Khudzlin

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  1. Tyranids and Necrons were announced in the core set. Smugglers and Scum were in the Core Set (each had 1 objective set in addition to the affiliation card). Martell and Greyjoy were in the Core Set. Also, the first cycle of AGoT LCG 1st ed. was published before the Core Set (the Core Set came out in 2008 and this cycle came out in 2007), as part of the transition from CCG to LCG (note that both Greyjoy and Martell already existed in the CCG). That leaves only CoC.
  2. If it was a reaction, you couldn't trigger it at all, since you can only trigger abilities on cards in play (except events and roles).
  3. I'd go with @Horizonshard. You only reshuffle when you need to refill a province (or draw a card). Not when you're told to discard from your deck.
  4. This is business as usual in LCGs. AGoT's rule about unique cards says the same (and has additional stuff because characters can be killed, preventing other copies from coming into play).
  5. The last action window in the conflict phase is followed by the Glory count for the Imperial Favor.
  6. There are already treacheries that enter your threat area when drawn (like Frozen in Fear), and stay until you get rid of them or the scenario ends for you (all enemies work that way, too). As for your other suggestion, Permanent means "starts in play" as well as "can't leave play", so it doesn't work. We're more likely to see card effects, resolutions or setup instructions that make you add weaknesses to your deck (and it's already been done).
  7. In the CCG, "unique" meant "1 per deck" (decks were also 40 cards with a 3 copy limit). AEG later introduced "singular", which meant "1 in play" (much the same as "unique" in the LCG). I'm glad that 1 per deck cards are an exception rather than a common occurence.
  8. I seriously doubt it. Weaknesses (like story assets) have a player back (for the same reason: they're meant to be shuffled in a player's deck, not in the encounter deck). Cards with different backs don't get shuffled together (remember that player-backed cards owned by the scenario are removed from the game instead of going to the encounter discard).
  9. I prefer to be the one firing the bullets, but to each their own.
  10. @LordBlunt Well, I just looked up the card on fiveringsdb, so you can thank @mplain for collecting developer rulings and putting them online.
  11. Hmm, FFG wording is often sloppy. And "encounter card" is never clearly defined.
  12. Apparently not: source.
  13. The card types are: player cards: Asset, Event, Skill encounter cards: Scenario Reference, Agenda, Act, Location, Treachery, Enemy and Story Weaknesses could theoretically be of any card type, though we've only seen assets, events, treacheries and enemies so far. However, they need a player card back (because they go into a player's deck), so that excludes scenario references, agendas, acts and stories (because those are intrisically double-sided).
  14. You are mistaken. All treacheries and enemies (as well as locations, agendas, acts, story cards and scenario reference cards) are encounter cards, including weaknesses (note that "weakness" is a subtype, rather than a type in its own right). The passage you seem to be referring to (distinguishing encounter-typed weaknesses from player-typed ones) clearly says the former are encounter cards. So, despite a lack of definition for "encounter card" in the Reference, we must conclude that it means "card with an encounter card type" (those types being Scenario Reference, Agenda, Act, Location, Treachery, Enemy and Story).
  15. Upper limit is 5, since both Cheat Death and The Painted World remove themselves from the game.