Clarifications

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Christopher offers rule clarifications from time to time, many on the Fireside chat forum post as Handelabra Games implements the various Sentinels of the Multiverse expansions in the video game. General clarifications are on this page, with clarifications for individual Hero, Villain, and Environment decks on the relevant character pages. They are also embedded below, after the general rule clarifications.

Rule clarifications that are now obsolete are italicized.

Rule clarifications that involve changes to the wording in the Sentinels of the Multiverse rulebook or on individual cards appear in bold.

[edit]
  • The foil hero collection is definitive and overrides previous printings of hero character cards.

Wording

  • “Reveal” and “Look at” mean the same thing.
  • When card text says “hero” (not “hero target”) it’s shorthand for “hero character card.”
  • "Active in this game" means present and not incapacitated.

Playing Cards

  • A Limited card cannot be intentionally played when another copy of it is already in play.
  • You are allowed to play cards that go next to another card when there are no applicable cards to do so (for example, Wrest the Mind with no non-character targets in play). The card goes to the trash but is not destroyed.
  • When a card enters play, the following order of things occurs.
    • Ongoing effects on the card become applicable.
    • Cards that react to other cards entering play now act.
    • One-time effects on the card happen.
    • A well-known example of this is Informant. Suppose Informant and Combat Stance are in play and Legacy plays Inspiring Presence.
      • Damage dealt by hero targets is now increased by 1.
      • Informant causes The Chairman to play a card. Suppose it’s Undivided Attention, damaging The Wraith. Combat Stance reacts and its damage is increased by 1 due to Inspiring Presence.
      • All hero targets regain 1 HP.
    • Another example: Supercooled Trisolvent Vat and Synaptic Interruption. Suppose damage dealt to Tachyon is increased by 2. When Tachyon plays Synaptic Interruption, the Vat does 3 cold damage to Tachyon. Tachyon may redirect the damage and destroy Synaptic Interruption.
  • Cards that go next to other cards are considered to enter play next to the other card. So for example, if you play Energy Bracer next to a hero and Surprise Shopping Trip reacts, the damage to the hero is reduced by 1 by the Energy Bracer.
  • Cards like “Slamara”, which play the top card of the villain and all hero decks, play the top card of ALL villain decks! Terrifying.
  • If you would play the bottom card of your deck but the deck is empty, you reshuffle the trash to make a new deck first (just like playing the top card).

Hit Points

  • If something is looking for a target with the second highest HP, and there is only one candidate, the attack fizzles.
  • Highlander rule: there can be only one target with the highest HP. If two targets are tied, the players decide which is the highest and which is the second highest.
  • Cards that restore HP are unaffected by effects that increase/decrease HP gain. For example, Aegis of Resurrection is unaffected by Phosphorescent Chamber.
  • If a target would gain HP but the amount it gains is 0, any triggers that happen on HP gain do not occur. This means "gaining 0 HP" does not cause Mortal Form to Energy to "deal 0 damage."

Dealing Damage

  • If a temporary damage reduction is used to pass a redirection test (e.g. Driving Mantis), then it gets used up even though no damage would have been dealt to that target.
  • If a card is damaging the X lowest HP targets, and in the middle of doing that a new lowest HP target appears, the targeting does not change. The originally chosen X targets are damaged. If a target disappears in the middle, the damage to that target fizzles and does not re-target.
  • Damage aimed at the lowest or highest target looks for the lowest or highest non-destroyed target.
  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.
  • When calculating damage, “the next time A is dealt damage, reduce that damage by B” effects go last in the reductions list. The reason is that if the amount has already reached 0, there’s no need to use it up. “The first time A is dealt damage, reduce that damage by B” effects also go after other effects, but before "the next time" effects.
  • A "one-time" or "once-per-turn" damage reduction is not used up by zero damage. A damage amount of zero shouldn’t trigger anything.

Destruction and Incapacitation

  • Card effects that have an expiry date (e.g. “until the start of your next turn”) survive the destruction of the originating card. Effects that do not have an expiry date go away after the card is destroyed.
  • When a hero is incapacitated, cards which react to card destruction do not activate.
  • In the video game, the “common” incapacitated abilities of all heroes have been made consistent with one another. Sometimes this is a small material difference from the printed card. They are as follows:
    • One Hero may use a Power now.
    • One Player may draw a card now.
    • One Player may play a card now.
    • One Hero target regains 1 HP.
  • Targets that are in the process of being destroyed (e.g. Explosives Wagon, Sonic Mine, other devices via Charged Attacks) can still be targeted and take more damage. (Note: in the video game we plan to put such targets behind the “Show All Targets” button)
  • Once something is in the process of being destroyed, it will be destroyed. That includes being healed back to positive HP and becoming indestructible. Yes, even Fixed Point.
  • When there are multiple "when X would be destroyed, do Y instead" effects in play, the players decide which effect occurs. Only one effect can occur. This means that when Unforgiving Wasteland applies to a hero character card, or a villain that would flip instead of being destroyed, the players can choose whether the card flips or is removed from the game.
  • Rulebook change: When a hero would be destroyed, they are incapacitated, instead.
  • When a card is in play, and is indestructible, something can cause it to be moved under another card, since technically it is still in play.
  • The Vengeance rulebook is updated to clarify what happens when a team villain is destroyed; it is similar to the latest rules about heroes.

Other Items

  • For River of Lava, Hostage Situation, and similar cards: all of the players must take the action (e.g. discard the top 3 cards of your deck), or none of them.
  • If a card with a “you may use an additional power this turn” effect is played outside of your turn, or on your turn after the power phase, you immediately use a power (or skip). If it’s played on your turn before the power phase, you must wait until the power phase to use it.
  • If a “reveal” operation is interrupted, e.g. by an Ambuscade trap incapacitating the revealing hero, the revealed cards go back where they came from in the order that they were before.
  • Assuming a chicken and a half can lay an egg and a half in a day and a half, it takes 3 parsecs for a monkey with a wooden leg to kick all of the seeds out of a dill pickle.
  • Any cards that let a hero “destroy one of their cards” may not allow the hero to destroy their character card.
  • One-shots are not considered or counted as “cards in play.” That means Into the Stratosphere or Cedistic Dissonant cannot destroy one-shots that are currently being played.
  • In general, if an empty trash is supposed to be shuffled into its deck, you still shuffle the deck.
  • “Indestructible” means that the card cannot be moved from the play area for any reason, including returning to hand, being put on top of a deck, etc.
  • Rulebook addition: When given the option to destroy one of your cards, you cannot choose to destroy one of your character cards.
  • Ruling change: Additional/granted powers work like additional/granted card plays. For example, if you put Embolden on Expatriette, and she uses Pride and then Prejudice (from Pride), she still has one power use remaining. This makes additional/granted powers work like the combination of HUD Goggles and Lightning Reflexes, for example.
  • Flipping cards face down removes all cards next to/attached to/whatever because the face down card loses everything else but its type and should also lose such connections.
  • A hero in the game due to Celestial Tribunal counts as being active in the game.
  • When you "put a card from a hero trash on top of its deck” you put the card on top of the card's deck.
  • In team villain games, you can individually set Advanced per villain. Same thing with challenge mode.
  • All effects that discard the top card of each deck occur in the order chosen by the players.

Absolute Zero

Fireside Chats

  • Sub-Zero Atmosphere affects Heroic Infinitor's character card. It moves Heroic Infinitor's "Deal 1 Manifestation 2 Melee Damage" to the start of the villain turn.

Spiff's SotM Rules and Clarifications

  • Sub-Zero Atmosphere
    • "Sub-Zero Atmosphere" causes villain cards which would act at the end of the villain turn to instead act at the start of the villain turn. So now the Villain end-of-turn actions happen first? No. Each villain's start-of-turn action is always listed before their end-of-turn action on their card. "Sub-Zero Atmosphere" reassigns end-of-turn actions as start-of-turn actions but does not rearrange the order of the abilities on the card. Thus, using "Sub-Zero Atmosphere" will not cause end-of-turn actions to happen before start-of-turn actions, it just causes them to happen, for example, before the villain plays a card.
    • Further, if "Sub-Zero Atmosphere" is destroyed after the villain start phase but before the villain end phase, any end-of-turn abilities which had been moved to the start-of-turn phase will return to their normal end-of-phase position, and so will trigger again once you reach the villain end phase. Unfortunately, there is no rule mandating that abilities may only activate once per turn. When "Sub-Zero Atmosphere" leaves play, its effect cancels immediately. This means that if, for example, an effect which deals damage to each hero target at the end-of-turn phase, but which is triggering during the start-of-turn phase due to "Sub-Zero Atmosphere", incapacitates Absolute Zero (which causes all of his hero cards to be removed from the game), any remaining hero targets will not take damage from the effect because "Sub-Zero Atmosphere" is no longer causing the effect to trigger early. However, when the end-of-turn phase comes around, that same effect will trigger again, targeting each hero target as normal, including any which had been targeted earlier.
    • So, why would you ever want to change end-of-turn actions to become start-of-turn actions? To buy the heroes more time. Many villain cards have effects which take place at the end of the turn. when one of those is played during the villain phase, its ability will usually take effect that same turn, during the end-of-turn phase. but if "Sub-Zero Atmosphere" is in play, the ability won't take effect until the following start-of-turn phase. This gives the heroes a full turn to deal with the card before its abilities will affect them.

Argent Adept

Fireside Chats

  • If Guise has "Yeah, I'm That Guy!" in play, and then uses "I Can Do That Too!" on the Argent Adept, the Perform texts on AA's songs should also be on "Yeah, I'm That Guy!". While this is technically correct, it's unnecessary and so is not implemented in the digital version.
  • If "Cedistic Dissonant" is used to destroy the instrument that allowed it to be performed, it prevents the "Accompany" part of that instrument from occurring.
  • If Guise uses an instrument to activate a song, all the decisions and effects from the song belong to Guise. For example, with "Cedistic Dissonant", Guise decides which card to destroy, and he discards and draws cards.
  • One-Shots are not considered or counted as "cards in play". That means "Into the Stratosphere" or "Cedistic Dissonant" cannot destroy one-shots that are currently being played.
  • Spite: Agent of Gloom has new text added on both sides of his character card: "Face-down Villain Cards are Indestructible." This prevents "Cedistic Dissonant" and "Into the Stratosphere" from affecting those cards.
  • You must perform the actions listed on "Arcane Cadence" in order. If there are fewer than 5 cards in the deck for Arcane Cadence to reveal, you miss out on the actions from the end of the list.

Spiff's SotM Rules and Clarifications

  • Performs and Accompanies aren't powers
    • Because Performs and Accompanies are not powers, they may be activated more than once in a single turn if some power or ability allows it. This is stated in the "Infernal Relics" rule book but is easy to overlook.
  • Infinite Loops?
    • Argent Adept has a wide range of abilities which interact in complex ways, some of which may seem to introduce an infinite loop. For example: The power on "Telamon's Lyra" lets you activate a Perform and Accompany text. The Accompany on "Syncopated Onslaught" says Argent Adept deals 1 target 1 sonic damage, and the perform text on "Inspiring Supertonic" says one player may use a power now. If you use "Inspiring Supertonic" on Argent Adept and he uses the power on "Telamon's Lyra" again, what's to stop you from repeating that loop over and over, defeating the villain 1 sonic damage at a time? Remember, unlike Performs and Accompanies, you can't activate the same power more than once per turn, so no infinite loop is possible.

Bunker

Fireside Chats

  • Bunker's second incapacitated ability is changed in the digital version to: "Select a Hero. Reduce the next Damage that would be dealt to that Hero by 2." It now works the same as The Wraith's innate power.
  • If GI Bunker uses his innate power on a target, and an Isolated Hero deals damage to that target, the damage is not made irreducible.
  • When Bunker has a Mode card, and Guise plays "Yeah, I'm That Guy", it executes the "When this Card enters play, Destroy all other Mode Cards." That destroys Bunker's Mode card, and therefore "Yeah, I'm That Guy" doesn't really end up copying it. This also happens with Mr. Fixer's Style cards.
  • You can choose to not do the second damage on Grenade Launcher (2 projectile) and still do the third damage (1 projectile).
  • Cards under other cards (like "Omni-Cannon") are considered in play (but have no text) unless the card on top says otherwise. For "Omni-Cannon" in particular, those cards are in play but they did not enter play (because of magic). When they get put under "Omni-Cannon", "when a card enters play" triggers do not apply. Cards under other cards count for the hero they belong to when considering "the hero with the most cards in play" because they still belong to the deck they came from. For example, if a Raptor Bot is under Savage Mana, the Raptor Bot is included in Unity's count of cards in play.
  • Suppose Savage Mana has a title (e.g. Imbued Vitality + Stonejaw). When Haka uses the power, the title is destroyed. The same thing can happen with "Omni-Cannon".
  • When Baron Blade flips, any MDPs in play are not destroyed, but simply leave play. So a card like Ammo Drop does not get to activate in response.
  • When Apostate's Tome of the Unknowable and Ammo Drop are both in play, Ammo Drop is still able to trigger the Tome's "play a card" effect when the Tome is destroyed. This is due to cards being in play during their own destruction.
  • Auxiliary Power Supply works like a "Destroy this card. If you do..." card, in that you must destroy the card to get the effect. The wording is updated to make that clear.

Spiff's SotM Rules and Clarifications

  • "Savage Mana" + "Ammo Drop" (Bunker card)
    1. Does Bunker draw a card due to "Ammo Drop" when villain cards are placed beneath "Savage Mana"?
    2. Does Bunker draw a card due to "Ammo Drop" when a villain card beneath "Savage Mana" is destroyed to deal damage?
    3. The answer is "yes" on both counts. Villain cards are always villain cards (see above), so in this unusual case, a villain card can actually be destroyed twice, allowing Bunker to draw a card each time.
  • "Omni-Cannon"
    • Bunker's "Omni-Cannon" reads, "Destroy all Cards beneath this Card. Bunker deals 1 Target X Energy Damage, where X = 2 times the number of Cards destroyed." If there were 5 cards under it, and a +1 increase to damage was in play, the power would deal the target 11 damage. It would not receive the bonus to damage for each card beneath it.
    • What happens to the cards under "Omni-Cannon" if "Omni-Cannon" is destroyed or removed from play? Regardless of how "Omni-Cannon" is removed from play (destroyed, put back into the player's hand, Bunker is incapacitated, etc.) the cards under "Omni-Cannon" are moved to their proper trash piles. If "Omni-Cannon" is somehow put back into play later, the cards that used to be under it will not be moved back there.
  • "Grenade Launcher"
    • This card says, "Power: Bunker deals 1 Target 2 Projectile Damage. Bunker may deal a second Target 2 Projectile Damage. Bunker may deal a third Target 1 Projectile Damage." You may choose to not do the second instance of damage and still do the third instance of damage, but the first instance of damage (because it doesn't say "may") is not optional. (See Fireside Chats above.)
  • "Recharge Mode"
    • The first turn Bunker plays "Recharge Mode", he draws 2 cards. Every turn thereafter, Bunker will draw 3 cards since he will have neither played a card nor used a power during his turn.

Captain Cosmic

Fireside Chats

  • The wording of Potent Disruption is changed to clarify that a Construct must be destroyed for the damage to be dealt. The new wording is: "Destroy 1 Construct Card. If you do, Captain Cosmic deals 1 Target Energy Damage equal to the HP of the destroyed Construct Card plus 1."
  • Captain Cosmic decides the target of the damage dealt by "Autonomous Blade".
  • The text of Prime Wardens Captain Cosmic's innate power has changed; the word "instead" is removed. This is intended to change the behavior of the power. Those cards are now destroyed, triggering any destruction effects.
  • Suppose a Construct and "Sustained Influence" are in play. Chokepoint destroys the Construct, and three conflicting things try to happen. 1) the Construct tries to go to the Trash, 2) the Construct tries to come back into play due to Sustained Influence, and 3) Chokepoint tries to flip the Construct, because she's a jerk. 1) is not going to happen, as everything else has priority over standard actions. 2) and 3) have equal priority, and one happening disallows the other, so the players choose one of the two. If it's face down, it cannot be put into play, as it has lost its keyword. If it's back in play, it shouldn't be turned face down because it's not destroyed.
  • If a Construct card is next to a target and that target leaves play, the Construct card just sits in that target's play area. In the case of a hero becoming incapacitated, the Construct stays put, just hanging out. In the case of a hero being removed from the game, the hero play area is still there, but the Construct is now lonely. If there is a chain of "next to" Constructs and one in the middle is destroyed, the chain is broken, but they all hang out in play where they are.
  • If there are two "Sustained Influence" cards out, and a Construct card is destroyed, you can only destroy one of them to put the card back into play.
  • Suppose "Dynamic Siphon" is on a card, and it is dealt some damage and is destroyed, but "Sustained Influence" brings it back into play. It no longer allows a power usage for the card it is now next to, or was next to. Same goes for "Vitality Conduit". When destroyed, constructs get amnesia.
  • Prime Wardens Captain Cosmic’s innate power can no longer be "stacked". You may only draw or play a card if you shuffle the destroyed construct into your deck.
  • The interpretation of Prime Wardens Captain Cosmic's innate power has changed. When Prime Wardens Captain Cosmic has his power activated, then a Construct is destroyed and the player decides not to move the card to his deck, he may not either play or draw a card. The official wording is not changed, but the behavior is clarified as follows: Until the start of your next turn, whenever a Construct is destroyed, [and you haven’t shuffled it into your deck already], you may shuffle it into your deck and [if you do], either draw or play a card.
  • Suppose Prime Wardens Captain Cosmic used his power, and "Sustained Influence" is in play. When a Construct is destroyed, both his innate power and "Sustained Influence" are interested in where the Construct ends up. Prime Wardens Captain Cosmic must choose one or the other, not both. If he decides to shuffle it back into his deck and then draw or play a card, he does not still get to put the Construct back into play via "Sustained Influence". If he decides to put it back into play via Sustained Influence, he may not shuffle it back into his deck.

Chrono-Ranger

Fireside Chats

  • Chrono-Ranger may choose the bounty card from the trash that gets put into play by "Ranger's Mark". The wording is updated to read "Select 1 Bounty Card from your trash and put it into play."
  • If "The Ultimate Target" is on a target, and that target deals damage such that it is destroyed after having dealt its damage (via reaction damage for example), Chrono-Ranger still gets to use a power.
  • "The Ultimate Target" is not destroyed if the target to which it is attached leaves play. It stays in the play area where the target was.
  • "No Executions" is not destroyed if the target leaves play by means other than destruction (e.g. "Into the Stratosphere").
  • "No Executions" prevents the card from being destroyed, so other effects that would happen when the card is destroyed do not occur.

Spiff's SotM Rules and Clarifications

  • Playing bounties without a legal target
    • If there are no legal targets in play to attach a bounty card to, the bounty card may still be played, but the bounty will go directly to the trash and isn’t considered to have been destroyed to get there. [1]
  • "The Ultimate Target"
    • Unlike the rest of Chrono-Ranger's Bounty Cards, "The Ultimate Target" doesn't have a line saying that when the target the bounty is on leaves play, you should destroy the bounty card. This is not a misprint. "The Ultimate Target" will stay in play attached to no target once its original target is destroyed. It should be treated like any other ongoing card and still counts as a bounty for cards like the "Masadah".

Sources

  1. MigrantP explains Christopher's ruling in GTG forum thread "Discrepancy: playing cards on other cards"

Expatriette

Fireside Chats

  • "Unload" dynamically grants powers equal to the number of guns in play. For example, if Expatriette uses her innate power to play a Gun card, it grants her an extra power. If you play Unload with no guns in play, you lose the power that you would normally have.
  • Ruling change: Additional/granted powers work like additional/granted card plays. For example, if you put "Embolden" on Expatriette, and she uses "Pride" and then "Prejudice" (from "Pride"), she still has one power use remaining. This makes additional/granted powers work like the combination of "HUD Goggles" and "Lightning Reflexes", for example.
  • Players can decide the order between Mad Bomber Blade and "Hairtrigger Reflexes" when a villain target enters play. Expatriette can first damage or destroy the target, then it goes under Blade; or it can go under Blade, and nothing else happens.
  • Suppose "Hairtrigger Reflexes" is in play and Matriarch plays a Fowl card. Expatriette may choose to deal damage to the Fowl card before the top card of the villain deck is played. Note: this is not yet fixed in the digital version, but will be in a later update.
  • "Hairtrigger Reflexes" + "Forced Deployment" (or "Darken the Sky") cannot cause an infinite loop. All of the minions are first selected and removed from the trash, and played. New minions entering the trash during "Forced Deployment"'s effect are not returned.
  • When an Ennead character card is moved from under the Shrine of the Ennead, it is a target entering play, but not a card entering play. "Hairtrigger Reflexes" may activate against it.
  • The wording on Heroic Infinitor's card is adjusted to clarify that when a Manifestation would enter play, Infinitor will regain 4 HP. Other cards (such as "Hairtrigger Reflexes") can then react, but cannot prevent the HP gain. If the Manifestation is then fully in play and has not been shot or otherwise destroyed, Infinitor destroys the Manifestation. The new wording is: "Whenever a Manifestation would enter play, Infinitor gains 4 HP. When it enters play, it is destroyed".
  • If you play a card via "Speed Loading", then skip your play and power phases, you do not get to draw an extra card. The rule book says: "If, for any reason, a player neither plays a card nor uses a power on their turn, then they may draw an additional card during their draw phase."
  • Ammo
    • Expatriette's Ammo cards can be played without a gun in play. If that happens, the Ammo card goes to the trash (but is not destroyed).
    • If an Ammo card is flipped face up when "Fixed Point" is in play, and no guns are in play, it just stays where it is, face up in Expatriette's play area. Since it's indestructible it cannot go to the trash.
    • If an Ammo card is next to a Gun card and the Gun card is destroyed, the Ammo card remains in play.
    • "Shock Rounds"' wording is changed to: "Play this Card next to a Gun Card. After that Card's Power is used to Damage a Target, Expatriette deals each non-Hero Target 1 Lightning Damage. Then, Destroy this Card."
    • When "Liquid Nitrogen Rounds" is used to destroy "Sonic Mine", the damage from "Sonic Mine" is reduced by 1.

Spiff's SotM Rules and Clarifications

  • Ammunition Cards
    • Ammo cards are played next to a Gun card and activate when the gun's power is activated. You may not choose to not use an Ammo card when activating a gun. If the gun goes off, the ammo gets used.
    • Likewise, Expatriette's two signature guns "Pride" and "Prejudice" can have up to two Ammo cards in play at a time, but firing either will activate all of the Ammo cards that have been played next to the gun. You may not use just one of the Ammo cards.[1]
    • If there are no guns in play to attach an Ammo card to, you may still play an Ammo card, but it will go directly to the trash and isn't considered to have been destroyed to get there.[2]
  • "Pride" and "Prejudice"
    • The power on "Pride" says in part, "if 'Prejudice' is in play, you may use its power". You would think that if you had already used the power on "Prejudice" earlier in the round (if, for example, you had played "Unload" and were activating multiple powers on your turn), then you couldn't use it again because of the general rule stating that you may only use a power once in a turn. However, because the power on "Pride" specifically says you may use the power on "Prejudice", that card wording supersedes the general rule, and you may use the power on "Prejudice" twice in the same turn.[3]
  • RPG Launcher
    • Expatriette's card "RPG Launcher" can destroy an Ongoing or Environment card, and if it does, then Expatriette may deal some damage. If the card she uses "RPG Launcher" on has its own effect which triggers when it's destroyed (such as Grand Warlord Voss' "Forced Deployment"), the timing of effects will happen like this:
      • "RPG Launcher" destroys "Forced Deployment". "Forced Deployment" is immediately removed from play and placed in the Villain trash, and all of the minion cards are immediately put from the Villain trash into play. Then, Expatriette may deal her damage, including to any of the minions who were just put into play by "Forced Deployment".
  • Shock Rounds
    • This card says "Play this Card next to a Gun Card. When that Card's Power is used to Damage a Target, Expatriette deals all non-Hero Targets 1 Lightning Damage. After that Power is used, Destroy this Card". Regardless of the number of targets which are hit by the gun's power, the additional lightning damage is applied just once, when the gun's power is used, not once per target affected.[1]
  • Unload
    • This card reads "This turn, you may use as many Powers as you have Guns in play". however, "Unload" just increases the number of powers you may use on your turn to a certain number (the number of guns you have in play), not increase the number of power usages you have left after you play it. So if you used a power prior to playing "Unload", that counts as one of the powers you get to play that turn. For example, if you have 3 guns in play, you get to use 3 powers. If you play a card, then use Expatriette's "Load" power to play "Unload", you’ve already used a power once that turn and you will only have 2 more power usages left.

Sources

  1. 1.0 1.1 GTG forum users awp832 and Matchstickman explain and Christopher confirms in GTG forum thread "Shock Rounds and Submachine Gun"
  2. MigrantP explains Christopher's ruling in GTG forum thread "Discrepancy: playing cards on other cards"
  3. Christopher comments in GTG forum thread "Pride and Prejudice"

Fanatic

Fireside Chats

  • If "Embolden" is next to Haka, and Haka or Fanatic becomes an Isolated Hero, then "Embolden" remains where it is. However, it no longer confers a benefit to Haka. At the end of Haka's turn, Fanatic cannot deal damage to Haka so "Embolden" is destroyed.
  • Fanatic must choose a positive integer for "Sacrosanct Martyr".
  • While "Fixed Point" is in play, "Aegis of Resurrection" still takes effect immediately when Fanatic is reduced to <= 0 HP. Same thing with Apostate on his back side, or any other cards that still have "reduced to 0 or less HP".
  • Cards that restore HP are unaffected by effects that increase/decrease HP gain. For example, "Aegis of Resurrection" is unaffected by "Phosphorescent Chamber".
  • If "Embolden" is on a hero and that hero becomes incapacitated, "Embolden" stays there until the end of that hero's next turn.
  • Ruling change: Additional/granted powers work like additional/granted card plays. For example, if you put "Embolden" on Expatriette, and she uses "Pride" and then "Prejudice" (from "Pride"), she still has one power use remaining. This makes additional/granted powers work like the combination of "HUD Goggles and Lightning Reflexes", for example.
  • "Divine Sacrifice" and "Stun Bolt" do not require the target to take damage in order to get the extra effect. If the damage is redirected, the ultimate target gets the extra effect.
  • If Fanatic is incapacitated after playing "Divine Sacrifice", its redirection effect goes away. Damage dealt by those targets is no longer affected.
  • If Fanatic has less than 3 cards left and plays "Wrathful Retribution", she still has to discard the cards but does not get to deal damage.
  • If you choose an indestructible target for "Final Dive", nothing is destroyed, and then no damage is dealt.

Spiff's SotM Rules and Clarifications

  • "Chastise" errata
    • The text on this card is officially changed to read: "Play next to a non-Hero Target other than a Character Card. That Target is immune to Damage and cannot deal Damage. At the start of your turn, either Fanatic deals herself 2 Psychic Damage or this Card is Destroyed." The addition of "non-hero" to the wording is meant to preclude situations where, for example, "Chastise" could have been played on Unity's "Stealth Bot", which would allow the bot to redirect damage from heroes to itself while being immune to damage thanks to "Chastise".
  • Divine Sacrifice
    • This card deals some damage then says, "Damage dealt by those Targets is redirected to Fanatic until the start of your next turn". The damage described in the first paragraph and the redirection effect in the second paragraph are not connected, so the targets are not required to take Fanatic's damage in order to get the extra effect. If Fanatic's damage is redirected by some effect, it is the final target whose damage will be redirected, not the initial target. If Fanatic is incapacitated after playing "Divine Sacrifice", its redirection effect goes away immediately and damage dealt by those targets is no longer affected. (See Fireside Chats above.)
  • "Exorcism" damage
    • This power deals 1 point of melee damage and 1 point of radiant damage. These are separate instances of damage, and effects which increase damage will increase each instance separately. For example, if Fanatic gets +1 damage on her turn and she activates "Exorcism", she will do 1+1 melee damage and 1+1 radiant damage. Even in a case where, for example, Ra's "Imbue Fire" (changes all damage dealt by heroes to fire damage and increases it by 1) is in play, each damage instance will be affected individually. That means that the melee damage will change to fire damage and increase by 1, and the radiant damage will change to fire damage and increase by 1, still doing a total of 4 fire damage.
  • "End of Days" and "Forced Deployment"
    • "End of Days" destroys all cards in play except the hero and villain character cards and relics. Grand Warlord Voss' card "Forced Deployment" brings all the minion cards from the villain trash back into play when destroyed. How does the timing of these events interact? When "Forced Deployment" is destroyed, it immediately puts all of the minions from Voss' discard pile into play, but they are then in turn destroyed by the (still ongoing) "End of Days" effect. This is because of two universal principles of the game: "Simultaneous" actions do not actually occur simultaneously, but rather occur in the order of the players' choosing; thus, the players choose the order in which cards are destroyed by End of Days. Further, "triggered effects" from cards (e.g. "when this card is destroyed", "whenever this card takes damage", etc.) are processed immediately upon the fulfillment of the trigger condition. Consequently, when "End of Days" is triggered, it immediately begins destroying all cards in play in the order of the players' choosing. This effect continues until there are no more cards in play. When "Forced Deployment" is destroyed, all of the minions are immediately put into play. As there are still cards in play after the destruction of "Forced Deployment", the "End of Days" effect continues destroying cards until there are not. Note that, with "End of Days", it is in fact impossible for the players to choose a destruction order in which any minions are left in play by "Forced Deployment".[1]
  • End of Days and Lady Luck
    • Kismet's "Lady Luck" says "Whenever a Villain Card would be destroyed, reveal the top Card of the Villain Deck. If it is not a Lucky Card, Discard it and prevent the Card Destruction. If it is a Lucky Card, put it into play". This may seem to indicate that "Lady Luck" could save a card or cards from destruction by "End of Days", but that's not true. "End of Days" will not destroy itself until there are no cards left in play other than itself, character cards, and relics. The most "Lady Luck" can do is postpone a card's destruction each time a non-lucky card is drawn.[2]
  • Prayer of Desperation
    • The last line of rules for this card reads, "immediately end your turn". This means to proceed immediately to Fanatic's end-of-turn phase, which is not the same as skipping the rest of her turn entirely. She may still take any end-of-turn actions she may have.
  • Undaunted
    • This card reads "Whenever Fanatic would be dealt 5 or more Damage from a single source, reduce that Damage by 2". Each instance of damage is a separate source, so if a single target (a villain, for example) dealt three different instances of damage to a character in a single round, each instance would be evaluated by "Undaunted" separately. The fact that all three came from the same "source" (the villain) isn't relevant.
  • Wrathful Retribution
    • This card says, "Discard 3 Cards. if you do, Fanatic deals 1 Target X Radiant Damage, where X = Fanatic's maximum HP minus her current HP." If Fanatic has less than 3 cards left in her hand when this card is played, she still has to discard all of her cards, but she does not get to deal the damage. (See Fireside Chats above.)
  • Zealous Offense
    • The card reads in part, "At the start of your turn, select up to 2 non-Character Card Targets. Those Targets cannot deal Damage until the start of your next turn". The cards chosen must be cards which are already in play at the time "Zealous Offense" is activated. The effect of not being able to deal damage applies to the chosen cards only, not to other copies of those cards which are in play or may be played later.

Sources

  1. Paul comments in GTG forum thread "Forced Deployment + End of Days"
  2. GTG forum users broccoli and Foote explain and Christopher confirms in GTG forum thread "Fanatic's 'End of Days' vs Kismet's 'Lady Luck'"

Guise

Fireside Chats

  • You guys are so fiddly! All you need to know is that I'm AWESOME!
  • Giving a high-five is NOT optional.
  • Guise's first incapacitated ability does nothing if a player discards something with only Mechanical Golem, Construct, or similar keywords.
  • For Guise's third incapacitated ability, if there are (H) environment cards, and then destroying one of them somehow causes two more environment cards to come out, thereby causing there to be (H)+1 environment cards in play, another one gets destroyed.
  • If Guise plays "Tool Box" from his hand, it goes to Mr. Fixer's play area and Mr. Fixer draws the cards, not Guise.
  • If Guise has another hero's cards in his hand, and he is incapacitated, the cards move to the other hero's trash.
  • If Ermine has "Subtle Diversion" out, and Guise deals her damage that cannot be redirected, it uses up "Subtle Diversion"'s effect for that turn.
  • It's Gift-mas Time!
    • With Santa Guise's first power, the player does not get to see which card is going face-down in their play area. In the digital version, they can look at their deck but it will include the face-down cards, so they cannot determine which ones are their presents.
    • With Santa Guise's second power, the other player chooses the order of their own cards. The "Choose For Me" button uses the order they entered play.
    • For Santa Guise's second incapacitated ability "One Hero uses a Power, then turns one Hero non-Character Card in play face-down", they are not allowed to select a hero non-character card in play that is already face-down.
    • For Santa Guise's third incapacitated ability, "Flip 1 face-down Card, treating it as put into play", he can select Wager Master's or Agent of Gloom's face-down cards.
    • When Santa Guise uses his second power, he can choose a hero who has no face-down cards in their play area.
    • Some cards in the digital version can give hints as to the nature of the face-down "present" cards (e.g. "Technological Advancement" tells you how many components/equipment are in the deck). Also, "Technological Advancement" lets you "search your deck" which on the tabletop would allow you to know for sure what your presents are, but we don't do this in the digital version. The digital version just works slightly differently than the tabletop game in this case.
    • Suppose a limited card is flipped face-up by Santa Guise, and another copy is already in play. Normally, the newly flipped face-up card goes to the trash. However, if it is indestructible (e.g. due to Fixed Point) then it flips back over again.
    • When Santa Guise moves "Shinobi Assassin" from the top of the hero deck to the hero's play area (remaining face-down), nothing special happens. But when it is flipped and played, then it goes to the environment play area.
  • "Lemme See That..."
    • "Lemme See That..." says "'you' on that card means Guise's player". However, "I Can Do That, Too!" and "Uh, Yeah, I'm That Guy!" don't say that. They should behave the same way. Their text in the digital version is updated accordingly.
    • When Guise uses "Lemme See That..." on "Scrap Metal" so that he gets one of Unity's bots in his hand, when he plays that bot, it goes to Unity's play area. More generally, when a card is played from a hand, it goes to its owner's play area, unless something specifically says otherwise.
    • If Guise uses an instrument to activate a song, all the decisions and effects from the song belong to Guise. For example, with "Cedistic Dissonant", Guise decides which card to destroy, and he discards and draws cards.
    • If Guise uses "Lemme See That..." on one of Omnitron-X's Plating cards, when Omnitron-X uses "Reactive Plating Subroutine", that plating card still counts.
    • When Spite makes players return cards to their hands, an equipment card that Guise has taken with "Lemme See That..." goes to Guise's hand.
    • If Guise uses "Jack Handle", and then plays "Look What I Found!", if any targets hit by the effect are still in play, Guise gets a single +1 to his next damage.
    • Suppose Guise has "Dual Crowbars" and then uses "I Can Do That, Too!" on Sky-Scraper's Huge card. After the first "round" of damage (to non-hero targets), "Dual Crowbars" causes Guise to deal as much damage as was dealt to the first non-hero target to one more target. Then, after the second "round" of damage (to hero targets), "Dual Crowbars" causes Guise to deal as much damage as was dealt to the first hero to one more target. (This is also how "Dual Crowbars" interacts with "Jack Handle".)
    • Guise can play "Lemme See That..." on an Ongoing card that has become Equipment due to "Caspit's Playground".
    • If "Caspit's Playground" is destroyed, "Lemme See That..." stops working, but remains where it is.
  • "Uh, Yeah, I'm That Guy!"
    • When "Uh, Yeah, I'm That Guy!" copies a card with "when this card enters play" effects, it works as follows. If the other card is already in play, and "Uh, Yeah, I'm That Guy!" is played, the "when this card enters play" effects occur again. For example, with "Inspiring Presence", all hero targets regain 1 HP. If "Uh, Yeah, I'm That Guy!" is already in play and then the other card enters play, the "when this card enters play" effects do not occur twice, because "Uh, Yeah, I'm That Guy!" is not entering play anew.
    • "Uh, Yeah, I'm That Guy!" only copies the game text of the ongoing card, not the keywords and title of the ongoing card.
    • When "Uh, Yeah, I'm That Guy!" copies "Heroic Interception" it results in all hero targets being immune to damage.
    • "Uh Yeah I'm That Guy" can copy the text of ongoings that are next to other cards, but those effects do nothing because "Uh, Yeah, I'm That Guy!" is not next to another card.
    • When "Uh, Yeah, I'm That Guy!" copies Sky-Scraper's ongoing card that says "Switch to Sky-Scraper's Huge Character Card", which becomes "Switch to Guise's Huge Character Card," nothing happens.
    • When Bunker has a Mode card, and Guise plays "Uh, Yeah, I'm That Guy!", it executes the "When this Card enters play, Destroy all other Mode Cards". That destroys Bunker's Mode card, and therefore "Uh, Yeah, I'm That Guy!" doesn't really end up copying it. This also happens with Mr. Fixer's Style cards.
    • If Guise has "Uh, Yeah, I'm That Guy!" in play, and then uses "I Can Do That, Too!" on the Argent Adept, the Perform texts on AA's songs should also be on "Uh, Yeah, I'm That Guy!". While this is technically correct, it's unnecessary and so is not implemented in the digital version.
    • "Uh, Yeah, I'm That Guy!" copies all the Ongoing cards next to cards in a hero's play area. It does not copy the hero's ongoing cards that are elsewhere. For example, suppose "Embolden" is next to Chrono-Ranger, and you high-five Chrono-Ranger. "Uh, Yeah, I'm That Guy!" has the text of "Embolden" (which doesn't do anything, anyway). It does not have the text of Bounties in play elsewhere.
    • If "Uh, Yeah, I'm That Guy!" copies the text of "Infection", and all heroes are infected (including Guise), then it would trigger a discard of "Uh, Yeah, I'm That Guy!" and play the top card of the villain deck, as per the first line of "Infection". "Uh, Yeah, I'm That Guy!" goes to Guise's trash. Barring ultimate shenanigans (which Guise is always shooting for, unfortunately) cards try to go to their specific trash - it is very rare and usually specifically pointed out if a card should go to a trash other than the one they are associated with.
    • When Guise copies cards from The Sentinels, he replaces "The Sentinels" with "Guise" as well as each individual hero's name. He's greedy.
    • If a Form card is in play and Guise plays "Uh, Yeah, I'm That Guy!", the Form card will be destroyed since "Uh, Yeah, I'm That Guy!" gains the text: "When this Card enters play, Destroy any other Form Cards." This works the same as Mr. Fixer's Style cards.
  • "I Can Do That, Too!"
    • If Guise cannot use powers, he cannot use "I Can Do That, Too!" to use another hero's power.
    • If Guise uses "I Can Do That, Too!" twice in the same turn, he cannot use the same other hero's power twice.
    • If Guise uses "I Can Do That, Too!" on a hero's power--say, Mr. Fixer--Mr. Fixer is allowed to use that same power in the same turn.
    • When Guise uses "I Can Do That, Too!" to cause an ongoing effect (such as "Galvanize"), Guise is responsible for that effect, not the original hero. This can matter for cards like "Isolated Hero".
    • If a hero has extra powers, for example from Plague Rat's flipped side, those are not selectable for "I Can Do That, Too!" because they are not printed on an active hero character card in play.
    • If Guise uses "Lemme See That..." to take "Jack Handle", and then uses "I Can Do That, Too!" to use the power "Squall", then for each target hit by the power, "Jack Handle" takes effect. For example, if there are 4 targets in play, Guise will deal 1 damage 4 times each to the 4 targets (16 times in total). Gross.
    • If it's a limited # of targets like "Thermal Shockwave", the same applies. If it hits 3 targets, then "Jack Handle" fires 3 times.
    • "I Can Do That, Too!" does not allow Guise to discard a card with "Guise" in the title when using Eternal Haka's innate power, because the text "Haka" in the power is not referring to Haka's name. But that's hilarious.
    • If Guise uses "I Can Do That, Too!" on Dark Watch Setback, then the effects stack. It works like two instances of Stealth from The Wraith.
    • When Guise copies Mainstay's power "Reduce Damage dealt to all your Hero Targets" it results in reducing damage dealt to Guise.

Spiff's SotM Rules and Clarifications

Lemme See That...

  • This card reads, "Play this Card by an Equipment Card. That Card affects Guise as if the Hero name on that Card were Guise and 'you' on that Card means Guise's Player. At the start of your turn, play air guitar and Destroy this Card". When "Lemme See That..." is in play next to an equipment card, Guise is essentially replacing the original owner of the equipment. the original owner of the equipment card does not get to use the equipment while "Lemme See That..." is in play.[1]
  • You guys totally knew this already though right? While I can make anything look good I do not want to be trying to share the Bunker suit with another person in it. That is some serious B.O. in there.

Sources

  1. Christopher comments in GTG forum thread "Guise card borrowing Questions."

Haka

Fireside Chats

  • If there are multiple cards interested in a card’s destruction, they all happen (in player decided order) even if the card gets put under another card. For example, if Haka destroys Pterodactyl Thief with Savage Mana in play, Pterodactyl Thief can go under Savage Mana and then the thief’s cards return to the owners’ hands.
  • Suppose Haka has some of Unity’s cards (typically, mechanical golems) under Savage Mana, and then Haka or Unity becomes an Isolated Hero. If Haka uses the power on Savage Mana, the Unity cards are not destroyed. They stay under Savage Mana.
  • If Haka has projection cards under Savage Mana, and he destroys them to use the power, the projection cards go to the villain trash because cards under Savage Mana have no keywords.
  • Suppose Savage Mana has a title (e.g. Imbued Vitality + Stonejaw). When Haka uses the power, the title is destroyed. The same thing can happen with Omni-Cannon.
  • Cards under other cards (like Omni-Cannon) are considered in play (but have no text) unless the card on top says otherwise. For Omni-Cannon in particular, those cards are in play but they did not enter play (because of magic). When they get put under Omni-Cannon, “when a card enters play” triggers do not apply. Cards under other cards count for the hero they belong to when considering “the hero with the most cards in play” because they still belong to the deck they came from. For example, if a Raptor Bot is under Savage Mana, the Raptor Bot is included in Unity's count of cards in play.
  • Infinitor’s advanced rule says “At the end of the villain turn, play cards from the top of the villain deck until at least H + 1 manifestation cards are in play.” If there are so many manifestation cards under Savage Mana or out of game from Unforgiving Wasteland, that may not be possible. Once there are no Manifestations in Infinitor’s villain deck or trash, stop.
  • If NightMist has 1 card in hand while Amulet of the Elder Gods is in play and she would be dealt damage, she can discard the 1 card for no effect. Ground Pound works the same way.
  • When playing Rampage, the players may not mix up the damage dealing to non-hero targets and hero targets. It’s first 5 to all non-hero targets, then 2 to all hero targets.

Spiff's SotM Rules and Clarifications

Haka of Shielding

  • Some powers or cards have effects which reduce the next damage a target takes by some amount. For example, Wraith’s “stealth” ability will reduce the next damage she receives by 2. if She were to activate “Stealth” on her turn but take no damage that round, and then use “Stealth” again the next round, she would now reduce the next damage she received by 4. However, this damage reduction is only effective against the very next instance of damage she takes, regardless of how much damage that is. so if the next instance of damage she took was just one point, it would be reduced and the remainder of her stockpiled damage reduction would go away. she would not get to keep the remaining 3 points of damage reduction to use later. Haka of Battle and Rampage

Rampage

  • This card deals each non-hero target 5 melee damage and each hero target 2 melee damage. you have to apply the damage in that order, first to all non-hero targets then to all hero targets. you can’t mix it up. Fireside chats

Savage Mana and character cards

  • When Haka deals the killing blow to a villain character card, does it go under “Savage mana”? Usually no, with an exception:
    • When most villain character cards are destroyed, the game ends, so there’s no point in putting them under “Savage Mana”.
    • When mini-bosses like “The Operative” and the members of “The Ennead” are defeated, they are incapacitated, not destroyed, and so aren’t moved under “Savage Mana”.
    • When “Omnitron” is destroyed, its character card says to “remove Omnitron’s villain character card from play”, so it isn’t moved under “Savage Mana” even if there are still devices in play.
    • “The Chairman” can be destroyed without the game ending immediately if “the Operative” is in play. in this case, the Chairman’s villain character card would be put under “Savage Mana”.

Savage Mana damage

  • Haka’s “Savage Mana” card can deal toxic damage equal to 2 times the number of cards beneath it. any damage increases that may be in effect will increase the total damage dealt, not the amount per card. for example, If an effect increases damage by 1, it will increase the total amount of damage by 1, not increase the multiplier to be 3 times the number of cards beneath it.

Savage Mana destroyed/removed from play

  • What happens to the cards under “Savage Mana” if “Savage Mana” is destroyed or removed from play? Regardless of how “Savage Mana” is removed from play (destroyed, put back into the player’s hand, haka is incapacitated, etc.) the cards under “Savage Mana” are moved to their proper trash piles. If “Savage Mana” is somehow put back into play, the cards which used to be under it will not be moved back there.

Savage Mana effect on card text

  • What happens to the cards placed under “Savage Mana”? Do the abilities on those cards still trigger like normal, or are they in some kind of special limbo? The answer is that the game text on cards under “Savage Mana” is no longer in play, therefore any abilities they had will not trigger. for example, Unity’s “Bee Bot” deals damage and may destroy an ongoing or environment card when destroyed. This WOULD trigger IF “Bee Bot” WERE destroyed by Haka and put under “Savage Mana”, but it will not trigger a second time when Haka uses the cards under “Savage Mana” to deal damage. Note however, that a card’s type does not go away while under “Savage Mana”. This means, for example, that a villain card remains a villain card, and an effect which triggers when a villain card is destroyed will trigger once when the villain card is put under “Savage Mana” and then again when it is destroyed a second time to deal damage. FOR example, the operative’s ability to deal damage whenever a villain card is destroyed would be triggered when a villain card was destroyed and put beneath “Savage Mana” and then again when it was used by “Savage Mana” to deal damage (because the card is still a villain card), but the Matriarch’s ABILITY which deals damage whenever a fowl card IS DESTROYED would only be triggered the first time the card is destroyed (because the card loses the “fowl” game text once it’s under “Savage Mana”).

Savage Mana + Ammo Drop(Bunker card)

  • 1. Does Bunker draw a card due to “Ammo Drop” when villain cards are placed beneath “Savage Mana”? 2. Does Bunker draw a card due to “Ammo Drop” when a villain card beneath “Savage Mana” is destroyed to deal damage? The answer is “yes” on both counts. Villain Cards are always Villain Cards (see above), so in this unusual case, a villain card can actually be destroyed twice, allowing Bunker to draw a card each time.

Savage Mana and cards taken from incapacitated heroes

  • If Haka has hero cards under “Savage Mana” (a possibility) and that hero becomes incapacitated, does Haka get to keep their cards? Nope. As stated in the rulebook, when a hero is incapacitated, all of their cards are removed from the game, including ones which are under another card, as in this case. Cards under La Capitan and Hero Death

K.N.Y.F.E.

Spiff's SotM Rules and Clarifications

  • Incidental Contact
    • This card says, "K.N.Y.F.E. Deals each Target 1 Energy Damage. K.N.Y.F.E. may deal any Target dealt Damage this way an additional 1 Energy Damage". This card works in a similar way to Tachyon's "Hypersonic Assault", in that the second sentence isn't meant to be a separate step, it just acts to modify the first sentence. So the proper way to deal with this card is to deal each target 1 energy damage, and each time you do, decide whether or not to deal an additional 1 energy damage before moving on to the next target.[1] However, the "additional 1 energy damage" K.N.Y.F.E. may deal doesn't double the first instance of damage; the first bit of damage and the second bit of damage are separate instances of 1 energy damage each.[2]
  • Infiltrate and Obfuscate
    • This card allows K.N.Y.F.E. to redirect damage to the villain target with the second highest HP. If there is no villain target with the second highest HP (i.e., if there's only one villain target in the game at the moment), then the redirection cannot take place.[3]

Sources

  1. Christopher comments in GTG forum thread "K.N.Y.F.E.'s Incidental Contact - Need rules clarification"
  2. Christopher comments again in GTG forum thread "K.N.Y.F.E.'s Incidental Contact - Need rules clarification"
  3. GTG forum user Broccoli transcribes a conversation they had with Christopher in a post in GTG forum thread "Vengeance rules questions (possible spoilers!)"

Legacy

Fireside Chats

Legacy (Hero)

  • The wording on Superhuman Durability says “whenever Legacy would be dealt 5 or more damage” but does not get evaluated at the same time as other “would be dealt damage” effects. Instead, it gets evaluated with increase/reduce effects. This card, and any card that has a condition on the amount of damage and itself modifies the damage amount, are a special case.
  • When “I’m That Guy” copies “Heroic Interception” it results in all hero targets being immune to damage.

Iron Legacy (Villian

  • Rule from the Front requires you to either discard 2 cards or destroy 1 card. The only way you won’t do one of these things is if you have no cards in hand and no non-indestructible/character cards. For example, if you have a card to destroy and fewer than 2 cards in hand, you cannot choose to discard.
  • If Fixed Point is in play and Rule from the Front is played, you must choose to discard cards because you cannot destroy any of your cards.


Spiff's SotM Rules and Clarifications

Legacy (Hero)

Galvanize

  • Note that Legacy himself will not usually benefit from his own “Galvanize” innate power. This is because of timing – Legacy will usually activate “galvanize” during his power phase, which is after having played any damaging one-shots, and “Galvanize” will last only until the start of legacy’s next start-of-turn phase, which is before he’ll be able to play cards or use powers. Of course, if some power or effect allows Legacy to deal damage while “Galvanize” is in effect, he will be able to benefit from the damage boost like anyone else.

Lead From the Front

  • This card reads “whenever a hero target would be dealt damage by a villain card, you may redirect that damage to Legacy”. What happens when a villain card does damage to every hero target? Does the damage get added up and then the total is redirected to Legacy, or does it get redirected one at a time? It gets redirected one at a time in the order of the player’s choosing. This could be important if, for example, Legacy had “Fortitude” in play which reduces damage dealt to legacy by 1. With both “Lead From the Front” and “Fortitude” in play, if each hero took 1 damage (for example), each would be redirected to Legacy and reduced to zero individually so that in the end, no hero would end up taking damage. Also, keep in mind that “Lead From the Front” says that you “may” redirect damage to legacy. You don’t have to do it every time damage occurs.

Superhuman Durability

  • This card reads “whenever Legacy would be dealt 5 or more damage from a single source, reduce that damage by 3”. each instance of damage is a separate source, so if a single target (a villain, for example) dealt three different instances of damage to a character in a single round, each instance would be evaluated by “Superhuman Durability” separately. The fact that all three came from the same ‘source’ (the villain) isn’t relevant.

Iron Legacy (villain)

Final Evolution

  • This card has an effect which triggers when it enters play (it deals damage). This effect will trigger even if the point at which it enters play is during setup, when you’re laying out the starting (H) ongoing cards. Answers to Debated Questions

Mr. Fixer

Fireside Chats

  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.
  • If Mr. Fixer plays Overdrive more than once on a turn, he still only gets to use “Strike” twice in total on that turn.
  • Mr. Fixer is an Isolated Hero and plays Grease Gun. When a non-hero target tries to deal damage to a hero target, and cannot, this does not count as “affecting another hero."
  • When Fixed Point is destroyed, it does not look into the past to determine if anything should be destroyed. For example, multiple Tool cards in play do not return to hand (until the next time a Tool card is played). The only thing that happens when Fixed Point is destroyed is that targets with <= 0 HP, and are no longer indestructible, are destroyed.
  • If Jack Handle activates from a dynamic amount of damage, the amount is fixed upon first attempting to deal damage. This can occur in situations with Impossible Quandary.

Styles

  • Driving Mantis only activates once per turn. What this means is that you only get one chance to say yes/no to redirecting damage to Mr. Fixer. For example, if Mr. Fixer will take 2 instances of damage in a turn, you cannot say NO to the first damage and YES to the second damage, as you have already missed your chance. Answering yes/no to the question uses it up. However, if you have a choice between Driving Mantis and Wrest The Mind, and you choose Wrest The Mind and redirect the damage, then Driving Mantis was never "asked" to be used, so it can still be used that turn.
  • If a temporary damage reduction is used to pass a redirection test (e.g. Driving Mantis), then it gets used up even though no damage would have been dealt to that target.

Tools

  • Jack Handle effectively cancels the original damage, and causes a new set of damage dealing instance to all non-hero targets with the original damage amount/type/irreducibility.
  • Suppose you play Catch a Ride and use Mr. Fixer, who has Jack Handle in play. Mr. Fixer hits everyone, and Sky-Scraper picks one of them to hit.
  • Dual Crowbars works somewhat like Isothermic Transducer. The final damage dealt from the first instance of damage forms the initial amount/type/irreducibility of the second instance of damage. That means you can benefit twice from damage increases.
  • Dual Crowbars applies both the irreducibility and “unredirectability” of the end result of the first damage to the starting point of the second damage.
  • For the second instance of damage, Dual Crowbars is only restricted from selecting the target that was the final result of the first instance of damage (after all redirects).
  • Hoist Chain stacks like Stun Bolt if Mr. Fixer damages the same target more than once.

Shenanigans

  • When Dual Crowbars and Jack Handle are in play at the same time and Mr. Fixer deals damage, the following occurs. Mr. Fixer deals the damage to all non-hero targets (due to Jack Handle). Then once that is fully resolved, Dual Crowbars takes effect based on the damage dealt to the first target. That damage is dealt to all non-hero targets (due to Jack Handle).
  • When two Jack Handles are in play, nothing happens differently from one Jack Handle in play.
  • When two Dual Crowbars are in play, a third damage happens after the second (based on that damage dealt). The third damage is allowed to choose the target of the first damage, because it's a new Dual Crowbar effect.
  • If Guise plays Tool Box from his hand, it goes to Mr. Fixer's play area and Mr. Fixer draws the cards, not Guise.
  • Suppose Mr. Fixer would deal 1 damage to a target. Due to Jack Handle, Mr. Fixer deals the 1 damage to all non-hero targets, then Friendly Fire lets him deal 2 to Setback, which becomes 2 to all non-hero targets, and then stops. Setback does not get to add 2 tokens to his Unlucky Pool, as he was not damaged this way.
  • When there are two copies of Friendly Fire in play, they both can be activated (but not off each other's damage), which means Setback would get hit twice and get a total of 4 tokens. In the case of Jack Handle, this would generate two Jack Handle attacks, but zero tokens, as Setback was not hit.
  • Suppose Guise has Dual Crowbars and then uses I Can Do That Too on Sky-Scraper’s Huge card. After the first “round” of damage (to non-hero targets), Dual Crowbars causes Guise to deal as much damage as was dealt to the first non-hero target to one more target. Then, after the second “round” of damage (to hero targets), Dual Crowbars causes Guise to deal as much damage as was dealt to the first hero to one more target. (This is how Dual Crowbars interacts with Jack Handle)

Spiff's SotM Rules and Clarifications

Bitter Strike counts as a Strike

  • The power on Mr. Fixer’s Dark Watch alternate version is called “Bitter Strike”. This power is considered a “Strike” for the purposes of his “Overdrive” card, which lets you use his “Strike” power twice when played. New Promo Heroes/Villains

Jack Handle

  • The first paragraph on this card reads “whenever mr. Fixer would deal damage to a target, he deals that much damage to all non-hero targets.” what does that actually mean? It means that instead of dealing the original damage, he deals that same amount and type of damage to all non-hero targets. Effectively, the original damage Mr. Fixer would have dealt gets prevented and is replaced by the damage to all non-hero targets. This may cause an interesting twist if Mr. Fixer has a card like Plague Rat’s “Infection” card on him, which reads in part “at the start of that hero’s turn, they deal themselves 1 irreducible toxic damage”. in this case, the 1 irreducible toxic damage he would do to himself get cancelled and is replaced by the same amount/type of damage to all non-hero targets. This not only makes Mr. Fixer immune to the damage he would normally cause himself when under the influence of an “Infection” card, but the damage he deals out to all non-hero targets is irreducible just like the original damage he would have dealt. Lastly, what exactly does “that much damage” mean? it means that whatever amount of damage was dealt after taking into account all modifiers is what is dealt to all non-hero cards, with no further modification. so, If Mr. Fixer would deal 1 damage plus 2 due to modifiers, 3 damage is how much is done to all non-hero targets, not the 3 plus another 2. Note that using “Jack Handle” isn’t a separate step in an attack for Mr. Fixer. it is an automatic effect which occurs with every attack.

Overdrive

  • This card reads, “you may use Mr. Fixer’s ‘strike’ power twice this turn”. if some effect allows Mr. Fixer to play this card when it’s not his turn, you’ll still do what the card says, and Mr. Fixer would get to use “Strike” twice when the card is played, even if it’s not Fixer’s turn. What if “Overdrive” is played and mr. fixer has a power besides “Strike” that he’d like to activate that turn as well? It depends on the timing: if Fixer uses “Strike” first, he’s used his “Strike” power for the turn and can’t activate it again. However, if he activates a different power first, he could still activate “Strike” twice also because that’s what “Overdrive” says to do, use “Strike” twice. Fixer's Overdrive and extra powers

The Naturalist

Fireside Chats

  • If The Naturalist has access to multiple forms, the effects on a card must be activated in the order they are printed on the card.
  • “Blend into the Pack” says “Reduce that damage by the number of environment targets in play.” This works the same as any card that would say something like “Reduce that damage by X, where X = the number of environment targets in play.”
  • The forms all say “you MAY activate (symbol)”. Taking Environmental Allies as an example if the Naturalist is the Gazelle, that mean that every time the environment would deal a hero target damage, they can choose whether or not to enact the immunity. The Naturalist may choose to increase damage via Cornered Beast, or not, for every instance of damage. In the video game, there is an option you can toggle so that you are always asked about these decisions.
  • The Gazelle part of Hyperactive Senses says “You may discard the top card of any 2 decks.” That means you either discard no cards, or you must discard the top card from 2 different decks. You can’t just discard the top card from 1 deck.
  • If Guise can activate form effects, he can only activate them on abilities he has copied to his play area. He may not copy effects of the Naturalist's one-shots or cards in play that Guise has not copied.
  • If you play Bestial Shift and use a power to switch to another form, you may activate form abilities that are written further down on the card. The effect cannot backtrack up the card.
  • Natural Born Vigor is only destroyed if The Naturalist regains at least 4 HP.
  • If you play Bestial Shift and use a power to switch to another form, you may activate form abilities that are written further down on the card. The effect cannot backtrack up the card.
  • If you’re in the middle of activating a form ability and lose the form, the ability stops. This can include dealing damage, drawing cards, etc.
  • If a Form card is in play and Guise plays Uh Yeah, I'm That Guy, the Form card will be destroyed since Uh Yeah, I'm That Guy gains the text: "When this card enters play, destroy any other form cards." This works the same as Mr. Fixer's Style cards.

Spiff's SotM Rules and Clarifications

  • N/A

Nightmist

Fireside Chats

  • If NightMist has 1 card in hand while Amulet of the Elder Gods is in play and she would be dealt damage, she can discard the 1 card for no effect. Ground Pound works the same way.
  • Suppose NightMist, Amulet of the Elder Gods, and Citizens Tears and Blood are in play. If Citizen Tears deals damage to NightMist, that damage is increased by the cards NIghtMist discards to redirect the damage using the Amulet.
  • When Mists of Time swaps the deck and trash, the top card of the deck becomes the bottom card of the trash.
  • If Oblivion is played and there is only one card in the deck, it does that card’s magic number damage to all targets. No subsequent damage is dealt to all non-hero targets.
  • The cards revealed by Oblivion go into the trash in the same order that they were revealed.


Spiff's SotM Rules and Clarifications

Mist-Fueled Recovery

  • “Mist-Fueled Recovery” allows Nightmist to regain 1 HP for each 2 cards that are shuffled from her trash to her deck. Any effects in play which increase hp recovery will increase the amount she regains per 2 cards shuffled, rather than just affecting the total. For example, if she shuffled six cards into her deck, she would normally regain 3 hp (6 divided by 2, times 1 hp), but if “Phosphorescent Chamber” (a Ruins of Atlantis card that increases hp recovery by 1) were in play, she would regain 6 HP (6 divided by 2, times 2 hp), not 4. Note however, that Nightmist still needs to shuffle in an even number of cards to get the maximum benefit from “Mist-Fueled Recovery”. A +1 to HP recovery will not make it so that Nightmist will regain 1 hp for each one card she shuffles in. The last line of rules for this card reads, “immediately end your turn”. This means to proceed immediately to Nightmist’s end-of-turn phase, which is not the same as skipping the rest of her turn entirely. She may still take any end-of-turn actions she may have.

Omnitron-X

Fireside Chats

Omnitron (Villain)

  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Players can “mix and match” the damage orders from Technological Singularity. In the video game for simplicity, it happens per hero.
  • Technological Singularity damages each of The Sentinels hero character cards based on the number of The Sentinels equipment cards. Ouch!


Omnitron-IV (Environment)

  • If both copies of Overcharged Systems are in play, the start of turn effects do not happen twice at the end of the environment turn.
  • If Techno-Pursuer destroys itself, it does not play the top card of the environment deck.

Omnitron-X (Hero)

  • Title: “Chaos Lord” excludes cards that were "put into play" by the player. Cards played by another source (e.g. Set’s incapped side) do not count. Cards belonging to other heroes do not count (e.g. Omnitron-X’s base power).
  • If Guise uses “Lemme See That…” on one of Omnitron-X’s Plating cards, when Omnitron-X uses Reactive Plating Subroutine, that plating card still counts.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Hasty Augmentation increases the damage on Omnitron-U’s innate power.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Pterodactyl Thief (2 HP) and Omnitron-U are in play. At the start of the environment turn, Pterodactyl Thief destroys Electro-Deployment Unit, which causes Omnitron-U to deal 2 damage to Pterodactyl Thief, destroying it. The damage happens before the card goes under Pterodactyl Thief, so Electro-Deployment Unit ends up in Omnitron-U’s trash.

Spiff's SotM Rules and Clarifications

Omnitron-X (hero)

Reactive Plating Subroutine

  • Omnitron-X must actually take damage in order for “Reactive Plating Subroutine” to trigger. If the incoming damage is reduced to zero or prevented somehow (perhaps by one of his own platings), this card will not deal any damage. Reactive Plating

Omnitron (villain)

Adaptive Plating Subroutine

  • Every time Omnitron is hit by a new damage type, this card makes omnitron immune to that damage type. because the immunity is granted by the “adaptive plating subroutine” card itself, when “adaptive plating subroutine” is destroyed, that immunity goes away too.

Damaging omnitron’s components

  • Omnitron’s Component cards all include the text “destroy this card when Omnitron is dealt 7 or more damage in one round”. These cards should be treated as if they had “… since this card entered play” in the text, meaning they start tracking the hp dealt from the point they enter play, not from the actual beginning of the round. this is different from most cards that track things which happen during a turn or round (see under “timing” for more information). Title Timing. Also, just as a general clarification, the 7-damage counter isn’t per-component. As soon as Omnitron has been dealt 7 damage total, all components for which that is true will be destroyed.

“Technological Singularity” and the Sentinels

  • This card says, “destroy all equipment cards. Omnitron deals each hero character card 2 lightning damage for each equipment card belonging to that hero destroyed his way.” because the Sentinels have 4 hero character cards, each of the Sentinels will individually take damage based on the total number of the Sentinel’s equipment cards which were destroyed. Fireside Chats

Playing cards after reaching 0 HP

  • When Omnitron is reduced to 0 or fewer HP, his Villain Character Cards are removed from play, but the Villain Deck is still in play. because The rules say that on the Villain Turn, you play the top card of the Villain Deck, you will still do that even if Omnitron’s character cards have been removed. Any card which has a line mentioning Omnitron at this point would basically have that line ignored (for example, “restore X HP to Omnitron” or “Omnitron deals target X damage”).

Oversized card errata

  • Omnitron’s oversized card is missing the keyword “Device”. Omnitron is considered both a villain and a device, which is printed correctly on his normal-sized card.

Applies to both

Omnitron-X’s components = Omnitron’s components

  • Both Omnitron-X and the villain Omnitron have cards with the keyword “Component”. anything which effects components will effect both kinds of cards. The Component Keyword

Parse

Fireside Chats

  • In order to draw a card revealed by Syntactic Analysis, the player must be allowed to draw cards. Other cards that react to cards being drawn react to this action.
  • Cards revealed by Syntactic Analysis may be returned to the top of the deck (in whatever order the player wishes) because the actions are optional.
  • With Spite: Agent of Gloom, Buffer Overflow cannot react to Lab Raid. Buffer Overflow is looking for cards hitting the table, which Lab Raid never does.

Spiff's SotM Rules and Clarifications

  • N/A

Ra

Fireside Chats

  • Suppose you attack Target A with Inferno’s first damage and it gets redirected to Target B. Target A is available for the next damages, and Target B is not (because Inferno says "other").
  • If a Shinobi Assassin is on top of Ra’s deck and he plays Summon Staff, the assassin gets shuffled into Ra's deck.

Spiff's SotM Rules and Clarifications

Anubis is Ra’s nemesis

  • Unlike most environment cards, “Anubis” has a hero’s icon on it. Ra and Anubis are nemeses and deal each other 1 additional damage.

Living Conflagration

  • The power on this card reads “Ra deals 1 target 1 fire damage. You may draw a card”. If the damage from the first part of the power is prevented or reduced to zero, you may still draw a card because The two parts of the power are independent.

Imbued Fire

  • Both parts of the text on Imbued Fire (“increase all fire damage by 1.” and “Change the damage type of damage dealt by hero targets to fire.”) are ongoing, static buffs. These things aren’t happening in any particular order, so once the card is in play, both of the effects are in play simultaneously. This means that when you change the damage type of damage dealt by heroes to fire, that fire damage will be increased by one. The fact that the fire damage increase was written before the damage type change on the card is irrelevant.

Flame Barrier

  • This card says, “the first time Ra is dealt damage by a target each turn, ra deals that target 2 fire damage.” However, If the incoming damage to Ra is reduced to the point where he actually takes no damage, then the damage done to the attacking target never happens. Ra must take at least 1 point of damage for him to deal 2 melee damage to His attacker. Also, as covered in the “the first time a target does xyz…” topic in the “other” section of this document, “Combat Stance” is triggered the first time wraith is dealt damage per target, per turn. so, if two different targets damage Wraith in a turn, “combat stance” will trigger each time, but if a single target damages her twice in the same turn, “Combat Stance” will only trigger once. Combat Stance

The Scholar

Fireside Chats

  • The Scholar of the Infinite's innate power only considers cards discarded by The Scholar himself. The wording on the cards matter for agency. For example, consider Miss Information's card "Missing Resources." Suppose you choose to reveal the top card of The Scholar's deck. Any cards The Scholar then discards will count toward his innate power. However, the revealed card is discarded by Miss Information, and so it does not count toward the innate power. Another example: cards discarded by The Super Scientific Tachyon's innate power do not count.
  • The Scholar of the Infinite's innate power deals damage first to The Scholar, then to 1 target. You may not choose another order. The Scholar can choose himself as the second target.
  • Police Backup does not care about the agency of discarding, like the Scholar of the Infinite's innate power. It just cares that a villain card caused a hero card to be discarded.
  • If The Scholar plays Don’t Dismiss Anything, and he ends up playing Know When To Hold Fast, the remaining effect of Don’t Dismiss Anything still resolves, then he ends his turn.
  • Let’s say that the Scholar has “Flesh to Iron” out, and Setback has “Wrong Time and Place” out. Suppose 3 damage is initiated to the Scholar, and thus would be reduced by 2. Because The Scholar WOULD be dealt 1 damage, you only remove 1 token from your Unlucky Pool to redirect it. However, because Setback is NOT The Scholar, he takes the full 3 damage.
  • With Advanced Chokepoint on her flipped side, it says “when a hero card would be discarded, move it face down to the villain play area instead.” If The Scholar chooses to discard a card to keep an elemental active at the start of his turn, and that card ends up going to Chokepoint’s play area, it still counts as a discard. The player still discarded the card, then the other thing happened. So Chokepoint still steals the card, but the player gets the positive effect.
  • If a target would gain HP but the amount it gains is 0, any triggers that happen on HP gain do not occur. This means "gaining 0 HP" does not cause Mortal Form to Energy to "deal 0 damage."
  • Proverbs and Axioms: players may choose to neither gain HP or deal themselves damage and use a power.
  • The damage reduction of Expect the Worst occurs at the same resolution step as damage redirection. That means you cannot choose to reduce the damage to 0 and then apply increase damage effects.

Spiff's SotM Rules and Clarifications

Elemental cards are not Limited

  • It’s easy to overlook the fact that the Scholar’s Elemental forms don’t have the “limited” keyword on them, meaning that you can have any number of them in play at the same time. There is nothing stopping the Scholar from transmuting into a triple-thick iron form, or a liquid double-energy form, though of course, the number of cards he’ll have to discard each round to maintain such a form could get pretty high.

Mortal Form to energy

  • This card reads in part, “whenever the Scholar regains hp, the Scholar also deals 1 target that much energy damage”. even though the damage being dealt is based on the amount of HP the Scholar has regained, it is regular damage in every way and may be modified up or down by other in-game effects. Answers to Debates Questions

Offensive Transmutation

  • This card deals 1 target 2 infernal damage, and any target dealt damage this way cannot deal damage until the start of your next turn. Some cards deal damage in response to having been damaged (Ambuscade’s “Sonic Mines” for example), and because the two sentences on “Offensive Transmutation” are separated, it may seem like the order of operations would go like this – Scholar deals damage, the target card deals its damage back, and then the second sentence kicks in saying that the targeted card can’t deal any damage (now that it’s too late). However, that second sentence is just meant to modify the damage being done by the first sentence and there isn’t any separation between the two operations. so the correct order would be: Scholar deals damage, which causes the target damaged to not be able to deal their damage, then when the targeted card tries to deal its response damage, it can’t. Answers to Debated Questions

Sentinels

Fireside Chats

  • The Sentinels' setup card works like the Ennead setup card in that it is a ghost card; it does not count as a card in play and nothing else can affect it.
  • When a card like "Entomb" says "if all active heroes are dealt damage this way", it means ALL active Sentinels hero character cards have to have been dealt damage. They are each individually active heroes.
  • Similarly, when a card deals damage to "all heroes that...", such as Primordial Plant Life, it deals damage to all members of the Sentinels.
  • PL626 deals damage to the exact hero character card that used the power when The Sentinels use a power.
  • "Rites of Revival" can be used with the Sentinels when they are all incapacitated. You choose only one to flip up, which also flips up the setup card.
  • When Guise copies Mainstay's power "Reduce Damage dealt to The Sentinels by 1" it results in reducing damage dealt to Guise.
  • When Guise copies cards from The Sentinels in general, he replaces "The Sentinels" with "Guise" as well as each individual hero's name. He's greedy.
  • When "Isolated Hero" is on a Sentinel, it does not isolate that Sentinel from the other Sentinels. But it does isolate the Sentinels as a whole from the other heroes. The Sentinels are a team, through and through.
  • If "Imbued Vitality" is out, and thus the Sentinels have target equipment/ongoing cards, but then the last Sentinel is dealt damage such that all Sentinels are incapacitated, you do not flip the setup card. The Sentinels live on through their stuff. They aren't incapacitated until they run out of stuff or "Imbued Vitality" leaves play. "Second Chance" can still revive them in this state.
  • "Drum of Despair"'s effect only causes one of The Sentinels' character cards to take damage (player's choice).
  • Rules of thumb when deciding how a card would damage The Sentinels:
    • "Deal each hero" => Hits all the Sentinels' character cards
    • "Deal the hero with X, where X is a 'player thing'" (e.g. most cards in play) => Hits one The Sentinels character card of their choice
    • "Deal the hero with X, where X is a 'card thing'" (e.g. highest HP) => Hits The Sentinels character card that matches the requirement
  • If you would play the bottom card of your deck but the deck is empty, you reshuffle the trash to make a new deck first (just like playing the top card).
  • If Adamant Writhe uses his power then decides not to move the next non-hero target destroyed, that "uses up" the effect.
  • If "Caliginous Form" is in play and damage to Writhe is reduced to 0 or fewer damage, it is not redirected. It only gets redirected if there’s any damage left over after the reduction.
  • If a Voodoo Pin is next to a Sentinel, the end of turn Gloomweaver damage is dealt to that specific Sentinel. If that Sentinel is incapacitated, the pin just hangs around doing nothing, but if that Sentinel comes back, the pin is still there doing stuff. In the case of the Sable Pin, the player can choose to destroy a card if they want.
  • With America's Greatest Legacy's innate power and The Sentinels, he picks a specific Sentinel. They gain the 1 HP and may either use their power or an auxiliary power, such as the Rod of Anubis. They could not choose to use the power printed on a different member of The Sentinels.
  • If "Unforgiving Wasteland" is in play and an environment target causes a Sentinels member to become incapacitated, they are removed from the game. However, the game goes on as normal for the rest of the Sentinels, minus that member. If they are all incapacitated the regular way, they just flip (along with the setup card) and they still have incapacitated abilities. However, if "Unforgiving Wasteland" ends up removing ALL Sentinels members from the game, then the setup card is also removed from the game and they have no incapacitated abilities anymore.
  • Cards that revive a Sentinels member cannot revive a Sentinels member that has been removed from the game.

Spiff's SotM Rules and Clarifications

  • Restorative Burst and Second Chance
    • These cards allow you to flip one of our incapacitated heroes and restore some of their HP. The cards may only ever be used on a member of the Sentinels team not any other hero.[1]

Sources

  1. Christopher comments in GTG forum thread "Explain to me how The Sentinels and the Vengeance Decks work"

Setback

Fireside Chats

  • If Setback tries to remove tokens but does not have enough, all of his tokens are removed and there is no effect. Example: Uncharmed Life. He can either remove 2 tokens or 0 tokens. If he removes 0 tokens, nothing happens. If he removes 2, the damage is redirected. If he attempts to remove 2 and only has 1, then 1 token is removed and nothing happens.
  • Wrong Time and Place tracks the first time each turn that each individual hero target would be dealt damage (similar to how Combat Stance works).
  • Let’s say that the Scholar has “Flesh to Iron” out, and Setback has “Wrong Time and Place” out. Suppose 3 damage is initiated to the Scholar, and thus would be reduced by 2. Because The Scholar WOULD be dealt 1 damage, you only remove 1 token from your Unlucky Pool to redirect it. However, because Setback is NOT The Scholar, he takes the full 3 damage.
  • If Guise uses “I Can Do That Too” on Dark Watch Setback, then the effects “stack.” It works like two instances of Stealth from The Wraith.
  • Suppose “Wrong Time and Place” is out, and Tachyon is about to deal herself damage to keep Pushing the Limits. That damage can be redirected to Setback, or he can remove 2 tokens from his unlucky pool to redirect it. He is not allowed to redirect it back to Tachyon so she can keep Pushing the Limits. You’re EITHER redirecting to Setback OR redirecting from Target A to somewhere else - you cannot redirect from Target A to Target A, so you cannot redirect from Tachyon to Tachyon. Follow-up: If you have the tokens, you must redirect damage that would be dealt to Setback that meets these qualifications.
  • Dark Watch Setback can use his power to reduce damage even if he has 0 tokens in his Unlucky Pool.
  • You can choose 0 tokens for Cash Out and Exceeded Expectations.
  • If Setback is incapacitated and revived via Rites of Revival, his unlucky pool is reset to 0.

Friendly Fire

  • Suppose Mr. Fixer would deal 1 damage to a target. Due to Jack Handle, Mr. Fixer deals the 1 damage to all non-hero targets, then Friendly Fire lets him deal 2 to Setback, which becomes 2 to all non-hero targets, and then stops. Setback does not get to add 2 tokens to his Unlucky Pool, as he was not damaged this way.
  • If the damage intended to go to Setback from Friendly Fire gets redirected to a non-hero target, Friendly Fire does not allow Setback to take damage again from this redirected damage.
  • Other situations where Setback does not end up being the target of Friendly Fire damage work similarly to the Jack Handle + Friendly Fire scenario. Example: Immutus is out. AZ deals damage to himself, which is redirected to Immutus. Then he chooses to deal damage to Setback, and that is also redirected. Friendly Fire does not take effect again.
  • When there are two copies of Friendly Fire in play, they both can be activated (but not off each other's damage), which means Setback would get hit twice and get a total of 4 tokens. In the case of Jack Handle, this would generate two Jack Handle attacks, but zero tokens, as Setback was not hit.

Spiff's SotM Rules and Clarifications

Friendly Fire

  • This card says, “whenever a hero target deals a non-hero target damage, that hero may also deal Setback 2 damage of the same type. whenever setback is dealt damage this way, add 2 tokens to your unlucky pool.” The card is not Limited, so you could have multiple copies of “Friendly Fire” in play. Having two copies in play would not, however, allow you to add 4 tokens to your unlucky pool for the single cost of 2 damage. you would have to pay the cost for each copy of the card to gain the benefit. So, Setback would have to be dealt the 2 damage twice, once for each copy of the card, to be able to add 4 tokens to his unlucky pool. Your Setback strategy

Sky-Scraper

Fireside Chats

  • In the video game, Sky-Scraper’s Link cards say "next to" rather than “in front of” for consistency. Link cards stay in the target’s play area after that target leaves play, similar to The Ultimate Target.
  • If there is no villain character card in play, Neutralizing Resonator cannot be played.
  • Sky-Scraper can swap character cards if Fixed Point is in play.
  • Suppose Sky-Scraper uses the innate power on her Huge card during her Start or Play a Card phases, and also switches to her Tiny card before her Use a Power phase. (e.g. due to Dynamic Siphon). In her Use a Power phase, she can use her Tiny innate power because she has not used that power yet this turn.
  • Suppose you play Catch a Ride and use Mr. Fixer, who has Jack Handle in play. Mr. Fixer hits everyone, and Sky-Scraper picks one of them to hit.
  • Suppose Sky-Scraper is using her Huge power to deal some damages, and in the middle of that she switches to another of her character cards (dynamic siphon LOL). The damage dealing stop. Same thing with her other innate powers; they are interrupted by switching character cards.
  • Suppose Guise has Dual Crowbars and then uses I Can Do That Too on Sky-Scraper’s Huge card. After the first “round” of damage (to non-hero targets), Dual Crowbars causes Guise to deal as much damage as was dealt to the first non-hero target to one more target. Then, after the second “round” of damage (to hero targets), Dual Crowbars causes Guise to deal as much damage as was dealt to the first hero to one more target. (This is how Dual Crowbars interacts with Jack Handle)
  • Suppose Sky-Scraper has Cortex Hyperstimulator and Rebounding Debilitator on the same target. If after the reduction it is still above 3 damage, it gets prevented. The temporary damage reduction is used up.
  • Suppose Sky-Scraper is incapacitated and has used the “become a target” incapacitated ability. If she is revived using Rites of Revival, the 1 HP indestructible target status is wiped, and she is her regular self at 8 HP with a 33 HP max and is fully destructible. Rites of Revival essentially resets the character, starting anew.
  • Suppose Aggression Modulator is next to an environment target and Chokepoint destroys it with Stripped Resources. The Aggression Modulator stays in the environment play area next to nothing.
  • Sky-Scraper is just one target, even though her character cards get switched.

Spiff's SotM Rules and Clarifications

Switching Character Cards

  • Many of Sky-Scraper’s powers say to switch to a particular character card. Switching character cards does not involve removing a card from play, nor does it involve destroying a card. You can never have more than one of her character cards in play at the same time. Sky-Scraper’s HP does not change when she switches character cards.

Tachyon

Fireside Chats

  • If The Super Scientific Tachyon chooses a deck with one card in it, the card is discarded.
  • The Super Scientific Tachyon gets to decide the order in which the two cards she reveals are played or discarded.
  • When a card enters play, the following order of things occurs.
    • Ongoing effects on the card become applicable.
    • Cards that react to other cards entering play now act.
    • One-time effects on the card happen.
    • ...Another example: Supercooled Trisolvent Vat and Synaptic Interruption. Suppose damage dealt to Tachyon is increased by 2. When Tachyon plays Synaptic Interruption, the Vat does 3 cold damage to Tachyon. Tachyon may redirect the damage and destroy Synaptic Interruption.
  • When using The Super Scientific Tachyon’s incapacitated ability that reads: “Move the bottom card of a deck to the top of that deck now,” you get to see what the card is.
  • Tachyon a Synaptic Interruption in play. She plays Lightspeed Barrage to deal damage to herself, then redirects it to another target so that Synaptic Interruption is destroyed. The Synaptic Interruption now in the trash counts towards the damage dealt by Lightspeed Barrage (effectively increasing it by 1).
  • The Crowd’s Favor card says “When a hero target destroys a non-hero target” (gain a token). If Tachyon uses Sucker Punch to destroy a target, the heroes get a token. Death Caller also counts.
  • Suppose “Wrong Time and Place” is out, and Tachyon is about to deal herself damage to keep Pushing the Limits. That damage can be redirected to Setback, or he can remove 2 tokens from his unlucky pool to redirect it. He is not allowed to redirect it back to Tachyon so she can keep Pushing the Limits. You’re EITHER redirecting to Setback OR redirecting from Target A to somewhere else - you cannot redirect from Target A to Target A, so you cannot redirect from Tachyon to Tachyon. Follow-up: If you have the tokens, you must redirect damage that would be dealt to Setback that meets these qualifications.
  • The Operative’s text is adjusted to say “When The Operative would be destroyed, her character card flips instead.” This clarifies that she behaves like Baron Blade, and Sucker Punch does not lead to shenanigans.
  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.


Spiff's SotM Rules and Clarifications

Hypersonic Assault

  • This card deals each non-hero target 1 sonic damage. Any target dealt damage this way cannot deal damage until the start of your next turn. Some cards deal damage in response to having been damaged (Ambuscade’s “Sonic Mines” for example), and because the two sentences on “Hypersonic Assault” are separated, it may seem like the order of operations would go like this – Tachyon deals damage, the target card deals its damage back, and then the second sentence kicks in saying that the targeted card can’t deal any damage (now that it’s too late). However, that second sentence is just meant to modify the damage being done by the first sentence and there isn’t any separation between the two operations. so the correct order would be - Tachyon deals damage, which causes any target damaged to not be able to deal their damage, then when the targeted card tries to deal its response damage, it can’t. Answers to Debated Questions

Lightspeed Barrage damage

  • This card reads, “Tachyon deals 1 target X melee damage, where X = the number of Burst cards in your Trash.” if she has 9 Burst cards in her trash and there is a +1 bonus to damage, she will deal the target 10 damage instead. She doesn’t receive the bonus damage for every card in her trash.

Super-Scientific Tachyon’s “Experiment” power

  • This alternate tachyon character card’s innate power says, “reveal the bottom two cards of a deck. if they share a keyword, put them into play. if not, discard them.” If Tachyon has just one card in her deck, you could still use this power, though it would just result in discarding that remaining card. remember, revealing cards does not force a reshuffle, so you would just reveal the last card in the deck, try to compare two revealed cards but be unable to do so because you only revealed one card, so since you couldn’t have found a match, you would just discard the card. Experimenting on a single-card deck Tachyon’s player gets to decide the order in which the two cards she reveals are played or discarded. Fireside Chats

Tempest

Fireside Chats

  • Freedom Six Tempest may not destroy his own character card.
  • When Provocator Tarnis redirects “the first damage to a non-hero target beside himself each turn”, and Tempest is dealing multiple instances of damage, only the first target that would receive damage gets the damage redirected.
  • One-shots are not considered or counted as “cards in play.” That means Into the Stratosphere or Cedistic Dissonant cannot destroy one-shots that are currently being played.
  • Spite: Agent of Gloom has new text added on both sides of his character card: “Face-down villain cards are indestructible.” This prevents Cedistic Dissonant and Into the Stratosphere from affecting those cards.
  • Chain Lightning and Grenade Launcher work like Inferno in that the available targets for the later damages are based on the target actually dealt damage by the previous ones (including redirects).


Spiff's SotM Rules and Clarifications

Cleansing Downpour

  • If a card is not Limited, you may have multiple copies of it in play. However, each copy of the card is considered its own power. Since you are limited to activating one power per turn, you may thus only activate one of the two “instances” of the power during your power phase. Example: If you have two copies of “Cleansing Downpour” (one of Tempest’s cards) in play (which reads “Power: Each Hero regains 2 HP.”), you can use either “instance” of the power on your power phase, but in either case, the power will simply work as written (i.e., each hero will regain 2 HP). If for some reason you can use an additional power on your turn, you may opt to use a second “instance” of the power on Cleansing Downpour since they come from different distinct cards.

Sacrifice (F6 Tempest base power)

  • The base power on Tempest’s “Freedom” alternate hero card says “Power: destroy 1 of your cards. if you do, draw 3 cards.” Tempest may destroy any of his cards, including cards which have been moved under another card (under La Capitan, for example) because cards which are under other cards lose their game text but not their type, so they are still Tempest’s cards. Rules Answers from PAX Tempest may not destroy his own character card with this power. Fireside Chats

Shielding Winds

  • This card reads “whenever a hero target would be dealt 5 or more damage from a single source, reduce that damage by 2”. Each instance of damage is a separate source, so if a single target (a villain, for example) dealt three different instances of damage to a character in a single round, each instance would be evaluated by “Shielding Winds” separately. The fact that all three came from the same ‘source’ (the villain) isn’t relevant.

Vicious Cyclone damage

  • This card reads in part, “Play this card next to a target. at the start of your turn, discard up to 3 cards. Tempest deals that target 1 projectile damage for each card discarded this way”. how is this affected by effects which increase damage? Normally, if you discard 3 cards, you would deal the target 3 damage (1 + 1 + 1). However, if there is a +1 to damage modifier in play, discarding 3 cards would deal the target 6 damage ((1 + 1) + (1 + 1) + (1 + 1) = 6).

Unity

Fireside Chats

  • Hasty Augmentation increases the damage on Omnitron-U’s innate power.


Spiff's SotM Rules and Clarifications

Unity’s golem cards

  • Unity’s Mechanical Golems all have the same text on them which reads in part, “this card cannot be played during your play phase”. However, if an ability or other game effect allows Unity to play a card when it’s not her play phase and she wants to play a Mechanical Golem (for example, if an incapacitated hero uses an ability to let unity play a card while it’s still the incapacitated hero’s turn), that’s perfectly legal. the only restriction on unity’s ability to play Mechanical Golems is during her own play phase. If she can manage to play a Mechanical Golem when it’s not her play phase, there’s nothing preventing that. Further, she can destroy any equipment card in play to bring out a Mechanical Golem, not just her own equipment cards. of course, it’s considered polite to ask permission from the player whose equipment card unity plans to destroy, but even that’s not strictly required... the equipment card being destroyed must (of course) be one that’s already in play. You can’t destroy a card from someone’s hand to bring out a Mechanical Golem.

The Visionary

Fireside Chats

The Visionary

  • The Visionary gets to make different Twist the Ether decisions for every instance of damage, even if it’s one source damaging multiple targets. She can also change her mind on Twist the Ether decisions after damage is redirected.
  • You are allowed to play cards that go next to another card when there are no applicable cards to do so (for example, Wrest the Mind with no non-character targets in play). The card goes to the trash but is not destroyed.
  • Suppose Prophetic Vision is used on the environment deck, and Shinobi Assassin is revealed. It immediately enters play and deals its damage. It counts as one of the 3 cards revealed, so the Visionary would only have 2 cards to choose from for the rest of Prophetic Vision.
  • If Twist the Ether is next to a card that deals irreducible damage, you can choose to reduce the damage (which does nothing).
  • ...However, Wrest the Mind and Twist the Ether work differently due to their text. Once either hero become isolated, these cards no longer have a valid target next to them and so are destroyed.
  • If Prophetic Vision reveals the top 3 cards of the environment deck, and one of them is a Shinobi Assassin, the Shinobi Assassin gets put into play, does its damage and then the Visionary chooses between the 2 remaining cards.

The Dreamer

  • The heroes lose if The Dreamer is destroyed or removed from the game.
  • If Haka has projection cards under Savage Mana, and he destroys them to use the power, the projection cards go to the villain trash because cards under Savage Mana have no keywords.


Spiff's SotM Rules and Clarifications

Visionary

Brain Burn

  • This card reads, “put the villain trash on the bottom of the villain deck. the Visionary deals herself x psychic damage, where x = the number of cards removed from the villain trash this way”. If the villain trash has more cards in it than visionary has remaining hp, you will still move all of the cards from the villain trash to the bottom of the villain deck and deal Visionary the full amount of damage. You would not only move cards and deal damage up to visionary’s remaining hp. The Visionary

Decoy Projection

  • Because the players can decide the order damage is dealt in many cases, it would be legal for the player to first redirect the damage from Visionary to the decoy, and then have the Decoy Projection take its own damage (if it were still alive), to ensure that the Decoy didn’t die before Visionary could redirect her damage to it.

Twist the Ether

  • This card is played next to a target, and says that whenever that target would deal damage, visionary may change the type of the damage if she wishes, and may either reduce or increase the amount of damage dealt by 1. if the target executes an attack that damages multiple targets, Visionary may choose different types/damage modifiers per target. She may also change her mind on the decision she’s made after damage is redirected to a new target. Fireside Chats

Wrest the Mind

  • This card is played next to a non-character card target. Whenever that target deals damage, you may redirect that damage to another target, but you must deal the card’s target and visionary 3 psychic damage each. Because of the order of the wording on the card, the 3 psychic damage is dealt to the card’s target before it is dealt to Visionary. This means that it’s possible for the damage to destroy the card’s target, which would cause “Wrest the Mind” to leave play, and visionary wouldn’t need to take the 3 psychic damage herself. Answers to Debated Questions Also, just to be clear, it is legal to have the damage that is redirected from the card’s target be redirected back onto the card’s target itself if you want. The Visionary

The Dreamer

Oversized card misprint

  • The original printing of The Dreamer’s oversized card has incorrect text for her end-of-turn effect. The text on the normal-sized card (and the reprint of the Oversized card) is correct: At the end of the villain turn, the dreamer deals each non villain target (H) - 2 psychic damage. Then, play the top (H) - 2 cards of the villain deck. Proper Damage Dealt By Flipped Dreamer

The Wraith

Fireside Chats

  • If the Wraith has Combat Stance in play and is incapacitated by damage, Combat Stance is removed from play before its effect can occur.
  • If The Wraith has Stealth active, and something does 0 damage to her, it does not use up the temporary damage reduction. If something does 1 damage, but there is another effect that reduces damage by 1, she can choose the order of operations such that it becomes 0 damage and does not use up the temporary damage reduction.
  • If a temporary damage reduction is used to pass a redirection test (e.g. Driving Mantis), then it gets used up even though no damage would have been dealt to that target.
  • If Rook City Wraith uses Sleuth when environment cards cannot be played, the revealed card must be discarded.
  • If The Wraith cannot deal damage, she can still use Stun Bolt to apply the “reduce all damage dealt by” effect to a target.
  • When a card enters play, the following order of things occurs.
    • Ongoing effects on the card become applicable.
    • Cards that react to other cards entering play now act.
    • One-time effects on the card happen.
      • A well-known example of this is Informant. Suppose Informant and Combat Stance are in play and Legacy plays Inspiring Presence.
      • Damage dealt by hero targets is now increased by 1.
      • Informant causes The Chairman to play a card. Suppose it’s Undivided Attention, damaging The Wraith. Combat Stance reacts and its damage is increased by 1 due to Inspiring Presence.
      • All hero targets regain 1 HP.
  • If The Wraith is the only hero target and Smoke Bombs is in play, it does not redirect the damage, but still reduces damage dealt to the Wraith by 1. This also happens if The Wraith is an Isolated Hero.
  • If Throat Jab is played during the start of The Wraith’s turn (due to Spite: Agent of Gloom & a victim), the effect expires at the start of The Wraith's NEXT turn.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • If hero target A deals itself damage from “The New Deal”, and that damage is redirected to hero B, and hero B becomes incapacitated, that still counts as “is incapacitated this way.” Counter damage that a hero target deals itself because of something like “Combat Stance” does not count.
  • Wrong Time and Place tracks the first time each turn that each individual hero target would be dealt damage (similar to how Combat Stance works).
  • Divine Sacrifice and Stun Bolt do not require the target to take damage in order to get the extra effect. If the damage is redirected, the ultimate target gets the extra effect.
  • The Seeker title is not awarded if the target dealing the damage has an effect like Stun Bolt on them. The damage reduction needs to be on the target, not the damage dealer. However, global damage reduction (e.g. Defensive Displacement) does count.


Spiff's SotM Rules and Clarifications

Combat Stance

  • This card says that the first time Wraith is dealt damage in a turn, she deals 2 melee damage to that target. However, if the incoming damage to Wraith is reduced to the point where she actually takes no damage, then the damage done to the attacking target never happens. Wraith must take at least 1 point of damage for her to deal 2 melee damage to her attacker. Also, as covered in the “the first time a target does xyz…” topic in the “other” section of this document, “Combat Stance” is triggered the first time wraith is dealt damage per target, per turn. so, if two different targets damage Wraith in a turn, “Combat Stance” will trigger each time, but if a single target damages her twice in the same turn, “Combat Stance” will only trigger once. Combat Stance If Wraith is incapacitated while “Combat stance” is in play, “Combat Stance” is removed from play before the damage-back effect can occur. Fireside Chats

Infrared Eyepiece” and Ambuscade’s traps

  • See the “ambuscade” villain entry for more details (short version, if one of the cards you reveal is a face-up trap, the trap activates but doesn’t count as one of the two revealed cards, so you keep going).

Smoke Bombs

  • The card reads “Whenever a villain card would damage the hero target with the lowest hp, redirect that damage to the hero target with the highest hp. Reduce damage redirected this way by 1.” this will activate any time the hero with the lowest hp takes damage from a villain card, not just when the hero was the target of a “damage the hero with the lowest hp”-type effect. What if all heroes have the same hp, meaning they are all simultaneously both the highest and the lowest hp? In this case, “Smoke Bombs” will still redirect the damage from any one of them to any one of them (which could even be the original target) and the reduction in damage will still take effect. It would work the same if there were only one hero left in the game, since that remaining hero would be both the highest and lowest hp.

Sleuth

  • Rook City Wraith’s base power “Sleuth” says, “power: reveal the top card of the environment deck. discard it or play it.” If rook city wraith uses this power when environment cards cannot be played, the only legal option is to discard the revealed card. Fireside Chats

Stealth

  • Wraith’s innate power says, “reduce the next damage that would be dealt to the Wraith by 1.” See “next damage” under the Damage rules for a clarification of how this power works. If wraith has “stealth” active and something does 0 damage to her, it does not use up the damage reduction. If something does 1 damage but there is another effect which reduces damage by 1, Wraith can choose the order of operations such that the damage becomes 0 and so does not use up the damage reduction. Fireside Chats Note: the enhanced edition update to wraith’s “Stealth” ability changed the power’s wording from “preventing” damage to “reducing” damage. That means that the original wraith could use her “Stealth” power to prevent irreducible damage, while the enhanced edition wraith cannot since she is now “reducing” damage, not “preventing” it.

Stun Bolt and redirection

  • This card’s power deals 1 target 1 projectile damage, with the additional effect, “until the start of your next turn, reduce all damage dealt by that target by 1.” If the damage is redirected by some effect, it is the final target whose damage will be reduced, not the initial target. Stun Bolt and Redirection

Throat Jab

  • This card deals 1 target 2 melee damage. any target dealt damage this way cannot deal damage until the start of your next turn. Some cards deal damage in response to having been damaged (Ambuscade’s “Sonic Mines” for example), and because the two sentences on “Throat Jab” are separated, it may seem like the order of operations would go like this – Wraith deals damage, the target card deals its damage back, and then the second sentence kicks in saying that the targeted card can’t deal any damage (now that it’s too late). However, that second sentence is just meant to modify the damage being done by the first sentence and there isn’t any separation between the two operations. so the correct order would be - Wraith deals damage, which causes the target to not be able to deal their damage, then when the targeted card tries to deal its response damage, it can’t. Answers to a Debated Questions

Akash'Bhuta

Fireside Chats

  • If the environment trash is empty and something reshuffles the trash into the deck, Akash’bhuta still flips.


Spiff's SotM Rules and Clarifications

Mountainous Carapace

  • This card says, “reduce damage dealt to akash’bhuta by 1. when this card is destroyed, Akash’Bhuta deals herself 11 energy damage”. when “Mountainous Carapace” is destroyed, the card’s damage reduction is still in play because cards remain in play while activating any text that triggers upon their destruction. so the damage that “Mountainous Carapace” deals upon its destruction is reduced by 1. Mountainous Carapace damage on destruction

Ambuscade

Fireside Chats

  • Ambuscade’s trap cards can never enter play.
  • If a trap card is on top of the deck when a card is being played from the top of the deck, the trap’s effect happens first.
  • If a “reveal” operation is interrupted, e.g. by an Ambuscade trap incapacitating the revealing hero, the revealed cards go back where they came from in the order that they were before.
  • Targets that are in the process of being destroyed (e.g. Explosives Wagon, Sonic Mine, other devices via Charged Attacks) can still be targeted and take more damage. (Note: in the video game we plan to put such targets behind the “Show All Targets” button)
  • Cards that say “whenever a card is played” or “whenever a card enters play” do not react to Ambuscade's trap cards being flipped up and shuffled into the deck.
  • Since Ambuscade’s Trap cards never enter play, they are not affected by Fixed Point in any way.
  • The hero cards put in the villain deck from "What do you really know?" follow similar rules to Ambuscade's trap cards (i.e., the thing goes off even if it's part of revealing cards, etc).
  • When Liquid Nitrogen Rounds is used to destroy Sonic Mine, the damage from Sonic Mine is reduced by 1.

Spiff's SotM Rules and Clarifications

Charged Attacks

  • Just to be clear, the wording on the card is correct, and the damage dealt when a device is destroyed does in fact hit each target in play, including Ambuscade and his other Devices. It’s not unheard of for “Charged Attacks” to destroy a device, which destroys more devices, which destroy more devices in a cascade of damage.

Traps

  • Ambuscade’s trap cards can never enter play. If a trap card is on top of the deck when a card is being played from the top of the deck, the trap’s effect happens first. Fireside Chats Wraith’s “infrared eyepiece” reveals the top two cards of the villain deck. if one of the revealed cards is a face-up trap, it doesn’t count as one of the revealed cards since it’s technically already revealed, so you should resolve the trap card, then keep revealing cards until a total of two facedown cards have been revealed.

Apostate

Fireside Chats

  • Rules of Malediction is updated to read: “After this card is destroyed” instead of “When this card is destroyed” to simplify timing issues. Similar updates will be made to other cards in the future.
  • Apostate’s front side is updated to read: “If Apostate would be destroyed…”
  • Apostate’s flip mechanics work as follows.
    • On the front side, suppose he would be destroyed and there is a villain relic in play. The destruction is cancelled, the lowest HP villain relic is destroyed, and he flips. He’ll end up at 20 HP due to the text on his back side.
    • On the back side, suppose he would be dealt damage that would bring him to 0 HP or less and there is a villain relic in play. The damage is cancelled, the highest HP villain relic is destroyed, and he flips. This leaves him at the same HP he was before he flipped.
  • If Runes of Malediction is destroyed and there are more demons in the trash than H, the players get to choose which cards come into play, and the order in which they come into play. This works differently from Forced Deployment where ALL minions come into play. If players are selecting a set number of things to return, they can pick the order, but not when ALL are returned.
  • When Apostate's Tome of the Unknowable and Ammo Drop are both in play, Ammo Drop is still able to trigger the Tome's "play a card" effect when the Tome is destroyed. This is due to cards being in play during their own destruction.
  • On Apostate's flip side, the "reduced to 0 HP" check occurs before Apostate would be destroyed. This means that Unforgiving Wasteland cannot trigger in this case.
  • While Fixed Point is in play, Aegis of Resurrection still takes effect immediately when Fanatic is reduced to <= 0 HP. Same thing with Apostate on his back side, or any other cards that still have “reduced to 0 or less HP.”
  • Relic Spirit’s text is updated to read: “At the end of the Villain turn, each Relic regains 1 HP. The first time a Relic Spirit is destroyed each turn, move (H) minus 1 Relic cards from the villain trash into play.”


Spiff's SotM Rules and Clarifications

Flipping Apostate

  • Apostate’s flip mechanism can be confusing (especially on his back side), so here’s a walkthrough: On the front side, his card says that if he would be reduced to 0 or fewer hp, destroy a relic and flip him. on the back, it says to restore him to 20 hp when he’s flipped to that side. the important phrase in all of this is “would be”, which means that instead of destroying him, you do the other things. So, if he would be destroyed, instead you flip him and then bring him to 20 hp. On the back, it says that if apostate would be reduced to 0 or fewer hp, you destroy a relic and then flip him back. The “would be” here means that if he takes enough damage to destroy him, instead of taking that damage, you destroy a relic and flip him to his front side. Apostate will still have however many hp he had before he would have taken the hit that would have destroyed him, since there’s no mechanism for him to restore hp on his front side. An example: Apostate has 10 hp on his front side and takes a 15-point hit from Bunker’s “Omni-Cannon” that would be enough to destroy him, but instead he destroys a relic and flips to his back side. his hp are then restored to 20 hp. Next, the heroes burn apostate down to 5 hp and then Ra deals him an 8 point shot, which would be enough to destroy the villain. Instead, Apostate destroys a relic and flips to his front side, still with the 5 hp he had before he would have taken Ra’s lethal shot. Of course, with only 5 hp, it won’t be long before Apostate will be making another trip to his back side, where he’ll restore back to 20 hp and repeat the cycle.

Baron Blade

Fireside Chats

  • When Baron Blade flips, any MDPs in play are not destroyed, but simply leave play. So a card like Ammo Drop does not get to activate in response.
  • Players can decide the order between Mad Bomber Blade and Hair-trigger Reflexes when a villain target enters play. Expatriette can first damage or destroy the target, then it goes under Blade; or it can go under Blade, and nothing else happens.

Vengeance

  • Baron Blade is not required to go first in a team villain game, but it is suggested.
  • For “Old Tricks - New Allies” the cards are played in turn order. The words "in turn order" are added to the text of that card.
  • Impulsion Beam prevents Mr. Fixer from using Strike twice in a turn. It prevents Pride from activating Prejudice. Only. One. Power. Period.
  • If Impulsion Beam enters play due to a hero playing a card on their turn, it prevents them from playing a second card.

Spiff's SotM Rules and Clarifications

Removing “Mobile Defense Platforms” upon flipping

  • When Baron Blade flips to his “Vengeful Mad Scientist” side, we’re instructed to put all 3 copies of “Mobile Defense Platform” into the villain trash. If any of those cards are in play at the time, they are put in the trash too, but this does not count as the cards being destroyed. they are simply leaving play, so cards which would normally respond to a villain card being destroyed, like Bunker’s “Ammo Drop” will not trigger. Fireside Chats

La Capitan

Fireside Chats

  • When La Capitan moves a card under herself to the appropriate trash to prevent damage, the players pick from card backs. They do not get to see what the card is, just who it belongs to.* Temporal Thief allows players to select the order that the cards move under La Capitan. They get to see what the cards are. If a hero’s deck has no cards, they are not affected and it does not cause a reshuffle.
  • The "cannot use powers" effect from Walk the Plank is tied to the damage. If the damage is redirected, the effect applies to whoever was dealt damage.
  • The wording of Walk the Plank is changed in order to clarify that the "cannot use powers" effect happens to the target that receives the damage. The new wording is: “La Capitan deals the hero character card with the highest HP 3 projectile damage. A hero dealt damage this way cannot use powers until the start of the villain turn.”

Spiff's SotM Rules and Clarifications

Split Across Time advanced rules timing

  • La Capitan’s “Split Across Time” side has an ability which reads “whenever La Capitan would be dealt damage, move a card from under this card to the appropriate trash. if you do, prevent that damage”. her advanced rules on this side say “the first time La Capitan would be dealt damage each round, redirect that damage to the non-villain target with the highest hp”. which effect should trigger first? Because of the order in which the abilities are written on the card, La Capitan would prevent damage by removing cards from beneath her until she could no longer do that, then use the damage redirection ability. Answers to Debated Questions

Oversized card misprint

  • The text for La Capitan’s advanced mode is incorrect on the oversized card. The text on the normal-sized card is correct: the first time La Capitan would be dealt damage each round, redirect that damage to the non-villain target with the highest hp. La Capitan Advanced

Cards taken from incapacitated heroes

  • On La Capitan’s front side, she has a power which says “whenever a hero card is destroyed by a villain card, put it under this card.” If a hero becomes incapacitated, does La Capitan get to keep their cards? Nope. As stated in the rulebook, when a hero is incapacitated, all of their cards are removed from the game, including ones which are under another card, as in this case. Cards under La Capitan and Hero Death

The Chairman

Fireside Chats

  • When a card enters play, the following order of things occurs.
    • Ongoing effects on the card become applicable.
    • Cards that react to other cards entering play now act.
    • One-time effects on the card happen.
    • A well-known example of this is Informant. Suppose Informant and Combat Stance are in play and Legacy plays Inspiring Presence.
      • Damage dealt by hero targets is now increased by 1.
      • Informant causes The Chairman to play a card. Suppose it’s Undivided Attention, damaging The Wraith. Combat Stance reacts and its damage is increased by 1 due to Inspiring Presence.
      • All hero targets regain 1 HP.
  • The Chairman is the source of the retaliatory damage on his “Chairman Pike” side.
  • The Chairman cannot deal damage if he has been destroyed. Non-existent targets cannot deal damage.
  • The Operative’s text is adjusted to say “When The Operative would be destroyed, her character card flips instead.” This clarifies that she behaves like Baron Blade, and Sucker Punch does not lead to shenanigans.


Spiff's SotM Rules and Clarifications

The Operative clarifications

  • The Operative’s character card does not include the keyword “villain”, so she’s just a character card and not a villain character card. Also, because she has a hero’s icon on her card, she follows the nemesis rules; in her case, she will do 1 additional damage to Mr. Fixer and will take 1 additional damage from him.

What happens if you defeat the chairman before you flip the Operative?

  • Play continues as normal until you have defeated the Operative as well. the game does not immediately end if the Chairman is defeated before the Operative is. Also, as noted in Haka’s clarifications, if the Chairman is defeated by Haka while Haka has “Savage Mana” in play, and the Operative is in play, the Chairman’s villain character is put under “Savage Mana” like any card Haka destroys.

Chokepoint

Fireside Chats

  • Chokepoint’s “the first time a hero card would be discarded” effect triggers cards discarded from hand or from the top of a deck.
  • If a target is destroyed by the damage from Empowered Self-Repair, then Chokepoint gains HP (even if the damage was redirected).
  • If Harvest the Mighty damage is redirected, you still select a card from the original target's play area.
  • Suppose there’s a card in play being destroyed that has an on-destroy effect (ex Apprentice Poisoner). If Chokepoint destroys that card, it will then be moved face-down to her play area. The effect of Apprentice Poisoner still happens.
  • Suppose a Construct and Sustained Influence are in play. Chokepoint destroys the construct, and three conflicting things try to happen. 1) the Construct tries to go to the Trash, 2) the Construct tries to come back into play due to Sustained Influence, and 3) Chokepoint tries to flip the Construct, because she’s a jerk. 1) is not going to happen, as everything else has priority over standard actions. 2) and 3) have equal priority, and one happening disallows the other, so the players choose one of the two. If it’s face down, it cannot be put into play, as it has lost its keyword. If it’s back in play, it shouldn’t be turned face down because it’s not destroyed.
  • With Advanced Chokepoint on her flipped side, it says “when a hero card would be discarded, move it face down to the villain play area instead.” If The Scholar chooses to discard a card to keep an elemental active at the start of his turn, and that card ends up going to Chokepoint’s play area, it still counts as a discard. The player still discarded the card, then the other thing happened. So Chokepoint still steals the card, but the player gets the positive effect.
  • Suppose Aggression Modulator is next to an environment target and Chokepoint destroys it with Stripped Resources. The Aggression Modulator stays in the environment play area next to nothing.
  • Flipping cards face down removes all cards next to/attached to/whatever because the face down card loses everything else but its type and should also lose such connections.
  • Suppose Shocking Animation goes next to an equipment card, then that equipment card is selected for Ireful Grasp. Shocking Animation can’t be connected to a face down card because nothing can be connected to a face down card. As a result, Shocking Animation would get destroyed, as per the last clause of its text, as a very similar action has occurred.
  • If a hero card is removed from the game by Unforgiving Wasteland, and Kinetic Looter is in play, the card is ignored because it’s no longer in the game.
  • When Shocking Animation and Imbued Vitality are both in play, the higher maximum HP is the target's max HP.
  • Suppose Shocking Animation goes next to an Ongoing card due to Caspit’s Playground, then Caspit's Playground leaves play. The effects of Shocking Animation no longer apply to the card, since it's no longer an equipment card. Shocking Animation just hangs out and looks sad.

Spiff's SotM Rules and Clarifications

  • N/A

Citizen Dawn

Fireside Chats

  • Suppose NightMist, Amulet of the Elder Gods, and Citizens Tears and Blood are in play. If Citizen Tears deals damage to NightMist, that damage is increased by the cards NIghtMist discards to redirect the damage using the Amulet.


Spiff's SotM Rules and Clarifications

Flipping Citizen Dawn

  • The front of Citizen Dawn’s character card has an ability that reads “at the start of the villain turn, if there are 5 or more Citizens in the villain trash, flip Citizen Dawn’s villain character cards. She may only flip this way once per game.” On the back of her character card is an ability that reads “at the start of the villain turn, if there are (H) - 1 or more Citizens in play, flip Citizen Dawn’s villain character card”. What happens if there are both 5 or more citizen cards in the villain trash and (H) - 1 or more citizens in play at the start of the villain turn? Citizen dawn will flip, then flip back immediately.

Citizen Dawn is a Citizen

  • Rules on Citizen Dawn’s back side state that at the start of her villain turn, if there are a certain number of citizens in play, you flip her villain cards. since Citizen Dawn has the “Citizen” keyword herself, she counts as a citizen for the purpose of this calculation. However, the situation in her setup rules at the beginning of the game are different. Citizen Dawn’s setup text says to reveal cards until a certain number of Citizens are revealed and then put them into play. Dawn’s character card is already in play and can’t be one of the Citizen cards revealed from the deck, so she doesn’t count as one of the Citizens for the purpose of this calculation.

Oversized card errata

  • Citizen Dawn’s oversized card is missing the keyword “Citizen”. Dawn is considered both a villain and a citizen, which is printed correctly on her normal-sized card.

Deadline

Fireside Chats

  • Severed Ley-Line does not make the villain nor environment shuffle their trash into their deck.
  • The secondary effect on “The Ataxia Sphere” is tied to the target actually dealt damage. The wording is updated to read: “At the end of the villain turn, this card deals the hero target with the lowest HP 2 infernal damage. If a hero character card is dealt damage this way, that hero’s player must either discard 1 card or shuffle their trash into their deck.”

Spiff's SotM Rules and Clarifications

  • N/A

The Dreamer

Fireside Chats

The Visionary

  • The Visionary gets to make different Twist the Ether decisions for every instance of damage, even if it’s one source damaging multiple targets. She can also change her mind on Twist the Ether decisions after damage is redirected.
  • You are allowed to play cards that go next to another card when there are no applicable cards to do so (for example, Wrest the Mind with no non-character targets in play). The card goes to the trash but is not destroyed.
  • Suppose Prophetic Vision is used on the environment deck, and Shinobi Assassin is revealed. It immediately enters play and deals its damage. It counts as one of the 3 cards revealed, so the Visionary would only have 2 cards to choose from for the rest of Prophetic Vision.
  • If Twist the Ether is next to a card that deals irreducible damage, you can choose to reduce the damage (which does nothing).
  • ...However, Wrest the Mind and Twist the Ether work differently due to their text. Once either hero become isolated, these cards no longer have a valid target next to them and so are destroyed.
  • If Prophetic Vision reveals the top 3 cards of the environment deck, and one of them is a Shinobi Assassin, the Shinobi Assassin gets put into play, does its damage and then the Visionary chooses between the 2 remaining cards.

The Dreamer

  • The heroes lose if The Dreamer is destroyed or removed from the game.
  • If Haka has projection cards under Savage Mana, and he destroys them to use the power, the projection cards go to the villain trash because cards under Savage Mana have no keywords.


Spiff's SotM Rules and Clarifications

Visionary

Brain Burn

  • This card reads, “put the villain trash on the bottom of the villain deck. the Visionary deals herself x psychic damage, where x = the number of cards removed from the villain trash this way”. If the villain trash has more cards in it than visionary has remaining hp, you will still move all of the cards from the villain trash to the bottom of the villain deck and deal Visionary the full amount of damage. You would not only move cards and deal damage up to visionary’s remaining hp. The Visionary

Decoy Projection

  • Because the players can decide the order damage is dealt in many cases, it would be legal for the player to first redirect the damage from Visionary to the decoy, and then have the Decoy Projection take its own damage (if it were still alive), to ensure that the Decoy didn’t die before Visionary could redirect her damage to it.

Twist the Ether

  • This card is played next to a target, and says that whenever that target would deal damage, visionary may change the type of the damage if she wishes, and may either reduce or increase the amount of damage dealt by 1. if the target executes an attack that damages multiple targets, Visionary may choose different types/damage modifiers per target. She may also change her mind on the decision she’s made after damage is redirected to a new target. Fireside Chats

Wrest the Mind

  • This card is played next to a non-character card target. Whenever that target deals damage, you may redirect that damage to another target, but you must deal the card’s target and visionary 3 psychic damage each. Because of the order of the wording on the card, the 3 psychic damage is dealt to the card’s target before it is dealt to Visionary. This means that it’s possible for the damage to destroy the card’s target, which would cause “Wrest the Mind” to leave play, and visionary wouldn’t need to take the 3 psychic damage herself. Answers to Debated Questions Also, just to be clear, it is legal to have the damage that is redirected from the card’s target be redirected back onto the card’s target itself if you want. The Visionary

The Dreamer

Oversized card misprint

  • The original printing of The Dreamer’s oversized card has incorrect text for her end-of-turn effect. The text on the normal-sized card (and the reprint of the Oversized card) is correct: At the end of the villain turn, the dreamer deals each non villain target (H) - 2 psychic damage. Then, play the top (H) - 2 cards of the villain deck. Proper Damage Dealt By Flipped Dreamer

The Ennead

Fireside Chats

  • The Ennead instructions card does not count as a villain card or as a card in play. It is nothing, but does things.
  • Players do not get to know the ordering of the character cards under the Shrine of the Ennead.
  • When an Ennead character card is moved from under the Shrine of the Ennead, it is a target entering play, but not a card entering play. Hair-trigger Reflexes may activate against it.
  • Suppose Desert’s Wrath is played and the Ennead character dealing damage gets incapacitated in the middle of the damage dealings. The damage dealing stops (another Ennead character does not pick up where they left off).
  • Title: “Chaos Lord” excludes cards that were "put into play" by the player. Cards played by another source (e.g. Set’s incapped side) do not count. Cards belonging to other heroes do not count (e.g. Omnitron-X’s base power).
  • When incapacitated Geb has each player put the top card of their deck on the bottom of their deck, the players can look at the cards.

Spiff's SotM Rules and Clarifications

  • N/A

Gloomweaver

Fireside Chats

  • Drum of Despair's effect only causes one of The Sentinels' character cards to take damage (player's choice).
  • If a voodoo pin is next to a Sentinel, the end of turn GloomWeaver damage is dealt to that specific Sentinel. If that Sentinel is incapacitated, the pin just hangs around doing nothing, but if that Sentinel comes back, the pin is still there doing stuff. In the case of the Sable Pin, the player can choose to destroy a card if they want.

Spiff's SotM Rules and Clarifications

N/A

Grand Warlord Voss

Fireside Chats

  • When Forced Deployment triggers, the cards enter play from the trash in order from the top of the trash to the bottom.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Hairtrigger Reflexes + Forced Deployment (or Darken the Sky) cannot cause an infinite loop. All of the minions are first selected and removed from the trash, and played. New minions entering the trash during Forced Deployment’s effect are not returned.


Spiff's SotM Rules and Clarifications

Advanced Mode

  • On Voss’ front side, his Advanced mode rules say to reduce damage dealt by heroes by 1. This doesn’t only apply to damage heroes do to villain cards, but all damage dealt by heroes. For example, damage that Absolute Zero does to himself is also reduced by 1 when fighting Voss on his front side in Advanced mode.

Flipping Grand Warlord Voss

  • The back of Voss’ character card has an ability that reads “at the start of the villain turn, if there are 2 or more minions in play, flip grand warlord voss’ villain card.” On the front of his character card is an ability that reads “at the start of the villain turn, if there are 10 or more minions in play, the planet has been overrun by the Thorathian army. Game over”. What happens if there are 10 or more minions in play when Voss is

showing the back of his card at the start of the villain turn? Because there are 2 or more minion cards in play, Voss will flip to his front side, then because there are 10 or more minion cards in play, the players will lose.

Forced Deployment

  • If “Forced Deployment” is destroyed before the start of the villain turn, The minions are deployed as soon as it is destroyed, giving the players whatever is left of that round to try to take them out before they’ll start doing stuff on Voss’ turn. The minions are brought out in whatever order the players choose. Further, if “Forced Deployment” is in play at the start of Voss’ turn and there are over 10 minions in the trash, it doesn’t mean the game is automatically over. this is because you check start-of-turn effects in the order the cards came into play. Grand Warlord Voss’ villain card was in play before “Forced Deployment”, so you’d check Voss’ start-of-turn effect to see if there are over 10 minions in play. If not, the game continues. when you get to “Forced Deployment”, it will be destroyed and the minions will come into play. if there are still 10 or more minions in play by the next time you check Voss’ start-of-turn effects, the game will be over, but you’ll still have a full round to try to deal with the horde of game-ending minions before then. See also “Forced Deployment + End of Days” in Fanatic rules clarifications. Minions are put back into play in the order they are in Voss’ villain trash, top (first) to bottom (last). Forced Deployment, Forced Order?

Oversized card errata

  • Grand Warlord Voss’ oversized card is missing the keyword “Thorathian”. Voss is considered both a villain and a Thorathian, which is printed correctly on his normal-sized card.

Infinitor

Fireside Chats

  • Infinitor’s advanced rule says “At the end of the villain turn, play cards from the top of the villain deck until at least H + 1 manifestation cards are in play.” If there are so many manifestation cards under Savage Mana or out of game from Unforgiving Wasteland, that may not be possible. Once there are no Manifestations in Infinitor’s villain deck or trash, stop.
  • The wording on Heroic Infinitor's card is adjusted to clarify that when a Manifestation would enter play, Infinitor will regain 4 HP. Other cards (such as Hairtrigger Reflexes) can then react, but cannot prevent the HP gain. If the Manifestation is then fully in play and has not been shot or otherwise destroyed, Infinitor destroys the Manifestation. The new wording is: “Whenever a manifestation would enter play, Infinitor gains 4 HP. When it enters play, it is destroyed.”
  • Advanced Infinitor: When “cards are played from the top of the villain deck until at least {H + 1} Manifestation cards are in play,” but Infinitor cannot play cards, then no cards are played. The whole effect is cancelled.
  • Ocular Swarm does not react to other manifestations being destroyed if the Ocular Swarm has already been destroyed. For example, suppose an Ocular Swarm is in play and Heroic Infinitor flips. He destroys the Ocular Swarm, which reveals the top card of the villain deck - a Lambent Reaper. The Lambent Reaper enters play, and is destroyed (by Heroic Infinitor’s text). The Ocular Swarm does not react because that text has already left play.


Heroic Infinitor

  • Heroic Infinitor says “Infinitor deals each non-villain target 2 energy damage. Any target dealt damage this way deals itself 2 irreducible psychic damage.” The first round of damage occurs, then the second round occurs afterward.
  • Heroic Infinitor is only a hero target on his front side, but is a villain target on his flipped side.
  • Heroic Infinitor is NOT a villain target on his front side.
  • On his front side, the only way to win is by not having any manifestations in play.
  • On his flipped side, the only way to win is to defeat Infinitor (as normal).
  • Heroic Infinitor is not a hero character card. He is a hero target, but his card is a villain character card. He is a non-villain target, but he’s not a non-hero target.
  • Sub-Zero Atmosphere affects Heroic Infinitor’s character card. It moves Heroic Infinitor’s “Deal 1 Manifestation 2 melee damage” to the start of the villain turn.
  • If Heroic Infinitor gets removed from the game by the Unforgiving Wasteland, this is considered a win. Infinitor getting removed from the game can’t be a loss due to a lack of “lose the game” text.


Spiff's SotM Rules and Clarifications

  • N/A

Iron Legacy

Fireside Chats

Legacy (Hero)

  • The wording on Superhuman Durability says “whenever Legacy would be dealt 5 or more damage” but does not get evaluated at the same time as other “would be dealt damage” effects. Instead, it gets evaluated with increase/reduce effects. This card, and any card that has a condition on the amount of damage and itself modifies the damage amount, are a special case.
  • When “I’m That Guy” copies “Heroic Interception” it results in all hero targets being immune to damage.

Iron Legacy (Villian

  • Rule from the Front requires you to either discard 2 cards or destroy 1 card. The only way you won’t do one of these things is if you have no cards in hand and no non-indestructible/character cards. For example, if you have a card to destroy and fewer than 2 cards in hand, you cannot choose to discard.
  • If Fixed Point is in play and Rule from the Front is played, you must choose to discard cards because you cannot destroy any of your cards.


Spiff's SotM Rules and Clarifications

Legacy (Hero)

Galvanize

  • Note that Legacy himself will not usually benefit from his own “Galvanize” innate power. This is because of timing – Legacy will usually activate “galvanize” during his power phase, which is after having played any damaging one-shots, and “Galvanize” will last only until the start of legacy’s next start-of-turn phase, which is before he’ll be able to play cards or use powers. Of course, if some power or effect allows Legacy to deal damage while “Galvanize” is in effect, he will be able to benefit from the damage boost like anyone else.

Lead From the Front

  • This card reads “whenever a hero target would be dealt damage by a villain card, you may redirect that damage to Legacy”. What happens when a villain card does damage to every hero target? Does the damage get added up and then the total is redirected to Legacy, or does it get redirected one at a time? It gets redirected one at a time in the order of the player’s choosing. This could be important if, for example, Legacy had “Fortitude” in play which reduces damage dealt to legacy by 1. With both “Lead From the Front” and “Fortitude” in play, if each hero took 1 damage (for example), each would be redirected to Legacy and reduced to zero individually so that in the end, no hero would end up taking damage. Also, keep in mind that “Lead From the Front” says that you “may” redirect damage to legacy. You don’t have to do it every time damage occurs.

Superhuman Durability

  • This card reads “whenever Legacy would be dealt 5 or more damage from a single source, reduce that damage by 3”. each instance of damage is a separate source, so if a single target (a villain, for example) dealt three different instances of damage to a character in a single round, each instance would be evaluated by “Superhuman Durability” separately. The fact that all three came from the same ‘source’ (the villain) isn’t relevant.

Iron Legacy (villain)

Final Evolution

  • This card has an effect which triggers when it enters play (it deals damage). This effect will trigger even if the point at which it enters play is during setup, when you’re laying out the starting (H) ongoing cards. Answers to Debated Questions

Kaagra Warfang

Fireside Chats

  • Kaargra Warfang's character card flip side is updated to read: "When flipped to this side, set Kaargra Warfang’s HP to 40."
  • Crowd's Favor: “A hero target deals 2 or more damage to multiple non-hero targets in a single turn.” This adds the token immediately upon the second damage, but only once per turn. A token cannot be added to the pool by the same target more than once per turn for this reason.
  • Crowd's Favor: “A villain target destroys a non-villain target." This does not add a token if a villain incapacitates a hero.
  • Crowd's Favor: If multiple targets are dealt 4 or more damage each, you get 1 token for each target, plus 1 for having damaged multiple targets for 2 or more.
  • Bloodsworn Judgement's text is updated to change "flip" to "reveal" and now reads: “Each player destroys one of their ongoing or equipment cards. Reveal the top card of the Title deck and put it under the villain target with the highest HP with the title effects still visible.”* When Kaargra’s advanced rule on her flipped side causes title cards to be placed under her, these count as cards entering the villain play area.
  • If there are no villain targets in play when “Bloodsworn Judgement” is played, a title card still gets revealed and then "discarded." If the title deck has no cards, this part is ignored.
  • If Kaargra Warfang is removed from the game, the heroes win.
  • When Provocator Tarnis redirects “the first damage to a non-hero target beside himself each turn”, and Tempest is dealing multiple instances of damage, only the first target that would receive damage gets the damage redirected.
  • The Crowd’s Favor card says “When a hero target destroys a non-hero target” (gain a token). If Tachyon uses Sucker Punch to destroy a target, the heroes get a token. Death Caller also counts.
  • The Crowd’s Favor token count can go above 20.
  • The wording on Dymkharn the Fearless is changed to: “Whenever this card is dealt damage, this card becomes immune to damage for the rest of the current turn.”
  • The wording on Crowd's Favor is adjusted for clarity to read: "A hero target deals 2 or more damage at once to multiple non-hero targets in a single turn." and "A villain target deals 2 or more damage at once to multiple non-villain targets in a single turn."

Titles

  • When Title cards are played from the top of the Title deck, they are cards being “played” and they are “cards entering play”, as normal.
  • When Title cards are automatically moved to a target (e.g. Bloodsworn Judgement) they are entering play.
  • The age-old question: When a title looks at something “this turn” (example Title: “Champion”), it only cares about what has happened since the card came into play. It does not look back in time.
  • Suppose Champion is under target A. While it’s there, target B destroys 3 targets in one turn. Then, target A is destroyed and the Champion card goes back to the Title Deck area. It does not now consider target B to be the Champion, because that game text was not in play while target B was destroying the other targets. Effectively, it checks since the card last entered the title deck play area.
  • Title: “Chaos Lord” excludes cards that were "put into play" by the player. Cards played by another source (e.g. Set’s incapped side) do not count. Cards belonging to other heroes do not count (e.g. Omnitron-X’s base power).
  • For Title: “Reckless”, when a target deals themself damage and gets the title, they do not immediately gain 1 HP for having just been dealt damage, because they didn’t have that effect when they dealt themselves damage. Same for “The Mindbreaker.”
  • The Seeker title is not awarded if the target dealing the damage has an effect like Stun Bolt on them. The damage reduction needs to be on the target, not the damage dealer. However, global damage reduction (e.g. Defensive Displacement) does count.
  • Title: The Unbreakable does not work the same as Aegis of Resurrection. It cancels the damage AND then provides a heal. And then destroys itself.
  • A target cannot get The Seeker if damage was redirected and reduced by Smoke Bombs, because that target does not have its own damage reducing effect.

Spiff's SotM Rules and Clarifications

  • N/A

Kismet

Fireside Chats

  • Lady Luck reveals a card when Kismet herself would be destroyed, and will prevent her destruction if the revealed card is not a Lucky card and her HP is >= 0. If it is a Lucky card, she will be destroyed. Specifically, if the card is Fortune's Smile and her HP is <= 0, she may regain HP to above 0, but since she's in the process of being destroyed, the game will still end.
  • If I'm That Guy copies Jinx cards, there is no effect (similar to copying most other "next-to" cards).
  • If "Scattered Mind" is next to a hero and they deal damage to multiple targets, they have to discard 1 card for each target dealt damage.
  • If Inconceivable Obstruction reveals a Shinobi Assassin, the Assassin goes into play and takes the damage.
  • Suppose damage that cannot be redirected would be dealt to Kismet and Inconceivable Obstruction is in play. Kismet still flips over the top card of the environment deck, and put it into play if it is a target, even though damage is not redirected to it.

Spiff's SotM Rules and Clarifications

Kismet’s Talisman

  • Due to the odd nature of this card, it is considered a character card (it doesn’t have a normal card back like the rest of the cards in her deck, and it flips rather than being destroyed when reduced to zero or fewer hp). this means that things which do not affect character cards (like Visionary’s “Wrest the Mind”, for example) cannot be played on the Talisman. And remember, even when the Talisman is in front of a hero, it’s still a villain target, meaning that cards which affect all villain targets (like Tempest’s “Squall” power) will still affect the Talisman. Kismet's Talisman

The Matriarch

Fireside Chats

  • Suppose Hair-trigger Reflexes is in play and The Matriarch plays a Fowl card. Expatriette may choose to deal damage to the Fowl card before the top card of the villain deck is played. Note: this is not yet fixed in the video game, but will be in a later update.
  • Hairtrigger Reflexes + Forced Deployment (or Darken the Sky) cannot cause an infinite loop. All of the minions are first selected and removed from the trash, and played. New minions entering the trash during Forced Deployment’s effect are not returned.

Spiff's SotM Rules and Clarifications

Expatriette’s Hairtrigger Reflexes vs. Fowl cards

  • Expatriette’s “Hairtrigger Reflexes” says, “whenever a non-hero target enters play, Expatriette may deal that target 1 projectile damage.” this seems to mean that with “Hairtrigger Reflexes”, Expatriette could essentially keep the Matriarch’s fowl cards from ever fully entering play, thereby stopping the Matriarch from ever activating her ability which triggers upon the destruction of a fowl card, as well as stopping the fowl cards from activating their text which calls for another villain card to be played when a fowl card is played from the villain deck. However, that is not the correct order of resolution. when a fowl card enters play after being played from the villain deck, another villain card will be played. then “Hairtrigger Reflexes” can destroy the fowl card, which will activate the Matriarch’s ability which causes the hero with the highest hp to either destroy one of their equipment or ongoing cards or take some damage. Future printings of the fowl cards have moved the text about how you play the top card of the villain deck if a fowl card is played from the villain deck from the fowl cards themselves to the Matriarch’s villain character card, to make it even clearer that destroying the fowl card will not stop another card from being played. Hairtrigger Reflexes VS Fowl

Horrid Cacophony

  • The original version of this card doesn’t explicitly state this, but it should: the source of damage from this card is the Matriarch herself. Later printings of the card have fixed this. What's Dealing the Damage

Mask of the Matriarch

  • The first paragraph on this card reads “the first time each turn a villain card other than a fowl card enters play, play the top card of the villain deck”. All cards “enter play” when they are played, so any non-fowl card will trigger this ability, even one-shots.

Miss Information

Fireside Chats

  • "Explosion" in the Lab card text is updated to replace "hero" with "player".
  • An Isolated Hero cannot deal damage to or be dealt damage by any other hero.
  • Hero cards that look for the highest/lowest HP target will ignore hero targets belonging to an Isolated Hero. For example, if Smoke Bombs is in play, it will look for the highest or lowest HP hero targets that do not belong to an Isolated Hero.
  • If GI Bunker uses his innate power on a target, and an Isolated Hero deals damage to that target, the damage is not made irreducible.
  • If The Wraith is the only hero target and Smoke Bombs is in play, it does not redirect the damage, but still reduces damage dealt to the Wraith by 1. This also happens if The Wraith is an Isolated Hero.
  • Mr. Fixer is an Isolated Hero and plays Grease Gun. When a non-hero target tries to deal damage to a hero target, and cannot, this does not count as “affecting another hero."
  • When “Isolated Hero” is on a Sentinel, it does not isolate that Sentinel from the other Sentinels. But it does isolate the Sentinels as a whole from the other heroes. The Sentinels are a team, through and through.

Spiff's SotM Rules and Clarifications

Miss Information is not a target on her “Demure Office Worker” side

  • Miss Information has no HP on her “Demure Office Worker” side, which means that she’s not a target when on this side and can’t be damaged or affected by cards which require a target. Once Miss Information flips to her "Revealed Saboteur” side, she has a HP value so she can be targeted then.

Revealed Saboteur reactive damage effect

  • On Miss Information’s “Revealed Saboteur” side, she has an effect which says, “the first time a hero target deals damage to Miss Information each turn, she deals that target (H)-2 psychic damage.” as covered in the “the first time a target does xyz…” topic in the “other” section of this document, this effect is triggered the first time Miss Information is dealt damage per target, per turn. so, if two different targets damage Miss Information in a turn, the effect will trigger each time, but if a single target damages her twice in the same turn, the effect will only trigger once. Combat Stance

Ra

Fireside Chats

  • Suppose you attack Target A with Inferno’s first damage and it gets redirected to Target B. Target A is available for the next damages, and Target B is not (because Inferno says "other").
  • If a Shinobi Assassin is on top of Ra’s deck and he plays Summon Staff, the assassin gets shuffled into Ra's deck.

Spiff's SotM Rules and Clarifications

Anubis is Ra’s nemesis

  • Unlike most environment cards, “Anubis” has a hero’s icon on it. Ra and Anubis are nemeses and deal each other 1 additional damage.

Living Conflagration

  • The power on this card reads “Ra deals 1 target 1 fire damage. You may draw a card”. If the damage from the first part of the power is prevented or reduced to zero, you may still draw a card because The two parts of the power are independent.

Imbued Fire

  • Both parts of the text on Imbued Fire (“increase all fire damage by 1.” and “Change the damage type of damage dealt by hero targets to fire.”) are ongoing, static buffs. These things aren’t happening in any particular order, so once the card is in play, both of the effects are in play simultaneously. This means that when you change the damage type of damage dealt by heroes to fire, that fire damage will be increased by one. The fact that the fire damage increase was written before the damage type change on the card is irrelevant.

Flame Barrier

  • This card says, “the first time Ra is dealt damage by a target each turn, ra deals that target 2 fire damage.” However, If the incoming damage to Ra is reduced to the point where he actually takes no damage, then the damage done to the attacking target never happens. Ra must take at least 1 point of damage for him to deal 2 melee damage to His attacker. Also, as covered in the “the first time a target does xyz…” topic in the “other” section of this document, “Combat Stance” is triggered the first time wraith is dealt damage per target, per turn. so, if two different targets damage Wraith in a turn, “combat stance” will trigger each time, but if a single target damages her twice in the same turn, “Combat Stance” will only trigger once. Combat Stance

Omnitron

Fireside Chats

Omnitron (Villain)

  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Players can “mix and match” the damage orders from Technological Singularity. In the video game for simplicity, it happens per hero.
  • Technological Singularity damages each of The Sentinels hero character cards based on the number of The Sentinels equipment cards. Ouch!


Omnitron-IV (Environment)

  • If both copies of Overcharged Systems are in play, the start of turn effects do not happen twice at the end of the environment turn.
  • If Techno-Pursuer destroys itself, it does not play the top card of the environment deck.

Omnitron-X (Hero)

  • Title: “Chaos Lord” excludes cards that were "put into play" by the player. Cards played by another source (e.g. Set’s incapped side) do not count. Cards belonging to other heroes do not count (e.g. Omnitron-X’s base power).
  • If Guise uses “Lemme See That…” on one of Omnitron-X’s Plating cards, when Omnitron-X uses Reactive Plating Subroutine, that plating card still counts.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Hasty Augmentation increases the damage on Omnitron-U’s innate power.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Pterodactyl Thief (2 HP) and Omnitron-U are in play. At the start of the environment turn, Pterodactyl Thief destroys Electro-Deployment Unit, which causes Omnitron-U to deal 2 damage to Pterodactyl Thief, destroying it. The damage happens before the card goes under Pterodactyl Thief, so Electro-Deployment Unit ends up in Omnitron-U’s trash.

Spiff's SotM Rules and Clarifications

Omnitron-X (hero)

Reactive Plating Subroutine

  • Omnitron-X must actually take damage in order for “Reactive Plating Subroutine” to trigger. If the incoming damage is reduced to zero or prevented somehow (perhaps by one of his own platings), this card will not deal any damage. Reactive Plating

Omnitron (villain)

Adaptive Plating Subroutine

  • Every time Omnitron is hit by a new damage type, this card makes omnitron immune to that damage type. because the immunity is granted by the “adaptive plating subroutine” card itself, when “adaptive plating subroutine” is destroyed, that immunity goes away too.

Damaging omnitron’s components

  • Omnitron’s Component cards all include the text “destroy this card when Omnitron is dealt 7 or more damage in one round”. These cards should be treated as if they had “… since this card entered play” in the text, meaning they start tracking the hp dealt from the point they enter play, not from the actual beginning of the round. this is different from most cards that track things which happen during a turn or round (see under “timing” for more information). Title Timing. Also, just as a general clarification, the 7-damage counter isn’t per-component. As soon as Omnitron has been dealt 7 damage total, all components for which that is true will be destroyed.

“Technological Singularity” and the Sentinels

  • This card says, “destroy all equipment cards. Omnitron deals each hero character card 2 lightning damage for each equipment card belonging to that hero destroyed his way.” because the Sentinels have 4 hero character cards, each of the Sentinels will individually take damage based on the total number of the Sentinel’s equipment cards which were destroyed. Fireside Chats

Playing cards after reaching 0 HP

  • When Omnitron is reduced to 0 or fewer HP, his Villain Character Cards are removed from play, but the Villain Deck is still in play. because The rules say that on the Villain Turn, you play the top card of the Villain Deck, you will still do that even if Omnitron’s character cards have been removed. Any card which has a line mentioning Omnitron at this point would basically have that line ignored (for example, “restore X HP to Omnitron” or “Omnitron deals target X damage”).

Oversized card errata

  • Omnitron’s oversized card is missing the keyword “Device”. Omnitron is considered both a villain and a device, which is printed correctly on his normal-sized card.

Applies to both

Omnitron-X’s components = Omnitron’s components

  • Both Omnitron-X and the villain Omnitron have cards with the keyword “Component”. anything which effects components will effect both kinds of cards. The Component Keyword

Plague Rat

Fireside Chats

  • If Infection is played while all active heroes are infected, and Fixed Point is in play, then Infection stays in play in Plague Rat’s play area.
  • Infection’s text is adjusted to say “When this card is played, if all active heroes are Infected, move this card to the Villain trash and play the top card of the Villain deck.” This clarifies that the card is not destroyed or discarded, just moved.
  • The wording on Infection is changed to read: “Play the top card of the villain deck. Then, discard this card.”
  • Afflicted Frenzy text is adjusted to say “if that Hero target is Infected...” This clarifies that incapacitated heroes do not deal damage because of Afflicted Frenzy.
  • Infection cannot enter play if there are no valid targets for it. It moves to the trash and then the top card of the villain deck is played.
  • If I’m That Guy copies the text of Infection, and all heroes are infected (including Guise), then it would trigger a discard of “Uh, yeah, I’m that guy” and play the top card of the villain deck, as per the first line of Infection. “Uh, yeah, I’m that guy” goes to Guise's trash. Barring ultimate shenanigans (which Guise is always shooting for, unfortunately) cards try to go to their specific trash - it is very rare and usually specifically pointed out if a card should go to a trash other than the one they are associated with.

Spiff's SotM Rules and Clarifications

Additional powers for infected heroes on Plague Rat’s “Filthy Vermin” side

  • Plague Rat’s “Filthy Vermin” side has text which indicates that infected heroes have a new set of powers. These powers are in addition to their usual powers (i.e. they do not replace the hero’s usual powers). Furthermore, these additional powers are only available while Plague Rat is on his “Filthy Vermin” side. They go away if he flips back.

Infection on incapacitated heroes

  • When a hero is reduced to 0 hp, the rules say to flip their character card to its incapacitated side and remove all of the hero’s cards in play. but “Infection” isn’t one of the hero’s cards and shouldn’t be removed when a hero is incapacitated. Its effects will continue on an incapacitated hero unless removed somehow, as usual.

Noxious Bite

  • Plague Rat’s “Noxious Bite” card says to “search the villain deck for a copy of the card ‘infection’. Put it into play. Shuffle the villain deck.” If there are no “Infection” cards in the deck to find, just shuffle the deck and proceed with the game.

Sewer Fiend

  • This card makes Plague Rat immune to toxic damage and whenever Plague Rat would be dealt damage by an environment card, that damage is redirected to an infected hero. However, if the environment were to deal Plague Rat some toxic damage, the fact that he is immune to toxic damage means that he takes no damage from the attack, and therefore nothing will be redirected. Answers to Debated Questions

Progeny

Fireside Chats

  • Progeny’s flips depend on if any heroes have < 10 HP. This excludes those that have no hit points at all because they are incapacitated.


Spiff's SotM Rules and Clarifications

  • N/A

Spite

Fireside Chats

  • If PL602 Compound Omicron is in play and Spite has other damage reduction as well, the players can decide whether PL602’s reduction gets used up by choosing the order of operations. Note: this choice is not available in the app yet.
  • When Spite flips, the players can decide the order of operations between Spite and Safe House. Often this means you can control how much damage Spite takes to some degree.
  • If a hero takes the damage for Lost Child, and that damage amount is 4, and Collateral Damage is in play, the players can decide the order in which the effects happen. If Lost Child is the only Victim Card in play, a hero taking the 4 damage from Spite could choose to move it under the Safe House and then there would be no Victim Card for Spite to destroy. However, if there were another victim card in play, Spite would get to destroy that one.
  • The face-down drug cards for Spite: Agent of Gloom are ordered randomly. The order remains constant during the game, so if you flip a face-up card back down, you can remember which one it is for later decisions.
  • Suppose you are facing Spite: Agent of Gloom and a Good Samaritan is in play. If you choose to play the top card of the villain deck and it is Lab Raid, the card is discarded and damage is dealt instead. Good Samaritan remains in play because no villain card was actually played.
  • Spite: Agent of Gloom has new text added on both sides of his character card: “Face-down villain cards are indestructible.” This prevents Cedistic Dissonant and Into the Stratosphere from affecting those cards.
  • Spite: Agent of Gloom is changed to say "Whenever a Lab Raid would enter play" instead of "Whenever a Lab Raid would be played".
  • When Spite makes players return cards to their hands, an equipment card that Guise has taken with Lemme See That goes to Guise’s hand.
  • PL626 deals damage to the exact hero character card that used the power when The Sentinels use a power.
  • With Spite: Agent of Gloom, Buffer Overflow cannot react to Lab Raid. Buffer Overflow is looking for cards hitting the table, which Lab Raid never does.

Spiff's SotM Rules and Clarifications

Good Samaritan

  • This card says “at the start of the environment turn, the players may choose to play the top card of the villain deck. If they do, put this card under the Safe House card.” For timing purposes, the card’s triggering mechanism is the actual playing of the top card from the villain deck, not simply the choice to play that card. This may be important depending on which card is played from the top of the villain deck. If the card is “Collateral Damage” or “On the Prowl”, which destroy a victim card, the Good Samaritan could be destroyed before it’s put under the Safe House. However, if the next card is “Forced Entry”, which brings previously safe cards back out into play, that would happen before the good Samaritan is placed under the Safe House, meaning the Good Samaritan would be alone and safe under the Safe House.

PL626 Compound XI

  • The first paragraph on this card reads “whenever a hero uses a power, Spite deals them 2 toxic damage and that hero’s player discards the top 5 cards of their deck.” Spite’s damage and the discard effect are in response to the use of the power, therefore Spite’s effects take place after the power has been fully resolved.

Other

Agent of Gloom oversized card misprint

  • The second printing of the Spite: Agent of Gloom oversized card has incorrect text for his end-of-turn effect. It should read, "If there are more cards under the safe house than drugs face up, flip a drug face down."

Wager Master

Fireside Chats

  • If Breaking the Rules is in play, players may draw an additional card in their draw card phase (if they neither play a card nor use a power in their end of turn phase).
  • Suppose there are 4 heroes. If Playing Dice with the Cosmos comes into play on the 4th hero’s turn, the other 3 heroes get another turn before the environment turn.
  • Suppose Breaking the Rules comes into play at the end of a hero turn. That hero now gets another draw, power, play, and start phase.
  • Wager Master’s “Put X hero cards from play back into their player’s hands” text excludes their character card.
  • “Pick a Card, Pick a Fate” says “Choose a keyword.” This means any keyword that could possibly be in Wager Master’s deck.
  • The hero cards put in the villain deck from "What do you really know?" follow similar rules to Ambuscade's trap cards (i.e., the thing goes off even if it's part of revealing cards, etc).
  • Wager Master’s flipped side says “Flip one (a face-down card) and treat it as if it had just been played”. When other cards of Wager Master flip a face-down card face-up, they do not act as if the card had just been played. However, they are in play and their game text is now in effect.
  • “Treat it as if it had just been played” causes the order of start/end of turn effects to be changed.
  • If “Breaking the Rules” is out, and a hero plays a card that has “immediately end your turn” in it, they go back to the “End” phase and they get to do the next 4 phases again.
  • With “The New Deal”, if a hero incapacitates themself, the game ends immediately.
  • If hero target A deals itself damage from “The New Deal”, and that damage is redirected to hero B, and hero B becomes incapacitated, that still counts as “is incapacitated this way.” Counter damage that a hero target deals itself because of something like “Combat Stance” does not count.
  • Wager Master does not gain HP from “The New Deal” when Wager Master himself flips to his back side, because villain character cards cannot be flipped “face-down”. He does not gain HP if “The New Deal” card itself gets flipped, as the card loses the game text before the effect occurs.
  • With “What do you really know?”, players can see which cards are being removed from their decks.
  • When Wager Master's deck has a hero card in it, and that hero is incapacitated, the cards are removed from the deck as part of being removed from the game.
  • When “An Unwise Wager” is in play and a hero is incapacitated, when the cards of their deck are removed from the game, it does not count for “if any hero deck ever has no cards in it.” There’s not an empty deck - the deck no longer exists.
  • If Unwise Wager flips Unanswerable Question face-up, it immediately goes to the trash.
  • If two copies of What Do You Really Know? are in play, Wager Master only deals damage once for each hero card on top of his deck.
  • If Jack Handle activates from a dynamic amount of damage, the amount is fixed upon first attempting to deal damage. This can occur in situations with Impossible Quandary.

Spiff's SotM Rules and Clarifications

  • N/A

The Block

The Block/Clarifications

The Celestial Tribunal

Fireside Chats

  • A hero in the game due to Celestial Tribunal counts as being active in the game.

Spiff's SotM Rules and Clarifications

N/A

The Court of Blood

The Court of Blood/Clarifications

The Dok'Thorath Capital

Fireside Chats

  • Whenever Defiant Looters discards an equipment card, it immediately moves it to the owner's hand (before discarding the next card).


Spiff's SotM Rules and Clarifications

  • N/A

Enclave of the Endlings

Fireside Chats

  • If “Bloogo” has a card next to him, and at the end of the environment turn that is the target with the lowest HP, he goes next to it, but it is still next to him. To avoid creating a black hole in the video game, he moves back to the environment play area while this is happening, but still protects that target.
  • Cards like “Slamara”, which play the top card of the villain and all hero decks, play the top card of ALL villain decks! Terrifying.
  • If Bloogo is next to a non-character hero or villain target and the hero or villain are incapacitated (removing their cards from the game), Bloogo hangs out until he has a new place to go to.

Spiff's SotM Rules and Clarifications

  • N/A

The Final Wasteland

Fireside Chats

  • Ancient Library: if some situation causes the hero to only draw 1 card, the environment still plays a card.
  • When there are multiple "when X would be destroyed, do Y instead" effects in play, the players decide which effect occurs. Only one effect can occur. This means that when Unforgiving Wasteland applies to a hero character card, or a villain that would flip instead of being destroyed, the players can choose whether the card flips or is removed from the game.
  • Unforgiving Wasteland: When a hero is destroyed by an environment target and removed from the game, their cards are still removed from the game as well.
  • On Apostate's flip side, the "reduced to 0 HP" check occurs before Apostate would be destroyed. This means that Unforgiving Wasteland cannot trigger in this case.
  • If a hero is removed from the game by Unforgiving Wasteland, the value of "H" does not change.
  • Heroes removed from the game via Unforgiving Wasteland still get an "empty turn" that consists of Start of Turn and End of Turn. This prevents problems like Galvanize or Throat Jab never expiring.
  • If Heroic Infinitor gets removed from the game by the Unforgiving Wasteland, this is considered a win. Infinitor getting removed from the game can’t be a loss due to a lack of “lose the game” text.
  • If a hero card is removed from the game by Unforgiving Wasteland, and Kinetic Looter is in play, the card is ignored because it’s no longer in the game.
  • If Unforgiving Wasteland is in play and an environment target causes a Sentinel member to become incapacitated, they are removed from the game. However, the game goes on as normal for the rest of the Sentinels, minus that member. If they are all incapacitated the regular way, they just flip (along with the setup card) and they still have incapacitated abilities. However, if the Unforgiving Wasteland ends up removing ALL Sentinels members from the game, then the setup card is also removed from the game and they have no incapacitated abilities anymore.

Spiff's SotM Rules and Clarifications

Unforgiving Wasteland

  • Because “unforgiving wasteland” removes cards from play instead of destroying them, effects which trigger from the destruction of a card won’t trigger when “Unforgiving Wasteland” is in play. for example, if one of Akash’Bhuta’s limbs are destroyed while “Unforgiving Wasteland” is in play, it won’t deal Akash’Bhuta any damage since that damage is triggered by the destruction of the limb. Fixed Point VS the Dreamer

Freedom Tower

Fireside Chats

  • When Entry Point is on a card, the text on the card under it has no effect, but it can be targeted by "destroy an environment card" effects. When Entry Point is destroyed, the text on the card under it is in play again.
  • If a room card under Entry Point is destroyed, Entry Point remains in play by itself.
  • The wording on Entry Point is changed to prevent an infinite loop: the “play the top card” and “reshuffle this card” clauses are switched. The damage increase effect from Entry Point cards waiting to get reshuffled is in play until they get reshuffled.
  • Entry Point only cares about room cards when it is entering play, not any other time.
  • Cards under Entry Point do not have keywords. If there are 2 Room cards in play, both covered by Entry Points, and an Entry Point enters play, it sees no room cards and gets reshuffled into the deck.
  • Guise can play Lemme See That on an Ongoing card that has become Equipment due to Caspit's Playground.
  • If Caspit’s Playground is destroyed, Lemme See That stops working, but remains where it is.
  • Suppose Shocking Animation goes next to an Ongoing card due to Caspit’s Playground, then Caspit's Playground leaves play. The effects of Shocking Animation no longer apply to the card, since it's no longer an equipment card. Shocking Animation just hangs out and looks sad.
  • “The Wraith’s Arsenal” only considers active players. It can still be destroyed by just the remaining players drawing cards.

Spiff's SotM Rules and Clarifications

N/A

Insula Primalis

Fireside Chats

  • For River of Lava, Hostage Situation, and similar cards: all of the players must take the action (e.g. discard the top 3 cards of your deck), or none of them.
  • Suppose Pterodactyl Thief (2 HP) and Omnitron-U are in play. At the start of the environment turn, Pterodactyl Thief destroys Electro-Deployment Unit, which causes Omnitron-U to deal 2 damage to Pterodactyl Thief, destroying it. The damage happens before the card goes under Pterodactyl Thief, so Electro-Deployment Unit ends up in Omnitron-U’s trash.

Spiff's SotM Rules and Clarifications

  • N/A

Madame Mittermeier's Fantastical Festival of Conundrums & Curiosities

Mittermeiers/Clarifications

Magmaria

Magmaria/Clarifications

Megalopolis

Fireside Chats

  • Police Backup does not prevent the discard; i.e. there is no implied “instead.”
  • If all non-incapacitated heroes have a card in hand, they can activate Hostage Situation.
  • Police Backup does not care about the agency of discarding, like the Scholar of the Infinite's innate power. It just cares that a villain card caused a hero card to be discarded.
  • For River of Lava, Hostage Situation, and similar cards: all of the players must take the action (e.g. discard the top 3 cards of your deck), or none of them.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.


Spiff's SotM Rules and Clarifications

Police Backup

  • This card reads, in part, “whenever a villain card would make a player discard a card, destroy this card.” “Police Backup” does not prevent the discarding effect however, i.e. there is no implied “instead” at the end of that sentence. Fireside Chats

Hostage Situation

  • This card reads, “hero cards cannot be played. at the start of the environment turn, each player may discard 1 card each to destroy this card.” this means that if all non-incapacitated heroes have at least one card in hand and they all choose to discard a card, “hostage situation” will be destroyed. Fireside Chats

Rooftop Combat

  • This card includes the text “when hero targets deal non-hero character cards 10 or more damage in a single round, destroy this card”. this card should be treated as if it had “… since this card entered play” in the text, meaning it starts tracking the hp dealt from the point it enters play, not from the actual beginning of the round. This is different from most cards that track things which happen during a turn or round (see under “timing” for more information). Title Timing

Mobile Defense Platform

Mobile Defense Platform/Clarifications

Omnitron IV

Fireside Chats

Omnitron (Villain)

  • There is an exception to the order of operations ruling relating to reacting to damage being dealt. A card (or cards belonging to a hero/villain) that reacts to damage being dealt to it reacts before other cards do. The card dealing the damage and other interested cards happen afterwards and can be ordered by player choice.
    • Example: Suppose Mr. Fixer has Dual Crowbars and Bloody Knuckles in play. Omnitron has Adaptive Plating Subroutine but is not immune to anything yet. Mr. Fixer uses Strike to hit Omnitron for 3 melee damage. Omnitron's HP goes down by 3. Then, by this ruling, the text on Adaptive Plating Subroutine must react first and make Omnitron immune to melee damage. Then, the text on Dual Crowbars reacts and Mr. Fixer can deal damage to another target. Without this ruling, you could use Synaptic Interruption and careful ordering to hit Omnitron twice before it becomes immune to melee damage.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Players can “mix and match” the damage orders from Technological Singularity. In the video game for simplicity, it happens per hero.
  • Technological Singularity damages each of The Sentinels hero character cards based on the number of The Sentinels equipment cards. Ouch!


Omnitron-IV (Environment)

  • If both copies of Overcharged Systems are in play, the start of turn effects do not happen twice at the end of the environment turn.
  • If Techno-Pursuer destroys itself, it does not play the top card of the environment deck.

Omnitron-X (Hero)

  • Title: “Chaos Lord” excludes cards that were "put into play" by the player. Cards played by another source (e.g. Set’s incapped side) do not count. Cards belonging to other heroes do not count (e.g. Omnitron-X’s base power).
  • If Guise uses “Lemme See That…” on one of Omnitron-X’s Plating cards, when Omnitron-X uses Reactive Plating Subroutine, that plating card still counts.
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • Hasty Augmentation increases the damage on Omnitron-U’s innate power.
  • Cards like Combat Stance and Quark Drive (that say “the first time X”) have an implicit “since this card entered play”. This also applies to Omnitron's components and Rooftop Combat.
  • Suppose Pterodactyl Thief (2 HP) and Omnitron-U are in play. At the start of the environment turn, Pterodactyl Thief destroys Electro-Deployment Unit, which causes Omnitron-U to deal 2 damage to Pterodactyl Thief, destroying it. The damage happens before the card goes under Pterodactyl Thief, so Electro-Deployment Unit ends up in Omnitron-U’s trash.

Spiff's SotM Rules and Clarifications

Omnitron-X (hero)

Reactive Plating Subroutine

  • Omnitron-X must actually take damage in order for “Reactive Plating Subroutine” to trigger. If the incoming damage is reduced to zero or prevented somehow (perhaps by one of his own platings), this card will not deal any damage. Reactive Plating

Omnitron (villain)

Adaptive Plating Subroutine

  • Every time Omnitron is hit by a new damage type, this card makes omnitron immune to that damage type. because the immunity is granted by the “adaptive plating subroutine” card itself, when “adaptive plating subroutine” is destroyed, that immunity goes away too.

Damaging omnitron’s components

  • Omnitron’s Component cards all include the text “destroy this card when Omnitron is dealt 7 or more damage in one round”. These cards should be treated as if they had “… since this card entered play” in the text, meaning they start tracking the hp dealt from the point they enter play, not from the actual beginning of the round. this is different from most cards that track things which happen during a turn or round (see under “timing” for more information). Title Timing. Also, just as a general clarification, the 7-damage counter isn’t per-component. As soon as Omnitron has been dealt 7 damage total, all components for which that is true will be destroyed.

“Technological Singularity” and the Sentinels

  • This card says, “destroy all equipment cards. Omnitron deals each hero character card 2 lightning damage for each equipment card belonging to that hero destroyed his way.” because the Sentinels have 4 hero character cards, each of the Sentinels will individually take damage based on the total number of the Sentinel’s equipment cards which were destroyed. Fireside Chats

Playing cards after reaching 0 HP

  • When Omnitron is reduced to 0 or fewer HP, his Villain Character Cards are removed from play, but the Villain Deck is still in play. because The rules say that on the Villain Turn, you play the top card of the Villain Deck, you will still do that even if Omnitron’s character cards have been removed. Any card which has a line mentioning Omnitron at this point would basically have that line ignored (for example, “restore X HP to Omnitron” or “Omnitron deals target X damage”).

Oversized card errata

  • Omnitron’s oversized card is missing the keyword “Device”. Omnitron is considered both a villain and a device, which is printed correctly on his normal-sized card.

Applies to both

Omnitron-X’s components = Omnitron’s components

  • Both Omnitron-X and the villain Omnitron have cards with the keyword “Component”. anything which effects components will effect both kinds of cards. The Component Keyword

Pike Industrial Complex

Fireside Chats

  • Supercooled Trisolvent Vat does not trigger on hero cards being played by other means than “the player.” For example, an effect like “play the top card of a hero deck” will not trigger the Vat’s response.
  • Chemical Explosion is updated to read: “Deal each target X toxic damage, where X = the number of Vat cards destroyed by this card plus 3.” This clarifies that it’s only about vats.


Spiff's SotM Rules and Clarifications

Supercooled Trisolvent Vat

  • At the end of the environment turn, this card deals each target 1 cold damage, 1 toxic damage, and 1 energy damage. This damage should be applied to each target in turn (player’s choice of order, as usual), with the target taking all instances of damage before moving on to the next target in line. For example, hero “A” will take 1 cold, 1 toxic, and 1 energy, then hero “B” will take 1 cold, 1 toxic, and 1 energy, etc. Supercooled Trisolvent Vat and How the Damage is Packetized

Realm of Discord

Fireside Chats

  • If you have an additional power use on your turn and have to skip your power phase due to Time Crawls, you don’t get to use a power.
  • If Time Crawls is destroyed in the play card phase, its effect is removed and you do not have to skip your power phase.
  • Suppose Explosive Bubbles is at full HP and we have selected the 5 targets with the highest HP. If Explosive Bubbles hits Ra first, and he has Flame Barrier, Ra hits the bubbles back for 2 HP. At this point, Explosive Bubbles will hit 2 more targets. You need to re-evaluate the 2 highest HP targets from the subset of originally chosen highest HP targets. Note: this is not yet fixed in the video game, but will be in a later update.
  • If “Imbued Vitality” is out, and thus the Sentinels have target equipment/ongoing cards, but then the last Sentinel is dealt damage such that all Sentinels are incapacitated, you do not flip the instructions card. The Sentinels live on through their stuff. They aren’t incapacitated until they run out of stuff or Imbued Vitality leaves play. Second Chance can still revive them in this state.
  • When Shocking Animation and Imbued Vitality are both in play, the higher maximum HP is the target's max HP.

Spiff's SotM Rules and Clarifications

Negative Energy field and Positive Energy Field

  • Both these cards have an effect which occurs whenever a card is played (“Negative Energy Field” deals damage and “Positive Energy Field” heals). If the card which was played is a target, the effects on these cards will affect those newly-played targets, just like any other target on the table. Answers to Debated Questions

Rook City

Fireside Chats

  • The wording on Scum & Villainy, Dr. Tremata, and Tony Taurus is updated to read "the Villain Character Card with the highest HP".
  • Blighted Street's text is adjusted to say "After this Card is destroyed, play the top Card of the Villain Deck". This means it does not increase damage during that card play.

Spiff's SotM Rules and Clarifications

  • Rook City errata
    • Any cards which refer to "the Villain Character Card" should be read as referring to "the Villain Character Card with the most HP". This will be updated in future printings of the Rook City expansion.
  • Tony Taurus and Dr. Tremata
    • Both of these cards say they are "immune to Damage from Heroes". they should say they are "immune to damage from Hero Targets", which would make them immune to damage from Unity's Mechanical Golems, for example. This is official errata that will be updated in any future reprintings of the Rook City expansion.
  • Toxic Sludge
    • The second ability on this card says in part, "Each Player may discard 1 Card to destroy 1 Environment Card". This may look like it means that if all players discard 1 card each, then 1 environment card may be destroyed. In fact, it means that each player may discard 1 card each, and if they do, they may destroy 1 environment card each. So, if two players choose to discard a card, then two environment cards may be destroyed.[1]

Sources

  1. Christopher comments in BoardGameGeek forum thread "Toxic Sludge (Rook City Environment)"

Ruins of Atlantis

Spiff's SotM Rules and Clarifications

  • Pillars of Hercules
    • This card reads "Players may play an additional Card, use an additional Power, and Draw an additional Card on their turns. At the start of every turn, play the top Card of the Villain Deck. At the start of their turn, a player may skip the rest of their turn to destroy this card." Because the two effects are printed on separate lines on the card, the two effects occur sequentially and not simultaneously. That means that the first line ("play the top Card of the Villain Deck") will happen before the first player has a chance to skip their turn to destroy the card.
  • Atlantean Font of Power
    • This card reads "At the end of the Environment turn, play the top Card of the Villain Deck. Play the top Card of each of the Hero Decks in turn order. If the played Card is a Limited Card already in play, discard that Card and play the next Card". The intent of the card is to have players keep attempting to play cards until a valid play occurs, so if the next card you play is also a limited card that's already in play, you'll keep going, repeating as necessary until you uncover a card that isn't limited and already in play.

Silver Gulch 1883

Fireside Chats

  • Targets that are in the process of being destroyed (e.g. Explosives Wagon, Sonic Mine, other devices via Charged Attacks) can still be targeted and take more damage. (Note: in the video game we plan to put such targets behind the “Show All Targets” button)


Spiff's SotM Rules and Clarifications

Explosives Wagon

  • This card increases all damage dealt by 1 and deals some damage when it is destroyed. The damage bonus is still in effect when the card explodes and deals its damage, so the damage it deals gets the bonus as well. Rules Answers from Christopher at PAX

Temple of Zhu Long

Fireside Chats

  • When a hero is incapacitated, any copies of Shinobi Assassin in their deck are moved to the Environment trash.
  • When Santa Guise moves Shinobi Assassin from the top of the hero deck to the hero’s play area (remaining face down), nothing special happens. But when it is flipped and played, then it goes to the environment play area.
  • Suppose Prophetic Vision is used on the environment deck, and Shinobi Assassin is revealed. It immediately enters play and deals its damage. It counts as one of the 3 cards revealed, so the Visionary would only have 2 cards to choose from for the rest of Prophetic Vision.
  • The Rites of Revival process is unique in that it is uninterruptable. Once it begins, it will finish all the text on that card, even if Rites of Revival is destroyed in the process. Cards that would react to a target entering play, react AFTER the whole process has been completed. The clause about “cannot deal damage to environment targets” can be interrupted if the card is destroyed. There is a text change to Rites of Revival: “draw 2 cards” is changed to read “puts 2 cards from the top of their deck into their hand”.
  • Suppose Sky-Scraper is incapacitated and has used the “become a target” incapacitated ability. If she is revived using Rites of Revival, the 1 HP indestructible target status is wiped, and she is her regular self at 8 HP with a 33 HP max and is fully destructible. Rites of Revival essentially resets the character, starting anew.
  • When you put a card under Resurrection Ritual, it goes directly underneath, on top of any other cards already underneath.
  • Rites of Revival can be used with the Sentinels when they are all incapacitated. You choose only one to flip up, which also flips up the setup card.
  • If Setback is incapacitated and revived via Rites of Revival, his unlucky pool is reset to 0.
  • Suppose a hero’s cards have been removed from the game, and the hero gets incapacitated so the rest of their cards get removed from the game too. When you use Rites of Revival, all of their cards come back. "I am a benevolent jerk." - Christopher
  • If a Shinobi Assassin is on top of Ra’s deck and he plays Summon Staff, the assassin gets shuffled into Ra's deck.
  • When Shinobi Assassin is on top of a hero deck, it does not prevent the draw, discard, reveal, or play actions. When it is interacted with, it takes effect and enters play, but the original action continues with the top hero card. For example, if you draw a card, the Shinobi Assassin enters play, and then you draw the top card.
  • However, If something is specifically trying to play/reveal an environment card and it comes up with Shinobi Assassin, it doesn't go on to the next card, as it got what it was looking for. For example, Inconceivable Obstruction does not reveal another card.
  • If Prophetic Vision reveals the top 3 cards of the environment deck, and one of them is a Shinobi Assassin, the Shinobi Assassin gets put into play, does its damage and then the Visionary chooses between the 2 remaining cards.
  • If Last Stop reveals a Shinobi Assassin, the Assassin jumps into play, deals its damage, then Fright Train deals his damage. The part "discard that environment card" is disregarded because the Assassin is now in play and cannot be discarded.

Spiff's SotM Rules and Clarifications

  • N/A

Time Cataclysm

Fireside Chats

  • Cards that go next to other cards are considered to enter play next to the other card. So for example, if you play Energy Bracer next to a hero and Surprise Shopping Trip reacts, the damage to the hero is reduced by 1 by the Energy Bracer.

Fixed Point

  • Once something is in the process of being destroyed, it will be destroyed. That includes being healed back to positive HP and becoming indestructible. Yes, even Fixed Point.
  • When Fixed Point is destroyed, it does not look into the past to determine if anything should be destroyed. For example, multiple Tool cards in play do not return to hand (until the next time a Tool card is played). The only thing that happens when Fixed Point is destroyed is that targets with <= 0 HP, and are no longer indestructible, are destroyed.
  • If Fixed Point is in play and Rule from the Front is played, you must choose to discard cards because you cannot destroy any of your cards.
  • While Fixed Point is in play, Aegis of Resurrection still takes effect immediately when Fanatic is reduced to <= 0 HP. Same thing with Apostate on his back side, or any other cards that still have “reduced to 0 or less HP.”
  • Suppose Fixed Point is in play and Omnitron is dealt 7 or more damage in the round (with components in play). Its components are not destroyed due to Fixed Point. Once Fixed Point is destroyed, the components are destroyed immediately because Omnitron had been dealt 7 or more damage in the round.
  • When Fixed Point is in play, and a card is played that goes “next to a non-character target” but there are no such targets, the card cannot enter play and goes to the trash.
  • Since Ambuscade’s Trap cards never enter play, they are not affected by Fixed Point in any way.
  • Sky-Scraper can swap character cards if Fixed Point is in play.
  • If an Ammo card is flipped face up when Fixed Point is in play, and no guns are in play, it just stays where it is, face up in Expatriette’s play area. Since it’s indestructible it cannot go to the trash.


Spiff's SotM Rules and Clarifications

Fixed Point

  • This card makes all cards besides itself indestructible, which can have a number of interesting effects. One is that heroes who are reduced to 0 or fewer hp while “Fixed Point” is in play are not immediately flipped to their incapacitated side (see “hero destruction” in the “damage” section). Also, effects which have destruction as part of their effect will behave differently if that effect is triggered while “Fixed Point” is in play. For example, the power on Ra’s “Staff of Ra” says “Ra deals 1 target 3 projectile damage. destroy this card.” since the two sentences aren’t linked, they are independent and the fact that the card won’t be destroyed because of “Fixed Point” doesn’t stop the damage from taking place. However, in some cases, the destruction is linked to the effect. Unity’s base power says “destroy 1 equipment card. if you do, put a mechanical golem from hand into play.” because it says “if you do”, you can’t put a golem into play if you haven’t destroyed an equipment card (which you can’t do if “Fixed Point” is in play). Finally, some destruction effects are linked to actions the player must take. For example, Bunker’s “Gatling Gun” says in part, “at the end of your turn, discard 1 card or destroy this card.” but if all cards are indestructible thanks to “Fixed Point”, the player could just choose to not pay the cost (discarding 1 card) and will still get to keep the card since it cannot be destroyed while “Fixed Point” is in play. Fixed Point VS the Dreamer
  • One-shots will not remain in play after they’ve been played due to “Fixed Point”. Answers to Debated Questions

Magmaria

Magmaria/Clarifications

Tomb of Anubis

Fireside Chats

  • If Anubis is not in play at the end of the environment turn, no damage is dealt and Judgement of Anubis is destroyed.
  • Urshe plays cards in the order they are revealed.
  • When a Treasure card is in a hero’s play area and they are incapacitated, it stays there. It can be moved when a Trial is next destroyed.
  • The Challenge of Fire allows each player to discard up to 3 cards, even if the total is more than H plus 2.
  • Treasure cards do not count towards the hero with the most/least cards in play, because they do not belong to a hero.


Spiff's SotM Rules and Clarifications

Judgement of Anubis

  • This card says that when it enters play, you search for the “Anubis” card and put it into play, and that at the end of the environment turn, Anubis deals each target 2 infernal damage and destroys this card. The game designers have stated that the effect is worded poorly and it shouldn’t be construed that Anubis is the one destroying the card, but just that the card is to be destroyed at the end of the environment turn. So, even if Anubis were to be destroyed before the end of the environment turn, “Judgement of Anubis” will still be destroyed. Answers to Debated Questions

Wagner Mars Base

Fireside Chats

  • Cards in the Self-Destruct Sequence countdown pile work like other cards under cards. They are still considered environment cards and can be destroyed by Flash Flood, etc. The countdown is aborted if there are at least H + 2 cards in the pile.
  • If Self-Destruct Sequence is the last (or second-last) card in the environment deck, it causes a reshuffle. If there 1 or fewer cards left even after a reshuffle, put as many as possible into the countdown pile. If it's empty, you lose!
  • If two Meteor Storms are in play, skipping your turn only destroys one of them.

Spiff's SotM Rules and Clarifications

Meteor Swarm

  • Skipping your turn will only destroy one “Meteor Swarm” card at a time, so if two “Meteor Swarm” cards are in play, two players will need to skip their turns to get rid of both of them. Fireside Chat

Self-Destruct Sequence

  • Cards in the Self-Destruct Sequence countdown pile are just like other cards under cards in that they are still considered environment cards, which means that even though they’re under another card, they can be destroyed by tempest’s “Flash Flood”, for example. Fireside Chats