2 Questions - 1 about Gustav (new card) and the other about Beginning of Turn timing

By Wytefang, in Warhammer Invasion Rules Questions

For our rules experts out there, I have 2 questions:

1. For the new Gustav card, "Cancel all damage to this unit while any opponent controls a corrupted unit." - how does that work if you're facing him as a defending unit? Do I just pour all my damage straight into the Zone I'm attacking instead of him since he can't be damaged? This seems like a very problematic card, imho. Going to lead to a LOT of rules questions. :(

2. Now that I'm totally confused about the "Beginning of a turn" and what can all be done with it..... So can I take Actions BEFORE I actually get my resources or do I always have to get resources first? If I had Pistoliers, for example, and still had a remaining Resource from the turn before, could I use that resource in the split-second at the beginning of the Kingdom phase before drawing new resources, to move the Pistoliers into the Kingdom zone to get an extra resource BEFORE the part where I draw the new resources?

Can someone break down how the beginning of the turn is defined and what cards can be played BEFORE the Resource acquisition phase?

I hope that second question gets sorted out in a FAQ - right now it's a sloppy ill-defined portion of this game. :(

1. The Bear dude isn't that problematic. Whether or not he can be damaged is irrelevant. If he is defending in combat, the opponent must still assign his hit points worth of damage into him before assigning any into city as per the normal rules. Think him as a unit with unlimited Toughness and you aren't far off.

I'd rather not answer question #2, as I am not familiar with first expansion that is apparently the first hint of pre-Kingdom actions. As per the rulebook, there isn't an action slot before Kingdom phase. You might, however, move pistoliers into your Kingdom at the very end of opponent's Battlefield phase if you wish to collect resources with them.

1. The Bear defending is an easy issue. Much like units with Toughness, the attacker is only forced to assign X amount of damage to the defending unit where X is the unit's remaining HP. The attacker may choose to overassign damage to account for toughness/damage cancellation, but is not required to do so. Carry over damage is assigned to capital. See rules on Toughness and Battlefield assign damage step.

2. You cannot play Actions before getting resources. As there is no Action Window. The first Action Window is at the end of the Kingdom Phase, before the Quest Phase. Currently the only way to play an Action before collecting resources is by triggering Abandoned Mine. Abandoned Mine triggers an Action at the beginning of the turn, which allows for you to create an Action Window and chain Action cards.

Basically, there are no cards that can be played from your hand at the beginning of your turn. Card effects that occur at the beginning of your turn which are already in play can resolve their effects. The only exception to this rule so far is Abandoned Mine as I explained above.

And no to using Pistoliers the way you described. You should instead spend your resource at the end of your turn or opponent's turn to move Pistoliers to the Kingdom Zone. Or as above, you can trigger Abandoned Mine to allow for Pistoliers to jump into the created Action Window.

Does Gustav Lose damage already on him if later on his opponent gets a corrupted unit?

Cool answers - I pretty much already thought those were what people would say were the right way to play those two situations but it's good to see that everyone else is thinking the same thing, too.

No, Gustav does NOT remove pre-existing damage, to my knowledge.

Wytefang said:

For our rules experts out there, I have 2 questions:

1. For the new Gustav card, "Cancel all damage to this unit while any opponent controls a corrupted unit." - how does that work if you're facing him as a defending unit? Do I just pour all my damage straight into the Zone I'm attacking instead of him since he can't be damaged? This seems like a very problematic card, imho. Going to lead to a LOT of rules questions. :(

2. Now that I'm totally confused about the "Beginning of a turn" and what can all be done with it..... So can I take Actions BEFORE I actually get my resources or do I always have to get resources first? If I had Pistoliers, for example, and still had a remaining Resource from the turn before, could I use that resource in the split-second at the beginning of the Kingdom phase before drawing new resources, to move the Pistoliers into the Kingdom zone to get an extra resource BEFORE the part where I draw the new resources?

Can someone break down how the beginning of the turn is defined and what cards can be played BEFORE the Resource acquisition phase?

I hope that second question gets sorted out in a FAQ - right now it's a sloppy ill-defined portion of this game. :(

Wytefang said:

1. For the new Gustav card, "Cancel all damage to this unit while any opponent controls a corrupted unit." - how does that work if you're facing him as a defending unit? Do I just pour all my damage straight into the Zone I'm attacking instead of him since he can't be damaged? This seems like a very problematic card, imho. Going to lead to a LOT of rules questions. :(

Not really, it is treated like any other cancel effect, when damage application is reached any damage assigned to him is simply canceled. If he is defending you need to assign as much damage to him as he has HP before you can direct anything to thezone.

Wytefang said:

2. Now that I'm totally confused about the "Beginning of a turn" and what can all be done with it..... So can I take Actions BEFORE I actually get my resources or do I always have to get resources first? If I had Pistoliers, for example, and still had a remaining Resource from the turn before, could I use that resource in the split-second at the beginning of the Kingdom phase before drawing new resources, to move the Pistoliers into the Kingdom zone to get an extra resource BEFORE the part where I draw the new resources?

Can someone break down how the beginning of the turn is defined and what cards can be played BEFORE the Resource acquisition phase?

There is no player action window before the one in the Kingdom Phase. Abandoned Mine as written and clarified by Nate actually creates its own action phase, which closes immediately upon resolving. Nate also said he was keeping an eye on this, so by the time the FAQ comes out we may not just have a fully fleshed-out Flowchart but find that the clarification of this card may have changed.