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Posts posted by HappyDD

  1. You can replace the word "When..." with the word "After..." (I think that's in the FAQ somewhere), so both cases in Q1.


    Q2: After


    Q3: I think you could trigger them all off the same condition (opponent drawing cards), but the way it is worded says "... if he has 7 or more cards in hand." So each instance of the action would go off, but each instance would require the opponent to have 7 or more cards in hand. Either way you pay the cost, so you would only trigger as many as you could execute. E.g., using case a, if he draws one card to get 8 you want to take the action on 2 Harpies to get him down to 6. If you take the 3rd, your opponent won't have 7 or more cards in hand. 

  2. Neutral cards are neutral, no matter what trait they have. The Lizardman neutral race consists of cards that have the "lizardman" trait. They are not special other than that (or any other special rules printed on the card, like "Lizardmen only"). So you can put neutral cards in any deck, but Lizardman decks try to get the most use out of that trait. 

  3. Ugh, I have been on the receiving end of many situations where the game has been over but it wasn't obvious. I can remember one of Mallumo's odd/even Orc decks dropping insane bombs on me from turn one and essentially knocking out everything I had. Dark Elf decks that get turn one Hate, turn two Call the Kraken into Dark Elf Infiltrator can essentially end the game right there. Nothing as insane as what you describe, but the odd/even was very surprising.

  4. This is one of those things that goes all the way back to "How does Toxic Hydra work?" Cool people like me think that Toxic Hydra does not create a constant effect but is a one shot thing, but that was never clarified in writing. So the analogue here is "Does Slayer Oath create a constant that the unit gains P = # units in discard pile that is on until the end of the turn? Or does it simply check # when you play it?" I would play it's a one time thing, again because I am cool, but coolness has no weight in rule interpretations and I have been wrong in the past. Many, many times.


    For what it is worth: I was playing a game with Brad Andres present and he ruled that Toxic Hydra created a constant effect. That means that using the same logic he employed in a most uncool fashion, the Slayer Oath would result in the unit gaining 0 P after you play Reclaiming the Fallen.

  5. Warpstone Meteor: Forced: After your turn begins, each player must corrupt one of his units in this corresponding zone or deal 1 damage to his capital. (Players decide where their own damage is assigned.)


    Church of Sigmar: Kingdom. Opponents cannot target your units with card effects unless they pay an additional 1 resource per effect.


    Church of Sigmar does not mean payment is required for Warpstone Meteor. No target, no problem. In almost all cases, the word "target" regarding a unit should appear on a card for Church of Sigmar to work. I say "almost all" because I am too lazy to look up possible exceptions.

  6. You are mostly right, booored. Back in the day the fluff was an excuse for the models to be fighting. Since then, in the 25 years or whatever has passed, the demand for concrete fluff has grown to the point where GW is trying harder to keep that stuff consistent. It has grown out of control with dozens of authors trying to fit stories within the existing fluff and still keep it all together, but it's a money maker for them. Look at newer companies (e.g., Spartan), they have very sparse fluff too but it's probably by necessity.


    If you fancy yourself old school you probably don't like all these kids on your lawn with their strict attitudes towards fluff, but that's what nerds are: people who thrive on knowing minute arcane things regarding fantasy worlds. I don't find it appealing to argue over whether or not the Black Templars would help the Eldar in one specific situation, but there is no harm in people wanting to read about the Emperor or whatever.

  7. In literally every card game some abstraction occurs: in Cthulhu a little kid can hit an Ancient One with a crowbar, in Invasion two goblins can kill a huge invincible demon, in L5R you can win by making great origami cranes while your opponent burns down your provinces, the list goes on. Perhaps in Star Wars it was over done with Ewoks fighting Star Destroyers. I will bet you one million dollars that there will be something like that in this game. That stuff already happens in the source material (40K) with Imperial Guardsmen being able to shoot Space Marines to death with their crappy lasguns. People are already raising their eyebrows at the alliance wheel, or whatever it's called, so imagine their dismay when a Dark Eldar comes in waving a massive Chaos sword or Orcs ride around in Imperial Guard tanks. 

  8. Ugh. Okay, so the quest says "Target attacking unit gets X P...", and in your case it gets 20. Does it say anywhere that said unit loses the power when it's no longer attacking? This sort of reminds me of the "constant" effect of toxic hydra killing units that come into the battlefield later, in that it isn't obvious. 


    So what I'm saying is: Does the unit attack, hit for 20 damage, have it's 20P until the end of the turn? Could just corrupt him after combat... 


    <hides from Mallumo>

  9. They got rid of player elimination by introducing a new type of card ("Fulcrums") that you fight over and in turn give you points every turn you control them. Once you hit 8 points you win. You also lose points if your zones burn, but you don't get eliminated. There are some bugs in that format in that some cards are insanely strong, but it is basically the Wild West of Invasion. It also depends on player types, we are able to handle some trash talking around here so it's more of a good-time-experience than the supposed seriousness of 1v1 Invasion.


    Since this game already HAS neutral cards for fighting over, it might just be a matter of changing those. FFG tends to write their cards to read "each opponent", "each player", etc, so those don't need to be redesigned for multiplayer.


    Invasion`s got 10, son.


    Yeah, but does that really count?


    Invasion made an attempt to take the 4 neutral factions and make them playable independently at the very end of it's life-cycle.  Mostly, I believe, to make players of that game happy more than anything else.  I don't think it was ever part of the original plan to do that, and in a way I see it almost as a thank you to loyal fans as they ushered that game out as one of their LCG's.


    I don't know, I guess making players happy is a main goal of most game manufacturers, but I see what you are saying. "Was Hidden Kingdoms a fan service?" is a question that will haunt Invasion fans until the end of time. I can categorically state, as I have before, that no one knew the cancellation was coming. No one... So ya. Not really sure what else to say about the real vs. fake faction thing other than it looks like a massive waste of time for a final box.


    I could see how one could take the philosophical position that grouping neutral cards with the same trait under a new faction and giving that faction a faction-specific ability does not make a new "faction" in the sense the cards are still grey. But I'm not a fan of being pedantic when pragmatically they play as their own faction and are different from others in real ways. There were definitely issues about cards targeting neutral cards, but now those will never be resolved :( :( :( :( To relate that back to Conquest, you could have a bunch of neutral events that are Necron cards (since those guys just sleep underground, then pop up and kill everyone) and eventually build up enough Necron cards to start a Necron faction.


    The problem with basing a card game, where most of the time people try each faction because they already have the cards, on a miniatures game, where trying a new faction is a substantial time and money investment, if you are going to alienate people who picked a faction in the minis game and like it. Like clockwork, fans of the Bretonnians would mention they would play Invasion if only the Bretonnians were in the game. Games Workshop exists to sell models, so they invent as many factions as they can possibly support that have different enough aesthetics to appeal to as many people as possible. Then, some marketing genius invented the idea of a table that has each faction on both axes and allows them to ally with relative ease. Now they can sell more models, since people formerly stuck with their Imperial Guard can now add some of those cool Tau they've been looking at to their army. It's likely going that way in Fantasy too.


    But wait, there are some players who do not like the creative side of the game, they will never invent their own Space Marine faction, they crave order and a semblance of reason for these forces to work together no matter how weak. So GW writes some lore about one time or another they worked together. Boom, now we have a factory approved reason for them to be on the table next to each other and everyone is happy.


    All of this is to say that both FFG and GW have designed these systems so they can shoehorn whatever they want into them. Tomorrow GW could say "Ya, this one time, the Space Marines rode Tyranids into battle against corrupt Imperial Guardsmen because the Tyranids hate Chaos" and it would have to be true. So they can add any race to this game, alliance wheel or not, but 7 factions spread over 6 boxes per cycle is already thin enough, especially when all you have is a core set. If you are waiting for the Tyranids or Necrons or Squats you will likely be waiting a long time.


    On topic: The deluxe expansion model is cool and everything, as a guy with less and less time for deck building I appreciate it, but clearly the popular games get the small expansions more frequently. I'd like it (if I do enjoy / get into this game) for it to be in the small expansion model for a long time. Also, in Cthulhu at least, the deluxe expansions and all the faction-defining cards within them, have led to the current meta of extremely strong factions using new cards versus extremely weak factions that haven't received a deluxe expansion yet. One might also suggest that the deluxe expansions pushing the boundaries of what each specific faction can do has resulted in some broken decks (albeit discovered by talented players).

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