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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Mon May 24, 2004 12:09 pm Post subject: Compiled Rules Clarifications |
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This thread is for Rules Clarifications that have been discussed and clarified in other threads. For Rules Errata (which adds or changes previous rules) or Cards Clarification/Errata, please see the respective Sticky threads.
NOTE: If you are looking for clarification on a rule that has not been covered in other threads, please create a new thread so that the rule can be examined.
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Citizens
- Citizens can never have an offense or defense greater than 0.
- Citizens cannot use items that give an offense or defense bonus.
Exhausted cards
- Should a card or ability put an exhausted card into battle, it can always be assigned as an attacker or blocker; it simply will be considered to have an un-alterable offense of 0 and it cannot wound its assignment.
Fear
- Fear does work on a troop/wanderer that also has fear. (e.g. in a one on one battle in which both participants have fear, both will receive the -3 - just because they invoke fear doesn't mean they are fearless)
Follower
- A wanderer with Follower will go out to battle no matter which lord's wanderers are attacking. For example, if there were 3 lords each with 2 wanderers in play, and all 6 wanderers had the follow ability, when a single wanderer would successfully roll on its aggression rating and attack, the other 5 wanderers would follow him and attack as well.
Influence Tokens
- Each player begins play with 4 of each type of influence token.
- There are no additional influence tokens available past the starting tokens (e.g. In a 3 player game, each player would start with 12 tokens {4 of each kind}, so there would be a total of 36 influence tokens in the game - no more, no less).
- Influence Tokens may be traded or given to other players freely.
Interrupts
- An interrupt is a card, ability, or effect that specifically states that it is meant to be played in response to another card/ability/effect.
- Interrupt Events are meant to only interrupt other events; the card itself will specificy whether the event to be interrupted is a battle, general, or any.
- The following abilities are classified as Interrupts: Debate, Persuade, and Retain.
Invocations
- Invocations are permanant additions to a personality in play.
- Invocations cannot be moved from personality to personality.
Items
- Items can be moved from personality to personality in the City Maintainence phase.
- Items that give offense and/or defense bonuses have no effect if placed on citizens (they can only affect troops).
Play Direction
- Play always begins with the lead player and proceeds to the left (clockwise).
Pray
- Pray may be used on any personality or wanderer, regardless of who controls it.
- A personality/wanderer can never pray for itself.
Strongholds
- Strongholds are structures, and are affected by any card that affects structures.
Temporary Bonuses
- Unless stated otherwise, any temporary bonus granted to a card in play wears off at the end of the phase that it is granted. This is true for items, events, invocations, abilities, etc.
Timing
- Only cards/abilities/effects that are classified as Interrupts can be used to react or respond to another card/ability/effect.
- Unless an Interrupt-speed card/ability/effect is played, any action takes place immediately.
- Abilities can be used during any phase (unless otherwise specified).
- Every time that any card is played or an ability is used, regardless of phase, an action cycle does begin, giving every player a chance to play.
Unique Cards
- Whenever a unique card, whether it is an item, personality, structure, or wanderer, is killed or destroyed, it goes to the dead pile.
- If a copy of a unique card is in any player's dead pile, another copy of that same card cannot be played by any player.
- Dead/destroyed unique cards can be brought back to life by certain religious invocations and abilities; this is the only way to bring back a card from the dead pile.
Wanderer "Tax"
- After all Wanderers have had aggression rolled for them and have attacked (if applicable), a 1 influence per unexhausted wanderer "tax" must be played. This is applicable to any unexhausted wanderer, no matter the reason they are unexhausted. Likewise, if a wanderer is exhausted for any reason (it need not be because they were wounded), they need not be paid for.
Last edited by jtkauff on Tue Jul 27, 2004 1:45 am; edited 6 times in total |
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Sun Jun 06, 2004 11:44 am Post subject: |
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Updated.
jt. |
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Elyndil Magistrate, Knight of the Crown

Joined: 27 Jun 2004 Posts: 68
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Posted: Sun Jun 27, 2004 8:36 pm Post subject: |
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| JT i think you forgot about, uniques not beign able to start in your city structure, sicne it wasnt in rules ver.78 |
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GuJiaXian LRP, Copy Editor

Joined: 05 Feb 2004 Posts: 822 Location: Orem, Utah
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Posted: Sun Jun 27, 2004 9:10 pm Post subject: |
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Monk: you do need to upload the newest version of the rule book (.79?). _________________ Christopher Kugler
Copy Editor
Allegiance: War of Factions
Lucid Raven Productions
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Monk LRP, Master of the Forums

Joined: 15 Oct 2003 Posts: 1723
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Posted: Sun Jun 27, 2004 9:18 pm Post subject: |
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I'm going to skip it and go straight to 80. BTW, 78 not 79 is the print version. =\
Monk |
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Sun Jun 27, 2004 9:20 pm Post subject: |
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That's in the rules errata thread. It's not in the rules, so it's in that thread. This thread is just for clarifications.
jt. |
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GuJiaXian LRP, Copy Editor

Joined: 05 Feb 2004 Posts: 822 Location: Orem, Utah
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Posted: Sun Jun 27, 2004 9:22 pm Post subject: |
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If you send me the electronic copy of .80, I'll lock it for you (dunno if that's as big a deal with the rule book). _________________ Christopher Kugler
Copy Editor
Allegiance: War of Factions
Lucid Raven Productions
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Wed Jun 30, 2004 11:02 am Post subject: |
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added clarification on fear.
jt. |
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Monk LRP, Master of the Forums

Joined: 15 Oct 2003 Posts: 1723
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Posted: Wed Jun 30, 2004 12:02 pm Post subject: |
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Will do when I get it ready. Need a few days...got SO much to take care of right now it isn't even half humorous. =)
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Thu Jul 01, 2004 7:55 am Post subject: |
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Added clarification regarding exhausted troops. This came up regarding Soul Chain specifically, though applies to other cards/effects.
jt. |
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gdraper Magistrate

Joined: 30 Jun 2004 Posts: 20 Location: Orange County, CA
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Posted: Fri Jul 02, 2004 8:43 am Post subject: |
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| Quote: | Items
- Items can be moved from personality to personality. |
Can items be moved at any time? Durning a battle? I had a friend last night try to move chainmail in the middle of a battle.
I wouldn't think so, but I couldn't find any information... |
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Fri Jul 02, 2004 8:50 am Post subject: |
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Fixed it. It's only during the City Maintainence phase.
jt. |
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Monk LRP, Master of the Forums

Joined: 15 Oct 2003 Posts: 1723
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Posted: Fri Jul 02, 2004 10:14 am Post subject: |
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Yep, only during the City Maintenance Phase.
Monk |
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jtkauff Grand Magistrate

Joined: 31 Jan 2004 Posts: 1465 Location: Ashland, OH
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Posted: Fri Jul 02, 2004 10:52 am Post subject: |
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Added Strongholds clarifications (that they are structures and are affected by structure-affecting cards).
jt. |
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