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Rules questions to Hasbro

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SpartanNinja said:
When rolling for the Airborn Elite's The Drop power, and you roll less than 13 do they remain off the board and you roll again at the begining of the next round or do you just place them in your starting zone?
They remain off the board and you roll again next turn. Next time, questions like this should go here: http://www.heroscapers.com/community/showthread.php?t=8683. Welcome to the site!
 
Here's another official answer received:

Subject
Question about Iskra and the Rechets of Bogdan
Discussion Thread
Response (Support Agent) 04/03/2008 10:35 AM
Hi again Aranas,

Thank you so very much for your patience while waiting for an answer to your question. The rules team has found the time to get back to us regarding this issue, and I'm providing the official answer below.

Question: When successfully summoning the Rechets with Iskra, can I place a Rechets directly on a Glyph (assuming it is within 6 clear sight spaces). The Card says "You must place all 3 Rechets on empty spaces". What is considered an empty space? No obstacles, no figures AND no Glyphs?

Answer: Spaces with Glyphs on them are not empty. You cannot summon a Rechet directly onto a Glyph.


Take Care and Good Gaming! :)

Sam
Customer Service Representative
Wizards of the Coast
1-800-324-6496 (US and Canada)
425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST


My initial question:
When succesfully summoning the Rechets with Iskra, can I place a Rechets directly on a Glyph (assuming it is within 6 clear sight spaces). The Card says "You must place all 3 Rechets on empty spaces". What is considered an empty space? No obstacles, no figures AND no Glyphs?

I'm asking that because of what is written on the Airborn Elite's Army Card. On their Card, after stating that they must be placed on an empty space, it is specified that they can't be placed on a Glyph:
"The Drop
Airborne Elite do not start the game on the battlefield. At the start of each round, before you place Order Markers, roll the 20-sided die. If you roll a 13 or higher you may place all 4 Airborne Elite figures on any empty spaces. You cannot place them adjacent to each other or other figures, or on glyphs."

Take whatever time is needed to find the answer but understand that I will relay the answer on both forums (English and French).

Thank you,

Aranas
 
Here are some official answers spawned by the Retchets and vanish questions:
Question 1: Does the Rechets of Bogdan's "lethal sting" special power allow a Ninja/Isamu to use Disappearing Ninja/Vanish?

Answer 1: No. When the Rechet rolls a skull on every die, the “attack phase” is over, and the figure is IMMEDIATELY destroyed. Much like most of the D20 destroy powers, things like Disappearing Ninja, and Stealth Armor 15 do not help against it. It's an instant removal from the board.

Question 2: What does the term 'Damage' in the ninjas' special power refer to? Does destruction also count as a form of 'Damage' or are wounds the only type of 'Damage?' There is no formal definition for 'Damage' in the rules; an official response would help clear up much confusion.

Answer 2: Damage is synonymous with Wounds. Destruction is not considered "damage."

Question 3: What about for powers like Deathstalker's Maul or Deadeye Dan's Ullar Enhanced Rifle Special Attack that keep the figure from rolling defense dice, but doesn't destroy them like Lethal Sting?

Answer 3: For powers like those, a Ninja/Isamu would be able to use Disappearing Ninja/Vanish, but if they fail the roll, they would have to take those wounds because they cannot roll any defense dice.
 
Here is a question and response, just sent this in yesterday.

Subject
Multiple common army cards

Discussion Thread
Response (Support Agent)04/21/2008 04:24 PM
ra914,
It will only activate two in this case. That card now represents only two remaining figures, while the other represents three. Remember, once you place a dead figure on one card, you must fill up that card with casualties before placing any on the other card.
Have fun!

Cody
Customer Service Representative
Wizards of the Coast
1-800-324-6496 (US and Canada)
425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST

Customer (ra914)04/20/2008 06:59 PM
If I am using two squads worth of Dzu-Teh, I can activate any three of the six figures in play. When one is destroyed it is placed on its common army card, on a future turn when I activate the card with the destroyed figure on it, does that card activate any two Dzu-Teh or will it still activate any three?
 
ra914, could you please send a follow-up question? I'd like to know what form of cocaine Cody used when answering this question. Obviously the easy call is that he was smoking crack, but I think snorted or injected forms are still worth ruling out here.
 
The real question here is why would you activate that army card when you have another that has no casualties on it?
 
Here is a question and response, just sent this in yesterday.

Subject
Multiple common army cards

Discussion Thread
Response (Support Agent)04/21/2008 04:24 PM
ra914,
It will only activate two in this case. That card now represents only two remaining figures, while the other represents three. Remember, once you place a dead figure on one card, you must fill up that card with casualties before placing any on the other card.
Have fun!

Cody
Customer Service Representative
Wizards of the Coast
1-800-324-6496 (US and Canada)
425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST

Customer (ra914)04/20/2008 06:59 PM
If I am using two squads worth of Dzu-Teh, I can activate any three of the six figures in play. When one is destroyed it is placed on its common army card, on a future turn when I activate the card with the destroyed figure on it, does that card activate any two Dzu-Teh or will it still activate any three?

ra914, could you please send a follow-up question? I'd like to know what form of cocaine Cody used when answering this question. Obviously the easy call is that he was smoking crack, but I think snorted or injected forms are still worth ruling out here.

WotC got it right and GB has the right question...

The real question here is why would you activate that army card when you have another that has no casualties on it?

The rules say to use one card for each squad, but there is no reason to put a destroyed common fig on a card with an order marker when you have one without. Also, there is no reason to put an order marker on a common squad card with casualties when you have one without. Using this common sense reasoning is the justificstion for using just one card (to save space) for common squads. It assumes that you can handle the neuron intensive task of keeping your order markers and destroyed figs away from each other until you have to put them on the same card.;)
 
It will only activate two in this case. That card now represents only two remaining figures, while the other represents three. Remember, once you place a dead figure on one card, you must fill up that card with casualties before placing any on the other card.

Cody is confusing scoring rules with unit activation rules. Here's the situation: I have Dzu-Teh x2. For some reason, I have both cards in front of me. One yeti dies. I place him on one of the cards. Now, during the game, an order marker on either one of those cards can still activate any three of the five living Dzu-Teh.

After the game, and only if the game goes to points, I "score the full points listed on the Army Card, even if there is only one surviving Squad figure." This means that for scoring purposes, I cannot for instance assign two dead Dzu-Teh to each of the cards and score a full 150 points. I have to fill up one with the first three that die and take a 75-point hit before I can assign casualties to the second card.

Let's take it further. Suppose I have 4th Line x3. Again for reasons unknown, I have three copies of their card in front of me. Six have died. I have a card with four casualties, a card with two casualties, and a card with none. An order marker on any one of those cards is going to activate any four of my remaining 4th Line. There is no distinction. Now, if the game ends with my cards still in this state, I cannot re-distribute my dead guys so that I have three partial cards.
 
I think your aseessment is off a tad Rdhight, but it doesn't matter because the scenario you just described would never happen.
 
It does seem to come down to: If you are using two or more cards for two or more common squads (why would you do that?) and if you have at least one destroyed figure on a card and if you place an order marker on that same card (and, again, why would you do that?), then in that specific and odd case, you would be allowed to move only the number of squad figures less the destroyed one(s). But, as Grungebob has pointed out, why would you do that?

Playing in this way, with multiple cards for duplicate squads, is not required by the rules.
 
It does seem to come down to: If you are using two or more cards for two or more common squads (why would you do that?) and if you have at least one destroyed figure on a card and if you place an order marker on that same card (and, again, why would you do that?), then in that specific and odd case, you would be allowed to move only the number of squad figures less the destroyed one(s). But, as Grungebob has pointed out, why would you do that?

Playing in this way, with multiple cards for duplicate squads, is not required by the rules.

Maybe I'm misreading all the IFs...

You're not really saying that if I choose to play with duplicate common cards that I can't move a full set of commons if I have one figure on the card that contains the order marker, are you? :?

Next thing we'll know we'll have to sort the sculpts so that we don't have two of the same sculpts on the same card...

By the way, I'd like to nominate this for the "Worst WOTC Ruling Ever"
 
It does seem to come down to: If you are using two or more cards for two or more common squads (why would you do that?) and if you have at least one destroyed figure on a card and if you place an order marker on that same card (and, again, why would you do that?), then in that specific and odd case, you would be allowed to move only the number of squad figures less the destroyed one(s). But, as Grungebob has pointed out, why would you do that?

Playing in this way, with multiple cards for duplicate squads, is not required by the rules.

Maybe I'm misreading all the IFs...

You're not really saying that if I choose to play with duplicate common cards that I can't move a full set of commons if I have one figure on the card that contains the order marker, are you? :?

Next thing we'll know we'll have to sort the sculpts so that we don't have two of the same sculpts on the same card...

By the way, I'd like to nominate this for the "Worst WOTC Ruling Ever"
Actually, there have been far worse and this one is in line with the rules.

As :gb: and Revdyer have been trying to point out, if you have multiple squads of commons, and you are using multiple cards (which you can do but are not required to), if one of them has a destroyed figure on it, simply do not place your order markers on that card, place it (them) on one of the cards that does not have any destroyed units on it, then you can activate up to the number of units on that squad's card.
 
You're not really saying that if I choose to play with duplicate common cards that I can't move a full set of commons if I have one figure on the card that contains the order marker, are you? :?

Next thing we'll know we'll have to sort the sculpts so that we don't have two of the same sculpts on the same card...

I'm not, personally, saying that about not getting to move a full squad if your order marker is on a card with a destroyed figure already on it; but I believe that is what WotC has just ruled. And as to the sculpts, I have heard people say just that in terms of the A.E. crouching guy and not allowing a squad of four of him to be used in a game.
 
Subject
Multiple Common Army Cards

Discussion Thread
Response (Support Agent)04/22/2008 05:18 PM
ra914,
You can activate any number of units per card upto the maximum number of units that card has when using your activation markers. Remember, however, that when the number of units killed is enough to fill up a card, your opponents get points for that card. As long as you're keeping track of points, one card will suffice.
Please let us know if you have any more questions!

Charles
Customer Service Representative
Wizards of the Coast
1-800-324-6496 (US and Canada)
425-204-8069 (From all other countries)
Monday-Friday 9am-6pm PST / 12pm-9pm EST
Customer (ra914)04/22/2008 08:05 AM
ie. Do I need to have one army card for every three Dzu-Teh in play, or will one suffice.
Customer (ra914)04/22/2008 07:00 AM
If I am using two squads worth of Dzu-Teh, do I need to use both army cards during play or may I only use one army card for both squads?
 
Charles > Cody.
Cody answered it correctly. Charles did not.


NecroBlade,

Would you care to explain why you believe this to be the case?

I certainly think Charles' answer is more in line with how commons are played... which IMHO has nothing to do with how many cards you use to put your dead ones on nor on which of said common cards the order marker happens to be placed.
 
Charles > Cody.
Cody answered it correctly. Charles did not.


NecroBlade,

Would you care to explain why you believe this to be the case?

I certainly think Charles' answer is more in line with how commons are played... which IMHO has nothing to do with how many cards you use to put your dead ones on nor on which of said common cards the order marker happens to be placed.
Reread the questions. Cody's answer was exactly right for the strange situation that was being asked about. Charles' answer had nothing to do with the questions that were asked. If you're playing commons correctly, there's no reason to ever worry about Cody's answer. Just because you like the way Charles' answer tells you to play commons better than the way Cody's does doesn't mean one of them answered better than the other. ;)
 
Reread the questions. Cody's answer was exactly right for the strange situation that was being asked about. Charles' answer had nothing to do with the questions that were asked. If you're playing commons correctly, there's no reason to ever worry about Cody's answer. Just because you like the way Charles' answer tells you to play commons better than the way Cody's does doesn't mean one of them answered better than the other. ;)


I disagree... I cannot fathom how if I have 5 commons on the board and have an order marker on the card for that unit (regardless of which card has the dead common), that I'm not allowed to move less than 3. I don't understand it and WotC needs to clarify that this truly is correct and that the rules on how many commons you put in play is dependent on whether you have a single card representing all the units or one card for each unit.

Also, you say "if you play commons correctly". Where does it say you HAVE to play with only one common card independent of the number of squads?
 
Where does it say you HAVE to play with only one common card independent of the number of squads?

It doesn't and that's exactly why you have to be playing them incorrectly for the first situation to come up. You're allowed to place dead commons on any card (only the card with dead guys on it already once you do), so why would you place them on a card you have order markers on (and pacing order markers on more than one would be just silly and asking for trouble)? Once you have dead guys, why would you place order markers on that card? These things are (read: should be) common sense and why players play with only one common card.
 
Where does it say you HAVE to play with only one common card independent of the number of squads?

It doesn't and that's exactly why you have to be playing them incorrectly for the first situation to come up. You're allowed to place dead commons on any card (only the card with dead guys on it already once you do), so why would you place them on a card you have order markers on (and pacing order markers on more than one would be just silly and asking for trouble)? Once you have dead guys, why would you place order markers on that card? These things are (read: should be) common sense and why players play with only one common card.

Ok, let me ask it this way...

Assume you were in the championship game of the GenCon tournament and your opponent used multiple common cards because he believes it to be lucky to do so. You kill one of his 8 rats and he puts the rat on the same card that has an order marker. When he reveals his order marker and goes to move the rats, would you let him move a full squad?

Common Sense says he gets to move 4 rats...

WotC ruling says he screwed up and can only move 3...

You say that he incorrectly played the commons in the first place because we all know that you should only bring one card... even though the rules say it's fine to do otherwise. Therefore you would enforce the WotC ruling and limit his movement to 3 rats. Right???
 
I could be wrong, but I doubt anyone would really say, "No, you suck, you can't move 4 rats, because you put your rat on the wrong card."

However, the point remains that technically the placing of the rat is a poor choice and someone could be a jerk and say, "No, you got it wrong; read the book; you suck." (I wouldn't like this someone, but they would have the right to do it, if they felt like it.)

And I should add that at GenCon with people watching, yes, someone might step up and say something--and be right. As a player/opponent, I would not say anything, but someone might.

I'm with you, Phaethon, this is an odd rule, but it is valid (even if I would not enforce it--well, not the first time it happened, anyway ;)...).
 
Where does it say you HAVE to play with only one common card independent of the number of squads?

It doesn't and that's exactly why you have to be playing them incorrectly for the first situation to come up. You're allowed to place dead commons on any card (only the card with dead guys on it already once you do), so why would you place them on a card you have order markers on (and pacing order markers on more than one would be just silly and asking for trouble)? Once you have dead guys, why would you place order markers on that card? These things are (read: should be) common sense and why players play with only one common card.

Ok, let me ask it this way...

Assume you were in the championship game of the GenCon tournament and your opponent used multiple common cards because he believes it to be lucky to do so. You kill one of his 8 rats and he puts the rat on the same card that has an order marker. When he reveals his order marker and goes to move the rats, would you let him move a full squad?

Common Sense says he gets to move 4 rats...

WotC ruling says he screwed up and can only move 3...

You say that he incorrectly played the commons in the first place because we all know that you should only bring one card... even though the rules say it's fine to do otherwise. Therefore you would enforce the WotC ruling and limit his movement to 3 rats. Right???

Well, first, I'd hope that somebody playing in the GenCon Championship, even if he's using multiple army cards, would not place a dead figure and an order marker on the same common squad card (until it was necessary, obviously).

Second, if somebody were to call me out on it, I'd just quit right there. I am a rather competitive person. I like to win Heroscape games... a lot; I devote hours to reading and learning and (trying) to play more games to get better to win more games, but that will not be at the expense of my own dignity. And individuals that are going to be so uptight about such rules are people who place their dignity over winning and I'm, frankly, not going to play those people. Even in competitive play if you accidentally do something wrong or want to take something back really fast (like say you counted spaces wrong and want to move back), I'm going to let you.

This all goes back to things like that annoying Stinger Denial and moving door garbage. Heroscape started out as a board game for eight year olds. Hopefully there'll be some class shown amongst it's players that are clearly more mature than the target demographic of this game and this won't become an issue.

And let's all just play single commons and move on with our lives. These 3,000 page threads that run in circles give me a headache.
 
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