phoenix will be tough to beat and though we haven't seen them i suspect Scorpion will be too. As a plus making politics attacks the mirror image of military means that crane are actually quite tough themselves and is quite an inspired design choice to prevent the old style honour running quandry
Rules Reference Available
34 minutes ago, Zesu Shadaban said:Now that I've finally had a chance to dig into these documents, I'm loving what I'm seeing. So there is not one, but TWO full Action Windows between placing fate on unclaimed rings and returning claimed rings...so amply opportunity for some extra Phoenix shenanigans. I can wait until AFTER fate is placed on unclaimed rings, then play Know The World to swap the ring out and claim that fate (basically guaranteeing it can be played for 0 cost during one of these action windows) and then trigger Tsukune on the newly returned ring for extra effect. Or to extend the combo further, if I can use Way of the Phoenix (and maybe other ring-swapping shenanigans) to prevent my opponent from choosing a particular ring for a round or two, then I can gain the extra fate piling up on the ring at the end of the round, and the extra fate added during the fate phase is just icing on the cake.
Tskune's interrupt triggers at the end of the conflict phase. Otherwise she could leave play during the fate phase without getting to use it.
k things I was playing wrong or unexpected include
If attacking player sends home all opposition then conflict is unopposed and defender loses honor when conflict ends
Fate is claimed when an attacker selects ring and not when whoever wins a ring (plus this prevents Phoenix shifting a ring to prevent a player claiming that fate)
Regroup phase says you auto discard all cards on broken provinces, I had assumed you just discarded when the province was broken and that was it, this way the dynasty will thin faster than would otherwise occur.
Attacking player can decide whether a just broken province is disacarded or not (why wouldn't you? plus if I have read this right then you could force discard when breaking the province and then in the regroup phase the newly placed face down card would also get discarded)
At least one player must announce total skill after an action occur so you wont get
Player A play card H
Player B Pass
Player A pass I win conflict and break province
Player B I though you were only beating me by 4?
As now Player B would say no-one said skill totals I would not have passed.. (How would that be treated?)
Possibly should have known some of these already!!
2 hours ago, shineyorkboy said:Tskune's interrupt triggers at the end of the conflict phase. Otherwise she could leave play during the fate phase without getting to use it.
Ugh, you're right of course, forgot that was an interrupt. Thanks for keeping me honest.
8 minutes ago, Matrim said:Regroup phase says you auto discard all cards on broken provinces, I had assumed you just discarded when the province was broken and that was it, this way the dynasty will thin faster than would otherwise occur.
Attacking player can decide whether a just broken province is disacarded or not (why wouldn't you? plus if I have read this right then you could force discard when breaking the province and then in the regroup phase the newly placed face down card would also get discarded)
Face down is not discarded.
QuoteIn player order, each player may discard any number of
faceup cards from any of their unbroken provinces. Each
player must discard all faceup cards from their broken
provinces. Replace these discarded cards with facedown
cards from the dynasty deck.
k but since all cards turn face up at start the only difference is you just lose a card a turn from each broken province as opposed to 2 first loss then a card a turn.
thanks for the correction though.
7 minutes ago, Matrim said:k but since all cards turn face up at start the only difference is you just lose a card a turn from each broken province as opposed to 2 first loss then a card a turn.
thanks for the correction though.
It'd be killer on a lion blitz deck if you ditched face down as well. But it's little difference to most other kind of decks.
I suppose in most cases you would aim to buy from the broken province to ensure I only had face down (if you were running short) so it is manageable..
extremely sad to see no multiplayer rules built into the core set. means at best we'll get some tacked-on system that never quite works or feels right.
3 minutes ago, Childeric the Shatterer said:extremely sad to see no multiplayer rules built into the core set. means at best we'll get some tacked-on system that never quite works or feels right.
This could be saved for the first deluxe box? Maybe to let the community digest the base game first before they unleash multiplayer. Could need some balancing to it as well.
8 minutes ago, XCoconutMonkey06X said:This could be saved for the first deluxe box? Maybe to let the community digest the base game first before they unleash multiplayer. Could need some balancing to it as well.
Thus the tacked-on system that doesn't feel right. It's just that I've been waiting for a competitive multi-player game (other than game of thrones melee format) and this was the perfect chance for them to do that, instead of just another 1-on-1 game for their tournament machine.
I noticed the rule obligating each player to state the skill totals after each time you get a turn in conflicts, too. I suppose it's to prevent the "If I had known that I wouldn't have passed" situation during tournaments or, depending on your play group, during casual play. (My play group would usually let you go back without such a rule anyway, though.)
8 hours ago, Xenopat said:
If you attack Kuro Mori twice during the same turn, the phoenix player can only trigger mori's ability once (same as all actions). Easier to say than to achieve, but still...
Thanks Xeno
I get that, but, it wasn't really my question.
I was hoping that I was missing some sort of rule that would prevent Kuro Mori from being used if the conflict type was invalid in some way.
My example being. I declare a throw away political conflict knowing I'm going to lose. When I declare my military conflict would it prevent my opponent from changing the conflict type to political since a political conflict had already been declared. It would appear the answer is no and that Kuro Mori can essentially lock someone out of a particular conflict type indefinately.
This is why I created the thread "Hey Phoenix, we all know it's Kuro Mori" back when the card was spoiled as it seemed like it would work that way and it's simply too strong not to place that province on your stronghold of you are Phoenix.
Making someone do a throw away attack would still make it strong, but, as it seems to work it's just flat out the best province that has been spoiled so far. Coming up with 6 extra skill for the opposite conflict type is a huge obstacle. Granted people should be building their decks to be able to threaten both political and military but not all the clans are equally staffed to pull that off.
My question was more of an apeal to the masses to please help me find something that makes it not so.
At least I know where to set up my home base for my Shadowlands infiltration of Rokugan.
8 hours ago, Xenopat said:
If you attack Kuro Mori twice during the same turn, the phoenix player can only trigger mori's ability once (same as all actions). Easier to say than to achieve, but still...
Since you can only attack with each conflict type once - this doesn't matter. When Lion attack POL then Phoenix player will not use the province ability. They only need to use it once in the turn.
From the description of Fate: "Fate is the game’s primary resource, representing the karma and destiny a clan has accrued. The primary use of fate is to spend it to play cards."
So karma is now spelled without an 'h' in the LCG!
And there are only six names under the 'Writing and Additional Setting Development' credit. Each if them has written a story so far, but there is one clan remaining, awaiting a fiction. Which of them will write the Scorpion story?
Clan
There are 7 clans in the core set, as depicted in the chart below.
7 clans in the core set
core set
Mantis confirmed?
1 hour ago, Barbacuo said:Clan
There are 7 clans in the core set, as depicted in the chart below.
7 clans in the core set
core set
Mantis confirmed?
No?
7 are:
Crane, Lion, Dragon, Crab, Phoenix, Unicorn, and Scorpion.
The fact that they specifically said "in the core set" could mean that other clans will be introduced later (out of the core set).
We don't know. We are players who love to speculate.
22 hours ago, Matrim said:I suppose in most cases you would aim to buy from the broken province to ensure I only had face down (if you were running short) so it is manageable..
It's managable, but can cause problems later game, like using staging ground and flipping cards on those provinces, and instead of steadfast samurai or obstinant recruit, it's Eiji or Honored General.
3 hours ago, RandomJC said:It's managable, but can cause problems later game, like using staging ground and flipping cards on those provinces, and instead of steadfast samurai or obstinant recruit, it's Eiji or Honored General.
If so.... Charge!
Edited by barrufet5 minutes ago, barrufet said:If so.... Charge!
If I has it. <.< like I need a reason to charge honored general
13 minutes ago, RandomJC said:If I has it. <.< like I need a reason to charge honored general
Well... I think that is one of the conflict cards a Lion player can aggressively mulligan for.
1 hour ago, barrufet said:Well... I think that is one of the conflict cards a Lion player can aggressively mulligan for.
One would try to, yes
3 hours ago, RandomJC said:One would try to, yes
Can you Charge! your Clan Champion into a battle if you already have a copy there? The rules seem to be contradictory on this point:
"Unique Cards
A card with the ? symbol in front of its title is a unique card. Each player may only have a maximum of one instance of each unique card, by title, in play.
◊ A player cannot take control of or bring into play a unique card if he or she already controls or owns an in-play copy of that card."
"Play and Put into Play
Playing a character or attachment card involves paying the card’s fate cost and placing the card in the play area. This causes the card to enter play. Cards are played from a player’s hand or provinces. Any time a character card is played, its controller has the option of placing additional fate from his or her fate pool on the card.
Some card abilities put cards into play. This bypasses the need to pay the card’s cost, as well as the opportunity to place additional fate on the card. A card that is put into play bypasses any restrictions or prohibitions regarding the potential of playing that card. A card that is put into play enters play in its controller’s play area."
On 3/8/2017 at 10:24 PM, phillos said:Anyone else notice that cover page? Is the rules reference for this game a living document online?
Yes, same as per Star Wars: Destiny