Nate French is the maker of the game.
Son Of Arnor question?
Toqtamish said:
Nate French is the maker of the game.
And the way to email him is through the link labeled "Rules Questions" at the bottom of the web page.
Correct, if you cannot figure it out form your question and I will email it to him as I have his email in my email account.
The sequence of events is still a bit confusing at this point. For instance, I used to think Theodred could only contribute an extra resource to a hero who contributed to a quest before he did, but not after since that effect triggered before the next player committed, in order of turns. But I heard its more like its all happening at the same time, so I can still give it to anyone committed to the quest. I'd assume that attacking works the same way- its in an order so each player takes their actions in turn rather than confusingly all at once, but its really happening at the same time. The enemy will attack whoever is in front of it in that phase even if you change their target.
I think Sons of Arnor, like some other cards, are just conditional. They really don't do much for you solo, unless for some reason you want to engage an additional enemy that round who wouldn't normally come from threat. If there are no enemies in staging on other players, its better to wait and not play them unless you want another ally without them pulling something to do (I assume you HAVE to use their effect when they come into play? Or is it a choice?) Sometimes it is good to pre-emptively pull a monster from staging so they're not contributing to questing threat. I think they're best used with Sneak Attack. I've been playing them where I let another player block an attack (like someone with Denethor who can take the hit but not really attack back well) and let the enemy attack part complete, and then Sneak Attack with Sons of Arnor to steal the monster from them to unload on them with attacks since the Sons can contribute to the attack also (for what its worth), since the other player had 1 or no characters left unexhausted, but I had most of my heroes and allies ready to go (I've actually been surprised at how good Leadership can be at combat.) So hopefully I am using them correctly to do so.
After reading this thread, I first thought I agreed with Crow. But then Zambo's argument made sense. It would appear that the order of attack resolution goes player 1-2-3-4-stop. And not player 1-2-3-4-1-2-3-4-etc meaning if player one stole the enemy after resolving all of his own engagements, then the stolen enemy would miss out on attacking regardless of the requirement that "all engaged enemies must attack". Just think of Forest Snare. That enemy is engaged and doesn't attack, so why would it be unfathomable that a stolen one missed his opportunity?
I have not been following this thread but if someone can clarify what the question is exactly I will email it to Nate tonight.
The question is :
- If I steal an enemy engaged with my partner thanks to the combo Sneak Attack + Son of Arnor, after attacks against me have been made & resolved and before this particular enemy starts his attack against my partner (so I'm the first player obviously), does the enemy stolen and now engaged with me will attack, and who will be the defender ?
My guess is that the enemy doesn't attack and that the combo is perfectly legal but nobody can say he's 100% sure (except Nate of course).
fabest said:
The question is :
- If I steal an enemy engaged with my partner thanks to the combo Sneak Attack + Son of Arnor, after attacks against me have been made & resolved and before this particular enemy starts his attack against my partner (so I'm the first player obviously), does the enemy stolen and now engaged with me will attack, and who will be the defender ?
My guess is that the enemy doesn't attack and that the combo is perfectly legal but nobody can say he's 100% sure (except Nate of course).
I've sent this one and the "A light in the Dark" timing question to the rules link below but if you are sending this one to Nate, can you seen the Light in the dark one too (they are both related to timings during the combat phase).
The "A light in the Dark" query, is..
When exactly in the combat phase can A light in the dark be played? Can it be played after the shadow card is revealed but before damage is calculated effectively cancelling the enemies attack for that round and the shadow effect, or must it be played before the attack of the specific enemy starts to resolve (before a defender is selected and before the shadow card is revealed)?
If you have already sent them I won't bother as I don't want to flood his inbox with the same questions.
ah ok, i thought you were sending them via different means.
Aye, i have already sent both to the rules query link.....
Yes that is how I sent my initial question as well about Ungoliants spawn and the end of a quest. He replies from his email address to you directly at the email you entered in the rules question form. So really its the same thing just different path.
Sorry for being a necro and resurrecting this thread, but was there any answer to the Son of Arnor and/or A Light in the Dark question if its possible to move enemies just prior their attack?
Kitsune Rei said:
The sequence of events is still a bit confusing at this point. For instance, I used to think Theodred could only contribute an extra resource to a hero who contributed to a quest before he did, but not after since that effect triggered before the next player committed, in order of turns. But I heard its more like its all happening at the same time, so I can still give it to anyone committed to the quest. I'd assume that attacking works the same way- its in an order so each player takes their actions in turn rather than confusingly all at once, but its really happening at the same time. The enemy will attack whoever is in front of it in that phase even if you change their target.
I think Sons of Arnor, like some other cards, are just conditional. They really don't do much for you solo, unless for some reason you want to engage an additional enemy that round who wouldn't normally come from threat. If there are no enemies in staging on other players, its better to wait and not play them unless you want another ally without them pulling something to do (I assume you HAVE to use their effect when they come into play? Or is it a choice?) Sometimes it is good to pre-emptively pull a monster from staging so they're not contributing to questing threat. I think they're best used with Sneak Attack. I've been playing them where I let another player block an attack (like someone with Denethor who can take the hit but not really attack back well) and let the enemy attack part complete, and then Sneak Attack with Sons of Arnor to steal the monster from them to unload on them with attacks since the Sons can contribute to the attack also (for what its worth), since the other player had 1 or no characters left unexhausted, but I had most of my heroes and allies ready to go (I've actually been surprised at how good Leadership can be at combat.) So hopefully I am using them correctly to do so.
In solo game you also can use him with forest snare combo. You play Son of Arnor in planning phase engage the enemy(troll for example) and play snare on him. Working fine in Leadership/lore deck.
Shelfwear said:
Sorry for being a necro and resurrecting this thread, but was there any answer to the Son of Arnor and/or A Light in the Dark question if its possible to move enemies just prior their attack?
I never got any response from the rules link, so for me at least it's still a bit vague about exactly how this works.
It's clear you can play a card at the end of step 3 in combat, but prior to damage being calculated, but if that moves the enemy away from the player being attacked, is damage applied or not?
I don't think that has been covered - I'll add it to the FAQ thread but not sure there is even a concensus of opinion on what should happen is there?
im gonna throw in my two cents here....
according to page 18, "ALL enemies that are engaged with the players attack each round, and the players resolve those attacks one at a time." If you play SOA after you resolve your enemy attacks on another players engaged enemy, you engane it yourself and must resolve the attack after the last player goes. Page 18 says each player resolves the 4 combat steps for each enemy, then it goes to the next player and so on. so at first it seems that, all players have made their combat actions and the turn is over, BUT what is the golden rule? The rulebook cna be overruled by a cards actions (paraphrased). so even though you resolved all players actions and the flowchart shows you go onto the next phase, the first rule of the combat phase is what i stated above; All enemies engaged have not yet resolved all their attacks so the turn sequence goes back to the player with the enaged enemy from playing SOA. Ideally, the flowchart chould have a clause at the end saying "unless a player has been engaged with an enemy after his turn."
I think the resolving of attacks one at a time is more for keeping everything less complicated and confusing. if everyone were to resolve everything by themselves, then actions/strategies may be overlooks (player 1 could have helped player 2 attack but he was too busy doing his own attacking that he didnt notice, event cards werent played, etc.). going player, by player, the team can coordinate their attacks/defense accordingly.
the fact that each enemy 'must' attack doesn't work IMHO.
If I use Feint, it prevents the attack (the FAQ says it must be played before starting the combat phase.... weird but true).
If the combat sequence is looping until all enemies have attacked, than Feint make it impossible to move on.
Saramund said:
the fact that each enemy 'must' attack doesn't work IMHO.
If I use Feint, it prevents the attack (the FAQ says it must be played before starting the combat phase.... weird but true).
If the combat sequence is looping until all enemies have attacked, than Feint make it impossible to move on.
no it wouldnt be impossible to move on cause the golden rule is that a card can override game rules. if the rules are "every enemy engaged must attack" and feint says "enemy cannot attack this phase" then the rulebook is overridden and feint takes precedence. the same with forest snare. you arent stuck in combat phase cause the engaged enemy doesnt attack you. forest snare takes precedence and the phase ends and the game continues.
There is no "must" in the wording it just says:" In the combat phase, enemies attack first. All enemies that are engaged with a player attack each round (add golden rule here: unless something interferes like forest snare,feint or whatever), and the players resolve those attacks one at a time." i agree that the whole cycling through players is just explanation on how to resolve enemy attacks one at a time in an orderly fashion with multiple players. Son of Arnor doesn't stop anything from attacking it just changes engagement. As the rules are now you probably can interrupt the resolution of an attack with Son of Arnor, but then you just have to start and resolve a new attack later. In short, i think reno1051 is right.
I'm still not sold on the idea that the combat phase wraps back around from Player 4 to Player 1 just because something got moved. I'm of the opinion that if an enemy missed his window of opportunity then too bad.