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Everything posted by Underworld40k
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Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
Yep, the scenario plays out like you describe. Military claim is at the defenders discretion (for choice of who to die) so it can be any character they have in play, deadly can only be applied to a participating character. In the core set decks you have limited control options (the decks are designed more with the 4 player melee system in mind in my opinion). The best counter that i can think of is lannisport brothel that can keep robert knelt. -
Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
That's exactly right. Rhaegal in the core set has the ability to search the deck for another copy of himself and attach it as a duplicate. If you starting to add cards to the decks you already have you will often find that this is the dangerous issue with unique characters. -
Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
Don't worry, some of us who have been playing far longer often come on here and ask a question that causes a few raised eyebrows in the 'you know this already' way. All cards fall into one of 2 categories, unique and non unique as denoted by the little black flag to the left of the cards name. If there is a little flag present then that card is considered unique, you can not have more than one of the card in play at any given time (or take control of a copy of a unique card you already control). If a copy of a unique card is in your dead pile then you can no longer put any copy of that card into play. This is where duplicates come into play, you can play another copy of a unique card as a duplicate that grants a response to the unique card that basically reads 'discard duplicate to save from kill/discard/return to hand/deck/shadows'. Duplicates are NOT attachments (a mistake i made when i started as you 'attach' them). If there is no flag the card is considered 'non unique' and you can have up to 3 copies (the max you can have in your deck) in play at any given time, each card acts a separate entity, so if you played 1 great keep in set up, a 2nd in the first round and a 3rd in the second round in the 3rd round you would count plot gold+3 (and +1 and +2 in the previous rounds) If they where characters like the direwolf pup they all can be declared in challenges individually (i want to attack with 1, and leave 2 for defense or any combination of such). They are killed individually and saved individually. -
Common Cause / Forgotten Plans
Underworld40k replied to HastAttack's topic in 2. AGoT Rules Discussion
With the exception of any challenge you get to make in the plot phase, say from a handy death to lucas blackwood (go grey wind go!) -
Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
The limited keyword means you can only play 1 limited keyword per round, aside from that it does not stop you using that card in the round you played it, so if you payed a Northern Fiefdom you would be able to use its marshaling action in the round you played it. The limited keyword only interacts on cards you 'play' from you're hand. This is one of those wonderful nuances that we mentioned. First when you 'play' a card you are marshaling it for its gold cost (even if that cost is 0) from your hand, a put in to play effect is not 'playing' the card and bypasses the usual restrictions raised by the limited keyword, see the greyjoy character first mate for an example. Then, just for fun, this would still allow responses for a location entering play. -
Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
One other thing i noticed in your initial post about renown. Just to clarify, when a character you control participates in a challenge and wins 'they' claim the power not 'you', which means that it goes on the character and not your house card. This is important because power on characters cant be moved via a power challenge but will be lost if the character is removed from play for any reason (killed, discarded, returned to hand etc) Keep asking questions, this game has a lot of subtle interactions and even the basic timing structure and rules can be a little daunting at first -
Newbie to AGOT LCG with some noobie questions ;-)
Underworld40k replied to yipster1986's topic in 2. AGoT Rules Discussion
Hello Yipster and welcome to the game! Just to add to what Khudzlin has said, in any instance where the challenge is unopposed the attacking player gets to resolve the claim of that challenge and as a bonus get 1 power for the challenge being unopposed. -
question about after the taxation phase?
Underworld40k replied to toby31's topic in 2. AGoT Rules Discussion
Hi Toby, The round structure of the game runs from plot to taxation, after each taxation phase the game enters a new round. Everything you have played stays in play (unless an effect would remove it from play) and all cards start the new round in the position (standing or kneeling) that they where in at the end of the taxation phase. So you go back to the plot phase and pick and reveal a new plot, then draw, marshal etc. In military and intrigue challenges the only guaranteed in built way of gaining power is for the challenge to be unopposed, which means that the defender counted 0 strength in the challenge (please be aware that 0 strength and 0 characters are not always the same thing, putting a 0 strength character in to defend will mean the challenge is still unopposed unless you can raise the strength in some way). Of course you can claim power in military an intrigue challenges in other ways, renown will still be awarded, event cards that award power (like ',make an example') can still be played or agendas like 'siege of winterfell' can be triggered. -
At the end of the phase effect do not allow saves as documented in the FAQ. So the dupe will unfortunately not help
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The dupe is always a save response. So Assault on kingslanding makes everyone not protected by other means from the chosen removal effect is a very sad panda.
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They would go moribund until all revealed plots have resolved, so still on table for Redwyne straights command count.
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Assault of the Kraken / Drumbeater
Underworld40k replied to HastAttack's topic in 2. AGoT Rules Discussion
Might have to walk me through the scenario again here Hast, as i understand it. 1st challenge is unopposed. Assault of the kraken is player 2nd challenge is initiated let us say for sake of argument with str total 7 You block challenge with for sake of argument str1 Opponent kneels drumbeater after defenders are declared Resolution Is that accurate? If so as far as i understand the rules drumbeater creates a lasting effect that alters the framework resolution of the challenge to make it unopposed if str attacking is 4 or more then defending. I would say that this creates the scenario where the challenge is unopposed for challenge resolution and the greyjoy attacking wins and meets the condition of unopposed. As i can only see the framework event where unopposed is checked that's where i think drumbeater makes AotK work. If AotK read, if any defenders are declared neither player wins the challenge i would agree with you as its not unopposed thats the condition. I await correction by greater minds. -
Epic Phase clarification - New FAQ
Underworld40k replied to Underworld40k's topic in 2. AGoT Rules Discussion
Cheers as always Ktom, missed it in the core book, must not forget to check it more often for the little things! -
Joffrey vs Longship Maidens Bane
Underworld40k replied to HastAttack's topic in 2. AGoT Rules Discussion
I believe Flea Bottom would work on Joff as his text is not active when in hand so no immunity applies. LMB is more difficult, the FAQ tells us that when a card's type changes it becomes that type only until whatever effect changed it wears off. I would suggest that Joffery could respond based on the timing structure, when you go to trigger Joff's response a character has been knelt (the fact that it was a location until it was knelt may not apply as the timing for the response would resolve with LMB as a character). I base this on a few observations of other rulings, the faq one that i can quickly think of that seems most applicable is the bolton refuge and the dreadfort when winterfel castle is in play. (although i acknowledge that winterfell occurs as a passive effect) Im sure Ktom or other more knowledgeable people will be able to correct me -
Hello, Ok, quick question on the epic phase in light of the new FAQ. "There are no player action windows during an epic phase outside of those that occur during the resolution of a challenge." What does this entail? Initially i read the whole phase as going like this Framework (start phase/cards form shadows) Declare challenge (based on epic phase) Player action Declare stealth/Defenders Player actions Framework (; determine winner etc) Loop to next player & Repeat. But the phrase resolution is throwing me a little, does this mean that there are no options but responses to the final framework (winning/losing/save etc) or that my initial assessment is correct and that the player action windows after deceleration of attackers and defenders are still viable? I lean to the latter but have successfully talked myself into a circle with the wording. As an aside, i cant find anything in the FAQ about when melee titles are technically returned to the title pool, our best guess has been that it occurs when new titles are picked but conformation would be welcome
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Your thoughts on Lieutenant Packs
Underworld40k replied to Comodin's topic in Descent: Journeys in the Dark
Overall i have to say that i feel the LT packs are overpriced, regardless of the versatility that the plot decks offer (and they can offer a lot), but that i just really really hate the tokens for LT's. Personal opinion and purely aesthetic i know but that's just the way it is for me. In all honesty i would go online and find the details of the plot decks and pick based on effect and play style if you want to add some flexibility to your play (Eliza Farrows healing abilities are a favorite of mine) and buy soley on that unless like me you want to have a figure for each LT. At the cost for maybe up to 3 packs you can get a different spin on your campaign and give yourself access to new tactics but for the whole set it starts getting stupid pricey. -
Sorry but the Shadowmancer deck looks brilliant. Only 2 effects require the willpower test and the effects are devastating one is a global test for each hero letting you make an attack with them if they fail, the other effects the targeted hero and any adjacent figures and each failing hero loses all their stamina. If your heroes have highwillpower avoid those cards... The other effects look excellent to my eye, shadow of doubt, Mistrust, out of darkness,shadow walk and blackout are all very versatile.
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For me Its the triggering condition that invalidates the use of it on multiple heroes. 3 heroes within 3 of the bard regain health from the same source, so you exhaust the card and pick 'a' (singular) hero, and that chosen hero gains + 2 hearts. Go to repeat the process for the 2nd hero (who still meets the condition) and the card is already exhausted.
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Terrifying power creep of shop item cards.
Underworld40k replied to BigBadUnshaved's topic in Descent: Journeys in the Dark
Still with Whitewing on the power creep issue, the majority of expansion gear is comparable to the base game stuff, some stuff is better some stuff is worse. If nothing scaled up people would complain that the base game gear was still better and that the expansions didn't add enough. -
Question about reinforcements.
Underworld40k replied to VeniVidiVincent's topic in Descent: Journeys in the Dark
For the sake of my own sanity i went and double checked, the ruling is in the core quest guide page 1 under reinforcements. -
Question about reinforcements.
Underworld40k replied to VeniVidiVincent's topic in Descent: Journeys in the Dark
Pretty sure its covered in either the core rules (possibly quest quide) or the faq but it is closest available square. -
Agree with Bento, the damage on move ability is horrible to deal with, especially as to hex the target requires no damage to be done....
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Terrifying power creep of shop item cards.
Underworld40k replied to BigBadUnshaved's topic in Descent: Journeys in the Dark
Never feared runeplate, our mage has it in our campaign and despite grey black and +2 health its still easy to pulp them. Just started act 2 and they dies to 3 attacks, at full health, from a group of cave spiders. Armor in general is poor for heroes, 1 reasonably high priced suit that goes on a squishy has not deterred me. -
Hero & Monster collections disappointing?
Underworld40k replied to Maelora's topic in Descent: Journeys in the Dark
Look at it this way, if the opening collections are to 'generic' then the later ones will be filled with the weird and wonderful ones left. Swings and roundabouts. -
Getting to test other classes/heroes
Underworld40k replied to Indalecio's topic in Descent: Journeys in the Dark
I just let my players play first blood a few times with epic rules and what combinations they like, easy and quick enough that they get a quick feel for what they want stuff to do.
