OFFICIAL ANSWERS for...lots of stuff

By mateooo, in Runewars

Quick question about "Summon Lightning" card...

Can you split up damage among two units (Dark Knight take 2 damage each) or must a unit be dealt max damage first before assigning to another unit.

(the card states- "...you each assign your own damage.."

When damage is assigned to units, you must damage a unit that already has taken damage first, if possible. You can't assign damage to another target unless the card specifically allows you to.

This doesn't just apply to the Fate damage, it applies to all damage.

I have a question about Quest cards. The moving the rock in front of the cave quest has as a failure condition the hero is to train strength. In this case, do you just add one strength, or like the training rules say, add 2 since you're training a single attribute?

Common sense tells me it's just one since this isn't normal quest phase training, but I need a more official ruling.

Thanks!

JJJJS said:

I have a question about Quest cards. The moving the rock in front of the cave quest has as a failure condition the hero is to train strength. In this case, do you just add one strength, or like the training rules say, add 2 since you're training a single attribute?

The rules say for the Training action: "Increase two of the hero's attributes by one (or increase one attribute by two". IE, training is really only +1, and the Training action lets you do it twice. The Quest cards that tell you to train an attribute only give you +1 to that attribute.

He didn't completely answer question #4. I'm still not clear if you can draw fate cards for knights and necromancers even if there are no enemy units in the battle hex. I'm going to play that you can't, because it seems too cheesy to me to be able to enter an empty enemy home realm hex (or hex containing only an enemy stronghold) and then activate unit special abilities. My ruling is supported by the FAQ that says "most steps if the battle will have no effect except for tally strength and resolution."

ioticus said:

He didn't completely answer question #4. I'm still not clear if you can draw fate cards for knights and necromancers even if there are no enemy units in the battle hex. I'm going to play that you can't, because it seems too cheesy to me to be able to enter an empty enemy home realm hex (or hex containing only an enemy stronghold) and then activate unit special abilities. My ruling is supported by the FAQ that says "most steps if the battle will have no effect except for tally strength and resolution."

But moving into an empty enemy home-realm area does not start a battle. You start a battle if there are opposing units or strongholds. It would be beneficial for Knights and Necromancers to make their attacks, in hopes of drawing the appropriate cards. It would also be beneficial for a Seige Tower, for instance, going up against an enemy stronghold if they don't have 6 units to automatically ensure the victory. Necromancers would also benefit from drawing their cards during battle against an empty stronghold if they do not have enough strength to take the stronghold.

Also, it seems important to draw ALL the cards during battle, regardless of whether their attacks or special abilities will help you. This is significant for the purpose of changing the cards in the fate deck.

ioticus said:

He didn't completely answer question #4. I'm still not clear if you can draw fate cards for knights and necromancers even if there are no enemy units in the battle hex. I'm going to play that you can't, because it seems too cheesy to me to be able to enter an empty enemy home realm hex (or hex containing only an enemy stronghold) and then activate unit special abilities. My ruling is supported by the FAQ that says "most steps if the battle will have no effect except for tally strength and resolution."

Corey has answered that one before. Basically, anytime there is a battle, you draw cards. For most units, all this does is burn cards, but for Necromancers and Knights, this can have other outside effects too.

Acebob said:

But moving into an empty enemy home-realm area does not start a battle.

Actually, Corey's answer here (and I got a similar answer in an email I sent a bit ago) says that it IS a battle, even if there are no enemy units or strongholds there.

This has some implications other than drawing cards, too: Specifically, it allows Tactics cards to be played, and it prevents Mobilize and Conquer orders from starting a second battle. IE, if you use a Mobilize to invade an enemy territory with nothing in it, you'll burn some cards, PLUS you won't be able to attack another area.

Corey did have an earlier ruling that said an empty home area does NOT start a battle, but I think he is reversing that. Apparently it will be in the next FAQ.

So you are saying you can enter an enemy unoccupied home realm hex (thus starting a battle) with a bunch of necromancers and then draw cards for them to see if they raise undead?

ioticus said:

So you are saying you can enter an enemy unoccupied home realm hex (thus starting a battle) with a bunch of necromancers and then draw cards for them to see if they raise undead?

Yup. You could also do it with a bunch of Daqan Knights and see if you can get some Tactics cards.

Moral? Don't leave your home realms undefended.

I think a big part for this ruling is the Mobilize card, to keep players from invading a home realm and a battle in the same turn. This is just an implication of that, but I think overall it's relatively minor. If you are leaving your home realm open like that, shame on you :)