*Red Wedding FAQ* Last Modified: July 13, 2003 This FAQ addresses questions that we think people might possibly ask about the cards of Red Wedding. 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. 6 Alan Drive Mahopac, NY 10541 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 2003, 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. *The Rules Card* Red Wedding contains a rules card, which appears half as often as a common card. On average, you will get 1-2 of them per box. Like the booster pack wrappers, you can use these in the Power for Promos exchange program, and they are worth three points each. Despite that number in a diamond, they aren't Power-generating Sites, and, even if you were to get them into play, (which, as far as our best mad rules scientists can tell, isn't possible) they would give you no Power. Here is the text of the rules card: ------------------------------------------------------------------------ *New Rules* Reload: If a card with Reload is in your smoked pile, you may pay its Reload cost to put it on top of your deck. (The cost is paid in Power if nothing else is specified, For example, Reload: 1.) This is a normal effect, and if the card is no longer in your smoked pile by the time the effect resolves, it does not go onto your deck. Reload costs are not part of the card's normal effect, so an Event with a Reload cost that requires toasting cards cannot be canceled by a Hacker. *Rules Clarifications* Any card in your Burned-For-Victory Pile counts toward victory, not just Sites. However, you are still required to seize or burn a Feng Shui Site (or play one, if your opponents do not control any) in order to win. Should a Character you control enter play at an opponent's location, it immediately moves to any of your locations. (This is not considered to be changing location.) ------------------------------------------------------------------------ * Questions on Reload:* There is nothing stopping you paying a card's reload cost more than once, but you don't get any benefit from anything but the first Reloading to resolve. (A possible reason you might want to do this would be if you Reloaded your Brass Monkey, and an opponent played Inauspicious Reburial in response. You could respond to the Reburial by Reloading the Monkey again, getting it safely out of the way before the Reburial can resolve.) * Questions on Individual Cards:* * Aether Spirit* The Aether Spirit is itself a [Mag] card, so always gets at least +1 damage. * Akani Hideo* An effect is something that generates and resolves. Once a card has resolved, it's no longer an effect, and can be canceled. He only protects your cards from the "cancel" part of a "cancel and smoke" effect; they will still be smoked. * Arena Warrior* There is no restriction of the Fighting of the other Character. Then again, there's no bonus for winning, either. * Armies of the Monarchs* While the damage bonus applies only to you, the penalty affects everybody. * Artillery Strike* You can play this and discard zero cards. * Ashes of the Fallen* The Character is toasted at the time you play Ashes of the Fallen. If Ashes gets cancelled, you're still out the Character. * Assassin Bug* The damage does not have to be combat damage. If Assassin Bug somehow gains an ability that allows it to damage Characters without fighting them, that damage will kill them. If Assassin Bug has Ambush (and is attacking), Unique Characters that intercept it will be smoked before they can inflict their combat damage. * Black Ops Team* You must have the Faceoff if you can. If the only Character in play is the Queen of the Darkness Pagoda with a Shadowfist, that's just too bad. * Blood Lust* Effects normally count at generation, so changing the number of damaged Characters in response to Blood Lust being played does not change the amount of Power gained. * BoBo Splitter* Yes, this includes the Splitter's subject. * Brass Monkey* If a Character ends up intercepting Brass Monkey without being declared as intercepting it, no Power is paid. (Fake Out and Darkness Falls are the only two ways that this can occur.) The Power is not paid to Brass Monkey's controller. * Bribery* The Power is given away when Bribery is played. If the target is smoked or the Event canceled, they still have the Power. The opponent may spend his or her new Power in response to the Bribery, perhaps on a Confucian Stability. Characters with X Fighting cannot be Bribed. Evil Twins may be able to be Bribed, as their copied Fighting is considered to be their printed Fighting. * "Bring It"* A Schtick is always controlled by its subject's controller, so you can't kill an opponent's Character by playing "Bring It" on that Character and using it to redirect some damage. States don't have active rules text until they resolve, so you can't play "Bring It" in response to an effect that does damage and be able to turn it to redirect that damage. * Broken Wheel Brigade* You may discard more than one card per source of damage. * Buddhist Monk* Sites are considered to be Power-generating if they have a positive number in their Power-generation diamond, even if something (such as a Trade Center) is preventing them from actually generating Power. * BuroMil Scout* If the Scout leaves play or stops attacking, the damage bonus is lost. * Butterfly Armor* At the start of your turn, the Armor checks for its subject being unturned before your cards unturn. * Chamberlain* If he is smoked by damage simultaneously with another Unique Character, he still doesn't get to heal, as he is already dead. * Chi Detachment* This does not cancel any effect generated by its subject, and nothing prevents the subject from generating an effect in response to the card being played. * Chizu* This affects Sites, Characters, and States on those Characters. Edges and Events have no location. * Contest of Arms* The Event does not need to be selected until after the Faceoff is complete. * Corrupt Bookie* The initial prediction and Power-gain effect goes on the scene in response to the Faceoff effect. You get the Power even if the Faceoff is canceled. (But then there is no winner, so the Bookie will be smoked.) * Dr. Timbul Damiri* The timing on this card is the same as that of the Vivisector; the chosen Character is sacrificed when the effect resolves. If something prevents it from being sacrificed, then it will not be returned to play, either. While you could choose an opponent's Character, you cannot sacrifice a card you don't control, so nothing happens unless you gain control of the chosen Character before Dr. Damiri's ability resolves. When a card leaves and returns to play, it is considered to be a new card, without any of the baggage it had before. Some uses for Dr. Damiri's ability: * Re-triggering Characters with "enters play" abilities, such as Primus. * Saving a Character from an effect aimed at it. (This won't help against global effects such as Neutron Bomb, just things like Nerve Gas.) * Healing a Character. * Making a Character stop attacking or intercepting. * Removing States and other alterations to the Character. * Ending an attack on the Character. * Allowing repeat use of Characters with "once per turn" abilites, such as Mutator. (Note that all of the above will happen if relevant, even if you don't want them to.) As the rules card describes, if you use Dr. Damiri on a Character that is attacking, it will enter play at an opponents location, then immediately move to your choice of your locations. It doesn't have to go back to the location it started at, because it's considered to be a new card. The card enters play turned if it was turned at the time it was sacrificed, not if it was turned at the time you turned Dr. Damiri. * Echo Cancellation* A foundation is any card that requires no resources to play and provides any faction resources. Sites can be foundations. * Escher Hotel* While the ability doesn't permit your other back-row sites to be attacked, it doesn't stop them from being attacked if some card has the ability to do so. * Frag the G!* It doesn't matter how the Sites become turned. * Green Sage* The Toughness lasts only as long as the other Characters remain at the location of the Sage. The Toughness will be lost for a time if they attack and he doesn't, or they all attack, but the Sage ceases attacking or gets retargeted to a card at a different location. * Gus Andropolous* If another player's Character is copying Gus's abilities, each can trigger the other. * Helix Mine* You do not need to have any resources in your pool in order to use this card's anti-discard ability, as the ability doesn't require you to play the card. * Ho Chen* [Sev] is considered to be a faction resource. * Ice Tiger* The damage is done before the characters enter combat with each other, so there is time to generate effects, such as healing the victim. This ability can be used on a Character opposing one of yours in a Faceoff. * IKTV Special Report* "Returning a Character to play" is not considered to be playing it for reduced cost, but playing it at "no cost" is. * Information Warfare* You have to play this card at the time the attack is declared; you may not wait until later. You are not limited to retargeting the attacker to cards you control. You can't retarget an attacker to a card its controller also controls. * "Is that all you got?"* Characters with X Fighting cannot be returned, nor can Evil Twin, as it only has a numerical Fighting while it is in play. You may return Characters with inherent Fighting bonuses, such as the new Big Bruiser. * Jan Zvireci* The stolen Event is not known to any other players but you and its owner. Stealing a Toast It Event does not send it straight to the toasted pile before it can be played, but it will go to the toasted pile if you play it. You have to pay the Event's cost in order to play it. The Event is returned too late for its owner to play it at the end of the turn. * Jormungandr* Your Power is checked right at the beginning of the turn, before anything has happened. (So, if you had to spend your last Power to save Jormungandr from a Hill of the Turtle, he would still heal.) * Kauhuhu* The Toughness gain is cumulative. * Lodge Machinations* Your opponent's Site does not have to generate Power. Sites are considered to be Power-generating if they have a positive number in their Power-generation diamond, even if something (such as a Trade Center) is preventing them from actually generating Power. If either Site leaves play in response, the other Site is revealed, but does not change controller. If either Site changes controller in response, it doesn't affect which player is entitled to which Site. (If a player already has the Site he's entitled to, it doesn't get to move or unturn, and the other player still gets the other Site.) * Loyalty Officer* If this card enters play in response to an effect that would retarget an attacker, it will be able to prevent the attacker from being retargeted. * Mano a Mano* The Character does not need to be selected until after the Faceoff is complete. * Monkey vs. Robot* The Site does not need to be selected until after the Faceoff is complete. * Morphic Spirit* The Toughness is retained even if you have more than two resources. So is the +2 Fighting if you have more than four. The +1 Fighting will go away when you get above three factions; it is not cumulative with the +2. * Napalm Belcher* You are targeting the location, not the cards at it, so Characters can change location in response to get away. * Never Surrender* This card is counted in determining if you're closer to victory. The Site you lost is counted for the player who seized it or burned it for victory. * Official Harassment* If you're maintaining the effect, the subject cannot unturn by any means. You can't stop a Character from attacking by turning it in response to an attack being declared. During a player's turn, that player gets the first chance to begin any scene. Therefore, if you haven't used this card's ability by the time a player's turn starts, they can attack with the subject as long as it's the first thing they do. (Once they've done something else, you can safely use Official Harassment in response, as an attack cannot be declared in response to anything.) * Ogre* The key is whether you own the Character being taken control of, not who controlled it right before it was stolen. * Ornamental Garden* Double the damage after computing all bonuses and penalties. Abilities like those of Scrappy Kid and Puzzle Garden will still restrict the damage normally. * Paradox* Under most circumstances, you can safely skip the first shuffle, as long as Paradox gets put into your deck. Paradox goes into the deck when you activate him. He's gone even if the effect gets canceled. (But nobody can kill him to stop him going back in, either.) Since he's in your deck at the time you search for a card, you could choose him as the card to put on top. You lose the game at the end of any turn in which you had no cards in your deck. If you draw your last cards, then later shuffle Paradox into your deck, you will still lose at the end of the turn. * Red Dragon Troupe* If an undamaged Character becomes damaged before it does its combat damage, it ceases intercepting the Red Dragon Troupe. So, if Red Dragon Troupe had Ambush, they would inflict combat damage on their interceptors, and the interceptors would cease intercepting before inflicting their own combat damage. (The interceptors would also be considered to have been overcome, so no Character of any size can stop an ambushing Red Dragon Troupe, as long as the Troupe manages to inflict some damage.) * Reverend RedGlare* This ability cannot be usefully copied. The chosen designator is not part of the card's rules text, so is not copied along with the ability. Since the card the ability was copied to did not have the ability at the time it entered play (even if it was an Evil Twin), it could not have picked a designator of its own. * Reverend Zebediah Paine* You cannot return him to play twice a turn by any means. (So, you can't use his natural ability and a Golden Comeback, or two GC, etc.) It doesn't matter if you're trying to return two separate copies of the card, either. If you've already returned one card with the title to play this turn, you cannot return another. * Ring of Silver* The Ring of Ice being in play does not remove the ability to turn to give the subject Guts; you can still use that ability if you really want to. * Robbing the Kong* When a Site's Body is reduced to zero, all Characters who did damage to it simultaneously are considered to have reduced it to zero. If more than one player Robs the Kong, the most recent one to resolve wins. You must play Robbing the Kong at the time you join the attack. You cannot wait until later. * Scrappy Kid* If he should gain the ability "Cannot have his damage reduced", that ability is newer, so he will do full damage. If a Character who "Cannot have his damage reduced" gains the Scrappy Kid's ability, the Kid's ability is newer, so the Character will do 1 damage, though that damage cannot be further reduced. * Secret Pact* You make your choice of effect (and what card you'll be returning, if that's your choice) at the time you play the card. If your One-Shot card is canceled, you still cannot play another one later. * Silver Jet* Nobody can play the named card in response to the attack being declared, not even you. After the initial scene, the card can be played normally. All cards with the chosen title are discarded, even if they're not identical. You are not required to name a card that actually exists. * Skin and Darkness Zealots* If the Character that they're fighting has its own abilities that trigger when it enters combat, those abilities will still resolve, as Skin and Darkness Zealots' ability does not cancel. * Slo Mo Vengeance* All the States must go onto the same Character, and they must all be played at once. If one of the States is a Both Guns Blazing, it will not trigger a card draw on any of the Slo Mo Vengeance-played States. If the Character already had a BGB, however, it would trigger normally for each and every one of the new States. * Snowfall* You may play this even when there is no attack, though nothing will happen. This card has no effect on a Faceoff. * Sonic Reducer* The target does not need to be unturned. The damage is half of the target's current fighting at the time the Reducer was turned. * Spin Doctoring* The return is not optional. If you don't want any of the cards in your smoked pile, that's too bad. * Stand Together* The Fighting bonus is not restricted to your Characters. * Stone Spirals* "Returning a Character to play" is not considered to be playing it for reduced cost, but playing it at "no cost" is. If an opponent plays Positive Chi, this card will trigger only once, assuming that the person who played Positive Chi plays a card. If you play Positive Chi yourself, Stone Spirals will not trigger. * Ten Thousand Agonies* Scrappy Kid still only does 1 damage to him. If multiple Characters inflict damage on him simultaneously (if they attack him, for instance), each Character's damage is increased separately. (If it helps, you can think of him as having Toughness: -1.) * The Bazaar* Since you haven't looked at the contents of your deck, a few overhand shuffles can sufficiently randomize the card's position without slowing the game down too much. * The Enemy of my Enemy* The opponent gets the Power as soon as you generate the effect. * The Forest of Fallen Banners* It is still considered to be a Power-generating Site even while there are Characters at its location. * "There's Always One More..."* The Character is not chosen until the effect resolves. If somebody plays Inauspicious Reburial on you in response, but cannot toast all your Characters, you get one of the leftovers. * The Thunder Dome* The re-played Faceoff can still be Confucianed, Brain Fired, and the like. * Throne of Skulls* This includes when your Unique Characters are smoked. * Thunder Gladiator* You still need the same number of resources as the card requires, but they can be [Mon] instead of the normal requirement. So, Spider vs. Mantis could be played if you had [Asc] [Asc], [Asc] [Mon], or [Mon] [Mon]. * Trade Center* The adjacent Sites are still considered to be Power-generating Sites. * Two-Face* The Characters may be controlled by different opponents. * Uprising* You get two Rebels for three Power, three Rebels for four Power, and an additional Rebel for every two Power more that you spend. * Verminous Rain* It is possible that this card's Reload cost will toast the card itself. If so, you don't get anything, even if there are other copies of Verminous Rain in your smoked pile. * Violence Junkies* If you get them out of your smoked pile, no sacrifice is necessary. You can turn them to change location away from an attack before you declare interceptors. * Wandering Hero* It doesn't matter how many different matches a Character has; the Wandering Hero will never get more than +1 from a Character. The Wandering Hero can give herself +1 Fighting if she has any matches. * Wave Disruptor* It doesn't matter if the resources are the same as each other. * Wedding Gifts* Effects normally count at generation, so changing the number of unturned Characters in response to Wedding Gifts being played does not change the amount of Power gained. * Wrath of the Monarchs* You can use a "cancel and smoke" effect on an Event in response to it being played. (Though there are not many Events.) * Xiaoyang Yun* Since her ability doesn't require her to turn, it is active as soon as she has been played, making it impossible to respond to her with an Event that her ability blocks. (If she is being returned to play by something such as Golden Comeback, however, she won't be in play until it resolves, so the Golden Comeback can be responded to normally.) * Yakuza Enforcer* If the Enforcer is stolen from player A by player B, the "you" in its rules text is now talking to player B, so player A's cards will damage it normally. * Zino the Greek* This is not a discard.