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7 Posts

Battle Line» Forums » Rules

Subject: Is the Scout card for one turn or forever? rss

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Antonio Diago
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When you put the Scout card face up, is its effect only for that turn or until the game ends (or the opponent takes this card)?
 
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Steve N
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Just use it that one turn. Keep it face up so that you know how many tactics cards you have played, but it serves no further purpose.
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Alexander Boucharelis
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yes, 1 time use.
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Robin Zigmond
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I have a related but perhaps slightly different question about the Scout card, which I may as well ask now as I thought the OP's question would be about this, but it seems that it wasn't. (Or, if it was the intended question, it hasn't been answered.)

My difficulty is that, having played the Scout and performed its effect (draw 3 and discard 2), you will be left with 7 cards in hand, whereas, after playing any other card (Troop or Tactics), you're left with only 6, and the subsequent draw takes you back up to 7. So, if you draw a card after playing Scout, you will have 8 cards in your hand, and will retain this number until the end of the game (as on each turn you play a card then draw one - at least until the draw piles run out). It is my belief that Scout is only supposed to give you the advantage of seeing more cards that turn, not a 1-card advantage for the rest of the game - so we (my wife and I) have been playing that, after playing Scout, you simply do not draw a card at the end of that turn. But it doesn't say so explicitly in the rules, so I wouldn't mind confirmation

(This was one of many games we bought each other for Christmas, and quickly became one of the most-played of these new games )
 
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Chris Gray
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I think your math is wrong. You have 7 cards, play Scout, which gets you down to 6. You draw three (now at 9) and discard two -- back to 7, just like a normal turn. You do not take any further draws... The scout just modifies your draw phase.
 
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Robin Zigmond
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Right - so it seems we're on the same page. I did indeed say that you were left with 7 after playing Scout and performing the action - so a subsequent draw (as happens after every other card you play) would leave you with a card too many for the rest of the game. You seem to be agreeing with me that the best (probably only) way to rectify this is to simply not draw afterwards. This means that Scout's "draw-3-discard-2" ability happens instead of the draw, as opposed to happening and being followed by a draw, as with any other tactics card - I just wish the rules had made this clear, because it wasn't to me.
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Brian Sielski
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Robin,

When you play a Troop card, you draw another card ... bringing your hand back to 7. Turn Over.

When you play a Tactics card, you draw another card, bringing your hand back to 7. Turn Over.

I see where you may have confusion, as:
When you have a Scout, you play it ... but if you draw another card, you'll have 8.

The only thing is that the rules state to "refresh" your hand to 7 cards. If you have 7 cards ... you can't do more.

Frankly, for a Tactics Card, I find the Scout card extremely weak in proportion to the other Tactics. Perahps it was meant to be played, and then during the same turn .... followed with a Troop/Tactics (if permitted) by the player. Makes the card more powerful since I can rifle thru the top 3 cards. It sort of fills the definition of scout, if I can then play a card immediately ... and would be on par with those leaders, traitors, and companion cards.
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