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TheProfessor

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  1. From the FAQ: (2.9) Limit 1/Once “Limit 1 per...” is a limitation carried by cards whose effects are triggered from out of play. A card of that name can only be triggered 1 time per stated time frame. “Limit once per...” is a limitation carried by cards whose effect are triggered from in play. That card’s effect can only be triggered once per stated time frame. If the effect of the card with either limitation is canceled the limit has still been met for that time frame.
  2. You've got them right in general. Khopesh can't be used by an Invulnerable character because they can't meet the payment. A character without Invulnerability can use the Khopesh as many times as it wants until it wounds itself to death. Whenever you re-distribute success tokens at stories, they don't change sides. When a character with Toughness and a wound loses the keyword Toughness, it is immediately destroyed. Like with Khopesh, anything that doesn't require exhaustion or limited to "once per turn" or something similar can be done as often as the payment can be made.
  3. The inactive player in your example has the opportunity to take an action after passing once. Passing doesn't take you out of the window of opportunity. The inactive player could let the active player take 3, 4, whatever actions and then jump in and take an action after that. The window only closes when both players pass one after the other.
  4. I have no opinions on best packs to pick up, except Shifting Sands to get the current story cards. The metagame is a bit fidgety right now - Worlds was dominated by a Yithian deck, but in friendly play that is considered impolite at our local. The story set from Shifting Sands is the current official set of story cards. There are a couple of full art cards in the promo world, but nothing functionally different than the published set.
  5. I remember first learning to play this game (some years ago) and thinking that the story resolution was quite predictable. But as I played more I learned that although sometimes it is predictable, it is still engaging. And sometimes it is not predictable. One of the important aspects of this game is that characters are exhausted after committing to stories. So deciding whether to defend or not is a crucial aspect of the game and is determined by what you (the defender) are intending to do on your next turn. This turns into decisions for the attacker - how should characters be deployed and where. The nuances of the game really takes some experience of playing to fully grasp. At some point you will have a revelation that it is more complicated than it seems!
  6. Characters and Support cards can (normally) only be played during the operations phase. Only the active player can do this on their turn. The non-active player has to wait until they become the active player to bring characters and supports cards into play. Note there are some specific characters and support cards that can be played as Actions which means they can be played during Action windows. I'm not sure what you mean by defend... In general, you bring out characters and support cards during operations, and then you go to stories during the Story phase. The non-active player can commit his/her characters to stories that you've committed characters to. During the opportunity to play actions (see page 13 of the rule book for a diagram of the timing), the active player may play an Action, then the non-active player may play an Action, and this alternates back and forth until nobody has any Actions they want to take. By Actions I mean cards that have the keyword "Action" written on them. Cards labeled Response and Forced Response can also be played when their response would indicate. Cards labelled Disrupt can actually interfere with the resolution of an Action. I'm not sure if I'm answering your question clearly, so please follow up if I've confused you rather than clarified anything.
  7. This is correct. The FAQ (Section 2.13) makes this clear: You may only pay costs with cards you control. You may never exhaust a card, drain a domain, drive insane, sacrifice, or otherwise use or alter the game state of any card you do not control, as the means of a paying the cost of an effect.
  8. There is no "chain" or anything like in Magic. Actions get resolved, then the other player gets a chance to take an action. Only things labeled "disrupt" or "forced response" can interfere with timing. So when you played a card that told your opponent to sacrifice a character, there is no window for him to play a card. He must sacrifice a character. Then. after that reaction is fully resolved, it will be his turn to do something, and he could take control of a character using his card.
  9. That's true, but that would mean that the opponent could not play "Daybreak", for example, in a defensive mode. So the non-active player would not have the opportunity to play an Event that has a "Day" characteristic. I recognize this is a rare situation, but still, was the intention to prohibit this?
  10. That's what I was arguing with Kellen, but we think that is not the intention. Because then Day cards could not destroy Savio, right? With Passives resolving first and all?
  11. Savio Corvi reads: While there is at least 1 Conspiracy card in play, Savio Corvi gains "Night. It is Night. Destroy all Day cads. Savio Corvi is immune to non-Day card effects. There doesn't seem to be any timing or trigger for the "Destroy all Day cards" part of the ability to kick in. Usually Day or Night cards say something like "After xxx comes into play, destroy..." Any thoughts on when this would happen, or how to resolve the logic via the FAQ or rules?
  12. My main tip is "have fun!" Come up with decks that have interesting themes to you, play some games and then you'll start to get a sense of what you like or don't like about certain cards. Since you want casual play, I wouldn't worry about trying to make the optimal decks, so just go with what feels like fun to you. Thematic decks can be quite enjoyable to play even if they don't perform at a high level - you can start to "live out" a story as you play the game.
  13. Monster Hunter does not specify he needs to be at the story. And since there is no exhaust cost in the action, he can use his response while exhausted as long as you can pay the 2.
  14. Secrets of Arkham has 2 copies of each, the other deluxe sets have 3 copies of each.
  15. I recommend just trying various mixtures to get some sense of the characters. Just dont' be concerned if one pairing seems to be more powerful than another - at this point you are just trying out different things and learning how to play the game. I remember that when I played my first game I thought Insanity was way too powerful... took a few games until I got a better sense of the balance and how it all worked.
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