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| Official Rules & FAQ's: Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** | |||||||||||||
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#1
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Revive Glyph Mayhem
Okay, here's what happened in a game I played last night. We were playing "capture the flag" but you didn't have to bring it back, just occupy the other team's space. I had foolishly not left enough defense to guard my flag. My only hope was to revive a guy and place him in my starting zone, a couple spaces from the flag. I moved my first minion and stepped on the glyph. I rolled a 20 (YAY!) and placed a minion a couple spaces away from the flag. At this point, I scratched my head. Can I move the minion I just revived? I have only moved one minion, and not yet attacked. It would be really nice to fly him onto the flag space to guard it. (Flag spaces were NOT part of the starting zones, but you could stand on it to prevent its capture). My opponent, seeing what I was thinking about doing, decided, yes, I could do that. I agreed, but we weren't positive. THEN, it got really dicey. He still needed to roll for his revival. He rolled 2 19s and brought back two armocs. He asked where he could place them and I said "any starting zone" to which he promptly put them both engaging my minion. Is this allowed? We decided it was. Seeing no other choice, I flew my minion to the flag anyway. Double disengagement. 2 Skulls. Ouch.
SOOOOO.... 1) Can I move a minion I just brought back? 2) Can I place revived figures engaging other figures also just revived? If so, in what order should the rolls happen? Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! |
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#2
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Re: Revive Glyph Mayhem
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:edit: But just reading the card, I see that it does say any starting zone...hmm ![]() |
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#3
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It definately IS ANY starting zone. This has been discussed before.
Looking for a way to get casual players involved in Heroscape? Do your opponents lack the interest or knowledge to build/draft their own armies? If so, check out Project 500! |
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#4
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HJ, you get to decide which starting zones revived figures are placed. You stepped on the glyph.
1) I believe you should be able to move a revived common figure. As long as you have not activated the full number of figures in that squad. It works well with the strategy involving commons and their flexibility. 2) Not understanding the rolls first question... |
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#5
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#6
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HJ should be rolling for all revivals as well. Unless he house-rules it differently.
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#7
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Looking closer, it seems you get to roll for your opponent's figures and YOU get to decide where they are placed. I've never played it that way (or much at all), but that IS how its worded.
As for moving your figures... I'm on the fence. On one hand, it makes sense in the way that common figures are played (select one, move it, repeat for each figure on the card, then attack), but on the other hand, it seems like a situation generally frowned upon in the rules. The other means of ressurection (Water Clone, Zombies Rise Again), don't allow you to make use of newly ressurected figures until you place a fresh turn marker on them. My guess is this is a situation not originally planned (it is pretty rare), and if the question were asked, the designers would say, no, you can't move that figure. |
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#8
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I would think of the minion coming back as having "summoning sickness" and cannot move. I mean if you came back from being dead it would take you a while to take in your surroundings.
Ty G - There will never be another me... Back from the dead... |
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#9
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Water Clone takes the place of an attack, you roll for all the ones that are in play at the time you choose to Clone, so you can't roll for the newly cloned ones. Since it took the place of the attack, your turn is over after cloning. Zombies Rise Again takes place after an attack that resulted in a destroyed figures. So the Zombie(s) comes back and your turn is over, there isn't an opportunity to use it after that...and it says they can't attack right on the card. I think that you would get to move the Revived Minion, because its still the move portion of your turn and you would get to choose which ther Minions you want to move after rolling for all the Revives. There is nothing in the rules to indicate otherwise. Do what the rules say, not what they don't. They don't say there is a "summoning sickness" They do say you can move any or all figures of an army card. They do say you can move them in any order. I think the only thing that can usurp this is if you are required to choose which figures are moving before you move the first one, but I don't think the rules indicate that you have to do that... |
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#10
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#11
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I agree w/ Nether on this one.
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#12
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I completely agree with your Nether in what the rules state. My point was that every other revive power requires a new order marker to use the returned figure, with the most recent power outright stating so. I think it's likely that when Sturla was created, they didn't anticipate the "return of the activated squad" concept and that if asked, the designers would likely rule that the figure can't move. However, I can't argue that the rules state anywhere that the figure is not able to move, and I'd agree that with the current rules they should be allowed to move AND attack for that matter. I just also see this as one of those situations that's likely to change if someone asks Hasbro.
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| Official Rules & FAQ's: Compilation and discussion of official HeroScape Rules and Frequently Asked Questions. **Special attacks never receive any bonuses.** | |||||||