could someone please explain the interaction between these two cards?
could someone please explain the interaction between these two cards?
Cramped Quarters Combat converts all damage to melee and increases all damage by 1. Embued Fire increases all fire damage by 1, and converts all damage dealt by heroes by one. When both cards are in play, the basic rule of “first card played” applies. If Cramped Quarters Combat was played before Embued Fire, when a hero attacks, Cramped Quarters Combat converts the damage to melee, and Embued Fire then converts it to fire damage, resulting in fire damage being dealt. If Embued Fire was played prior to Cramped Quarters Combat, then Embued Fire converts a hero’s damage to fire, then Cramped Quarters Combat converts the damage to melee, with an end result of melee damage.
One interesting note on Embued Fire: I noticed that it’s stated “All fire damage is incrased by 1. Change the damage type of damage dealt by heroes to fire.” Ignoring the spelling error, it first increases fire damage by one, and then afterwards converts hero damage to fire. Based on this evaluation, if the hero’s damage was not originally fire, it will become fire, but it won’t benifet the damage increase, as the check for fire occurs before changing to fire.
I think you’re wrong there, at least about the second part.
Why would I be wrong? In all other cases, when one piece of game text is followed by a second piece of game text, the first piece is decided first, and the second is only decided after the first. The first is never applied after the second. Why would this case be any different?
Because 1) the intent of the card is obviously to be an ally buff, and 2) you’re dealing fire damage, and fire damage is +1, then you’re dealing +1 damage. I don’t care if the +1 fire damage or the changing to fire damage happens first, the net effect is the same. Tomato, tomato (ok, so that phrase fails in print, but you know what I mean).
That is clearly how a human would read it to mean. But in many previous cases, the “obvious” answer is not the correct answer. It’s basic common sense verses logical sense. Any good scientist will always ignore common sense, and only rely on proven facts and reliable theory backed by correct execution of the scientific method. Common sense says “Well, the card increases all fire damage, and changes all heroes attack to fire, so then all hero’s attacks will be increased.” A logical ordered execution of the script would read “Okay, is the hero’s damage type currently fire? If so, increase by one. Now, convert the damage to fire type,” which would result in damage not originally fire to not be increased by one. Unless there is some keyword I don’t see in that sentence which implies that this damage increase should only be checked after all other damage modifications have been checked, I don’t see why it would not be done as I said. I can see it being read as embuing all allies with fire, thus causing them to be fire attackers now, but if they already were fire attackers, the extra fire boost given to them then further increases they’re damage output.
In all previous cases, when common sense interpretations was put up against logical sense executions, the creators have agreed with logic. Given time for one of them to read up on this, I’m sure they’ll give us an official ruling on this case.
Okay, so then by that logic, what happens when it’s the next players turn? It’s Ra’s turn, he plays a card (Imbue Fire) and finishes his turn. The card has hit the table, therefore, its effects are in play, agreed? So fire damage is at +1, and heroes deal fire damage. Ok, so Ra has gone, now it’s say, Wraith’s turn. I don’t see anything saying that imbue fire ever goes “off” unless it is destroyed (intentionally or otherwise). Ok, so now Wraith is going to deal damage, is hero’s damage currently fire? Yes. So increase by one.
The way I am explaining it. Everything occurs as you said up to the point where it’s Wraith’s turn. At this point, she decides to attack (let’s say with melee damage, given that is her specialty. At this point, all cards which react to a card dealing damage, a target/character dealing damage, and Wraith herself dealing damage, immediately go off, executing their rules in order they were played. A variety of cards (or none at all) that were played prior to Emued Fire react to Wraith attacking. Embued Fire now reacts to Wraith attacking. It’s first response is to the trigger of any card dealing damage. It checks the type of damage, and if fire, increases the damage by one. Unless a previous card changed her damage type (let’s say none of the previous cards do), her attack is not increased, as it’s currently melee damage. Now, the cards second response (triggered by any hero character attacking) then modifies the type of her attack to that of fire. Then cards played after Embued Fire react to her attack. (Going a bit off topic, I’ll then state that, after those responses have occured, then any cards that reacts to damage being dealt to a target occur in order, then any cards which react to damage that has been dealt to a target occur in order, and finally any card that reacts to a card that has dealt damage to a target occur in order.) Your explaination, while making sense by mear explaination, is difficult to execute step by step without adding arbetrary steps not stated in the rule book or on the cards. While I believe in many cases this is not an incorrect assumption, the focus on this game for all actions to occur in logical steps dictated by the rulebook and then by the cards themselves, I don’t think such an explaination works for this case.
At this point, you’ve given your reason, and I’ve countered with my reason. You’ve given your example, I’ve countered with my example. Given that I do not have authority, and I have no reason to belive you have authority (unless you are some super double secret game developer working for Greater Than Games and simply refuse to identify yourself as such), I find no reason to get further into this, and thus I’ll wait for an official response. I see no need for a last word, as that right I reserver for Christopher and his minions (heheheh). Prior to that, you meay do as you see fit, as well others reading this may come to their own conclusion as to which way is correct, whether it’s your explaination, my explaination, or some other weird wacky reasoning that no one could dream of (well, except the weird wacky person who came up with it, that is). Also, unless the game is being played in a tournament or other official setting, the house rules ruling means that anything that you, I, or anyone else here has said since the creation of these message boards are free to be completely ignored.
At this point I have no further quarrel with you, and patiently (or is it anxiously?) await the results of the official ruling.
(In any case, I must thank you, as this back and forth banter has helped increase my post count. Any day now I should surpass Adam and become the number 1 poster any day now, heheheheheh. Oh drat, my evil plans for domination of the Multiverse have been leaked…)
Ok, ruling time. The reason this card is different is that both parts of the text on Imbued Fire are ongoing, static buffs. These things aren’t happening in any order because it’s not a power or one-shot, so once it’s in play, both of the effects are in play. All fire damage is increased by one. Okay. Change the damage type of damage dealt by heroes to fire. Now I’m dealing fire damage, but wait, all fire damage is plus one. So yes, Imbued Fire gives everyone an increased one damage.
I assume since you made no mention of it, that theJayMann is correct in regards to the original question?
Okay, so you say they are static buffs, and they have no order. But I have an issue with this, because all things must have an order. If they have no order, they can’t be applied. You state damage change and damage increase are both static. So, a hero’s type is changed to fire as a static buff, and since now they are fire, Some order needs to apply here though. Let’s say a hero already has a fire attack. Checking that it’s fire increases this by one. Then it needs to be changed to fire. Okay, check again, yes, it’s fire, so plus one (again). Okay, in that case, I can easily see an implied ruling stating a specific buff can only occur one time, fixing this problem. But now another problem.
Add Cramped Quarters Combat after Embued Fire. Embued Fire’s second static buff will convert this to fire. Now, Embued Fire’s first buff will check for fire, which it is, and thus increase by one. Now, Crampled Quarters Combat changes the type to melee. The damage is still plus one from the Embued Fire because we’ve arbetrarily decided to apply it after the change to fire but before the change to melee, thus dealing a total of plus two. Common sense though would state that the resulting damage was melee, but that assumes we check for the fire bonus static buff after all these other statc buffs? Why would that static buff be treated so differently than the others? In that case, why woulding I be able to simply say that I want the conversion to fire to occur last of the static buffs, and the fire plus one to occur first (leaivng the conversion to melee in the middle) (well, other than the fact that puts me at a disadvantage, that is). Given these three in effect static (and ultimately conflicting) static buffs, saying they have no order ultimately states they can’t have any effect. Only three solutions exist in this case in order to allow the previously stated result. First is that a player is allowed to apply static buffs in any order they so decide (which does fit the overall rule of simultainious actions, given you state there is no order). Second is that all static effects are determined in the order they are played repeatedly (either during each step of the way, or after all reactions have occured) until the result is the same as the previous result (e.g. in first case, check fire, not fire, no +1, change to fire, repeat, check for fire, +1, change to fire, compare to previous, not same, repeat, check for fire, +1 (not commulatively), change to fire, compare to previous, same, done). The final is that when one static buff enters play which conflicts with a previous static buff, the new static buff overwrites the previous static buff, thus allowing all static buffs to be able to be applied simultaniously without order and without conflict (in such a case, if the card for the new static buff is destroyed while the card for the previous static buff is still in play, then the previous static buff is reapplied and still in effect.)
(Is Tamar here to determine that all my openning paranthesis are correctly matched with closing paranthesis?)
I am with Jay on this one. A certain order has to be implied or the whole thing breaks down. I am of the school that you follow the order as it is presented on the card (as it appears Jay is also). So in this instance it would provide a bonus then change the damage type. It seems that the logic that was implied by the rules and the cards would follow this pattern regardless of how we feel it should work. Also since the cards would be in play prior to other heroes effects these card effects would happen first then any other card plays per the rulebook.
[quote=“Rulebook: Conflict Resolution”]Over the course of a game, there are situations in which the effects of multiple cards take place simultaneously or have competing effects. In all situations, card effects that happen simultaneously take effect in the order in which the cards were played.
Example 1: at the end of Citizen Dawn’s Villain turn, she deals the Hero with the highest HP 2 energy damage. Citizen Battery is in play, and, at the end of the Villain turn, he deals the Hero with the highest HP 3 energy damage. In this game, Haka currently has the most HP, at 28, so he takes the 2 from Citizen Dawn, as Dawn was in play before Battery. This drops Haka to 26 HP, and now Legacy, who currently has 27 HP, has the highest HP. Therefore, Legacy takes the 3 damage from Citizen Battery.
Example 2: The Megalopolis Environment card “Cramped Quarters Combatâ€
I just now noticed that’s in the online rule book. I’m almost certain that second example (both second examples) are not in the printed rulebook included with the game (though currently I can’t prove this, as I can’t find my rulebook at the moment). In any case, there is a clear error in the first second example listed. It states that Embued Fire increases all hero’s damage by one point. While it may be the case that it does in fact always increase Hero’s damage by one, that’s not how it’s listed. It states that all fire damage is increased by one, which includes environment and villain fire attacks (actually, it “incrases” fire damage by one, can’t believe still nobody noticed that).
Yes, sorry I missed that, in the case of cramped-quarters combat, I believe it would be a order-of-play scenario, but I’ll double-check with Christopher on that, as he’s the rules guru and I’ll get him to weigh in on the entire thread.
HOWEVER
You’re over-complicating things with imbued fire. It’s not a computer program, so it doesn’t have to do repeated checks. All hero attacks are fire, if they’re fire, they’re +1. If Cramped Quarters Combat changes them to melee, they aren’t fire, so they aren’t +1.
Whether it’s a computer program or not, there’s either an order to things or there has to be a way to resolve things that happen simultaneously. I think Adam and Paul are saying [please correct me if I’m wrong!] that these two things are simultaneous because their order doesn’t matter, but Jay is pointing out how the order does matter. I agree with Jay – we either need rules for resolving simultaneous effects, a ruling that says the order on this particular card is wrong, or a ruling that says the order on this particular card is right.
No, you’re just confusing the issue.
As soon as it hits the table, the effects are “on”.
Your only problem lies in the interpretation that somehow, your damage is switched from fire (after the card hits the table) back to its original type at the beginning of the hero turn, an unfounded assumption that is clearly not the case. Once the card is down, all hero damage is fire. And since fire damage deals +1 damage, fire damage deals +1 damage.
That’s one way to see it in a way that makes some sense. It still relies on some sort of order. Anyway, the way we are seeing it, it’s not switching from fire back to it’s original type back to fire again, but rather, it’s it’s original type, and then finally applied to a filter which changes it to fire (basically, we are saying it’s not automatically fire from the get go, but rather eventually gets changed to fire as a response). It still in some way requires that the type change occurs early, and the damage modifier occurs late.
Yeah, the way I see it, you can either reapply each bonus each time an attack (or other trigger) occurs (TheJayMann’s argument), or you can treat them as if they are always in play, from the time the card is played to the time it’s destroyed (awp’s argument). It sounds like Adam is ruling that it’s the latter.
That’s correct, Slender. If the output damage is fire, it’s +1. If something else changes the type so that it’s not fire, you don’t get the bonus, and the bonus doesn’t happen more than once.
A while back Rabit mentioned that he was thinking of further accessories to the game that might make the tracking of effects easier. I don’t have a finished solution in mind, but occassionally think about a matrix of heroes/cards versus attributes that would allow one to note if a type of damage had been set or a buff/decrease had been applied.
If we had such a thing, than I suppose the difference in thinking here would be about whether or not that matrix of effects got reset before each turn or not – whether or not effects were sustained across turn barriers or reapplied.
Okay, so I think I finally figured out a nice easy and logical way to interpret this. Damage count modifiers (unless stated as a response to a trigger, of which I’m not sure there are any) are applied to a global state. Thus far I have concluded there exist a state for each type of damage, each individual player (including villain player and enviromnet player), and a state for all damage (as it’s easier to just create this global state than it is to decide whether all damage means all damage types or all players). Once all other effects have had their turn doing any modification necessary to the damage (including changing the damage type) in order of play, then the damage count modifiers are applied.
This gives a nice consistant flow of logic while adhering Adam’s ruling. (My reason for objection previously is that what I read from the early opposition replies were along the line of “That’s just the way it is” without detailed steps, which never sits well with me. It was a couple of the more recent posts that had enough explaination in it to allow me to come to this conclusion. I still think I like order over everything, but I find this acceptable none the less.)
After reading this thead and re-reading some of the cards I also came to the conclusion that first you determine what the damage type is. After that’s been settled, you then add the modifiers. This would make Environment cards like Cramped Quarters Combat more annoying to some heroes. Take Wraith’s Micro Targeting Computer for example, it increases her projectile damage by 2. Since Cramped Quarters Combat changed the damage type to melee, she no longer gets her bonus to projectile damage as she is now dealing melee damage. This would also mean that Imbued Fire will affect that as well, if her damage is changed to fire then she won’t get the projectile bonus either.
That’s correct, and it can really screw with Absolute Zero.
I just want to make sure that I have one point in this thread correct. In the OP, both modifiers (Imbue Fire and Close Quarters Combat) change all damage to a particular type. The end effect is that whatever card was played last effectively takes precedence. Let’s assume Imbue Fire was played first. I just want to verify that the damage ends up being melee because it is first converted to fire, then converted to melee (in order), and that it’s not just that the last played effect “overrides” the earlier played effect. This was my initial understanding, but then the various comments about static effects made me doubt.
Unfortunately, I have to use hypothetical abilities to ask it, so this probably isn’t something that would ever happen in a game, but here’s an example of why this might be relevant. Assume you had two abilities in play, one (ability A) converts all cold damage to fire, and another (called ability B, and played after A) converts all cold damage to energy. Correct me if I’m wrong, but ability B would never go off, correct? To further complicate matters, let’s assume that the ability B converts all fire damage to energy; assuming it was played after A, I see no problem, A converts cold to fire, B converts fire to energy, end result, energy. However, this “pipeline” seems odd when B is played before A.
Your example seems rather complicated, and if the rules ended up the way I originally belived, there would be a pipeline to follow. However, first, no card exists (from my memory) that converts damage of one specific type to another, and if there were, it would cause quite a bit of problems, no matter which method were used. One problem being playing a card that converts fire to radiant, then playing a card later that converts fire to cold. In a pipeline mode, the second card would never take effect (except if the first card is cancelled while the second card is still active). In a replacer mode, the second would overcome the first, giving the opposite results. Using a “static” mode, ambiguity would result, with no well defined answer.
But, in the cases listed here, the damage type modifiers follow the same rule of first card played has it’s effects applied first, as to avoid conflict, whereas damage count modifiers (including conditional modifiers) are applied at the summary of damage, as they can’t conflict. Cramped Quarters Combat does a global damage modifire to Melee, and an unconditional damage modifier of +1, Imbued Fire changes all heroes’ damage to fire, and conditionally increases all fire +1. In the case of Cramped Quarters then Imbued Fire, all heroes attack with Fire, all non-heroes attack Melee, all non-heroes gain +1 damage, all heroes gain +1 +1 damage. In the case of Imbued Fire then Cramped Quarters Combat, all characters attack Melee, and all damage is +1.
We ran into this problem with Imbued Fire and Micro Targeting Computer as well. So, let me confirm, is this official, we first apply “type” modifiers, then apply “damage magnitude” modifiers?
So, what is the ruling on Cramped Quarters and Imbued Fire? Order of play? Which means we need to track order of played cards across the table? ![]()
You already need to track order of played cards. E.g. the first minion played on the table has his effect before the second minion played. The fact that changing the order of changing damage types can change the effect (they are not commutative) means they have to go by play order. The fact that changing the order damage count modifires do not change the effect (they are commutative) means they don’t have an order, and are determined at the end of battle resolution (a way of saying “they just are” rather than apply them as an effect in a chain).
Unless I’m reading the cards wrong, I believe we do actually have a triggered damage modifier in the Visionary deck. What happens if we’ve got (for example) Twist the Aether and Imbued Fire in play? My gut feeling is that this would also come down to play order, with Visionary choosing to have Twist the Aether change the damage to, say, energy and then Imbued Fire changing it to fire, or vice versa, but I thought I should double check.
All damage converted to fire. All damage converted to fire. ALL damage converted to fire. It’s not that hard to figure out =p
Sorry if I’ve missed it somewhere, but can we get a ruling or two? Is damage type determined in card played order? Are damage modifiers only applied after damage type is determined?
If I remember correctly damage modifiers are “always on” so if you are doing damage of that type its is increased/decreased accordingly.
As to damage type it would seem that it would be determined by play order following the normal logic of things but I could be wrong in that. Though it does make the most sense.
The online rules already mention this exact situation, where it states that the last one played between Imbued Fire and Cramped Quarters Combat has it’s effects applied.
And, if I’m not mistaken, the “always on” rule that was stated as applied earler would more or less define such that, if fire damage is +1, then if a character attacks with fire, ti’s +1, but then if it gets changed to energy, it is no longer fire, and thus looses it’s +1. But, if it then gets changed again back to fire, it would gain it’s +1 back. This tends to model well to that of a race, where first place only matters at the end of the final lap. Thus, I interpreted “always on” to mean “applies at the end.”
I would think that damage types are applied “before” damage is dealt and damage bonuses are applied “when” damage is dealt.
Damage type changes do not replace each other they happen in order of the cards play order.
Sorry to zombie this thread but I am a newbie and this ruling doesn’t make sense to me. Why can’t we just have the rule that cards attempting to act at the same time apply in the order played? When else are we going to have unwritten exceptions to that rule?
Also this ruling seems to completely screw Absolute Zero in obviously unintended ways since it holds that damage bonuses only apply when you actually end up doing damage of the appropriate type on the (incomprehensible, at least to me) theory that damage bonuses are always on and thus can always turn off. The problem is his self healing, of course, which is not cold damage and thus would seem to lose the “always on” damage bonuses that come off when you end up not dealing damage of the appropriate type.
At least, that’s what I read this thread to be saying. I’d prefer going back to the single (if not always simple) rule from the book.
The conclusion we came to is the simple ruling that was in the book, just that the explaination was long and drawn out. Basically, the order the cards are played define which one ultimately determines the type (the last card played that changes the damage type gets the say). Then, when the damage is dealt, the damage type is checked for any modifiers which are then applied (if there is a modifier on cold damage, and the damage is ultimately cold, you get the modifier, but if you end up with fire damage, you don’t get the modifier, even if another card “briefly” changed it to cold). Otherwise, you have a crazy time trying to keep up with modifiers (if damage is increased every time a damage type is changed to cold but then not decreased when changed to something else, would cause all sorts of confusion and abuse).
To kronmichael:
I think you’re over complicating things. The bottom line is, order of cards matters, but damage TYPE is determined before damage AMOUNT.
You’re not wrong that Imbue Fire screws AZ, no one disagrees with that. As for his normal case, you apply all the damage modifiers before it becomes a heal. So if he deals 1 damage cold damage and you have Focused Actuators, it becomes 2 cold damage. Then, if he has Cryo Chamber out, and he’s dealing the damage to himself, it becomes 3 cold damage. THEN, if you have the cold module (I forget the name), it becomes a heal for 3.
I believe you are refering to Focused Aperture, Cryo Chamber, and Null Point Conversion Unit.
(I wonder what an Actuator would be…)
Ha! That’s a pretty funny slip up as any energy lost from an actuator is usually lost as thermal dissipation!
So if the order is Twist the Ether then Imbue Fire, the damage will ultimately be fire. But, if Imbue Fire is played, THEN Twist the Ether, the damage type is whatever one declares with TtE? Because that is how my group has been playing it…
It’s a bit of a stupid rule, if you ask me, but yes, but that is correct.
[b]McBehrer, if you don’t agree with the rule, that’s fine - please feel free to say so (and why, for that matter!
). But saying the rule is “stupid” is unnecessary and does not contribute to the conversation. :-[/b]
(I’ve decided bold green is my “mod voice”.
)
And would you be referring to the Focused Apertures and the Null-Point Calibration Unit?
They totally wouldn’t work right otherwise.
Well, it’s an opinion. I find it to be a bit inane from a story-based standpoint that Ra magically giving everyone fire-based attacks or Visionary allowing you to make varying attack types should be nullified just because all of a sudden you are fighting in close quarters.
I think that cards that let you choose damage type should trump cards that don’t, if only because Ra can screw Visionary over by playing Imbued Fire after Twist the Ether, which doesn’t make sense.
I find a lot of situations when playing Sentinels that make little to no sense on a thematic level. Why is the one Cold damage Absolute Zero deals to himself to heal reduced by Voss’s Conquering Alien Warlord side Advanced Mode to nothing? Why would a Technological Singularity cause The Staff of Ra (a piece of Equipment that seems to be made out of wood and gold with no technological aspect to it at all) to be destroyed? Why does Carrion Fields (a field filled with dead birds) have the same amount of hit points as the TCF Conquerer (a Dreadnaught spaceship used for conquering planets)? It all boils down to consistency in implementing the rules.
We, as players, have the chance to use strategy and teamwork to minimize casualties and optimize our own plans. We can declare an Electro-Pulse Explosive hits Tachyon first, causing her Synaptic Interruption to redirect the attack back to the offending Explosive, preventing a base 30-60 damage from hitting other heroes. We can even out the Hit Points of each hero in a game and declare each Hero the Hero with the lowest HP with Smoke Bombs, moving a Gene-Bound Frosthound’s 2 Cold damage to each “lowest HP” hero onto a TÄÂ
Yes yes… (heheheh).
Twist of Ether’s other purpose is to increase damage if it is played on a hero and decrease damage if it is played on a villian. If whoever is playing Ra decides to play Imbue Fire than there is a good chance that hero damage being fire isn’t really going to cause any serious issues so all Visionary has to do is choose fire and increase it by one than that hero is now doing an addtional two damage. Even if I do play Twist of Ether after playing Imbue Fire, I am still more likely to choose fire damage. The only real reason to choose something other than fire is if a enemy is immune to fire ore is reduced by fire, and most of those instances I don’t see Imbue Fire being kept in play.
As for Cramped Quarters Combat, environments are meant to screw heroes over, so oh well. You could also always choose melee and once again have an increased two damage.
Also, while it takes a few turns to pull off, with Mental Divergence, Visionary could both destroy and get back Twist the Ether in order to play it (again) after Imbue Fire 
Twist of Ether’s other purpose is to increase damage if it is played on a hero and decrease damage if it is played on a villian. If whoever is playing Ra decides to play Imbue Fire than there is a good chance that hero damage being fire isn’t really going to cause any serious issues so all Visionary has to do is choose fire and increase it by one than that hero is now doing an addtional two damage. Even if I do play Twist of Ether after playing Imbue Fire, I am still more likely to choose fire damage. The only real reason to choose something other than fire is if a enemy is immune to fire ore is reduced by fire, and most of those instances I don’t see Imbue Fire being kept in play.
As for Cramped Quarters Combat, environments are meant to screw heroes over, so oh well. You could also always choose melee and once again have an increased two damage.
Or, you can put it on Absolute Zero so he’ll actually be useful.
I find a lot of situations when playing Sentinels that make little to no sense on a thematic level. Why is the one Cold damage Absolute Zero deals to himself to heal reduced by Voss’s Conquering Alien Warlord side Advanced Mode to nothing? Why would a Technological Singularity cause The Staff of Ra (a piece of Equipment that seems to be made out of wood and gold with no technological aspect to it at all) to be destroyed? Why does Carrion Fields (a field filled with dead birds) have the same amount of hit points as the TCF Conquerer (a Dreadnaught spaceship used for conquering planets)? It all boils down to consistency in implementing the rules.
Ooh! Comic book justification? Yes please.
Grand Warlord Voss has a demoralizing effect on the heroes, making it so they aren’t as good at what they do. This reduces Absolute Zero to a mopey mess.
Omnitron has always scoffed at magical power, and makes sure to send a concentrated bolt of lightning to destroy (this incarnation of) the Staff of Ra.
Carrion Fields isn’t just a field of dead birds, it’s a field with a LOT of dead birds. Like… millions?
Mmm, still not sure about that last one. I don’t know how you beat a “Carrion Fields” to death. But I’m sure you can justify it some way, because comics.
It’s a MAGIC field of dead birds. Apparently Martiarch has the ability to make dead things stink!
It’s a MAGIC field of dead birds. Apparently Martiarch has the ability to make dead things stink!
Pretty sure dead things have (or at least soon gain) that ability on their own.
Yeah… Why are Carrion Fields and Plage Locus targets? I guess it makes sense – so you can actually get rid of them – but by punching them?
For non-combat targets like these and traffic jam, I pictured it as the heroes actually CLEANING UP the mess, rather than punching it. But literally cleaning it up, with like brooms and stuff. Hilarious.
Yeah, Legacy sure knows how to… encourage his companions to clean up bird poop? No way he’s wading in there, though. Just got the suit dry-cleaned.
Yeah… Why are Carrion Fields and Plage Locus targets? I guess it makes sense – so you can actually get rid of them – but by punching them?
For non-combat targets like these and traffic jam, I pictured it as the heroes actually CLEANING UP the mess, rather than punching it. But literally cleaning it up, with like brooms and stuff. Hilarious.
That’s what Mister Fixer’s there for.
Janitor with the Jackhandle Broom.
but… he’s an auto mechanic.
It’s not a broom. It’s a JACK handle. As in, the handle you use to raise a jack with a car on it.
You’d think AZ’s Subzero Atmosphere would keep Carrion Field’s stink down, but no…
Actually this one (converted damage gets bonus) makes some sense to me. There is no conflict between the conversion and the buffing, really. Followed a link from Bgg thread about the interaction of Imbued Fire and Micro Targeting Computer. That is the one where I don’t get the proposed answer.
Well, that one is simple. If The Wraith has Micro Targeting Computer on the table, and she deals projectile damage, then it’s increased by two. If Imbued Fire is played, and she deals projectile damage, it is converted to fire, and then only increased by one, as she actually dealt fire damage, not projectile damage. If something else were to then convert her damage to projectile (say, a Twist the Ether), the increase of one by Imbued Fire would no longer apply, but the increase of two from Micro Targeting Computer would (reset to increase by two, not increase by three).
If something else were to then convert her damage to projectile (say, a Twist the Ether), the increase of one by Imbued Fire would no longer apply, but the increase of two from Micro Targeting Computer would (reset to increase by two, not increase by three).
…ignoring the inherent adjustment of TtE.