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Reply: Runewars:: Rules:: Re: Special abilities clarification

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by sigmazero13

kouteki wrote:

After a few games a couple of disputes occurred. It would be great if someone could confirm our ruling:
1) multiple Sorcerers and Flesh Rippers: One Orb raises the HP of the whole group, not just the one unit
2)Siege Tower: Adds +2 even if it's destroyed after orb activation or forced to retreat (i.e Uthuk and Latari developments)
3) Chaos Lord: Cannot target the same unit twice with a single Orb
4) Giant: Two giants, 1 and 2 wound tokens on them. Both draw Orbs. Total of 4 damage (2x2), as their controller can pick the more damaged giant twice

Thanks for your input!

1) Yes - a single Orb raises the health of ALL of your units of that type. (This does mean multiple orbs has no extra effect, though).

2) Yes. The +2 strength is applied to your whole army, even if the Seige Tower itself is destroyed during the battle.

3) Hmm, I'm not sure I've ever asked for an official clarification, but since it says to choose two units, I would say it prevents you from choosing the same unit two times. I may add this to my list of questions to ask for my Rulings document.

4) You choose one of your Giants, and that's the one you use when doing an orb. If you have two Giants, you do this twice - and you can choose the same Giant twice if you want.

As Sebastian says, it IS possible for more than one to be damaged, but it's rare. Hellhounds are one way. Also, Latari Archers are another way - the Latari player can choose any unit to damage if an Orb is pulled; if he pulls two orbs, he can choose the same unit twice, or two different units. It's usually better to choose a single unit, as if there are multiple damaged units, the defending player can start spreading out future damage between the damaged units, allowing more damage to be absorbed before anything dies.

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