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Errata
The Dexterous Dodge and Sudden Reversal Reserve cards in the first printing Basic Set should contain the following vernacular replacing what is printed:
"Dexterous Dodge can be played at any time just prior to an Event or Spell card being played (by either an opponent or yourself), or to counter an opponent's played Reserve."
1. General
Movement -
Q: In the Primary Phase, can a character move twice if she does not attack?
A: No. Unless otherwise stated, characters are always allowed only one action of Mobility based movement per Phase.
Strength Condition -
Q: Is a character eliminated from play if all his Strength Condition boxes are marked, or does it take one more step of damage to remove that character?
A: The Strength Condition boxes indicate the total amount of damage a character can receive before being eliminated. For example, if a Crusader has 4 Strength, he is eliminated precisely after receiving 4 steps of damage - not 5.
Turns vs. Phases -
Q: I don't understand the difference between a Turn and a Phase.
A: A Turn is the full amount of time that both players get to act in. Each turn is divided into four parts: Player 1's Primary Phase, Player 2's Primary Phase, Player 1's Tactical Phase, and Player 2's Tactical Phase. It's important to note this distinction of Turn vs. Phase, because some spells and other effects have a duration of time based on one or the other. For example, in Player 1's Primary Phase, if Player 1 casts Battleward, that spell is in effect until the end of the Turn. This means the target is warded for the rest of Player 1's Primary Phase, Player 2's Primary Phase, and both Tactical Phases. At the beginning of the next Turn the spell would no longer have effect.
Spell Card Replenishment -
Q: Does the OtherOne Disciple Spell deck get reshuffled like Reserves and Events when all the Spells have been drawn and/or discarded?
A: No. Unless otherwise stated, spells are a limited resource, and once they're drawn and discarded they are not replenished. Cast your spells wisely; once they're gone, they're gone.
2. Character Cards (Basic Deck)
Near Attacking (All Characters) -
Q: Can the OtherOne Disciple and Archer Near attack?
A: Yes. All characters can Near attack when adjacent to a target. Obviously, it's not advantageous to have a weaker character Near attack unless there's no other option. In the case of the OtherOne Disciple, for example, she would score no damage unless the player drew an Attack +1 or +2 card, was adjacent to a Crusader, or played a Surge of Strength Reserve. Near attack with weaker characters sparingly, and maximize the use of their other abilities.
Far Attacking (All Characters) -
Q: How can my Darkstone Mercenary or Vanguard Far attack?
A: As written, characters cannot Far attack unless it explicitly says they can do so (check the character's Talent or Prowess). In the basic deck, only the Archer can Far attack normally (Talent: Barrage). The OtherOne Disciple's Needlestorm spell is also an explicit Far attack.
Near Attacking (Archer) -
Q: If my Archer is attacking an adjacent character, is this considered a Near or Far attack?
A: Take your pick. Since the Archer is capable of making Near or Far attacks, there's nothing stopping him from making a "Far attack" on an adjacent target.
Near Attacking (Needlestorm and Burn) -
Q: When the Disciple casts Needlestorm against an adjacent opponent is this considered a Near attack?
A: No. Needlestorm does Far damage, even when cast adjacently. Likewise, Burn still does General damage against an adjacent target. Relative position of the target does not affect the type of damage a Spell or similar effect makes.
3. Reserve Cards (Basic Deck)
Dexterous Dodge -
Q: Can more than one Dexterous Dodge be played at a time? The rules say they can only be played just prior to an Event or Spell card being drawn. If that's the case, wouldn't playing two Dexterous Dodges or a single Dexterous Dodge and another Reserve be impossible?
A: You can play as many Reserve cards at a time as you like, provided the Reserve card is allowed to be "grouped" with others (Reserve Grouping: Yes). When grouped, Reserves are considered one play.
Dexterous Dodge -
Q: Can I play my Dexterous Dodge to give my character another space of movement?
A: Yes, provided you execute an attack at the end of your movement.
Dexterous Dodge -
Q: My Vanguard was attacking an Archer, but the other player played a Dexterous Dodge to avoid my attack. Can I play a Dexterous Dodge myself in order to move next to him again? Wouldn't doing that mean that the Dexterous Dodge played by the Archer is no longer valid since it wasn't played "just prior to an Event card being drawn?"
A: Phew. No. Playing a Dexterous Dodge to counter someone else's Dexterous Dodge is perfectly legal and encouraged. There's no time-traveling here... playing a counter DD doesn't mean the original is suddenly invalid. TactDecks is always played forward.
Speed Burst -
Q: Can I play Speed Burst at the same time as a Dexterous Dodge and increase the amount of my movement with the dodge?
A: No. Speed Burst explicitly cannot be grouped with other Reserves.
Surge of Strength -
Q: Okay, we had a question on the 2 surges being used as healing a unit who had taken 2 damage, had only 1 health left. I wanted to use both cards to heal them, but the card said I couldn't "group" them. You might want to clarify this.
A: You can't technically "group" them, but since you CAN play a Surge to heal at any time, there's nothing stopping you from playing one right after the other before the other player acts. Admittedly, that's no different than "grouping" them, but the "grouping" restriction exists only to prevent two Surges used for an attack. To clarify: A Surge used as a Heal has no restriction in how it can be used, since it can be used at any time, and therefore can be used in rapid succession with another Surge. However, a Surge used to attack cannot be grouped with another Surge.
4. Spell Cards (Basic Deck)
Battleward -
Q: Can Battleward protect against General attacks?
A: No. Battleward can be cast to protect against Near or Far attacks only.
Near Attacking (Needlestorm and Burn) -
Q: When the Disciple casts Needlestorm against an adjacent opponent is this considered a Near attack?
A: No. Needlestorm does Far damage, even when cast adjacently. Likewise, Burn still does General damage against an adjacent target. Relative position of the target does not affect the type of damage a Spell or similar effect makes.
5. Obstacle Cards (Basic Deck)
Gate -
Q: The Gate card says it can only be opened with a combined total of 5 "current" Strength Condition from adjacent characters. What's "current" Strength Condition?
A: "Current" Strength Condition is the amount of undamaged Strength Condition boxes a Character currently has. Thus, if a Crusader has taken 3 Damage, his "current" Strength Condition is 1.
6. Collects (Basic Deck)
Flora Siphon -
Q: Can the Flora Siphon displace a character to a space occupied by an Obstacle? What happens if the character is surrounded and has no unoccupied space to displace to?
A: Obstacles technically occupy a space and therefore prevent the Flora Siphon from displacing a character to it. As written, a character may only be displaced to an unoccupied (free) space. In exception, if the character has nowhere to displace to, they may simply continue to occupy the same square as the newly transplanted forest (effectively, they are in the Forest). Should the character decide to leave the new Forest space, it should be noted that they have no penalty to their movement (they've effectively already "entered" the Forest).
7. Expanded Rules
Additional Characters -
Q: How many Characters are allowed on a squad in an Expanded game?
A: There is technically no limit to the amount of Characters you can bring to the table, provided both players agree to the maximum Total Value each is allowed to have. Still, we've found it helpful to be thoroughly versed in the specific abilities of each Character on your squad, otherwise the game can move much more slowly. When playing a group of new Characters for the first time, we suggest a limit of 5-6 Characters per player until you understand the fundamentals of each new ability.
Collects (Additional) -
Q: The basic TactDecks game only allows two collects on the battlefield, one presented from each player. Could there be more if we're playing on a larger table with bigger squads?
A: TactDecks is a cooperatively competitive game, and we encourage you to try nonstandard battlefield arrangements. That said, there's really no limit on the amount of Collects you could place on a field, provided both players agree on fair and balanced placement of the additional pieces.
Collects (Maximum) -
Q: What's the maximum amount of Collects a Character can carry?
A: For simplicity, there is technically no limit as to how many Collects a single Character can carry - but if abused, a suggested guideline is that a Character cannot carry more Collects than their current Strength Condition.
Marchland Defender -
Q: If an opponent moves through a space the Defender has picked to Squire, rather than just stopping, does that mean the Defender gets two free attacks?
A: Yes. This is because the Marchland Defender's Squire-based attack is not considered a Retaliation. If the opponent does something that provokes a Retaliation, such as moving through an adjacent Space in the Primary Phase, then if that Space is also Squired, the Defender is allowed two attacks: One for the Squire, and one for the normal Retaliation.
Marchland Defender -
Q: Do the Defender's Squired spaces remain active if he is forced to move, such as with a Sudden Reversal, Naviportal, or Flora Siphon?
A: No. The Marchland Defender's Squired Spaces become immediately inactive as soon as he leaves his position, whether willingly or not.
Swordwitch Healer -
Q: Could I attack my own Swordwitch Healer in order to take advantage of her Martyr Invocation?
A: Technically, yes. However, if you insist on doing so, Soiree suggests that if your Healer survives the attack, she immediately switches sides and becomes controllable by the opposing player. You are a bad person. |