112-Fate-Rules

dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

Rule 047 Game Official Spawn

The follower list of cards are considered spawn for the purposes of
hazards such as The Reek, and this count is global:


Shelob
Spider of the Morlat
4 MEBA Spawn hazards
Evil Thing Lingering
Nasty Slimy Thing
Eagoth
Abomination Nursed in Darkness



Clarification:
This list is 10 cards. One ally is non-unique. Allowing the balrog cards to be considered Spawn
I think is too much power with the said cards in MEBA. However, limiting the count of spawn to
Divisions is weak. The balance is to mark specific cards for Spawn in terms of the hazards.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

Rule 048: Warlord Phase Ringwraith Restrictions

Ringwraith items and some events are prohibited from use during the Warlord Phase.



Clarification
I like to mirror the Nine Riders against the Fellowship of the RIng. The Nine were identical with cloaks, swords, and horses.
Therefore, the Ringwraith only items cannot be used during the Warlord Phase. I recommend for any item to tag along for the Power Decks
can be stored by the host player during the first 16 turns.

The Warlord stage resources of the Ringwraiths too are prohibited except for those events played on the "main" Ringwraiths.
Lidless Eye will have two "main" Ringwraiths for that Phase. These two Ringwraith Warlord stage events can be used.
Other events can be in the deck, but not played unless its Ringwraith is designated as a "main" Ringwraith.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R049 Ringwraith Free Storing during the Avatar Decks

Ringwraiths can store any event that is storeable and item at the end of Turn 16 no matter the location
of the non-prisoner Ringwraith.




Clarification
Some Ringwraiths travel to play gold rings for easy testing. Then on Turn 16 may move to CvCC.
What happens to the ring when Lidless Eye calls him home?
I would allow the free storing of any storeable resource either at the Ringwraith's home site, Minas Morgul
or any darkhaven with Minas Morgul as the nearest darkhaven just before Turn 17 begins. Yes, additional
home sites can be those given by the Warlord events.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R50 Immunity to Call of Home

Characters with By the Ringwraith's Word after Turn 16 during the
Warlord Phase and after are immune to Call of Home
and other hazards that send character to hand.

Clarification:
The Warlord Phase has the Ringwraiths away from the players.
BRW is a powerful card needed to control minions. A simple
Call of Home can cause much trouble to the host character.
I want the Ringwraith players to have active decks for 8 turns
instead of waiting at a darkhaven mopping floors.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R51 Balance Between Powers Prohibited


Balance Between Powers cannot be played by any player during the Avatar deck.
Use during the Power decks is in doubt.


Clarification:
The resource event prevents any environment event to be played until the host player's
organization phase. That is a long time to wait with random mini-Turns. Then during that phase, the first hazard
player may not have environments in hand to use since his deck lacks environments.


It is possible to allow the hazard players to counter the resource event every mini-turn of the
host player's divisional play. But the host player does not have the cards to counter himself, thus
eliminating the chance to have the resource event in play for multiple turns.
Balance Between Powers then will be a card possible in the Power Decks with 16 total players.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R52 Prohibited Hazards Due to Drastic Effect Counter to Large Game Play


Some hazards can cause a massive change to a player's strategy, which can be done
by other means. The following are prohibited for the Avatar Decks.

1. Neither So Ancient Nor So Potent
2. Which May Be Lies
3. Fire Unwatached
4. No Escape From My Magic
5. Trouble on All Borders

Clarification
Neither So Ancient Nor So Potent unstores an item. The player using this card could of CvCC when the
item was played to attack or to steal. Or select the same item as a Game Point to later unstore himself.
I do not want the other player an easy route that could of been replicated by an assertive gesture.
Besides, the hazard will be simple to play. Items can be unstored. Storing may have happened due to
corruption load or to save a turn to avoid transferring. I want the characters to accomplish much in the game
and wasting two turns to replay an item is not something I have in mind. Movement is dangerous as it is.
The first few turns into the Warlord Phase is brutal as it is. Using the hazard pushes dangerous travel
into that phase I rather have used for CvCC.

Which May Be Lies reasoning is similar to the above paragraph. I can see allowing both hazards
for the Power Decks.

Fire Unwatched This hazards discards a non-stage resource permanent event on a Haven or Freehold, then
wounds a character at the site. Many decks have a concentrated character and event at a site including:
New Best Friend, No Strangers at this Time, Reunion, events for Edoras or Dol Amroth. The decks are large
needing eight or more turns to cycle. Smoke Rings and the like are planned for sideboard cards already.
The removal of the resource events will too great an effect on a player. It is a nice card for regular play.
Besides, a visit can be made for CvCC is wounding is desire. Death may discard the card too.

No Escape From My Magic can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.
However, the artwork though almost allowed the use of the card. :)

Trouble on All Borders can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.

Old Enemies can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R053 Knowledge of the Enemy card text change

It is too powerful I think to remove cards from the game
by another player.

Thus, I thought of change this hero resource to:
Once stored, discard this card to name a hazard card. Whenever your opponent
has this card in play (Darkness Ahead) or in hand, opponent must keep the
card revealed to the Knowledge of the Enemy owner. 28 turns is long for a game.
20 movies for a universe? Rookies.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R054---Lucky Search Extension

Hero resource event Lucky Search can be used to play a special item...
only for special items playable at the scout's site.

Now, thought about that if this makes sense then there would be an Erratum for this.
Of course player can sideboard a Smoke Rings that will shuffle the special item.
Was it meant to hold the special item in hand? or not enough space on the card
for this oddity?

Reason for the change; Lucky Search sounds good with Lady Galadriel's deck with her
Leaf Brooch and many special items (e.g. Book of Mazarbul, Palantir of Orthanc,
Mace of Anarion, Ungolcrist).
Not good news for the scouts.
dirhaval
Posts: 667
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Post by dirhaval »

R055---Starting Hazard Events of Unique manifestations

To balance the Nazgul cards playable during the 8 turn Warlord Phase,
all hazard manifestations of the avatars used as players will start the game,
except the Nazgul and Lidless Eye (i.e. Will of Sauron),
and be global controlled/used only be the first hazard player.
Besides, it will be a waste not to use them.

Additionally, once the hazard is removed from play, that card is put
back into the collection not usable until the Power Decks.

Under no circumstances can the manifestation prevent the character
to be played (e.g. Desire For All Belly).

Non-permanent events will become permanent events until tapped.
Nb. Lord of the Haven can be tapped by Khamual to tap two characters
under those conditions.

Nb. The resource and first hazard player can shuffle an elf creature using Master of the House.

Nb. Cannot use one against the hazard limit to take Lord of the Woods to hand and replay for another elf attack.

Nb. Hazard manifestation leaves play when character manifestation enters play.

Nb. Attacks from At Home Dragons are global except to that player's characters.
If attack is defeated, killed dragon, remove hazard to collection, and when playing the Avatar
manifestation it comes into play wounded if and only if character manifestation played the following turn
AND no MPs gained, and no playing of resources needing a killed Dragon so no King Under the Mountain.
Need to scare away visitors and make it fun when visiting later in the game.


Such a rule wastes Voices of Malice by minion players; they all start first.
But Heros may want hazards to be removed too such as the Dragon at Homes.
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