Hi
I have recently purchased the core set. I am new to this and card games in general (although a long time Warhammer player), and after a couple of games there are a few things in the rules that I am unclear about. I have tried searching this forum, but by the looks of things my questions are a little too simple and there are too many results to look through. I apologise if these are stupid questions and I'm sure they have been asked before, but I'd really appreciate some help.
1 : The main question: Can developments be turned over? The posts I have looked at say no, which definitely makes the game more interesting and challenging, but it means that cards such as Dwarf Masons and especially City Gates are potentially crippling to yourself if the wrong card is on top of your deck. Secondly, if developments can be turned over, can you play a Tactic card that has been used as a development as if from your hand?
2 : If a card effect requires you to assign damage to a capital, who chooses which zone of the capital?
3 : A clarification on Counterstrike - I assume this damage is passed to the attacking unit before the usual assigning of damage, and therefore if killed, the attacker's power is not not counted when assigning damage to defenders. Am I correct?
4 : Can a unit such as Pistoliers moved from the Kingdom or Battlefield zones into the Quest zone be placed on top of a Quest card and be sent on that Quest?
5 : The Bloodthirster card states that "Damage cannot be cancelled". Does this just apply to the five damage that it will cause itself, and if so how do you determine which damage counters are assigned by the Bloodthirster? Alternatively, does this apply to all damage assigned by all cards in combat, and furthermore, is there any rule that means that it won't also apply to the opposing player's units too?
6 : Am I right in assuming that the unit destroyed by Grudge Thrower Assault will still inflict damage in that combat, because the card is played after damage is assigned?
7 : You are able to attack a burning zone, but why would you? The defender can just choose not to defend, so you cannot destroy his units through any normal means, and you cannot assign damage to the capital zone, so it is entirely pointless. The only benefit I can see is that if you had a card with Scout it would be an automatic win in combat and you could discard an opponent's card. Also, if a defender had a unit in a burning zone with a useful constant effect, an attacker would in effect be unable to destroy it and stop the effect without a card effect that could target it. Am I mistaken with any of this?
Many thanks in advance,
Stewart