Assorted rules questions

The place to ask and debate all rules issues related to MECCG.
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kyh5
Posts: 14
Joined: Tue Dec 23, 2014 12:05 am

- Are Men and Dunadan considered separate factions/races, even though Dunadan are a type of Man? I.e. can a Dunadan character use +Men influence modifications?

- What is the point of cards that untap a site? Can I play more than one item/ally/faction at the site in the same turn because of this? Or is it for being able to return to the site in the same play deck iteration, since otherwise the site would be discarded.

- What happens to an ally when the character it is attached to dies? Can it move to another character like items do or is the ally discarded?

- There are tough creatures that have the ability to wound everyone in the party, and since you can't play MP cards with a tapped character, this seems to force the entire team to go back to a haven, heal and come back to try again. Is this correct? I suppose this is why healing items and attack avoidance cards are useful?

- Does a wizard's 10 direct influence count as +10 towards a faction influence check? Does this mean that a wizard will almost always succeed in convincing factions to join if the wizard has no followers, since most require a sub-10 influence roll? I'm guessing the downside is that using wizard leaves it exposed to dying (and losing the game)?

- When building constructed decks, how do you make sure you don't end up adding a bunch of hazard creatures that will never be able to be played against the opponent's site mix? Do you use more site path keyed creatures (wilderness, lairs, etc.) and then put region-keyed creatures in the sideboard and react based the site patterns the opponent plays?
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Bandobras Took
Rules Wizard
Posts: 3157
Joined: Wed Jan 31, 2007 2:30 pm

kyh5 wrote:- Are Men and Dunadan considered separate factions/races, even though Dunadan are a type of Man? I.e. can a Dunadan character use +Men influence modifications?
Man and Dunadan are separate for all card types. Effects that apply to one will not apply to the other.
- What is the point of cards that untap a site? Can I play more than one item/ally/faction at the site in the same turn because of this? Or is it for being able to return to the site in the same play deck iteration, since otherwise the site would be discarded.
Yes to both. Also, if a hazard has tapped out a site, such a card can alleviate what would otherwise be a wasted turn.
- What happens to an ally when the character it is attached to dies? Can it move to another character like items do or is the ally discarded?
All cards a character controls are discarded, including allies. The exceptions to this rule are noted in the rulebook, the most common being the transfer of one item to each other character in the company if the character in question was eliminated by a body check.
- There are tough creatures that have the ability to wound everyone in the party, and since you can't play MP cards with a tapped character, this seems to force the entire team to go back to a haven, heal and come back to try again. Is this correct? I suppose this is why healing items and attack avoidance cards are useful?
Very much so.
- Does a wizard's 10 direct influence count as +10 towards a faction influence check? Does this mean that a wizard will almost always succeed in convincing factions to join if the wizard has no followers, since most require a sub-10 influence roll? I'm guessing the downside is that using wizard leaves it exposed to dying (and losing the game)?
A character's unused Direct Influence is added as a modifier to the influence check for playing a faction. You are correct in your analysis.
- When building constructed decks, how do you make sure you don't end up adding a bunch of hazard creatures that will never be able to be played against the opponent's site mix? Do you use more site path keyed creatures (wilderness, lairs, etc.) and then put region-keyed creatures in the sideboard and react based the site patterns the opponent plays?
There are multiple ways of going about constructing a deck. If you're looking for a particular hazard theme as far as creatures, you may consider the events that transform site/region types or increase the playability of specific creatures. In addition to whatever decklists are floating around on this forum, you may wish to take a look at http://www.meccg.net/dforum/viewtopic.php?t=938.
The game is flawed, but this does not mean it cannot be loved.
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