* FAQ - General Questions* * Rules Clarification and Card Rulings FAQ* Last Modified: April 16, 2001 Welcome to the Shadowfist Rules FAQ! We've broken our FAQ into several smaller documents, since we've found that folks have distinct interests and don't necessarily need everything in one place. This FAQ is dedicated to questions about the rules, card interactions, and updates to the rulebook. We'll be refining the rulebook to incorporate this stuff as time goes by, but you'll see it here first. If you find an error in this document, have a suggestion for an addition, or just want to say hi, you can contact us by mail at */Z-Man Games, Inc. PO Box 98 Eastchester, NY 10709/* Please enclose a self-addressed, stamped envelope if you'd like a reply. You can also reach us by email at rules@shadowfist.com. Compiled by Stefan Vincent and Julian Lighton. Copyright 2001, Z-Man Games, Inc. All rights reserved. This document may be reproduced and distributed provided that no fee is charged for such reproduction and distribution, and that it is transmitted in its entirety, including this disclaimer. For all other uses, please contact Z-Man Games, Inc. for terms. *Questions about Z-Man Cards* We've organized this section alphabetically by card title, covering the cards released in Throne War and Year of the Dragon. The most common question we've received has been about the CDCA Scientist. Every other card is a distant second. :) *Apes of Wrath* The Apes get their bonus when States you control are smoked by opponents. But in most cases it's not obvious who smoked a State because they're automatically smoked when their subject leaves play. The player who removes the subject from play is considered to be the player who smoked any States on that card for purposes of effects like the Apes'. *CDCA Scientist* Yes, the draw effect is independent from the discard effect. Let's say X=2. You could draw up to X (i.e. 0, 1, or 2) cards, and then discard up to X (i.e. 0, 1, or 2) cards. The number of cards you discard does not have to equal the number you draw. *Darkness Adept* If a Darkness Adept's Fighting is reduced to zero, she's smoked like any other card, even if she also smokes the opposing Character and triggers her ability. Her Fighting gain won't save her because she's already in the smoked pile when it resolves. *Die!!!* The "total cost" phrase refers to the total cost of all the Characters you want to affect, not to the cost of each Character (that's why it says total. :) *Dirk Wisely's Gambit* We blew it in the printing of Dirk Wisely's Gambit in Year of the Dragon. The Gambit was narrowed to be used only when you declare an attack (not when you join an attack). That wasn't exactly intentional at the time, but we're going to keep it that way. Consider this an errata; when/if Dirk's gets printed again, we'll put the errata symbol on it. *Eagle Mountain* We haven't actually gotten any questions on Eagle Mountain, but we wanted to make sure everybody understood how it worked. The easy part of the effect is when the Mountain is face-up: all Characters at its location gain Toughness: 1 when they turn to attack. We wanted you to be able to use the Mountain by surprise during an attack, so we added the second part: If the Mountain is face-down, you can still send your attackers in. When you reveal the Mountain, they gain Toughness: 1 at that time. The Eagle Mountain effect is triggered, so opponents can respond to it like any other effect. If you reveal your Mountain during an attack, that generates the effect that will give your attackers Toughness. But your opponent could respond with a Final Brawl, which will resolve first and hit your attackers before they get the Toughness. *Grizzly Pass* Only face-up cards matter for the Grizzly Pass effect. We meant to say that explicitly on the card, but... *Iron Monkey* The amount of Power he steals is fixed at generation - even if your opponent spends Power in response, you still get whatever was half at the time the Iron Monkey inflicted his damage. And that means if two Characters with this ability (Rigorous Discipline, anyone? :) hit the same target simultaneously, you will steal all Power from that opponent. (Well, if they had an even amount of Power. If they had an odd amount, the rounding down will leave them with a point.) *Nine Dragon Temple* Count the number of Feng Shui Sites after the Nine Dragon Temple's Body is reduced to zero (which means after the Site has changed hands if it's seized or burned, since that decision is faster than triggered effects). See the example on p.52. If Nine Dragon Temple is smoked or toasted by an effect that doesn't reduce its Body (Suicide Mission, for example), its effect doesn't trigger. *Palace Guards* Palace Guards return to play even if they can't intercept the attacker (for example, the attacker has Assassinate and is attacking a Character). The "must intercept" part of their wording means that you have to declare them as interceptors if legally possible (we don't like to put the phrase "if legally possible" on any cards since it's implied in everything). If there's an attacker that the Guards can't legally intercept, and another that they can, you have to declare them as interceptors against the character that they can intercept. If the Guards survive after interception, they stay in play. *Payback Time* Payback Time (like everything else) generates after the attacker makes his/her decision about the Site. If the attacker decides to seize the Site, that happens first, then you can use Payback Time to hit your former Site if you wish. And if that was the Site that would cause the attacker to win, you can, if you're lucky, use Payback Time to reduce the Body of another Site to zero to prevent the win. (see the example on p.44) *Puzzle Garden* The limit of three damage apllies separately to each time a Character damages the site; if you hit it twice with something big, it ends up taking six. *Sinister Accusations* A designator is just one word, so you'll need three Sinister Accusations to add the designators Kar, Fai, and Crib to a card, for example. Remember that you are adding designators, not changing titles, so you can't force a Uniqueness auction with Sinister Accusations. If you add a designator to a card and then use an effect like Assassins in Love that takes control of the card based on that designator, you will keep control of that card even if the Sinister Accusations is removed later. In other words, those effects only check the designator at the time they generate or resolve (depending on the effect's wording). If the designator isn't there later, that doesn't matter any more. If you're perverse enough to give the designator "Mastermind" to a Brain Sucker, (which cancels all Masterminds) the Brain Sucker ends up cancelling itself, and nothing else. *Temple of the Angry Spirits* The Temple does not have to be face-up to inflict its damage during combat. It has been ruled otherwise on occasion, but, as it says on p.34, "A Feng Shui Site does not have to be revealed before you use its ability." (If it's unrevealed, you have the option of not using the ability, in the unlikely event that you're feeling nice.) You must divide up the Temple's damage among the attackers as you see fit. It doesn't hit every attacker for the full amount of its Body. If a Gnarled Marauder hits a back-row Temple of the Angry Spirits, the Temple does not inflict its damage on the Marauder because the Marauder didn't actually enter combat with the Temple. *Underworld Tracker* No one has called us on this yet, but to be precise, Underworld Tracker should say "If in your smoked pile when..." We implied that by using the phrase "returns to play..." but that's no excuse. *Who's The Monkey Now?* You can't use Who's The Monkey Now? in response to a "cancel and smoke" card that's being used to cancel an Event. Because "cancel and smoke" is defined to smoke a card only if that card is still in play, it's not smoking anything when it's cancelling an Event, since Events are never in play. *Xin Kai Sheng* Xin Kai Sheng's effect goes off at the end of the turn even if he leaves play, so yes, you can "suicide" him into an opponent's Character and, presuming his damage smokes that Character, you will grab that Character at the end of the turn. And you keep control of those returned Characters if Xin Kai Sheng leaves play (you could still lose control of them for some other reason, of course). *Questions about Daedalus Cards* For Shadowfist veterans with lots of Daedalus cards, check out the "Veterans FAQ." That'll bring you up to speed on how some of the old cards have changed in the Z-Man edition. This section is devoted to questions about the Daedalus-edition cards that are more general. Eventually we'd like to collect all the rulings of both kinds in one place on the website in some kind of nifty interactive database, but that's still under development. *OrangoTank* OrangoTank's ability forces Characters to intercept, but they don't have to intercept OrangoTank. They can intercept any attacker, as usual. *Soul Maze* The Soul Maze is what's called a problem card because it's not immediately clear how it interacts with other cards. Let's break it down. First of all, you can't use the Soul Maze until prior to combat. Second, the Maze's effect only lasts until the end of combat (check both of those in the Attack Timing section elsewhere in this FAQ). If one or both of the Characters ceases intercepting or attacking, the Soul Maze effect will continue until the end of combat (assuming there were other attackers. If that was the only attacker, then that will also cause the combat to end and turn off the Soul Maze). When a State's rules text is swapped by Soul Maze, think of it as a "copy" of that State on the other Character. That "copy" is considered to be unturned when the Soul Maze effect resolves (even if the "original" is turned). That Character's controller controls the "copy" of the State and can use it normally. For example, a "copy" of a Fusion Rifle can be turned to inflict 2 damage. It's not really a copy since the original State has no effect on its subject while the Soul Maze effect is running, but it should help you understand how this works. If a State that causes a change of controllers (like Shadowy Mentor) is swapped, the original Character will no longer be subject to its effect, and will revert to its previous controller (p.72). That also causes the Character to cease attacking / intercepting. At the end of combat when the Soul Maze effect expires, the control effect will resume. *Spirit Pole* The Spirit Pole allows you to play one State during each player's Main Shot. And the "normal cost" phrase seems to throw people - it doesn't mean "printed cost" or anything in particular. It just means you are playing the card from your smoked pile. Any other cost reduction (like Kar Fai's Crib, or Johnny Tso) or cost increase (like Jui Szu) still applies. The phrase "0-cost States cost 1..." means that you have to pay 1 extra Power for a State with a printed cost of 0, and cost reduction/increases apply here as well. So you can play a Flying Guillotine using Spirit Pole for no cost on Johnny Tso. We'll reword this explicitly when/if the Pole is reprinted. *Wing of the Crane* If Wing of the Crane smokes a card that's controlled by someone other that it's owner, that card comes back into play under its owner's control (because cards that are smoked lose their "memory"). *Yellow Monk / Yellow Senshi Chamber* The Yellow Monk and Yellow Senshi Chamber each redirect 1 damage, meaning that they set up a special redirection "signpost" for only that 1 damage from that source. If that source was inflicting more than 1 damage, and there is already a signpost to redirect that damage, the Yellow Monk/Senshi Chamber's special signpost overrides the earlier signpost just for the 1 damage, but does not cancel the earlier signpost outright (meaning that the rest of the damage is still redirected). If, in that situation, another damage redirection effect is used to redirect the original card's damage, it will override both the "normal" signpost and the Yellow Monk/Senshi Chamber's. *Combos That Don't Work* We've had enough people think that these combos work that we felt we had to point them out. Nice try though. :) *Expendable Unit and Final Brawl* You can't use an Expendable Unit to redirect a Final Brawl to a Character you control. Why? Because that would break the rule about "you can't redirect damage to a card that damage is already being inflicted on." Daedalus used this combo as an example in several places, including after they made the redirection rule that caused it to become illegal. *Palace Guards and Fox Pass/Flying Sleeves* The Palace Guards' return to play triggers when an attack is declared against you. That's not the same as when you change the target an attack using a card like Fox Pass, so your Guards will not return to protect you in that case. See the rulebook glossary on page 85. *Cave Network and Fox Pass* The trick along the lines of the Palace Guards doesn't work here either. The Cave Network triggers only when an attack is declared, not when one is retargeted. *Changes to Card Errata* As part of the Z-Man Games, Inc. printing of Shadowfist, several cards were reprinted from the Daedalus sets with errata. A list appeared in the Year of the Dragon rulebook with the new wording for those cards, including those that we couldn't reprint in Throne War or Year of the Dragon. The stuff that isn't in print yet should be considered "planned errata"-meaning that we may tweak the wording if we think of something better before it's printed. In a few cases, we goofed up the wording of some of the "planned errata" cards, so we're updating them now. We are also fixing a loophole in one of the cards we did reprint; it was closed by one rules change but still allowed by a more general rule. And we're adding one more card to the list, too. It's amazing how long a card can go before anyone notices that the wording doesn't quite do what everyone assumes it does. :) *City Park (NEW)* We removed the "keyword" ruling, which means that "put into play" now means the same thing as "play". However, that didn't stop you from playing more than one City Park when one of your Sites is burned, because the card, which says you can play it, overrides the general rules, which say you can't. So, City Park should say: "Heal City Park at the end of the turn it is revealed. When a Site you control is burned, you may play City Park face up at no cost if you have not played a Site this turn." *Dance of the Centipede* We dropped the crucial word "turning" from the last line. This should say "Target a card. That card cannot be turned in response :: Turn that card, and cancel any effect generated by turning it." *Forty-Story Inferno (NEW)* An Inferno you control only prevents interceptors during attacks you declare. It has no effect when one of your opponents is attacking another opponent. For those without the twisted minds, if you are not participating in that attack, you are attacking with zero Characters. Now read the Inferno again, and realize that you really don't want it to burn you, too. *Soul Maze* We failed to state that the two Characters must be about to enter combat with each other. *Sergeant Blightman* Sarge still "Cannot turn to heal." That got zapped accidentally when the Toast It restriction was put in. He's good, but he's not that good. :) *The Faceless* We meant to explicitly say that you keep control of the States you steal even if The Faceless leave play. *Rules Questions* If you have Internet access, we highly recommend that you download the electronic version of the rulebook, and use the "Search" feature to look for particular topics. We also intend to add an index to the next printing, which should help. *Q: How do I know when I select the cards being affected by an Event (or other effect)?* (p.46-47) You determine the cards being affected at generation. There are a few exceptions to this: If the card text uses a "::", everything before it is done at generation, and everything after is done at resolution. If it doesn't tell you to choose a card before the "::", you don't have to choose until resolution. If the effect is selecting something from a group of cards that are indistinguishable to the other players, (somebody's hand or deck) the choice is not made until resolution. If an effect plays a card from your hand when it resolves, you have to have at least one card you could use it to play on generation, but you needn't choose which specific card until resolution. (This is a clarification of the first paragraph of rules on p.49, which seemed to be more general than it's supposed to be.) Other players don't generally have to make any choices the effect will make them take until it resolves. If an effect makes everybody choose something, your choice is not made at generation unless everybody else's are too. *Q: Can my opponent use Covert Operation to force me to discard a card that I just played?* (p.29) No. When you play a card, you put it onto the board at that instant. If an opponent attempts to make you discard a card in response (Covert Operation, Curtain of Fullness, etc.) they won't be able to affect the card you just played because that card is already on the board. In fact, if you play cards in response to the discard effect, those cards will be in play too and so couldn't be discarded either. *Q: When do I count Sites for Nine Dragon Temple, Fortress of Shadow, and the like?* (p.52 and p.64) The decision to seize or burn a Site happens before triggered effects are generated. That means Nine Dragon Temple has already changed hands when its effect goes off, so you count at that time. Let's say you have 2 Sites, and your opponent has 3, one of which is a Nine Dragon Temple. You reduce it's Body to zero and decide to burn it for victory. Then the Temple's effect triggers, and when it resolves we check to see who is closer to victory. You now have 3 Sites, and your opponent has 2, so your opponent gets the Power from the Temple. *Q: Do I have to meet the resource requirements for Cave Network?* (p.30). Yes. Cave Network just reduces the cost, it doesn't eliminate the need to meet resource requirements. A card has to explicitly say "ignoring resource conditions" if you are allowed to ignore resource conditions. *Q: Does +X damage from a Really Big Gun increase my White Disciple's pinging effect too?* (p.84). +X damage effects only add to combat damage, so if you put a Really Big Gun on your White Disciple, you still have a Disciple that turns to inflict 2 damage. *Q: Can I turn one Character to activate two Spirit Frenzies? Or turn a Character to heal and attack at the same time?* (p.55) No, for two reasons. You can only take one game action (generate an effect, etc.) at a time, and then you must give your opponents an opportunity to take an action of their own before you take another. And on top of that, when you generate an effect, you have to meet all preconditions and pay all costs for that effect. So if you turn a Character to attack, it's then too late to turn it to heal afterward, since it's already turned. *Q: What happens if I have more than 6 cards in my hand?* (p.17) You are kicking some butt. The hand size limit only affects how many cards you draw during your Establishing Shot. If you already have more than your maximum hand size, you don't draw any cards. You're never forced to discard down to your hand size, as in some other games. *Q: How do I tell what is a [Mag] card?* (p.31) A card is a [blah] card if it has a [blah] resource in either its resource conditions or provisions (or both). *Q: If I use Kinoshita House to stop one attacker but the other one* *hits, is that a successful attack?* (p.19). Yes. If at least one attacker inflicts combat damage on its target, the attack is successful. *Q: If a character can't turn to change location, can it turn to attack?* (p.42) Yes. "Turn to change location" is not the same as "turn to attack." So a card that can't turn to attack can still turn to change location, and vice versa. *Q: When I turn an opponent's Proving Ground with Jueding Shelun, can I use it to play a Character?* (p.29) No. Effects that allow you to turn an opponent's card do only that: turn it. If that card happens to generate an effect if its controller turns it (like Proving Ground), you're not entitled to generate that effect. *Q: Can I use Smiling Heaven Lake and Family Estate (or Proving Ground) to play a Character at reduced cost and ignoring a resource condition?* (p.47) No. Effects resolve one at a time. Both the Lake and the Estate play a Character when they resolve; the Character must be played right then, so you can't wait for the other effect to resolve as well. *Q: Does that mean that I can't combine Spirit Pole and Kar Fai's Crib to play a state from my smoked pile at -1 cost?* You can. Neither of these cards have to generate and resolve an effect in order to be used. Kar Fai's Crib has a continuous effect; when you play a [Dra] State, you can pay one less power if you wish to. Spirit Pole works similarly; you can play States from your smoked pile, as long as you haven't already done so this turn. It's only when you've got two effects that both want to play the cards themselves that you can't combine them. *Q: I'm intercepting with my White Disciple, and the attacker redirects his damage. If I turn the Disciple to blast the attacker, will that be redirected?* (p.39) Yes. A damage redirection signpost will grab the first damage from the correct source that arrives. So, the damage from the Disciple's blast will be redirected and use up the signpost, and the White Disciple's combat damage will hit the attacker. *Q: I want to make a declaration at the same time as somebody else wants to play an effect. Who gets to go first?* In most cases, this is fairly simple. Declaring interceptors comes only after every player has had a chance to play all the effects that they want, so you'll have to wait. (See the attack timeline later in this FAQ.) But, since that's the case, they can't wait to see who you intercept and then say "Wait, I want to play this Event first" when they find out your cunning plan. (p. 55) When declaring an attack or the end of your turn, you get to make your declaration first, since it's your turn and there's nothing that you have to give the other players a chance to respond to yet. Only when you want to make a declaration (probably an attack) during another player's turn can it get awkward. Treat it the same way that you do simultaneous declarations; they get to go first, but, once that scene's done, you get to make your declaration. *Rulebook Updates* No TCG rulebook is ever really done as long as the game is actively supported, and the Shadowfist rulebook is no exception. On top of the stuff we know we left out, like the index, questions from players have shown us where the wording was weak, confusing, or just plain missing. We will be updating the electronic version on the website, but in the meantime, here's a description of the changes. This isn't exactly the wording you'll see in the updated rulebook, but it'll be close. *Credits* Apologies to Brent Webber and Bryant Durrell, both of whom submitted card ideas that ended up in Throne War. And we misspelled Todd Myhre's last name. *Designators* You're supposed to apply the designator rules in the order they appear in the rulebook. We didn't say that explicitly, but we will now. :) So you first apply rule 2a, then 2b, then 2c. That means that a card like Ba-BOOM! is Ba and BOOM and then doesn't split any further. The use of the word "acronym" confused a few people, since it's hard to tell in some cases if a designator is intended to be an acronym or not, especially if you're not also a Feng Shui roleplayer and know more of the story of the game. We did use the phrase "words in all capital letters" which is the part that actually matters for the purposes of this rule, so we'll just delete the reference to acronyms in rule 2b. Also, we'll be more explicit in the examples of things that don't match in rule 3. For example, where we said that you can't modify an abbreviation, that means that Dr. does not match Doctor. Some cards refer to "double designators," such as Thunder Squire who refers to a Thunder Knight. In those cases, you must match both designators. Which means that the Thunder Squire can return any Character that has both designators Thunder and Knight, but he can't return just Thunder Characters or just Knight Characters. Some cards just refer to a designator by itself, (for instance, "a Demon", rather than "a Demon Character.") In that case, it means any card with that designator. But, if it refers to a "Monk, Master, or Martial Artist Character," it's the same as if it were saying "a Monk Character, a Master Character, or a Martial Artist Character." (It's just a lot shorter.) *Playing Feng Shui Sites* If a Feng Shui Site has printed resource conditions, printed cost, or both, you must play that Feng Shui Site face up, regardless of whether the card's rules text says so or not. *Generating Power* Cards that generate Power during your Establishing Shot, such as Pocket Demon, Violet Meditation, and Scrounging, all count as generating Power for purposes of discarding cards. In other words, if you use one of these cards, you may discard only one card during your discard phase. *Specifically Respond* We used the phrase "specifically respond" in a couple of places (as in "you may only play cards that specifically respond to...") but didn't define it. It means that in order to play a card that specifically responds to effect X, the card must use the phrase "Play when X happens..." or "Play in response to X..." Effects that cancel or otherwise mess with Events have an implied "Play in response to an Event," even if they don't say it explicitly. *Not Affected By* Item (h) in the example list caused a couple of people to think "not affected by Events" applied to Events like Iron and Silk and Blood of the Valiant that resolve sometime earlier in the turn. It doesn't. For example, let's say the Prof is intercepting a Kung Fu Student, (why? we don't know. But she is. :) and the Student's controller plays Blood of the Valiant on the Student. The Prof's "not affected by Events" means that she is not considered to be in play when the Blood is generated, and is not considered to be in play when it resolves. In this case, that doesn't make any difference, since Blood of the Valiant only cares whether the Kung Fu Student is in play when it resolves. Now the Blood has resolved, and the Prof's rules text won't help her against it any more. Assuming there are no more effects, the Student whacks the Prof and takes no damage in return. *Duration of Effects (Persistence)* We put one short paragraph into the rulebook intended to cover effects that didn't explicitly specify a duration (stuff like the Abysmal Absorber's Fighting gain). However, some people have pointed out that the rule is too general, since effects like inflicting damage and healing don't specify a duration, and would therefore fall under this rule. That wasn't the intent, so we're replacing the entire paragraph to prevent that interpretation: How do you know how long an effect lasts? In most cases where the effect is intended to have a duration ("until the end of the turn," for example), the rules text will state that duration explicitly. But in some cases that didn't fit on the card or it's just forgotten. So how can you tell if an effect is supposed to have a duration or not? Most effects don't specify a duration because they don't have a duration. When they resolve, you make some change to the board and then move on to the next effect in the scene. This includes effects that inflict damage, heal, remove cards from play, etc. Continuous effects (like the +2 damage bonus from a Really Big Gun) don't need to specify a duration because they last while the card that creates them remains in play. As soon as that card leaves play, the continuous effect ceases. Most States fall into this category, unless of course the State has some effect that specifies a duration. If an effect specifies that a card in play gains something (an ability, bonus, whatever), it will also specify a duration for that gain. If it doesn't, then the card keeps whatever it gained until it leaves play. *Control* We said that you can't take control of cards you already control. What that means is that the card doesn't change controllers, so it doesn't unturn, you aren't allowed to move it, etc. You can still use such effects on cards you control if you wish (for example, you might put a Shadowy Mentor on a Character you control to give it the designator Pledged). The description of what happens when you take control of a card was too loose, and can be interpreted to mean that you are allowed to move a State that you take control of, which isn't what we meant. When you take control of a Character or Site, you must place that card into a legal position (a Site would go into your site structure, for example). When you take control of an Edge, slide it over to your side of the table with your other Edges. When you take control of a State, that State stays where it is unless the effect you use to take control explicitly says that you are permitted to move the State (like Shaolin Surprise). *States* Most States, such as Really Big Gun or Shadowy Mentor, are continuous effects. They have an effect after they resolve that lasts until they leave play. Some States, like Pump-Action Shotgun, turn to generate effects (or otherwise have some triggered effect that generates at a particular time). These effects lock in the subject of the card at the time of generation, so even if the State is moved or removed from play later, the effect still affects the subject at the time of generation. For example, if you turn a Shotgun to give your Redeemed Gunman the +3 damage bonus, he retains that bonus even if the Shotgun is later removed from play. *End of Turn Timing in Detail* A couple of people asked for a step-by-step list of what happens when you declare the end of your turn. Since the end of turn looks a little different when you burn for Power, so we've included two lists. *Normal End of Turn* 1. Declare the end of your turn 2. All players (including you) may generate effects, forming one scene. Apply the simultaneous play rule if more than one person wants to generate effects. 3. Resolve the scene from step 2. If any triggered effects are generated during this resolution, they form a new scene as usual. Resolve that scene. 4. If any opponent generated an effect in the scene from step 2, you may return to your Main Shot if you wish. If you do so, your turn did not actually end, so effects that trigger "at the end of the turn" don't happen yet. If you decide to allow your turn to end anyway, go to the next step. 5. Generate all triggered effects that use phrases such as "until the end of the turn" or "at the end of the turn" forming one scene. No one can generate any voluntary effects (like turning a Stone Garden to heal a Site, or revealing a Proving Ground) at this point. You must use those effects in step 2 if you want to use them. 6. Resolve the scene from step 5. If any more triggered effects are generated during this resolution, they form a new scene as usual (this doesn't happen very often). Resolve that scene. If you are still generating triggered effects, keep going (forming a new scene, then resolving it) until all triggered effects have been resolved. Players are still unable to generate voluntary effects. 7. Your turn is now over and your opponent's turn begins. Nothing can happen after your turn is over but before your opponent's turn starts. *Turn Ends Due to Burn for Power* 1. Decide that you burn for Power. You immediately get the appropriate amount of Power, and place the Feng Shui Site in its owner's smoked pile. The attack ends at this instant. 2. Generate all appropriate triggered effects, specifically those that use phrases such as "when a Site is burned/burned for Power," "when a Site's Body is reduced to zero," "until the end of the attack," "after surviving combat," "when damage is inflicted on..." These form one scene. Apply the simultaneous play rule if multiple triggered effects are generated. 3. After all triggered effects have been generated, any player may generate voluntary effects that specifically respond either to the burning/burning for Power, or specifically respond to an effect that has already been generated. These effects add to the scene from step 2. 4. Resolve the scene from step 3. If any triggered effects are generated during this resolution, they form a new scene as usual. Resolve that scene. Players are unable to generate voluntary effects at this point. 5. Jump over to the regular end of turn sequence at step 5 and keep going. *Attack Timing in (Excruciating) Detail* We've had several questions about what you can and can't do as part of the interception process, and we also left out a description of what happens to chains of interceptors when the first interceptor isn't overcome. All of that was (is) covered in the detailed step-by-step list of what happens during an attack. But of course you haven't seen that, since we had to cut it from the rulebook due to space limitations (yes, even in a 96 page book, we hit space limitations). So, at long last, here are the details, and there are many more of them than you will need for 95% of your games, but they're here in case some sticky timing question comes up: 1. Declare the attack [attacking player]: choose unturned attackers and turn them, announce the target, move attackers to the location of the target. The current player may not play Characters, Sites, or Edges until the attack is complete. The current player may play States, even if the current player is not the attacking player. All of this happens simultaneously. A. Generate one scene: Effects triggered on "declaration of attack" or "start of attack" or "turning to attack" generate now. Effects using the phrase "during an attack" may be generated now or at any time that voluntary effects may be generated until the attack is complete. Then players may respond with voluntary effects. Resolve this scene. B. Players may generate any number of additional scenes. Resolve each one. 2. Declare joining the attack [players other than the attacking and defending players]: Starting with the player to the left of the attacking player, either decline (A) or join (B) the attack. A. Decline: This player may not join this attack later. If joining is declined: i. Generate one scene: Effects triggered on "does not join" generate now. Then players may respond with voluntary effects. Resolve this scene. ii. Players may generate any number of additional scenes. Resolve each one. B. Join the attack: choose unturned attackers and turn them, move attackers to the location of the target. If the attack has multiple targets, announce which attacker(s) are attacking which target. i. Generate one scene: Effects triggered on "joining an attack" or "turning to attack" generate now. Then players may respond with voluntary effects. Resolve this scene. ii. Players may generate any number of additional scenes. Resolve each one. C. Repeat Step 2 for the next player clockwise (other than the attacking or defending players) until all players have either joined or declined. NOTE: if at any time after this point there are no attackers in play (all have ceased attacking or been removed from play), the attack ends immediately. Skip to Step 5. 3. Declare Interceptors [all players]: Starting with the player to the left of the defending player, either decline (A) or declare (B and C) interceptors. If the attack has multiple targets after declaration, start with the player to the left of the original defending player. If the attack has multiple targets when it's declared, the attacking player names a player who controls one of the targets as the defending player. A. Decline Interception: This player may not declare interceptors later during this attack. If interception is declined: i. Generate one scene: Effects triggered on "decline interception" generate now. Then players may respond with voluntary effects. Resolve this scene. ii. Players may generate any number of additional scenes. Resolve each one. iii. Skip to Step 3.E. B. Move Characters: Move each Character that will intercept to the location of the target of the attack. Characters may move to a location controlled by an opponent in order to intercept. Each Character's change of location is a separate effect. All such moves may be made in one scene (generated in response to each other), or may be done as individual scenes at the choice of the controlling player: For each of these scenes, do the following: i. Turn one Character (or use Mobility or similar effect) to change location to the target of the attack. ii. Add to this scene: Effects triggered on "changing location" generate now. Then players may respond with voluntary effects. iii. If the controlling player desires to move more Characters in this scene, repeat steps 3.B.i and 3.B.ii until all such Characters have turned to change location. iv. Resolve this scene. The Character(s) that changed location in this scene are now at the location of the target. v. Players may generate any number of additional scenes. Resolve each one. vi. If the controlling player decided to generate multiple individual scenes to move the Characters, then return to Step 3.B.i until all Characters are at the location of the target. C. Declare Interception: After all interceptors are at the location of the target of the attack, announce which attacker each interceptor will intercept, and arrange chains if applicable. All such declarations are considered to happen simultaneously. Any Character moved in Step 3.B to a location controlled by an opponent must be declared as an interceptor now. If no legal interception is possible, such Characters return to their original location immediately. After this declaration, do the following: i. Generate one scene: Effects triggered on "declaring interception" generate now. Then players may respond with voluntary effects. Resolve this scene. D. Conduct combat with interceptors i. Prior to combat: the attacker and first interceptor in each chain prepare to enter combat. Effects that are conditional or triggered on "prior to combat" or "about to enter combat" may be used during any scene in step 3.D.i. Effects that redirect combat damage may now affect the attacker and first interceptor in each chain. a. Generate one scene: Effects triggered on "start of combat" or "about to enter combat" or "against" generate now. Then players may respond with voluntary effects. Resolve this scene. b. Players may generate any number of additional scenes. Resolve each one. ii. In combat: the attacker and first interceptor in the chain inflict combat damage on each other. Only those effects listed explicitly below may be used. a. Generate one scene: Effects triggered on "entering combat" generate now. Players may not generate voluntary effects at this time other than effects that specifically respond to an effect generated previously in this scene. Resolve this scene. b. If the attacker has Ambush, it inflicts combat damage now. Smoke the interceptor if its Fighting is reduced to zero. Generate one scene: Effects triggered on damage or smoking Characters, if applicable, generate now. Players may not generate voluntary effects at this time other than Tactics and effects that specifically respond to an effect generated previously in this scene. Resolve this scene. If the interceptor was removed from play, skip to step 3.D.iii. c. The interceptor inflicts combat damage. Assuming the attacker did not already inflict combat damage in the previous step, the attacker inflicts combat damage simultaneously. Smoke any Character whose Fighting is reduced to zero. Generate one scene: Effects triggered on damage or smoking Character(s), if applicable, generate now. Players may not generate voluntary effects at this time other than effects that specifically respond to an effect generated previously in this scene. Resolve this scene. iii. End of combat: a. Generate one scene: Effects triggered on "end of combat" or "when combat is resolved" or "after surviving combat" generate now. Players may not generate voluntary effects at this time other than effects that specifically respond to an effect generated previously in this scene. Resolve this scene. This combat is now completed. *NOTE*: if the interceptor is no longer in play at this point or is no longer intercepting, the attacker has overcome the interceptor. If the interceptor is still in play and still intercepting, the attacker has not overcome the interceptor. In this case, the attacker ceases attacking immediately and the interceptor (and any interceptors after it in that chain) also ceases intercepting immediately. b. Players may generate any number of additional scenes. Resolve each one. iv. Repeat steps 3.C.i-iii for the next interceptor in the chain, if applicable. All intercepts at the same "level" in the chains are considered to happen simultaneously; i.e., all attackers hit their first interceptor simultaneously, then their second, etc. E. Repeat Step 3 for the next player clockwise until all players have either intercepted or declined. The attacking player may declare interceptors, but only against attackers controlled by other players. 4. Conduct Combat with the Target of the Attack: any remaining attackers now enter combat with their targets. If the attack has multiple targets, all attackers hit all targets simultaneously. A. Prior to combat: the attacker and the target prepare to enter combat. Effects that are conditional or triggered on "prior to combat" or "about to enter combat" may be used during any scene in step 4.A. Effects that redirect combat damage may now affect the attacker and the target. i. Generate one scene: Effects triggered on "start of combat" or "about to enter combat" or "against" generate now. Then players may respond with voluntary effects. Resolve this scene. ii. Players may generate any number of additional scenes. Resolve each one. B. In combat: the attacker and target inflict combat damage on each other. Only those effects listed explicitly below may be used. i. Generate one scene: Effects triggered on "entering combat" generate now. Players may not generate voluntary effects at this time other than effects that specifically respond to an effect generated previously in this scene. Resolve this scene. ii. If the attacker has Ambush and the target of its attack is a Character, it inflicts combat damage now. Smoke the target if its Fighting is reduced to zero. Generate one scene: Effects triggered on damage or smoking Characters, if applicable, generate now. Players may not generate voluntary effects at this time other than Tactics and effects that specifically respond to an effect generated previously in this scene. Resolve this scene. iii. The target inflicts combat damage. Assuming the attacker did not already inflict combat damage in the previous step, the attacker inflicts combat damage simultaneously. Smoke any Character whose Fighting is reduced to zero. If the target is a Site and the combat damage reduces its Body to zero, the attacking player must decide to smoke, seize, burn for Power (Feng Shui Site only), or burn for victory (Feng Shui Site only). Generate one scene: Effects triggered on damage or smoking Character(s) and/or smoking/seizing/burning Sites, if applicable, generate now. Players may then generate voluntary effects. Resolve this scene. [Note: In the case of burn for Power, this last scene is a little different. See the section in this FAQ on "End of Turn" for the details.] C. End of combat. i. Generate one scene: Effects triggered on "end of combat" or "when combat is resolved" or "after surviving combat" generate now. Players may not generate voluntary effects at this time other than effects that specifically respond to an effect generated previously in this scene. Resolve this scene. This combat is now completed. ii. Players may generate any number of additional scenes. Resolve each one. 5. End of the Attack A. Generate one scene: Effects triggered on the end of the attack ("until the end of the attack," "for the duration of the attack") generate now. Then players may respond with voluntary effects. Resolve this scene. B. All attackers immediately return to their original location (this is not considered changing location). 6. The attack is now completed. The normal Main Shot rules resume. Shadowfist Rules FAQ v1 Copyright 2001 Z-Man Games, Inc.