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Resolving Effects: Djem So Circle of Doom Options
AdmiralMotti89
Posted: Thursday, August 2, 2012 3:34:23 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/29/2009
Posts: 496
Location: Nebraska
I have been writing out this trying to get a visual for 10 minutes now and am getting nowhere with understanding it with the resolving effects helping.

Epic Bane and Epic Luke are Djem So-ing each others' brains out. We did OK with the the flurry & Djem so interruptions, but once Luke was at 0 hp (with 3 or 4 attacks left), I couldn't figure out what to do. Is he immediately removed, or could he keep going at 0 HP until he runs out of attacks or Bane dies too? I feel like this questions had been asked before, but I really can;t get my head around it. Thanks for any clarification.
Sithborg
Posted: Thursday, August 2, 2012 3:48:34 PM
Rank: Moderator
Groups: Member , Moderator, Rules Guy

Joined: 8/24/2008
Posts: 5,201
The thing to remember is Djem So happens before the damage is actually applied. So if Luke is hit and he Djem Sos back, he hasn't actually taken damage yet. So you have to keep track of all the hits, so you can go back and apply the damage backwards once you get to a stopping point in the chain. Once the figure has taken enough damage to be defeated, they are removed from the board, but all attack's damage is still applied to the other figure. Very easy to achieve mutual destruction.
markedman247
Posted: Thursday, August 2, 2012 3:51:20 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/14/2008
Posts: 2,063
Well, I removed my reply as I was wrong. I thought I knew that rule.
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