Same here.

2

(230 replies, posted in Warhammer Invasion)

Sebi, for some reason the quicksearch is case sensitive for this edition. For example, wurrzag won't turn up anything, it has to be Wurrzag.

Episode 2 and a new poll are up.

HappyDD and I launched an Invasion podcast at http://winvasion.net.

Please check it out and let us know what you think.

No. I assume Lukas is busy preparing the next FAQ though, maybe the answer will be in there.

1. They last for as long as it says on the card, or by default until the end of the turn. When a card leaves play though, it is treated as a new copy of the card - it "forgets" all effects that applied to it. So if Iseara gives a unit in your discard pile necromancy, you return it to play, and it leaves play again, it loses necromancy again.

2. People at the gaming table usually combine the results of different effects for convenience ("I draw a total of four cards", "I deal a total of seven damage", and so on), but this isn't strictly correct by the rules. Separate effects always stay separate. It's often fine to combine them for convenience, you just have to keep in mind to watch out for situations where it does make a difference, like your example. You have three different effects that let you draw cards, so the action of Heroic Task gets triggered three times.

1. No. Developments have no card text.
2. No. Cards leave play as what they are, in this case developments.
3. Yes. If you don't actually remove damage, it won't count as healing though, for the purposes of other effects that trigger off a unit being healed.

Yes.

He took control of the unit, and the attachment went with the unit, but you still control the attachment. You couldn't make it stop giving the unit additional power, but you can pay to return it to your hand.

9

(2 replies, posted in Warhammer Invasion)

Savage triggers when damage is dealt, not when it is assigned. All damage from one source is dealt at once, and Savage only triggers if the unit survives. So in your example it doesn't trigger.

10

(2 replies, posted in Warhammer Invasion)

No, the unit has to be played on the quest from your hand, unless a card effect specifically allows it to move on one (like Werner Ludenhof).

11

(26 replies, posted in Announcements)

Good to have you back.

12

(1 replies, posted in Warhammer Invasion)

1) The effect of Gifts of Aenarion lasts until the end of turn and affects all damage to your capital. It doesn't just work once. So if you assign the indirect damage from your Comet and your opponent's effect to your capital, it all gets canceled and you get resources instead.

2) The sacrifice is a cost ("Sacrifice a unit TO ...", the part before "to" is always a cost). You can only pay it once, then the unit gone, so only one Daemon Prince will get a token. For all three of them to get a token the card would need to say something like "When you sacrifice a unit, put a resource token on this card."

13

(6 replies, posted in Warhammer Invasion)

In Invasion, once an effect has been triggered, it exists independently of its source. So removing the Hydra from play after its effect has been triggered won't stop it.

Also, when you respond to an action with another action (and your opponent responds to yours, and so on) you create a chain of actions. When neither of you wants to add to it anymore, it resolves in reverse order, starting with the last action to be activated and ending with the first. Please note the difference between triggering an action, and it actually resolving, there can be a delay between the two if any other actions are triggered in between.

In your example, you could not add the Bleeding Wall's effect to the chain, you could not respond to your Seduced by Darkness with the Bleeding Wall, since the Hydra hasn't been corrupted yet. You have to wait until Seduced by Darkness has resolved before the Hydra is a legal target for the Bleeding Wall. This means that the chain resolves in reverse order, first Seduced by Darkness corrupting the Hydra, then the Hydra's effect lowering the hit points. Now there's a new opportunity to start an action chain, and the Hydra is a legal target now, so now you can use The Bleeding Wall's effect.

Entropy wrote:

Last updated: 12/14/2011 - Added Fiery Dawn

Entropy wrote:

Fiery Dawn
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)

I'm guessing this is about Dark Blessing?

15

(2 replies, posted in Warhammer Invasion)

He chooses, since the card doesn't say he has to discard a random card (like for example the description of the Scout keyword does).

A card is in play when it is in any player's kingdom, quest or battlefield zone. Out of play are the decks, the discard piles, and the players' hands. A "leaves play" effect is triggered when a card goes from an in play zone to an out of play zone. Thorgrim Grudgebearer's action can therefore be triggered when a dwarf unit you control is destroyed or sacrificed and put into its owners discard pile, returned to his deck, or returned to his hand. It doesn't allow you to just sacrifice a unit though, that has to happen through another effect (like Grudge Thrower, or Veteran Slayer's effect, among many others).

17

(3 replies, posted in Warhammer Invasion)

It applies to all damage to units, not just combat damage, since the card says "double all damage assigned to units", not "double all combat damage to units". Naturally the effect only exists while the card is in play though.

18

(3 replies, posted in Warhammer Invasion)

All damage to units, no matter who controls them. Not just in combat.

19

(4 replies, posted in Warhammer Invasion)

From the FAQ, Detailed Timing Structure:

E. End of a Phase/Turn
1. Action Window [Go to B]
2. Resolve “at the end of the phase/
turn” triggered Constant/Forced
Effects [Go to A]
3. Constant Effects that last until the
end of a phase/turn expire (players can
no longer trigger Actions, Forced Effects, or
triggered Constant Effects)

So you get the tactic back after the final action window and therefore can't use it again in that turn.

Trickster wrote:

You could also copy/paste from the page generated for printing the deck...

There's not even a need for that, you can just save it as a .txt file.

Yes, Dwarf Cannon Crew, like you described. Not with Ancient Map.

Sure. Limitations like "use this only once per turn" always pertain to this particular copy of the card and not to others. So each Ancient Waystone can only be activated once per turn, but there's no limit to the number of different Waystones that can be activated in the same turn.

You got that right. In the Dragon Prince example, you have to chose two of the three.

For the tournament question, it is up to any particular tournament's organizers to decide which (types of) cards they allow, so ask them. Maybe they'll only accept cards in their country's native tongue, maybe all.

The action of Dragon's Lair is a triggered action, the trigger being the beginning of the turn.

From the FAQ:

Triggered Actions are a subset
of Actions that contain a trigger
condition. Each Triggered Action
can be triggered once per copy of
the Triggered Action and only once
per trigger condition. If this trigger
condition is met during the resolution
of other effects (or outside of an
Action Window) then the Triggered
Action must be played during the first
available opportunity once an Action
Window opens, or it cannot be played
at all.

For example: Rat Ogres (CC 55) reads
“Action: At the beginning of your turn,
restore all Skaven units.” The trigger is at
the beginning of your turn, and the action
can only be triggered once during this action
window per copy of the card in play.

So if A triggers Dragon's Lair, and B responds, A can respond to that, but not with another triggering of Dragon's Lair.

25

(1 replies, posted in Warhammer Invasion)

Nope. Rakarth's action isn't considered to make the opponent discard a card, so it can't trigger the Convent's action.