Assorted rules questions
Posted: Wed Jan 14, 2015 10:55 pm
- 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?
- 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?