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Warhammer: Invasion FAQ 2.

2
This document contains the card clarification and errata, rules clarifications, timing structure, and
frequently asked questions for Warhammer: Invasion The Card Game. All official play and tournaments
will use the most recent version of this document to supplement the most recent Warhammer: Invasion
The Card Game core rulebook. Changes have been noted in red text.

Warhammer: Invasion The Card Game © Games Workshop Limited 2012. Games Workshop, Warhammer, Warhammer: Invasion The Card Game, the foregoing marks’ respective
logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters,
products and illustrations from the Warhammer World and Warhammer: Invasion The Card Game game setting are either ®, TM and/or © Games Workshop Ltd 2000-2012, variably
registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trade-
marks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
1. Card Clarification and Errata .................. 3
2. Official Rules Clarification ........................ 7
3. Timing Structure .............................................. 14
4. Frequently Asked Questions ................. 17
This section contains the official rules
clarifications and errata that have been 34 Warrior Priests Corruption
made on individual cards or sets in Should read: “Redirect 1 damage
assigned to this unit each turn to one
Cycle
Warhammer: Invasion The Card Game.
The errata on any individual card target unit in any battlefield. (If there is
no valid target, the damage is assigned 17 Warp Lightning Cannon
always applies to all reprinted versions
to Warrior Priests.)” Can be played on an already corrupt
of that card. This section also lists
unit. The “corrupt that unit” effect is
tournament restricted and banned cards.
39 Church of Sigmar cancelled.
This effect applies to all units a player
General controls (in play, out of play, and 27 Repeater Bolt Thrower
All instances of “After your turn entering play) since the Church of Should read: “Battlefield. Action:
begins” should read “At the beginning Sigmar modifies the opponent and not Spend X resources to deal X indirect
of your turn.” the units themselves. damage to target opponent. X is the
All instances of “after” in card text number of your developments in this
boxes should read “when.” 45 Twin Tailed Comet zone. (Limit once per turn).”
When copying a tactic with a variable
All instances of “damage dealt” and cost (X), X is defined as 0.
“damage assigned” and “damage 37 Zealot Hunter
just assigned” on cards that redirect Example: Tom plays Flames of Tzeentch, Should read: “Forced: When this unit
damage should read “damage that paying 2 and dealing 2 points of damage enters play, destroy target unit that
would be dealt.” to one of Kris’s units. If Kris plays Twin does not share the racial affiliation of
Tailed Comet to copy Flames of Tzeentch its controller’s capital.”
All instances of “If you control a non- without paying its cost, X is defined as 0 in
[faction] card...” should read “If you the copied effect. This means that copying
control a faceup non-[faction] unit or Flames of Tzeentch would deal 0 damage. 55 Rat Ogres
support card...” Should read: “Action: At the beginning
47 Franz’s Decree of your turn, restore all Skaven units.”
Most Recent Printing
In the case where an LCG card is Should read: “Action: Target unit
reprinted with updated errata text in a cannot be declared as an attacker or
64 Vigilant Electors
later printing, the most recent printing defender.” If a unit is already attacking
Should read: “...It then counts as an
is the legal version of the card. All or defending, Franz’s Decree does not
Attachment support card with the text
older LCG printings are assumed to be change its status.
“Attached unit is destroyed at the end
updated with the errata text. When in of its controller’s turn.”
doubt over two versions of a card, the 62 Urguck
most recent printing can be identified “During your capital phase, you may
by the copyright dates on the cards in
76 War Hydra
spend damage on this unit as though it
Should Read: “...Forced: Each time
question. FFG will see that all LCG were resources” means that any damage
this unit is assigned 1 damage, remove
reprints with updated errata text are tokens on Urguck during the capital
a resource token from this unit to
also recorded in the FAQ. phase can be removed, and for each
cancel that damage. Then, add 1
damage removed, the controlling player
resource to your pool.”
Core Set is considered to have spent 1 resource.

98 Shrine to Nurgle 77 Reaper Bolt Thrower


08 Dwarf Cannon Crew
Should read: “Kingdom. Forced: Should read: “Battlefield. Action:
Should read: “Forced: When this unit
When an opponent’s unit is dealt Spend 2 resources to deal 2 indirect
enters play, search the top five cards of
combat damage, corrupt that unit.” damage to each opponent. (Limit once
your deck for a support card with cost
2 or lower. You may put that card into per turn.)”
this zone. Then, shuffle your deck.” 105 Slaanesh’s Domination
When playing a tactic with a variable
79 Deathmaster Sniktch
cost (X), X is defined as 0.
30 The Greatswords Should read: “Action: Corrupt this
The Greatswords “Forced” effect does unit to destroy one target unit with
trigger when they enter play. 116 Warpstone Excavation fewer hit points than the number of
Should read: “Limit 1 per deck...” Skaven cards in play.”
unit attacks, move one target unit from Should read: “Action: Target unit you
85 Runefang of Solland the defending zone to another zone control gains Savage X until the end of
Should read: “...Action: Sacrifice controlled by the same player.” the turn…”
attached unit to lower the cost of the
next non-Epic Spell tactic you play this 51 Protective Spites
turn to 0.” 49 Return to Glory
Protective Spites prevents all damage
Should read: “Action: If a unit is
dealt to the attached unit with the
questing here, discard X resource
removal of a single resource token.
115 Blessings of Tzeentch tokens from this card to put into play a
Should read: “Action: Sacrifice a unit. unit in your discard pile into any zone. Should read: “... If attached unit would
If you do, you may reveal the top five (Limit once per turn.)” be dealt damage, you may remove a
cards of your deck. Randomly choose a resource token from this card instead.”
unit revealed this way and put it into play
81 Duregan Thorgrimson
(you choose which zone). Then, shuffle
the remaining cards into your deck.”
Duregan and the target unit deal Capital Cycle
damage to each other simultaneously.
Should read: “...Action: At the 58 Chakax
Assault on beginning of your turn, this unit and Should read: “Action: When a unit
target unit deal damage to each other
Ulthuan equal to their power.”
with Savage enters play under your
control...”
Expansion
82 Fists of Mork
97 Offering to Hekarti Should have the “Limited” keyword.
13 The Glittering Tower Offering to Hekarti is Unique.
Should read: “Kingdom. Whenever
83 Pigeon Bombs
you heal a unit, deal 1 damage to one
target unit or one target section of an
March of the Should have the “Limited” keyword.
opponent’s capital.” Damned Expansion
84 Convocation of Eagles
9 Garden of Morr Should have the “Limited” keyword.
19 Asuryan’s Cleansing Should read: “... Forced: When one
Should read: “Action: Cancel and or more units are destroyed, put a
discard target unit or support card just 104 Werner Ludenhof
resource token on this card.”
played unless its controller spends all Should read: “Action: Move this unit
resources in his pool. (If no resources onto a quest you control (limit once
remain, opponent can spend 0 Morrslieb Cycle per turn.)”
resources to spend ‘all’.)”
11 Eataine Harbour 109 The Imperial Zoo
Should read: “Units in a zone with Should read: “... Action: Spend X
36 Altar of Khaine no developments lose all Actions and resources to put a resource token on
Should read: “Kingdom. If one of your Forced Effects.” this card (limit once per phase.)
units would be destroyed, you may
spend 1 resource to instead return it to 49 Voice of Command 112 Doubling of the Guard
its owner’s hand.” Should read: “Action: Until the end of Should have the “Limited” keyword.
the turn, when you play a tactic, you
may spend 1 resource to return it from
46 Gold Wizard Acolyte
your discard pile to your hand at the
Bloodquest
Should read: “Battlefield. Action:
When this unit attacks...” end of the turn.” Cycle

Enemy Cycle Legends 6 The Unending Horde


Should read: “Action: Spend X
Expansion resources to put all % units attached to
18 Order in Chaos this card when this Action was triggered
Should have the “Limited” keyword. 40 Monster of the Deep into play in your battlefield...”
Should read: “Action: Corrupt this
unit to…”
25 Wilhelm of the Osterknacht 10 Gathering the Winds
Should read: “... Action: When this Gathering the Winds is Unique.
45 Track the Prey
restricted card in a deck as the regular
38 Snotling Invasion 10 Dwarf Ranger game rules allow.
Should have the “Limited” keyword.
49 Judgement of Verena 10 Dwarf Ranger
50 Red Arrow Coach
Should read: “...That unit may then 119 & 57 Innovation 25 Master Rune of Valaya
move onto a quest in that zone, if able.
116 Warpstone Excavation 49 Judgement of Verena
(Limit once per turn.)”
2 Mining Tunnels 80 Troll Vomit
56 Drakenhof Castle
Should Read: “ Undead only.” 5 Derricksburg Forge 119 & 57 Innovation
57 Arcane Power 42 Reclaiming the Fallen 3 Sword Masters of Hoeth
Should have the “Limited” keyword
and read: “If you control a legend or 63 Friedrich Hemmler 25 Wilhelm of the
Artefact support card, return target
card (other than an Arcane Power) 7 Rodrik’s Raiders Osterknacht
from your discard pile to your hand.”
37 Sacrifice to Khaine 63 Friedrich Hemmler
108 Temple of Ulric 53 Sorcerer of Tzeentch 100 Mountain Brigands
Should read: “Action: Move all
resource tokens and questing units 26 Judgement of Loec 8 Visit the Haunted City
from the target quest to the new quest
(limit once per turn.)” 6 The Unending Horde 37 Sacrifice to Khaine
12 Mounted Marauders 82 Van Klumpf’s Buccaneers
90 Mage of Loec
Should read: “Action: Discard a quest 60 Beastman Incursion
from hand or turn this unit into a
Cataclysm
development to cancel an Action just 75 Temple of Spite Banned List
triggered.”
79 Pleasure Cults The following cards are banned for
Eternal War 20 Muster for War
Cataclysm LCG tournament play. A
player cannot use these cards in his
Cycle deck.
41 Wurrzag
20 Muster for War 110 Hate
120 End Times
Should read: “Limit 1 per deck...”
16 Dark Elf Infiltrator
48 Devoted to Taal Banned List 101 Shield of Aeons
Should have the “Limited” keyword. The following cards are banned for
head to head LCG tournament play. 1 Crone Hellebron
120 End Times A player cannot use these cards in his
Should read: “Limit 1 per deck...” deck. 6 Doors of Karak Hirn

8 Visit the Haunted City 21 Alith Anar


Restricted List
34 Summons of Chaos
The following cards are restricted for
head to head LCG tournament play.
Cataclysm
41 Wurrzag
A player may select 1 card from this Restricted List
restricted list for any given deck, and 61 Thorek Ironbrow
The following cards are restricted for
cannot play with any other restricted
Multiplayer LCG tournament play.
cards in the same deck. A player may 81 Sigvald The Magnificent
A player may select 1 card from this
run as many copies of his chosen
restricted list for any given deck, and
restricted card in a deck as the regular
cannot play with any other restricted 101 Balthasar Gelt
game rules allow.
cards in the same deck. A player may
run as many copies of his chosen
Core Set anything. For example: Harpies (AU 24) reads
“Quest. Action: When an opponent
They must be played during the
Rulebook Errata owner’s Capital Phase.
draws cards for his quest phase,
On page 12 of the Core Rulebook, the corrupt this unit to discard 1 card at
second paragraph under “4. Assign Card Effects random from that player’s hand if he
Damage” it should read: Some cards reference card effects. has 7 or more cards in hand.” If the
Card effects is a game term that player who controls Harpies triggered
“The attacking player assigns damage the effect when his opponent had at
to his opponent first. Damage must be includes Actions, Forced Effects,
Constant Effects, and Keywords. least seven cards in hand, but the
assigned to defending units before
opponent plays one or more cards in
it can be assigned to the defending
After card effects are triggered (usually response which drops his hand to six
player’s capital. In other words, the
by paying a cost or meeting a timing or fewer cards, then when it comes
attacking player must assign enough
damage to destroy each defending requirement and declaring its use), time for the Harpies to resolve the
unit before any damage can be they exist independently of the source. effect will be cancelled, since there are
assigned to the defending player’s Destruction or removal of the source at no longer seven cards in hand to fulfill
capital. Note that more damage can that time will not affect the resolution the “if” conditional.
be assigned to a unit at the attacker’s on the card effect. This also applies to
discretion, in anticipation of damage Constant Effects and Keywords that Constant Effects (v1.4)
cancellation effects, but a minimum have a trigger condition, as well as Unless otherwise noted, constant
damage necessary to destroy each
Forced Effects and Actions. effects only apply to cards in play.
defending unit must be assigned
before any damage can be assigned For example: A unit with Horrific Simultaneous Effects (v1.6)
to the defender’s capital. Damage Mutation attacks a zone with a unit
tokens are placed near the card(s) to When two non-Action card effects
that has the Counterstrike keyword trigger at the same time. The player
which the damage is being assigned,
and 1 remaining hit point. The unit whose turn it is currently applies his
and if any damage reaches the capital,
with Counterstrike defends, which in any order of his choice. Then, the
damage tokens are placed next to the
gives it -1 hit point and leads to it being opponent applies his card effects in
attacked section, but not yet applied.”
destroyed. However, the Counterstrike any order of his choice.
On page 14 of the Core Rulebook, effect existed independently of the
under Turn Sequence, it should read: source when the unit was declared as a Note that Forced Effects and Constant
defender, and so the unit will still deal Effects always resolve in a fixed
“0. Beginning of the Turn.
its Counterstrike damage. order, and so two card effects are
Actions may be taken by either player. only considered to be simultaneous if
… Triggering a Card Effect (v1.7) they are of the same card effect type.
In order to successfully trigger a card Keywords and Conditional Actions are
5. End of Turn. The other player is considered Constant Effects during all
now the active player. Proceed to the effect, the player must declare that he
is activating the card, declare targets, timing resolutions.
beginning of the next turn.”
then pay any additional costs denoted For example: Troll Den and Advanced
On page 17 of the Core Rulebook, on the card and meet any conditional
under “Non Combat Damage,” it Engineering both have effects that
requirements on the card. An easy way read “At the beginning of the turn...”
should read “Outside of combat, some
card effects also deal damage to units to identify an additional cost is the However, since Troll Den is a Forced
or to a player’s capital. When these formula “Do X to do Y” in which the Effect and Advanced Engineering is
effects resolve, the damage is applied first part, do X, is the cost. A player an Action, they are not considered to
as soon as it is assigned before any cannot pay costs with cards, resources, be simultaneous since Forced Effects
other actions can be taken.” etc., he does not control. If a player always resolve before Actions can be
cannot fulfill these requirements to triggered. However, Troll Den and
Rules trigger a card effect, he cannot attempt
to trigger it.
River Troll are simultaneous effects
since they are both Forced Effects
Clarifications with an identical trigger condition.
Resolving a Card Effect (v1.7)
The player controlling these two cards
Playing Non-Tactic Cards When a card effect is resolved,
would choose the order in which their
Playing a unit, support, development, conditional requirements and targets
effects resolve.
or quest card from hand are actions must be checked a second time (see
with restrictions built into them. The “Targeting” on page 11). If there is Two or more Constant Effects that
restrictions are: an illegal target or an unfullfilled do not have a trigger condition are
condition, then the effect is cancelled. not considered to be simultaneous.
They cannot be played in response to
Players should always apply the net Triggered Actions (formerly Response 2 Battlefield power icons. His power is
effect of Constant Effects that do not Actions) (v1.4) considered to be 2.
have a trigger. Triggered Actions are a subset of Actions
When a legend is attacked through
that contain a trigger condition. Each
Self-Referential Effects (v2.0) a particular zone, the legend deals
Triggered Action can be triggered once
A self-referential effect uses the combat damage equal to its power
per copy of the Triggered Action and only
language “this unit” or “this card.” icons in that zone.
once per trigger condition. If this trigger
condition is met during the resolution Terminology
Multiple Effects of other effects (or outside of an Action
If a card has multiple effects, all effects Clarifications
Window) then the Triggered Action
on the card resolve if possible. These must be played during the first available Cost (v1.4)
effects resolve independently of each opportunity once an Action Window Any reference to cost in a card effect
other with the following important opens, or it cannot be played at all. always references the top left number
exception: printed on the card. A card with a cost
For example: Rat Ogres (CC 55) reads of 0 cannot be reduced.
If a card uses the word “then” the “Action: At the beginning of your turn,
preceding effect must have resolved restore all Skaven units.” The trigger is at For example: Dwarf Cannon Crew
successfully before the effect following the beginning of your turn, and the action (CS 8) reads “Forced: When this unit
the term “then” can be resolved. can only be triggered once per copy of the enters play, search the top five cards of
card in play. your deck for a support card with cost
For example: Dwarf Cannon Crew
2 or lower. You may put that card into
(CS 8) reads “Forced: When this unit
Conditional Actions (v1.1) this zone. Then, shuffle your deck.”
enters play, search the top five cards of
Some actions create constant effects that This effect means that regardless of
your deck for a support card with cost
wait for a specific condition to be met in loyalty, as long as the support card has
2 or lower. You may put that card into
order for them to resolve. These actions a cost (number in the top left corner)
this zone. Then, shuffle your deck.”
are called Conditional Actions. of 2 or lower, then it can be put into the
Shuffling your deck will only happen
zone (as long as it follows any other
if the preceding effect of searching Conditional Actions last until the end of restrictions on the card).
the top five cards of your deck for a the turn or until their condition is met,
support card has resolved. whichever is first. When a card is played for “no cost”
then the cost is considered to be 0, and
Actions For example: Blessing of Valaya (CC cannot be modified by other variables
“Actions” (uppercase) are denoted by 43) reads, “Action: The next 2 damage (such as loyalty). All costs in the card
a bold “Action:” trigger on a card, dealt to one target unit are redirected to text itself must be paid, however.
and are a specific type of “action” another target unit.” When this card is
(lowercase), which also includes played, it creates a constant effect that Loyalty
playing a unit, support, development, waits for the next 2 damage assigned Loyalty is a variable that can add to
or quest card from hand. to the target unit or the end of the turn, the cost of a card. However, it is not
whichever is first. considered part of the cost for the
Trigger Conditions (v1.4) purposes of card effects.
A trigger condition is anything that Legends (v1.8)
must happen before a certain card Legends do not have any inherent ability Reduction
ability can be triggered. This could to defend capital zones. They can defend Any card effect that would reduce any
be playing a card, using another card capital zones if a card effect allows them number (cost, hit points, etc) cannot
ability, or even a Constant Effect. to do so. reduce that number below zero.
For example: The trigger condition on When a defending player declares
defenders, an attacked legend is Healing (v1.1)
Walking Sacrifice (AU 23) is “When Healing is a game term for removing
this unit leaves play...” for the unit must automatically declared as a defender
unless it is corrupted. Corrupted legends damage tokens from a unit. In order to
leave play before the Forced Effect can heal a unit, that unit must have damage
trigger. Another example of a trigger cannot attack or defend.
on it to be removed.
condition is “At the beginning of your A legend’s power is considered to be
turn...” which is found on cards such equal to the number of power icons it Hit Points vs Remaining Hit Points
as Rat Ogres (CC 55) and Cloud of has in its weakest zone (for the purposes (v1.9)
Flies (CS 93). of card effects). The term “hit points” refers to the
printed hit point value on a unit, plus
For example: Malekith has 2 Kingdom
or minus any modifiers. Remaining hit
power icons, 2 Quest power icons, and
points equals the hit point value of a game terms. Cards that reference or granted player choice, the letter “X”
unit minus the number of damage on “search” do not include “look at” and is always equal to zero.
that unit. vice versa.
The Word “Or”
Sacrifice (v1.7) For example: Scout Camp (CC 60) Some card effects present the players
Sacrifice means to remove a card you reads, “Whenever you search your with a choice between two different
control from play. The act of sacrificing deck, you may search an additional card effects. These choices are denoted
a card cannot be cancelled or prevented card.” This interacts with cards that by the term “or” in the card text. A
by other effects. After a card is sacrificed, specifically search your deck, like player can choose which of the effects
it is placed into its owner’s discard pile. Runesmith Apprentice (EC 22), which he wants to resolve. However, he must
reads, “Action: When this unit enters choose an option that he can resolve
Destroy (v1.7) play, search the top five cards of your completely.
When a card is destroyed, it is removed deck for any number of Rune cards,
from play. After a card is destroyed, it is reveal them, and put them into your For example: Warpstone Meteor (CS
placed into its owner’s discard pile. It is hand. Then, shuffle the remaining 96) reads “Forced: At the beginning
important to note that sacrificing a unit is cards into your deck.” If you played of your turn, each player must corrupt
not destroying it and vice versa. Runesmith Apprentice while a copy of one of his units in this corresponding
Scout Camp was already in play, you zone or deal 1 damage to his capital.
“Just Played” (v1.8) would search the top six cards of your (Players decide where their own
Some card effects reference cards deck, instead of the top five. damage is assigned.)” Each player
that have been “just played.” A “just must choose one of the two options
played” card is a card that is a part of The Word “Skip” available (corrupt one of his units in
an unresolved, active action chain. When a card instructs you to “skip” a the corresponding zone or deal damage
Cards that target “just played” cards phase, that phase is bypassed based on to his own capital). If a player cannot
can be played at any time during the the timing the card specifies. A single fulfill one of the options completely,
action chain, and are able to target any phase can be skipped more than then he must resolve the other. In
card on the chain. Cards that cancel a once.
“just played” card can only be played in For example: Beastman
response to the card type they cancel. Incursion (BQ 20) reads “...
For example: High Elf’s Disdain (AU Action: At the beginning of
21) reads “Action: Cancel a tactic just your battlefield phase,
played.” In order to cancel a tactic, High skip the rest of your
Elf’s Disdain must be played after a tactic battlefield phase
is added to the action chain, but before to destroy this card
the chain resolves. Provided the chain is if a unit is questing
still active, players may add other effects here.” This card will
to the chain before playing a card like skip the remainder of
High Elf’s Disdain and canceling a tactic this battlefield phase
played earlier in the chain. when it is triggered.
However if multiple
“Limit one Hero per zone” Beastman Incursions
If a player has a copy of a Hero in play, he are triggered during
cannot play, take control of, move, or put the same battlefield
into play (via a card effect) another Hero phase, one that single
into that zone. His opponent also cannot battlefield phase is
play, give control of, move, or put into skipped.
play (via a card effect) another Hero into
that zone. The Letter “X”
Unless specified by a
“Search” (v1.1) card, card effect,
Search is a game term for looking at
the top of a player’s deck. There are
cards in the game that reference this
specific game term in their abilities.
It is important to note that the term
“search” and “look at” are different
this example, if a player did not have a but some effects also allow them to be the language “this unit” or “this card”)
unit to corrupt, he must choose to deal played directly from the discard pile on it that triggers when it leaves play
1 damage to his capital. or deck. When a card is played, it is can still trigger its ability once it has left
considered to be neither out of play play. Examples of this are the effects on
Zones of Play nor in play. Playing a card triggers Blue Horrors (CC 51) or Crypt Ghouls
A zone of play is an area where cards an action chain, and the only way to (MD 43). Cards like Thief of Essence
can be during a game. The in play affect the card during this action chain (LE 38) or Dwarf Ranger (CS 10) are
zones are the Kingdom, Quest, and is with a “just played” effect. Once the not considered to have self-referential
Battlefield. The out of play zones are rest of the action chain is completed, effects and cannot trigger their abilities
the deck, hand, and discard pile. the card will either resolve its effect (if once they have left play.
it is a tactic) or enter play (if it is a unit
In Play The abilities on a card with a self-
or support card).
In play is the Kingdom, Quest, and referential effect do not trigger until
Battlefield zones. For example: A player plays Savage after the card has been physically
Marauders (CS 82) from his hand, removed from play (i.e. placed in the
Unless a card effect specifies otherwise starting an action chain. Both players discard pile or returned to hand). The
(like destroy or sacrifice), cards can may then respond to this action ability must be triggered at the first
only be moved from one in play zone to with any number of actions, which opportunity to do so by the player who
another in play zone due to card effects. are resolved in a “last in, first out” controlled it when it left play, or the
For example: Pistoliers (CC 36) reads manner. At the end of the chain, opportunity to trigger it is lost.
“Action: Spend 1 resource to move this Savage Marauders will enter play
unit from its current zone to another of unless a card canceled it from doing Targeting
your zones.” This card effect cannot so, such as Asuryan’s Cleansing. Note Target (v1.3)
cause this unit to go to an out of play that Savage Marauders can only be Targeting is checked when the card is
zone like the discard pile. targeted by card effects that say “just played and again when the card effect
played”, though players may use card resolves. A card effect is considered to
Out of Play effects during the chain to target other be targeting as long as it says “target”
Out of play is the deck, hand, and cards in play. in the card text.
discard pile zones. Once a card enters play at the end of For example: Troll Vomit (CS 80) reads
If a card would go to an out of play an action chain, it is eligable to trigger “Action: Destroy all units in play.” This
zone, it goes to its owner’s out of any of its own abilites, including those effect does not target the units it destroys,
play zone. A card that moves from an that trigger off of it entering play. so a card like King Kazador (CS 7) which
in play zone to an out of play zone is For example: Black Knights of Morr reads “Opponents cannot target this
treated as though it were a new card. (EC 43) reads “Action: When a unit unit with card effects unless they pay an
Any effects connected to the card will enters this zone, target unit cannot additional 3 resources per effect” would
no longer affect it. The only exception defend until the end of the turn.” not interact with Troll Vomit.
to this rule is any abilities that trigger Once a player plays Black Knights of
when a card moves from an in play Unless otherwise stated, a card can
Morr, and the rest of the action chain only target cards that are in play.
zone to an out of play zone. has been completed, then the Black
Knights of Morr enter play and their Illegal Target
Play
Triggered Action may be used during If a card effect specifies targets, it
“Play” means to play from the hand,
the next Action Chain. checks whether the targets are legal
paying all costs and following all
restrictions. If a unit causes an illegal state when it is played and again when it
when it enters play, then that unit is resolves. A target can become illegal
Put into Play immediately sacrificed. if it is removed from play, if it is
“Put into play” means that the card removed from the zone specified in the
enters play through a card effect Leaving Play (v1.7) ability, or if any specific characteristics
instead of through normal costs and A card leaves play when it goes from on the card that were targeted have
restrictions. An important distinction an in play zone to an out of play zone, changed. If all of the targets for a
is that put into play does not bypass the such as back into a hand, deck, or card effect become illegal, then the
unique restriction or any restrictions in discard pile. card effect is cancelled. If any of the
the text box of the card. targets are still legal when the card
Normally a card cannot trigger its effect resolves, then the card effect
Entering Play (v1.4) abilities once it has left play. However, a will resolve normally, only affecting
Cards are generally played from hand, card that has a self-referential effect (uses the legal targets.
For example: Flames of Tzeentch (CC with both of these units. As long as If multiple players must assign indirect
102) which reads “Action: Deal X a single point of damage is dealt to damage at the same time, the active
damage to one target unit.” Bob plays an opposing unit or capital, both the player chooses where to assign his
Flames of Tzeentch, paying 1 resource Savage Gor and the Bloodsworn are damage first, followed by the next
and targeting Charlie’s Lobber Crew considered to have dealt damage, player and continuing clockwise. The
(CC 66). In response, Charlie decides and both will be able to trigger their damage is still applied at the same
to use the Lobber Crew’s ability which Sadistic Mutations. time.
reads “Action: Sacrifice this unit to
force an opponent to sacrifice a unit Dealt Damage (v1.1) Cancelling Damage (v2.0)
he controls, if able.” Because Charlie A unit has been dealt damage, if at Some card effects (such as Toughness)
plays his action in response to Bob’s least one damage is applied to it after cancel damage. Damage is cancelled after
Flames of Tzeentch, it resolves first. damage cancellation effects occur it is assigned, but right before it is applied.
Charlie’s Lobber Crew is sacrificed as during the Apply Damage step.
a cost for its own effect, and that effect Redirecting Damage (v1.2)
resolves fully before Bob’s Flames Non-combat Damage Some card effects allow for damage
of Tzeentch resolves. When it comes Non-combat Damage is the term for to be redirected from one target to
time for Bob’s Flames of Tzeentch to all damage generated besides combat another. Damage is always redirected
resolve, it now sees that the target of damage. Non-combat Damage is after it is assigned but right before it
the effect is now illegal (since it was always applied as soon as it is assigned is applied.
removed from play) and the card effect before any other actions can be taken.
It is important to note that players do not
is cancelled. Flames of Tzeentch then For example: Nurgle’s Pestilence (CS have to take card effects that redirect
goes to the discard pile. 101) which reads “Action: Each unit in damage from a unit into account when
play takes 1 damage. Corrupted units assigning damage to defenders during
Damage take an additional damage.” If this combat. This is because redirecting
Dealing Damage in Combat card is played and resolves, the damage damage is not damage cancellation.
A unit is considered to have dealt generated by this card effect is assigned
damage in combat as long as it has before any other actions can be taken. Moving Damage
contributed at least one damage to the Moving Damage is not considered
Any cards that could prevent the dealing or assigning damage, and
pool of damage that will be assigned
damage to the unit like Steel’s Bane damage moved from one unit to
to the opponent during combat, and
(CC 6) which reads “Action: Cancel another bypasses damage cancellation
at least one damage is applied to an
the next 10 damage that would be dealt effects (like Toughness).
opponent’s unit or capital during the
to one target $ unit this turn.” would
Apply Damage step.
need to be played in response to the Card Types
For example: Sadistic Mutation states play of Nurgle’s Pestilence in order to
“Forced: After the attached unit deals cancel any of the damage. Attachments (v1.3)
damage in combat, deal 1 damage to Attachments are support cards that
one target unit or capital.” This means Indirect Damage (v1.5) must be attached to targets that are
that the attached unit must add at least Indirect Damage is non-combat in play when it enters play. They are
1 damage to the combat damage pool, damage that is dealt to a target player. denoted by the Attachment trait. If
and at least 1 damage from the combat The player who is dealt the indirect the attachment does not specify that
damage pool must be applied to an damage must assign it to his units, it must be attached to a card that you
opponent’s unit or capital before this legends, and/or his capital. control, you may attach it to a card that
forced effect can trigger. an opponent controls in play.
Indirect Damage cannot be assigned
If there are multiple cards with a to a burning zone, and a player cannot The player who plays the attachment is
“deals damage” trigger involved in the assign more indirect damage to a unit in control of it while the attachment is
combat, as long as at least 1 point of or legend than what it would take in play. The attachment does provide
combat damage is dealt to an opposing to destroy the unit or legend (this loyalty for the controlling player.
unit or capital, all units are considered includes Toughness and other damage If a unit with an attachment attached to
to have dealt damage. cancellation effects). The same holds it exchanges control between players,
true for assigning damage to any the attachment does not exchange
For example: Dave has a Savage Gor section of a capital (you cannot assign
and a Bloodsworn in his battlefield and control.
more indirect damage to a section of a
each has a Sadistic Mutation attached capital than what it would take to burn If an attachment has a zone requirement
to it. During his battlefield phase, that section of the capital). (e.g Attach to a target unit in your
Dave attacks his opponent’s kingdom battlefield.), then that requirement
must be met only when it enters play. no traits, and no hit points. They do A player cannnot move units, quests,
If the unit later moves zones, it does retain their title and uniqueness and are or support cards into an opponent’s
not have an effect on the attachment. considered to be in play. zone unless specifically allowed to by
However, all other requirements on the a card effect.
For example: If the ability on Tree
attachment must be met at all times. If
Kin (MC 18) is triggered when it has 3 When an attacking unit is moved out
at any time they are not met, then the
damage on it, the three damage will be of the battlefield, that unit is no longer
attachment is discarded from play.
removed. The card Tree Kin will still be considered to be attacking. When a
If the card an attachment is attached to considered to be in play, and so a player defending unit is moved out of the
leaves play, the attachment enters its could not trigger the ability on Thief of zone it is defending, that unit is no
owner’s discard pile. Essence (Legends 38) in response. longer considered to be defending.
Any effect that would allow a unit to
Developments (v1.5) Quests (v1.7) attack/defend from its new location
A player may only control a card as a Effects may be triggered on quest creates an exception to these rules,
development if they also own the card. cards even if there is no unit questing such as Greyseer Thanquol (CC 15)
If at any time a player would control on it, provided all other requirements which reads, “This unit may attack
a card as a development that they do are met (costs, conditionals, etc.). from any zone.”
not own, immediately discard that card
If at any time there are resource If a unit is questing on a quest and either
from play.
tokens on a quest that does not the quest or unit is moved to another
For example: Rodrik’s Raiders (MD have a unit questing on it, they are zone, that unit is no longer considered
7) says “Action: When this unit immediately removed. The tokens to be questing, and any resource tokens
enters play, turn target support card cannot be spent to trigger abilities on the quest are discarded.
facedown into a development.” If this before they are removed.
card targets an opponent’s attachment A unit that moves from one zone to
on a character controlled by the Keywords another is considered to have entered
player of Rodrik’s Raiders, then the the new zone, but is not considered
Counterstrike to have entered play. In addition, any
end result is that the attachment will Counterstrike is a keyword that allows
be discarded from play, since it cannot damage that has been assigned to the
a defending unit to immediately unit is still applied.
exist in the current zone it occupies as damage an attacking unit or legend
a development. whenever it is declared as a defender. Entering the Discard Pile (v1.1)
Another example would be playing Counterstrike damage is combat When multiple cards enter a player’s
Soul Stealer on a development that has damage that cannot be split among discard pile at the same time, the owner
also become a unit via Bolt of Change. attackers, is uncancellable, and is of those cards may determine the order
In this case, the Soul Stealer is applied as soon as it is assigned, before those cards enter the discard pile.
attached to the unit, and then, once the any other actions can be taken.
development is moved to its opponent’s Card Effects Resulting in Playing
zone, it is immediately discarded from Scout (v1.5) Cards (v1.8)
play, along with Soul Stealer. The Scout keyword triggers even When a card effect allows the playing
when no damage has been dealt during of a card during the resolution of an
If card changes from a development combat, provided the unit with the action chain, this does not create a new
to another card type, that card is not keyword participated and survived. action chain. Instead, any played card
considered to have “entered play.” resolves as if it is part of the original
(The card was already in play as a Ambush (v2.0) chain. You cannot respond to it with
development.) The Ambush keyword may only be more actions, as a chain is being
triggered on a facedown development. resolved.
For example: If Rip Dere ‘Eads (CS 75)
If an effect has created a faceup
off flips up Grimgor Ironhide (CS 63),
development that has the ambush Attacks made outside of the
Grimgor Ironhide’s forced effect does
keyword, the ambush ability may not Battlefield Phase (v1.9)
not trigger.
be triggered. When a card effect allows a player to
Some cards can become faceup make an attack outside of the battlefield
developments. If a card becomes a Miscellaneous phase, that attack must follow all of
faceup development (and is only a the steps of the battlefield phase.
development), remove all damage Moving Cards
and resource tokens from it. Faceup In order to move a card, it must end the
developments are considered to have no move in a different zone than it began.
text box, no power, no cost, no loyalty,
Updated Actions may be taken by either player. Actions may be taken by either player.
Active player simultaneously declares Damage is counted then assigned, without
Turn Sequence all attackers. If at least 1 attacker is yet being applied.
Diagram declared, then the target of the attack
Actions may be taken by either player.
is now considered to be attacked. The
Phase 0 attacked player and target of the attack Damage is applied and its effects resolve.
Beginning of the Turn are now considered to be defending. Units and legends leave play if they have
Beginning of the Turn (See D under damage equal to or greater than their hit
(If the active player declares no attack
Detailed Timing Structure on page 14). points. Burn tokens are placed on the
or no attackers, players immediately
capital if necessary. This is the end of
Actions may be taken by either player. skip to the “End of Turn” action phase.
combat. Units are no longer considered to
Once at least one attacker has been
be attacking, defending, or participating
Phase 1 declared, players will carry out the entire
in combat.
battlefield phase to the extent able, even
Kingdom Phase
if there are no participating units.) Actions may be taken by either player.
Active player resets all unspent resources
to resource pool. Actions may be taken by either player. Phase 5
Active player may restore one corrupt Ambush abilities may be triggered. End of the Turn
unit. The turn ends. (See E under Detailed
Actions may be taken by either player.
Active player counts power in his Timing Structure on page 14.)
Defending player simultaneously
kingdom and takes that many resources The other player is now the active player.
declares all defenders. If there are both
from the pool. Proceed to beginning of the next turn.
attacking and defending units, they are
Beginning of the Phase (See D under considered to be opposed in combat.
Detailed Timing Structure on page 14).
Actions may be taken by either player.

Phase 2
Quest Phase
Active player counts power in his quest
zone and draws that many cards from
the top of his deck.
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Actions may be taken by either player.

Phase 3
Capital Phase
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Active player may play character, support,
and quest cards from his hand to his three
zones. Active player may also play one
card face down as a development. Actions
may be taken by either player at any time.

Phase 4
Battlefield Phase
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Active player declares the target of his
attack, if any.
Detailed 4. After B-3 resolves, priority passes and players may take
additional actions [Go to B-2] (players alternate turns when
Timing Structure taking actions that start action chains, so the first player
has priority first during each Action Window, and then after
he passes or a chain is completed priority to take an action
A. After a Trigger Condition passes to the next player). Action Window closes when
1. Resolve triggered Constant Effects (all effects exist neither player wants to take any additional actions.
independently of their source)
-Active player resolves his effects in any order of his
choice [Go to C] C. Resolving a Constant/Forced Effect
1. Choose target(s) of effect (if no valid targets exist, cancel
-Next player resolves his effects in any order of his effect)
choice, etc. [Go to C]
2. Pay costs of effect. If this triggers a Constant or Forced
2. Resolve Forced Effects (all effects exist independently of Effect(s), [Go to A] (or cancel if costs cannot be paid)
their source)
3. Apply effect. If this triggers a Constant or Forced
-Active player resolves his effects in any order of his Effect(s), [Go to A]
choice [Go to C]
-Next player resolves his effects in any order of his
choice, etc. [Go to C] D. Beginning of a Phase/Turn
1. Resolve “at the beginning of the turn/phase” triggered
Constant/Forced Effects [Go to A]
B. Action Window 2. Action Window [Go to B]
1. Players take turns putting Triggered Actions that have
met their trigger condition since the last Action Window on
a chain, starting with the first player (the Triggered Actions
also must have met their trigger condition this turn) and E. End of a Phase/Turn
continuing until all players pass 1. Action Window [Go to B]

-After this, players may only trigger a Triggered Action 2. Resolve “at the end of the phase/turn” triggered Constant/
if it has met its trigger condition since the beginning of Forced Effects [Go to A]
the Action Window, and they must do so at the first 3. Constant Effects that last until the end of a phase/turn
opportunity (adding it to the existing chain, or starting expire (players can no longer trigger Actions, Forced
a new one) Effects, or triggered Constant Effects)
2. Players have the opportunity to play actions (starting
with the player who has priority, these will either start a
new chain or be added to an existing chain if any Triggered
Actions were triggered during B-1)
-Choose targets, then pay all costs. If this triggers a
Constant or Forced Effect(s), [Go to A]
-This continues until both players have passed
consecutively
3. Resolve the Action chain
-Chain resolves in reverse order (last in, first out)
-Effects exist independently of their source
-Effects check targets and conditional requirements at
resolution and are cancelled if all targets are invalid or
the conditional requirements are not met
-If an ability triggers a Constant or Forced Effect(s),
pause chain resolution and [Go to A]
Q: Can I still use abilities/draw because it has damage equal to its Q: How exactly does assigning
cards/get resources if the relevant hit points. combat damage to defending units
zone is burning? work?
Q: If my opponent plays an A: When assigning damage to
A: Yes. A burning zone still
Attachment support card on a defending units, the attacking
functions normally except that it
unit, can I respond with Iron player must assign enough damage
cannot be assigned damage.
Discipline (CC 45) to the play to destroy the defending units
of the attachment to make him before being able to deal damage
Q: Can I attack an already
spend extra resources or cancel the on the opponent’s capital. This
burning zone?
attachment? means that the attacker must take
A: Yes.
A: Yes. This is because playing an into account the unit’s hit points
attachment on a unit is an action and any damage cancellation effects
Q: Do effects that occur “at the
that targets a unit. (Reversal of that are already active before
beginning of the turn” occur before
previous ruling) damage is assigned. The attacker
the Kingdom Phase?
is allowed to assign more damage
A: Yes. These effects are all now Q: If I trigger Deathmaster than is necessary to destroy a unit
accounted for in the updated turn Sniktch’s ability while there are in anticipation of more damage
sequence diagram. They all happen 4 Skaven cards in play (including cancellation effects if he so
during the “Beginning of the Turn” himself), targetting a unit with 3 chooses.
phase. hit points, and my opponent in
response, plays Flames of Tzeentch Q: If I have The Glittering Tower
Q: If a development that you played and destroys one of the Skaven (AU 13) in play, and multiple units
from your hand was destroyed by cards in play, what happens? are healed by the same effect (e.g.
a card effect and was a Dwarf unit, Initiate of Saphery’s card effect),
A: The Flames of Tzeentch will
can I play Stand Your Ground (CC does the Tower’s ability trigger
resolve first and destroy a Skaven.
2) to return that Dwarf unit from once or once for each unit healed?
Afterwards, Deathmaster Sniktch’s
my discard pile to play?
ability will attempt to resolve. A: The Glittering Tower will
A: Yes. Stand Your Ground only When the card effect checks if trigger once for each unit healed,
looks for a unit card that has the targetting conditions are still regardless of if they are healed
entered the discard pile this turn, fulfilled, it will see that the target simultaneously.
regardless of how it entered the now no longer has fewer hit points
discard pile. than the number of Skaven in Q: If I have Savage Gors (CS 90)
play. The card effect will then be on the quest Sack Tor Aendris (AU
Q: Do loyalty icons on tactics cancelled because the target has 32) in the Quest Zone, does its
reduce the cost of other tactics become illegal. Battlefield ability activate?
played in response?
A: No. This is because the Savage
A: No. The tactic is not in play and Q: If I have an Altar of Khaine Gors are only able to attack as
only loyalty icons in play count (AU 36) and 3 units in play and my though it were in your battlefield.
towards loyalty costs. opponent plays a Troll Vomit (CS The ability does not actually put the
80), can I trigger the card effect card into your Battlefield.
Q: If I turn Grimgor Ironhide multiple times and return all 3 units
(CS 63) face up with Rip Dere to my hand? Q: If I have Lord of Change (MD
‘Eads Off! (CS 75), does Grimgor A: Yes. As long as you can pay 21) out and my opponent draws
destroy the support cards and all costs, you may trigger Altar three cards, do I get to look at each
developments in the corresponding of Khaine to a single card effect one?
zones? that destroys multiple units A: No. Whenever you draw
A: No. The development containing simultaneously. multiple cards from a single action,
Grimgor is already in play, so you draw them all at the same time.
Grimgor does not enter play and his Q: Can I use Sigmar’s Brilliance
ability is not triggered. (CC 105) to move units into my Q: If Soul Stealer (EC 117) is
opponent’s Quest zone? destroyed, does the unit it was
Q: If a unit has 0 hit points and no A: No. A player may not move or attached to return to its original
damage tokens, is it destroyed? play units into his opponent’s zones. owner?
A: Yes, it is destroyed immediately A: Yes. Soul Stealer’s text is a
constant effect, and so it affects the card entering play is considered to
game only as long as it remains in be neither in play nor out of play, Therefore, if there are two
play. If Soul Stealer leaves play, the and can only be affected by “just Bloodletters in play, triple all
unit’s original owner will regain played” effects while it is on the damage assigned to units; if there
control of the card, moving it to chain. are three Bloodletters in play,
their corresponding zone. quadruple it; and so on.
Q: Am I allowed to shuffle all my
Q: If I control Fellblade (CC 100) developments in a zone so that Q: If I trigger the Action on
and my opponent plays a unit into my opponent can’t tell which Sorcerer of Tzeentch (MC 53), can
a zone containing a Warpstone development is which? my opponent respond with Iron
Excavation (CS 116), is the unit A: Yes, you can re-arrange or Discipline (CC 45), and can I still
considered to have been corrupted, shuffle your developments in any get a resource token on the Sorcerer
allowing me to put a resource token zone whenever you want. However, if I do not pay 4 resources?
on Fellblade? if you are targeting a particular A: The placing of the resource token
A: No. A unit that enters play in a development with an effect, then it on the Sorcerer is not considered
particular state is not considered to must be clear which development to be a cost, and so will not occur
have changed states. So in this case you are targeting, and your when you activate the Action.
there is nothing being corrupted opponent can target it as well for as Whenever you trigger an action you
to trigger Fellblade. However, if long as you target it. must declare all potential targets of
a unit already in play moves to the action, or you cannot trigger it.
the zone that contains Warpstone Q: Can I move more damage onto This means that even though the
Excavation, then it is considered to a unit than it takes to destroy that “Then” clause of the Sorcerer has
have been corrupted and a resource unit? For example, can Orc Shaman not activated, you must still declare
token would be placed on Fellblade. (MC 45) move 5 damage to a unit its target. So if a player responds
that has 1 remaining hit point? with an Iron Discipline, you must
Q: Can I take an action while an A: No. You cannot move more cancel the entire Action if you do
action chain is resolving? damage to a unit than it takes to not pay four resources, including the
A: No. You may only take actions destroy that unit. So Orc Shaman placement of the resource token on
during an acton chain before all could only move 1 damage to a unit the Sorcerer.
players pass. Once all players pass, with 1 remaining hit point.
the chain resolves in a “last in, first Q: What happens when I play
out” manner and no effects can be Q: How does Bloodletter (LE 31) Judgement of Loec (MC 26) on a unit?
added to the chain. Note that Forced work? A: The unit it is attached to
Effects and triggered Constant A: The Bloodletter automatically stays faceup and is considered
Effects will interrupt the chain if doubles the damage being assigned to be a development for as
their conditions are met. as it is assigned, so once you assign long as Judgement of Loec
a single damage to a unit then it is remains attached to it (see page
Q: If I have Grimgor’s Spike (CC automatically doubled. This does 11 for information on faceup
71) on a unit defending alone, are work on non-combat damage, since developments). If it is played on
all attacking units destroyed when you still assign it before applying it. a unit that is questing, that unit is
one of them takes combat damage, removed from the quest and placed
or just the ones that take damage When there is more than one into the zone it was questing in.
from the unit with Grimgor’s Bloodletter on the table, you
Spike? calculate the net value, since Q: Does there have to be three valid
A: Grimgor’s Spike will only it is a constant effect without a targets for Plague Bomb (MC 34) in
destroy each attacking unit that has trigger condition. So if you are order to play the card?
combat damage assigned to it. assigning one damage and have two
Bloodletters on the table, then each A: Yes. You cannot attempt to play
Q: Can I use Seeking New Slaves one will double the damage, leaving Plague Bomb unless you have
(EC 57) to take control of a unit you with a total of 3 damage three valid targets for it. Whenever
already in play (or entering play via being assigned. (1 damage + 1 you trigger a card effect, you must
an effect like Necromancy)? damage from the first Bloodletter have a valid target(s) and pay all
A: No. You can only put cards into +1 damage from the second costs at the time you trigger it.
play from an out of play zone. A Bloodletter). This is considered a requirement to
triggering an effect. You also have whatever their printed card type the Grim’s ability intercepts it and
to target three different units with is, and not what type they may places that unit on the bottom of
Plague Bomb, so you could not have been while in play. its controller’s deck instead. This
target a single unit more than once. replacement does not prevent
Q: When I have Kairos Fateweaver the unit from being sacrificed or
Q: What is the difference between (Legends 30) in play, and play a destroyed.
“When you play...” effects such as development into a zone that has
on Spellsinger (MC 39) and “When Warpstone Excavation (CS 116) in Q: Can a corrupted unit questing
[something] enters play...” effects, it, does the development/unit enter on Wolves of the North (CC 32)
like on Forest Goblins (MD 17)? play corrupted? use the quest’s ability to initiate an
A: “When you play...” effects must A: No. The development must be attack?
be triggered during the action chain in play before Kairos Fateweaver’s A: No. Wolves of the North is
that involves the card actually ability affects it, so the card enters only overriding the restriction
being played, and therefore cannot play as a development before being that you can attack from your
be used to target cards that are considered a unit. battlefield during the battlefield
not yet in play. With a card like phase (by allowing the unit on the
Spellsinger, you could not target the Q: Can I trigger the Action on card to initiate an attack during the
development played that triggered a Capital Center if there are no quest phase). A corrupted unit is
the Spellsinger’s ability, since that tokens on the card? not allowed to be declared as an
development is not yet in play. A: If there is no token to remove, attacker and Wolves of the North
However, entering play effects you cannot gain the benefit of the does not override that rule.
must be triggered during the action Capital Center. The word “Then”
chain following the card entering means that the previous ability Q: If a quest is moved from the
play, and therefore cards with these in the effect must have resolved Quest zone to a different zone, does
abilities can target themselves. successfully before the “Then” the unit questing on it move as
clause is resolved itself. So you can well?
Q: When a unit gains resource trigger the Action, but it will have A: No. A unit questing on a quest
tokens from its own effect, like no effect. that is moved to a different zone
Grudgebearer (EC 24), does it lose will remain in its zone after the
them when its text box is blanked? Q: When you declare multiple quest is moved.
A: No. Units with resource tokens will attackers or defenders, do you declare
keep their resource tokens if their text them all at once, or one by one? Q: If a quest I control is moved into
box is blanked, but will generally not A: You declare attackers and my Kingdom or Battlefield zone,
be able to use them or gain bonuses defenders all at once. After they can I still send a unit questing on it?
from them. So a Grudgebearer with a have been declared you will trigger A: Yes. Unless the quest card
blank text box will not gain any power any Constant or Forced effects specifies otherwise, you can send a
from resource tokens, will not be able resulting from this, and then an unit questing on a quest you control
to add more of them via its effect, and Action Window opens. in any zone.
will keep the resource tokens on it
that it has. Q: What does it mean to trigger an Q: If my opponent plays Jealous
ability? Eyes (BQ 54) in response to a “At
Q: If one of my developments is the beginning of your turn” Action I
destroyed while I have Kairos A: An ability is triggered by a
trigger condition. Anything that just triggered, does that prevent me
Fateweaver (LE 30) in play, will from triggering any other “At the
this trigger the quest Offering includes a trigger condition is
considered to be an ability. beginning of your turn” Actions?
to Hekarti (EC 97), since the
devlopment was also a unit?
Q: How does Volkmar the Grim’s A: No. Actions must be triggered
A: It depends. The quest will (LE 16) ability interact with at the first available opportunity,
only trigger if the development sacrificed or destroyed units? which is typically part of the same
was an actual unit card itself. If action chain and in response to
it was a tactic, support card, or A: A unit that is sacrificed or
destroyed is removed from play. another Action. If your opponent
legend, then Offering to Hekarti plays Jealous Eyes to end the action
would not trigger. When cards After a sacrificed or destroyed unit
leaves play, it attempts to enter chain after you trigger your first “At
hit the discard pile, they do so as the beginning of your turn” Action,
its owner’s discard pile. Volkmar
then your first opportunity to trigger Also, once the action chain is Q: What happens if I attack a
your second “At the beginning of resolving you can no longer trigger zone with Crone Hellebron (EW
your turn” Action will be at the start new actions. So even though the 1) and assign it 20 damage? How
of the next action chain (still during playing of the Spell triggers the much damage is considered to be
Phase 0). “Forced:” effect on Gathering the “dealt” and how many cards can be
Winds, there is no opportunity to discarded? Is it 20 or equal to the
Q: Can I move a card from the zone trigger its “Action:” again to play remaining hit points of the zone?
it is in to the same zone? another Spell. A: All damage applied to the
A: No. In order to move a card, it zone is dealt, although the excess
must end the move in a different You can, however, play multiple damage has no effect (since the
zone than it began. Spells with Gathering the Winds, zone burns). So if you assign 20
provided you have the tokens to do damage to a zone, then Crone
Q: Can the Forced effect on Hidden so, as Gathering the Winds does not Hellebron discards 20 cards.
Sorceress (BQ 17) interrupt the leave play until after a Spell it plays is
Action on Snotling Invasion (BQ 38)? resolved. All Spells will be played in Q: Can I put Shaggoth Champion
reverse order when the chain resolves (EW 33) into play with Call the
A: Yes. The Forced effect on (even after Gathering the Winds leaves
Hidden Sorceress interrupts the Brayherd?
play, as effects exist independently of
“Action” on Snotling Invasion at their source). You cannot, however, A: It depends. When a card effect
the sentence break. play one Spell multiple times: after defines X, it defines X both when
the Spell enters play or the discard pile the card is in play and out of play.
Q: What happens if I play once it has resolved from Gathering So if the fewest number of cards in
Judgement of Loec (LE 26) on a the Winds, it is considered to be a new an opponent’s hand is 3 or less, you
corrupted unit? copy of the card with no prior memory can. If it is more than 3, you cannot.
A: The corrupted unit becomes of being targeted.
a corrupted development. Q: If I have a Veteran Sellswords
Furthermore, if Judgement of Q: Can I assign excess damage (CC 38) in my battlefield, what
Loec is removed from a corrupted to the capital when attacking a happens if my opponent has a unit
development, it reverts back to a legend? with Paranoia (CaC 78) attached to
corrupted unit status. it in his corresponding zone?
A: Whenever a legend is attacked,
any excess damage beyond what A: The Veteran Sellswords are
Q: Does the ability on War Boar is required to destroy it cannot be unable to move to the zone, but
(BQ 47) affect its controller’s quests assigned to a zone. All damage from they must move to the zone. This
as well? the attack should be assigned to the creates an illegal game state and the
A: Yes. The War Boar’s ability legend or defending units. Damage Veteran Sellswords are sacrificed.
affects all quests in play, including “left-over” from destroying the
its controller’s. legend is ignored, just like extra Q: When I play End Times (EW
damage dealt to a zone that burns. 120) and reveal multiple copies of
Q: How does the card Gathering the same unique unit, what happens
the Winds (BQ 10) work? If I use it Q: What can the Mage of Loec (BQ to them?
to play a Spell, when does the Spell 90) cancel? Can it cancel a tactic A: The player that owns those units
resolve and can my opponent cancel card? chooses one copy to stay in play.
it? Can I play more than one Spell A: The Mage of Loec can cancel The rest of the unique units are
with it? any “Action:” whether or not it immediately sacrificed. Any effects
A: The Spell is played when the is played from hand. It cannot be that trigger on entering play are
resolution of the action chain used to cancel the playing of a unit, only triggered for the unit that stays
reaches the spot where Gathering support card, or development. in play.
the Winds was triggered. The
played Spell cannot be canceled or Q: Can I play a tactic that targets
responded to. It will be resolved an attachment card, even if there Q: When can I triggger Tunnel
and then discarded if it is a tactic. are no attachment cards in play? Fighter’s (MC 82) ability?
After the Spell is resolved the A: No. Cards that target must have A: Abilities that allow the player
“then” effect on Gathering the a legal target to be played. to lower the cost of a card as it is
Winds triggers, and it is sacrificed. being played are triggered when
the player announces that they
are going to play the card. Tunnel Q: Can legends attack fulcrums?
Fighter’s ability may be triggered A: Yes.
only at this time. Once the Tunnel
Fighter is in play, this ability may Q: Can legends defend fulcrums?
no longer be used. Changes to a Can they if they have Descendant of
card’s cost always and only affect Gods (BQ 16) attached?
the cost to play that card.
A: Legends cannot defend fulcrums,
Q: Is redirecting damage unless they have Descendant of
cumulative like counterstrike or Gods attached.
toughness?
Q: Can you attack a fulcrum
A: Effects that redirect “the next 2 with an attack made outside the
damage that would be dealt” (for battlefield phase (like from Wolves
example) are not cumulative, since of the North [CC 32])?
they all redirect the ‘next’ damage.
A: No. You must use the fulcrum
Q: Does the Master Rune of Valaya attack as granted by the Cataclysm
(Core 25) cancel the damage in all rules.
battlefield phases of a turn, or just
in one? Q: An attack on a fulcrum is an
attack on the battlefield, is it also an
A: Master Rune of Valaya cancels attack on a player’s capital (such
the damage dealt in a single as Strike from the Shadows [EW
battlefield phase. 109])?
Q: When I play the card Snotling A: Yes. An attack on a fulcrum
Ambush (CaC 50) and discard controlled by a player is also
a card more loyalty than my considered to be an attack on the
opponent has resources, what zone that contains the fulcrum.
happens?
Q: Are fulcrums affected by card
A: You should fulfill as much as the effects (like Beastman Incursion
effect as possible, so your opponent CaC 54)?
would have to discard as many
resources as he is able to. A: No. A fulcrum cannot leave play
unless an effect specifically targets
Q: Do Scout and Raider trigger it.
after an attack on a fulcrum?
A: If Scout or Raider is used during
an attack on a fulcrum in the common
play area, then they have no effect.
If Scout or Raider is used during an
attack on a fulcrum controlled by a
player, then they resolve as normal.

Q: Can all effects that are based on


attacking, defending, participating
in or surviving combat be triggered
two times in each Cataclysm
battlefield phase since you have two
attacks?
A: Yes. Fulcrum attacks follow the
normal rules for combat resolution.

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