First time rules questions...

By pausbk, in Warhammer Invasion Rules Questions

Hi All,

I bought Warhammer Invasion some time ago and have contiued to buy all the battle packs as they became available.

Ironically, I only played my first full game this Xmas!

Several questions arose, some answers were found online but here are a few very basic questions still needing answers:

1. If your Capital board is attacked, Kingdom, Quest or Battlefield and any of these zones are destroyed, can they stil be used?

eg:

If Batllefield zone destroyed, can you still put cards down here and attack from this zone?

If Kingdom destroyed can you still put cards down here and receive resources?

If Quest zone destroyed can you still put cards down and receive extra draw cards?

2. Specific cards questions:

Warpstone Excavation, core set No.116 - Your units enter this zone corrupted.

Why would I play this card if any future unit (not existing cards already in zone) that arrives in this zone is unable to attack or defend until un-corrupted

(only 1 card per turn allowed to un-corrupt?)

I can see the benefit of 0 cost for an additional resource if placed in Kingdom or additional draw card if placed in Quest (is this correct?).

But is that the only reason why I should play this card?

Can this card ever be destroyed/removed?

Grudge Thrower, core set No.18

How can this card be destroyed in the battlefield?

What extra rules applies for the 'Siege' keyword on card, or is this not a keyword but just a card type?

Although there were a few problems with rule interpretations, what a great game :)

Can't wait to play with the extra battle packs I have bought over time.

But first must play several more games of the basic core set until fully in-tune with the rules.

Many thanks in advance for help regarding the above.

1. Yes, you can, to all three of the questions. When one of your zones is burning, it just means you're closer to losing the game. You don't lose the cards you have in that zone. You can still use everything there as normal, and you can still play new cards into the zone and use them normally. You could even play additional developments into it (won't ever change the fact it's burning though), and your opponent can still attack the zone, for whatever reason.

2. You got it right. The advantage of getting a permanent +1 hammer in the kingdom or quest zone for free is very much worth the minor disadvantage of your units entering that zone corrupted. So much so that Warpstone Excavation made it onto the restricted list (see the FAQ). Most decks that don't depend on another restricted card will use Warpstone Excavation, the speed advantage is just that good. And when you play your second or third Excavation into a zone that already has one, you get even more hammers for free without any additional disadvantage. The card can be destroyed, with cards like Pillage or Demolition!. In general though, supports are more difficult to destroy than units.

Note that the speed advantage is more pronounced in small constructed decks using three copies of the card. If you're playing according to the core set beginner recommendation, with neutral cards distributed randomly, you probably won't notice it.

3. Grudge Thrower is a support card too, and can therefore also be destroyed by Pillage, Demolition!, Judgement of Verena, Grimgor Ironhide, Burn It Down ... anything that tells you to destroy one or several support cards. Siege is a trait, but few traits matter as of now, in that they are referenced by other cards. Siege isn't among them.

Hi Mallumo,

Thank you very much for your clear explanations, makes so much more sense now :)

I am sure many more questions will arise as I get into the game, and I will search previous posts before I ask.

Don't want to become a nuisance beginner :P

Had this game sat on my shelf since it was first released. Religously bought all the battle packs and expansions.

Can't believe I waited this long to finally play the game! (Well done FFG).

Thanks again...

Hey, I hope you don't mind if I ask my own question in here as a new player, i've been looking through F.A.Qs and Entropy's unofficial condensed rulebook and it doesn't really honestly answer my question either, which is probably a stupid one but...

When you choose to deploy a card face down as a Development.. do you:

A - Still pay for the card in the usual manner and can only cards you're allowed to play in the Capital Phase be played as Developments?

B - Does the card have any other affect while it's a Development aside from adding additional hit points to the zone or contributing to triggers/affect that take place when a Development is a present?

C - Can you turn them face up after being deployed face down or do they remain face down developments forever? If so and they're an Attachment or such are you free to attach them to a unit in any zone or just the zone you deployed them as a development in?

Thanks in advance for answers, since i've not seen anyone else asking such questions or any major clarification in F.A.Q or unofficial rulebook, probably just me being stupid and reading too much into it but thanks for your patience. happy.gif

A) No. You can put any card you want facedown as a development, without having to pay any cost.

B) No. Not unless there's some effect that affects developments (like Kairos Fateweaver making all developments also count as units).

C) No, you cannot turn them faceup just like that, you need an effect that allows you to do so. The Orc tactic Rip Dere 'Eads Off! from the core set can turn one development faceup, but if it's not a unit, it gets sacrificed immediately. There are effects that make devevolpments also be considered units, and others that return them to hand (in which case you could play the card normally again, as what it really is) or destroy them (in the discard pile they are again what is actually printed on the card, so a unit that was put facedown as a development and then got destroyed, could be brought back into play as a unit by means of Raise Dead or necromancy).