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Reply: Runewars:: Rules:: Re: Precedence of Start of Duel abilties

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by sigmazero13

I could have sworn this has been asked and gotten a ruling (if not this specific scenario, the more general "simultaneous" concept), but I can't find it.

I personally would say that the active player's goes first, but I can see an argument for having the initiative order break the tie there. I'll try and remember to ask and get an official clarification.

Thread: Runewars:: Rules:: Moving Heroes revised edition

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by zwelsky

If i move heroes with mobilize or conquer, they have to stop in the activated area or they can move 2 hexes in any direction?

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by mvl4d

They have to stop in the activated area.

They only move 2 in the Quest Phase.

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by Anduin

you have to move them in the activated area. You just have to follow the cards text literally. The revised edition just extended the regular mobilize/conquer movement to also include heroes, nothing more.

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by zwelsky

Can they move twice with supremacy of mobilize and pass enemy territory??

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by zwelsky

Heroes are always treated as heroes(supporting and movement), with one exception. Tacticcard "Valor of heroes" in this case they are units and cannot support.

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by sigmazero13

mvl4d wrote:

You cannot move units or heores out of activated areas.

This is true for units, not for heroes. The Revised Edition Rulebook states, on page 16: "Heroes can also freely move out of areas containing friendly activation tokens." And again, on page 17: "Heroes are unaffected by activation tokens."

So you could use the secondary of Mobilize to move the same heroes again, as long as the second area you activate is within range of where he ended up the first time.

As the above poster states, Heroes are NOT considered "units" unless a card specifically says otherwise (like Valor of Heroes). The Frequently Used Terms on page 15 says this outright, in the "Unit" definition: "Any ability that applies to units does not include hero figures unless otherwise specified (heroes are not units)."

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by mvl4d

I've been playing the Heroes wrong.

I have to recheck that rulebook every one in a while.

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by sigmazero13

mvl4d wrote:

I've been playing the Heroes wrong.

I have to recheck that rulebook every one in a while.

There's a lot to remember, especially if you were originally familiar with the original edition and transition over. I still have to double check things to make sure I'm doing it right :D

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by mvl4d

Actually, my major issue is that I live abroad and lately I get to play it once a year (compared to my 10-15 times a year at least).Somewhere along my plays I've probably messed up the rules and continued thinking that I do know them. :D

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by zwelsky

So the heroes can move with mobilize and conquest order like they do in the questphase, 2 hexes? Even if they are far away from the activated units??

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by sigmazero13

zwelsky wrote:

So the heroes can move with mobilize and conquest order like they do in the questphase, 2 hexes? Even if they are far away from the activated units??

Yes, when using Mobilize or Conquer, the heroes can move. They must move into the activated area, though, and can only move up to two hexes to do so (any further than that, and they can't move).

They don't have to start their movement in the same hex as any friendly units to do so. In fact, I've sometimes used one of Mobilize's actions to ONLY move a hero (either because I didn't have anything better to do with it, or my plan for my second move was thwarted by the results of the first move).

Reply: Runewars:: Rules:: Re: Moving Heroes revised edition

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by Anduin

zwelsky wrote:

So the heroes can move with mobilize and conquest order like they do in the questphase, 2 hexes? Even if they are far away from the activated units??

Make sure that you activate an AREA and move units (and heroes) INTO this activated area. You do not activate units and move them to any area 2 hex away.
Just making sure :)

New Image for Runewars


New Image for Runewars

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by avschoor

<div>Lemoni ready to spread death and destruction across Terinoth!</div>

Thread: Runewars:: General:: Looking for some advice before my first game.

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by zerods

Hey guys, just wanting some input on a couple of questions.

1) Should I use exploration tokens for my first game?

2) Should I print out and aid that outline odds and card quantities in the fate deck? Kinda worried about this one as I feel like players might end up card counting a lot and bog the game down, but knowing the odds could be a great tool.

Reply: Runewars:: General:: Re: Looking for some advice before my first game.

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by Anduin

zerods wrote:

Hey guys, just wanting some input on a couple of questions.

1) Should I use exploration tokens for my first game?

2) Should I print out and aid that outline odds and card quantities in the fate deck? Kinda worried about this one as I feel like players might end up card counting a lot and bog the game down, but knowing the odds could be a great tool.


1) no. I have the game for many years and never even considered playing with them :D If you are afraid of too much complexity, there is no better place to start.

2) I'd also go with no - partly. The most interesting thing is the probability of the orb symbol and the success symbol. Just tell them that 50% of the cards have an orb for circle units (like the necromancer...) and that in 30 fate cards only 4 have a gold success, while 50% is fail.
No need to give them a full chart of probabilities for every damage symbol and so on.

Reply: Runewars:: General:: Re: Looking for some advice before my first game.

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by SirWashington

zerods wrote:

Hey guys, just wanting some input on a couple of questions.

1) Should I use exploration tokens for my first game?

2) Should I print out and aid that outline odds and card quantities in the fate deck? Kinda worried about this one as I feel like players might end up card counting a lot and bog the game down, but knowing the odds could be a great tool.

mostly agree with Mark's answers. Add will add wrt #1, that i played with exploration tokens a few times, but now always exclude them when teaching new games, and also don't include them when the choice is up to me. If someone i am playing with wants them, i won't object, but they don't add enough to the game to make them worth it to me.

Reply: Runewars:: General:: Re: Looking for some advice before my first game.

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by Honosbinda

SirWashington wrote:

zerods wrote:

Hey guys, just wanting some input on a couple of questions.

1) Should I use exploration tokens for my first game?

2) Should I print out and aid that outline odds and card quantities in the fate deck? Kinda worried about this one as I feel like players might end up card counting a lot and bog the game down, but knowing the odds could be a great tool.

mostly agree with Mark's answers. Add will add wrt #1, that i played with exploration tokens a few times, but now always exclude them when teaching new games, and also don't include them when the choice is up to me. If someone i am playing with wants them, i won't object, but they don't add enough to the game to make them worth it to me.


just curious, why don't you seasoned guys like playing the exploration tokens? I've seen players not want to play with the commander rules, which I agree, but didn't know there was an impression out there about the exploration tokens. Just too much hassle for the effect, then?
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