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Subject: Unofficial FAQ/Rules Reference rss

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David
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I thought I saw something about an official FAQ coming, but I got my copy, struggled with a few rules, loved the game once I got the hang of it, and figured I'd throw together my own rules reference. Hopefully it helps somebody out.

For the most part, I included only rules that are not explicitly outlined in the rulebook (or are hard to find, ambiguous, or poorly worded), as well as details about card interactions that aren't very clear. Let me know if there are any incorrect points and I'll fix them.


- Points indicated by * are points that are correct, but that either directly or indirectly contradict the rules as they are written in the rulebook.

- The rest should be accurate, and are based on the text in the rulebook and the questions and official answers that I've seen in this forum.


Unofficial Rules Reference

Edit (7/12/19): Huge thank you to creator Todd Walsh, who reached out and was kind enough to correct a few points, which I've updated below.


The Line

When a creature is defeated or removed from the Line, all creatures behind it slide up, filling in the space where the previously defeated creature was.

Any creatures within the visible range dictated by the campfire should be revealed, even if they were not within visible range of the campfire when the Watch phase started.

The round cannot end while there are enemies remaining in the Line.

Melee characters have a range of 1, and can only directly attack creatures in the front slot of the Line.

Ranged characters have a range of 2, and can only directly attack creatures in the front 2 slots of the Line.

Creatures added to the end of the Line during the Watch phase by effects or abilities are always added facedown.

The frontmost creature can always be optionally bypassed by exhausting the number of cards it indicates and placing it in the Horde.

The Horde

When cards are added to the Horde by the Acolyte's effect, do not reveal the card or exhaust abilities when adding the card.

If instructed to add cards to the Horde during the final round of the game, add them to a new Horde pile in the box instead of adding them to the existing pile at the end of the Line.

The Graveyard

Effects on cards in the Graveyard are disregarded unless the effect explicitly says otherwise.

The Fire Serpent and Shade have no health on top of the Graveyard.

Cards added simultaneously to the Graveyard (e.g. by The Wizard's Chaos Bolt) can be added in any order.

Effects related to cards in the Graveyard have no effect if there are no cards in the Graveyard.

Effects that refer to a "creature" on top of the Graveyard (e.g. Zombie Horde, Graveshifter) cannot refer to a Summons card (which is not a creature card), and have no effect if the top card of the Graveyard is a Summons card.

The Wizard's Polymorph cannot be used if there are no creatures in the Graveyard.

The Wizard's Polymorph cannot be used to swap in a Summons card.

When calculating the health of creatures in the Graveyard (e.g. to calculate the health of a Zombie Horde in the Line), only the creature's base health should be considered, and health that would be added or subtracted due to effects on the card should be ignored.

When cards are normally added to the Graveyard, they are added to the top of the deck.

If an effect indicates that a card should be "swapped with" a card in the Graveyard, the card entering the Graveyard can be placed anywhere in the Graveyard below the top.

Summon Cards

Summon cards are not creature cards and cannot be targeted for effects referring to a "creature".

Summon cards are *always* resolved immediately upon being revealed. There are no exceptions.

*Summon cards *may* require you to exhaust an ability upon their reveal, but not all do. Follow the instructions on each Summon card when they are triggered.

The Graveshifter cannot switch places with a Summon in the Graveyard, since a Summon card is not a creature.

The Wizard's Polymorph cannot be used to swap in a Summon card.

It is possible for Summon cards to end up in the Horde deck to be faced during the final round. If one is revealed during the final round, resolve all effects on the card normally.

When an Unhallowed creature is spawned with a Summon card, any ability cards finish resolving (only if those ability cards were triggered before the Summon card was revealed), and then the Unhallowed creature's Reveal ability triggers, if it has one.

Revealing Cards

If at any point the Forest Giant's health needs to be determined and the card immediately behind it is unrevealed, reveal the card immediately behind the Forest Giant.

If, at any time, a creature's distance from the front of the Line is equal to or less than the reveal limit determined by the campfire's strength, that creature is revealed.

Creatures that have been revealed are never un-revealed/hidden, even if they are no longer within the reveal limit dictated by the campfire's strength.

If a creature is revealed and has a Reveal effect listed, resolve any ability card effects that were triggered prior to the reveal of the creature and then trigger the Reveal effect.

If a Summon card is revealed, it must immediately spawn an Unhallowed creature before any other effects are resolved.

Creatures are revealed from the fire outward, and effects on the creature cards are also resolved starting with the creature closest to the fire and working outward.

If a creature is pushed back in the Line to the point where it's out of visible range of the campfire, it remains revealed.

Any creatures that enter the Line through non-standard methods (e.g. the Wizard's Polymorph) trigger Reveal effects normally.

First Position

Any time a creature is the closest creature to the campfire, its First Position effect (if it has one) triggers.

First Position effects are triggered every time the creature transitions from being behind any number of creatures in the Line to being at the front of the Line, unless the effect description explicitly says otherwise.

Ability Cards

When an ability card is triggered, resolve its effects entirely, only interrupting it to spawn Unhallowed (if a Summon card is revealed). Any Reveal effects on creatures that are revealed during the resolution of the ability card trigger immediately after the ability card has been completely resolved, and before any other abilities or effects are triggered.

Non-passive abilities can be triggered either by assigning a die to the ability, or by exhausting the card.

Non-passive abilities that have already been triggered by assigning a die can be triggered an additional time by exhausting the card.

Passive abilities can be triggered any time they are relevant, as long as the ability is not already exhausted, without spending a die or exhausting the ability.

Some passive abilities limit the number of times they can be used. In those cases, the ability cannot be activated an extra time by exhausting the ability card the way a non-passive ability card could be.

Some passive abilities indicate additional actions that can be taken. Unless explicitly stated otherwise, these abilities can be triggered as many times as the adventurers want to trigger them (e.g. the Wizard's Illumination).

Unless effects indicate otherwise, ability cards are not limited by range, but can only affect revealed creatures.

No adventurer can enter the Watch round while all 3 of their abilities are exhausted. However, they can continue to participate if their 3rd card is exhausted after they have already started the Watch round.

Ability cards cannot be activated by adventurers who are not on Watch.

Locations

The final location cannot be switched out by any abilities or effects.

The Camp

Each adventurer is required to spend exactly 2 rounds in the camp during the game.

The campfire cannot have more than 15 wood.

If an effect would result in the campfire having less than 0 wood, it is dropped to 0 wood and the remaining loss is ignored. Then, the adventurers must immediately exhaust a single ability in order to raise the level to 2.

The Rune spaces are on the back of the Location deck cards.

The Heal ability requires a die with a value of exactly 6, and cannot be activated with a 7 or 8.

The Creature Deck

The creature deck should be made up of 28 non-Unhallowed creatures, 2 Acolytes, and 1-4 Summons (based on difficulty).

Creatures

Fire Serpent

While the Fire Serpent is on top of the Graveyard, it has no health.

When targeted by the Rogue's Smoke Bomb, the Fire Serpent is immediately defeated.

Shade

While the Shade is on top of the Graveyard, it has no health.

When targeted by the Rogue's Smoke Bomb, the Shade is immediately defeated.

Skeletons

If Skeletons are on top of the Graveyard when the Watch phase starts, add the number of creatures to the Line dictated by the active Location card like normal and then add Skeletons to the front of the Line. Skeletons do not count toward the number of creatures that spawn at a location.

If the top 2 cards of the Graveyard are Skeletons, only 1 of them spawns at the beginning of the Watch phase, since only 1 was on top of the Graveyard.

If Skeletons are on top of the Graveyard as the final round starts, place them in the front of the Line of normal creatures that spawn, not in front of the Horde pile.

Forest Giant

Any time the Forest Giant's health needs to be determined, the creature behind the Forest Giant in line should be revealed (if it isn't already).

*The Forest Giant's health is increased by the value of the health of the creature behind the Forest Giant, not the other way around.

Zombie Horde

*The Zombie Horde's health is increased by the value of the health of the creature on top of the Graveyard, not the other way around.

If there is no creature card on top of the Graveyard (e.g. there is no Graveyard, or the top card is a Summon card), the Zombie Horde's health is unmodified.

Graveshifter

The Graveshifter cannot switch places with a Summon in the Graveyard, since a Summon card is not a creature.

If the Graveshifter is added to the Line through non-standard effects (e.g. the Wizard's Polymorph), its Reveal effect triggers normally.

The Graveshifter switching places with a creature in the Graveyard is not considered the same as "defeating" the Graveshifter.

In the rare case that a Graveshifter is revealed and the top card of the Graveyard is another Graveshifter, swap them once only.

Vampire

When the Vampire is revealed, any abilities that were triggered before the Vampire was revealed are resolved, and then the Vampire steals a die per its Reveal effect.

When the Vampire is defeated, the die it had stolen remains lost.

Bandit

When the Bandit, any abilities that were triggered before the Bandit was revealed are resolved, and then the Bandit steals a die per its Reveal effect.

When the Bandit is defeated, the die it had stolen remains lost.

Acolyte

Cards added to the Horde as a result of the Acolyte's effect should be added facedown, without revealing what they are.

The Wizard

Chaos Blast

Chaos Blast destroys 2 creatures simultaneously, so the creatures must both be revealed and unprotected from conflicting effects (e.g. the Lich's effect) before the ability is used on them.

If possible, the ability must be used to destroy 2 creatures.

If it is not possible to destroy 2 creatures, the ability may be used to destroy 1 creature.

The effect must be completed, with an additional creature added to the end of the Line before the round can end.

Polymorph

Using Polymorph does not count as "defeating" a creature.

Any creature that enters the Line as a result of Polymorph triggers its effect(s) normally, with Reveal effects being resolved immediately.

The target of Polymorph may be placed in any position in the Graveyard below the top card.

Illumination

During the Watch phase, the Wizard can choose to decrease the wood on the campfire by 1 in order to reveal an additional creature. This can be done any number of times in a given round.

Illumination can only be used if the Wizard is currently on Watch.

Shockbolt

The target of Shockbolt must have a base health of less than 8, and cannot be used on creatures with a higher base health that have been damaged.

Curse

Stolen dice are not taken into account when deciding which creature can be targeted by Curse.

Curse can target creatures that have had direct attacks applied to them from the Beast Master's tamed beasts, since tamed beasts count as dice.

The Rogue

Stay Dead

The ability applies to any creature that the Rogue actively helped to kill, either by directly attacking the creature or by using an ability that directly damages/destroys the creature.

Backstab

Select the 2 cards to target before either of them are revealed.

If there is only 1 unrevealed creature, it can be targeted with Backstab.

If possible, 2 creatures must be targeted with Backstab.

When a creature is revealed using Backstab, its Reveal ability does not trigger until after Backstab has been resolved.

If a Summon is revealed while using Backstab, it spawns an Unhallowed creature before Backstab is resolved.

If a card with an Ongoing effect is revealed, the Ongoing effect does not trigger until after Backstab is resolved. If a Fire Serpent or Shade is revealed by Backstab, its health is 0. If a Forest Giant or Zombie Horde is revealed, its effective health is equal to its base health.

Smoke Bomb

The ability cannot be used to interrupt/cancel a Reveal effect on a creature, since the Reveal effect triggers immediately after the creature is revealed and before the adventurers can choose to activate Smoke Bomb.

If Smoke Bomb targets Fire Serpent or Shade, that creature is immediately defeated.

The Warrior

Berserker

This ability can only be used immediately after the Warrior has killed another creature, and targets the spots in the Line immediately before and immediately after the spot where the creature the Warrior killed used to be.

The ability cannot be used before a newly revealed creature's Reveal effect is triggered.

Berserker can only be used on revealed creatures.

Since triggering the Berserker ability must be done after resolving other remaining effects, Berserker can be used on a creature who was revealed as a result of the previous creature's defeat.

Throw Axe

Throw Axe can only be used on revealed creatures.

Cleave

If the direct attack is strengthened (e.g. by the Rogue's Poison Blade), it is possible for the "remainder" after killing an enemy to exceed the initial value on the die used in the direct attack. In those cases, increase the die to equal the remainder.

The Knight

Shield Bash

Shield Bash can only be used on revealed creatures.

Wound

The health to which the effect refers is the base health of the creature it targets. It can only be used once on a given creature.

The Beast Master

The Dark Woods location increases the health (and potential damage) of tamed beasts.

The Bard

Song of Pain

Song of Pain enables the Bard to directly attack (by assigning dice as direct damage) any revealed enemy in the line, regardless of any effects or range restrictions that would specifically prevent direct attacks against revealed creatures, e.g. the Metal Golem's ability, which shields the creature behind it.

Song of Pain only effects that would dictate whether a creature can be directly attacked. All other effects——including effects that determine a creature's health——must be taken into account as normal.
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Dieter van Loon
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AegisToast wrote:

...
The frontmost creature can always be optionally bypassed by exhausting the number of cards it indicates and placing it in the Horde.
...

Where is this rule written?
 
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David
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Exuldur wrote:
AegisToast wrote:

...
The frontmost creature can always be optionally bypassed by exhausting the number of cards it indicates and placing it in the Horde.
...

Where is this rule written?

I'm not sure where in the rulebook it explains it, but the answer was given by one of the designers here:
https://boardgamegeek.com/article/32376787#32376787

Quote:
Yes, you take damage from the dragon then it goes into the horde. The other creature would be revealed as they moved up in line. If you couldn’t defeat them they would damage you and go into the horde. This would continue until you have either exhausted all the ability cards for the players on Watch (that would mean losing the game). Or if you have ability cards still active you would then begin the next round.

...and then...

Quote:
Yes you can choose to take damage and send a creature into the horde as long as you do it in line order and the creature is in first position.
 
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Black Tom Rackham
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What's the rule for if your wood hits zero and you have no free ability cards to raise it? I'm assuming you auto-fail the round, but it would be good to get a definite answer.
 
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Stuart Detsky
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Black_Tom_Rackham wrote:
What's the rule for if your wood hits zero and you have no free ability cards to raise it? I'm assuming you auto-fail the round, but it would be good to get a definite answer.

When you say "no free ability cards" do you mean your ability cards are all exhausted? Then it doesn't matter about the firewood since you automatically lose if all your ability cards are exhausted.
 
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Black Tom Rackham
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Ah yes, found it now. Cheers!

However on a different note, unless I'm reading them wrongly the last two comments on Backstab seem to contradict each other re the Forest Giant?
 
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David
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You're absolutely right! That second-to-last point on Backstab was left over from a change that I made. It has been removed, so hopefully now it's less confusing.
 
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Black Tom Rackham
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Yup, all good now!
 
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Dario Alex
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can you make an entry for the bard ability "song of pain"? What does it do exactly?
In a previous thread it is said that it ignores metal golem ability for example, but does it ignore ongoing abilities like zombie's or giant's life gaining ones?
thanks!
 
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El Bastardo
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@Rock Manor Games:

Can we please get an official card reference in PDF format to download with all cards listed with an image and official rulings about how to understand the text and how this card interacts with other cards?


Like Magic does with every new set release these days.


Since the wording on the cards is so different to what is the "extablished norm" in CCG/TCG games I see this as necessity.

Almost every card I played and read up to now does not work like my (I am used to Magic for more than 25 years) brain would interpret it.


Even if I learn everything now, pulling the game out again after months of a break and I have to re-learn everything from scratch again and a card reference like in many rulebooks of many other games with many cards would be a great boon and help.


If you understand it, this game is reeaaallllly good but it's IMO a lot of work and hurdles to jump over until this point.
 
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El Bastardo
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Some questions about the FAQ and in general:



1.
When the hoard is added to the end of the line, in which order do you add the horde cards?

I mean the horde is a face-down pile with cards that entered the horde the earliest at the bottom and cards that entered the horde recently at the top.

Flavor-wise I think it would make sense to start with the cards that entered the horde first but those cards are at the bottom of the horde deck.



2.
Graveyard/Polymorph:

I am questioning the following:

"If an effect indicates that a card should be "swapped with" a card in the Graveyard, the card entering the Graveyard can be placed anywhere in the Graveyard below the top."


With that you can influence the game in your favor by placing strong creatures on the bottom to make sure they do not come back via Graveshifters and Acolytes that easy. That seems wrong.

I would say to swap can easily be done literally without breaking rules but strengthening flavor.



3.
The last part at Skeletons seems wrong:

"If Skeletons are on top of the Graveyard as the final round starts, place them in the back of the Line of normal creatures that spawn, but in front of the Horde pile."

Why are Skeletons now added to the back of the line (between line and horde) and not at the very front?



4.
Addition to the Graveshifter:

"No infinite loop"

https://boardgamegeek.com/article/32342570#32342570



5.
Something about "Stay Dead":

I "abused" this ability extensively and got the creature deck almost empty because all cards were removed from game.

Does this count as "winning" when you can't fill the line and you "banished all evil from this land" with a Rogue?
 
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Bård Holst
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Exuldur wrote:
AegisToast wrote:

...
The frontmost creature can always be optionally bypassed by exhausting the number of cards it indicates and placing it in the Horde.
...

Where is this rule written?

This is mentioned on p. 10 although it is worded as something that only happens when the Players run out of actions.
The difference here is that you can now choose to do it when you want.
 
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David
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Quote:
1.
When the horse is added to the end of the line, in which order do you add the horde cards?

I don't think I've seen a definitive answer about this, but my assumption was always that it's top-down, which gives you a nice finale with that Unhallowed that started at the bottom of the Horde. The playthroughs I've seen have done it that way as well, but I guess you could just as easily argue that it's more thematic for that Unhallowed that started in the Horde to be leading the charge in the final wave. If anyone sees an answer, let me know and I'll add it.



Quote:
2.
Graveyard/Polymorph:

I am questioning the following:

"If an effect indicates that a card should be "swapped with" a card in the Graveyard, the card entering the Graveyard can be placed anywhere in the Graveyard below the top."

I originally had written that the card entering the graveyard had to occupy the same space as the card that was being removed, but one of the creators corrected me on it: "Creatures that are Polymorphed don't have to go to the exact place in the graveyard as the creature they swapped with, just make sure that you bury it and you are fine."

Sure, that means you could game things a little by affecting what the second/third card down is, but that gets uncovered so infrequently I doubt it would change things too much. And, like you said, it seems like the spirit of the rule is that you should just bury it deeply enough that it doesn't affect anything.



Quote:
3.
The last part at Skeletons seems wrong:

"If Skeletons are on top of the Graveyard as the final round starts, place them in the back of the Line of normal creatures that spawn, but in front of the Horde pile."

Yes! Thank you for catching that. That was a mistake on my part that I had corrected in a different spot, but I guess I forgot I had multiple points about it. It's been updated!



Quote:
4.
Addition to the Graveshifter:

"No infinite loop"

Thanks, I'll add it!



Quote:
5.
Something about "Stay Dead":

I "abused" this ability extensively and got the creature deck almost empty because all cards were removed from game.

Does this count as "winning" when you can't fill the line and you "banished all evil from this land" with a Rogue?

Interesting. That seems difficult to do, since you only have 18 dice you can use to attack or assign to actions in the 6 rounds the Rogue isn't camping (excluding the final round). I have no idea what the actual ruling would be on this, but I'd say if you can manage to kill just about all 30 creatures with the Rogue and permanently remove them from the game to the point where you aren't spawning any more, yeah, you've probably won.

On the other hand, though, Summon cards are never removed from the game, so you should never reach a point where the Creature Deck is empty. You'd instead be spawning a bunch of Unhallowed creatures back-to-back, likely exhausting cards (per the Summon card effects) as well, so you probably wouldn't last long if you thinned it out that much.

I seem to remember seeing some rule that said you immediately lose if you reveal a Summon card and there are no more Unhallowed to spawn, but I can't find it anymore. That's the most likely result of running out of other creatures. I'll have to do some digging and see what I can find.
 
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David
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Blackdaz83 wrote:
can you make an entry for the bard ability "song of pain"? What does it do exactly?
In a previous thread it is said that it ignores metal golem ability for example, but does it ignore ongoing abilities like zombie's or giant's life gaining ones?
thanks!

Added! No, Song of Pain does not ignore effects that determine a creature's life. The only ones it ignores are effects that would prevent the Bard from directly attacking a given creature.
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RyuSora
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"The frontmost creature can always be optionally bypassed by exhausting the number of cards it indicates and placing it in the Horde."
Is this anywehre in the rulebook? I mean i trust your source (the designer) but i do not recall to read this anywhere in the rulebook, maybe i missed it.


"When cards are normally added to the Graveyard, they are added to the top of the deck." You mean to the top of the graveyard, correct?


Skeletons
The wording on skeletons card actually say they should move to the line at the end of the round, correct? but you say you only move them at the beggining of the watch phase? i dont think this makes any difference but it is a curious wording


Shockbolt

The target of Shockbolt must have a base health of less than 8, and cannot be used on creatures with a higher base health that have been damaged.
Equal or less than 8 you meant?
 
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Riccardo Schneider
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Re: Unofficial FAQ/Rules Reference BARD CAMP ABILITY
Excuse me but I have a question.

If the Bard exchange the passive ability of the rogue (i don't remember the name in english version) the one which eliminate from the game the monsters killed by the rogue self, what's happen?
Will the bard able to do use the same ability?
Thanks for suggestion in that.
 
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Flo DAN
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Hello there,

I have one question about characters. In the base game there are three characters who play with 3 D6 and three others with 3 D8. The deluxe version adds one more character with 3 D8. One unlocked stretch goal was a 8th character with 3 D6. But in the box we only have 3 sets of D6 and D8 which limit us to play only 3 characters max with either D6 or D8 !

There is no mention in the rules with such limits. So i'm guessing if we add another set of D6 and D8, can we play four of a kind ?
 
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El Bastardo
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NezSan wrote:
There is no mention in the rules with such limits. So i'm guessing if we add another set of D6 and D8, can we play four of a kind ?

No.
It was answered multiple times by the designer that is is a design/balancing decision.

You are not allowed to play more than three characters that utilize the same type of dice.
 
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"Ranged characters have a range of 2, and can only directly attack creatures in the front 2 slots of the Line."

Dang, we've been playing wrong. I thought ranged characters could attack any revealed created.
 
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Alex Rinehart
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For the warrior's cleave ability, is that only when a single die is used in an attack? If a creature has 8 health and another character puts a 6 on it, can the Warrior place a 4 and keep that die as a 2?

Alternatively, could the warrior place their own 6 and their own 4 and keep a 2?
 
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Ian Smith
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whoops... I've been whipping out other dice... I thought it was because they didn't want to add anymore colors to confuse the warm and cool dice color scheme.
 
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....Fire Serpent

While the Fire Serpent is on top of the Graveyard, it has no health.


Shade

While the Shade is on top of the Graveyard, it has no health.

....



Is this confirmed?
The * is a placeholder for the text on the monster card (health will calculated with wood in the camp)
 
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Callum Smith
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How much health does the giant have if the zombie hoard is behind it.

Does it just get the zombie hoards original (base?) health as bonus. or the buffed zombie hoard + graveyards health?

and how does this work with shockbolt? is base health the number written on the card, or the buffed number on card + modifier?
 
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Dave H
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frostex77 wrote:
How much health does the giant have if the zombie hoard is behind it.

Does it just get the zombie hoards original (base?) health as bonus. or the buffed zombie hoard + graveyards health?

and how does this work with shockbolt? is base health the number written on the card, or the buffed number on card + modifier?

Banking on editing later if need be, I'm pretty sure the example in the rule book shows a giant getting boosted by the buffed value of a card behind it.

Shockbolt is a good question. Without exact text for reference, I would hazard to say it is the health when buffed.
 
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Callum Smith
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"This moves the next Creature up to the second position and reveals
it. It is a Forest Giant with a Health of 7. The Giant has an ongoing
ability that reveals the card behind it in line and adds its Health to
the Giant’s.
The next Creature in line is the Zombie Horde with a Health of 8. The Zombie Horde also has an ongoing ability that adds the Health from the Creature on top of the Graveyard to its own. So now the Giant has 15 Health (its own 7 plus the Zombie Hordes’ base and the Zombie Horde has 19 Health (its 8 health plus the Fell Beast’s 11 Health since that is the card currently on top of the Graveyard)!"


Ok so thats how health adding works. Any way to get devs attention to clarify shockbolt
 
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