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Rules I Learned Way Too Late Options
FlyingArrow
Posted: Wednesday, January 20, 2016 10:21:26 AM
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Just a thread to post random rules that I learned when I was well into playing this game. Rules that are right there in the glossary or rule book but I either never read them or just glossed over them. I was going to title this "obscure rules", but some of these come into play quite a bit.

For almost all of these, it was swinefeld who pointed out the rule to me.

===

Lesson #1:
Light Spirit ignores terrain.
Flight ignores certain listed terrain while moving.

First part is obvious: Light Spirit can walk through walls while Flight cannot (walls aren't one of the listed terrain).
Second part I missed forever: Light Spirit can end its turn in pits. Flight only ignores pits while moving. When it's done moving it has to be in a non-pit square. But Light Spirit ignores terrain - period.

---
Lesson #2:
Immediate doesn't just mean right now - it means before other actions.
Straight out of the glossary:
Quote:
An immediate action takes place instantly under a particular set of circumstances, even if it is not the character’s turn. This action can interrupt other actions, taking effect just before they do. If multiple immediate actions take place at the same time, the acting player takes any immediate actions, then the player to the left, and so on.


The key part here is, "Taking effect just before they do." If two (or more) actions have the same trigger (when hit, end of turn, whatever), the one(s) that says "immediate" happen first.

---
Lesson #3:
If you use Dark Master's Force points, you can't use any others. Almost all Force batteries specify that a character cannot pool its own Force points with those from the Force battery. You have to spend Force points from one or the other. But Dark Master goes even further... from the glossary:
Quote:
"That ally doesn't have to have a Force rating, but if it does, it cannot spend its own Force points on the same turn."
Even if a character has Master of the Force 2, it cannot spend Dark Master's Force points once and its own Force points the second time.

I had to work around this some for my GenCon squad, but it wasn't too difficult. It just meant that Caedus would only ever use Freedon Nadd's Force points (from Dark Master) for Aing-Tii. Never actually on his own turn, when he might want to spend Force points multiple times.

---
Lesson #4
Pre-round stuff is one "turn" for the purposes of Master of the Force.
I learned this one a long time ago, actually, but not sure where it's officially written down or ruled. All the pre-round stuff (Surprise Move, Anticipation, etc.) counts as one "turn" for the purposes of how many times a character can spend Force points. (Although Aing-Tii generates an entirely separate turn unto itself.) Darth Vader of Lothal from Long Time Ago (Vset 11) has Surprise Move, Surprise Attack, and Master of the Force 2. He needs MotF2 in order to be able to use both at the same time.
Echo24
Posted: Wednesday, January 20, 2016 10:25:23 AM
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I still remember playing a practice game against James W before the first Atlanta regional, and I moved a character (Mouse or Ugnaught or something like that) up to open a door and move Luke Force Spirit through. He asked "Did you just open that door so the Force Spirit could go through it?". I understood that it ignored pits and low objects and stuff, but it had never clicked that doors count as "terrain".
Lily_Wan
Posted: Wednesday, January 20, 2016 10:34:01 AM
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Something like ten years ago I learned (apparently incorrectly) that one cannot park a large mini in a doorway, i.e. covering two squares on either side of the open door. This came up at a tournament last season in which I rather confidently called out my opponent on parking Durge on Speeder over a door. I was, of course and immediately, shouted down by all present. "He's holding the door open by being adjacent whilst on it," was the general consensus. I still don't understand how that would interact with Override shutting the door on him.
Echo24
Posted: Wednesday, January 20, 2016 10:41:01 AM
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Lily_Wan wrote:
Something like ten years ago I learned (apparently incorrectly) that one cannot park a large mini in a doorway, i.e. covering two squares on either side of the open door. This came up at a tournament last season in which I rather confidently called out my opponent on parking Durge on Speeder over a door. I was, of course and immediately, shouted down by all present. "He's holding the door open by being adjacent whilst on it," was the general consensus. I still don't understand how that would interact with Override shutting the door on him.


The glossary text actually specifies "A door cannot be closed if a Large or larger creature straddles its gridline".
donnyrides
Posted: Wednesday, January 20, 2016 12:29:05 PM
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There are some rules that are really odd to me. My most recent one I learned was with Black Sun. If the piece's name has black sun in it, it doesn't make him have the ability black sun. This seems odd as being named stormtrooper means it has the "Trooper" ability. I actually still have a problem with this rule, but I looked it up in the glossary and while the definition is clear as mud, it points more towards not giving Black Sun than is does giving it. Really Odd.
FlyingArrow
Posted: Wednesday, January 20, 2016 12:54:25 PM
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donnyrides wrote:
There are some rules that are really odd to me. My most recent one I learned was with Black Sun. If the piece's name has black sun in it, it doesn't make him have the ability black sun. This seems odd as being named stormtrooper means it has the "Trooper" ability. I actually still have a problem with this rule, but I looked it up in the glossary and while the definition is clear as mud, it points more towards not giving Black Sun than is does giving it. Really Odd.


Who counts as what in this game is one of the weirdest things. Lots of exceptions and things that look like they should be the same but are different.
adamb0nd
Posted: Wednesday, January 20, 2016 1:22:08 PM
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The Lawn mower effect.

A character that uses a power like Unleash the Force 60, War Throat, or even lightsaber sweep maintains those ability while interrupted by commander effects such as Borsk Fey'lya (Whenever this character or a follower within 6 squares defeats an enemy, it may immediately move 2 squares. This move does not provoke attacks of opportunity or prevent the use of extra attacks.) This can result in character using such abilities moving to new locations, killing more enemies with their activated effect, and triggering the CE again, plowing through the entire field of combat as long as they keep killing enemies and are in range to receive the benefit of the CE.
EmporerDragon
Posted: Wednesday, January 20, 2016 1:39:23 PM
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FlyingArrow wrote:

Who counts as what in this game is one of the weirdest things. Lots of exceptions and things that look like they should be the same but are different.


It was really bad in the early days as Dooku and Tyranus were separate people and Chewbacca wasn't a wookiee.
MaliciousCrumb
Posted: Thursday, January 21, 2016 11:50:17 PM
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Can I use a commander effect through walls since the light spirit that has it ignores terrain?
EmporerDragon
Posted: Friday, January 22, 2016 12:32:10 AM
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MaliciousCrumb wrote:
Can I use a commander effect through walls since the light spirit that has it ignores terrain?


No. The Light Spirit ignores all terrain in terms of where it can go and movement costs; It does not allow you to ignore walls when counting range to it.
MaliciousCrumb
Posted: Friday, January 22, 2016 8:10:56 PM
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Thanks again!
kezzamachineII
Posted: Friday, January 22, 2016 8:23:43 PM
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I remember getting the stealth ability wrong after I'd been playing a year at least. I argued that a character could be targeted outside of 6 if it was the only one, and that stealth only applied if there was more than character. Dumbass. I also didn't understand commander-follower for like ever. Dumbass!
darthbinks1
Posted: Friday, January 22, 2016 8:46:57 PM
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Golan Arms getting evade is weird.

I'm always forgetting if a CE can go out of a locked room if you have Mas outside of the room, I think the door has too be open...but i can never remember.

I'm always messing up "super stealth"

The many rules of this game is partly what motivated me to get into it (liked the mental stimulation) but there is a point of saturation that can also kill the fun.
CerousMutor
Posted: Saturday, January 23, 2016 12:27:53 AM
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House rules fix most of these ThumpUp
General_Grievous
Posted: Saturday, January 23, 2016 1:03:46 AM
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Funniest one we had is back in ROTS days when our group first started we probably played the first 4 or more games with each turn activating "any two characters in your squad" so typical game was my battle droids and grievous against ani and obi.
Ani/obi activate
Grievous and battle droid activate
Ani and obi activate again
Grievous and random battle droid activate again
Ani and obi activate again
And initiative was a once a game thing haha.
We had no idea why you would ever bring a swarm team when big heroes can constantly move
juice man
Posted: Saturday, January 23, 2016 5:51:02 AM
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darthbinks1 wrote:
I'm always forgetting if a CE can go out of a locked room if you have Mas outside of the room, I think the door has too be open...but i can never remember.
Got "board wide" confused with "unlimited" many times.Blushing
swinefeld
Posted: Sunday, January 24, 2016 8:11:34 PM
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darthbinks1 wrote:
I'm always forgetting if a CE can go out of a locked room if you have Mas outside of the room, I think the door has too be open...but i can never remember.


Mas can be anywhere. If the CE has a range listed (within X squares) then you have to be able to trace a path between the recipient and the commander (or a mouse droid outside a locked room the commander is hiding in). Also, remember Booming Voice only affects range 6 CEs; other ranges are not common, but some exist.
jak
Posted: Monday, January 25, 2016 9:23:35 AM
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played with some kid a few years back, and they though Save 11 meant you had to roll exactly 11Razz
darthbinks1
Posted: Wednesday, January 27, 2016 8:26:22 PM
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jak wrote:
played with some kid a few years back, and they though Save 11 meant you had to roll exactly 11Razz


I could see how that would happen.
FlyingArrow
Posted: Tuesday, February 16, 2016 12:03:02 PM
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Lesson #5:
"Instead of moving" is different from "if this character doesn't move".

A character can use Double Attack "instead of moving". But then they could move on their turn using abilities other than their regular movement. Like Agile or something like that.

Deadeye says "if this character doesn't move". A character using Deadeye declares that they won't move (voluntarily) on their turn, so they would not be able to use Agile or anything else that lets them move.
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