***Boom Chaka Laka FAQ* Last Modified: Jun 28, 2002 This FAQ addresses questions that we think people might possibly ask about the cards of Boom Chaka Laka. Some of them might be unlikely, and others obvious, but better safe than sorry. 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 Julian Lighton. Copyright 2002, 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 on Individual Cards:* * Big Daddy Voodoo* Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source. This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power. The card you play with this ability still has to be playable at the time; you can't spend Big Daddy Voodoo's damage to play a Character during another player's turn. * Big Rig* Even if the damage overflows, Big Rig will cause an attack on its subject to fail. The damage that ends up being inflicted on the subject is coming from Big Rig, not from any attacker. If the subject receives some *Ambush* damage, and some normal damage, and the *Ambush* damage is sufficient to smoke Big Rig, the non-*Ambush* damage is inflicted normally. * Billy Chow* Any card that requires or provides [Chi] is a [Chi] card, so you can use your extra foundations to cancel Events. The cost has to exactly equal the cost paid for the Event. If the Event was played at no cost, you need to discard a 0-cost card. * Binary Spirit* You cannot discard cards to heal Binary Spirit if it is undamaged. * Buffalo Soldier* If you control more than one Buffalo Soldier, each will protect the others. * Car Wash* Even if the *Vehicle* is smoked in response to you turning Car Wash, the subject will still be healed. * CB Radio* The subject will end up unturning before withdrawing from the attack, but it all happens during the resolution of a single scene, so you won't have a chance to turn the character to do anything until it has already stopped attacking and gone home. If the subject inflicts *Ambush* damage on the target of its attack, and then withdraws and unturns before normal combat damage is inflicted, then it will be able to attack again. (But you cannot *Ambush* Sites.) If there are multiple CB Radios on a Character, it can unturn once for each. * Che Gorilla* His Fighting will not change as the opponent's smoked pile changes size. If his rules text is blanked, he will die, as X defaults to 0. * Chinese Connection* The opponent receives the Power immediately, and will be able to spend it before the healing effect resolves. * Chin's Criminal Network* This includes your opponents' */Hood/* cards, too. (And don't forget to check for */Hood/* Sites, States, and Edges.) * Claws* Superfreak would still do his two-part damage; he doesn't actually have *Ambush*, even though he sort of acts like he does. * Da Boys* Their Fighting will not change as the opponent gains and loses cards. If their rules text is blanked, they will die, as X defaults to 0. * Death Ring* No, you don't get any reward for winning the Faceoff. Well, except that the other guy is dead, and yours isn't. * Dirty Tricks* Both players must select before either discard is revealed. They cannot talk about the specific cards they are picking, though general comments (For instance: "That Ascended rat is winning, so we should be nice.") are permitted. The only time a target will not have to discard is when he or she has no cards in hand when Dirty Tricks resolves. * Disco* If Disco is face-down, you can get a point of Power by revealing it, choosing, then turning. You don't have to reveal and choose a designator beforehand. * Doctor Zaius* You make the flip and keep the stolen Characters even if Doctor Zaius is smoked. * "Do You Feel Lucky, Punk?"* You flip all the coins at the time you play the card; everybody knows how much damage is being inflicted before they choose whether or not to respond. You don't need to get two Heads in a row to stop. The average damage inflicted by this card is three. * Earth, Wind, and Fire* If cards you control become damaged before this resolves, they will be healed, and the amount of damage inflicted will change appropriately. (While most cards in Shadowfist count things when you play them, this cannot. Until it actually heals damage, the amount it healed is unknown.) * Everybody Was Kung Fu Fighting* This will be smoked even if you turn an opponent's card by means of Monkeywrenching or Dance of the Centipede. * Fatty Cho* His Fighting will not change later; you discard once, and that sets his Fighting for as long as he stays in play. If his rules text is blanked, he will die, as X defaults to 0. You discard the cards immediately when you play him; opponents can't use discard effects in response to give you fewer cards to discard. * Fists of Fury* The damage that this inflicts is not combat damage; it will not make an attack succeed, and it will not trigger another burst of damage from Fists of Fury. Overkill damage is still inflicted. If your 8-Fighting Character beats up on somebody else's 1-Fighting speed bump, you may do the full eight to a different character. * Five Fingers of Death* The toasted Character never goes to the smoked pile, and does not trigger effects that key off a Character being smoked. * Fox On the Run* While the attack is considered to be a success, you play this card after the attack is over, so it is too late to make cards such as Dirk Wiseley's Gambit work. * Funky Monkey* Like all set-preview promos, the promo Funky Monkeys now have this rules text. * Ice Shaman* You can't turn him to inflict a damage and heal a damage at the same time. * Ice Vixen* She will heal when an opponent plays a state, such as Shadowy Mentor, on her. * Isis Fox* She does not have to be part of the attack to get the bonus. * Jack Hades* Only events that use the word "target" are considered to target him. * John Tower* Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source. This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power. You may play the Character even if you could not normally play Characters at the time, such as during somebody else's turn, or during an attack. Only effects that use the word "target" will trigger him. * Kung Fu Prodigy* You can even turn States on the subject that you do not control. The controller of the State will be unable to respond by turning it to use its effects, as it is already turned. If there is a State on the subject, and a State is played on that State, you will not be able to use it for Kung Fu Prodigy's ability. * Life in the Fast Lane* This includes when the *Vehicle*'s subject leaves play. You can use this when an opponent's *Vehicle* leaves play. * Max Brunner* This means that, whevever your cards want */Pledged/*, a */Cop/* will suffice, and vice versa. (So, you can play */Cops/* out of the Family Estate.) If you have a card that requires matching designators, such as Gambling House or Discerning Fire, you could match an opponent's SWAT Team and Student of the Bear. Your opponents must still follow the normal designator rules. This isn't changing the designators on your cards. * Mr. Simms* If the appropriate player has no Characters, you can't use his ability. * Napalm Sunrise* Only cards at the location when Napalm sunrise resolves take damage. You can turn to change location in response. This will hit any attackers at the location, too. * Nuclear Power Plant* You cannot turn the Sites by any means, including Monkeywrenching or Shaking the Mountain. Your opponents will have no problem using those effects on you, however. * Nunchucks* You may inflict some or all of the damage on the subject. * Partners* The Character chosen does not have to be at the same location, or even be controlled by you. If the smoked Character was not the subject of Partners, then Partners will still provide its original Fighting bonus. * Political Corruption* Sites burned for victory do not count for this. * Punks* If they inflict combat damage on an unrevealed Feng Shui Site that turns out to be *Unique*, it does not take the extra damage this time around. * Rama Singh* You may play him if there are no edges in your smoked pile. * Righteous Bro* Players only "generate" Power during their Establishing Shot. Gaining six Power during the Main Shot (say, by Vivisecting Homo Omega) will not trigger Righteous Bro. Because this happens in the Establishing Shot, your opponent will not be able to spend the Power before you can steal it, except under highly unusual circumstances. * Rocket Man* As the number of appropriate Characters and Sites at the location changes, his *Toughness* and damage Bonus will change as well. If Dr. Ally Matthews changes the value of his X, it alters both his *Toughness* and his damage. * Roller Rink* At one damage, you still can't return anything. * Rookies* If something targets Rookies and then smokes them, (such as Nerve Gas) they will trigger twice. * Serena Chase* She will only trigger if the player still controls three or more Sites after combat damage is taken into account; if the attack removes one or more sites, they will not be counted. * Silver Jet* Like all set-preview promos, he will acquire the rules text of the final version once Red Wedding comes out. Until then, his text is blank, aside from his being *Unique*. He does not have the rules text of the Flashpoint Silver Jet. Even though the Flashpoint Silver Jet does not say his is *Unique*, he is, and will cause *Uniqueness* auctions with this version as well as himself. (The lack of *Unique* was a production error, and he received errata soon afterward. See the YotD rulebook or the Daedelus Player's Guide.) * Smoke on the Water* Players may turn Characters to move within their own Site structure in response to this, but only the player controlling the target of the attack can use that fact to get interceptors in place. (The other players aren't yet allowed to move Characters to another player's location.) * Spies Everywhere* Only effects that use the word "target" will trigger this. * Strange Magic* You can play this if there are some characters that cannot move; just move everybody who can do so. * Street Fighter* You must choose a Character if you can, even if you are forced to choose an opponent's. * Street Gang* If they run in to a face-down Temple of the Angry Spirits, it will be too late for them to redirect the Temple's damage. * Superfreak* If an opponent redirects his combat damage, only the *Ambush* portion will be redirected. The rest will almost always be inflicted normally. This is because redirection effects will always take the first damage inflicted on the appropriate card. If his Fighting goes down after his *Ambush* damage, the reduction will reduce his normal damage. (So, if he takes three damage simultaneously with his *Ambush* damage, he will do no normal damage.) He is not considered to have the ability *Ambush*, so cards like Claws, Colonel Richtmeyer, and Wall of 1000 Eyes will not affect him. * Swinging With the Hand* If a Character runs in to a face-down Temple of the Angry Spirits, it will be too late to use this to redirect the Temple's damage. You redirect all damage from the source, even if it's spread among multiple cards, as long as the card being redirected to is not one of the cards being saved. (So, you could redirect a Final Brawlf to a Site, but not to a Character.) * Taggert* Taggert has to be turned to gain the bonus from both Sites and Events. * The Big Boss* The card is played normally, and you must still follow the rules on when you can play cards. * The Discombobulator* This will not cancel a Site's effect, though it will end a turn and maintain. No particular Site is targetted; even if the entire Site structure is rearranged, the effect remains. If all Sites at the location leave play, the effect will not carry over to either of the formerly adjacent locations when the Site structure closes up. * The Man* You still pay full price for these cards. * The Mantis* When determining if he has *Toughness*, do not take into account any *Toughness* or similar damage-reduction effects that are affecting him. * The Nefarious Master Chin* He does not have to be involved in the Faceoff for you to gain the Power. * The Suits* If they inflict combat damage on an unrevealed Feng Shui Site that turns out to be *Unique*, it does not take the extra damage this time around. * Throwdown in Chinatown* Everybody chooses where their damage will be inflicted when this effect resovles. Because of this, any damage redirection effects must be generated before you know for certain that they'll be needed. * Time Keeps On Slipping* This will include effects such as Pocket Demon. * Vassals of Chin* The value of X will not change as the other attackers die off. * Walk on the Wild Side* This increases not only combat damage, but damage from Events and other effects. * We Have the Technology* Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source. This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power. The card you play with this ability still has to be playable at the time; you can't spend the counters to play a State during another player's turn. * Zodiac Lounge* The characters keep the damage bonus even if Zodiac Lounge is removed mid-attack. Family Estate