy unit (with Gulldune for example) which was adjacent to one of your Deceivers at the start of that turn (while it was still an enemy unit), it will not be able to attack that turn.

In the odd corner case of a PE player with Kaeseeall being allied with a Bender player and an enemy common unit being adjacent to both a Deceiver and Kaeseeall, you could have Kaeseeall's Blazing Conscription take place first (being the active player) and then the Deceiver would not stun it.

HOWEVER, back to the original question. If you do it this way:

-My Events Phase, I play Chant of Negation.
-I move a Jungle Elves common unit adjacent to a Deceiver. Attack & miss.
-Bender's turn, they keep the Deceiver adjacent to my unit.
-My turn, the Jungle Elves common unit begins a turn adjacent to the Deceiver, but the Deceiver still doesn't have Stun.
-Still at the start of the turn step, I say that Chant of Negation is done.

Sera Eldwyn's boyfriend
03-30-2011, 09:24 PM
I just want to make sure everyone has got this for future reference.




Q: If a Deceiver is killed after the beginning of the turn, but before moving or attacking with a Stunned unit, is that unit un-Stunned?
A: No. Stun triggers at the beginning of the turn. If for whatever reason a Stunned unit or the Deceiver move or die during that turn, the Stunned unit is still Stunned.

Q: How does Chant of Negation work on the Deceivers?
A: Chant of Negation doesn't un-Stun a unit. However, when played, it will block Deceivers from using Stun in their turn. Chant of Negation is up until the beginning of the next Jungle Eves turn, so at that moment, the Jungle Elves player could decide to negate the Stuns before Chant of Negation kicks out.

This is from the book of Deceivers;). Thanks Pheonixio

Phoenixio
03-30-2011, 09:39 PM
This is from the book of Deceivers;). Thanks Pheonixio

It's a pleasure. I inspired myself from Jexik's exemple for Chant of Negation. They were pretty basic questions we were expecting, so if anything else pops up, ask it in the unit thread. This one here is a little messy...

Sera Eldwyn's boyfriend
03-30-2011, 11:07 PM
Got it, we'll all make sure it makes it to the proper unit thread next time.

airdroppers
04-06-2011, 12:45 PM
When Blarf dies, where do the cards under him go?


EDIT: never mind, I didn't know you guys had BOOKS here. Just like HS.com. :D

airdroppers
04-06-2011, 04:38 PM
Now to a question the BOOKS cannot answer.

Someone on this site mentioned buying multiples, I don't know if I misread or what. Is there a point in buying multiples of the same faction?

Killer Lawnmower
04-06-2011, 05:11 PM
Now to a question the BOOKS cannot answer.

Someone on this site mentioned buying multiples, I don't know if I misread or what. Is there a point in buying multiples of the same faction?

Yes. That way you can change the number of each of the commons to your liking. So instead of the basic Goblin build...

4x Berserkers
8x Fighers
6x Slingers

You could change it to...

2x Berserkers
10x Fighters
6x Slingers

There are rules about customizing your deck in the rulebooks.

airdroppers
04-06-2011, 09:40 PM
So you are basically buying another Golbin pack to get 2 fighters? Do you ever get to use all the multiples you have? and what happens to all the Champions? Throw em' in the fire pit?

Killer Lawnmower
04-06-2011, 09:48 PM
Well I personally dont have multiples, but then you can also play Goblins vs. Goblins if whoever you're playing with wants to play the same faction.

prometheuslkr
04-06-2011, 10:02 PM
And I would say playing Goblins vs. Goblins would be the main reason.

PePe QuiCoSE
04-07-2011, 08:41 AM
this thread has more information about the benefits of having doubles:

http://www.boardgamegeek.com/thread/492227/just-ordered-my-second-set-of-starters-and-why-you

IMO the best is to [-]force[/-] have a friend to get one of each too, also guarantees a regular opponent.

killercactus
04-07-2011, 08:58 AM
So you are basically buying another Golbin pack to get 2 fighters? Do you ever get to use all the multiples you have? and what happens to all the Champions? Throw em' in the fire pit?

Or just make 2 different style decks. That's the cool thing about SW - you can make 2 vastly different decks for the same faction, and usually they're both pretty competitive.

For example, I have these 2 decks built right now for the Phoenix Elves (I own 2x starter and 2x reinforcements):

Elien

Holleas
Laleya
Fire Drake

Warrior x10
Archer x2
Guardian x1
Fire Beast x5
__________________

Elien

Maelena
Holleas
Laleya

Warrior x1
Fencer x7
Fire Beast x5
Archer x4
Guardian x1

They both play very differently, but both are very fun and can compete with pretty much anything. The first one builds more magic, summons Warriors at strategic times and tries to press with the champions and a couple of Holleas-summoned Beasts. The next one is much cheaper on magic, and can swarm with commons and/or still get champs and Fire Beasts out.

airdroppers
04-07-2011, 09:59 AM
Well put.

At least now it makes sense to buy multiples.

But... I doubt I will. The price on the game just doubles and the fun is relatively the same. Unless you are a very competitive player that needs the best possible army to compete at tournaments.

Or... if you just like building decks. :D 'Cactus

killercactus
04-07-2011, 10:13 AM
Well put.

At least now it makes sense to buy multiples.

But... I doubt I will. The price on the game just doubles and the fun is relatively the same. Unless you are a very competitive player that needs the best possible army to compete at tournaments.

Or... if you just like building decks. :D 'Cactus

And that, my friend, is why Summoner Wars is so awesome. If you like to build decks, you can (and I do, a lot, so I have multiples of everything). If you just want to play and buy the minimum, you can, and you can still win a tournament. Jexik just did it last weekend with a JE starter deck.

airdroppers
04-07-2011, 10:57 AM
Funny thing, I started looking at the Fallen Kingdom faction and immediately started building a deck in my head.

Zombie warriors X10
Skeleton Archers X8
the rest of champions

All theory of course. Seems like you would make magic with the first 5 zombies then start wrecking havoc later on.

So, with a build like this, can I make the zombies into magic then look at my magic pile so that I can place only the zombies in my discard pile?

KCU Master 2007
04-07-2011, 11:01 AM
No, you have to move the top cards from your magic pile to the discard pile.

killercactus
04-07-2011, 11:13 AM
Funny thing, I started looking at the Fallen Kingdom faction and immediately started building a deck in my head.

Zombie warriors X10
Skeleton Archers X8
the rest of champions

All theory of course. Seems like you would make magic with the first 5 zombies then start wrecking havoc later on.

So, with a build like this, can I make the zombies into magic then look at my magic pile so that I can place only the zombies in my discard pile?

KCU is right - it's a little tougher to manage getting Zombies into your discard since you have to try and manage which cards in the magic pile they are.

Also, your deck will need at least one Reaper in it, as you have to include the units that start on the board.

airdroppers
04-07-2011, 11:23 AM
Yes, I forgot about the starting placement! At least one Reaper must be included.

I don't really like those guys, their hit points are good, but they seem like they would eat up your Magic. 1 or 2 of these guys is more then enough IMO.

Okay, these are no longer questions... ;)

airdroppette
04-24-2011, 03:34 PM
Just to confirm, when playing with the JE, if I am going first, I cannot move any Lioness Units?

PePe QuiCoSE
04-24-2011, 04:00 PM
yes you can, after your Movement Phase. Even though the first turn is a special Movement Phase, it's still a "normal" one.

airdroppette
04-24-2011, 04:18 PM
Well, the rule book states :

"... During that first Movement Phase the player going first can only move with up to 2 Units, instead of the normal 3. ..."

and the Lioness card says :

"... Instead, immediately after your normal Movement Phase, ..."

so that's the impression that I got, that you cannot move them if you are going first. :confused:

But if you say you can, the JE can move 4 Units in the start? :eek:


yes you can, after your Movement Phase. Even though the first turn is a special Movement Phase, it's still a "normal" one.

PePe QuiCoSE
04-24-2011, 05:15 PM
not just me, Colby himself:

http://www.boardgamegeek.com/thread/632667/lioness-first-turn-penalty

so yeah, it's cool, move your mama lions away

airdroppette
04-24-2011, 05:29 PM
Thank you so much. I really appreciate the link.

Mama lions, I like that :p


not just me, Colby himself:

http://www.boardgamegeek.com/thread/632667/lioness-first-turn-penalty

so yeah, it's cool, move your mama lions away

killercactus
04-24-2011, 05:37 PM
I find that the JE starting setup is so terrible that you usually want to go second anyway. Those mama lions aren't in the greatest position to get attacks in, and I usually want to get Abua to the back anyway.

Sera Eldwyn's boyfriend
04-24-2011, 06:47 PM
I find that the JE starting setup is so terrible that you usually want to go second anyway. Those mama lions aren't in the greatest position to get attacks in, and I usually want to get Abua to the back anyway.

Ah, but in a match-up against the dwarves those Mama Lions can cause some damage. You can use Abua, a Lioneer, and a Lioness to attack three of their starting people.

killercactus
04-24-2011, 07:34 PM
Ah, but in a match-up against the dwarves those Mama Lions can cause some damage. You can use Abua, a Lioneer, and a Lioness to attack three of their starting people.

Then they play MD or Reinforcements and jump on Abua, and you're in trouble. Plus you put the Lioneer in jeopardy which makes him unavailable for CoD shenanigans at Oldin.

I just played 2 GDs in a tourney I won with the JE, and I wanted to go 2nd both games.

Marroking1
04-26-2011, 07:20 PM
Which one of the FK set-ups are the right one. The one that comes in the box or the one on the site.

PePe QuiCoSE
04-26-2011, 08:25 PM
I bet you can guess that one. Didn't know they were different though! Nice find.

edit: btw, the one with the game is tons better IMO

Marroking1
04-26-2011, 09:26 PM
Yeah I thought it would be the one in the box. But just thought it was worth asking about.

The Ranger's Apprentice
04-27-2011, 09:30 AM
Can anyone just post a question here? I have a few questions I'd like to ask.

killercactus
04-27-2011, 09:38 AM
Can anyone just post a question here? I have a few questions I'd like to ask.

Fire away - that's what it's here for!

Sera Eldwyn's boyfriend
04-27-2011, 11:33 AM
Let's hear it Ranger's Apprentice, what questions do you have to ask of the site gurus. By the way, I'm not one of them, I just want to see if I can answer your questions.

The Ranger's Apprentice
04-27-2011, 09:07 PM
This might seem like a dumb question, but in a 4-player team match can you summon out of your partner's Wall? Since you can put a Wall in their Starting Zone I was interested to see if you could do that.:confused:

prometheuslkr
04-27-2011, 09:10 PM
No--only your own walls.
EDIT: And the only dumb question is the one you don't ask.

chardris77
04-27-2011, 09:15 PM
I'm afraid I must respectfully disagree. There are many dumb questions, just not that many in summoner wars.

Sera Eldwyn's boyfriend
04-27-2011, 09:19 PM
Well said Prometheuslkr, that is exactly what a philosopher would say. Since we are on the topic of questions though, I have one. In a team match, if your team members are using the JE could two of the team mates use Abua to charge up one of the members units. It says until the end of THE turn not until the end of YOUR turn so that is why I ask.

KCU Master 2007
04-27-2011, 09:31 PM
No, because only your Abua is being activated, your teammate's is not. CoG expires at te end of the turn it was used.

Sera Eldwyn's boyfriend
04-27-2011, 11:05 PM
Got it, thanks for the heads up KCU.

The Ranger's Apprentice
04-28-2011, 05:48 PM
That's sad. I guess I know that now.:(
Oh well. Life goes on. :D

Kaiser Cat
05-03-2011, 04:29 PM
What happens when an ability (Counter summon, Assassinate, ect.) discards a card with cards under them (Reaper, Scavenger,ect.) Is the magic gained or discarded, and into whos discard pile?

Phoenixio
05-03-2011, 04:31 PM
If the effect says Discard, then the Discarded card, and all cards under it (exception Vine Walls), will go to your Discard Pile.

If the effect says Destroy, then the Destroyed card, and all cards under it (exception Vine Walls), will go to your Magic Pile.

killercactus
05-03-2011, 05:00 PM
What happens when an ability (Counter summon, Assassinate, ect.) discards a card with cards under them (Reaper, Scavenger,ect.) Is the magic gained or discarded, and into whos discard pile?

Assassinate is Destroy - not Discard - by the way.

I know this because I've been playing Cloaks exclusively (and losing exclusively) for my last 4 games.

thenightsshadow
05-16-2011, 11:02 PM
Okay, so maybe I've been playing this wrong. Can someone (Jexik or otherwise) enlighten me as to whether I'm right or wrong?

Goblin Horde Attack reads:

All Cave Goblins you control gain the following ability until the end of this turn:

GANG-UP
When this Cave Goblin attacks, add 1 to its Attack Value for every other Friendly Cave Goblin Unit adjacent to the card that is being attacked.


Goblin Rage reads:

All Cave Goblins you control that have a Summon Cost of 0 gain the following ability until the end of this turn:

SWIFT STRIKE
Once per turn, after attacking with this Cave Goblin, you may immediately attack with this Cave Goblin one additional time.

(Emphasis mine)

Now, for the scenario.

B = Slinger, C = Climber, A = Zombie Warrior, W = Wall
[C][W][X][X]
[A][C][X][X]
[B][X][X][W]

Slinger attacks Zombie Warrior with three dice under GHA.
Slinger, under GRage, attacks the Wall.

Does the Slinger keep three dice or roll only one, losing the attack bonus from GHA?

Ranior
05-16-2011, 11:14 PM
My best bet is that he only gets one die.

Because when you read the card the Slinger when attacking the Zombie gets 3 dice, yes. He attacks, so Horde Attack comes into play, giving him 3.

Now he attacks again. This attack would start at 1, and would have no boosts.

I'm guessing this is the way it should be.


Else let us say there was another Goblin next to the wall. Would the Slinger then roll 4 dice in your opinion. (Keeping his 3, and adding one more)

PePe QuiCoSE
05-16-2011, 11:23 PM
yes, 1 die. He doesn't lose the bonus of GHA, it just gives him 0 extra AV against the lonely wall.

Sera Eldwyn's boyfriend
05-16-2011, 11:24 PM
The Slinger will only have one attack because there are no other CG units around the wall. If the Slinger were to attack the ZW it would have the three attack because there are two other CG units adjacent to the ZW.

thenightsshadow
05-16-2011, 11:43 PM
See, the problem I have with the answer of 1 die is that Goblin Horde Attack's ability lasts until the end of the turn. Why does the increase go away? Is it because it's another target?

I could understand if it delayed the attack to when Fighters attack, so there would be an understandable loss of Attack increase, but GRage says immediately, aka right after. So the Attack Value increase should stay in-between attacks.

Besides, I have Shikwa and Abua Shi to point to in regards to attack increases. Shikwa gets to attack for 4 with Chant of Growth because of the buff, and the buff does not go away between attacks.

Clarissimus
05-16-2011, 11:49 PM
Why does the increase go away? Is it because it's another target?

Exactly. The amount of the bonus is dependent upon the number of goblins adjacent to the target.

thenightsshadow
05-17-2011, 12:00 AM
That only explains the value of the initial attack. Why doesn't Goblin Horde Attack read:

"All Cave Goblins you control gain the following ability until the end of this turn:

GANG-UP
When this Cave Goblin attacks, add 1 to its Attack Value for every other Friendly Cave Goblin Unit adjacent to the card that is being attacked for that attack."

(Bolded inserted)

Clarissimus
05-17-2011, 01:27 AM
Because it's pretty obvious? I think you're taking what is a pretty simple instruction and making it way more complicated than it should be.

PePe QuiCoSE
05-17-2011, 08:12 AM
immediately is there to point out you can't attack with another unit and then go back to rage with your first attack. You do the second attack before doing anything else (even like going to the bathroom).

As pointed out, if there were 3 goblins surrounding the wall, why would you be forced to attack with 3 dice instead of 4? Order of attacks doesn't dictate the bonus, number of surrounding units does.

edit: as to your last question, why is Assault messed up? It's just the way it is, RAI doesn't always meet RAW.

killercactus
05-17-2011, 09:00 AM
That only explains the value of the initial attack. Why doesn't Goblin Horde Attack read:

"All Cave Goblins you control gain the following ability until the end of this turn:

GANG-UP
When this Cave Goblin attacks, add 1 to its Attack Value for every other Friendly Cave Goblin Unit adjacent to the card that is being attacked for that attack."

(Bolded inserted)

What I think you're missing is that Horde Attack doesn't say this:

"When this Cave Goblin attacks, add 1 to its Attack Value for every other Friendly Cave Goblin Unit adjacent to the card that you attack first"

If it said that, you'd be correct. The problem is that the second "card being attacked" (i.e., my Wall in our game) with your GRage has 0 CG Units adjacent, so you add 0 to the attack value. Since the first "card being attacked" had 2 CG Units adjacent, you add 2 to the attack value.

Make sense? It doesn't just increase that unit's attack for the entire turn - it increases that unit's attack for the entire turn against a specific card relative to how many other CG Units are adjacent to it.

Sauam
05-17-2011, 09:07 AM
The card never said the bonus last the entire turn, it just gain the bonus "When it attacks"... the word "when" from what it seem in SW language, means a single trigger event, unless it says that effect last the entire turn, treat it as a single trigger event that only last during that specific "when" moment

I do see why thenightsshadow or some other player may get mixed meaning, I say that is largely because it is an early wording on a early card

Sera Eldwyn's boyfriend
05-17-2011, 10:11 AM
I never found the GHA card difficult to understand, I just think that some people are making way to complicated. It is self-explanantory when you read the card, there shouldn't be any confusion about it. Killercactus explained it the best, in making what I said easier to understand. Just look to what he said for the best explanation.

Jexik
05-24-2011, 12:31 PM
The others are right, thenightshadow.

You only get the bonus based on how many CG units are adjacent to the Unit you're attacking.

You get the ability until the end of the turn, but the attack bonus is specific to each attack you make.

thenightsshadow
05-27-2011, 01:21 AM
Yeah, I see what was going on. I misunderstood the syntax of the wordings.

Thanks Jexik, everyone else. Just was mistaken.

bmwrider
05-27-2011, 12:33 PM
Does goblin hoard attack work on a wall, can a berserker attack a wall and another unit?

We just are not sure about this

http://www.plaidhatgames.com/sum_forums/member.php?u=172

PePe QuiCoSE
Senior Member Join Date: Feb 2010
Location: Argentina
Posts: 443



--------------------------------------------------------------------------------

save for the combo, rush-horde, rage-horde or the game winning rush-rush-rage-horde.
With rush you position your units for maximum damage, usually on a big fat unit or wall, with rage you duplicate horde on your nice little 0-punks. The big fat combo is just rolling 18 dice against a summoner with the wimpiest units in the game.
__________________

bmwrider
05-27-2011, 12:37 PM
It seems to us that events and abilities that affect units many not work on walls.
This is a big deal because so many cards us the word unit.

PePe QuiCoSE
05-27-2011, 12:47 PM
One thing is the Event and another is the Berserker special ability. Berserker may attack a card (like a wall) or use his special ability to attack all enemy units (not cards). If Horde is active and there are any other CG units besides the attacked unit, the Berserker gets the Horde bonus.
So if i want to bust a wall, I won't use my ability with my Berserker but roll 4 dice against a wall if I have 2 CG adjacent to it.

Elcor13
05-27-2011, 01:53 PM
It seems to us that events and abilities that affect units many not work on walls.
This is a big deal because so many cards us the word unit.

If the card says it only effects units, then it cannot work on walls, correct. You can use GHA on a wall, since it only says when your units are attacking.

And Berserkers attack all the units beside them OR a wall, not both.

bmwrider
05-27-2011, 07:25 PM
I see it now GHA uses the word card and berserker uses the word unit, that makes perfect sense.

thanks that helps alot

WhiteSaint
05-29-2011, 02:54 PM
Hey I'm kinda new to this whole thing but i love your game. I do have a stupid question though. How many cards are you allowed to have in your deck?

Because i was looking through the rules and under the title "How to build a custom deck" it says that at the end i should have 1 summoner, 9 event cards, 3 wall cards, 18 common units, and 3 champion units and in the end i counted 34 cards. Is that the allowed number? or is the number of cards only limited to how many cards there are available for your faction?

sry long question...

Sauam
05-29-2011, 03:36 PM
Hey I'm kinda new to this whole thing but i love your game. I do have a stupid question though. How many cards are you allowed to have in your deck?

Because i was looking through the rules and under the title "How to build a custom deck" it says that at the end i should have 1 summoner, 9 event cards, 3 wall cards, 18 common units, and 3 champion units and in the end i counted 34 cards. Is that the allowed number? or is the number of cards only limited to how many cards there are available for your faction?

sry long question...

yep, 34, no more no less

every faction has only 34 at the moment, master set's SO will change that a little with their Vine walls, but thats not really what you asking for, SO still only has 34 card + those vine walls on the side :cool:

WhiteSaint
05-30-2011, 08:21 PM
Cool thanks! i hope there will be more clarification when the expansions come out though :o

KCU Master 2007
05-30-2011, 08:55 PM
Cool thanks! i hope there will be more clarification when the expansions come out though :o

How can there be more explanation? Its all written right there in the rule book and you quoted most of it. The only thing that you left out were that of your 18 commons, you have to have the required commons for your summoner and the 9 corresponding events.

Elcor13
05-30-2011, 09:23 PM
How can there be more explanation? Its all written right there in the rule book and you quoted most of it. The only thing that you left out were that of your 18 commons, you have to have the required commons for your summoner and the 9 corresponding events.

I think he meant how the SO were to have more cards than just the standard 34...

WhiteSaint
06-05-2011, 01:16 PM
I really am starting to like the vanguard so a i have a quick question about Sera Eldwyn; with her ability can she heal herself with one magic or "only" the units adjacent? because i thought that maybe it counts because she is adjacent to herself...stupid question i know im just trying to see how much i can get out of her. Oh and the same goes for the priests can they heal themselves?

chardris77
06-05-2011, 01:44 PM
Sorry, no self-healing.

KCU Master 2007
06-05-2011, 01:51 PM
Sorry, no self-healing.

And no healing Sera ever.

Sauam
06-05-2011, 02:46 PM
...because i thought that maybe it counts because she is adjacent to herself...

when a card say "adjacent" it mean just that, I dont believe there is such thing as adjacent to youself, that dont even make sense

killercactus
06-06-2011, 04:52 PM
when a card say "adjacent" it mean just that, I dont believe there is such thing as adjacent to youself, that dont even make sense

Unless you're on top of a Vine Wall - then you're also adjacent to it. :p

Just trying to confuse people a little more..... but no, Sera can't heal herself. That would be sick.

KCU Master 2007
06-06-2011, 06:16 PM
snip.... but no, Sera can't heal herself. That would be awesome!.


Fixed that for you ;)

Thing 2
06-06-2011, 07:07 PM
You can never heal any Summoner, for that matter. If you're playing a 2v2 or something Sera cannot heal your buddy's Summoner because her card specifically says "Common or Champion." A Summoner is neither a Common nor a Champion. Make sense?

bmwrider
06-06-2011, 11:51 PM
Assassinate is Destroy - not Discard - by the way.

I know this because I've been playing Cloaks exclusively (and losing exclusively) for my last 4 games.

Yes the cloaks have fun events but everyone who has tried them in our group has lost every time and its the only faction that has lost every time.

prometheuslkr
06-07-2011, 07:45 AM
Hey, I win with the Cloaks! Plenty! I like how assassinate is destroy, otherwise it would be way too expensive.

killercactus
06-07-2011, 08:12 AM
Yes the cloaks have fun events but everyone who has tried them in our group has lost every time and its the only faction that has lost every time.

Now that I've played them some, I've won 4 or 5 in a row with them. It's all about planning out tricks a bit in advance and making surgical strikes.

prometheuslkr
06-07-2011, 09:20 AM
Playing against factions with low-life summoners helps too.

esper88
06-07-2011, 06:39 PM
Need a quick answer, in a game on Vassal: Can you pick which cards out of your magic pile to pay with?

As in, if I use Greater Raise, can I select 3 FK units from the pile to pay with it, or do I have to pay with the top 3 magic.

KCU Master 2007
06-07-2011, 06:45 PM
No, you can't choose what cards are used from your magic pile in any game, vassal or not. You always pay with the card(s) on top of your pile.

esper88
06-07-2011, 07:02 PM
No, you can't choose what cards are used from your magic pile in any game, vassal or not. You always pay with the card(s) on top of your pile.

Thanks!

Btw, Fallen Kingdom just got a bunch worse for me...

killercactus
06-07-2011, 07:30 PM
You just have to pay attention to which order you build magic. Always build the units you want to Raise first last, and always build units after Event cards.

Jebuh214
06-07-2011, 07:57 PM
Okay when using the event card Reinforcements, where can I summon units from, just my hand, or even from my deck? I've always played it as it was just from your hand, but a person I played with interpreted it as you could summon from either your deck or hand.

Sauam
06-07-2011, 08:17 PM
Okay when using the event card Reinforcements, where can I summon units from, just my hand, or even from my deck? I've always played it as it was just from your hand, but a person I played with interpreted it as you could summon from either your deck or hand.

The card use the word "summon", which follow the same rule like how one summon unit normally, where player can only summon unit from hand, NOT from the deck... Cards in the deck is just that, in the deck as unknown cards, and cannot be use until you place those cards into your hand

If the card says "search and than summon" than you follow that rule and search the draw pile for a unit to summon... so ya, you are right and your opposing player were trying to cheat ;)

ArcticSnake
06-07-2011, 08:26 PM
Thanks!

Btw, Fallen Kingdom just got a bunch worse for me...

In our game it would have been legal if you cast greater summon first before killing my two goblins.

esper88
06-08-2011, 10:28 AM
In our game it would have been legal if you cast greater summon first before killing my two goblins.

Interesting. I just have get used to the dynamics of this slight rule change.

ArcticSnake
06-09-2011, 07:45 AM
I have a question about Blarf's "at any time" ability. Can you use Blarf's Magic Augmentation in response to a Magic Drain so that you empty your magic pile?

How come I only saw it in the FAQ after i posted the question? X(

Sera Eldwyn's boyfriend
06-09-2011, 09:45 AM
No, the affect of a Magic Drain is instantaneous. If you were expecting a MD to be coming you can put the magic under him before you end your turn. But like I said before you can't avoid a MD with his ability.

killercactus
06-09-2011, 10:06 AM
I have a question about Blarf's "at any time" ability. Can you use Blarf's Magic Augmentation in response to a Magic Drain so that you empty your magic pile?

How come I only saw it in the FAQ after i posted the question? X(

There's a link to this discussion on the first page of Blarf's book. The reason you can't is because when you use an "at any time" ability during your opponent's turn, you can only use it between your opponent's phases. If you use one on your turn, you can literally do it at any time.

Therefore, you'd have to expect Magic Drain and pump up Blarf before the opponent's Event phase. Once the Event Phase begins, you can't pump him until after the Event phase is over.

EDIT: My bad - just saw you found this in the FAQ

Obsidian
06-20-2011, 04:58 PM
Where's the thread dedicated to 2 vs 2 deck builds and strategies? There's got to be one, but my search skills must suck because I can't find it.

chardris77
06-24-2011, 02:20 PM
Can you look through your magic pile without rearranging it? I'm asking because of Illusionary Warriors.

Phoenixio
06-24-2011, 03:03 PM
You can, since it'd make no sense if you couldn't search for the Common you want to use with IW. But the official statement is going to be present in the next FAQ.

Phoenixio
06-28-2011, 09:55 PM
I might have said somewhere that Events need to be played entirely, and that you can't just play it for nothing. That was wrong of me, and after verification, you can indeed play an event without it's effects. If somebody recalls where I said that, I'd be thankful for some directions so I can edit it (I've written a lot lately and can't find it).

This is however limited. If the event as conditions, you can't play that event. A good example would be catch-up events, like Magic Drain, that requires you to have less units on board than an opponent.

Thanks, and sorry I mislead you. You should thank Josh Rios for pointing it out, for once that he's right :D

Clarissimus
06-29-2011, 02:36 PM
I might have said somewhere that Events need to be played entirely, and that you can't just play it for nothing. That was wrong of me, and after verification, you can indeed play an event without it's effects. If somebody recalls where I said that, I'd be thankful for some directions so I can edit it (I've written a lot lately and can't find it).

I'm not sure why it would ever be advantageous to do such a thing (as opposed to building it as magic). The only scenario of which I can conceive is one in which you know you are going to be magic drained so you try to have fewer magic in your stack. But even then it's pretty unusual and of little benefit.

Tisroero
06-29-2011, 02:41 PM
If your opponent plays it, you can call em out on it, wasting the event.

KCU Master 2007
06-29-2011, 03:10 PM
If your opponent plays it, you can call em out on it, wasting the event.

Or do the nice thing and allow the to correct their mistake.

Thing 2
06-29-2011, 05:24 PM
Okay wait, so with this "at any time stuff," if I destroy my opponent's unit and he plays Shadows, since it's technically still my turn, can I put the destroyed Unit under Blarf before it goes to his Magic Pile. I'm about 97.5% sure that you can't, I just want an official ruling.

Phoenixio
06-29-2011, 06:48 PM
You can't react to "interrupts" in Summoner Wars. That means you can't, for example, spend magic when your opponent plays Magic Drain (like on Blarf) so your opponent won't get Magic.

The same is true for Shadows. Shadows must be played when a Unit is destroyed. When it will be placed in a Magic Pile, Shadows will grab that Magic and put it in the Shadow Elves' Magic Pile. It should thus be impossible to "interrupt" that process after seeing the Shadows event played.

Killer Lawnmower
06-29-2011, 06:51 PM
You can't react to "interrupts" in Summoner Wars. That means you can't, for example, spend magic when your opponent plays Magic Drain (like on Blarf) so your opponent won't get Magic.

The same is true for Shadows. Shadows must be played when a Unit is destroyed. When it will be placed in a Magic Pile, Shadows will grab that Magic and put it in the Shadow Elves' Magic Pile. It should thus be impossible to "interrupt" that process after seeing the Shadows event played.

That the official term...? :D

Phoenixio
06-29-2011, 06:59 PM
Nah. But I sure hope the term is clear enough for people to understand at this point.

There ain't a lot of them. I think it's limited to:

-Shadows
-Magic Augmentation on Blarf
-Paying for Freeze

thenightsshadow
06-29-2011, 08:03 PM
Question.

[X][X][X]
[M][P][X]
[P][X][X]

Each Priest has 1 Health.

Is it possible for Miti Mumway to walk onto a Priest, move back onto his original space, and kill that Priest with Trample?

Klaxas
06-29-2011, 08:48 PM
Question.

[X][X][X]
[M][P][X]
[P][X][X]

Each Priest has 1 Health.

Is it possible for Miti Mumway to walk onto a Priest, move back onto his original space, and kill that Priest with Trample?

he could move over one priest, trample and kill it, move back to his original spot. as his 2 movement spaces were up his movement would be done he would have to attack the second priest.

unless one of his movements was with a CoH then he could kill 1 in the event phase and 1 in the move phase.

Obsidian
06-30-2011, 10:53 AM
Where's the thread dedicated to 2 vs 2 deck builds and strategies? There's got to be one, but my search skills must suck because I can't find it.

So there's no thread dedicated to 2 vs 2 deck builds and strategies?

lildrummahboi34
06-30-2011, 11:06 AM
So there's no thread dedicated to 2 vs 2 deck builds and strategies?

Not yet... if you have any ideas, feel free to start it up!

PePe QuiCoSE
06-30-2011, 11:12 AM
2v2 is now starting to make sense, now that there is variety and cool combos might be doable. Before it was too just for a change of pace IMO.

bmwrider
07-05-2011, 08:11 PM
Ok a question about the bender event, I don't own the set yet and I am trying to understand how you could use other faction events, the card below is the one in question.
Mimic - Choose an opponent and look at the chosen opponent’s hand. You may choose an Event Card, excluding any type of Wall, from the chosen opponent’s hand and place it in your hand.

thenightsshadow
07-05-2011, 08:14 PM
Well, specifically, you can use the Events as long as it doesn't conflict.

Taking a "Legions of the Dead" from the Fallen Kingdom usually means you can't use it, since LotD says that Ret-Talus gains the ability, and you don't control Ret-Talus.

However, you can use "Goblin Horde Attack" from the Cave Goblins, even if you don't control any Goblins.

Do you get the difference?

bmwrider
07-06-2011, 01:22 AM
So as long as it doesn't not specify a unit or faction you can use it.

Obsidian
07-06-2011, 08:26 AM
So as long as it doesn't not specify a unit or faction you can use it.

I think that you can activate any event card, it's just that there are some that will have not effect, and it would be better to just build that event.

The Benders can activate Legions of the Dead, but since you don't control Ret then the card as no effect. They could user Goblin Horde Attack, but if the Benders don't have any goblins, then it's kind of pointless.

Just pay attention to faction or specific unit names.

Elcor13
07-06-2011, 08:33 PM
I think that you can activate any event card, it's just that there are some that will have not effect, and it would be better to just build that event.

The Benders can activate Legions of the Dead, but since you don't control Ret then the card as no effect. They could user Goblin Horde Attack, but if the Benders don't have any goblins, then it's kind of pointless.

Just pay attention to faction or specific unit names.

I'm not sure you can activate a card if you don't have the pre-reqs for it. Like using Magic Drain if you have more people, you can't use it anyway and get rid of a card if that makes sense. There may be something in the FAQ about that, I can't remember.

Sauam
07-07-2011, 12:15 PM
I believe from the wording... player can still activate Magic Drain even if he/she has more unit, just that nothing will happen because the requirement had not been full fill

have a look, it just said choose a opp, and "if" you have more then do the following, if not, nothing happens... it did not say must need less unit to play this event... of course I am not sure on this, but why would one play an empty event if you can build it??

http://www.plaidhatgames.com/images/sw/cards/gdmagicdrain.gif

Sera Eldwyn's boyfriend
07-07-2011, 12:29 PM
By the look of it to me you can't activate any event card unless you have the pre-requisites necessary.

PePe QuiCoSE
07-07-2011, 05:01 PM
The wording says that you first choose an opponent, you then check if he has less units. I'm with Sauam on this. Similar to the silly Abua CoG on himself, it doesn't matter it's useless.

Phoenixio
07-07-2011, 05:33 PM
On page 6 of the Rulebook, there is a statement that say:


Some event cards state that a certain requirement must be met before the card must be played. You must meet all specified requirements before playing such a card.

Thus, I would assume that you can't play catch up events for nothing, but any other event can be played without effect.

As much as I'd rather be on Sauam's side on that, we had a discussion with Colby about that matter, and that was what seemed to be the answer, since it's already written like that in the rules.

Anyway, it's not like there's any use in activating catch-ups when you can't use them properly.

PePe QuiCoSE
07-07-2011, 05:57 PM
well, the corner case I can think of is when you need to drop one extra card to have a 100% chance to draw the card you need but you don't want to build it as Magic because you have more units than your opponent and you will for some time, so you could get hit by MD.
The rulebook clarifies you can't drain the opponent if you don't have less units than them but it's not clear cut you can't play it to no effect. That wording would slightly imply that you couldn't, but the Spy ruling (when the opponent has less cards, rule that says you do as much as you can of the event) heavily implies that you can.
So, I'm still with Sauam, good catch Phoenixio.

Gartch
07-12-2011, 11:18 AM
Hello everybody

A newbee question about reaper in Fallen Kingdom faction: does the cards placed under reaper also go into the magic pile of the player who killed the reaper (I found nothing about this in rules or faq, but after the strategy section, I have the feeling it is so, but maybe I misunderstood). Thank you in advance for your answer

Edit: another question about reaper: if I decide to kill one of my reaper with another of my reaper, if the killed reaper had card under him, do they go under the "killer" reaper as well as the killed reaper card?

darkbladecb
07-12-2011, 11:49 AM
Hello everybody

A newbee question about reaper in Fallen Kingdom faction: does the cards placed under reaper also go into the magic pile of the player who killed the reaper (I found nothing about this in rules or faq, but after the strategy section, I have the feeling it is so, but maybe I misunderstood). Thank you in advance for your answer

Edit: another question about reaper: if I decide to kill one of my reaper with another of my reaper, if the killed reaper had card under him, do they go under the "killer" reaper as well as the killed reaper card?

When you destroy the Reaper--just like with Blarf or Blerg--all cards underneath the destroyed card go into your Magic pile. If a Reaper kills another Reaper, only the killed Reaper goes underneath the killing Reaper and the other cards go to Magic.

Gartch
07-12-2011, 02:20 PM
When you destroy the Reaper--just like with Blarf or Blerg--all cards underneath the destroyed card go into your Magic pile. If a Reaper kills another Reaper, only the killed Reaper goes underneath the killing Reaper and the other cards go to Magic.

Thank you for your very clear answer.

I have another question:D
What about cards like freeze: if a unit with a freeze on it is killed, does the killer's player get also the freeze in his or her magic pile?

Obsidian
07-12-2011, 02:31 PM
What about cards like freeze: if a unit with a freeze on it is killed, does the killer's player get also the freeze in his or her magic pile?



Freeze
Choose a Unit on the Battlefield and place this card on top of it. The chosen Unit cannot move, attack or use special abilities while this card is on top of it. At any time, a player may choose to spend 2 Magic Points to discard this card from off the chosen Unit. If the chosen unit is destroyed, discard this card.

The freeze card is discarded.

Gartch
07-12-2011, 05:45 PM
The freeze card is discarded.

I should learn to read:o:o:o
Thank you for your answer

Gartch
07-13-2011, 01:27 PM
One more newbee question:
if a player kill a unit with an event (like burn), does he or she place the unit card in his or her magic pile like if he or she had destroyed it or is the card discarded (and then in whose player discard pile, for FK it can be important).

Thank you in advance for answer.

Phoenixio
07-13-2011, 01:35 PM
When a unit is destroyed by damage, whichever the source of that damage, the controller of that source gets the magic. When a unit is destroyed, a player somewhere should be getting magic.

If an effect would cause you to discard a unit from play, then nobody gets magic. It is always specified when to discard a card on cards with such effects.

Gartch
07-13-2011, 05:13 PM
Hi Phoenixio and thank you for your answer:)

Shockma Ranyk
07-14-2011, 11:00 AM
For instance, in the Fallen Kingdom deck, there are examples of both.

http://www.plaidhatgames.com/images/sw/cards/elutbal.gif

On Elut-Bal's card, to use the ability Summoned by Blood, you have to discard units you control. Those units go to your discard pile, so you don't gain any magic from them.

However, on Dark Sacrifice...

http://www.plaidhatgames.com/images/sw/cards/Dark-Sacrifice.gif

It says to destroy units. Since it uses the word destroy, not the word discard, those units go to your magic pile.

Welcome to the site, Gartch!

thenightsshadow
07-14-2011, 06:20 PM
*deadpan*
Are the Deep Dwarves really supposed to have 4 Walls?

Phoenixio
07-14-2011, 06:32 PM
No they're not?

Do you have an extra in your box?