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Subject: Individual Card Descriptions: Storm Lords rss

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Jeremy Anderson
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Because of the nature of the Storm Lords faction, the rule for final Wounds is worth noting here: If a monster is handing out Wounds to more than one hero and there are not enough Wounds in the Wound stack to give to everybody, the Wounds are handed out starting from the hero with the Next Heroism marker.

The Storm Lords' Magic deck is kept face down off to the side of the play area (generally with the Wounds, Corpses, and Heroism), and has its own small discard pile.
The ten Magic effects are:
Blinding Flash: Heroes may discard cards. If the number of cards discarded this way is less than the number of players, kill the Child and a Wound is placed from the Wound stack into each hero's discard pile. This effect will hunt, as with any other kill action. For purposes of effects that respond to kills, this kill is considered to come from the monster that triggered the Draw Magic effect. For instance, if the triggering monster is only worth 1 heroism, a hunt triggered by this Magic will not destroy a found Wall.

Bolt: Kill a Guard if there is a Guard in play. Nothing happens if there is no Guard in play.
Stone Wall does not prevent a Guard from dying to Bolt, because the action taken is Draw Magic, not Kill.
Master-at-Arms does attempt to prevent a Guard from dying to Bolt, because it triggers based on whether a Guard is about to die, not on type of action the monster is taking.

Breeze: Heroes choose a monster. If the heroes cannot agree, the hero with the Next Heroism token chooses. If the chosen monster is damaged, remove 1 hit token from it. Otherwise, shuffle the Magic deck and its discard pile together and draw Magic.

Building Clouds: Add 1 power point per hero to monster power.

Downpour: Put the Villager closest to the Town discard into the Town discard from play. Put any revealed Travelers from the Traveler area on the bottom of the Traveler deck.

Dust Devil: Each hero puts a Wound from in hand into his/her discard pile or puts a Wound from the Wound stack into his/her discard pile.

Gust: Ranged Attacks deal no hits for the rest of this round. You are still permitted to play them as long as you have a target.
While Spear Volley will deal no damage, you may use it and a prowess to draw a card.
Although the explosion boost of Fireball is not considered ranged damage, it is still part of a ranged attack and thus has no effect. During a Gust turn, Fireball is only usable to discard for magic or to discard as an attack to remove the Robber.
Effects such as Shining Blade or Lightning Daggers will not raise the damage dealt by a ranged attack above 0, though the ranged attacker will still draw a card for Lightning Daggers.

Screaming Wind: Each hero pays (1 Coin value) or puts a Wound from the Wound stack into his/her discard pile.
You may pay the 1 Coin value by returning a Coin to the Coin stack or by discarding a Heroism.
If there are Wounds in the Wound stack and you have Coin or Heroism, you may choose which effect you prefer.
If there are no Wounds in the Wound stack you must pay the Coin cost if possible.
If there are no Wounds in the Wound stack and you have no Heroism, you may immediately give any Coins you have to another player to avoid losing one. However, this effect is considered to affect all heroes at once.

Shatterbolt: Break a Wall if there is a Wall in play. If there is no Wall in play, there is no effect.
If there are multiple Walls in play, the Wall closest to the discard pile is broken.
If there is a Magic Barrier in play, you may not spend Magic at this point to block the Draw Magic effect that drew this card. You would have to have done so before the card was drawn.
If there is a Moat in play, it should have made an attempt to block the Draw Magic action before this card was drawn. If that failed, it does not make a second attempt to block the Break Wall action.
If there is a Guard and a Stone Wall in play, the Stone Wall does not attempt to save the Guard jumping in its way.
If there is a Guard, a Wall, and a Master-at-Arms in play, the Master-at-Arms will attempt to save the Guard as he jumps in the way of the Wall.

Shock: The hero with the Heroism token discards a card. If the card discarded this way is not a Spell, put a Wound from the Wound stack into each hero's discard pile.
This card has no effect if the heroes have not yet earned Heroism this game.

Note that the rules applying to Shatterbolt apply more generally:
Effects that would block the effects of Draw Magic, such as the Moat or Magic Barrier, must happen before the card is drawn.

On to the monsters themselves!

Bolt Sprites: Put a Wound from the Wound stack into each hero's discard pile when this monster enters play.
Round 1: Kill the Farmer. Hunt if the Farmer is not in play, killing/breaking the first Villager/Wall found.
Round 2: Put a Wound from the Wound stack into each hero's discard pile.
Round 3: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.

Nevyrros: Nevyrros kills the Priest when it enters play. Hunt if the Priest is not in play, killing/breaking the first Villager/Wall found. This effect is subject to blocking by Stone Wall like other Kill actions, but not by the Magic Barrier.
Round 1: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 2: Put a Wound from the Wound stack into each hero's discard pile.
Round 3: The heroes lose the game.

Nimbus: Whenever any monster (including this one) dies, Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Note that because Nimbus is considered to be the creature performing the action described on the Magic, Shatterbolt has no effect if it is drawn by a Nimbus and a hunt triggered by Blinding Flash can be stopped by a Wall without breaking that Wall.
Round 1: Kill the Stonemason. Hunt if the Stonemason is not in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 2: Kill a Guard. Hunt if there are no Guards in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.
Round 3: Put a Wound from the Wound stack into each hero's discard pile.

Stormreaver: A hero making a ranged hit against a Stormreaver takes a Wound just as if the attack were in melee.
A hero hitting a Stormreaver with the explosion effect of a Fireball still does not take a Wound.
Round 1: Put a Wound from the Wound stack into each hero's discard pile.
Round 2: Each hero discards a card from in hand. If at least one Wound is discarded this way, draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 3: Break a Wall. Hunt if there are no Walls in play, killing/breaking the first Villager/Wall found this way.

Thunder Drummer:
Round 1: Put a Wound from the Wound stack into each hero's discard pile.
Round 2: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 3: Kill the Explorer. Hunt if the Explorer is not in play, killing/breaking the first Villager/Wall found this way. Then kill the Merchant. Hunt if the Merchant is not in play, killing/breaking the first Villager/Wall found this way.

Thunderbird: Whenever a hero plays a Spell, put a Wound from the Wound stack into that hero's discard pile.
Round 1: Kill the Master-at-Arms. Hunt if the Master-at-Arms is not in play, killing/breaking the first Villager/Wall found this way.
Round 2: Kill the Mayor. Hunt if the Mayor is not in play, killing/breaking the first Villager/Wall found this way.
Round 3: Kill the Prince. Hunt if the Prince is not in play, killing/breaking the first Villager/Wall found this way. After all monsters have acted, return this monster to the Start space.

Tornado Walker:
This monster costs 3 less monster power if Heretic is in play (in one of the Town spaces) when it is on top of the Monster deck.
Round 1: Kill the Mayor. Hunt if the Mayor is not in play, killing/breaking the first Villager/Wall found this way.
Round 2: Put a Wound from the Wound stack into each hero's discard pile.
Round 3: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.

Windcaster: Once per round when Windcaster takes a hit, draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 1: Unless a hero pays (magic resource), draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 2: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 3: Put a Wound from the Wound stack into each hero's discard pile.

Zephyr:
Round 1: Put a Wound from the Wound stack into each hero's discard pile.
Round 2: Draw a card from the Storm Lord Magic deck, perform its effect, and put it in the Storm Lord Magic discard.
Round 3: Kill a Guard. Hunt if there are no Guards in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect. Then, kill a Guard. Hunt if there are no Guards in play. If the first Villager/Wall card found on the hunt is a Wall, the hunt ends without effect.

Wildstorm: A hero who uses Seal to put this card on the bottom of the monster deck puts a Wound from the Wound stack into his/her discard pile.
Whenever a monster performs a Draw Magic effect, either as their numbered round action or for effects like Nimbus or Windcaster, perform two Draw Magic effects instead. Resolve each effect in order.
Note that effects that stop the first, such as Magic Barrier or Moat, will automatically prevent the second.
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Mike
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karishi wrote:
Shock: The hero with the Heroism token discards a card. If the card discarded this way is not a Spell, put a Wound from the Wound stack into each hero's discard pile.


What happens if a monster draws Shock early in the game, before any heroism has been distributed (and hence nobody has the heroism token). Does that mean that the spell has no effect, or does it mean that everyone must take a wound?
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Jeremy Anderson
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For situations calling for the Heroism token before it's handed out, there is no effect at all. On the one hand this can be very lucky, but the heroes can't afford to go very long without earning any Heroism.
 
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Mike
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Thanks! This actually happened to us last week. We ended up winning though. The next 2 monsters on the deck were expensive 3-heroism monsters. Since we were playing a 2P game, we had a lot of time to build ourselves up before they came out, and got a boatload of heroism early on.

We'll have to try this fight again. The scenario was fairly easy for us, but I feel it was because we got really lucky with the card draw.
 
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Garth Boucher
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What do you do with a magic card after it's resolved? Wording in rule book suggests it's put back in magic deck ("shuffle magic deck at end of any round in which storm lords draw cards"), while Jeremy's wording above ("magic deck has it's own little discard pile") suggests it is not put back in deck. I suppose if there's a little discard pile then it's reshuffled when depleted?

Thanks
 
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Juan Crespo
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Does discarding wound cards count for the Blinding Flash effect?
 
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Jeremy Anderson
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Apologies for never replying to these:

Having looked this issue over more - and having new mechanics that work similarly to the Storm Lords' Magic - I'm ruling that whatever the rule was before, Magic now functions as follows:
Draw a random card from the deck.
Perform the listed effect.
Shuffle the card back into the deck.
While this does mean that you can theoretically get the least or most serious Magic effect several times in a row, the odds are incredibly small and in most games there will be no functional difference between this, having a discard pile, or even having Magic work like the Traveler deck and going exactly in order. I've settled on this because it saves a bit of table space and fits the "stormy" theme the closest.

As for the other question: You can discard any card to Blinding Flash. This applies to any effects that require you "discard a card." There are some effects that specify "discard a Spell" or even "discard a non-Affliction card," but when it simply says "discard a card" any card in your hand will do, from the noble Heroism to the savage Burn.
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