Defend Tor Aendris

By Komret, in Warhammer Invasion Rules Questions

Quest: Any unit questing here may defend any zone.

Quest: You may spend resources on this quest to pay for cards and effects.

Quest: Forced: At the end of any turn in which the questing unit defended, place two resource tokens on this card.

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I guess the questing unit has to survive until the end of the turn to get those resources, or am I wrong? Thanks.

Komret said:

I guess the questing unit has to survive until the end of the turn to get those resources, or am I wrong? Thanks.

According to the card effect, it doesn't has to. But the rules governing quests make it hard to conceived a quest with resources without an unit on it (as all resources are removed if the unit questing it leaves the quest).

*Thread Hijack*

So what happens if I play a Hero on this quest and I happen to have Heros in both of my other zones? Can the Hero on the quest NOT DEFEND the other two zones? This would not seem to make sense given that he is remaining on the Quest card and therefore he is in the Quest Zone. So I am going with he is not entering the other zone and therefore the "one hero per zone" rule is not violated.

I should think the Hero on the quest remains in the quest zone, even while defending other zones. Therefore, you could defend with the questing Hero in a zone where another Hero is present. As precedence, take the quest that allows you to attack from your Quest Zone. The unit on that quest does not count as being in the Battlefield while attacking.

RM

Just like with Wolves of the North you could have Greyseer on it and still attack with him & Bule in BZ during Battlefield phase. These 3 quests that allow unit to defend/attack any zone from QZ. I too doubt you get to use those resources if the unit questing there is gone....

So, theoreticaly, if the defending unit is destroyed and at the end of the battlefield phase I play Nordland Halberdiers on the quest, I get the resources ...

no because the questing unit (northland halberdiers) did not defend.

Man, we are so much smarter a community about rules than the Tragic: the Blathering crowd, seriously. Everyone is correct so far on the answers:

1. The unit is defending from the quest zone and does not "enter" any other zone. Card effects, like Forced March and Pistoliers, will specify when you enter another zone. So the 1 Hero rule is not violated.

2. You can choose whether or not to block with the questing unit "as if" he were in that zone. He's not obligated to get in front of the bus.

3. Any time a questing unit leaves a quest for any reason, the quest is ended. And, yes, any new questing units (i.e. Halberdiers) will have to begin a quest anew.

I don't work for FFG and, as such, am not an official source. However, I did stay at a Holiday Inn Express last night, so.......y'know, just as good.........lengua.gif Seriously, though, I AM a former WotC Regional Representative and did have a hand in rules development and playtesting for a number of their older games (not Magic), so I have a pretty solid understanding of game mechanics and design. Yes, folks, I am happily aware that TIM (this isn't Magic!), but like I said, it was a number of non-Magic games that I was involved with, and I've been playing hobby card games since 1993, so trust me I've seen it all. And I mean it when I say that our W:I community is way more logical and reasonable with our understanding of card effects than nearly any other crowd I've been around. Probably because we're not all hung up on PTQ's and rankings and knowing more than the guy sitting next to us. Cheers to ya!