January 23, 2019, 10:37:25 PM

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Messages - iNano78

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Spells / Re: Altar of Infernia
« on: January 20, 2019, 11:24:03 AM »
So should there be an entry for Mud Golem? I was checking in here to see if the altar would remove their dice, I'm pretty sure it will, having it on the list would would be nice though. :D

Mud Golem is definitely affected by Altar of Infernia. I’d put it in the first bin of original post, since it says right on the card that it gets Melee +1 for each counter.

Events / Re: Winter Mage War 2
« on: January 17, 2019, 08:06:19 PM »
As for Steep Hill, it was pointed out that the rules only have it block line of sight through edges and not corners. Therefore anything that could target through opposite corners of Steep Hill's zone was technically not blocked by Steep Hill's rules.  Minor quibble, hardly ever comes up, but just in case...we clarified.

So it would have to be like a range four effect, from the corner zone to the hill to the opposite corner zone. That makes sense... though I can't think of anything that might make use of the ambiguity.

There are a handful of effects that require line of sight with no range restriction, like a Druid using a vine marker's zone as the target of a Vine spell, effectively bypassing the spell's range restriction. So rules as written, one could argue that perfectly diagonally across Steep Hill corner-to-corner had "tunnels" in an X that allowed LoS even though any other direction across Steep Hill (+) was opaque. Huh, never thought of anybody trying to argue that.

Events / Re: Winter Mage War 2
« on: January 17, 2019, 02:32:57 PM »
Thanks for the quick assist. I am curious now... what is the difference between discarding and obliterating a spell?

If such a spell is bound to an object, does it become lost under these rules? Is the object that it is bound to affected at all?

Obliterated spells don't go to your discard pile. I assume this is to avoid shenanigans with Resurrection/Animate Dead to bring back a creature that was never in play.

I don't quite understand the Steep Hill clarification. What are "two diagonal sections of a zone"? Would this mean "two adjacent (orthogonal) edges of a zone?" e.g. would apply to a Range 3 spell that's "up 2 / over 1" or similar?

Rules Discussion / Re: Acid Blast (academy, not promo)
« on: January 11, 2019, 09:05:21 AM »
My guess - it is describing the effect on the Attack bar.

However, it also seems plausible that the intent is to always place one corrode plus a chance for an addtional corrode on 9+. In Arena this would have been shown as

1 - 8    Corrode
9+    2 Corrode

This text might be the equivalent of this probability. Are there examples in Academy where a mutli-lined effect result is used?

The promo version of the card looked as above: e.g. 1 Corrode on 1-8, 2 Corrodes on 9+. However, this would mean that attacking an object with Acid -X (e.g. having Chitin Armor, for example) would provide a possibility of  receiving 0 Corrodes. The officially released Academy card avoids this possibility by guaranteeing at least 1 Corrode, assuming the attack isn't avoided entirely.

In other words, the released version is almost functionally equivalent to the promo version, but actually better against targets with Acid -X.

You can still see the promo version here:

Rules Discussion / Re: Is Gate to Hell a Zone Attack?
« on: January 04, 2019, 09:53:38 AM »
Hooray! Another Swarm loophole.  The way Gate is written is that it is an un-targeted attack against all creatures. Therefore it hits all creatures, but I would say that the way the Swarm trait is written (RAW) it only does a maximum of one damage to them. I would love to be wrong about this.

Technically, there is no RAW for Swarms in Arena, so I guess it's up to Arena players to agree on rules for Academy for each of the new keywords and traits (e.g. Frost, Defrost, Swarm, Potion equipment, Breeches equipment).

Domination / Re: Let's talk Multiplayer Domination
« on: December 22, 2018, 06:06:22 PM »

Let us know how this works out for your group.

I've been considering a 4-player domination style format for tournament play but haven't had time to put it down on paper yet. This allows more players to interact in each game without too much more table space.
The downside of 4 player Domination, whether in teams or free-for-all, is that it takes so long. When we have 4, we’d always prefer two parallel 1-on1 Arena death matches, likely followed by a “winners” match and a “losers” match, rather than one loooonngg 4-player game. But ymmv.

Domination / Re: Let's talk Multiplayer Domination
« on: December 21, 2018, 09:25:32 AM »
And other attachment ('cause file size limitation per post).

Domination / Re: Let's talk Multiplayer Domination
« on: December 21, 2018, 09:24:33 AM »
So ends another year of 3-way Domination matches. And after 38 matches, we're growing a little bit bored of the few 3-way maps included in the rule book, along with the handful of maps and custom scenarios we've been able to come up with. One driver for our lack of creativity is related to the challenges of making "fair" 3-way maps from 4-sided tiles. There really aren't many options of having mages start at range 3-4 from each other and equidistant from orbs when using squares. Starting in 2019, we'll be dabbling with hexagonal Domination tiles. Paper prototypes below (please excuse the terrible initial attempt at colour matching; these are just a mock-up).

General Discussion / Re: Gen Con Academy pre releases
« on: December 13, 2018, 12:47:34 PM »
I'm pretty sure that it has to do with the trait wording: "...cannot be targeted or affected by non-attack spells that do not specifically target swarm creatures. "

So, chock it up to poor wording, rushed development and almost no legitimate play testing time. Waves of force cannot move little insects.  :P

But it is affected by Etherian Lifetree - because it's not a "spell" but rather a global effect at that point?

General Discussion / Re: Gen Con Academy pre releases
« on: December 12, 2018, 04:08:41 PM »
"My Lord, a Swarm of Killer Bees and a Woolly Rhino are in the next zone!"

"No problem. My Force Wave will send them packing!"


"What? The Bees are still there? The Rhino went tumbling head of heels, but the *Bees* are still there! Well, this will sort them out. Fireball!"

Ok, finally have my copy in hand. Can someone explain why Force a Wave, which targets a zone, affect swarms? Aren’t swarms affected by anything that would, for example, affect an invisible creature, e.g. Teleport Trap, Force Wave, etc?

General Discussion / Re: Terrain - is it fair right now?
« on: December 11, 2018, 09:31:37 AM »
upheaval I think in the one of the sets coming out destroys terrain.

You mean the elementalist?

Yes. Only works on Level 1 Corporeal, so won't destroy Swamp, Elephant Grass, Steep Hill or Hellscape.

In other words, the only Terrain it works on are Consecrated Ground and Shallow Sea.

Spells / Re: A little love for the Swamp
« on: December 11, 2018, 08:12:40 AM »
Also remember anything can walk out of the swamp and act normally...

Swamp would see a lot more use if Steep Hill didn't exist. It's not a bad card at all, but it needs specific combos, the hill is generally better to slow offense.

So the Slow only lasts while in the Swamp... I don't get how this works.

If a non-Fast creature moves into the Swamp, it's turn ends (e.g. can't take a quick action after movement). But a creature can double-move into a Swamp, whereas it can't double-move into Steep Hill. (Also a Fast creature can't move into a Steep Hill and follow up with a Quick action, whereas it could into a Swamp since it would merely lose Fast). Similarly, a creature can get Pushed into a Swamp, but not out of it.

General Discussion / Re: Interesting website forum stats
« on: December 09, 2018, 09:12:13 AM »
Still lurking, if not posting.

Still holding out hope that one day they’ll publish (a) Lost Grimoire v2 (remaining promos, maybe a few more Trample or other interesting cards; perhaps more dragons?), (b) alt-Forcemaster vs alt-Wizard (surely some development work was done for this expansion years ago), (c) a “mounts” expansion (as cut from Paladin vs Siren), (d) Battlegrounds 2: Arch-enemy (same comment as (b)), and (e) an Elementalist for Arena - even if just the mage art card & abilities.

Mages / Re: MW Academy Druid and Elementalist announced
« on: November 16, 2018, 08:03:23 AM »
Now my druid gets new cards. In Berlin the game came yesterday

Druid arrived here too. But no Elementalist yet...

Mages / Re: MW Academy Druid and Elementalist announced
« on: November 13, 2018, 12:45:50 PM »
Do you have any informations about the release?

Was going to ask the same thing. Other years, Gen Con (pre)releases have arrived at North American retailers by late Sept or early Oct. Not sure what's holding up Academy Druid and Elementalist.

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