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Subject: Magic Items: How They Enter and Leave Play rss

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Principia

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No play or duration notes:

Treated the same as other cards you have in your deck. If this is a Magic Item you're starting the game with, it gets shuffled into and drawn from your deck as normal. After you've played it, it goes into your discard as normal.

ENTERING PLAY

Starts and Remains in Play:
Doesn't even go into your Equipment Pack, you play this out in your area before the start of the game and it stays there, with its described effects being applied as the card specifies, so long as the card isn't hit with a Dispel Magic effect, or unless the card has a Discard, Consume, or Deplete effect that you choose to use. If you were to pull an item like this during the game (e.g., from a Detect Magic scroll), or it came back into your hand after having been hit with a Dispel Magic and cycled through a reshuffle, you'd generally play it out immediately.

Remains in Play:
Has to be drawn into your hand before being played. If you were to pull an item like this during the game (e.g., from a Detect Magic scroll), you'd put the item into your hand. After you play it, it will then remain in front of you, with its described effects being applied as the card specifies, so long as the card isn't hit with a Dispel Magic effect, or unless the card has a Discard, Consume, or Deplete effect that you choose to use.

Remains in Play (with a duration specifier):
Has to be drawn into your hand before being played. If you were to pull an item like this during the game (e.g., from a Detect Magic scroll), you'd put the item into your hand. After you play it, it will then remain in front of you, with its described effects being applied as the card specifies, for the duration the card specifies (generally Scene or Round), after which point you discard the card, or unless the card has a Discard, Consume, or Deplete effect that you choose to use.

At Any Time:
Usually these would get played during yours or another player's active turn rather than before the game starts, between turns, or during a Short Rest, but "at any time" means "at any time".

LEAVING PLAY

Discard (effect on the card):
A modifier to Remains in Play cards, will generally provide a stronger effect than the card normally provides, in exchange for discarding the card instead of leaving it in play.

Consume:
You use it for the stated Consume effect, then it leaves the game after its effect(s) are applied (and goes back into the stack of Magic Items available to be awarded later).

Consume, but has regular damage marker(s) in the upper-left-hand-corner:

The card can be played for just the regular damage, in which case it then goes into your discard as normal after it's played. Consumed only when you use it for the "Consume: [description of what happens when you Consume the Magic Item]" text on the card, in which case it would also generally deal the regular damage before being Consumed.

Deplete:
Similar to Consume, this leaves the game when you use its Deplete-marked effect, but instead of the Magic Item going back into the Magic Item deck, your character will have it available to them again in subsequent Adventures.

Deplete, but has regular damage marker(s) in the upper-left-hand-corner:
The card can be played as normal for the regular damage, in which case it then goes into your discard as normal. Depleted only when you use it for the "Deplete: [description of what happens when you Deplete the Magic Item]" text on the card, in which case it would also generally deal the regular damage before being Depleted.
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Michael Kindt Dalzen
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Quote:
Consume, but has regular damage marker(s) in the upper-left-hand-corner:
The card can be played for just the regular damage, in which case it then goes into your discard as normal after it's played. Consumed only when you use it for the "Consume: [description of what happens when you Consume the Magic Item]" text on the card, in which case it would also generally deal the regular damage before being Consumed.


I wish this was standard for Common Magic Items. The single use Consume Commons are just so situational and generally lacking.
 
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Kevin
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daskindt wrote:
The single use Consume Commons are just so situational and generally lacking.


Poison is awesome if they fail their save, my favorite of all the commons.
Healing (especially to bring characters out of stun) has won games for us.
Queueing up Bane is really strong vs many encounters.
Detect Magic has pulled some awesome cards in the past that helped us.

We haven’t had much success using Strength, Burning Hands, or Climbing...those are the most situational and tend to clog hands.

If all commons had 1 colorless in the upper left, yeah, they’d all be much more playable and strong...perhaps the devs thought too strong.
 
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B C Z
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kcurtis wrote:
daskindt wrote:
The single use Consume Commons are just so situational and generally lacking.


Poison is awesome if they fail their save, my favorite of all the commons.
Healing (especially to bring characters out of stun) has won games for us.
Queueing up Bane is really strong vs many encounters.
Detect Magic has pulled some awesome cards in the past that helped us.

We haven’t had much success using Strength, Burning Hands, or Climbing...those are the most situational and tend to clog hands.

If all commons had 1 colorless in the upper left, yeah, they’d all be much more playable and strong...perhaps the devs thought too strong.


Burning Hands adds +(1) to each non-basic Arcane card played.
Burning Hands is itself a nonbasic card.
Burning Hands, played by itself does 1 colorless damage.

 
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Michael Kindt Dalzen
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kcurtis wrote:
daskindt wrote:
The single use Consume Commons are just so situational and generally lacking.

Detect Magic has pulled some awesome cards in the past that helped us.


Detect Magic is probably my favorite Common, but that’s because it gets you an Uncommon for the Adventure.
 
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daskindt wrote:
kcurtis wrote:
daskindt wrote:
The single use Consume Commons are just so situational and generally lacking.

Detect Magic has pulled some awesome cards in the past that helped us.


Detect Magic is probably my favorite Common, but that’s because it gets you an Uncommon for the Adventure.


Even though sometimes it gets you a bag if holding?
 
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Michael Kindt Dalzen
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byronczimmer wrote:
daskindt wrote:
kcurtis wrote:
daskindt wrote:
The single use Consume Commons are just so situational and generally lacking.

Detect Magic has pulled some awesome cards in the past that helped us.


Detect Magic is probably my favorite Common, but that’s because it gets you an Uncommon for the Adventure.


Even though sometimes it gets you a bag if holding?


Never drawn a Bag of Holding, but certainly drawn Uncommons that weren’t terribly useful. In general, I’ve had much greater success with one adventure Uncommons than Commons though.
 
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