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Compiled Rules Clarifications

 
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jtkauff
Grand Magistrate


Joined: 31 Jan 2004
Posts: 1465
Location: Ashland, OH

PostPosted: Mon May 24, 2004 12:09 pm    Post subject: Compiled Rules Clarifications Reply with quote

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.

==================================

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

PostPosted: Sun Jun 06, 2004 11:44 am    Post subject: Reply with quote

Updated.

jt.
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Elyndil
Magistrate, Knight of the Crown


Joined: 27 Jun 2004
Posts: 68

PostPosted: Sun Jun 27, 2004 8:36 pm    Post subject: Reply with quote

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

PostPosted: Sun Jun 27, 2004 9:10 pm    Post subject: Reply with quote

Monk: you do need to upload the newest version of the rule book (.79?).
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Christopher Kugler
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Lucid Raven Productions
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Monk
LRP, Master of the Forums


Joined: 15 Oct 2003
Posts: 1723

PostPosted: Sun Jun 27, 2004 9:18 pm    Post subject: Reply with quote

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

PostPosted: Sun Jun 27, 2004 9:20 pm    Post subject: Reply with quote

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

PostPosted: Sun Jun 27, 2004 9:22 pm    Post subject: Reply with quote

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).
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Christopher Kugler
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Lucid Raven Productions
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jtkauff
Grand Magistrate


Joined: 31 Jan 2004
Posts: 1465
Location: Ashland, OH

PostPosted: Wed Jun 30, 2004 11:02 am    Post subject: Reply with quote

added clarification on fear.

jt.
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Monk
LRP, Master of the Forums


Joined: 15 Oct 2003
Posts: 1723

PostPosted: Wed Jun 30, 2004 12:02 pm    Post subject: Reply with quote

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. =)

Monk
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jtkauff
Grand Magistrate


Joined: 31 Jan 2004
Posts: 1465
Location: Ashland, OH

PostPosted: Thu Jul 01, 2004 7:55 am    Post subject: Reply with quote

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

PostPosted: Fri Jul 02, 2004 8:43 am    Post subject: Reply with quote

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
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PostPosted: Fri Jul 02, 2004 8:50 am    Post subject: Reply with quote

Fixed it. It's only during the City Maintainence phase.

jt.
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Monk
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PostPosted: Fri Jul 02, 2004 10:14 am    Post subject: Reply with quote

Yep, only during the City Maintenance Phase.

Monk
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jtkauff
Grand Magistrate


Joined: 31 Jan 2004
Posts: 1465
Location: Ashland, OH

PostPosted: Fri Jul 02, 2004 10:52 am    Post subject: Reply with quote

Added Strongholds clarifications (that they are structures and are affected by structure-affecting cards).

jt.
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