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Doubt on Paranoia

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Paranoia works against neutral cards? They have no loyalty, but neutral cards are considered to have zero loyalty or NO loyalty at all?

Can i defend myself with Iron Discipline against Paranoia?

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When your units are loyal, you won’t be seized by crippling Paranoia (Karaz-a-Karak, 78). While The Capital Cycle offers cards for each race that trigger positive effects based on high loyalty, it also offers a brutal reproach for all those fickle units who come and go with no sworn devotion. For a mere one resource, Paranoia allows you to target a unit in an opponent’s zone and prevent the subsequent play of any other units with fewer than three units. Early on, this can shut down a player’s kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone. Later in the game, when your opponent has a steady supply of cards and resources, Paranoia may discourage units from heading to the battle zone, buying you time to launch a strike of your own.

 

I don't know how you can "shut down a player’s kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone" if the opponent can still play Warpstone Excavations and Contested Villages or how you can "buy time to launch a strike of your own" if the opponent can still play Clan Moulder's Elites. But that's just megran_risa.gif

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Virgo said:

Paranoia allows you to target a unit in an opponent’s zone and prevent the subsequent play of any other units with fewer than three units. Early on, this can shut down a player’s kingdom zone and prevent the acceleration of resources or cripple card draw by limiting units in the quest zone. Later in the game, when your opponent has a steady supply of cards and resources, Paranoia may discourage units from heading to the battle zone, buying you time to launch a strike of your own.

 

You give too much power to this card, your opponent only have to destroy the unit attached to continue to play as normal.

This card is just a "bad" unit killer, that let your opponent chose when he will have to destroy his unit. "when " means when his need to play low loyalty unit in this zone is higher than keeping his unit "alive".

 

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Shindulus said:

 You give too much power to this card, your opponent only have to destroy the unit attached to continue to play as normal.

Not I, but FFG, because this is the quote from their articlelengua.gif(strangely I don't know how to quote text on this forum other than from user's posts...)

Just wanted to point out that idea behind this card wasn't to bypass it with neutral cardsgui%C3%B1o.gif

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BigV said:

Paranoia works against neutral cards? They have no loyalty, but neutral cards are considered to have zero loyalty or NO loyalty at all?

Can i defend myself with Iron Discipline against Paranoia?

Neutral cards have zero loyalty.  "Token" units like developments have no cost, which is different than having a cost of zero.  I'm not sure if developments are considered to have zero loyalty or no loyalty, though I would guess it is no loyalty, just as they have no cost.

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That's right.

About Iron Discipline and Paranoia, you can play Iron Discipline to prevent your unit from being attached, but once Paranoia is attached to this unit, you cannot cancel the action with Iron D, because it says "Destroy attached unit", so it cannot target.

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Budmilka_fr said:

[...] but once Paranoia is attached to this unit, you cannot cancel the action with Iron D, because it says "Destroy attached unit", so it cannot target.

 

By the way, why a person that decides to destroy his own unit would play Iron Discipline to prevent this unit from being destroyed? Or maybe you are talking about 2 empire facing or even a "sadistic" Empire player, playing paranoia and wanting to prevent a player from destroying his own unit :).

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That's what I though yes. If I play Empire, and I play Paranoia on one ennemy unit, and he wants to play units in this zone (but cannot because of loyalties), he only have to destroy his own unit, and then I would cancel it with Iron D. So he won't play anything in this zone. But it doesn't work, so...

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