26

(3 replies, posted in Warhammer Invasion)

Here is the exact same example, only this time I've indicated what step of the flowchart each resolution corresponds to:

Kris declares an attack against Tom’s quest zone.  Kris declares Troll Slayers, Sea Guard Captain, and Spawn of Itzl as attackers.  Declaring attackers triggers the Triggered Actions on Sea Guard Captain and Spawn of Itzl.  These will go on the chain in the next available action window.  Since nothing else triggers off of attackers being declared, play proceeds to the next Action window (B).  Kris must now put his triggered actions on the chain, or he will lose the opportunity to play them.  (B-1) He puts Sea Guard Captain’s ability on the chain, (B-1) then puts Spawn of Itzl’s ability on, targeting the Grudgebearer(B-2) Before the chain resolves, both players have an opportunity to take actions, starting with the active player (Kris).  He has no more actions to play, so he passes to Tom.  (B-2) Tom responds by activating the Slayers of Karak Kadrin’s ability, targeting the Troll Slayers and paying the activation cost (sacrificing them). 
As part of the cost of playing the ability, the Slayers are sacrificed and leave play.  Before the ability even goes on the chain, or gives Kris the opportunity to play a response Action, the Slayers leaving play triggers (A) a Triggered Constant (Reclaim the Hold), and 3 Forced abilities (Grudgebearer and Dwarf Rangers).  Kris’ Doomsayer of Morr is not triggered because “sacrifice” does not count as “destroy”.  (A-1) The constant ability resolves first, and (C) Tom chooses to (C-2) spend a resource to turn the sacrificed slayers into a development.  (A-2) Tom now has to resolve his Forced abilities, and chooses to (C) resolve Grudgebearer next.   (C-3)He adds a resource token to Grudgebearer and resolution is complete.  (C) Now he resolves his first Dwarf Ranger, (C-1) targeting his own Defenders of the Hold, and (C-3) dealing 1 damage, and destroying the unit.  This triggers (A) the same constant ability and 3 Forced abilities that were triggered when the Slayers left play, as well as a Triggered Action (Kris’ Doomsayer of Morr).  (A-1) Tom resolves the abilities of Reclaim the Hold and (A-2) Grudgebearer exactly the same as before, and now must (A-2) resolve the 2 Forced from his Dwarf Rangers.  (C) He resolves his first Dwarf Ranger, (C-1) targeting Kris’s Dwarf Ranger and (C-3) dealing 1 damage.  He then (C) resolves his second Dwarf Ranger, (C-1) targeting Kris’s damaged Dwarf Ranger and (C-3) killing it.  The death of Kris’s Dwarf Ranger triggers (A) his Oathstone.  (A-1) (C) Kris resolves this ability and (C-3) draws 4 cards.  One of them is Iron Discipline.  Tom now (C) resolves the 2nd Dwarf Ranger from the death of his Slayers of Karak Kadrin (C-1) targeting Kris’ Sea Guard Captain, and (C-3) dealing 1 damage.  (back to B-2) The Slayers of KK’s ability now (finally) goes on the stack.  This is the first Action Window since Kris’ Doomsayer of Morr triggered, so (B-2) he puts that Action on the stack in response, and Tom is given the opportunity to play a response action.  He passes, and (B-2) Kris is given the opportunity to play a response action.  He plays Iron Discipline that he drew, targeting his Troll Slayers.  (B-3) Both players then pass, so the stack resolves.  Iron Discipline resolves first, adding a conditional constant effect to the Troll Slayers.  The Doomsayer of Morr resolves next, and Kris draws a card.  The Slayers of KK’s ability resolves next, targeting the Troll Slayers.  This (A) triggers the conditional effect from Iron Discipline,  (A-1) requiring Tom to (C-2) pay an additional 4 resources or cancel the effect.  He cannot pay, so (C-3) the effect is canceled. (B-3) The next Action on the chain is Spawn of Itzl.  Its effect checks to make sure its target (the Grudgebearer) is still valid.  It is, so the Grudgebearer is dealt 1 damage.  Finally, the Sea Guard Captain’s Action resolves.  Tom chooses to assign the 1 indirect damage to his Kingdom.  (B-4) Neither player wishes to play any additional actions, so that action window closes. 
Tom now can declare defenders, and chooses to defend with Grudgebearer, who now has 3 power and 1 HP remaining.   Kris assigns 1 combat damage to the Grudgebearer and 2 to Tom’s quest zone.  Tom assigns 3 combat damage to the Troll Slayers.  Damage is applied, Troll Slayers and Grudgebearer die, and the remaining resource token on Reclaim the Hold is discarded.  Troll Slayers and Grudgebearer leaving play triggers  (A) 2 Forced abilities (Dwarf Rangers), and a Triggered Action (Kris’ Doomsayer of Morr).  (A-2) Tom resolves both Dwarf Rangers,  (C) dealing 1 damage first to the Sea Guard Captain, killing him, and then (C) 1 damage to the Spawn of Itzl.  The end of combat action window opens (B), so Kris must put his Doomsayer’s Action on the chain (or choose not to use it).   (A-1)He puts it on the chain.   (B-2)Neither player takes any further actions, so (B-3) the chain resolves and Kris draws a card.   (A-4)Neither player wishes to take additional actions, so the turn ends  (E).

I wanted to put together a very complicated example to show off some of the timing intricacies of Warhammer:Invasion.  If you have these cards, it will easiest to follow it if you just put the cards out on a table and follow through the steps.  Hopefully this will help people understand how to resolve some really tricky card timing situations.
Tom is playing Dwarves and has 2 Dwarf Ranger in his quest zone, a Slayers of Karak Kadrin (with 1 damage on it) and Defender of the Hold in his battlefield, and a Grudgebearer in his quest zone, questing on Reclaim the Hold (which has 3 tokens).  Kris is playing Dwarves and High Elves, and has a Dwarf Ranger with an Oathstone in his quest zone, a Doomsayer of Morr in his Kingdom, Spawn of Itzl, Sea Guard Captain, and Troll Slayers in his battlefield.  You can "View Image" to see a larger version of this image (where card text is readable).
http://dl.dropbox.com/u/15325551/example.JPG
Kris declares an attack against Tom’s quest zone.  Kris declares Troll Slayers, Sea Guard Captain, and Spawn of Itzl as attackers.  Declaring attackers triggers the Triggered Actions on Sea Guard Captain and Spawn of Itzl.  These will go on the chain in the next available action window.  Since nothing else triggers off of attackers being declared, play proceeds to the next Action window.  Kris must now put his triggered actions on the chain, or he will lose the opportunity to play them.  He puts Sea Guard Captain’s ability on the chain, then puts Spawn of Itzl’s ability on, targeting the Grudgebearer.  Before the chain resolves, both players have an opportunity to take actions, starting with the active player (Kris).  He has no more actions to play, so he passes to Tom.  Tom responds by activating the Slayers of Karak Kadrin’s ability, targeting the Troll Slayers and paying the activation cost (sacrificing them). 
As part of the cost of playing the ability, the Slayers are sacrificed and leave play.  Before the ability even goes on the chain, or gives Kris the opportunity to play a response Action, the Slayers leaving play triggers a Triggered Constant (Reclaim the Hold), and 3 Forced abilities (Grudgebearer and Dwarf Rangers).  Kris’ Doomsayer of Morr is not triggered because “sacrifice” does not count as “destroy”.  The constant ability resolves first, and Tom chooses to spend a resource to turn the sacrificed slayers into a development.  Tom now has to resolve his Forced abilities, and chooses to resolve Grudgebearer next.  He adds a resource token to Grudgebearer and resolution is complete.  Now he resolves his first Dwarf Ranger, targeting his own Defenders of the Hold, and dealing 1 damage, and destroying the unit.  This triggers the same constant ability and 3 Forced abilities that were triggered when the Slayers left play, as well as a Triggered Action (Kris’ Doomsayer of Morr).  Tom resolves the abilities of Reclaim the Hold and Grudgebearer exactly the same as before, and now must resolve the 2 Forced from his Dwarf Rangers.  He resolves his first Dwarf Ranger, targeting Kris’s Dwarf Ranger and dealing 1 damage.  He then resolves his second Dwarf Ranger, targeting Kris’s damaged Dwarf Ranger and killing it.  The death of Kris’s Dwarf Ranger triggers his Oathstone.  Kris resolves this ability and draws 4 cards.  One of them is Iron Discipline.  Tom now resolves the 2nd Dwarf Ranger from the death of his Slayers of Karak Kadrin targeting Kris’ Sea Guard Captain.  The Slayers of KK’s ability now (finally) goes on the stack.  This is the first Action Window since Kris’ Doomsayer of Morr triggered, so he puts that Action on the stack in response, and Tom is given the opportunity to play a response action.  He passes, and Kris is given the opportunity to play a response action.  He plays Iron Discipline that he drew, targeting his Troll Slayers.  Both players then pass, so the stack resolves.  Iron Discipline resolves first, adding a conditional constant effect to the Troll Slayers.  The Doomsayer of Morr resolves next, and Kris draws a card.  The Slayers of KK’s ability resolves next, targeting the Troll Slayers.  This triggers the conditional effect from Iron Discipline, requiring Tom to pay an additional 4 resources or cancel the effect.  He cannot pay, so the effect is canceled.  The next Action on the chain is Spawn of Itzl.  Its effect checks to make sure its target (the Grudgebearer) is still valid.  It is, so the Grudgebearer is dealt 1 damage.  Finally, the Sea Guard Captain’s Action resolves.  Tom chooses to assign the 1 indirect damage to his Kingdom.  Neither player wishes to play any additional actions, so that action window closes. 
Tom now can declare defenders, and chooses to defend with Grudgebearer, who now has 3 power and 1 HP remaining.   Kris assigns 1 combat damage to the Grudgebearer and 2 to Tom’s quest zone.  Tom assigns 3 combat damage to the Troll Slayers.  Damage is applied, Troll Slayers and Grudgebearer die, and the remaining resource token on Reclaim the Hold is discarded.  Troll Slayers and Grudgebearer leaving play triggers 2 Forced abilities (Dwarf Rangers), and a Triggered Action (Kris’ Doomsayer of Morr).  Tom resolves both Dwarf Rangers, dealing 1 damage first to the Sea Guard Captain, killing him, and then 1 damage to the Spawn of Itzl.  The end of combat action window opens, so Kris must put his Doomsayer’s Action on the chain (or choose not to use it).  He puts it on the chain.  Neither player takes any further actions, so the chain resolves and Kris draws a card.  Neither player wishes to take additional actions, so the turn ends.  Now the board looks like this:
http://dl.dropbox.com/u/15325551/example2.JPG

28

(9 replies, posted in Warhammer Invasion)

I found the question I remembered, and for all I know you are the one who asked it.
http://www.kingdomheartstcg.com/edge_fo … idt=399771
Unfortunately, I couldn't find anything that time either, because its not actually in the rules.

I didn't read Church of Sigmar carefully enough the first time.  It doesn't target a card in your discard, its an effect that modifies your opponent.  However, by this logic it also affects a unit that is in your hand, or a unit "just played" and still on the stack.  This is not how its supposed to work. 

I talked about this card with Lukas at FFG, and he said "Church of Sigmar should only affect units you control that are in play." and "Unless otherwise stated, constant effects only apply to cards in play."

That's the most official answer that is possible until an updated FAQ is released.

Edit: Update - the Church modifies the opponent rather than your cards, so if it is a "target" effect on a card in an out of play zone, then the Church still works.

29

(9 replies, posted in Warhammer Invasion)

I've seen this question asked before, and I'm fairly sure I managed to find the right quote.  I can try to do so again, but I can also save us all a lot of time and just assure you that effects (forced, action, constant) cannot target cards that are not in play unless they explicitly say they can.

30

(230 replies, posted in Warhammer Invasion)

Omens of Ruin images sent.

Also, Tiranoc Chariot has a typo that was in Wytefang's spoiler.  "uni" should be "unit"

31

(3 replies, posted in Warhammer Invasion)

Genio wrote:

If I play Bathe in Blood on a unit of Black Guard Aspirant whis has a Hydra Blade attached to it, will it double the flat unit power (2*2=4) or the combined power form his ability plus the Hydra Blade ((2+1+2)*2=10)?

Bathe in Blood doubles the total power to 10, as you showed.  However, you should note that you can't use the Hydra Blade's ability at the end of this combo to save your unit, since Bathe requires a sacrifice, and the blade only prevents a unit from being destroyed.

5oRitez wrote:
Entropy wrote:

Updated for v1.3 FAQ


Oops, you have arrived at the wrong place!
There was an 404 error. It is possible that the content has been moved or deleted. We apologize for any inconvenience.

Sorry, linked fixed.

Updated for v1.3 FAQ

34

(230 replies, posted in Warhammer Invasion)

He has new scans, I'm sure they'll be up soon.

Niko wrote:

1) Can I use the Return to Glory effect in my opponent's turn?

2) Can I play a unit card on a quest card using Return to Glory effect's?


smile

1. You can use Return to Glory during any Action window in the game, so yes.
2. You have to have a unit already on RtG in order to activate its effect, so you would need a 2nd RtG to even attempt this, but even then you cannot do it, for the reason you gave from the rulebook.  There are a lot of ways to get units into your quest zone, only playing them from your hand lets you put them on the quest.

Added Corruption question, Seeking New Slaves, Lord of Change, Caught the Scent

Added Duregan Thorgrimson

38

(12 replies, posted in Warhammer Invasion)

Yes, there is no stack for forced, constant, or triggered effects.  Only actions.

39

(12 replies, posted in Warhammer Invasion)

Not quite.  If the forced effects belong to different players, the active player resolves all his forced effects in the order of his choosing, then the other player(s) do the same, in turn order.  The active player can't choose to resolve his opponent's forced first, for example.

Added resource ruling on Hate & Mountain Brigands

41

(9 replies, posted in Warhammer Invasion)

Thanks for the link.  I'll add this to Rules Summary if its not already there.

42

(12 replies, posted in Warhammer Invasion)

Justice wrote:

He gets healed before dwarf ranger will shoot him.
This is because his "Forced" triggered
any time when a unit enters discard pile.
And Ranger's "Forced" is worded: after one of...

I assume the original answer said something about the stack, since all the replies reference it.  There is no stack for forced actions, in case that was unclear to anyone.

However, I think your answer is incorrect.  Some time back, they errata'ed all cards that say "after" to instead be "when", otherwise it was a vague trigger, since you could technically trigger the effect long after the event occurred  (All instances of “After your turn begins” should read “At the beginning of your turn.” All instances of “after” in card text boxes should read “when.”).  This means Dwarf Ranger triggers at the same time as Bloodsworn.  Since its a tie, the active player gets to resolve his effects first (FAQ v1.1 and the Rules Summary here).  In this example, that would be the Dwarf player, so the Ranger would kill the Bloodsworn before his effect is resolved.

43

(4 replies, posted in Warhammer Invasion)

5oRitez wrote:

"Action: Take 1 resource from each opponent and add it to your available resources."


id say it doesnt exclude playin it right when someone gained any resource token/s

!?

I don't really understand your question.  You can play this card in any action window, and if their are resources available, you can take 1 of them.  But it really seems like you are confusing support cards with the resources they generate.

Your original question talks about stealing a resource from the quest zone.  Resources don't exist in a zone.  They just are added to your pool during your kingdom phase.

44

(2 replies, posted in Warhammer Invasion)

Having power is not a card effect, but a card which grants additional power is likely a card effect. 

If Scion of the Everqueen takes combat damage from a card, she takes the damage.  How that card got its power is irrelevant.  In fact, if she takes "damage" from anything, its still not canceled.  Her ability only protects her from HP reduction abilities, like those commonly seen on DE cards.

45

(4 replies, posted in Warhammer Invasion)

Thats not how it works.  At the beginning of a players kingdom phase, that player gets resources.  The player sets them aside and uses them to play cards until their next kingdom phase.  Hate can only steal a resource token, not any actual cards.

46

(5 replies, posted in Warhammer Invasion)

IAQ wrote:

How many cards in a deck should have Loyality icon as on Capital board?
I heard that should be 50% of cards. But i can't find anything in rules or on internet.

There is no rule regarding this.  You can have a deck full of dwarves and use an Empire capital board if you want, it would just be dumb.  I'm not sure if you can use a Destruction board with an order deck, but again, why would you want to?

I don't know what the recommended "mixture" is though.

Units never have to defend unless a card effect forces them to.

48

(6 replies, posted in Warhammer Invasion)

Yep, thanks.  The question was from before they'd addressed it in the FAQ, since the card timing didn't quite line up when it was still an Action.

49

(4 replies, posted in Warhammer Invasion)

Yep, what street said is correct.  You can't "counter" a card with Hate

Specific card rulings

Abandoned Mine
Q. If i have three copies of Abandoned Mine in play, at the beginning of my turn can i trigger each Abandoned Mine to take a total of 3 developments back into my hand?
A. Yes (official FAQ, Errata: Actions).

Q. If I have one Abandoned Mine can I trigger its action multiple times to draw multiple cards back into my hand?
A. No(official FAQ, Errata: Actions).


Alluring Daemonettes
Q. Can I use their ability more than once per turn?
A. Only if they somehow attack more than once per turn - their ability is a Triggered Action.  James's ruling


Altar of Khaine
Q. When do I need to trigger this Action in order to save my units which are being destroyed?
A. This card has received errata, and is no long an Action.  The effect is now a Triggered Constant that occurs "when the unit would be destroyed." (FAQ v1.1)

Q. If I use this on a unit that is owned by another player, do I return their unit to my hand?
A. No.  You cannot have cards owned by another player in your hand, deck, or discard. (FAQ v1.3)


Arkayne Vampire
Q. Can this unit be destroyed with damage?
A. Its hit points increase with every damage that is applied to it. So it is impossible to destroy this unit with damage, unless you blank its text box.

Q. When Arkayne Vampire is defending, how much damage do I need to assign to it before I can assign any to the zone?
A. When applying combat damage to defending units before damage can be applied to the zone, it is not necessary to take into account abilities other than damage cancellation. That means the attacking player need only assign damage equal to the Arkayne Vampire's remaining hit points before assigning damage to the zone it defends.

Q. How much indirect damage from a single effect can I assign to my Arkayne Vampire?
A. You cannot assign more indirect damage to a unit than it takes to destroy it. So like above, you can only assign indirect damage equal to the Arkayne Vampire's remaining hit points.


Arrer Boyz
Q. Why does it say "takes damage" on Arrer Boyz instead of "is dealt damage"?
A. Because the source of the effect is itself.  James's ruling


Banna of da Red Sunz
Q. Can the damage from Banna be cancelled or redirected?
A. Yes, "Damage token" is equivalent to "damage" and can be cancelled or redirected. The card should read "...assign one of those resources as 1 damage to a target unit of your choice." Lukas

Q. Is the effect of Banna of da Red Sunz affected by Church of Sigmar?
A. Yes.  Church of Sigmar would affect it, since you would be the one targeting the unit (it is your choice). You would also have to choose one of your own units, if that was the only option.


Bathe in Blood
Q. Can you play this on an opponent's unit?  If so, is it sacrificed.
A. Yes, you can, but you can only sacrifice your own units, so the "at the end of the turn" effect will have no effect.


Beastman Incursion
Q. If I have two or three Incursions with units questing on them, can I get rid of all of them by skipping 1 battlefield phase?
A. Yes. By triggering the Action, you skip your battlefield phase as a cost; you can skip it as many times as you want, since the phase still exists even when skipped. (Lukas)


Blessing of Valaya
Q. If the unit takes less than 2 damage before the end of turn, does the Blessing effect wear off?
A. Yes, Blessing of Valaya creates a conditional effect.  Conditional effects last until their condition is met, or until end of turn, whichever occurs first.  (FAQ v1.1)
A. See also, Fiery Dawn.


Bloodletter
Q. How is Bloodletter's effect taken into consideration when assigning damage to defenders and the capital?  For example, a 4 power unit attacking 2 defenders with 2 HP each, with 1 Bloodletter in play.
A. You take multipliers into account provided it multiplies the damage when it is assigned. Since the Bloodletter doubles the damage as you assign it, you can assign one damage to one unit and have it double into two damage (thereby fulfilling the requirement of assigning enough damage to destroy it), assign another damage to the second unit and have it double into two damage, and then assign the last two damage to the capital. Lukas

Q. How are the effects of multiple Bloodletters calculated?
A. The Bloodletter automatically doubles the damage being assigned as it is assigned, so once you assign a single damage to a unit then it is immediately doubled. This does work on non-combat damage, since you still assign it before applying it. (FAQ v1.5)


Bloodthirster
Q. Does the Bloodthirster sacrifice itself if it is the only unit in its zone at the beginning of the turn?
A. Yes.

Q. Is it only the damage that the Bloodthirster deals that can't be cancelled, or all damage?
A. While the Bloodthirster is in play, all damage cannot be cancelled.


Boar Attack
Q. When Boar Attack is played by my opponent and I have one burning zone and no developments in any zone, do I have to deal damage to another zone of mine?
A. Yes.  Damage cannot be assigned/dealt to a burning zone. (FAQ v1) James Ruling


Branded by Khorne
Q. If I play this on a unit which is already damaged, is the unit destroyed?
A. No. This card will be clarified in a future FAQ to indicate it only works with damage dealt after the card is attached.

Q. When a unit with more than 1 HP and Branded by Khorne attached to it is defending, how much damage do I have to assign to it before I can assign any to the zone?
A. You do not take Branded by Khorne into consideration in this situation. You still have to assign as much damage as is needed to destroy the unit based on its remaining HP and any known cancellation effects.


Caught the Scent
Q. During my turn, if an opponent is playing a unit that can be played any time you can play an action, such as Gryphon Legionnaire, can I respond with Caught the Scent to remove the card from their hand?
A. No. The Legionnaire is no longer considered to be part of your hand. (Lukas)


Chillwind
Q. If I have only one unit in play, which is already corrupted, could i choose this one to corrupt it again and to restore it afterwards?
A. You cannot corrupt an already corrupted unit. If there are only corrupted units in play, you can play Chillwind, but nothing will happen since you cannot corrupt one and therefore won't get to restore one. (Lukas)


Church of Sigmar
Q. Does Church of Sigmar affects units in my discard pile or hand?
A. Yes.  While constant effects only apply to cards in play, unless otherwise stated, Churchs of Sigmar's effect acts on your opponent and will cause him to pay extra resources to target a card in play or out of play.  (FAQ v1.4)


Dark Blessing
Q. Does this effect expire at the end of the turn.
A. Yes.  Effects that do not alter the game state (moving a card, or damage, or changing ownership, etc) expire at the end of the turn by default, though most of these effects also state "until the end of the turn". James (and additional clarification from Lukas regarding game state changes)


Deathmaster Sniktch
Q. If I have 1 other Skaven in play and my opponent has a 2 HP creature with 1 damage on it, can I use the Deathmaster's ability to destroy it?
A. No.  The Deathmaster's ability only cares about HP, not damage.  The card has received errata to reflect this.  The word "remaining" was a typo.  (FAQ v1.1)

Q. If the number of Skaven cards in play changes after I play the Deathmaster's ability (due to other actions being played in response), can that stop the Deathmaster destroying his target?
A. Yes.  If the number of Skaven cards in play would be equal to or greater than the hitpoints of the units when the ability resolves, then the Deathmaster's ability will fizzle.  James's ruling


Defend the Border
Q. If I have 2 copies of Defend the Border with 3 resource tokens on each and my capital takes 2 damage, what happens?
A. The same thing as if you only had 1 copy of Defend the Border with 3 resource tokens on it. The first point of damage (and only the first point) is redirected and the second point is dealt normally.


Dragonmage
Q. If I have Gromril Armour on a Dragonmage, does it still take damage?
A. No.  James's ruling


Drain Magic
Q. Can I use Drain Magic to cancel an Epic Spell?
A. Drain Magic does not apply to an Epic Spell. Epic Spell is its own trait, separate from the Spell trait. Any time a card refers to a trait it refers to the entire trait. (Lukas)


Duregan Thorgrimson
Q. Using his ability, if Duregan kills a unit, does that unit still deal his power in damage back to Duregan?
A. Yes, this ability was intended to work like Lure Them Out.  The units deal their damage to each other equal to their power.  (FAQ v1.3, errata)


Dwarf Cannon Crew
Q. Do loyalty symbols matter for the cost of the support card in the top 5 cards?
A. No (FAQ v1.4 - Cost).

Q. If the Cannon Crew put a Limited card into play, can I still play a Limited card from my hand as normal?
A. No. Cards put into play follow the same restrictions as cards played. (Rulebook - "Put Into Play")

Q. If I find a support card but don't want to put it into play, can I choose not to?
A. Yes.  You reshuffle the deck afterwards.  (FAQ v1.1 - "Card Errata")

Q. If I do not find a support card, do I reshuffle the deck?
A. Yes.  James's ruling


Dwarf Ranger
Q. If multiple Rangers are destroyed by the same effect (e.g. Troll Vomit, Judgement of Verena, combat damage), do they trigger their damage on destruction?
A. No, they must be in play for their trigger to activate.

Q. If I choose to deal damage to a capital, who chooses which section is damaged?
A. The player controlling the Dwarf Ranger. (see Sadistic Mutation)

Q. Does a Dwarf Ranger trigger when a unit that is face down as a development leaves play?
A. No. This is because it is a development leaving play not a unit. (James' Ruling)

Easy Pickin's
Q. If a unit is created with Bolt of Change, what is its cost for cards like Easy Pickin's?
A. Easy Pickin's only applies to units with a printed cost. The unit created via Bolt of Change does not have a printed cost, and therefore is not a valid target of the tactic. (Lukas)


Eatine Harbour
Q. What constitutes a "triggered ability"?
A: Triggered abilities are Actions and Forced Effects, as well as any Constant Effects or Keywords that contain a trigger condition. (Lukas)  However, this card has received errata and no longer references "triggered abilities".  (FAQ v1.4)


Garden of Morr
Q. When do I need to activate Garden of Morr?
A. This has been errata'd to be a Forced ability, and now triggers as soon as the unit leaves play. (FAQ 1.3) See FAQ Flowchart for detailed timing info.


Grimgor Ironhide
Q. If I turn Grimgor face up with Rip Dere 'Eads Off!, does Grimgor destroy the support cards and developments in the corresponding zones?
A. No. The development containing Grimgor is already in play, so Grimgor does not enter play directly and his ability is not triggered (official FAQ).


Grimgor's Spike
Q. Are all attacking units destroyed as long as some units take damage, or are only the units that were specifically damaged destroyed?
A. Grimgor's Spike will only destroy each attacking unit that has combat damage assigned to it. (Lukas)


Grudge Thrower
Q. If I sacrifice a unit to Grudge Thrower before combat, do I still get the attacking or defending bonus?
A. Yes.  James's ruling


Har Ganeth
Q. If I target a unit with Har Ganeth's ability and some other action happens in response to raise its hitpoints above 1, does the unit still return to its owners hand?
A. No, the ability will fizzle.  James's ruling

Q. Can I reduce the hitpoints of a unit (e.g. Vile Sorceress's ability, We Need Your Blood, etc) and then return it to owners hand with Har Ganeth?
A. Yes.  See the FAQ flowchart for detailed information on "at the beginning of the turn" timing.


Harpies
Q. If I use the Harpies' ability and then uncorrupt them via Chillwind or other restoration effect, can I use it again in the same turn?
A. No.  It is a Triggered Action like beginning-of-the-turn actions and you can only use it once per turn.  James's ruling


Hate
Q. Can I steal resource tokens from a quest or unit that has resource tokens on it?
A. No.  You can only take a resource from the opponent's resource pool. James' Ruling


Helbane's Raiders
Q. Do cards like Caught the Scent trigger Helbane's Raiders, even though you choose the card to discard?
A. Yes.  Anytime a card is discarded from a player's hand the owner is considered to be the one discarding it. (Lukas)


Hellcannon Reserves
Q. Does the extra damage from Hellcannon Reserves apply to non-targeted damage dealt from Nurgle's Pestilence?
A. No, the Reserves only add damage to effects that specifically say "target", e.g. Flames of Tzeentch. James's ruling


Horrific Mutation
Q. A unit with Counterstrike is assigned to defend against an attacker with Horrific Mutation. If the Mutation would reduce its hitpoints to 0 or to the damage on it, does it deal Counterstrike damage?
A. Yes.  This is a correction of a previous ruling.  Once triggered, both effects exist independent of their source. (FAQ v1.4 - Flowchart)


Iron Discipline
Q. If my opponent plays an attachment on a unit, can I use Iron Discipline to make him pay extra resources or cancel the attachment?
A. Yes.  (FAQ v1.2, reversal of FAQ v1.1)


Isha's Gaze
Q. Can I heal a unit that has no damage on it to trigger Isha's Gaze?
A. No. (FAQ v1.1 "Healing")


Johannes Broheim
Q. Can I move Johannes on my opponent's turn?
A. Yes. He can move at the end of every phase, not just the phases in your turn.


Judgement of Loec
Q. Does the unit cease to be a unit when it becomes a development?
A. Yes.

Q. Does it lose its traits (including 'Hero') and its uniqueness?
A. It has no power, HP, cost, loyalty, traits or text box. It does, however, retain its title and uniqueness and is considered to be in play, so if it is played on a unique character you could not play another copy of that character.

Q.If this is played on a character that is on a quest, is there still a character on the quest? If not, can you play another character onto this quest?
A.If it is played on a unit that is questing, that unit is no longer considered to be on the quest, and you will remove all tokens from the quest card and place the card in the quest zone and off the quest. (Lukas)

Q. If another effect turns the Judgement of Loec development into a unit (i.e. Kairos Fateweaver,Bolt of Change, or Spellsinger) what happens?
A. You take the net effect of the two effects.  For most effects (like these examples), this results in a blank unit with no power and 2 HP.


Khorvak Grimbreath
Q. If card effects using "cannot" cannot be overridden by other effects, how does Khorvak allow corrupted units to attack, since the rulebook says they "cannot" attack?
A. If an effect has "cannot" in its text, then that effect can't be overridden by other effects unless those effects specifically say that something "can" do that action.  For example, consider the always active effect, "units cannot attack from the quest zone".  If a card says "Declare an attack with a target unit, during you Kingdom phase", then you cannot attack with a unit in your quest zone.  If a card says "units in your Quest zone can attack" then this is specifically overriding the original effect, and units in your quest zone can attack whenever another effect (or the turn structure) would allow them to attack.


King Kazador
Q. If I play Troll Vomit or Judgement of Verena, must I spend an additional 3 resources to destroy Kazador?
A. No. Troll Vomit and Judgement of Verena do not target cards.


Lord of Change
Q. With Lord of Change in play, when a player draws more than one card during his quest phase, does he have to show them all to his opponent?
A. No.  Only the top card is revealed, and all cards are drawn at once. (Lukas)

Lore Seeker
Q. Can I trigger the second action when there is no resource token on Lore Seeker?
A. No. (Caleb)

Mountain Brigands
Q. Can I steal resource tokens from a quest or unit that has resource tokens on it?
A. No.  You can only take a resource from the opponent's resource pool. James' Ruling


Oathbearer
Q. If Oathbearer is defending, and we assign enough damage to kill him and burn the zone, does his constant effect turn him into a development in time to save the zone from burning?
A. All damage will be applied at once, before the Oathbearer's constant resolves. So the zone will burn.


Outpost of Tiranoc
Q. If a card says "takes" damage, like Loremaster of Hoeth, does the Outpost still add 1 to the indirect damage it deals?
A. Yes.  If a unit or player "takes" damage, the source of that damage is still considered to have dealt damage.  Often this wording is used when a player or unit is damaging themselves. James' Ruling

Q. If a card effect deals uncancellable indirect damage, like Pigeon Bombs, does the Outpost add 1 indirect damage or 1 uncancellable indirect damage?
A. 1 indirect damage. If you play Pigeon Bombs with Outpost of Tiranoc in play, you deal 1 uncancellable indirect damage + 1 indirect damage.


Perfecting the Spell
Q. Do all the cards have to go on either the top or the bottom, or can I split them up?
A. You can put some on the top and some on the bottom. (Lukas)


Protective Spites
Q. If the unit takes 2 damage, do you remove 1 or 2 tokens?
A. Protective Spites prevents all the damage dealt to the unit at the cost of 1 resource token. So even if it takes 7 damage, you will only remove 1 token instead.

Q. If this unit is blocking, do you have to consider the Spites when figuring out if you can assign any damage to the capital?
A. You do not have to take the Spites' ability into consideration when assigning damage, as they do not "cancel" damage.

Q. If this effect and another "when this unit would be dealt damage, do something" effect are both on the same unit, how do you resolve them? i.e. if this was on Warrior Priests or War Hydra
A. The Spites should say "If attached unit would be dealt damage, you may remove a resource token from this card instead." So you choose which effect to resolve first.  If you choose the Spites first, you remove a token and the damage is cancelled.  The redirect effect then has no effect.  If you choose the redirect effect first, then the Spites can still optionally "cancel" the remaining damage by removing a token.Lukas (FAQ v1.5)


Raiding Camps
Q. If (after this effect is triggered, but before it resolves) the unit on this quest is removed from the quest, do I still get to destroy the target support?
A. No.  The 'If..." conditional on Raiding Camps will fizzle if there is no longer any unit on the quest.  Conditionals are active from targeting through resolution. "Then" conditionals require the previous clause to have occurred, and are separate from the previous ability; "If" conditionals modify the ability itself. Lukas.


Rat Ogres
Q. If I have multiple copies of Rat Ogres in play, can I corrupt a Clan Rats/Deathmaster Sniktch/etc between the Rat Ogres uncorruption triggers?
A. No.  All Triggered Actions must go onto the chain before other Actions can be played in response.  (FAQ v1.4 - Flowchart)


Reaper Bolt Thrower / Repeater Bolt Thrower
Q. Can I use the Bolt Thrower's ability more than once in the same turn?
A. No (Card errata, FAQ v1.2).

Q. If a response to the activation of the Repeater Bolt Thrower destroys a development (e.g. via Demolition), does it change the amount of indirect damage the Bolt Thrower does?
A. No, since the X was already fixed when the Repeater Bolt Thrower activation cost was paid.  James's ruling


Reclaim the Hold
Q. If a card is sacrificed, can I turn it into a development using Reclaim the Hold?
A. No, once you sacrifice the unit, you cannot stop it from entering the discard pile unless a card text very specifically overrules this by referring to the term "sacrifice". Lukas

Q. If a card is turned into a development with Reclaim the Hold, does that card still trigger "leaves play" or "enters discard" effects, such as Dwarf Ranger or Great Book of Grudges?
A. No, with Reclaim the Hold the card is never actually leaving play; it should be worded as ("If one of your cards would leave play, you may discard one resource token from this card...") since it is a replacement effect (which in this case is marked by the word "instead"). Lukas


Rip Dere 'Eads Off!
Q. If I turn Grimgor Ironhide face up with Rip Dere 'Eads Off!, does Grimgor destroy the support cards and developments in the corresponding zones?
A. No. The development containing Grimgor is already in play, so Grimgor does not enter play directly and his ability is not triggered (FAQ v1.0).

Q. If my opponent responds to me playing a hero with Rip Dere 'Eads Off and reveals the same hero, what happens?
A. The hero that Rip Dere 'Eads Off revealed remains in play.  The unit that caused the illegal state to occur (the version played from hand) is immediately sacrificed. FAQ v1.1


Rodrik's Raiders
Q. If I target an attachment on my unit, such as a Disease or Hex, that is owned by another player, where does the development go?
A. You cannot control cards as developments that are owned by your opponents. So once the attachment tries to become a development in your zone, it is immediately discarded from play. (FAQ v1.3, Developments)


Sadistic Mutation
Q. If you play Sadistic Mutation on a Nurgle Sorceror, does it do an extra damage if you activate the Sorceror during combat?
A. No. Sadistic Mutation activates only when damage is done as a result of combat.

Q. If I choose to deal damage to a capital, who chooses which section is damaged?
A. The player controlling the Mutation. Nate's ruling

Q. If damage dealt by a unit is canceled, does Sadistic Mutation trigger and do its damage?
A. Yes, but only if the attached unit adds at least 1 damage to the damage pool, AND at least 1 damage from the combat damage pool is applied to a unit or capital. (FAQ, "Dealing Damage in Combat")


Scion of the Everqueen
Q. Can I play Charge of the Silver Helms on Scion of the Everqueen?
A. You can target her with card effects that subtract HP, but they will have no effect. So yes, you could play Charge of the Silver Helms on her to give her +3 power, since the card does not require the -1 HP to have an effect for the boost to resolve since it uses the word "and". (Lukas)


Seeking New Slaves
Q. When I play a unit with Necromancy from my discard pile, can my opponent respond to it with Seeking New Slaves (assuming the unit is an eligible target for it), targeting that unit and bring it into play himself?
A. No.  When a unit is being played by Necromancy, it is not in play or in the player's discard, so it is not a viable target for SNS. This card must target an "out of play" unit (FAQ v1.4 - FAQ)


Shrine to Nurgle
Q. If you have Shrine To Nurgle in play, and damage an opposing unit via direct damage (e.g. Flames of Tzeentch, Nurgle Sorceror), does it become corrupted?
A. No (official FAQ, errata to Shrine to Nurgle).

Q. If you play Nurgle's Pestilence during combat with a Shrine to Nurgle in play, does it corrupt all of the opponent's units?
A. No (official FAQ, errata to Shrine to Nurgle).

Q. If you have Shrine To Nurgle in play, and damage an opposing unit via counterstrike damage, does it become corrupted?
A. Yes.  Counterstrike damage is considered combat damage (official FAQ, counterstrike definition). Note that the corrupted unit in this case was already declared as an attacker, so it continues combat normally unless it is destroyed by the counterstrike damage.


Slaanesh's Domination
Q. Can my opponent respond to me playing Slaanesh's Domination by playing tactics so that I won't be able to play them?
A. Yes, but they must do that before the 3 random cards are revealed.

Q. Can either player respond to tactics played by Slaanesh's Domination?
A. Yes, the cards will start their own action chains that must be resolved fully before continuing on with the original chain. Only the revealed tactics may start an action chain at this juncture (unless another Slaanesh's Domination or similar effect comes into play). You can play any revealed tactics in response to each other as well. Also note that the player who reveals the three cards from their hand may not play any of the revealed cards in response. (Lukas)


Shrine to Taal
Q. If the number of developments I have in the zone containing Shrine to Taal changes, does it affect the power bonus granted by Shrine to Taal?
A. No. The power bonus is fixed at the resolution of the Shrine to Taal effect. Nate's ruling


Soul Stealer
Q. If a unit already has Soulstealer on it, and I play a 2nd Soulstealer onto that unit who controls it?
A. If you play Soul Stealer on a unit that has already been stolen, then your effect and your opponent's effect cancel each other out and you will regain control of the unit.


Squig Pen
Q. Is Squig Pen's "Play in a zone with no developments" a restriction? Can Squig Trackers get a Squig Pen into play in a zone that has a development?
A. This is a play restriction, and Squig Trackers cannot be used to put a Squig Pen into a zone with developments.


Stand Your Ground
Q. If a dwarf unit was a development that was destroyed, can I play Stand Your Ground to return it to play?
A. Yes (official FAQ).


Stubborn Refusal
Q. If damage is applied to a unit and it is enough to destroy it, can I move the damage off the unit with Stubborn Refusal?
A. No. Stubborn Refusal cannot be used to prevent terminal damage, there is no action window between that damage being applied, and the unit being destroyed. Nate's ruling


Swordmasters of Hoeth
Q. If I defend with Swordmasters of Hoeth, and the attackers have 20 damage to assign, how much damage MUST be assigned to the Swordmasters before damage can be assigned to my capital?
A. All of it.  Units must be assigned enough damage to destroy them, including cancellation effects.  Since Swordmasters cancel all combat damage, no damage can be assigned to the capital (see Combat Damage above).  James' Ruling


The Glittering Tower
Q. If multiple units are healed by the same effect (e.g. Initiate of Saphery's ability), does the Tower's ability trigger once or once for each unit healed?
A. It triggers once for each unit healed.  So if Greater Heal healed 3 units, you would get to do 3 instances of 1 damage assigned as you wish.  Each 1 damage resolves individually, so a unit with Toughness 1 could cancel all 3 damage. (FAQ v1.1 and Lukas)


The Greatswords
Q. Does The Greatswords give itself +1 Power when it enters play?
A. Yes. Nate's ruling and (FAQ v1.4 - Entering Play)

Q. Wait, what?  How can it trigger its own ability when its not in play yet?
A. First, The Greatswords enters play.  Once it enters play, it checks for any effects that trigger when a card enters play.  It finds its own effect (and possibly others) and then those card effects initiate and resolve.

Q. Does The Greatswords get +1 Power when a unit moves into its zone (e.g. via Johannes Broheim, Pistoliers, Forced March)?
A. Yes.


Totem of Gork
Q. Does the power bonus granted by the Totem apply to all units in battlefield zones, or just the battlefield with the Totem in it?
A. Just the battlefield with the Totem.  Each player has 3 zones which are considered separate zones from opposing zones.

The Unending Horde
Q. Does attaching a unit card to The Unending Horde trigger "leaves play" effects?
A. The units are not considered to have left play until they are attached to the card. So they end up "out of play" but leaving play effects will not trigger. (Lukas)


Thyrus Gorman
Q. Why does it say "takes damage" on Thyrus Gorman instead of "is dealt damage"?
A. Because the source of the effect is itself.  James's ruling

Tunnel Fighter
Q. If my opponent has a Master Rune of Dismay in play, and I sacrifice three developments to lower Tunnel Fighter's cost to 0, do I have to pay an additional resource?
A. Tunnel Fighter's ability only applies to its printed cost. You will have to pay an additional resource for each Master Rune of Dismay in order to play it. (Lukas)


Twin-Tailed Comet
Q. If a variable cost tactic like Flames of Tzeentch is copied, what is the X in the effect?
A. 0. So a copied Flames of Tzeentch would normally do 0 damage. Nate's ruling

Q. When does a card which targets a "just played" card (like TTC, Drain Magic, or High Elf's Disdain) have to be played?
A. Cards which target a "just played" card must be played immediately after the card to be targeted.  This ruling may change slightly in FAQ v1.6.


Unleashing the Spell
Q. Can the damage to the capital be dealt to multiple zones?
A. Yes.  The player playing the tactic can choose to split the damage among his opponent's zones.

Q. When do I choose the target, set X, and sacrifice the developments?
A. First you play the card, you need to choose a target for this spell (you do not need to name quantities at this time). When it is time for the spell to resolve, you put the top card of your deck facedown as a development, and then decide how many developments to sacrifice (targeting the previously named unit).


Urguck
Q. How does Urguck work? Can I add damage to him to get resources?
A. No, you may remove damage from him during your capital phase and for each damage removed you gain 1 resource.

Valley of Many Eyes
Q. Does the Forced effect destroy a card as it is being played?
A. No. Valley of Many Eyes should be read as "Forced: When a card enters this zone from your hand ..." So the card enters the zone and then you check if it gets destroyed.

Vigilant Elector
Q. Do the Electors count as a unit after they change to an attachment?
A. No, and in fact they have been errata'd to be a support card after they change. (FAQ v1.1)

Q. When you attach Vigilant Electors to a unit, does VE's power still count?
A. No. A card that is an Attachment is not considered to have any power icons. (Lukas)


Visit the Haunted City BANNED
Q. What happens if I move an attachment, like Great Book of Grudges, with Visit the Haunted City?
A. You must attach the attachment to a new card in the zone chosen, if able. Your choice. There must be a valid target for the move. Otherwise, the end result will leave the attachment where it is. (Lukas)


Voice of Command
Q. What happens if a card that I paid 1 extra for gets shuffled back into my library from my discard pile before the end of the turn?
A. Errata'd to say "Action: Until the end of the turn, when you play a tactic, you may spend 1 resource to return it from your discard pile to your hand at the end of the turn." So you will discard the tactic, and provided it is in your discard pile at the end of the turn you will then return it to hand. (FAQ v1.5)


Waaagh!
Q. If I play Waaagh before combat (e.g. at the beginning of my turn), do I still get the bonus to power when I attack?
A. Yes.  James's ruling


Warpstone Meteor
Q. Can I choose to take damage on the capital instead of corrupting a unit in the same zone as the Meteor?
A. Yes. Nate's ruling

Q. Can I take the damage anywhere in the capital, or must it be in the same zone?
A. Anywhere in the capital.


Warp Lightning Cannon
Q. Can I attach the Cannon to an opponent's unit when I play it (and therefore corrupt that unit)?
A. Yes.  (FAQ v1.1 "Attachments")


We'z Bigga!
Q. If I play 2 copies of We'z Bigga and then a unit, does the unit cost 1 or 2 less? And does it come into play with 1 or 2 damage on it?
A. The unit will cost 2 less and come into play with 2 damage on it. Nate's ruling


Wilhelm of the Osterknacht
Q. Does his effect target a unit?
A. Yes (FAQ 1.3 Errata)


Will of the Electors
Q. Can I move developments from one zone to 2 other zones with Will of the Electors?
A. No, the developments must go to the same zone.


Witch Hag's Curse
Q. Is "Limit one Hero per zone" a clarification of what the Hero trait means, or actual rules text on the cards?  i.e., would it be blanked by Witch Hag's Curse?
A. ”Limit one Hero per zone” is actual rules text on the card. Traits are passive, and cannot contain any rules in and of themselves. So if you blank a hero’s text box with the Curse, then it loses the limitation (but not the Trait). However, any other hero played into that zone would still carry the limitation, so the only way to get two of them in a zone with the Curse would be to move a second hero with it already attached into the same zone. (Lukas)

You's Bigga
Q. If I play You's Bigga along with another cost reduction ability, like Grimgor's Camp, can it reduce the cost of my next unit to 0?
A. No. Both of the constants trigger at the same time, but because they are passive constants you apply the net sum of their effects. So you are lowering the cost by three, but to a minimum of 1.