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Angus Lee

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    Shatin, NT, Hong Kong
  1. Many thanks for sharing! I will definitely print it out and perhaps try it on Halloween
  2. I thought we have played it wrong in the past (we did not think that Signal Jam can cancel the playing of a card) after reading this thread yesterday. But thanks for your clarification. Signal Jam is not that (over)powerful.
  3. If the objective's text has the wordings of "gains control of", it will pass along the first player marker. For Grimbeorn the old, since it does not mention "control", it stays with one player. I think it is clarified by Nate long time ago.
  4. Using a shield is optional, meaning that you can decide whether you want to use it or not when there is an opportunity.
  5. On Augustus' COG card, it states that "even another player" has played a Guard card, and there is no official rules that modify his ability in solo play. So I would say he cannot "Guard" twice in a turn, and his ability essentially becomes only "play any card as a 'Guard' card" in solo play. Nevertheless, it is your game so play it however you like.
  6. Yes, you can, unless the attachment itself specify a requirement (e.g. Burning Brand specifies that it can only be attached to a lore hero)
  7. Actually, it is that Elder Sign credited the mechanism to Dr. Knizia (for Risk Express) in the 2nd edition rulebook.
  8. There is nothing limiting where the portal tokens to be placed, the only requirement is that they are within 8 hexes of each other. However, I think that you would not want to place it on an enemy unit because normally you cannot move through such units (except through Flying ability or special scenario rules). Though placing one of the portal on one of your activated units would certainly help its movement.
  9. The heroic ability is optional, as you have to commit Heroic die result to trigger it, and committing die results is optional.
  10. This is from another thread: Situation: My Citadel Guards attacked the opponent's Obscene and forced them to retreat. Due to their special ability "Ferocity", they were allowed to counter first. My opponent rolled a retreat, which caused me to retreat as well. Can my Citadel Guards still advance to the Obscene's original space, effectively moving 2 or even more spaces??? Or can I ONLY advance, if my unit is still adjacent to the target unit's original space? page 10 of the reference book under "unstoppable (lore card)" says there: "If the counter forces the enemy unit to retreat one or more hexes, the enemy unit cannot advance or use a Pursue ability." However, it is not mentioned explicitly in the Ferocity's entry
  11. Please also note that there is a petition here: http://www.petitions24.com/please_give_us_gears_of_war-expansions
  12. Depends on the text of the interrupt and where the interrupt comes from. If it is an Event, you have to pay for the card. If the Interrupt effect is on a card that is in play, the card text will tell you if resources are needed to be paid (and possibly other costs as well).
  13. You can check the status of a product on the Upcoming page on the FFG website: http://www.fantasyflightgames.com/edge_upcoming.asp It is being reprinted
  14. The defender gets to counter after the first attack, as each attack is a separate one. However, even if the Yeoman Archer is forced to retreat during the first counter, it can still make a second ranged attack if it is still within range and line of sight of a target.
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