For those effects that are based on number of Proletariats in play.
I assume he is, but there are no keywords on the villain cards.
For those effects that are based on number of Proletariats in play.
I assume he is, but there are no keywords on the villain cards.
Yes, he is.
That's one of the few times a card actually refers to a card in play by its NAME, rather than its keyword.
On a related subject, maybe the playtesters can clarify - is it intentional that the Proletariat clones do NOT have AZ's Nemesis icon? If they're just copies of the original, shouldn't they hate AZ just as much as he does, and even more so, since AZ can't tell which one is the clone, shouldn't he hate them all equally? Was this just done for the sake of game balance, so AZ doesn't get completely destroyed every time? As it stands, only the character card Proletariat deals extra damage to AZ, and AZ almost never does extra damage to Proletariat since he's mostly just redirecting to his clones.
(In a way, the Visionary and the Idealist are Proletariat's real nemeses....)
The world is Absolute Zero's Nemesis. It's the least Greater Than Games could do by making just one Proletariat get a bonus.
Honestly, I'm not sure. Perhaps, due to his need for complete concentration, Proletariat can only concentrate his disapproval of Absolute Zero in one of his many bodies. One holds his ideals, the other his love for hammers, a third his hatred for capitalist pig-dog Frost, etcetera.
Its intentional as far as I'm concerned. If each clone had the nemmy symbol it would just be unfairly brutal for AZ to the point where you would avoid using him at all costs.
How often is AZ the highest in the first place? Oh wait, it's just me that burns his HP...
I want to make a comment here about the link between Zero and Proletariat being tenuous, but I think I've already said that one.
Maybe all the Proletariats have different personalities, and the psychic damage he takes from them is because they're all arguing about what to do.
He certainly has the tools to be a fairly successful off-tank in a pinch though.
It would also boost start of turn damage to Proletariat, and that would really nerf his deck.
I would assume that is the rational.
True, it'd make the match pretty violent to AZ, but it'd benefit him when hitting the clones too. As is, since it's hard to get non-psychic damage to hit the real Proletariat, the match is still pretty swung against AZ. (Presumably him and Visionary would happily trade nemesis icons. Well okay, he wouldn't be any better against the Dreamer than she is, but still. Ooh, that gives me a neat idea for a storyline match.)
I thought the same too, but only because I hadn't really paid attention when reading Proletariat's backstory. Seeing his incap side reinforced what I should have realized immediately - he hates AZ because he was cryogenically frozen for decades. AZ is a walking reminder of the living-death he suffered, wasting away in what was probably a miserable half-awake state (what, you thought Soviet technology was going to work according to shiny high-tech manufacturer's specs, and not have horrifying side effects?), while the world to whom he was totally devoted gradually detoriated around him. Every time Frost lets off a little jet of liquid nitrogen in mid-combat, I picture all seven Proletariats shuddering in unison and gripping their hammers tighter.
(Which, in turn, makes me wonder: is the hammer made of "unstable molecules" or the like, so that it can divide along with him, or does he just carry a bag of seven hammers around with him in every battle, so that his other bodies can grab them as needed?)
Ah, good point. Although that could be fixed just by having each clone initially deal 0 psychic damage; it'd look weird but it would work. Still, the nemesis icons would mess with any match in which redirection came up, so it's probably just as well.
I'm pretty sure that they get duped along with his pants. It's pretty standard fare for this sort of thing. No matter how big the Hulk gets, he always keeps his pants on. Likewise, I'm quite sure those old Soviets had some sort of pants-cloning technology for the sake of decency.
Also, clone cards don't actually deal damage to Proletariat at the start of his turn. Each clone causes the Proletariat character card to deal itself 1 damage. So adding a nemesis icon to their cards wouldn't change the start-of-turn damage in the slightest. I'm pretty sure the clones not having nemesis icons is for balance purposes.
Zero utilizes his powers to eventually be able to buy his robot pants so he can get a crappy apartment and settle down with some tv and solitude so he can be a regular schmuck after getting the government off his back and his debts paid off.
Or that's what Proletariat thinks he'll do with his offensive capitalist endeavors.
This may be the best thing I've ever read.
> Each clone causes the Proletariat character card to deal itself 1 damage. So adding a nemesis icon to their cards wouldn't change the start-of-turn damage in the slightest.True enough, although I maintain that if The Ennead do extra damage to each other, then really, everyone should deal extra damage to themselves, since they all have their own Nemesis symbols.
It'd be easy enough to word the Nemesis rule as "Any target with a particular nemesis icon deals 1 extra damage to any other target with the same icon".
Something something Absolute Zero, something something Ronway?
Not only that, but even the cold damage to himself would be increased.
Per the Vengeance Rulebook:
Only damage dealt by targets with a nenesis icon to another target with the same nemesis icon is increased by 1.So if Atum decides he wants to burn Geb's biscuits he would get a +1 to his damage, because it is a target dealing another target damage when they share the same nemesis icon. However if Atum wants to burn his own biscuits for whatever reason, there would not be a +1 since it is a target dealing itself damage and not another target.
So I can't see how an agruement saying that dealing themself damage would be increased, when the rules are very clear on how it is intended to work.
But I do think that means the Sentinels deal +1 damage to one another
yup
exactly
That sounds right
Would you people stop being so agreeable?!
You're making my job boring...

Ill try and troll better. It's so hard without a good sparing partner. Me and my bridge-born brethren must be fed least we fade in the sunlight of proper etiquette.
You're all wrong. Plus you smell.
This would make more sense if they weren't all such a happy family…they're an homage to Fantastic Four, and you know that Ben and Johnny are dealing extra damage to each other, as are Sue and Reed (at least with psychic damage), and for that matter Sue and Johnny since they're siblings. But I don't get a vibe like that from the Sentinels at all.
Still, it means Hippocratic Oath makes Medico a great healer for the rest of his team. Do a Coordinated Assault on the Idealist and you're giving her back more than half her starting HP, assuming Writhe and Mainstay are both still up.
You could rationalize it as the Sentinels team being so trusting of each other that when they damage/attack each other they're taken by surprise---no chance to defend themselves, so extra damage.
I ran into the Sentinels one with Kismet's hero damages hero card, Mainstay was highest, and Idealist was lowest, with nemesis, chains and a lack of block that turn Idealist was out, but at least I got a power use.
I get the line that Ronway listed but thematically I would think based on how The Sentinels work that they aren't considered to be a nemesis of each other. I would make an exception of it for the Sentinels or just not play with the nemesis rule.
Well the Ennead members arn't "nemmys" of eachother, but because they are a "team", any backstabbing (accidental or otherwise) hurts that much more. Thematically it can work any way you want it to work. Playing with the nemesis rule isn't a nessesity to the gameplay at all. You could ignore the nemmy rule in all your games and still have a good time.
We often forget about the nemesis rule in face-to-face games. The game's still fun.
I have played more games forgetting about the nemesis rule than remembering it...