The designer's rulings, one tap from the card
Tom Jolly's 2002 Rules FAQ settled three table disputes this week from a text file only I could read. Now it lives in the game: 95 cards gained their FAQ sections (extracted verbatim from the official document, alias-matched — Slime, Mistbody, Buck and friends resolved to their proper cards), joining the handful already present for 102 cards with rulings in all. The card faces stay pure card text; an "Official FAQ" button appears under any enlarged card that has rulings — the hand inspector, the peek overlay, and as an FAQ chip in the card library — opening a booklet modal with the rulings and their provenance: "the cards overrule the rules, and the designer overrules the table." Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
6de4254aad
commit
bc0c69de11
@@ -179,7 +179,8 @@
|
||||
"text": "Reduces any damage done to you by 1/2. Round fractions up. Works on point-based or duration-based spells, or physical damage.",
|
||||
"quantity": 2,
|
||||
"faqRulings": [
|
||||
"If you play two in a row, they act one after the other, they do not cancel the damage out entirely! Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the second would reduce damage to 2 points (1.5 rounded up)."
|
||||
"If you play two in a row, they act one after the other, they do not cancel the damage out entirely! Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the second would reduce damage to 2 points (1.5 rounded up).",
|
||||
"Book of Spells This cannot hold items or objects, just spells and NUMBER cards. Discard them if you draw objects, redrawing to fill to 5 cards. These may be used in any combination you like with the cards in your hand. REFLECTED spells will blast you, not the BOOK."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1069,7 +1070,8 @@
|
||||
"text": "Swap places with any other character during your turn. Counts as your movement. FULL REFLECTION, if used against SWAP, merely nullifies it.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"You can use a SWAP before TELEPORT, but not after (within the same turn, of course). Since SWAP indicates that it replaces your movement, then if a REUSE SPELL card is used, you cannot use SWAP again in the same turn, as you have already performed your movement for the turn. Aesthetically this doesn't make a lot of sense, and the card shouldn't say that SWAP replaces movement, but rather if you use SWAP, you foresake your movement, which would allow you to use it twice in a turn, as it would not actually be your movement. Swaps tend to disobey the rule about creating objects in occupied spaces, but that's okay, they're supposed to. SWAP MEET conflicts somewhat with the rule that says you can't create an object where there is already an object, since SWAP MEET clearly says that you swap carried objects, meaning you would HAVE to be in the same space as the \"created object\". SWAP MEET, though, is an acception to the rules, and its operation is clearly explained on the card. Swap Meet is also a little ambiguous; you only swap ONE of your objects for ONE of the opponent's, not two for two."
|
||||
"You can use a SWAP before TELEPORT, but not after (within the same turn, of course). Since SWAP indicates that it replaces your movement, then if a REUSE SPELL card is used, you cannot use SWAP again in the same turn, as you have already performed your movement for the turn. Aesthetically this doesn't make a lot of sense, and the card shouldn't say that SWAP replaces movement, but rather if you use SWAP, you foresake your movement, which would allow you to use it twice in a turn, as it would not actually be your movement. Swaps tend to disobey the rule about creating objects in occupied spaces, but that's okay, they're supposed to.",
|
||||
"SWAP MEET conflicts somewhat with the rule that says you can't create an object where there is already an object, since SWAP MEET clearly says that you swap carried objects, meaning you would HAVE to be in the same space as the \"created object\". SWAP MEET, though, is an acception to the rules, and its operation is clearly explained on the card. Swap Meet is also a little ambiguous; you only swap ONE of your objects for ONE of the opponent's, not two for two."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1101,8 +1103,7 @@
|
||||
"text": "This spell lets you move up to four spaces (not diagonally) from where you are, ignoring walls and objects. You may take your normal movement before playing this card, but your movement ends after you play it.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"If you use this spell as a Counteraction, the attack has no chance of hitting you. Yes, with a REUSE SPELL, you can TELEPORT twice in a turn. You can teleport only into a vacant space; the 8th edition clarifies this.",
|
||||
"Some teleporation spells let you teleport into occupied spaces and some don't. This is usually called out explicitly on each card. They vary because some cards would violate game mechanics if you did them a certain way. Say for example, someone takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. It can't happen in the 8th edition, because the card stipulates that you cannot teleport into an occupied space. If a card does NOT call out one or the other, then you can perform the noted teleportation to any space you like, within the limits of the card."
|
||||
"If you use this spell as a Counteraction, the attack has no chance of hitting you. Yes, with a REUSE SPELL, you can TELEPORT twice in a turn. You can teleport only into a vacant space; the 8th edition clarifies this."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1120,7 +1121,7 @@
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"If REFLECTED, opponent chooses where he wishes to send you. You may finish your normal movement after he moves you (unlike a regular TELEPORT).",
|
||||
"Some teleporation spells let you teleport into occupied spaces and some don't. This is usually called out explicitly on each card. They vary because some cards would violate game mechanics if you did them a certain way. Say for example, someone takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. It can't happen in the 8th edition, because the card stipulates that you cannot teleport into an occupied space. If a card does NOT call out one or the other, then you can perform the noted teleportation to any space you like, within the limits of the card."
|
||||
"Teleport Spells Some teleporation spells let you teleport into occupied spaces and some don't. This is usually called out explicitly on each card. They vary because some cards would violate game mechanics if you did them a certain way. Say for example, someone takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. It can't happen in the 8th edition, because the card stipulates that you cannot teleport into an occupied space. If a card does NOT call out one or the other, then you can perform the noted teleportation to any space you like, within the limits of the card."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1420,7 +1421,7 @@
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"Yes, you can drop objects in here, even while you are jumping over the PIT. No, contrary to what the card says, you can't create objects in or on or over the PIT, which eliminates all those bizarre questions about creating SOLID STONE over a PIT and having it fall down, or making a WALL sideways over a PIT, and so on. TINY SWAP can't be used to do this either, as this would qualify as creating an object in a space where an object already is, which is against the basic rules. FILL SQUARE WITH STONE cancels a PIT, and any objects inside the PIT at the time appear at the top, on the floor, so nothing gets \"squashed\". It takes a whole turn to climb out of, as well as into, a PIT, and your movement would end adjacent to the PIT. You could still add NUMBER cards to your movement in such a case, though. You can jump diagonally across a PIT if it's at an intersection, but it still takes 2 movement points to get across. A player outside and adjacent to the PIT has LOS into the PIT, but a player in the PIT has no LOS outside of the PIT (except in the very rare instance where someone jumps or flies over and he uses an INTERRUPT to cast an attack...you get the idea). If a PUSH OBJECT is used to shove a treasure in on someone in a PIT, they take 2 points damage just as normal from a PUSHED OBJECT.",
|
||||
"Climbing into a PIT, you must start the turn adjacent to the PIT, and may not perform any other actions while climbing. You could, if you like, just fall in and take the damage. Two or more adjacent PITS would just make one long PIT."
|
||||
"Create Pit, more Climbing into a PIT, you must start the turn adjacent to the PIT, and may not perform any other actions while climbing. You could, if you like, just fall in and take the damage. Two or more adjacent PITS would just make one long PIT."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1617,7 +1618,6 @@
|
||||
"text": "Fills an entire square with a cube of lime-flavored gel. Anyone pushing their way through ends their turn upon entering and may not leave until the next turn. Spells cast at the slime get stuck there, and affect anyone in the slime or entering it later on (spells \"go off\" only once). Counteractions against \"trapped\" attacks do not affect the caster of the attack. A WATERWALL or a 5-point WATERBOLT will wash the slime away. There is no L.O.S. through it.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"Sure, you can leave items in SLIME, but you can't teleport someone there or create something else inside, like a MONSTER, or leave a creation spell trapped inside. This is per the rule that you can't create an object in a space where there is already an object. HANDFUL OF TACKS would work just fine in SLIME, as it isn't a spell. Only water will damage the SLIME, so other attacks are useless. Spells stuck in SLIME only go off once, the first time someone walks into the SLIME. SLIME is a big cube filling the corridor, and offers no LOS, nor can it be flown over.",
|
||||
"What works in a SLIME? Some folks have trouble deciding what would go well in a slime. Try a FIREBALL, or LIGHTNINGBLAST, or SLOW DEATH, or SUDDEN DEATH. You get the idea. After a player sets off the spell, it only affects him, later players entering the SLIME are not affected by the spells which have already been set off."
|
||||
],
|
||||
"verification": {
|
||||
@@ -1652,7 +1652,7 @@
|
||||
"text": "Creates a force field immediately adjacent to you on one side only, preventing an opponent from entering the space you occupy or casting spells on or past you. Lasts only until the end of the opponent's turn.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"The Force Field is stationary, it does not move with the player. Cards that represent non-spell items, such as daggers, can fly through the field just fine. Likewise, Wizardblade can slice through the field."
|
||||
"For those of you who don't own this spell, it says;COUNTERACTION. L.O.S. Creates a force field immediately adjacent to you on one side only, preventing an opponent from entering the space you occupy or cating [sic] spells on or past you. Lasts only until the end of the opponent's turn. The Force Field is stationary, it does not move with the player. Cards that represent non-spell items, such as daggers, can fly through the field just fine. Likewise, Wizardblade can slice through the field."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1736,7 +1736,8 @@
|
||||
"text": "This spell lets you throw a carried treasure at someone or something (including an empty space). Physical damage equals the number of spaces thrown. The spell is actually cast on yourself, so REFLECTION won't work against it and AROUND THE CORNER won't work with it. If thrown diagonally, measure the distance as the number of spaces a player would move. The attack itself is physical and not magical.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"In the very rare occurence of a passage-loop, where HEAVE-HO would travel forever, we've limited it to a maximum of 10 spaces. AROUND THE CORNER has no effect on HEAVE-HO, as HEAVE-HO is cast on yourself, not on the treasure. In the example below, where the \"x's\" represent Wizards, HEAVE-HO does 3 points of damage, which are counted as spaces as the Wizard walks; _________________________ | | | | | X | | | |_______|_______|_______| | | | | | | | X | |_______|_______|_______|"
|
||||
"In the very rare occurence of a passage-loop, where HEAVE-HO would travel forever, we've limited it to a maximum of 10 spaces. AROUND THE CORNER has no effect on HEAVE-HO, as HEAVE-HO is cast on yourself, not on the treasure. In the example below, where the \"x's\" represent Wizards, HEAVE-HO does 3 points of damage, which are counted as spaces as the Wizard walks;",
|
||||
"_________________________ | | | | | X | | | |_______|_______|_______| | | | | | | | X | |_______|_______|_______|"
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -1804,7 +1805,8 @@
|
||||
"text": "Covers the surface of one square of the floor with acidic ooze. Any character or monster entering the square takes 1 point of damage, and on a roll of 1 or 2 falls down, drops treasure, takes 2 more points of physical damage, and is unable to move for the rest of the turn. Any following turns that he tries to stand and leave must be rolled again as stated. Only 5 points of fire damage will destroy the ooze.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"This is a MONSTER. No, it does not block LOS, just lays in a layer on the floor, and is not moveable. Only fire, and no other type of attack, will hurt the ooze (except MONSTER BANE for 5 points)."
|
||||
"This is a MONSTER. No, it does not block LOS, just lays in a layer on the floor, and is not moveable. Only fire, and no other type of attack, will hurt the ooze (except MONSTER BANE for 5 points).",
|
||||
"Large Rock/Dagger These are NOT spells (yes, the rules already say that) which \"create\" the objects, they are the objects themselves. Yes, they can be discarded!"
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -2049,7 +2051,7 @@
|
||||
"text": "Wand covers enemy with webs, reducing movement by 3 (enemy can still use NUMBER cards for additional movement). Lasts one turn. Any fire damage done to player in webs causes two extra points of damage due to webs burning. The wand has a limited number of charges determined by NUMBER card played when first used. Discard the wand when last charge is gone.",
|
||||
"quantity": 1,
|
||||
"faqRulings": [
|
||||
"Webs, if burned, disappear immediately. h Strength If you tear a treasure out of someone else's hands, this does NOT count as picking up an object and does not end your turn. In fact, you can tear a treasure out of somebody's hands and drop it on the floor even while carrying another treasure."
|
||||
"Webs, if burned, disappear immediately. h"
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -2379,8 +2381,7 @@
|
||||
"text": "For the next NUMBER card worth of turns, the opponent will teleport 1 to 4 spaces in a random direction (roll the die twice). This occurs during your turn. If a BLINK takes opponent to SOLID STONE, reroll distance, otherwise opponent is affected by contents of the destination square. Can be cast on self as a counteraction to an LOS spell (the spell would miss), but no NUMBER card can be played.",
|
||||
"quantity": null,
|
||||
"faqRulings": [
|
||||
"See TELEPORT, or TELEPORT SPELLS.",
|
||||
"Some teleporation spells let you teleport into occupied spaces and some don't. This is usually called out explicitly on each card. They vary because some cards would violate game mechanics if you did them a certain way. Say for example, someone takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. It can't happen in the 8th edition, because the card stipulates that you cannot teleport into an occupied space. If a card does NOT call out one or the other, then you can perform the noted teleportation to any space you like, within the limits of the card."
|
||||
"See TELEPORT, or TELEPORT SPELLS."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -3484,8 +3485,7 @@
|
||||
"text": "This amulet allows you to teleport a number of spaces equal to a role of the die, but it sucks up your life points at a rate equal to another roll of the die. This damage may not be stopped or counteracted in any way, and this card overrules any other card on this issue, including other magic objects (though this does not prevent healing spells from working). May be used once per turn. Replaces normal movement. Display immediately.",
|
||||
"quantity": null,
|
||||
"faqRulings": [
|
||||
"If you attempt to use this and your roll lands you inside solid stone, you do not teleport, but you still lose life-points.",
|
||||
"Some teleporation spells let you teleport into occupied spaces and some don't. This is usually called out explicitly on each card. They vary because some cards would violate game mechanics if you did them a certain way. Say for example, someone takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. It can't happen in the 8th edition, because the card stipulates that you cannot teleport into an occupied space. If a card does NOT call out one or the other, then you can perform the noted teleportation to any space you like, within the limits of the card."
|
||||
"If you attempt to use this and your roll lands you inside solid stone, you do not teleport, but you still lose life-points."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
@@ -3568,7 +3568,8 @@
|
||||
"text": "This spell lets you swap any two items (uncarried), people, monsters, or immovable created object, or any combination of the same, as long as both are in your LOS! In the case of swapping a person for a created wall, the person could end up in either square adjacent to where the wall was, and vice-versa. Both objects, once swapped, must still be in your LOS afterwards.",
|
||||
"quantity": null,
|
||||
"faqRulings": [
|
||||
"Though not intended to be used this way, it is possible to use TINY SWAP to move yourself, since you are in your own LOS. Yes, this is a much more powerful version of TRADER. No, you may not put immovable objects on a player's home base."
|
||||
"Though not intended to be used this way, it is possible to use TINY SWAP to move yourself, since you are in your own LOS. Yes, this is a much more powerful version of TRADER. No, you may not put immovable objects on a player's home base.",
|
||||
"Torquemada If your opponent has run out of fingers and teeth, then he can probably no longer deal cards anyway, so any player with functional eyes left will have to read all the players' cards to them. Ha! Just kidding. Not a real card (Not yet, anyway)."
|
||||
],
|
||||
"verification": {
|
||||
"status": "verbatim",
|
||||
|
||||
Reference in New Issue
Block a user