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Underworld40k

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Posts posted by Underworld40k


  1. 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.


  2. Thanks for explaining!

     

    Just to sketch an example to determine if I get this right

     

    My girl plays Targaryen and she has the Rhaegal card in play. For whatever reason he dies and gets put into the dead pile. When she draws new cards and Rhaegal comes along the second time she cannot put it into play because the first card has already been killed?

     

    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.


  3. 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.


  4. 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.


  5. 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 :)


  6. 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.


  7. 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.


  8. 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 :)


  9. 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 :)

  10. 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.


  11. 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.


  12. 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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