Volatile Runes- I hate this objective

By darkjawa103, in Runewars Miniatures Game

So don't take the title too seriously. I played a game tonight and that was our objective. 6 active runes on round one. The tokens exploded one of my Carrion Lancers and 6 of my opponents 8 Crossbowmen. The Runes actually played a big part in the game. My 2x1 Death knights charged his 2x1 Rune Golems killing one, giving the other Deaths Grasp which died at end of that round. Another round saw Maro rolling 4 white dice on a ranged attack thanks to the runes. Yet somehow Daqan pulled out the win

One of my favorite objectives. It is wildly different than any of the tournament season objectives so far because you don't score any points - it's basically just kill as much as you can.

I think my second favorite objective is Confluence of Magic, again, because there are no points riding on the objective. I'm starting to think I need to learn to play to the objectives more.

Up in flames is pretty cool.

8 hours ago, Parakitor said:

One of my favorite objectives. It is wildly different than any of the tournament season objectives so far because you don't score any points - it's basically just kill as much as you can.

I think my second favorite objective is Confluence of Magic, again, because there are no points riding on the objective. I'm starting to think I need to learn to play to the objectives more.

This ?%

I'm so used to Xwing where it's blast them off the table and that's it.

More of a rules question but it relates specifically to this objective so:

A unit (oathsworn) dials a march action, and then another march on the modifier dial. Are these treated as two completely independent actions, ie, you end the first march overlapping one of the runes, you suffer damage before executing the modifier march?

Same for flesh toppers mandatory move I suppose, bottom line is the objective “anytime your unit has stopped moving for any reason, to include during and out of activation, and is overlapping an objective token, take damage”?

My first event was using the Volatile Rune scenario, and it was hilarious. My opponent lined up his carrion to charge my scion, but because Ardus was bumbling around in front he was forced to do a flank charge...which meant his carrion was standing right on top of a rune. The carrion killed the scion, then promptly blew up because of the rune. Imagining the look on its face was priceless.

2 hours ago, jcshep19 said:

More of a rules question but it relates specifically to this objective so:

A unit (oathsworn) dials a march action, and then another march on the modifier dial. Are these treated as two completely independent actions, ie, you end the first march overlapping one of the runes, you suffer damage before executing the modifier march?

Same for flesh toppers mandatory move I suppose, bottom line is the objective “anytime your unit has stopped moving for any reason, to include during and out of activation, and is overlapping an objective token, take damage”?

I don't own the card so not positive on this, but doesn't the damage happen in the end phase?

8 hours ago, jcshep19 said:

More of a itules quesyion but it relates specifically to this objective so:

A unit (oathsworn) dials a march action, and then another march on the modifier dial. Are these treated as two completely independent actions, ie, you end the first march overlapping one of the runes, you suffer damage before executing the modifier march?

Same for flesh toppers mandatory move I suppose, bottom line is the objective “anytime your unit has stopped moving for any reason, to include during and out of activation, and is overlapping an objective token, take damage”?

This particular objective deals damage at the start of the End Phase.

My guess would be that if something similar happened but during a unit's activation (for example, a future expansoln might have traps), if it would trigger on overlap, then ending position after movement isn't relevant since you can overlap things during your movement, before your final position. But if there were an object that said to do something if a unit is overlapping the object at the end of its movement, each action would be treated as separate movements.

Edited by Budgernaut

@Budgernaut

Ah, well that simplifies things. Yeah should have re-looked over the card, just saw the thread and relived my most recent game where I moved a Cav 4 and then 2 to get into flanking position, but ended the 4 on a rune. Played it as not taking the damage just was momentarily concerned that I had been cheating

What else did 3 damage to the Carrion Lancer? Or was it sitting on the tunes for multiple turns?

Charge from Oathsworn cavalry with an amazing attack roll

Edited by darkjawa103

How amazing? Just trying to see how much inmpact volatile runes had vs. other game mechanics

Don't remember the exact roll now, but between the attack and the 6 damage from the objective my 2x1 wurms did nothing, but explode in magnificent fashion.

I just played a game with "up in flames" and sadly we only saw a total of 4 red runes the whole game. This seriously impacted how fast the fire spreads and the damage it deals. I had the elves cornered...in the oven! But alas, the fire refused to burn them.