Author Topic: 2 wks into play - Some ruling questions & other questions  (Read 6611 times)

Offline southpawami

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2 wks into play - Some ruling questions & other questions
« on: August 28, 2009, 02:31:50 PM »
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I hope this has not been posted before...

First... my friend and I were playing with our decks.. I played a 3/3 enhancement that says grab a hero from your draw pile and place it on the top of your deck.  My friend lays down an enhancement in response that says discard last enhancement.  (Not Negate, just simply discard)  I held to the special ability on the enhancement as already having taken place and only the numbers are lost... 11/11 went back to 8/8.  He believed since the enhancement was discarded that it's special ability was by default negated.  Which is correct?

Second... what does fbtn mean?

Third... does Zelophads Sin really get rid of ALL blocking evil characters in play?  Like... if 7 people are playing... every one of them including my own?  Does it include the blocking evil character it's played on in battle?

Fourth... we've come to the belief that Moses and Saphira and like characters still have a battle of numbers with enhancements, but only special abilities are negated that are printed on the enhancements are negated.  Is this correct?

Fifth... is the rule for death of a character apply only if the toughness is zero?  And when does it apply?  If I am in battle, and my AW morg like guy comes out as 10/11 and decreases all heroes by 2/2 if a demon is in play... and red dragon which is immune to humans is in play on my friends side of the table, then his 5/4 guy just dropped to 3/2 right?  So I lay down a heroes decrease 5/5 till end of turn.  At this point, my friend is at least 0/0... does this mean he can play more enhancements, or is the battle over immediately... assuming no negate enhancement?

Sixth... the rare card in the Prophets deck that kills opponents heroes, Great Image... does that really kill all opponents heroes in a multiplayer game in each of each of their respective territories?

Seventh... I have this card Invisible Beings from AW.  I am utterly confused at what it does.  Does it allow access to a soul regardless of card on top or site in play assuming I don't get squashed by a dominant or a discard all cards in battle?

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #1 on: August 28, 2009, 02:45:14 PM »
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1.) Discard does not negate. You were correct.
2.) Fight by the numbers (It refers to a card that negates all special abilities)
3.) Blocking evil characters are the evil characters in battle trying to stop the heroes. The evil characters you have in battle get discarded, not the ones in your territory.
4.) The special ability are negated (unless it reads on the enhancement "cannot be negated", in which case the ability works). The numbers work. Sapphira and Moses are both examples of FBTN.
5.) I'm not quite sure what your asking. If you lower your friend's toughness below 0 during battle, he is NOT immediately discarded. He can still play enhancements
6.) Yes :).
7.) You set your silver brigade hero aside for one turn, MAKE SURE TO SET HIM FACE-DOWN. When that turn is up, the hero returns to your territory face down. When you make a battle with that hero (note: you put said hero into battle face down), he negates all Lost Soul special abilities (so, the abilities on all lost souls except the 2/3 liner don't work). When your opponent blocks him with an evil character, you flip the hero face up. Cards placed on a lost soul and sites still affect your hero normally.

Offline TimMierz

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #2 on: August 28, 2009, 02:47:14 PM »
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Glad you've been enjoying the game.

1 (discard vs. negate)
You are correct: while you lose your numbers gained from the enhancement, the special ability is not negated. If it were interrupted first and then discarded (by a card like Devourer), then it would essentially be negated.

2 (fbtn)
FBTN is a common abbreviation for "fight by the numbers," an ability on cards like Moses and Sapphira.

3 (Z's Sin)
It gets rid of all Evil Characters that are blocking a Hero (generally, all those that are currently in battle). If that includes multiple players' evil characters (by banding, say via a card like Babel), then more power to you.

4 (fbtn)
Only special abilities are negated, the battle is determined by the numbers. Note that this includes other characters in battle (for instance, if Sapphira is accompanied by another Evil Character by something like Unknown Nation), too. Enhancements that cannot be prevented or cannot be negated will still have their abilities work when played on Moses, Sapphira, and friends.

5 (toughness = 0)
Characters are only discarded for toughness 0 after battle. During battle, numbers can drop to the negatives and they'll still fight.

6 (Great Image)
It really does what it says. It can be a beast, but it won't help you win the current battle.

7 (Invisible Beings)
That card is missing part of its ability due to Cactus' error. The correct full ability should read:
"Set aside a silver brigade Hero from your hand face down for one turn. Hero returns to territory face down. Hero enters battle face down and negates all special abilities on Lost Soul cards (except the 'Lost Souls' card). When Evil Character is presented, flip Hero face up."
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #3 on: August 28, 2009, 06:17:17 PM »
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Thank you all very much.  Everything all of you all said makes sense and clears up a lot of things... except one thing.

Zelophehad's Sin is a skull enhancement. It can't be played by a good character, therefore it would only result in suicide if it kills the blocking characters in battle. 

'Discard all blocking evil characters, and remove one hero in battle from the game'  (my card says this.)

If Zelophehad's Sin, being a skull is played by the evil character who is blocking, then this only make sense as a selective nuke card 'nuke me and nuke one hero i'm fighting against right now' or 'nuke every evil character that has the ability to block in play'  So, it's confusing me a bit.  Since it is a skull enhancement and all.  Could it just be a complicated way to say discard all cards in battle? 

Which brings me to another question... if you have a card that says discard a hero in battle, and the heros you are fighting against are banded, can you choose the one to kill so the other automatically retreats to territory, OR regardless of who is discarded or captured, the other is still in play?  Which one dies when two are banded?  or What about 3 angels... if you discard a hero in battle, does that prevent the other two angels from continuing to fight?

Offline TimMierz

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #4 on: August 28, 2009, 06:24:07 PM »
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You are correct that Z's Sin is only to be played on Evil Characters who are blocking. It's a little different from a normal "discard all cards" because there may be multiple attacking Heroes - you can only get rid of one of them, so it's weaker in that respect, but you also get to remove it from the game (rather than place it in the discard pile) so it's impossible to retrieve that Hero later. In a "mutual destruction by special ability" scenario, no Lost Soul is rescued, so this can often be a win for the blocker (even if they all die). It's about on the same level as something like Deceit of Sapphira.

When characters are banded, that means nothing more than they're fighting on the same side of a battle. Getting rid of one does nothing to the other. The existence of one doesn't keep the other around. So if James son of Zebedee bands to John and you play Christian Martyr on John, James continues to fight. Similarly, if you play it on James, John continues to fight.
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #5 on: August 29, 2009, 11:28:05 AM »
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 ;D 

so... are you saying that after three angels is laid down, that even if one angel is destroyed, 2 angels are still clobbering my opponent?

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #6 on: August 29, 2009, 12:26:57 PM »
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That would be correct. Assuming that the abilities of the angels are bigger than the EC's, that is.
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #7 on: September 05, 2009, 01:05:49 AM »
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More questions I couldn't remember at the time...

1.  If someone captures your hero, and you play hero is immune to brigade/or human, does this prevent capture?  Do you need to play interrupt  card, and then immune?  How does this work?  (Have 70+ Angel Wars cards now and not one negate card, I am wondering if the interrupt to immune combo is the AW method - besides pulling the only I am redemption card out of your deck by sheer luck.)

2.  If my friend requests a battle challenge, and I give him the LS instead of challenging as my brigade enhancements are extremely weak, can he just sit out his character and play an enhancement to kill an evil character in a territory even after I have denied his battle challenge?  (This seems more than a tad unfair to me if it's okay.  Because then I could play my enhancements to affect his characters in his territory & destroy his fortress even though he didn't accept my challenge.

3.  Guess this leads me to that strange question about immunity.  When you're battle challenge is accepted and the opponent responds with immune to whatever you are, can you just play cards that don't affect that opponent but destroy things in his territory?
« Last Edit: September 05, 2009, 01:10:02 AM by southpawami »

Ironica

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #8 on: September 05, 2009, 01:12:57 AM »
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1) You have to interrupt the capture first before you can be immune to it.  Once you are losing by removal (i.e. capture, convert, yada yada yada), you must interrupt the battle to have a chance to stop it.

2)  That would actually be called a rescue attempt.  Battle challenges are when they can't rescue a LS (due to lack of, no site access, no access to the LS).  If you do not defend at all, they can't play an enhancement unless the hero's ability lets them (e.g. Ethiopian Treasurer).  Once you chose not to block, they get the LS and return to territory.

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #9 on: September 05, 2009, 01:16:07 AM »
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Ironica is has the first two, and you are right on the third question (though rules of initiative are still followed).
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #10 on: September 05, 2009, 08:18:11 AM »
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Thank you. 

Is there a limit on how many panic demons or obsidian minions you can band?  Can you band different brigades?  Is the only thing that required under Deck 1 building that they can't be the same brigade & have the same special ability?  (can I band 4 or 5 or 6 or 7 of differing brigades?)

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #11 on: September 05, 2009, 08:22:36 AM »
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Thank you. 

Is there a limit on how many panic demons or obsidian minions you can band?  Can you band different brigades?  Is the only thing that required under Deck 1 building that they can't be the same brigade & have the same special ability?  (can I band 4 or 5 or 6 or 7 of differing brigades?)
you can have them all in a type 1 deck and band all the different brigades.

Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #12 on: September 06, 2009, 11:29:37 AM »
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Thank you.  These answers are helping us a lot.

The rule book that I have says that angels are males.  And Biblically, that's pretty accurate, the 66 book bible(word for word translations) has no female character references for angels or God(some might argue about role references).  There are a lot of enhancements that are gender specific.  Yet, in angel wars, there's Kira and Arianna.  Are these considered human, female, silver brigade characters?  Or are they female, non-human, angel characters?  (this would affect tons of play... such as what evil enhancements my friend can play, and i think even whether i can play immune to human evil characters.)

I'll post some other questions when I remember them... sorry about that...

The Schaef

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #13 on: September 06, 2009, 11:50:02 AM »
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The rulebook was printed in advance of the Angel Wars expansion.  Kira and Arianna are both female; they are the only female angels in Redemption.  The other uniquely named angels all have male names, and all generic angels are considered male.

Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #14 on: September 08, 2009, 01:36:22 AM »
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Thank you, that was a rather odd thought.  (Never saw the angel wars cartoon.)

My friend and I were playing, and the idea of interrupt came up.  Now, he went to play interrupt outside of his initiative.. which I said was illegal.  He said it interrupted, there initiative was not neccessary.  I said you had to have initiative to play the interrupt.  But then he said can you interrupt an interrupt?  Which gets me wondering.  If you interrupt an action, can it be interrupted?  Can an interrupt be negated?  Can an interrupt be prevented?  Can an interrupt be discarded?  I think an interrupt can be discarded, I don't think it can be negated or interrupted.  Yet, there are cards like, negate any enhancement.  Does that mean the opponent chooses which enhancement they will negate?  (Say he plays capture, I interrupt on my initiative and play immune to human ECs, he plays interrupt and throw hero aside for four turns... did he negate my immunity?)  Questions like this are showing up.

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #15 on: September 08, 2009, 08:18:54 AM »
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Thank you, that was a rather odd thought.  (Never saw the angel wars cartoon.)
Consider your self fortunate
any way
Yes you can interrupt prevent, negate and discard an interrupt. and you can only play an interrupt outside of initiative if you are being forced to lose the battle   
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The Schaef

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #16 on: September 08, 2009, 01:04:22 PM »
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But of course, being forced to lose the battle grants you initiative, so...

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #17 on: September 08, 2009, 04:50:30 PM »
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only to play an interrupt
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #18 on: September 08, 2009, 10:42:44 PM »
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Thank you.  ( .oO Wonders how bad angel wars cartoon could be.)

Here's a question that I know is going to be in our next game.  Can I play Wings... the angel war card that says exchange your hero in battle with a hero in your hand or fortress.  Alright... say he issues capture.  Can I play Wings on my initiative, making my present angel captured while continuing the same battle with the angel I just exchanged?  You know.. it doesn't interrupt the current battle, but it does continue the current battle with another angel. 

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #19 on: September 08, 2009, 11:00:42 PM »
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When you have initiative by removal you can only play an interrupt or a negate, nothing else
 
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #20 on: September 08, 2009, 11:33:28 PM »
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Thank you. The answers really do help.

1. So in a capture or discard situation, the Angel Wars Winds 'Holder may exchange an angel in battle with an angel in holder’s hand, territory, or Chamber of Angels.' still requires an interrupt card like AW Swift Beings 'Interrupt the battle and play the next enhancement.'?  Does that mean that the battle continues with that?  I mean, is one angel captured and the other one exchanged is fighting?  Or does it simply exchange who is being captured? 

2. Can the PA Three Angels 'Up to two silver brigade Heroes may join the battle.  Ability cannot be interrupted or prevented by an Artifact.' be played as the next enhancement after Angel Wars Swift Beings 'Interrupt the battle and play the next enhancement.' and cause the battle to continue?  Would one angel gets captured but the other two angels are now fighting for the Lost Soul? 

3. What type of the card is Angel Wars Fear of Danger 'Place this card on a Hero in a territory.  Hero cannot enter battle until this card is removed.'?

4. What is a turn in a multiplayer game?  If AW Guarding is played "Protect all Lost Souls and human Heroes from discard abilities this turn.", does that mean during this round of turns?  And does this prevent dominants killing my human Heroes during this round of turns?
« Last Edit: September 09, 2009, 02:56:31 PM by southpawami »

Offline Professoralstad

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #21 on: September 09, 2009, 05:13:46 PM »
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Thank you. The answers really do help.

1. So in a capture or discard situation, the Angel Wars Winds 'Holder may exchange an angel in battle with an angel in holder’s hand, territory, or Chamber of Angels.' still requires an interrupt card like AW Swift Beings 'Interrupt the battle and play the next enhancement.'?  Does that mean that the battle continues with that?  I mean, is one angel captured and the other one exchanged is fighting?  Or does it simply exchange who is being captured? 

2. Can the PA Three Angels 'Up to two silver brigade Heroes may join the battle.  Ability cannot be interrupted or prevented by an Artifact.' be played as the next enhancement after Angel Wars Swift Beings 'Interrupt the battle and play the next enhancement.' and cause the battle to continue?  Would one angel gets captured but the other two angels are now fighting for the Lost Soul? 

3. What type of the card is Angel Wars Fear of Danger 'Place this card on a Hero in a territory.  Hero cannot enter battle until this card is removed.'?

4. What is a turn in a multiplayer game?  If AW Guarding is played "Protect all Lost Souls and human Heroes from discard abilities this turn.", does that mean during this round of turns?  And does this prevent dominants killing my human Heroes during this round of turns?


1. You need to interrupt any card that is removing you from battle (like a capture or discard card) before you can do anything else. So if an opponent plays a card to capture your angel, you would have to play Swift Beings, which interrupts the capture until the next enhancement takes effect, then another enhancement. So you could play Winds after Swift Beings, and if the original Angel is still eligible for capture (i.e. it was exchanged for an Angel in territory and is still in play) then that Angel is captured. Otherwise the capture does nothing, as cards can't change targets, so the new Angel can't be captured by the capture card.

2. Yes, the one that the capture was originally played on would be captured, and the two that were added would keep fighting.

3. It is a placed enhancement. It must be played in battle, or in conjunction with the new card High Places while a pale green EC is in your territory. Once it is placed, it's ability continues until it is discarded somehow. It is not a poison or disease, so a hero that it is placed on cannot be healed of it. A card that discards an evil enhancement in play, in territory, or on a hero can get rid of it. Once it is discarded, it's special ability is stopped, and the hero can enter battle.

4. A "turn" means the current player's turn. So if you play Guarding on your turn, the effect lasts until the end of your turn. On your next opponent's turn, the effect is stopped, and doesn't come back. And yes, the ability would protect Lost Souls from Burial and Human Heroes from Christian Martyr during your turn. A "round" is your current turn and all opponents' turns, and ends at the beginning of your next turn. The effects of Guarding do not last for a round, only a turn.
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Offline southpawami

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #22 on: September 09, 2009, 07:43:17 PM »
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Thank you again.

1. Are Angels in the fortress Chamber of Angels in play?  That is, if exchanging an angel from battle with an angel in the fortress Chamber of Angels with Winds, does the Angel that went to Chamber of Angels still get captured?

2.  Do you mean if you exchange an angel with the Winds card with one in your hand, the card was removed out of play, and therefore can't be captured?

3.  Just want to re-affirm what JSB just said... at least, I think he said.., I can interrupt, prevent, negate, and discard an interrupt?
« Last Edit: September 09, 2009, 08:04:46 PM by southpawami »

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Re: 2 wks into play - Some ruling questions & other questions
« Reply #23 on: September 10, 2009, 12:31:08 AM »
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I'm not sure on #2 but #1 it says set this fortress aside i believe so it would be set aside. #3 yes you can ipn an interrupt. Unless It says can't be negated
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Re: 2 wks into play - Some ruling questions & other questions
« Reply #24 on: September 10, 2009, 03:09:35 PM »
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Thank you again.

1. Are Angels in the fortress Chamber of Angels in play?  That is, if exchanging an angel from battle with an angel in the fortress Chamber of Angels with Winds, does the Angel that went to Chamber of Angels still get captured?

They are set aside, and thus are not legal targets for capture, unless the capture specifically says you can capture a hero in set-aside area.

2.  Do you mean if you exchange an angel with the Winds card with one in your hand, the card was removed out of play, and therefore can't be captured?

That is correct.

3.  Just want to re-affirm what JSB just said... at least, I think he said.., I can interrupt, prevent, negate, and discard an interrupt?

Yes. As an example with cards you are probably familiar with:

You attack with an Angel (which one doesn't matter) and your opponent blocks with a pale green human EC. You play Seventh Trumpet and convert their EC to a Hero. Since heroes can't block, the EC would be losing. The EC then plays Misuse of Talents "Negate and discard the last good enhancement played." This would stop Seventh Trumpet. You can then play Flaming Sword "Negate and Discard the last Evil Enhancement played" to negate Misuse of Talents. This would then allow Seventh Trumpet to reactivate.
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