1
Rules Discussion / Re: Multiple stuck?
« on: February 19, 2014, 02:24:53 AM »
Thanks for the answers.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
First time using this card tonight. It does appear to be a remarkably powerful effect for the cost - an extra 3 attack dice for the mage... and a potential get our of jail (defence) for a mere 5 mana. well, and upkeep, of course, but with a psi-orb that is dealt with.
So the conclusion is:
the enemy will be hindered and cannot take a second move action because he entered a zone and got hindered before teleport trap kicks in.
Or am i wrong?
The November 28, 2013 Supplement has clarified this section of the rules. It now reads:
"If there is an enemy Guard (a creature with a guard marker) in a zone, then you cannot melee attack any object in that zone other than enemy Guards. This condition is checked when the attack is declared."
Im pretty sure the reason why this is in the FAQ is to solve the problems with guards not protecting conjurations from flying creatures.
There are a few badly worded clarifications in the FAQ that and this could be one of them.
I put my money on guards will protect walls still. (obviously only if the attack occurs in the zone that the guard is in.)
Each additional strike in an attack will require it's own roll for daze. Now, where their may have been confusion is that a Zone attack only rolls once for daze. Hopefully you find this useful. If you guys need an help or information feel free to email me. I'd be happy to help.