Author Topic: Curses, Territory class enhancements and the like  (Read 794 times)

Offline bruce2213

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Curses, Territory class enhancements and the like
« on: December 27, 2011, 11:21:52 AM »
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Curses:  My example-I have "Go Into Captivity" in play and my opponent starts a rescue attempt.

Go Into Captivity (Pi)

Type: Curse • Brigade: Crimson • Ability: 0 / 6 • Class: None • Special Ability: If your warrior class Evil Character is in battle, you may discard this card to capture a Hero. )

1-If I block with a warrior class evil character, do i have to have initiative to discard my curse and capture a hero?
2-How can my opponent stop the use of my curse if i am capturing the Hero he has presented for the rescue attempt (or any other Hero for that matter)?
3-Can a card that says "discard any Active artifact" be used on a curse?
4-How do you remove a curse from play?


Territory class enhancements:
-Large tree for example:      Large Tree (TP)

Type: Evil Enh. • Brigade: Crimson • Ability: None • Class: Territory • Special Ability: Place on your evil King to search deck for a Site. While this card remains, the King gains 1/1 per turn and cannot be ignored.

5-when placed on a character, and points are added, when that character comes into battle, can large tree be removed by a "discard any enhancement in battle" card? 6-If so, does a "negate and discard any enhancement in battle/play" take away any points already added?
7-If not, how does one get rid of territory enhancements in play?

Good/Evil Enhancements:
8-How does one get rid of good or evil enhancements that have been placed into a territory? (assuming they were not negated during the battle in which they were placed into the territory)
9-On an enhancement that is both good and evil, such as  "Seven years of Famine"

Ability: 0 / 7 • Class: Territory • Special Ability: If used by a Genesis character, place in your territory for 7 turns: Negate draw and ignore abilities. During each player’s upkeep, if their hand is 7 or more, they must discard 1. • Play As: If used by a Genesis character, place in your territory for 7 turns. While it remains there, negate draw and ignore abilities. During each player’s upkeep, if their hand is 7 or more, they must discard 1.

when it says "each player's upkeep" does that include the holder?
10-when attempting to remove that card from play, is it important to know which way it was used (as an evil enhancement or a good one)?

Offline Red Wing

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Re: Curses, Territory class enhancements and the like
« Reply #1 on: December 27, 2011, 11:34:56 AM »
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Curses:  My example-I have "Go Into Captivity" in play and my opponent starts a rescue attempt.

Go Into Captivity (Pi)

Type: Curse • Brigade: Crimson • Ability: 0 / 6 • Class: None • Special Ability: If your warrior class Evil Character is in battle, you may discard this card to capture a Hero. )

1-If I block with a warrior class evil character, do i have to have initiative to discard my curse and capture a hero? No. You can do it as soon as you block.
2-How can my opponent stop the use of my curse if i am capturing the Hero he has presented for the rescue attempt (or any other Hero for that matter)? I believe a card that says "negate an evil card" would be able to negate Go into captivity. Not 100% sure though
3-Can a card that says "discard any Active artifact" be used on a curse? Yes
4-How do you remove a curse from play? I'm not sure I understand your question. Curses are activated/deactivated in your Prep phase, just like Artifacts.


Territory class enhancements:
-Large tree for example:      Large Tree (TP)

Type: Evil Enh. • Brigade: Crimson • Ability: None • Class: Territory • Special Ability: Place on your evil King to search deck for a Site. While this card remains, the King gains 1/1 per turn and cannot be ignored.

5-when placed on a character, and points are added, when that character comes into battle, can large tree be removed by a "discard any enhancement in battle" card? 6-If so, does a "negate and discard any enhancement in battle/play" take away any points already added? Yes, your opponent can negate/discard large tree. However, I believe the increase stays.
7-If not, how does one get rid of territory enhancements in play?

Good/Evil Enhancements:
8-How does one get rid of good or evil enhancements that have been placed into a territory? (assuming they were not negated during the battle in which they were placed into the territory) Cards like Nathan, Lifting the Curse, Scapegoat, ect.
9-On an enhancement that is both good and evil, such as  "Seven years of Famine"

Ability: 0 / 7 • Class: Territory • Special Ability: If used by a Genesis character, place in your territory for 7 turns: Negate draw and ignore abilities. During each player’s upkeep, if their hand is 7 or more, they must discard 1. • Play As: If used by a Genesis character, place in your territory for 7 turns. While it remains there, negate draw and ignore abilities. During each player’s upkeep, if their hand is 7 or more, they must discard 1.

when it says "each player's upkeep" does that include the holder? Yes.
10-when attempting to remove that card from play, is it important to know which way it was used (as an evil enhancement or a good one)? not exactly sure on this one.
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Offline Drrek

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Re: Curses, Territory class enhancements and the like
« Reply #2 on: December 27, 2011, 11:41:59 AM »
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10-when attempting to remove that card from play, is it important to know which way it was used (as an evil enhancement or a good one)? not exactly sure on this one.

Yes, it is important to know which way it was used, and the person playing it should declare which character is playing it when it is played.


5-when placed on a character, and points are added, when that character comes into battle, can large tree be removed by a "discard any enhancement in battle" card? 6-If so, does a "negate and discard any enhancement in battle/play" take away any points already added? Yes, your opponent can negate/discard large tree. However, I believe the increase stays.


The increase does stay, because it was done in an different phase than the battle phase.
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Offline SomeKittens

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Re: Curses, Territory class enhancements and the like
« Reply #3 on: December 27, 2011, 04:34:16 PM »
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10-when attempting to remove that card from play, is it important to know which way it was used (as an evil enhancement or a good one)? not exactly sure on this one.

Yes, it is important to know which way it was used, and the person playing it should declare which character is playing it when it is played.
If it is played on a hero, it is a good card.  If it is played on an EC, it is an evil card.  If it is discarded/shuffled into deck/returned to hand, then it is reset to face value as a DAE.
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