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Defenders of the Realm: The Dragon Expansion» Forums » Rules

Subject: Do imps get their special when they overrun? rss

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Chris Ferejohn
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So I saw the question in the faq making it clear that if imps overrun to locations that already have three minions they simply taint them as per normal. However, the more frequent case where imps overrun normally doesn't seem to be addressed. In this case, do the imps you place due to overrun cause even *more* imps to be placed (effectively creating a radius-2 overrun)?

I hope not, because that seems a bit ridiculous - could pretty easily cause over half the imps in the game to be placed at once - but curious to hear a ruling. Given that we hav clarifications that a) imps don't get extra spawns during setup and b) imps spawned when Hemlock moves don't cause extra spawns, I'm assuming the answer is no..
 
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David Knepper
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Chris,

I think your reading too much into the phrase "In this example..." The FAQ is saying that imps do not overrun any differently than any other minion.

Quote:
Example #1: A Darkness Spread card instructs the player to add 1 Imp to a location that already has 3 Imps. At the same time, each adjacent location has 3 minions of other colors but no Imps.

In this example, the minion ability is replaced by the basic overrun rule since the minion (Imp or any other) is the 4th minion to be added to the location. The location would not gain an Imp, but a Tainted Crystal and follow normal overrun rules. Since each adjacent location has 3 minions already, no additional Imps would be added to the board, but each adjacent location would gain a Tainted Crystal.


So, when an imp is the 4th minion placed at a location as the result of a Darkness Spreads card, you follow the normal overrun rules and not the imp's Quick Flying ability.
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Richard Launius
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No - When an overrun occurs, imps being placed as part of the overrun do not Quick fly as they actually quick flew from the location of the overrun. Imps are pests and can quickly expand, but overrunning Imps cannot Quick Fly more Imps as the basic rule that overruns cannot chain into new overruns remains.

One strategy to manage the Imps is to not attack them unless the location has 2 or more minions. Because they will not Quick Fly to a location that has an Imp on it, leaving them helps reduce their spread. Of course an overrun would still spawn an Imp, but as noted above, the overrunning Imps will not quick fly to further locations.

Thanks, and good question.

Richard
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