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Reply: Mage Knight Board Game: The Lost Legion:: Rules:: Re: Reducing Attacks and Swiftness

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by jsciv

Galandil wrote:

jsciv wrote:

FWIW, if it's ruled that I'm wrong I really am fine with that, but it makes more sense to me to use my interpretation.


Then, please answer my previous question:

If you just apply the +2 to any written value on the cards, then how would you play Concentration + In Need? Influence 5+2 with additional 2+2 Influence for each Wound card?
Or Concentration + Counterattack would give you 4+2 + 3+2 for each enemy blocked?


Sorry, I missed that question. You misread what I am saying. You don't add +2 to any value on the card, just on the effect of the card that provides the primary "thing." Let me enumerate:

Concentration + Counterattack: Attack 4(+2). Get an additional Attack 3 for each enemy blocked this turn. The Attack provided is 4+2. The additional effect granted is additional attack based on other cards.

Concentration + Ambush: Move 4(+2). Add +2 to your first Attack card of any type or +4 to your first Block card of any type, whichever you play first this turn. The Move provided is 4+2. The additional effect granted is that the next Attack or Block you play is boosted.

Concentration + In Need: Influence 5(+2). Get an additional Influence 2 for each Wound card in your hand and/or on a Unit you control. The Influence provided is 5+2. The additional effect granted is additional influence based on other cards.

Concentration + Ice Shield: Ice Block 3(+2). Reduce the Armor of one enemy blocked this way by 3. Armor cannot be reduced below 1. The Ice Block provided is 3+2. The additional effect provided is armor reduction.

Concentration + Shield Bash: Block 5(+2). Counts twice against an attack with Swiftness. Blocked enemy gets Armor - 1 for each point of block higher than needed (to a minimum of 1). The Block provided is 5+2. The additional effects are that this block counts twice against Swiftness, and that each extra point of block reduces the enemy's armor.

As you can see, the rule applies completely consistently across all of the cards. Shield Bash is literally the only card where the common interpretation and my interpretation actually come up with different results, but I'm not being inconsistent in any way.

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