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Redemption® Collectible Trading Card Game HQ => Official Rules & Errata => Ruling Questions => Topic started by: southpawami on August 28, 2009, 02:31:50 PM

Title: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on August 28, 2009, 02:31:50 PM
I hope this has not been posted before...

First... my friend and I were playing with our decks.. I played a 3/3 enhancement that says grab a hero from your draw pile and place it on the top of your deck.  My friend lays down an enhancement in response that says discard last enhancement.  (Not Negate, just simply discard)  I held to the special ability on the enhancement as already having taken place and only the numbers are lost... 11/11 went back to 8/8.  He believed since the enhancement was discarded that it's special ability was by default negated.  Which is correct?

Second... what does fbtn mean?

Third... does Zelophads Sin really get rid of ALL blocking evil characters in play?  Like... if 7 people are playing... every one of them including my own?  Does it include the blocking evil character it's played on in battle?

Fourth... we've come to the belief that Moses and Saphira and like characters still have a battle of numbers with enhancements, but only special abilities are negated that are printed on the enhancements are negated.  Is this correct?

Fifth... is the rule for death of a character apply only if the toughness is zero?  And when does it apply?  If I am in battle, and my AW morg like guy comes out as 10/11 and decreases all heroes by 2/2 if a demon is in play... and red dragon which is immune to humans is in play on my friends side of the table, then his 5/4 guy just dropped to 3/2 right?  So I lay down a heroes decrease 5/5 till end of turn.  At this point, my friend is at least 0/0... does this mean he can play more enhancements, or is the battle over immediately... assuming no negate enhancement?

Sixth... the rare card in the Prophets deck that kills opponents heroes, Great Image... does that really kill all opponents heroes in a multiplayer game in each of each of their respective territories?

Seventh... I have this card Invisible Beings from AW.  I am utterly confused at what it does.  Does it allow access to a soul regardless of card on top or site in play assuming I don't get squashed by a dominant or a discard all cards in battle?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Rawrlolsauce! on August 28, 2009, 02:45:14 PM
1.) Discard does not negate. You were correct.
2.) Fight by the numbers (It refers to a card that negates all special abilities)
3.) Blocking evil characters are the evil characters in battle trying to stop the heroes. The evil characters you have in battle get discarded, not the ones in your territory.
4.) The special ability are negated (unless it reads on the enhancement "cannot be negated", in which case the ability works). The numbers work. Sapphira and Moses are both examples of FBTN.
5.) I'm not quite sure what your asking. If you lower your friend's toughness below 0 during battle, he is NOT immediately discarded. He can still play enhancements
6.) Yes :).
7.) You set your silver brigade hero aside for one turn, MAKE SURE TO SET HIM FACE-DOWN. When that turn is up, the hero returns to your territory face down. When you make a battle with that hero (note: you put said hero into battle face down), he negates all Lost Soul special abilities (so, the abilities on all lost souls except the 2/3 liner don't work). When your opponent blocks him with an evil character, you flip the hero face up. Cards placed on a lost soul and sites still affect your hero normally.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: TimMierz on August 28, 2009, 02:47:14 PM
Glad you've been enjoying the game.

1 (discard vs. negate)
You are correct: while you lose your numbers gained from the enhancement, the special ability is not negated. If it were interrupted first and then discarded (by a card like Devourer), then it would essentially be negated.

2 (fbtn)
FBTN is a common abbreviation for "fight by the numbers," an ability on cards like Moses and Sapphira.

3 (Z's Sin)
It gets rid of all Evil Characters that are blocking a Hero (generally, all those that are currently in battle). If that includes multiple players' evil characters (by banding, say via a card like Babel), then more power to you.

4 (fbtn)
Only special abilities are negated, the battle is determined by the numbers. Note that this includes other characters in battle (for instance, if Sapphira is accompanied by another Evil Character by something like Unknown Nation), too. Enhancements that cannot be prevented or cannot be negated will still have their abilities work when played on Moses, Sapphira, and friends.

5 (toughness = 0)
Characters are only discarded for toughness 0 after battle. During battle, numbers can drop to the negatives and they'll still fight.

6 (Great Image)
It really does what it says. It can be a beast, but it won't help you win the current battle.

7 (Invisible Beings)
That card is missing part of its ability due to Cactus' error. The correct full ability should read:
"Set aside a silver brigade Hero from your hand face down for one turn. Hero returns to territory face down. Hero enters battle face down and negates all special abilities on Lost Soul cards (except the 'Lost Souls' card). When Evil Character is presented, flip Hero face up."
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on August 28, 2009, 06:17:17 PM
Thank you all very much.  Everything all of you all said makes sense and clears up a lot of things... except one thing.

Zelophehad's Sin is a skull enhancement. It can't be played by a good character, therefore it would only result in suicide if it kills the blocking characters in battle. 

'Discard all blocking evil characters, and remove one hero in battle from the game'  (my card says this.)

If Zelophehad's Sin, being a skull is played by the evil character who is blocking, then this only make sense as a selective nuke card 'nuke me and nuke one hero i'm fighting against right now' or 'nuke every evil character that has the ability to block in play'  So, it's confusing me a bit.  Since it is a skull enhancement and all.  Could it just be a complicated way to say discard all cards in battle? 

Which brings me to another question... if you have a card that says discard a hero in battle, and the heros you are fighting against are banded, can you choose the one to kill so the other automatically retreats to territory, OR regardless of who is discarded or captured, the other is still in play?  Which one dies when two are banded?  or What about 3 angels... if you discard a hero in battle, does that prevent the other two angels from continuing to fight?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: TimMierz on August 28, 2009, 06:24:07 PM
You are correct that Z's Sin is only to be played on Evil Characters who are blocking. It's a little different from a normal "discard all cards" because there may be multiple attacking Heroes - you can only get rid of one of them, so it's weaker in that respect, but you also get to remove it from the game (rather than place it in the discard pile) so it's impossible to retrieve that Hero later. In a "mutual destruction by special ability" scenario, no Lost Soul is rescued, so this can often be a win for the blocker (even if they all die). It's about on the same level as something like Deceit of Sapphira.

When characters are banded, that means nothing more than they're fighting on the same side of a battle. Getting rid of one does nothing to the other. The existence of one doesn't keep the other around. So if James son of Zebedee bands to John and you play Christian Martyr on John, James continues to fight. Similarly, if you play it on James, John continues to fight.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on August 29, 2009, 11:28:05 AM
 ;D 

so... are you saying that after three angels is laid down, that even if one angel is destroyed, 2 angels are still clobbering my opponent?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Professoralstad on August 29, 2009, 12:26:57 PM
That would be correct. Assuming that the abilities of the angels are bigger than the EC's, that is.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 05, 2009, 01:05:49 AM
More questions I couldn't remember at the time...

1.  If someone captures your hero, and you play hero is immune to brigade/or human, does this prevent capture?  Do you need to play interrupt  card, and then immune?  How does this work?  (Have 70+ Angel Wars cards now and not one negate card, I am wondering if the interrupt to immune combo is the AW method - besides pulling the only I am redemption card out of your deck by sheer luck.)

2.  If my friend requests a battle challenge, and I give him the LS instead of challenging as my brigade enhancements are extremely weak, can he just sit out his character and play an enhancement to kill an evil character in a territory even after I have denied his battle challenge?  (This seems more than a tad unfair to me if it's okay.  Because then I could play my enhancements to affect his characters in his territory & destroy his fortress even though he didn't accept my challenge.

3.  Guess this leads me to that strange question about immunity.  When you're battle challenge is accepted and the opponent responds with immune to whatever you are, can you just play cards that don't affect that opponent but destroy things in his territory?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Ironica on September 05, 2009, 01:12:57 AM
1) You have to interrupt the capture first before you can be immune to it.  Once you are losing by removal (i.e. capture, convert, yada yada yada), you must interrupt the battle to have a chance to stop it.

2)  That would actually be called a rescue attempt.  Battle challenges are when they can't rescue a LS (due to lack of, no site access, no access to the LS).  If you do not defend at all, they can't play an enhancement unless the hero's ability lets them (e.g. Ethiopian Treasurer).  Once you chose not to block, they get the LS and return to territory.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: sk on September 05, 2009, 01:16:07 AM
Ironica is has the first two, and you are right on the third question (though rules of initiative are still followed).
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 05, 2009, 08:18:11 AM
Thank you. 

Is there a limit on how many panic demons or obsidian minions you can band?  Can you band different brigades?  Is the only thing that required under Deck 1 building that they can't be the same brigade & have the same special ability?  (can I band 4 or 5 or 6 or 7 of differing brigades?)
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: adamfincher on September 05, 2009, 08:22:36 AM
Thank you. 

Is there a limit on how many panic demons or obsidian minions you can band?  Can you band different brigades?  Is the only thing that required under Deck 1 building that they can't be the same brigade & have the same special ability?  (can I band 4 or 5 or 6 or 7 of differing brigades?)
you can have them all in a type 1 deck and band all the different brigades.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 06, 2009, 11:29:37 AM
Thank you.  These answers are helping us a lot.

The rule book that I have says that angels are males.  And Biblically, that's pretty accurate, the 66 book bible(word for word translations) has no female character references for angels or God(some might argue about role references).  There are a lot of enhancements that are gender specific.  Yet, in angel wars, there's Kira and Arianna.  Are these considered human, female, silver brigade characters?  Or are they female, non-human, angel characters?  (this would affect tons of play... such as what evil enhancements my friend can play, and i think even whether i can play immune to human evil characters.)

I'll post some other questions when I remember them... sorry about that...
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: The Schaef on September 06, 2009, 11:50:02 AM
The rulebook was printed in advance of the Angel Wars expansion.  Kira and Arianna are both female; they are the only female angels in Redemption.  The other uniquely named angels all have male names, and all generic angels are considered male.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 08, 2009, 01:36:22 AM
Thank you, that was a rather odd thought.  (Never saw the angel wars cartoon.)

My friend and I were playing, and the idea of interrupt came up.  Now, he went to play interrupt outside of his initiative.. which I said was illegal.  He said it interrupted, there initiative was not neccessary.  I said you had to have initiative to play the interrupt.  But then he said can you interrupt an interrupt?  Which gets me wondering.  If you interrupt an action, can it be interrupted?  Can an interrupt be negated?  Can an interrupt be prevented?  Can an interrupt be discarded?  I think an interrupt can be discarded, I don't think it can be negated or interrupted.  Yet, there are cards like, negate any enhancement.  Does that mean the opponent chooses which enhancement they will negate?  (Say he plays capture, I interrupt on my initiative and play immune to human ECs, he plays interrupt and throw hero aside for four turns... did he negate my immunity?)  Questions like this are showing up.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: JSB23 on September 08, 2009, 08:18:54 AM
Thank you, that was a rather odd thought.  (Never saw the angel wars cartoon.)
Consider your self fortunate
any way
Yes you can interrupt prevent, negate and discard an interrupt. and you can only play an interrupt outside of initiative if you are being forced to lose the battle   
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: The Schaef on September 08, 2009, 01:04:22 PM
But of course, being forced to lose the battle grants you initiative, so...
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: JSB23 on September 08, 2009, 04:50:30 PM
only to play an interrupt
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 08, 2009, 10:42:44 PM
Thank you.  ( .oO Wonders how bad angel wars cartoon could be.)

Here's a question that I know is going to be in our next game.  Can I play Wings... the angel war card that says exchange your hero in battle with a hero in your hand or fortress.  Alright... say he issues capture.  Can I play Wings on my initiative, making my present angel captured while continuing the same battle with the angel I just exchanged?  You know.. it doesn't interrupt the current battle, but it does continue the current battle with another angel. 
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: JSB23 on September 08, 2009, 11:00:42 PM
When you have initiative by removal you can only play an interrupt or a negate, nothing else
 
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 08, 2009, 11:33:28 PM
Thank you. The answers really do help.

1. So in a capture or discard situation, the Angel Wars Winds 'Holder may exchange an angel in battle with an angel in holder’s hand, territory, or Chamber of Angels.' still requires an interrupt card like AW Swift Beings 'Interrupt the battle and play the next enhancement.'?  Does that mean that the battle continues with that?  I mean, is one angel captured and the other one exchanged is fighting?  Or does it simply exchange who is being captured? 

2. Can the PA Three Angels 'Up to two silver brigade Heroes may join the battle.  Ability cannot be interrupted or prevented by an Artifact.' be played as the next enhancement after Angel Wars Swift Beings 'Interrupt the battle and play the next enhancement.' and cause the battle to continue?  Would one angel gets captured but the other two angels are now fighting for the Lost Soul? 

3. What type of the card is Angel Wars Fear of Danger 'Place this card on a Hero in a territory.  Hero cannot enter battle until this card is removed.'?

4. What is a turn in a multiplayer game?  If AW Guarding is played "Protect all Lost Souls and human Heroes from discard abilities this turn.", does that mean during this round of turns?  And does this prevent dominants killing my human Heroes during this round of turns?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Professoralstad on September 09, 2009, 05:13:46 PM
Thank you. The answers really do help.

1. So in a capture or discard situation, the Angel Wars Winds 'Holder may exchange an angel in battle with an angel in holder’s hand, territory, or Chamber of Angels.' still requires an interrupt card like AW Swift Beings 'Interrupt the battle and play the next enhancement.'?  Does that mean that the battle continues with that?  I mean, is one angel captured and the other one exchanged is fighting?  Or does it simply exchange who is being captured? 

2. Can the PA Three Angels 'Up to two silver brigade Heroes may join the battle.  Ability cannot be interrupted or prevented by an Artifact.' be played as the next enhancement after Angel Wars Swift Beings 'Interrupt the battle and play the next enhancement.' and cause the battle to continue?  Would one angel gets captured but the other two angels are now fighting for the Lost Soul? 

3. What type of the card is Angel Wars Fear of Danger 'Place this card on a Hero in a territory.  Hero cannot enter battle until this card is removed.'?

4. What is a turn in a multiplayer game?  If AW Guarding is played "Protect all Lost Souls and human Heroes from discard abilities this turn.", does that mean during this round of turns?  And does this prevent dominants killing my human Heroes during this round of turns?


1. You need to interrupt any card that is removing you from battle (like a capture or discard card) before you can do anything else. So if an opponent plays a card to capture your angel, you would have to play Swift Beings, which interrupts the capture until the next enhancement takes effect, then another enhancement. So you could play Winds after Swift Beings, and if the original Angel is still eligible for capture (i.e. it was exchanged for an Angel in territory and is still in play) then that Angel is captured. Otherwise the capture does nothing, as cards can't change targets, so the new Angel can't be captured by the capture card.

2. Yes, the one that the capture was originally played on would be captured, and the two that were added would keep fighting.

3. It is a placed enhancement. It must be played in battle, or in conjunction with the new card High Places while a pale green EC is in your territory. Once it is placed, it's ability continues until it is discarded somehow. It is not a poison or disease, so a hero that it is placed on cannot be healed of it. A card that discards an evil enhancement in play, in territory, or on a hero can get rid of it. Once it is discarded, it's special ability is stopped, and the hero can enter battle.

4. A "turn" means the current player's turn. So if you play Guarding on your turn, the effect lasts until the end of your turn. On your next opponent's turn, the effect is stopped, and doesn't come back. And yes, the ability would protect Lost Souls from Burial and Human Heroes from Christian Martyr during your turn. A "round" is your current turn and all opponents' turns, and ends at the beginning of your next turn. The effects of Guarding do not last for a round, only a turn.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 09, 2009, 07:43:17 PM
Thank you again.

1. Are Angels in the fortress Chamber of Angels in play?  That is, if exchanging an angel from battle with an angel in the fortress Chamber of Angels with Winds, does the Angel that went to Chamber of Angels still get captured?

2.  Do you mean if you exchange an angel with the Winds card with one in your hand, the card was removed out of play, and therefore can't be captured?

3.  Just want to re-affirm what JSB just said... at least, I think he said.., I can interrupt, prevent, negate, and discard an interrupt?
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: 3-Liner And Bags Of Chips on September 10, 2009, 12:31:08 AM
I'm not sure on #2 but #1 it says set this fortress aside i believe so it would be set aside. #3 yes you can ipn an interrupt. Unless It says can't be negated
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Professoralstad on September 10, 2009, 03:09:35 PM
Thank you again.

1. Are Angels in the fortress Chamber of Angels in play?  That is, if exchanging an angel from battle with an angel in the fortress Chamber of Angels with Winds, does the Angel that went to Chamber of Angels still get captured?

They are set aside, and thus are not legal targets for capture, unless the capture specifically says you can capture a hero in set-aside area.

2.  Do you mean if you exchange an angel with the Winds card with one in your hand, the card was removed out of play, and therefore can't be captured?

That is correct.

3.  Just want to re-affirm what JSB just said... at least, I think he said.., I can interrupt, prevent, negate, and discard an interrupt?

Yes. As an example with cards you are probably familiar with:

You attack with an Angel (which one doesn't matter) and your opponent blocks with a pale green human EC. You play Seventh Trumpet and convert their EC to a Hero. Since heroes can't block, the EC would be losing. The EC then plays Misuse of Talents "Negate and discard the last good enhancement played." This would stop Seventh Trumpet. You can then play Flaming Sword "Negate and Discard the last Evil Enhancement played" to negate Misuse of Talents. This would then allow Seventh Trumpet to reactivate.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 10, 2009, 08:39:37 PM
Thank you a lot.  This is seriously helpful.

1.  I know I shouldn't ask this.  I have to though.  We keep going back and forth on this.  What is "in Play"?  For Example:  My friend wants to use a dominant to kill any evil character "in Play".  We both are pretty sure that the discard pile, draw pile, and hand are out of play.  Can he kill characters in my fortresses?  Some fortresses say "out of Play".  Are all fortresses generally out of play unless otherwise mentioned?  Are "set aside" characters "out of Play" or "in Play"?  If I want to do the combo of setting aside my angel to protect my covenant, can he smite my character with his dominant (AotL)?  Or, are my covenants protected if he doesn't have a card that specifically says discard character in "fortress" or "set aside" area?

2.  What is "in opponents territory"?  If he's trying to capture, discard, poison, or use a placed enhancement on my characters, does "in opponents territory" include or exclude my "set aside" area and/or "fortresses"?

Thank you for reading this.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: EmJayBee83 on September 10, 2009, 11:02:31 PM
1) In Play means any face up card located in the field of play which included territories, artifact piles, and the Land of Bondage. Field of Play does not include the draw piles, discard piles, set-aside areas, Land of Redemption and the player’s hand.

2) In territory specifically excludes set aside areas. By default fortresses and their contents are considered in territory. The exceptions are those fortresses which are placed in set aside. The fortresses in set aside are those whose special ability starts with "Set this fortress aside" (e.g., Kerith Ravine, Chamber of Angels) and Tartoros.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 11, 2009, 01:42:40 PM
Thank you again.

1.  Is there any limit to AW I am Patience 'At the end of your turn, if your rescue attempt failed you may convert one human Evil Character (except warrior class) to a green brigade Hero.'? (besides warrior class, I mean) In seven turns, are there really 7 Evil Characters converted? (assuming at least one evil character blocking each turn)
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Cameron the Conqueror on September 11, 2009, 01:45:06 PM
I am Patience can be used as many times as you want (of course, only once per turn.)  The best way to use it is to make a RA with Spy or Ahimaz, look at their hand, then retreat. You can then convert.

Just to make sure you know, you can convert ANY human, not just the one that blocked.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 11, 2009, 03:40:27 PM
wow... any human, not just the one that blocked... oh the toys..  and thanks for the suggestion, i'll be looking those cards up in the card list today.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on September 12, 2009, 11:13:58 AM
Thank you again for all your help.  I really appreciate it.

I looked up Spy (R) in the card list.  A red brigade hero which does nicely work for looking at opponents hands and not having to fight for redeemed soul, plus it works with AW The Stars (R) that I have enabling one red and two silvers in the same battle should you choose to fight.

It appears that the Teal Hero in Priests called Ahimaaz (U) - 'Protect this Hero from capture.  You may look at one opponent’s hand or cards face down in a Site.  You may then withdraw Hero from battle unharmed.'  does the same thing. 

If Ahimaaz which is an uncommon and comes from the priests 251 card expansion does the same thing as Spy which is rare and comes from the kings 240 card expansion, then I guess Ahimaaz is what I'll aim for.  (clarify though please, do they do the same thing?)  I think your suggestion is awesome, actually.  After looking at it though, I think red is too spread out.  Jepthah is in Patriarchs, Peter is in Apostles, Spy is in Kings, The Stars is in AW... thats a lot of luck, lol.  (Trying to get a good red hand seems to me almost as frustrating as the fact that the only negate any enhancement card for silver isn't in the AW expansion.)

1. When a covenant card says "Upon activation," such as AW Grace - 'Upon activation, you may discard a good card from hand to discard an evil enhancement in play." is that conditional?  It appears to me that you can only use it once per game.  I, however, and more than happy with the idea that I could use it as many times per turn as I want, since it's in my deck and all.  Please clarify this to me.

Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Cameron the Conqueror on September 12, 2009, 11:26:55 AM
Each turn, you can deactivate and activate a new or the same artifact.  Upon activation happens each prep phase.

Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 01, 2009, 01:08:28 AM
Thank you.  These answers are helping a lot.

Since Panic Demon and Obsidian Minion is a type of character and not a name of a specific character, can you have duplicates?  All the Obsidian Minions except the rare yellow one have the same special abilities, and all the Panic Demons have unique special abilities.  I thought Deck I said only one character with the same special ability... but I've already heard you can have every Obsidian Minion in a deck.  So, I'm just wondering if my duplicate Panic Demons and duplicate Obsidian Minions are allowed to have a place in my 50 card type I deck.

When a person attempts to rescue a lost soul, they must name the soul, right?  For example, my friend attempts to take one of four lost souls, and I have the dominant Burial in my hand.  If my friend is stuck to a specific lost soul, and I bury it in my discard with the dominant Burial, then the battle continues but he can't win a soul this turn, right?  My friend doesn't get to have any of the other three souls due to that one soul being buried, right?

Thank you again for reading.

Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: sk on October 01, 2009, 01:17:32 AM
Since Panic Demon and Obsidian Minion is a type of character and not a name of a specific character, can you have duplicates?  All the Obsidian Minions except the rare yellow one have the same special abilities, and all the Panic Demons have unique special abilities.  I thought Deck I said only one character with the same special ability... but I've already heard you can have every Obsidian Minion in a deck.  So, I'm just wondering if my duplicate Panic Demons and duplicate Obsidian Minions are allowed to have a place in my 50 card type I deck.

Because they are generic, you can have one of each 'version' of the card.

Quote
When a person attempts to rescue a lost soul, they must name the soul, right?  For example, my friend attempts to take one of four lost souls, and I have the dominant Burial in my hand.  If my friend is stuck to a specific lost soul, and I bury it in my discard with the dominant Burial, then the battle continues but he can't win a soul this turn, right?  My friend doesn't get to have any of the other three souls due to that one soul being buried, right?

Only in Type 2 (or a game that optionally uses rescuer's choice).
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 12, 2009, 07:55:35 PM
I have Saul/Paul in my deck right now, only for the possibility of converting him myself with the starter deck multi 1/1 card preaching the truth.  Can I convert him even though he's my evil character? 
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: browarod on October 12, 2009, 08:30:52 PM
Unless it specifies an opponent's evil character (which I don't think any do), you can convert any evil character you want, yours included, as long as it fits the restrictions on the particular card (and the character is in play).
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: 3-Liner And Bags Of Chips on October 13, 2009, 10:00:27 PM
Unless it specifies an opponent's evil character (which I don't think any do), you can convert any evil character you want, yours included, as long as it fits the restrictions on the particular card (and the character is in play).

Can't convert demons though Just so you know...
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 20, 2009, 09:46:34 PM
More questions...

1.  Is a curse card enhancement a curse/covenant?
2.  Is a curse card enhancement considered an artifact for the negate and discard an artifact starter card?  Can a curse be discarded by this card?
3.  The white 8/11 Covenant Keepers card that says "You may search draw pile for a Covenant, or an Artifact with “Covenant” in the title, and add it to hand."; does that include curse enhancement cards?

(yes, 3-liner, I am thinking of using the SA of Covenant Keepers to draw the curse opponent cannot negate evil banding abilities - but I need to know the answers to these questions before I know if I can do that.)
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Cameron the Conqueror on October 20, 2009, 09:51:27 PM
Covenants and curses are separate.  Curses are a combination of an evil enhancement and an artifact.  You cannot use Cov Keepers to draw a curse.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: 3-Liner And Bags Of Chips on October 20, 2009, 11:35:18 PM
More questions...

1.  Is a curse card enhancement a curse/covenant?
2.  Is a curse card enhancement considered an artifact for the negate and discard an

More info on this...Don't hate me XD
1. In your hand or deck, they aren't considered enhancements nor atrifacts. So if you have an ability that searches for an enhancement or artifact, you cannot get them.
2. If you put it in your artifact pile then yes you can discard and negate it. But if it is an enhancement in battle then no you cannot because it would be an enhancement
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 21, 2009, 12:17:05 AM
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Covenants and curses are separate.  Curses are a combination of an evil enhancement and an artifact.  You cannot use Cov Keepers to draw a curse.

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1. In your hand or deck, they aren't considered enhancements nor atrifacts. So if you have an ability that searches for an enhancement or artifact, you cannot get them.

What?!????  no search for curses even though it behaves like a covenant and plays like a covenant???
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Minister Polarius on October 21, 2009, 12:22:04 AM
Curses and Covenants are two different kinds of cards, just as Good and Evil Enhancements are two different kinds of cards.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 21, 2009, 12:23:29 AM
That makes sense except for the inability to search for a curse card, while in the same hand being able to search for covenants several times.  That means the defense is still at the disadvantage.

If you could at least search for a curse via evil enhancement or artifact, it would make more sense.  Especially when my deck, which is Angel Wars is stronger with banded panic demons that can't have the banding negated.  Without being able to search for that curse card, I'm left with some lousy options.  Among those options is an evil artifact that negates OT Heroes abilities that CAN be searched for by a good card because it's an artifact.  It's as if the gameplay is missing a basic element here.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: metalpsalm on October 21, 2009, 06:14:24 AM
That makes sense except for the inability to search for a curse card, while in the same hand being able to search for covenants several times.
Well, one thing to remember is that the game designers try to make the cards abilities align with their natures. They also design abilities to reflect events that occured in the Bible. So, a card call "Covenant Keepers", why would that card "want" to search up an evil card? Like if you convert an Evil Character into a Hero in battle. It no longer "wants" to block, even though it technicly stays in battle ( I think, only for the purpose of resolving "discard all in battle " situations) it stops blocking.
Now, Zaccheus searches for any Fortress, good or bad. Not sure if that was an oversite or on porpose, but that is really handy! Usually cards have and stick to an alignment.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: southpawami on October 21, 2009, 09:54:27 AM
Thank you for the info on Zaccheus.  I'll have to look him up and see if I can get him later.

I have a little 4/4 blue character with a SA that pulls any artifact.  It fortunately works with good or bad artifacts.  I just didn't think it made sense that you could search for nearly every card that enhances play, including fortresses, enhancements, and covenants, yet not be able to search for curses.  It just doesn't make logical sense.  

But, I'll accept it.  Thank you everyone for your help.  I'll post more questions when I run into them.

3-liner, thanks for the specifics you gave... even though they drive me nuts.
metalpsalm, good job on peacekeeping... the way you worded that response was a good call, that lack of gameplay ability was irritating to say the least as it appeared to keep my defense crippled.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Professoralstad on October 21, 2009, 11:10:15 AM
I just didn't think it made sense that you could search for nearly every card that enhances play, including fortresses, enhancements, and covenants, yet not be able to search for curses.  It just doesn't make logical sense.  

There may be in the future a way to search for Curses specifically. However, there are a few cards that allow you to search for any card (Search, a 2/1 green enhancement, and False Peace, a 0/0 gray enhancement) so these would allow you to search for curses if you so desire. The only reason that there hasn't been a card that searches for Curses is that there hasn't been a card made that would go along with that ability.
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: 3-Liner And Bags Of Chips on October 21, 2009, 12:16:14 PM
I have a little 4/4 blue character with a SA that pulls any artifact.  It fortunately works with good or bad artifacts.  

Technically atrifacts are considered neutral. Not good nor bad
Title: Re: 2 wks into play - Some ruling questions & other questions
Post by: Gabe on October 21, 2009, 12:45:36 PM
The new Nebuchadnezzar from TexP can search for any of the crimson Curses.
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