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Warhammer: Invasion FAQ 1.

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This document contains the card clarification and errata, rules clarifications, timing structure, and
frequently asked questions for Warhammer: Invasion The Card Game. All official play and tournaments will
use the most recent version of this document to supplement the most recent Warhammer: Invasion The
Card Game core rulebook. Changes have been noted in red text.

Warhammer: Invasion The Card Game © Games Workshop Limited 2011. Games Workshop, Warhammer, Warhammer: Invasion The Card Game, the foregoing marks’ respective logos and all associated
marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and
Warhammer: Invasion The Card Game game setting are either ®, TM and/or © Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. This edition published
under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
1. Card Clarification and Errata ................ 3
2. Official Rules Clarification .................... 6
3. Timing Structure .................................. 12
4. Frequently Asked Questions ................ 15
This section contains the official rules
clarifications and errata that have been 34 Warrior Priests 98 Shrine to Nurgle
made on individual cards or sets in Should read: “Redirect 1 damage Should read: “Kingdom. Forced: When
Warhammer: Invasion The Card Game. The assigned to this unit each turn to one an opponent’s unit is dealt combat
card entries are ordered by the set in target unit in any battlefield. (If there damage, corrupt that unit.”
which the specified card was printed, is no valid target, the damage is assigned to
with the earliest set in the front. The Warrior Priests.)” 105 Slaanesh’s Domination
When playing a tactic with a variable
errata on any individual card always
applies to all reprinted versions of that
39 Church of Sigmar cost (X), X is defined as 0.
This effect applies to all units a player
card. This section also lists tournament
controls (in play, out of play, and
restricted and banned cards.
entering play) since the Church of Corruption
Sigmar modifies the opponent and not
Cycle
General the units themselves.

All instances of “After your turn 45 Twin Tailed Comet 17 Warp Lightning Cannon
begins” should read “At the beginning When copying a tactic with a variable Can be played on an already corrupt
of your turn.” cost (X), X is defined as 0. unit. The “corrupt that unit” effect is
Example: Tom plays Flames of Tzeentch, cancelled.
All instances of “after” in card text
boxes should read “when.” paying 2 and dealing 2 points of damage to
one of Kris’s units. If Kris plays Twin Tailed 27 Repeater Bolt Thrower
All instances of “damage dealt” and Comet to copy Flames of Tzeentch without Should read: “Battlefield. Action: Spend
“damage assigned” and “damage just paying its cost, X is defined as 0 in the copied X resources to deal X indirect damage
assigned” on cards that redirect damage effect. This means that copying Flames of to target opponent. X is the number of
should read “damage that would be Tzeentch would deal 0 damage. your developments in this zone. (Limit
dealt.” once per turn).”
Most Recent Printing 47 Franz’s Decree
Should read: “Action: Target unit 37 Zealot Hunter
In the case where an LCG card is
cannot be declared as an attacker or Should read: “Forced: When this unit
reprinted with updated errata text in a
defender.” If a unit is already attacking enters play, destroy target unit that does
later printing, the most recent printing
or defending, Franz’s Decree does not not share the racial affiliation of its
is the legal version of the card. All
change its status. controller’s capital.”
older LCG printings are assumed to be
updated with the errata text. When in
62 Urguck
doubt over two versions of a card, the 55 Rat Ogres
“During your capital phase, you may
most recent printing can be identified Should read: “Action: At the beginning
spend damage on this unit as though
by the copyright dates on the cards in of your turn, restore all Skaven units.”
it were resources” means that any
question. FFG will see that all LCG
damage tokens on Urguck during the
reprints with updated errata text are
capital phase can be removed, and for 64 Vigilant Electors
also recorded in the FAQ.
each damage removed, the controlling Should read: “... It then counts as an
player is considered to have spent 1 Attachment support card with the text
Core Set resource. “Attached unit is destroyed at the end
of its controller’s turn.”
75 Rip Dere ‘Eads Off !
08 Dwarf Cannon Crew If the revealed development is a unit
Should read: “Forced: When this unit card, that card is not considered to 65 Flagellants
enters play, search the top five cards of have “entered play.” (The card was Flagellants are no longer considered to
your deck for a support card with cost already in play as a development.) have an errata. (Reversal)
2 or lower. You may put that card into
this zone. Then, shuffle your deck.” If the revealed development is a unit 76 War Hydra
that cannot be in play (such as a Hero Should Read: “...Forced: Each time
30 The Greatswords card in a zone that already contains a this unit is assigned 1 damage, remove a
The Greatswords “Forced” effect does Hero), then the unit that caused the resource token from this unit to cancel
trigger when they enter play. illegal state to occur is immediately that damage. Then, add 1 resource to
sacrificed. your pool.”
77 Reaper Bolt Thrower Enemy Cycle Legends
Should read: “Battlefield. Action: Spend
25 Wilhelm of the
Expansion
2 resources to deal 2 indirect damage to
each opponent. (Limit once per turn)” Osterknacht 51 Protective Spites
Should read: “... Action: When this Protective Spites prevents all damage
79 Deathmaster Sniktch unit attacks, move one target unit from dealt to the attached unit with the
Should read: “Action: Corrupt this unit the defending zone to another zone removal of a single resource token.
to destroy one target unit with fewer controlled by the same player.” Should read: “... If attached unit would
hit points than the number of Skaven be dealt damage, you may remove a
cards in play.” 81 Duregan Thorgrimson resource token from this card instead.”
Duregan and the target unit deal
115 Blessings of Tzeentch damage to each other simultaneously.
Should read: “Action: Sacrifice a unit. Should read: “... Action: At the Restricted
beginning of your turn, this unit and
If you do, you may reveal the top five
cards of your deck. Randomly choose target unit deal damage to each other List
equal to their power.” The following cards are restricted for
a unit revealed this way and put it into
LCG tournament play. A player may
play (you choose which zone). Then,
select 1 card from this restricted list for
shuffle the remaining cards into your
deck.” March of any given deck, and cannot play with
any other restricted cards in the same
the Damned deck. A player may run as many copies
Assault on Expansion of his chosen restricted card in a deck
as the regular game rules allow.
Ulthuan 9 Garden of Morr
116 Warpstone Excavation
Expansion Should read: “... Forced: When one
or more units are destroyed, put a
resource token on this card.” 119 & 57 Innovation
13 The Glittering Tower
Should read: “Kingdom. Whenever
you heal a unit, deal 1 damage to one Morrslieb 2 Mining Tunnels
target unit or one target section of an
opponent’s capital.”
Cycle 25 Wilhelm of the
11 Eataine Harbour Osterknacht
19 Asuryan’s Cleansing Should read: “Units in a zone with no
Should read: “Action: Cancel and developments lose all Actions and 42 Reclaiming the Fallen
discard target unit or support card just Forced Effects.”
played unless its controller spends all 117 Soul Stealer
resources in his pool. (If no resources 49 Voice of Command
remain, opponent can spend 0 resources to Should read: “Action: Until the end
spend ‘all’.)” of the turn, when you play a tactic, you
may spend 1 resource to return it from
Banned
36 Altar of Khaine your discard pile to your hand at the List
Should read: “Kingdom. If one of your end of the turn.” The following cards are banned for
units would be destroyed, you may LCG tournament play. A player cannot
spend 1 resource to instead return it to use these cards in his deck.
its owner’s hand.”
8 Visit the Haunted City
46 Gold Wizard Acolyte
Should read: “Battlefield. Action: When
this unit attacks...”
reads, “Action: The next 2 damage dealt to
Core Set Rules one target unit are redirected to another target
Rulebook Clarifications unit.” When this card is played, it creates
a constant effect that waits for the next 2
Errata Action damage assigned to the target unit or the end
Actions are usually denoted by a bold of the turn, whichever is first.
On page 12 of the Core Rulebook,
the second paragraph under “4. “Action:” trigger on a card. Other
Assign Damage” it should read “The actions are playing a unit, support, Constant Effects (v1.4)
development, or quest card from hand. Unless otherwise noted, constant
attacking player assigns damage to
effects only apply to cards in play.
his opponent first. Damage must be
Playing Cards
assigned to defending units before Multiple Effects
Playing a unit, support, development,
it can be assigned to the defending If a card has multiple effects, all effects
or quest card from hand are actions
player’s capital. In other words, the on the card resolve if possible. These
with restrictions built into them. The
attacking player must assign enough effects resolve independently of each
restrictions are:
damage to destroy each defending other with the following important
unit before any damage can be They cannot be played in response to exception:
assigned to the defending player’s anything.
capital. Note that more damage can If a card uses the word “then” the
They must be played during the owner’s preceding effect must have resolved
be assigned to a unit at the attacker’s
Capital Phase. successfully before the effect following
discretion, in anticipation of damage
cancellation effects, but a minimum Triggered Actions (formerly the term “then” can be resolved.
damage necessary to destroy each Response Actions) (v1.4) For example: Dwarf Cannon Crew (CS 8)
defending unit must be assigned before Triggered Actions are a subset reads “Forced: When this unit enters play,
any damage can be assigned to the of Actions that contain a trigger search the top five cards of your deck for a
defender’s capital. Damage tokens are condition. Each Triggered Action support card with cost 2 or lower. You may
placed near the card(s) to which the can be triggered once per copy of put that card into this zone. Then, shuffle your
damage is being assigned, and if any the Triggered Action and only once deck.” Shuffling your deck will only happen
damage reaches the capital, damage per trigger condition. If this trigger if the preceding effect of searching the top
tokens are placed next to the attacked condition is met during the resolution five cards of your deck for a support card has
section, but not yet applied.” of other effects (or outside of an resolved.
On page 14 of the Core Rulebook, Action Window) then the Triggered
under Turn Sequence, it should read: Action must be played during the first Simultaneous Effects
0. Beginning of the Turn.
available opportunity once an Action (v1.4)
Window opens, or it cannot be played When two card effects trigger at the
Actions may be taken by either player. at all. same time. The player whose turn it is
5. End of Turn. The other player is currently applies his in any order of his
For example: Rat Ogres (CC 55) reads
now the active player. Proceed to the choice. Then, the opponent applies his
“Action: At the beginning of your turn,
beginning of the next turn. card effects in any order of his choice.
restore all Skaven units.” The trigger is at
On page 17 of the Core Rulebook, the beginning of your turn, and the action can Note that Actions, Forced Effects and
under “Non Combat Damage,” it only be triggered once per copy of the card in Constant Effects always resolve in a
should read “Outside of combat, some play. fixed order, and so two card effects are
card effects also deal damage to units only considered to be simultaneous if
Conditional Actions (v1.1) they are of the same card effect type.
or to a player’s capital. When these Some actions create constant effects
effects resolve, the damage is applied as Keywords are considered Constant
that wait for a specific condition to be Effects during all timing resolutions.
soon as it is assigned before any other met in order for them to resolve. These
actions can be taken.” actions are called Conditional Actions. For example: Troll Den and Advanced
Engineering both have effects that read “At
Conditional Actions last until the end the beginning of the turn...” However, since
of the turn or until their condition is Troll Den is a Forced Effect and Advanced
met, whichever is first. Engineering is an Action, they are not
For example: Blessing of Valaya (CC 43) considered to be simultaneous.
Two or more Constant Effects that support card with cost 2 or lower. You may cards in the game that reference this
do not have a trigger condition are put that card into this zone. Then, shuffle your specific game term in their abilities.
not considered to be simultaneous. deck.” This effect means that regardless of It is important to note that the term
Players should always apply the net loyalty, as long as the support card has a cost “search” and “look at” are different
effect of Constant Effects that do not (number in the top left corner) of 2 or lower, game terms. Cards that reference
have a trigger. then it can be put into the zone (as long as it “search” do not include “look at” and
follows any other restrictions on the card). vice versa.
Legends (v1.5)
Legends cannot defend capital zones. When a card is played for “no cost” For example: Scout Camp (CC 60) reads,
then the cost is considered to be 0, and “Whenever you search your deck, you may
Terminology cannot be modified by other variables search an additional card.” This interacts with
(such as loyalty). All costs in the card cards that specifically search your deck, like
Clarifications text itself must be paid, however. Runesmith Apprentice (EC 22), which reads,
Triggering a Card Effect (v1.1) “Action: When this unit enters play, search
Healing (v1.1) the top five cards of your deck for any number
In order to successfully trigger a card Healing is a game term for removing
effect, the player must declare that he is of Rune cards, reveal them, and put them into
damage tokens from a unit. In order to your hand. Then, shuffle the remaining cards
activating the card, declare targets, then heal a unit, that unit must have damage
pay any additional costs denoted on into your deck.” If you played Runesmith
on it to be removed. Apprentice while a copy of Scout Camp was
the card. If a player cannot fulfill any
requirements to trigger a card effect, he “Just Played” (v1.3) already in play, you would search the top six
cannot attempt to trigger it. Some card effects reference cards that cards of your deck, instead of the top five.
have been “just played.” These cards “The Letter X”
Card Effects (v1.4) can only be played in response to a
Some cards reference card effects. Card Unless specified by a card, card effect,
card being played, and resolve before or granted player choice, the letter “X”
effects is a game term that includes the card enters play or takes effect.
Actions, Forced Effects, Constant is always equal to zero.
Effects, and Keywords. For example: High Elf ’s Disdain (AU 21)
The Word “Or”
reads “Action: Cancel a tactic just played.” In
After card effects are triggered Some card effects present the players
order to cancel a tactic, High Elf ’s Disdain
(usually by paying a cost or meeting a with a choice between two different
must be played in response when that tactic is
timing requirement and declaring its card effects. These choices are denoted
being played, but before it resolves.
use), they exist independently of the by the term “or” in the card text. A
source. Destruction or removal of “Limit one Hero per zone” player can choose which of the effects
the source at that time will not affect If a player has a copy of a Hero in he wants to resolve. However, he must
the resolution on the card effect. This play, he cannot play, take control of, choose an option that he can resolve
also applies to Constant Effects and move, or put into play (via a card completely.
Keywords that have a trigger condition, effect) another Hero into that zone. For example: Warpstone Meteor (CS 96)
as well as Forced Effects and Actions. His opponent also cannot play, give reads “Forced: At the beginning of your turn,
control of, move, or put into play (via each player must corrupt one of his units in
For example: A unit with Horrific Mutation
a card effect) another Hero into that this corresponding zone or deal 1 damage to
attacks a zone with a unit that has the
zone. his capital. (Players decide where their own
Counterstrike keyword and 1 remaining hit
point. The unit with Counterstrike defends, Loyalty damage is assigned.)” Each player must choose
which gives it -1 hit point and leads to it being Loyalty is a variable that can add to one of the two options available (corrupt one
destroyed. However, the Counterstrike effect the cost of a card. However, it is not of his units in the corresponding zone or deal
existed independently of the source when the considered part of the cost for the damage to his own capital). If a player cannot
unit was declared as a defender, and so the purposes of card effects. fulfill one of the options completely, then he
unit will still deal its Counterstrike damage. must resolve the other. In this example, if a
Reduction player did not have a unit to corrupt, he must
Cost (v1.4) Any card effect that would reduce any choose to deal 1 damage to his capital.
Any reference to cost in a card effect number (cost, hit points, etc) cannot
always references the top left number reduce that number below zero. Trigger Conditions (v1.4)
printed on the card. A card with a cost A trigger condition is anything that
of 0 cannot be reduced. must happen before a certain card
“Search” (v1.1) ability can be triggered. This could
For example: Dwarf Cannon Crew (CS 8) be playing a card, using another card
reads “Forced: When this unit enters play, Search is a game term for looking at
the top of a player’s deck. There are ability, or even a Constant Effect.
search the top five cards of your deck for a
For example: The trigger condition on zones.” This card effect cannot cause this unit a tactic) or enter play (if it is a unit or
Walking Sacrifice (AU 23) is “When this to go to an out of play zone like the discard support card).
unit leaves play...” for the unit must leave play pile.
For example: A player plays Savage
before the Forced Effect can trigger. Another
Out of Play Marauders (CS 82) from his hand, starting
example of a trigger condition is “At the
Out of play is the deck, hand, and an action chain. Both players may then
beginning of your turn...” which is found on
discard pile zones. respond to this action with any number of
cards such as Rat Ogres (CC 55) and Cloud
actions, which are resolved in a “last in, first
of Flies (CS 93). If a card would go to an out of play out” manner. At the end of the chain, Savage
zone, it goes to its owner’s out of play Marauders will enter play unless a card
Zones of Play zone. A card that moves from an in
A zone of play is an area where cards canceled it from doing so, such as Asuryan’s
play zone to an out of play zone is Cleansing. Note that Savage Marauders can
can be during a game. The in play treated as though it were a new card.
zones are the Kingdom, Quest, and only be targeted by card effects that say “just
Any effects connected to the card will played”, though players may use card effects
Battlefield. The out of play zones are no longer affect it. The only exception
the deck, hand, and discard pile. during the chain to target other cards in play.
to this rule is any abilities that trigger
when a card moves from an in play Once a card enters play at the end of
In Play an action chain, it is eligable to trigger
In play is the Kingdom, Quest, and zone to an out of play zone.
any of its own abilites, including those
Battlefield zones. Entering Play (v1.4) that trigger off of it entering play.
Unless a card effect specifies otherwise Cards are generally played from hand,
but some effects also allow them to be For example: Black Knights of Morr (EC
(like destroy or sacrifice), cards can 43) reads “Action: When a unit enters
only be moved from one in play zone played directly from the discard pile
or deck. When a card is played, it is this zone, target unit cannot defend until
to another in play zone due to card the end of the turn.” Once a player plays
effects. considered to be neither out of play
nor in play. Playing a card triggers an Black Knights of Morr, and the rest of the
For example: Pistoliers (CC 36) reads action chain, and the only way to affect action chain has been completed, then the
“Action: Spend 1 resource to move this unit the card during this action chain is with Black Knights of Morr enter play and their
from its current zone to another of your a “just played” effect. Once the rest Triggered Action may be used during the next
of the action chain is completed, the
card will either resolve its effect (if it is
Action Chain. when it is played and again when it combat damage is dealt to an opposing
resolves. A target can become illegal if unit or capital, all units are considered
Play it is removed from play, if it is removed to have dealt damage.
“Play” means to play from the hand, from the zone specified in the ability,
For example: Dave has a Savage Gor and a
paying all costs and following all or if any specific characteristics on the
Bloodsworn in his battlefield and each has a
restrictions. card that were targeted have changed.
Sadistic Mutation attached to it. During his
If all of the targets for a card effect
battlefield phase, Dave attacks his opponent’s
Put into Play become illegal, then the card effect is
kingdom with both of these units. As long
“Put into play” means that the card cancelled. If any of the targets are still
as a single point of damage is dealt to an
enters play through a card effect legal when the card effect resolves, then
opposing unit or capital, both the Savage Gor
instead of through normal costs and the card effect will resolve normally,
and the Bloodsworn are considered to have
restrictions. An important distinction is only affecting the legal targets.
dealt damage, and both will be able to trigger
that put into play does not bypass the For example: Flames of Tzeentch (CC 102) their Sadistic Mutations.
unique restriction or any restrictions in which reads “Action: Deal X damage to one
the text box of the card. target unit.” Bob plays Flames of Tzeentch, Dealt Damage (v1.1)
paying 1 resource and targeting Charlie’s A unit has been dealt damage, if at
Sacrifice least one damage is applied to it after
Lobber Crew (CC 66). In response, Charlie
Sacrifice means to put a card that you damage cancellation effects occur
decides to use the Lobber Crew’s ability which
control into its owner’s discard pile. It during the Apply Damage step.
reads “Action: Sacrifice this unit to force
cannot be cancelled or prevented by
an opponent to sacrifice a unit he controls, Non Combat Damage
other effects.
if able.” Because Charlie plays his action Non Combat Damage is the term for
Destroy in response to Bob’s Flames of Tzeentch, all damage generated besides combat
Destroy means to put a card that is in it resolves first. Charlie’s Lobber Crew is damage. Non Combat Damage is
play into it’s owner’s discard pile. It is sacrificed as a cost for its own effect, and that always applied as soon as it is assigned
important to note that sacrificing a unit effect resolves fully before Bob’s Flames of before any other actions can be taken.
is not destroying it and vice versa. Tzeentch resolves. When it comes time for
Bob’s Flames of Tzeentch to resolve, it now For example: Nurgle’s Pestilence (CS 101)
Leaves Play sees that the target of the effect is now illegal which reads “Action: Each unit in play takes
Leaves play is when a card that is in an (since it was removed from play) and the card 1 damage. Corrupted units take an additional
in play zone goes into an out of play effect is cancelled. Flames of Tzeentch then damage.” If this card is played and resolves,
zone, such as back into a hand, deck, or goes to the discard pile. the damage generated by this card effect is
discard pile. assigned before any other actions can be taken.
Damage Any cards that could prevent the
Targeting Dealing Damage in Combat damage to the unit like Steel’s Bane
Target (v1.3) A unit is considered to have dealt (CC 6) which reads “Action: Cancel the
Targeting is checked when the card is damage in combat as long as it has next 10 damage that would be dealt
played and again when the card effect contributed at least one damage to the to one target $ unit this turn.” would
resolves. A card effect is considered to pool of damage that will be assigned need to be played in response to the
be targeting as long as it says “target” to the opponent during combat, and play of Nurgle’s Pestilence in order to
in the card text. at least one damage is applied to an cancel any of the damage.
For example: Troll Vomit (CS 80) reads opponent’s unit or capital during the
“Action: Destroy all units in play.” This Apply Damage step. Counterstrike
effect does not target the units it destroys, Counterstrike is a keyword that allows a
For example: Sadistic Mutation states
so a card like King Kazador (CS 7) which defending unit to immediately damage
“Forced: After the attached unit deals damage
reads “Opponents cannot target this unit with an attacker whenever it is declared as
in combat, deal 1 damage to one target unit
card effects unless they pay an additional 3 a defender. Counterstrike damage is
or capital.” This means that the attached unit
resources per effect” would not interact with combat damage that cannot be split
must add at least 1 damage to the combat
Troll Vomit. among attackers, is uncancellable, and
damage pool, and at least 1 damage from the
is applied as soon as it is assigned,
Unless otherwise stated, a card can only combat damage pool must be applied to an
before any other actions can be taken.
target cards that are in play. opponent’s unit or capital before this forced
effect can trigger. Indirect Damage (v1.5)
Illegal Target If there are multiple cards with a Indirect Damage is non-combat
If a card effect specifies targets, it “deals damage” trigger involved in the damage that is dealt to a target player.
checks whether the targets are legal combat, as long as at least 1 point of The player who is dealt the indirect
damage must assign it to his units, of the quest zone, that unit is no not own, immediately discard that card
legends, and/or his capital. longer considered to be questing, and from play.
any resource tokens on the quest are
Indirect Damage cannot be assigned For example: Rodrik’s Raiders (MD 7)
discarded.
to a burning zone, and a player cannot says “Action: When this unit enters play,
assign more indirect damage to a unit A unit that moves from one zone to turn target support card facedown into
than what it would take to destroy the another is considered to have entered a development.” If this card targets an
unit (this includes Toughness and other the new zone, but is not considered opponent’s attachment on a character controlled
damage cancellation effects). The same to have entered play. In addition, any by the player of Rodrik’s Raiders, then the
holds true for assigning damage to any damage that has been assigned to the end result is that the attachment will be
section of a capital (you cannot assign unit is still applied. discarded from play, since it cannot exist in the
more indirect damage to a section of a current zone it occupies as a development.
capital than what it would take to burn Attachments (v1.3)
Attachments are support cards that Another example would be playing Soul
that section of the capital).
must be attached to targets that are Stealer on a development that has also become
If multiple players must assign indirect in play when it enters play. They are a unit via Bolt of Change. In this case, the
damage at the same time, the active denoted by the Attachment trait. If Soul Stealer is attached to the unit, and then,
player assigns his first. the attachment does not specify that once the development is moved to its opponent’s
it must be attached to a card that you zone, it is immediately discarded from play,
Moving Damage along with Soul Stealer.
control, you may attach it to a card that
Moving Damage is not considered
an opponent controls in play. Some cards can become faceup
dealing or assigning damage, and
damage moved from one unit to The player who plays the attachment is developments. If a card becomes a
another bypasses damage cancellation in control of it while the attachment is faceup development (and is only a
effects (like Toughness). in play. The attachment does provide development), remove all damage
loyalty for the controlling player. and resource tokens from it. Faceup
Redirecting Damage (v1.2) developments are considered to
Some card effects allow for damage If a unit with an attachment attached have no text box, no power, no
to be redirected from one target to to it exchanges control between players, cost, no loyalty, no traits, and no hit
another. Damage is always redirected the attachment does not exchange points. They do retain their title and
after it is assigned but right before it control. uniqueness and are considered to be in
is applied (this occurs during the same If an attachment has a zone play.
timing as Toughness). requirement (e.g Attach to a target For example: If the ability on Tree Kin (MC
It is important to note that players unit in your battlefield.), then that 18) is triggered when it has 3 damage on it,
do not have to take card effects that requirement must be met only when the three damage will be removed. The card
redirect damage from a unit into it enters play. If the unit later moves Tree Kin will still be considered to be in play,
account when assigning damage to zones, it does not have an effect on and so a player could not trigger the ability on
defenders during combat. This is the attachment. However, all other Thief of Essence (Legends 38) in response.
because redirecting damage is not requirements on the attachment must
damage cancellation. be met at all times. If at any time they Scout keyword (v1.5)
are not met, then the attachment is The Scout keyword triggers even
Miscellaneous discarded from play. when no damage has been dealt during
Moving Units combat, provided the unit with the
If the card an attachment is attached
When an attacking unit is moved out keyword participated and survived.
to leaves play, the attachment enters its
of the battlefield, that unit is no longer owner’s discard pile.
considered to be attacking. When a
defending unit is moved out of the Discard Pile (v1.1)
zone it is defending, that unit is no When multiple cards enter a player’s
longer considered to be defending. Any discard pile at the same time, the owner
effect that would allow a unit to attack/ of those cards may determine the order
defend from its new location creates those cards enter the discard pile.
an exception to these rules, such as
Greyseer Thanquol (CC 15) which Developments (v1.5)
reads, “This unit may attack from any A player may only control a card as a
zone.” development if they also own the card.
If at any time a player would control
When a questing unit is moved out a card as a development that they do
Active player declares attackers. attackers, players immediately skip to
Updated Turn the “End of Turn” action phase. Once
Actions may be taken by either player.
Sequence at least one attacker has been declared,
Diagram Defending player declares defenders. players will carry out the entire
battlefield phase to the extent able,
Phase 0. Beginning of Actions may be taken by either player.
even if there are no participating units.
the Turn Damage is counted then assigned,
The turn ends. The other player is now
Actions may be taken by either player. without yet being applied.
the active player. Proceed to beginning
Actions may be taken by either player. of the next turn.
Phase 1. Kingdom Phase
Active player resets all unspent Damage is applied and its effects
resources to resource pool. resolve. Characters leave play if they
have damage equal to or greater than
Active player may restore one corrupt their hit points. Burn tokens
unit. are placed on the capital if
Active player counts power in his necessary.
kingdom and takes that many resources Actions may be taken
from the pool. by either player. This is
Beginning of the Phase (See D under considered to be the “End
Detailed Timing Structure on page 14). of Turn” action phase. (See
E under Detailed Timing
Actions may be taken by either player. Structure on page 14).
Phase 2. Quest Phase If the active player
Active player counts power in his quest declares no attack or no
zone and draws that many cards from
the top of his deck.
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Actions may be taken by either player.

Phase 3. Capital Phase


Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Active player may play character,
support, and quest cards from his
hand to his three zones. Active player
may also play one card face down as a
development. Actions may be taken
by either player at any time.

Phase 4. Battlefield
Phase
Beginning of the Phase (See
D under Detailed Timing
Structure on page 14).
Active player decides which
of his opponent’s zones
he is attacking, if any.
Actions may be taken by
either player.
taking actions). Action Window closes when neither player
Detailed Timing wants to take any additional actions.
Structure
C. Resolving a Constant/Forced Effect
A. After a Trigger Condition 1. Choose target(s) of effect (if no valid targets exist, cancel effect)
1. Resolve triggered Constant Effects (all effects exist 2. Pay costs of effect. If this triggers a Constant or Forced
independently of their source) Effect(s), [Go to A] (or cancel if costs cannot be paid)
-Active player resolves his effects in any order of his 3. Apply effect. If this triggers a Constant or Forced
choice [Go to C] Effect(s), [Go to A]
-Next player resolves his effects in any order of his
choice, etc. [Go to C]
2. Resolve Forced Effects (all effects exist independently of their D. Beginning of a Phase/Turn
source) 1. Resolve “at the beginning of the turn/phase” triggered
Constant/Forced Effects [Go to A]
-Active player resolves his effects in any order of his
choice [Go to C] 2. Action Window [Go to B]

-Next player resolves his effects in any order of his


choice, etc. [Go to C]
E. End of a Phase/Turn
1. Action Window [Go to B]

B. Action Window 2. Resolve “at the end of the phase/turn” triggered


1. Players take turns putting Triggered Actions that have met Constant/Forced Effects [Go to A]
their trigger condition since the last Action Window on a 3. Constant Effects that last until the end of a phase/turn
chain, starting with the first player (the Triggered Actions also expire (players can no longer trigger Actions, Forced Effects, or
must have met their trigger condition this turn) and continuing until triggered Constant Effects)
all players pass
-After this, players may only trigger a Triggered Action
if it has met its trigger condition since the beginning of
the Action Window, and they must do so at the first
opportunity (adding it to the existing chain, or starting a new
one)
2. Players have the opportunity to play actions (starting with
the active player, these will either start a new chain or be added to an
existing chain if any Triggered Actions were triggered during B-1)
-Choose targets, then pay all costs. If this triggers a
Constant or Forced Effect(s), [Go to A]
-This continues until both players have passed
consecutively
3. Resolve the Action chain
-Chain resolves in reverse order (last in, first out)
-Effects exist independently of their source
-Effects check targets at resolution and are cancelled if
all targets are invalid
-If an ability triggers a Constant or Forced Effect(s),
pause chain resolution and [Go to A]
4. After B-3 resolves, players may take additional actions [Go
to B-2] starting with the next player (players alternate turns when
Q: Can I still use abilities/ cards and developments in Q: If I have an Altar of
draw cards/get resources if the corresponding zones? Khaine (AU 36) and 3 units
the relevant zone is burning? A: No. The development containing in play and my opponent
A: Yes. A burning zone still functions Grimgor is already in play, so Grimgor plays a Troll Vomit (CS 80),
normally except that it cannot be does not enter play and his ability is not can I trigger the card effect
assigned damage. triggered. multiple times and return all 3
units to my hand?
Q: Can I attack an already Q: If a unit has 0 hit points A: Yes. As long as you can pay all costs,
burning zone? and no damage tokens, is it you may trigger Altar of Khaine to a
destroyed? single card effect that destroys multiple
A: Yes. units simultaneously.
A: Yes, it is destroyed immediately
because it has damage equal to its hit
Q: Do effects that occur “at points.
the beginning of the turn” Q: Can I use Sigmar’s
occur before the Kingdom Brilliance (CC 105) to move
Q: If my opponent plays an units into my opponent’s
Phase?
Attachment support card on a Quest zone?
A: Yes. These effects are all now unit, can I respond with Iron
accounted for in the updated turn A: No. A player may not move or play
Discipline (CC 45) to the play units into his opponent’s zones.
sequence diagram. They all happen
during the “Beginning of the Turn” of the attachment to make
phase. This timing window functions him spend extra resources or
Q: How exactly does
the same as all other action windows in cancel the attachment?
the game. assigning combat damage to
A: Yes. This is because playing an defending units work?
attachment on a unit is an action that
Q: If a development that you targets a unit. (Reversal of previous A: When assigning damage to
played from your hand was ruling) defending units, the attacking player
must assign enough damage to destroy
destroyed by a card effect and the defending units before being able to
was a Dwarf unit, can I play Q: If I trigger Deathmaster deal damage on the opponent’s capital.
Stand Your Ground (CC 2) to Sniktch’s ability while there This means that the attacker must
return that Dwarf unit from take into account the unit’s hit points
are 4 Skaven cards in play and any damage cancellation effects
my discard pile to play? (including himself), targetting that are already active before damage
A: Yes. Stand Your Ground only looks a unit with 3 hit points, and is assigned. The attacker is allowed to
for a unit card that has entered the my opponent in response, assign more damage than is necessary
discard pile this turn, regardless of how to destroy a unit in anticipation of
it entered the discard pile. plays Flames of Tzeentch and
more damage cancellation effects if he
destroys one of the Skaven so chooses.
cards in play, what happens?
Q: Do loyalty icons on tactics
reduce the cost of other A: The Flames of Tzeentch will Q: If I have The Glittering
resolve first and destroy a Skaven.
tactics played in response? Tower (AU 13) in play, and
Afterwards, Deathmaster Sniktch’s
A: No. The tactic is not in play and ability will attempt to resolve. When multiple units are healed by
only loyalty icons in play count towards the card effect checks if the targetting the same effect (e.g. Initiate
loyalty costs. conditions are still fulfilled, it will of Saphery’s card effect), does
see that the target now no longer has the Tower’s ability trigger
fewer hit points than the number of
Q: If I turn Grimgor Ironhide once or once for each unit
Skaven in play. The card effect will then
(CS 63) face up with Rip be cancelled because the target has healed?
Dere ‘Eads Off ! (CS 75), does become illegal. A: The Glittering Tower will trigger
Grimgor destroy the support once for each unit healed, regardless of
if they are healed simultaneously. already in play moves to the zone that A: Yes, you can re-arrange or
contains Warpstone Excavation, then shuffle your developments in any
it is considered to have been corrupted zone whenever you want. However,
Q: If I have Savage Gors (CS and a resource token would be placed if you are targeting a particular
on Fellblade. development with an effect, then it
90) on the quest Sack Tor must be clear which development
Aendris (AU 32) in the Quest you are targeting, and your
Zone, does its Battlefield Q: Can I take an action while opponent can target it as well for as
ability activate? an action chain is resolving? long as you target it.

A: No. This is because the Savage A: No. You may only take actions
Gors are only able to attack as though during an acton chain before all
it were in your battlefield. The ability Q: Can I move more damage
players pass. Once all players pass, the
does not actually put the card into your chain resolves in a “last in, first out” onto a unit than it takes
Battlefield. manner and no effects can be added to destroy that unit? For
to the chain. Note that Forced Effects example, can Orc Shaman
and triggered Constant Effects will (MC 45) move 5 damage to a
Q: If I have Lord of Change interrupt the chain if their conditions
unit that has 1 remaining hit
(MD 21) out and my opponent are met.
point?
draws three cards, do I get to
look at each one? A: No. You cannot move more
Q: If I have Grimgor’s Spike damage to a unit than it takes to
A: No. Whenever you draw multiple (CC 71) on a unit defending destroy that unit. So Orc Shaman
cards from a single action, you draw could only move 1 damage to a unit
alone, are all attacking units
them all at the same time. with 1 remaining hit point.
destroyed when one of them
takes combat damage, or just
Q: If Soul Stealer (EC 117) the ones that take damage Q: How does Bloodletter
is destroyed, does the unit it from the unit with Grimgor’s (Legends 31) work?
was attached to return to its Spike?
A: The Bloodletter automatically
original owner? A: Grimgor’s Spike will only destroy doubles the damage being assigned
A: Yes. Soul Stealer’s text is a constant each attacking unit that has combat as it is assigned, so once you assign
effect, and so it affects the game only damage assigned to it. a single damage to a unit then it is
as long as it remains in play. If Soul automatically doubled. This does
Stealer leaves play, the unit’s original work on non-combat damage, since
owner will regain control of the card, Q: Can I use Seeking New you still assign it before applying it.
moving it to their corresponding zone. Slaves (EC 57) to take control When there is more than one
of a unit already in play (or Bloodletter on the table, you
entering play via an effect like calculate the net value, since it
Q: If I control Fellblade Necromancy)? is a constant effect without a
(CC 100) and my opponent trigger condition. So if you are
plays a unit into a zone A: No. You can only put cards into assigning one damage and have two
play from an out of play zone. A Bloodletters on the table, then each
containing a Warpstone card entering play is considered to be one will double the damage, leaving
Excavation (CS 116), is the neither in play nor out of play, and can you with a total of 3 damage being
unit considered to have been only be affected by “just played” effects assigned. (1 damage + 1 damage
corrupted, allowing me to put while it is on the chain. from the first Bloodletter +1 damage
a resource token on Fellblade? from the second Bloodletter).

A: No. A unit that enters play in a Therefore, if there are two


Q: Am I allowed to shuffle all Bloodletters in play, triple all
particular state is not considered to
have changed states. So in this case my developments in a zone damage assigned to units; if there
there is nothing being corrupted to so that my opponent can’t tell are three Bloodletters in play,
trigger Fellblade. However, if a unit which development is which? quadruple it; and so on.
Q: What happens to any
excess damage after a legend
is destroyed?
A: Whenever a legend is attacked
and destroyed, any excess damage
will not be assigned to that zone or
anywhere else. It is ignored, just
like damage that is assigned to an
already burning zone.

Q. If I trigger the Action on


Sorcerer of Tzeentch (MC
53), can my opponent respond
with Iron Discipline (CC 45),
and can I still get a resource
token on the Sorcerer if I do
not pay 4 resources?
A. The placing of the resource
token on the Sorcerer is not
considered to be a cost, and so will
not occur when you activate the
Action. Whenever you trigger an
action you must declare all potential
targets of the action, or you cannot
trigger it. This means that even
though the “Then” clause of the
Sorcerer has not activated, you must
still declare its target. So if a player
responds with an Iron Discipline,
you must cancel the entire Action
if you do not pay four resources,
including the placement of the
resource token on the Sorcerer.

Q. What happens when I play


Judgement of Loec (MC 26)
on a unit?
The unit it is attached to stays
faceup and is considered to be
a development for as long as
Judgement of Loec remains
attached to it (see page 11
for information on faceup
developments). If it is played on
a unit that is questing, that unit is
removed from the quest and placed
into the zone it was questing in.

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