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Reply: Shadowrift:: Rules:: Re: Errata

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by karishi

A Stormreaver that gets hit by the explosion of a Fireball doesn't wound the caster. The explosion damage is untyped - neither melee nor ranged - so Stormreaver's bit about still wounding you for attacking it with ranged doesn't matter. Also, Fireball's wording carefully avoids saying that you're attacking any of the other monsters. You just put hit counters on them.
So in practice it's even less of an issue than it appears.

The primary reason for the ruling was thematic. It just makes no sense that I go unharmed by Lord Winter just because I successfully backstabbed his underlings earlier in the round.
And that's the issue with Thieving Strike. If you can only take 1 Wound/round, a card that replaces that one Wound with a Coin is really powerful and makes it easy to load up on Strikes for huge, easy-to-maintain (because you're never taking Wounds) damage potential.

With Flanking, you often get situations where you just can't get the bonus damage because the monster is within a few points of dead anyway. If you're able to spread out your attacks with impunity, the math of getting bonus damage out of Flanking becomes a lot easier, which is unnecessary; Flanking's easily one of the most powerful cards the heroes can buy - a bonus damage card that can work several times a turn and usually works at least once, basically turning a prowess into a hit - so it doesn't need any help. Having just a few more situations where you can't wring extra hits out of it is fine by me.

Flanking and Thieving Strike in tandem under the old rules were even more powerful and even less thematically appropriate. You'd attack Monsters A and B first, let your allies mop them up with your bonus Flanking damage and lay a hit on Monster C, then you'd Thieving Strike Monster C and take a Coin instead of any damage for all of it.

Thread: Shadowrift:: Rules:: Individual Card Rulings: Actions

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by karishi

This refers to non-Attack Actions, of course. Attacks are also Actions, but we've already covered those.

Again, a reminder of the change to the rules: You can't do the first part of a card and then use cards you got from the first part to pay for the boost.

Heal: Return an Affliction card from any discard pile (the discard pile of any hero or, once the expansion comes out, the Town discard) to its stack. If you pay a magic, you choose a hero (you may choose yourself) and that hero draws 2 cards. Additionally, if you paid the boost then Heal counts as a Quick Action. Thus, a boosted Heal may be played even after you've played an Action for the round.
This card is an important reason for players not to discard their hands until everyone's done with their turns! Heal can't get rid of cards in hand, and you aren't allowed to discard cards from in hand at will, so if there aren't any Afflictions in any discard piles you may have to get into melee combat to make Heal useful.
Players are allowed to look through their discard piles if they aren't sure whether or not they have Afflictions for you to remove.

Prophecy: Draw a card. Then all heroes, including you, look at the top two cards of your decks. You don't draw these cards (draw effects like Burn and Heroism do not take effect) and may not reorder them. If you wish, you may move one of them to your discard pile.
If you paid the 1 magic to boost Prophecy, the next monster you defeat this round will be worth 1 extra Heroism. This is true even if the monster is normally worth no Heroism, but does not apply to other things that can be destroyed with damage (Freezes) or other ways to earn Heroism (sealing Shadowrifts).
Multiple boosted castings of Prophecy do stack, meaning that a 3-Heroism monster with 6 boosted Prophecies and a Bard could be worth a whopping 10 Heroism for the party!

Resurrect: If one or more of the cards revealed in Town this turn is a Corpse, put one back on the Corpse stack. If you pay 2 magic you may look at the top card of the Traveler deck. If it is a Villager, you are allowed to put it directly into play.
You are allowed to perform the boost effect of this card independently of the Corpse removal. This may mean that the number of cards in town exceeds five; This is allowed.
You are not required to put the Villager your Resurrect finds into play (for instance, if it is an Infiltrator). However, you do not get a refund of your magic points if you do not use the effect.

Revitalize: You choose a hero (you may choose yourself) and that hero puts a Wound from in hand back on the Wound stack. If you pay a magic to boost Revitalize, each hero (including you) chooses either to put a Wound from in hand back on the Wound stack or to draw a card.
If the hero you choose has no Wound in hand, the basic effect of this card has no effect. You are allowed to ask who has Wounds, however.
You are allowed to play the basic part of the card without removing a Wound to get the boost effect. That is, if nobody has a Wound in hand you may still play Revitalize and a magic to make everybody draw a card.

Rousing Speech: Each hero besides you draws a card. If a monster has been defeated earlier this round, Rousing Speech is a Quick Action. If you pay 1 Coin resource to boost Rousing Speech, you also put a Might from the Might stack on top of another hero's deck (not your own).
If the Might stack is depleted you are allowed to spend the Coin but there is no effect.
As with any Coin cost, you may either return a Coin to the Coin stack or discard a Heroism to pay this boost.

Thread: Shadowrift:: Rules:: Individual Card Rulings: Loot

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by karishi

General rule for Loot: Like Skills, playing Loot doesn't use your action for the round. Also, you play it to sit on the table in front of you. Unlike Skills, Loot stays in play round after round without any upkeep, theoretically forever. Most Loot has a condition under which it is discarded, in which case it is moved from play to your discard pile.

Armor of Mist: While Armor of Mist is in play in front of you, you draw a card from your deck every time you take a Wound.
Taking a Wound means moving a Wound card from the Wound stack to your discard pile.
If you would take a Wound but do not - for instance because it is prevented by Holy Aura or because there are no Wounds left in the stack or because Lesser Flamewrack causes you to take a Burn instead - you do not draw a card for Armor of Mist.

*The "once per round" nature of this card is card-specific errata*
Elixir of Life: Once per round while Elixir of Life is in play, you may spend a Coin to draw a card. If you do, you may then also return a Wound from your hand to the Wound stack.
You may discard Elixir of Life from play to return a Corpse or Affliction card from the active Town area to its stack.
Freezes are not Afflictions. There are currently no Afflictions that go into the Town area - this ability was designed looking forward to the expansions.
You are not required to be discarding Elixir of Life from play in order to use its "spend a Coin" ability.
If you cannot hire a Villager or Build a Wall this round, you should not remove a Corpse if the 5 active cards in Town are the only cards left in the Town deck. See http://www.boardgamegeek.com/thread/868672/errata for details.

Lightning Daggers: While any hero (including you) is resolving an Attack card, you may discard Lightning Daggers from in play to make that Attack deal +1 hit. If you do, the hero who played the Attack draws a card.

Shining Blade: While Shining Blade is in play, all Attack cards you play are Quick Actions.
You may discard Shining Blade from play when playing an Attack. If you do, the Attack deals an extra +2 hits.
Shining Blade can only grant its bonuses to your Attacks, not those of your allies.
When you discard Shining Blade for bonus hits, the Attack getting the bonus still counts as Quick even though Shining Blade is no longer in play.

Reply: Shadowrift:: Variants:: Re: Hard Mode 1

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by Christine Biancheria

Here's what we're currently trying out, and early testing seems pretty good, but we have only tried it with 2:

Preparation: Shuffle half the Shadowrifts into the the top half of the monster deck and half in the bottom (if it's uneven, put the extra in the bottom).

Adding Power: Each round, add power equal to the number of players +1.

Shadowrifts: Each Shadowrift in the power area adds +1 power until it is sealed. Shadowrift cards may not be removed from the power area by player card effects.


Reply: Shadowrift:: Rules:: Re: Errata

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by rahdo

karishi wrote:


And that's the issue with Thieving Strike. If you can only take 1 Wound/round, a card that replaces that one Wound with a Coin is really powerful and makes it easy to load up on Strikes for huge, easy-to-maintain (because you're never taking Wounds) damage potential.

Ah we were playing it that delivering a thieving strike plus regular strike(s) in the same round does give you a wound. The notion being that every non-ranged strike you throw has the *potential* to get you wounded, and once you've taken one wound, you're not getting another. That just made sense to us, as thieving strike seemed way to powerful otherwise. Sounds like it is. We'll keep playing it this way, since it's a simple rule and easy to maintain and is true to the original intent of the game it seems... :)

Reply: Shadowrift:: General:: Re: How Big an Expansion?

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by rahdo

I'm sure I'm in the minority on this, but I *LOVE* the mini expansions that FF has been doing for Space Hulk Death Angel and think this would be perfect for SR. Print on demand, I think they're called? They're probably much easier for you to put them together and roll them out to us, so we could get more, faster, which is awesome. Plus, they're great to have mini-themes: this mini expansion creates a new "hero type", this mini introduces a new line of monsters, this one expands the notion of what townsfolk can do, etc.

Plus, going this route makes getting these expansions much more viable for overseas fans, as the shipping would be much more reasonable.

I can't think of a single good reason not to go this route, in all honesty. Seems like it would benefit everyone!

Reply: Shadowrift:: General:: Re: How Big an Expansion?

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by karishi

Ah, good. It's no longer unanimous that the mini-expansions (1 faction, 4 new hero cards representing 1 new hero, total about 50-54 cards) are a bad idea.

Reply: Shadowrift:: General:: Re: How Big an Expansion?

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by rahdo

Something like that would be AWESOME, and people would be crazy not to take you up on that proposition, IMO, especially as it means we could probably get that fairly quickly rather than waiting a year or more to get a full box expansion! :)

Thread: Shadowrift:: Rules:: Individual Card Rulings: Starters and Basics

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by karishi

Prowess: The basic resource used to buy new Skills, Actions, and Resources, Prowess represents basic effort spent on tasks like training, building, or holding a job, or extra care spent on attacking.

Strike: A naturally Quick Attack that deals 1 melee hit to your target. If you pay 2 prowess to boost it, Strike is a ranged hit, which means you probably won't take a Wound for attacking.
As they are Quick, you may play any number of Strikes in a round along with other attacks. If some but not all of the Attacks you play against a single monster are ranged, you will take a Wound from that battle, so it is rarely worth making just one Strike ranged if you will play more than one Strike against a single monster.

Explore: You look at the top card of the Traveler deck and may put that card on the bottom of the Traveler deck.
If you pay Coin to boost Explore, you may also put the visible top card of the Monster deck on the bottom of the Monster deck.
As with all boosts, you may perform both actions, not only one or the other. You are not required to move the top card of the Traveler deck to be allowed to get the boost effect.

Coin: A basic resource for buying Loot, hiring Villagers, and building Walls. It's also usable to boost certain Action cards.
Unlike most cards in Shadowrift, when Coin is purchased it moves directly to your play area, with any Loot or Skills you have in play. You are allowed at any time - even when it is not the Heroes Act step - to give any amount of your Coin cards to another hero. Also unlike other cards in Shadowrift, Coin returns to the Coin stack when spent.
A Coin never goes into a hero's discard pile, hand, or deck for any reason.

Might: Completely identical to Prowess except for its special ability: When you draw it, you draw another card.
This effect applies immediately regardless of when you draw it, including if you draw it because of another Might.
This effect does not apply when you merely look at it while it is on top of your deck, due to cards like Prophecy or Brawler.

Seal: You may put a card from the monster power area (whether a monster, Shadowrift, power card, or Totem) on the bottom of the Monster deck. This is the primary way to remove cards from the power area so they do not continue to provide bonuses to the monsters.
If you spend magic to boost Seal, you may seal a Shadowrift, removing it from the game entirely and earning one heroism for the hero with the Next Heroism Token (or yourself, if nobody has earned any Heroism yet). The Next Heroism Token then passes to the next player.
You do not earn this Heroism if there is not a Shadowrift to seal, nor if you use the non-boosted version of Seal to move a Shadowrift to the bottom of the monster deck.
As with other boost effects, the boosted Seal allows you to BOTH move a card from the monster power area to the bottom of the Monster deck AND seal a Shadowrift. You are not required to perform the non-boosted Seal effect when you play Seal; It is optional.

*Print Correction: Shadowrift should be one of the cards listed on the Basic Cards divider*
Shadowrift: A Shadowrift moves directly into the monster power area when revealed during the Add New Monsters step. Each round it remains in the monster power area, the monsters get 1 extra power point to help them come into play.
If all of the Shadowrifts that were put into the Monster deck are sealed, the heroes win the game.
However, effects that put Shadowrifts on the bottom of the Monster deck - such as Shrine, Priest, or the unboosted Seal - do not count as sealing the Shadowrift for this purpose.

Thread: Shadowrift:: Rules:: Rampage

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by Christine Biancheria

If a monster has rampage for Step 3, does it go back to the start, depriving players of the chance to hit it and potentially kill it in Step 3? Or do players get a chance to kill it in Step 3 and it then starts off when it would normally move to the power area?

Thanks.

Reply: Shadowrift:: Rules:: Re: Rampage

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by karishi

Rampage doesn't get rid of any hit counters on the monster. A monster that rampages on step 3 takes any other actions it has for step 3 and then gets set aside until the rest of the monsters act, then goes back to the Start space (with all its hits still on it) at the end of the monsters act step. Heroes are allowed to attack monsters on any of the 4 spaces in the monster attack area.

Rampage just means it won't leave to go to the monster power area. If the rampage isn't conditional (as Self-Stitched Fiend's is) the monster will in fact never leave until it's killed.

Hope this helps.

Reply: Shadowrift:: Rules:: Re: Rampage

Thread: Shadowrift:: Rules:: "Heroes discard a Heroism," etc.

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by Christine Biancheria

When a monster says that the "heroes discard an x," does that mean that each hero discards an "x" or that, between all heroes, the group just needs to have one person discard "x"?



Additionally, a clarification on hunting:

Just want to make sure I'm doing this very important activity correctly. The monster says to kill the Innkeeper. The Inkeeper is not in play and has not been purchased. Nonetheless, the monster hunts. We turn over cards from the town pile until we come upon the first villager, and then we kill that villager. Is that right?

During hunting, could a villager-infiltrator be the villager that gets killed?

Thanks for you seemingly endless patience with my rules questions.

Reply: Shadowrift:: Rules:: Re: Errata

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by rahdo

karishi wrote:

Flanking's easily one of the most powerful cards the heroes can buy - a bonus damage card that can work several times a turn and usually works at least once, basically turning a prowess into a hit - so it doesn't need any help.

Surely flanking can only be used once per turn? That seems correct both mechanically and thematically...

Reply: Shadowrift:: Rules:: Re: "Heroes discard a Heroism," etc.

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by Kris

Christine Biancheria wrote:

the monster hunts. We turn over cards from the town pile until we come upon the first villager, and then we kill that villager.

... or until you reveal a wall. The wall is or is not destroyed, depending on the monster strength, and in any case the hunt stops.

Infiltrators are being hunted too.

:)

Reply: Shadowrift:: Variants:: Re: Hard Mode 1

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by rahdo

Christine Biancheria wrote:


Shadowrifts: Each Shadowrift in the power area adds +1 power until it is sealed. S

That's the standard rule, is it not?

Reply: Shadowrift:: Rules:: Re: What would YOU change about the rulebook?

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by rahdo

karishi wrote:


You absolutely may discard Holy Aura from in play - even after using its once/round ability - to gain 1 magic.

Wow, really? We'd assumed that you can only pay resources that are in your hand (except for coins, of course, which sit in your play area). So while it's in your hand, holy aura can be either a skill to gain, or a source of magic to power something else. Once it's been played as a skill, it's a skill, until the next time it shows up in your hand, at which point you once again have the choice of whether to use that card as a skill, or a resource. This seems logical and consistent with other games where cards can do multiple things, until such time as you choose what they do, then they're locked into that function (San Juan, Fleet, etc.)

Reply: Shadowrift:: Rules:: Re: Errata

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by Cadfan

Hmm. That rules edit seems like it could lead to a new monster deck idea.

Reply: Shadowrift:: Rules:: Re: "Heroes discard a Heroism," etc.

Reply: Shadowrift:: Variants:: Re: Hard Mode 1

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by StormKnight

rahdo wrote:

Christine Biancheria wrote:


Shadowrifts: Each Shadowrift in the power area adds +1 power until it is sealed. S

That's the standard rule, is it not?

I figured she meant an extra +1 on top of the +1 it normally provides.
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