Nurgle cultist upgrade

By SquirrelonRampage, in Chaos in the Old World

I am not quite sure if I deduct the correct conclusions from Nurgle's cultist upgrade (got the German version, so maybe this is actually expressed more clearly on the English upgrade card). Nurgle can place a cultist for free in regions where he has no other followers present. Does this mean that he is still restricted by the general summoning rule and can only spawn them for free where he has followers in an adjacent region? Or does this allow him to teleport cultist to any region he likes regardless of the presence of followers in adjacent regions?

Hope someone can clarify.

SquirrelonRampage said:

I am not quite sure if I deduct the correct conclusions from Nurgle's cultist upgrade (got the German version, so maybe this is actually expressed more clearly on the English upgrade card). Nurgle can place a cultist for free in regions where he has no other followers present. Does this mean that he is still restricted by the general summoning rule and can only spawn them for free where he has followers in an adjacent region? Or does this allow him to teleport cultist to any region he likes regardless of the presence of followers in adjacent regions?

Hope someone can clarify.

The English card is about the same. "A Leper's cost is 0 is placed ina region where you have not other figures. A given Leper figure may only be summoned for free once per round."

Check out the FAQ on page 4 for more info:

http://www.fantasyflightgames.com/ffg_content/chaos_in_the_old_world/FAQ/CitOW_FAQ.pdf

Neither really anwers your question. We've been playing Nurgle must follow normal summoning rules; this card only allows some of the summoning to occur for free, and other rules (like adjacency) must be followed.

TK

The card doesn't say it overrides the normal summoning rules except as regards power cost, so you must place in a region adjacent to one Nurgle has followers in

Thx for both replies. Indeed, it does make a lot of sense that the usual summoning rules have to be followed and the way we played it (teleport style) seemed somewhat overpowered and wrong. Still, good to get a clarification.

Hmm, is there anything in the rules that prevents Nurgle from summoning figures from the board to regions where he has no other followers? Because basically this could be a way to a) delay the game basically endlessly (moving one cultist between two empty regions) and b) allow Nurgle to reach basically anywhere with some planning (by "walking" the cultist from X to Y).

Whitmire said:

Hmm, is there anything in the rules that prevents Nurgle from summoning figures from the board to regions where he has no other followers? Because basically this could be a way to a) delay the game basically endlessly (moving one cultist between two empty regions) and b) allow Nurgle to reach basically anywhere with some planning (by "walking" the cultist from X to Y).

No. There is nothing in the rules that prevents that. He is just subject to the same placement rules as everyone else.

But to prevent what you are saying, that is why each free summon is limited to one per cultists. So 1) you can only delay the game for a maximum of 6 impulses with this trick and 2) you can most certainly "walk" to any region be moving free guys between you and your target region.

Kind of the while point to this upgrade.

ColtsFan76 said:

Whitmire said:

Hmm, is there anything in the rules that prevents Nurgle from summoning figures from the board to regions where he has no other followers? Because basically this could be a way to a) delay the game basically endlessly (moving one cultist between two empty regions) and b) allow Nurgle to reach basically anywhere with some planning (by "walking" the cultist from X to Y).

No. There is nothing in the rules that prevents that. He is just subject to the same placement rules as everyone else.

But to prevent what you are saying, that is why each free summon is limited to one per cultists. So 1) you can only delay the game for a maximum of 6 impulses with this trick and 2) you can most certainly "walk" to any region be moving free guys between you and your target region.

Kind of the while point to this upgrade.

Bear in mind that if you lose lepers to summon each cultist across the board, to then do anything useful with them you still need to pay to move them the second time (as Colts said, limited to once per turn), so it's often not worth mindlessly doing

Ah, so it's only once per cultist... I didn't have the rulebook with me so I asked you guys. Thanks!

That's a poor design by the way. How are you supposed to keep track?

Whitmire said:

Ah, so it's only once per cultist... I didn't have the rulebook with me so I asked you guys. Thanks!

That's a poor design by the way. How are you supposed to keep track?

Usually we tip cultist that have used the ability, then straighten them all at the end of the summoning phase

phobiandarkmoon said:

Whitmire said:

Ah, so it's only once per cultist... I didn't have the rulebook with me so I asked you guys. Thanks!

That's a poor design by the way. How are you supposed to keep track?

Usually we tip cultist that have used the ability, then straighten them all at the end of the summoning phase

We tip them as well. And then stand everyone up before battle.

An alternate is to mark them with Dial Advancement Tokens. These tokens aren't on the board anyway and so can't be confused with in game things such as warpstones and corruption. I usually only use this method for units affected by Chaos cards that may move out of the region.

Or instead of tipping the figures you can place them on the name bar between the card slots when they are summoned for free.