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WoW Minis Offical FAQ
Last post 05-15-2009, 2:48 PM by Siggie. 1 replies.
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05-13-2009, 6:36 PM |
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slowmail
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Joined on 08-23-2006
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Posts 433
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Hi,
The official FAQ for Spoils of War has been posted here.
Your feedback and suggestions are most welcome in this thread.
Please start a new thread if you have a rules question that isn't
related to the FAQ.
Ed.
--- Spoils of War FAQ:
1. Equipment
Equipment work just like other cards in a character’s Action Bar, except for the following differences:
· After each player has chosen their Action Bar cards and
placed them with the appropriate characters, flip face up any equipment
you wish to use. The player who will act first this game must flip
first. You can’t flip equipment face up later in the game so it’s now
or never. You can instead choose to leave an equipment card face down.
· On the right side of each equipment’s middle information bar,
you’ll find the slot that equipment occupies on the character (for
example, main hand, off-hand, and so on). Next to the slot is a number
in parentheses. This tells you the maximum number of equipment at that
slot a character can have in its Action Bar. The two-handed slot has a
special rule. A two-handed weapon occupies both the main hand and the
off-hand slots.
· Like character cards, equipment have an honor value in their
upper right corner. This value increases the honor of the character
with that equipment. For example, if a character with 5 honor has an
equipment with 1 honor in its Action Bar, that character is considered
to have 6 honor.
· Some equipment grant the character it’s equipped to new
payment abilities (including attacks). These are sin addition to any
other abilities that character already has.
· Playing a payment ability from an equipment doesn’t exhaust that equipment.
· If an equipment becomes exhausted, it’s considered “broken”
and all its abilities (including ongoing abilities) are inactive and
can’t be played until it’s readied (usually at the end of tick 10).
However, its honor cost still applies to the user.
· The left side of equipment shows all of the class icons. When
a class icon is highlighted, it means only a character of that class
may have that equipment in its Action Bar. If none of the class icons
are highlighted, the equipment is generic and any character may use it.
2. Channel
When a channel ability is played, resolve it as normal. Then, put a
channel counter on the card to show that the channel is active.
At the start of a character’s turn, if it has an active channel, it may
choose to continue the channel effect by paying the channel cost, which
appears at the top of the text box (for example, Channel [Tick] 1 means
the character advances its clock by 1). It doesn’t matter if the
channel card is already exhausted.
Continuing a channel repeats the channel effect (with the same targets
and choices), and counts as that character’s action for the turn, but
it isn’t an action.
A channel ends, and the channel counter is removed, if any of the following happens:
· The channeling character moves, is moved, teleports, takes
damage, leaves play, takes any other action, plays an instant or react,
or ends its turn without continuing the channel.
· An effect adds ticks to the channeling character.
· The ability for that channel is lost or becomes inactive.
· If the channel has targets, all its targets are illegal at the start of the channeling character’s turn.
3. Specific cards
Arcane Flux
While attacking, if buffed character doesn't roll a [Crit] after
initial rolls, rerolls, and die-changing effects have resolved, it must
reroll all dice in that attack, keeping the result.
If this card’s full reroll ability is engaged, the roll that is kept is
the new roll. The new roll doesn’t get any rerolls or any die-changing
effects (eg, Mark of the Wild).
Ongoing effects that treat a die roll as a different value apply as usual. (eg, Moonkin Form).
Blood Bond
This character deals up to 3 damage to target ally and heals 1 damage from itself for each damage dealt.
You may choose to deal damage in excess of the ally’s remaining health.
If you do, that damage is still dealt and this character is healed for
that much.
Bogstrok Razorclaw
Sea Legs [T2] >>> Remove a move -1 counter from this character. <p> Any character may play this ability.
“This character” is the character playing the ability.
Cairne Bloodhoof
Bloodhoof Runespear [T3R1P7] (Melee) <p> [Crit]: Each defender may be moved off the board this turn. If it is, destroy it.
This crit is applied after the attack roll, before damage is dealt for
the attack. A space is a hexagon on the game board. Half-spaces on the
edge of a map are “off the board”.
Call Blinky
Warp: If Blinky would make its natural move, it may teleport up to 2 spaces instead.
This only affects Blinky’s natural move.
Chain Heal
After this heal, make a [H2] heal affecting a second ally adjacent to
the first target, then a [H1] heal affecting a third ally adjacent to
the second ally. <p> All three heals have "[Crit]: Heal +1."
This card has received errata. The bold text above updates the printed
card text, and clarifies the Shaman doesn’t require LOS to the second
or third ally.
Conqueror Aluna
Feign Death [T1] >>> Enemies can’t attack Aluna this tick.
Enemies can’t make attacks proposing Aluna as a defender, and enemy
attacks can’t be redirected to her. However, enemies can make AOE
attacks on the space she occupies. While an enemy is attacking, Aluna
doesn’t become a defender, even if she is in the affected area of an
enemy AOE attack.
Crashing Wave Spirit
Water Creature: Crashing Wave-Spirit can have cards in its Action Bar
with Frost, Ice, or Water in their name. (Text restrictions still
apply.)
You can’t include cards with a non-matching text restriction. For
example, Crashing Wave Spirit can’t have Summon Greater Water Elemental
(Lady Jaina Proudmoore Only) in its Action Bar.
Daspien Bladedancer
Interfere: Adjacent enemy characters pay [T1] more to make [Magic] attacks.
This ability has received errata. The bold text above updates the
printed card text, and clarifies Intefere doesn’t affect totems.
This will increase a [Magic] attack ability with no tick cost by 1. For
example, if Vindicator Hodoon crits with Hammer of the Naaru, he must
pay [T1] for the Magic attack. An instant ability raised in cost
remains an instant, and doesn’t become an action (eg, Fire Blast).
Doomfinger, Equipment—Weapon, Main Hand (1)
Channel [T1] <p> [T2R3] >>> Deal 1 damage to target enemy.
If this becomes exhausted while it has a channel counter, that channel ends and the counter is removed.
Energy Leach
Put a [Physical] [Magic] +1 counter on this character.
Multiple [Physical] [Magic] +1 counters on a chararacter 'stack'.
Flame Wave
Channel [T1] <p> This attack also affects enemies in the next 2
spaces beyond the initial target in a straight line from the attacker.
<p> [Crit]: Damage +1.
This card has received errata. The bold text above updates the printed
card text and, clarifies that Flame Wave has only one target.
Fog of War
Characters can target only adjacent allies and enemies this tick.
Characters can't make AOE attacks, because they target a space.
Ice Block
Play only when an attack targets this character. <p> Remove any
number of debuffs and counters from this character. Buffed character
can't be damaged. Remove this buff at the start of buffed character's
next turn.
This doesn’t negate the attack. The attack still resolves as usual, but
no damage is dealt. Damage ‘stopped’ by this effect can’t be replaced.
A character buffed with Ice Block may play abilities as usual.
Intercept
Play only at the start of a tick before any characters have taken a
turn. <p> Teleport this character to the nearest available space
adjacent to target enemy and add [T1] to that enemy.
This may be played at the start of a tick even if no character's
personal clock matches it. Spaces the warrior can teleport into are
“available”, and includes those occupied by cover, high ground and/or
totems. Spaces already occupied by another character are not
“available”.
At the start of a tick, the turn player (the player whose character was
the last to act) has the first option to play Intercept, then each
player clockwise from that player has one such option. A player must
play Intercept before the next character to act is chosen. Sufficient
time must be given by the turn player for this to occur.
Kael'thas's Flamestrike
Place a flame counter in target space within range. <p> At the
start of Kael'thas's next turn, he makes a [M8] (Fire) attack against
all enemies on or adjacent to that counter. <p> [Crit]: Damage
+1. (Remove that counter after the attack or as Kael'thas leaves play.)
This card has received errata. The bold text above updates the printed card text, and clarifies that Kael’thas is the attacker.
The flame counter is removed after the attack or as Kael'thas leaves play. Enemies can't attack the counter.
Lacerate
Play only if this character is in Bear Form. <p> Up to 5
Lacerates can affect a single character. <p> At the end of ticks
5/10, debuffed character takes 1 damage. ¶
This can only be played if the Druid is in Bear Form, and it remains in
Bear Form if you do. Multiple damage packets are dealt if there is more
than one Lacerate on a character.
Marlowe Christophers
Fel Armor: If damage would be healed from Marlowe, that much +1 is healed instead.
This card has received errata. The bold text above updates the printed card text.
Mind-numbing Poison
Debuffed character pays [T1] more to play non-[Physical] abilities. Remove this debuff at the end of tick 10.
See Daspien Bladedancer.
Morova of the Sands
Starburst (Instant): Morova starts the game with a starburst counter.
<p> Remove a starburst counter >>> Morova may
immediately play an ability with cost [T2] or less without paying its
[Tick] cost.
This ability effectively allows Morova take a second action on the turn it’s used.
Parvink
Despair [T2R1P4] (Melee) <p> [Crit]: Damage +1, and exhaust 1 of a defender’s equipment.
Interfere: Adjacent enemy characters pay [T1] more to make [Magic] attacks.
Despair’s damage +1 crit effect is immediately applied to the attack
roll, as usual. However, its “exhaust an equipment” crit effect waits
until after attack damage is dealt.
As such, a defender with Bulwark of Azzinoth will get an [Armor] +1
counter, and a defender with Signet of Eternal Life may reroll 1
defense die.
Interfere, see Daspien Bladedancer.
Prophet Velen
Lightning Bolt [T3R3M6] (Nature) <p> [Crit]: Each damaged enemy takes 1 damage.
Call of Fire: When a non-pet ally character (including this character) is destroyed, each enemy takes 1 damage.
Lightning Bolt’s crit deals damage to each enemy character that isn’t
at full health after the attack, and not just those damaged by that
attack.
Call of Fire has received errata. The bold text above updates the
printed card text, and clarifies it doesn’t trigger when an ally totem
is destroyed.
Razaani Nexus Stalker
Warp Discharge [T2R1M4] (Arcane) <p> [Crit]: Razaani Nexus
Stalker may teleport 1 space. If he does, he may immediately play Warp
Discharge without paying its [Tick] cost, targeting an enemy character
who hasn't been attacked this turn.
Astral Traveler: At the start of each Ethereal ally's turn, it may
teleport adjacent to an enemy within [R2]. If it does, it doesn't make
its natural move this turn. (This character counts as an ally.)
Warp Discharge has received errata. The bold text above updates the printed card text.
“This turn” refers only to Razaani’s turn, not tick or other characters that have attacked this tick.
Astral Traveler requires LOS to the enemy, as it uses the [Range] icon.
It doesn’t require LOS to the adjacent space it teleports to. At the
start of that character’s turn, you decide whether to teleport or not.
You may do so even if that character is prevented from moving for any
reason.
Rexxar
Twin Axes [T3R1P4] (Melee) <p> After this attack, make this attack a second time. (May choose different targets.)
Champion of the Horde: When Rexxar destroys a non-pet enemy character, put a [Physical] +1 counter on him.
Twin Axes attacks are made one after the other. You may attack the same character again if it survives the first attack.
Champion of the Horde has has received errata. The bold text above
updates the printed card text, and clarifies it doesn’t trigger when an
enemy totem is destroyed.
Rotten Eggs
Put an egg counter with 1 [Health] on this character's space. At the
end of ticks 5/10, add [T1] to each enemy on or adjacent to this
counter. <p> When an enemy destroys this counter, add [T1] to
that enemy. <p> This counter follows all rules for totems (but it
isn't a totem).
The egg counter follows all rules for totems (but it isn’t a totem)
Serpent Sting, T2R4, Hunter
Debuff—Poison, Marksmanship
When debuffed character takes an action, deal 1 damage to it.
Serpent Sting has received errata, and now has the Poison tag.
Sha’do
Master of Deception: During the first round of the game, Sha'do's stealth ignores adjacent enemies.
During the first round of the game, Sha’do’s stealth ignores adjacent enemies.
Sidian Morningblade
Steely Resolve: Sidian gains [Health] +1 while he has a ready equipment card in his Action Bar.
This only grants +1 health, even if Sidian has more than 1 ready equipment card in his Action Bar.
Sulfuras, Hand of Ragnaros
When this character is dealt attack damage, the attacker takes 1 damage.
This card has has received errata. The bold text above updates the
printed card text, and clarifies Sulfuras is triggered by attack damage.
A totem that deals attack damage will trigger Sulfuras and take 1 damage (eg, Magma Totem).
Summon Jhuroon
Cleave [T3R1P4] (Melee) <p> [Crit]: Make a [R1P3] (Melee) attack against a different enemy.
This card has received errata. The bold text above updates the printed
card text, and clarifies Cleave’s crit can attack a totem.
Summon Piztog
Phase Out: Enemies can’t attack, target, or damage Piztog.
See Conqueror Aluna.
Tempest-Forge Destroyer
Static Power Core: At the end of tick 5, ready any upgrade card.
If the only exhausted upgrade card is on an enemy, you must ready it.
Tranquility
Channel [T1] <p> Make a [H1] heal affecting this character and each adjacent ally. <p> [Crit]: Heal +1.
This card has received errata. The bold text above updates the printed card text, and clarifies Tranquility doesn’t target.
Umbrage
Gladiator’s Shanker [T2R2P4] (Ranged) <p> [Crit]: Damage +1.
This attack has [Range] 2. It’s not a misprint.
Vindicator Kaustron
Revive Pet: If Kaustron has played a pet card this game, he pays [T3]
less to play pets. If this reduces the cost to 0 or less, that pet may
be played as an instant.
You must announce if you’re playing a pet as an instant as you play it.
A pet may be played as an instant if Revive Pet reduces its cost to 0,
even if another effect then increases it.
This ability refers to the “game”, so it supercedes the rule saying a
character that respawns is no longer the same character. Its effect
applies once Kaustron has played a pet this game, and will continue to
apply even if he respawns. He only pays [T3] less to play pets, even if
has played more than 1 pet this game.
Warp Strike
Before this attack, teleport this character adjacent to the target. <p> [Crit]: This character may teleport to any space.
Applicable protectors can only protect before the attacker teleports.
Protecting changes the defender, but not the target. If the attacker
can’t teleport adjacent to the target (eg, it’s surrounded), it remains
in its space. Then, the attack proceeds as usual.
Wrathguard
Demonic Wrath (Instant): Put 1 damage on an adjacent ally >>> Put a [Physical] +1 counter on Wrathguard.
The payment for this ability can’t be replaced (increased, prevented, redirected or otherwise replaced).
Edwin T.
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05-15-2009, 2:48 PM |
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Siggie
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Joined on 01-04-2009
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Off-central Florida
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Posts 2,582
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Re: WoW Minis Offical FAQ
Here's something that we ought to consider for the FAQ: How to make an attack.
Attack Sequence!
1. Attacks
600. Before rolling
600.1 An attack is an ability with an amount of physical or magic power. Nothing else is an attack.
600.1a Each character has a main attack in its upper text box. Some characters have additional attacks in their lower text boxes. Some Action Bar cards have attack abilities.
600.1b Each attack has one of the following damage types: arcane, fire, frost, holy, melee, nature, ranged, or shadow. Unless otherwise specified, an attack’s damage type has no impact on game play.
600.1c An attack is either magic or physical, never both. If an effect would change an attack from one to the other, it does so from the outset of playing that attack.
Example: A Hunter has a printed physical (Ranged) attack ability and plays Arcane Shot from its Action Bar. It then plays that attack ability, targeting a Paladin. Because Arcane Shot makes that attack magic from the outset, that Paladin can’t react with Blessing of Protection, but an adjacent Mage can react with Counterspell.
Arcane Shot This character’s next [Physical] (Ranged) attack this turn becomes a [Magic] (Arcane) attack instead and also has “[Crit]: Ready Arcane Shot.”
Blessing of Protection Play only when a [Physical] attack targets this character or an adjacent ally. <p> Negate that ability.
Counterspell Play only when an enemy within range plays a non-[Physical] ability. <p> Negate that ability.
600.2 Playing an attack follows the applicable rules for playing abilities (703). If “enemies can’t attack [a character]”, enemies can’t make attacks proposing that character as a defender, that character can’t become a proposed defender or defender against enemy attacks (including AOEs), and enemy attacks can’t be redirected to that character.
At this point, we pause to Play the ability, proceeding through all of the steps of 703.1a-i to see if the ability resolves.
703. Playing abilities
703.1 To play an ability, a player must go through the following steps in order. A player can’t start to play an ability if there’s an effect that stops that player from playing that ability.
703.1a The player announces the ability and reveals its source if that source isn’t currently revealed. If that source is a face-down Action Bar card, that card is turned face up.
703.1b If the ability is modal, indicated by the phrase “choose one:”, the player chooses which mode to use. Each mode is separated by a semicolon.
703.1c If the ability has targets (407.1), the player must choose those targets in any order that allows all of them to be chosen. If the ability has a variable number of targets, the player must first choose that number and then choose those targets. An ability can’t be played unless legal choices can be made for all of its targets.
703.1d The player calculates the total cost for the ability, first adding any additional costs in any order and then subtracting any cost reductions in any order. Cost additions are cumulative, as are cost reductions. If a particular reduction has a restriction (like “pay a minimum of 1 tick”), that restriction applies only to that reduction. If the cost is below 0 after subtracting cost reductions, it’s treated as 0. The player then must pay costs in any order. Any part of a cost that would be replaced can’t be paid. If any part of a cost would be replaced, follow 703.1e.
703.1e At any time during the above steps, if the player is unable to finish playing the ability, the entire process is rewound and the game state reverts to the state before playing the ability was attempted.
703.1f After the above steps are completed, that ability becomes played, and the following happens in order.
703.1g If the ability is an attack, each target (if it’s not an AOE) or each character currently occupying an affected space (if it is an AOE) becomes a proposed defender. Some effects say a second ally “becomes a defender instead.” Such an effect changes a proposed defender of an attack to that second ally. If that attack “can’t be redirected”, the original proposed defender isn’t changed.
703.1h A window opens for reacts that can be played “only when an enemy plays an ability” and, in the case of an attack ability (600), reacts that can be played “only when an attack targets [a character]”, “only when [a character] is targeted by an attack.”, or “if [a character] is in the affected area of an enemy AOE attack.” If a react played during this window negates that ability, that ability does nothing more and its costs are not refunded.
703.1i If that ability hasn’t been negated, any abilities watching for that ability being played, or an action being taken (if that ability is an action), or any of that ability’s targets being targeted, trigger (704.2) and resolve immediately. Then, that ability itself resolves.
If the ability makes it through all the steps of being played without being negated, we return to the attack sequence before rolling.
600.3 If an attack is negated, it doesn’t resolve, no characters attack, and none of the following happens. Otherwise, the attack resolves and the following happens in order, even if the attack has 0 power.
600.4 Each of any applicable characters with protector that isn’t a proposed defender may choose to protect a proposed defender. In each case, the proposed defender stops being a proposed defender, and that protector becomes a proposed defender. This is the only time characters can protect. Then, all proposed defenders become defenders and “are attacked.”
600.4a If an attack “can’t be redirected”, characters can’t protect during that attack.
600.4b Only one character can protect each proposed defender each attack. That character can protect whether or not it can be attacked by the character attacking that proposed defender.
600.4c A character that protects during an attack can’t be protected during that attack.
600.5 Resolve any associated non-crit abilities (like Frostbolt Volley’s), unless they specify that they apply “after” the attack (602.3).
601. Rolling
601.1 The attacker makes its attack roll by rolling dice equal to the attack’s power. Each success is a hit.
601.1a If there are multiple defenders, only one attack roll is made and applied to each of them.
601.1b If the attacker has rerolls (because it’s occupying high ground, for example), these are made immediately after the initial attack roll, before any defense rolls.
Example: A character in high ground uses Cleave to attack multiple enemies at once. Only one roll is made against both targets, so the attacking player may reroll one die due to the high ground bonus.
601.1c If one or more crit results are rolled, the attack is a crit and each of any associated crit abilities triggers once. If a crit ability increases the amount of attack damage, it resolves immediately and increases the number of hits by the specified amount. If a crit ability creates an ongoing effect, it resolves and is applied immediately. Otherwise, it waits to resolve during 602.2.
601.2 Each defender makes its defense roll by rolling dice equal to that defender’s armor (if the attack is physical) or resist (if the attack is magic). Each success is a block.
601.2a If a defender has rerolls (because it’s occupying cover, for example), these are made immediately after the initial defense roll.
601.2b If one or more crit results are rolled, they are successes but have no other game impact.
602. After rolling
602.1 Determine the amount of attack damage to be dealt to each defender by subtracting that defender’s blocks from hits. Such damage may be replaced (709) before it’s dealt.
602.1a If the final result is a positive integer, the defender takes that much attack damage and its health dial is reduced by that amount. No other damage in the game is attack damage. If there are multiple defenders, all attack damage is dealt simultaneously after all defenders have finished defending. Character destruction (403.2) is processed if required. Then, if any abilities triggered (704.2) off attack damage, resolve those before doing the following.
602.2 Resolve any waiting crit abilities. Crit abilities that launch a new attack are an exception to this rule and follow 602.5. Crit effects that would apply to a character that was destroyed during the attack, or to the controller of such a character, do as much as possible. For example, crit effects like “add 1 tick to the defender” or “the defender exhausts 1 of its Action Bar cards” still apply, even if the defender is no longer in play, but “move the defender 1 space” does nothing.
602.3 Resolve any associated non-crit abilities (like Fillet’s) that apply “after” the attack.
602.4 If the character that “was attacked” during 600.4 has taken no damage this turn, a window opens for reacts that can be played “only if [a character] was attacked and took no damage this turn.”
602.5 Resolve any waiting crit abilities that launch a new attack.
And lastly, if a waiting crit ability launches a new attack, you start the sequence over from the beginning at 600.
Cheers!
-teh Sig
Level 2 WoW Minis Judge "Ouch! That was a water elemental!"-CorayThan
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