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Sticky: Night Fusion FAQ - Updated 12/4/07
2 years ago  ::  Aug 14, 2007 - 4:22PM #1
jeffv
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Date Joined: 10/27/05
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Night Fusion⁚ Frequently Asked Questions
Compiled by Jeff Vondruska and Eli Shiffrin

Document last modified: December 4, 2007
See the end of this document for a list of recent changes


Night Fusion prerelease tournament: August 19, 2007
Night Fusion official release date: September 7, 2007
The Night Fusion set becomes legal for sanctioned Constructed play September 21, 2007.

Set size: 60 miniatures (20 common, 20 uncommon, 20 rare)

This FAQ has three sections, each of which serves a different purpose.

The first section ("General Notes") explains some rules updates and new concepts with the set. The second section ("Ability-Specific Notes") contains answers to the most important questions players might ask about a given keyword ability. The third section ("Miniature-Specific Notes") contains answers to the most important questions players might ask about a specific miniature. Notes addressing abilities that are not keyworded are included in this section.

Items in the Ability-Specific Notes and Miniature-Specific Notes sections include the text of the ability for your reference. Most referenced abilities are included at the end of the entry of their first occurrence. Not all abilities or miniatures in the set are listed. For full information on the miniatures referenced in this document and the Night Fusion set as a whole, please visit http://dreamcatcher.wizards.com. The Night Fusion set will be available in the Dreamcatcher database on August 20, 2007.

For Frequently Asked Questions about the Dreamblade base set, see the Dreamblade FAQ.
For Frequently Asked Questions about the Baxar's War set, see the Baxar's War FAQ.
For Frequently Asked Questions about the Chrysotic Plague set, see the Chrysotic Plague FAQ.
For Frequently Asked Questions about the Anvilborn set, see the Anvilborn FAQ.

Symbols used in this document:
{B} = ([noparse][/noparse])
{BB} = ([noparse][/noparse])
{BBB} = ([noparse][/noparse])
{C} = ([noparse][/noparse])
{F} = ([noparse][/noparse])
{M} = ([noparse][/noparse])
{Miss1} = Empty diamond
{P} = ([noparse][/noparse])
{S} = ([noparse][/noparse])
{U} = ([noparse][/noparse])
{V} = : ([noparse]:[/noparse])
{0}, {1}, etc. = Spawn point costs
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General Notes

Aspect symbol activation requirements

Several abilities in the Night Fusion set have an aspect symbol as an activation requirement.

[INDENT]{U}, {B}: Transpose Enemy/Ally — You may exchange the position of target enemy with target nonlocal ally.[/INDENT]

* An ability with an aspect symbol as an activation requirement works only if there is a local ally of the indicated aspect. Remember that an ally is defined as a creature — a location of the indicated aspect will not satisfy an aspect symbol activation requirement. This activation requirement is very similar to the {S} "score" activation requirement.
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Current cost

* A miniature's current cost is the number of spawn points it would cost you to spawn that miniature given the current game state, taking into account aspect cost and any effects that would increase or decrease the number of spawn points you would pay to spawn that miniature.

* Abilities such as Dampen and Channel will modify a miniature's current cost. For example, an active Dampen 1 ability will cause a creature with a cost of {3} to have a current cost of 4.

* A miniature in play or in the graveyard will help satisfy its own aspect cost for purposes of determining its current cost. For example, you have a Valor creature in play with a cost of {8VV}, and no other Valor miniatures in play or in your graveyard. That creature's current cost is 9.

[INDENT]{S}: Dampen 1 — All creatures cost 1 more to spawn.
Channel Hiveling 1 — Your Hivelings cost 1 less to spawn.[/INDENT]
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Dream lords

* Several creatures in the Night Fusion set have "Dream Lord" printed on their base and sticker. These creatures are dream lords, and each has the Dream Lord ability.

* Dream Lord is a keyword ability that represents two abilities. "Dream Lord" means "Unique Dream Lord — You can't spawn this creature if you already control a creature with Unique Dream Lord" and "When this creature is destroyed, you lose one victory point."

* If you somehow control more than one dream lord, sacrifice all but one. See the definition of "Unique [NAME]" in the Dreamblade rulebook.

* You only lose a victory point if your dream lord is destroyed. Sacrificing, banishing, removing from the game, or any other means of leaving play will not cause the loss of a victory point.

* If you have no victory points when your dream lord is destroyed, you don't lose a victory point. You can't have negative victory points.
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Multiaspect miniatures

* 12 miniatures in the Night Fusion set have two aspects. They have two separate aspects in their aspect cost to be satisfied, and satisfy aspect costs of other miniatures for both aspects. Multiaspect miniatures have gold bases.

* Effects that look for miniatures of a specific aspect will count multiaspect miniatures that are that aspect. For example, an Advance Madness ability could move an unengaged [dbm]Master Puppet[/dbm] (a creature that is both Fear and Madness).

* Something that can't affect a particular aspect can't affect a multiaspect miniature with that aspect. For example, a Scare Nonfear ability can't target a Skinbones (a creature that is both Fear and Passion), because Skinbones is a Fear creature.

* A multiaspect creature in play or in your graveyard satisfies aspect costs of each aspect separately. For example, a [dbm]Sun Titan[/dbm] (a creature with an aspect cost of {VP}) in play or in your graveyard will fully satisfy the aspect cost of another [dbm]Sun Titan[/dbm] that you would spawn.

[INDENT]{B}: Advance Madness — You may move target unengaged Madness ally one cell.
{B}: Scare Nonfear — You may push target unengaged nonfear enemy one cell. ("Pushing" means moving a creature away.)[/INDENT]
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Shield abilities

Several abilities in the Night Fusion set have a new activation requirement: a shield icon.

[INDENT]{Shield}: Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.[/INDENT]

* If your opponent makes a regular attack and rolls more damage on the dice than the number of dice rolled, choose one shield ability on a creature you control in that cell. That ability immediately triggers. You must choose a shield ability if you control one in that cell.

* Step 2 of the combat sequence is being modified to allow shield abilities to function. The new wording of step 2 is:

[INDENT]2. Determine the total number of dice you will be rolling by taking the sum of the attacking creatures' powers and adding any relevant modifiers (e.g. [dbm]Darkheart Cottage[/dbm]). Roll that many attack dice. Resolve all reroll abilities (e.g. Fortunate). Then resolve all other abilities that trigger on rolling attack dice (e.g. shield abilities).[/INDENT]

* To determine if a shield ability triggers, compare the number of dice physically rolled to the amount of damage physically showing on those dice (after resolving reroll abilities). Abilities that modify how much damage is dealt without causing you to physically reroll the dice (such as Edged Fortune or Ragestrike) don't affect whether shield abilities trigger. Abilities that allow you to roll fewer dice (such as Ragestrike) are causing fewer dice to be physically rolled, so the lesser number of dice is used to determine whether a shield ability triggers.

* Shield abilities that grant abilities to or change the stats of one or more miniatures last until the end of that combat, not the end of the phase or turn.

[INDENT]Edged Fortune — Whenever this creature attacks, count each 1 as a {B}.
Ragestrike 5•6 — Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal +6 damage.[/INDENT]
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Victory points

* "Victory points" is a new term for "number of turns won." At the end of each turn, the player with the most conquest points wins the turn and gains one victory point. The first player to earn six victory points wins the game.

* If a miniature says to "advance one turn on the victory track" or "advance one turn on the scoring track," it means to gain one victory point. Older miniatures that reference the victory track or scoring track are not receiving errata — all of these terms are valid. Victory points, turns won, turns on the victory track, and turns on the scoring track are equivalent terms that mean exactly the same thing.


Ability-Specific Notes

Advance All

[INDENT][dbm]Sir Wolven[/dbm]
Dream Lord
{BB}: Advance All — You may move any number of target unengaged allies one cell.
{B}: Skirmish Local All — You may move any number of target local allies one cell.[/INDENT]

* The Advance All ability can target any allies in play, not just local allies.

* To resolve the Advance All ability, first choose all the targets for the ability. Then choose one of the targeted creatures, decide whether or not to move that creature, and move that creature if you chose to do so. Repeat this process for each target.
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Advance Self & Bomb 10

[INDENT][dbm]Sun Titan[/dbm]
{2}: Advance Self & Bomb 10 — If this creature is unengaged, you may move it one cell. Then sacrifice it and deal 10 damage to each local enemy.[/INDENT]

* If the Advance Self & Bomb 10 ability is activated, you may choose not to move the creature, but you must sacrifice it and deal 10 damage to each local enemy. You can't choose not to use the Bomb 10 part of the ability.

* See "Combining effects with an ampersand ("&")" in the Chrysotic Plague FAQ.
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Alert

[INDENT][dbm]Zungar Wayfinder[/dbm]
{S}: Alert 1 — Add +1 to your initiative roll. (Abilities that alter initiative rolls don't alter the number of spawn points each player gets each turn, or whether the spawn phase is skipped.)[/INDENT]

* The Alert ability is a static ability that adds +1 to your initiative roll for the purposes of determining initiative result only. It doesn't change the number of spawn points each player gets or whether the spawn phase is skipped.

* Example: Player A controls a [dbm]Zungar Wayfinder[/dbm] in a scoring cell, and rolls 4 for initiative. Player B also rolls 4 for initiative. Player A goes first since Alert adds 1 to his initiative roll for determining initiative result. Both players have 8 spawn points this turn.

* Example: Player C controls a [dbm]Zungar Wayfinder[/dbm] in a scoring cell, and rolls 1 for initiative. Player D rolls 4 for initiative. Player D goes first, and the spawn phases are skipped this turn.

* Example: Player E controls a [dbm]Zungar Wayfinder[/dbm] in a scoring cell, and rolls 3 for initiative. Player F rolls 4 for initiative. The player with more victory points will go first this turn, and both players will have 7 spawn points. If victory points are tied, both players must reroll.

* The Alert ability will modify all initiative rolls made in a turn, including all rerolls (such as rerolling due to a tied roll or due to the Rewind ability).

* The Alert ability won't modify rolls of initiative dice that aren't actually initiative rolls, such as the die rolled for a Fluctuate ability.

* A 1 rolled for initiative that is modified by an Alert ability is still a 1 for purposes of abilities that trigger when a player rolls a 1, such as Energy Feed and Nitro.

* If a player controls an active Alert ability and the initiative roll is modified by a Nitro 7 ability, for purposes of determining initiative result the player with the Alert ability has an initiative roll of 8.

* In a DCI-sanctioned tournament, the special initiative phase rule (which prevents players from rolling 1's on consecutive spawn phases) applies before rerolling due to tied initiative rolls. For example, in a sanctioned tournament, if spawn was skipped last turn and victory points are tied, player A controls an active Alert ability and rolls a 1, and player B rolls a 2, player A must reroll his or her 1 and player B should not reroll, even though the initiative rolls are tied. See section 430 of the DCI Dreamblade Floor Rules for the special initiative phase rule for tournaments.

[INDENT]Rewind — During the initiative phase, you may sacrifice this creature after both players have rolled initiative. If you do, reroll your initiative and use the new result for all purposes.
{0}: Fluctuate — Roll an initiative die. If this cell is a scoring cell for a player, it's worth that many conquest points to that player instead this turn.
{S}: Energy Feed — You don't skip your spawn phase when 1s are rolled for initiative.
{S}: Nitro 7 — Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes.[/INDENT]
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Animate Dead

[INDENT][dbm]Death Chanter[/dbm]
{C}: Animate Dead 3 — Spawn a creature that has current cost {3} or less from your graveyard as if it were in your reserves without paying its cost.[/INDENT]

* See "Current cost" in the General Notes section.

* The Animate Dead ability triggers when the creature comes into play no matter how it came into play. This means the ability can trigger outside of the spawn phase, and cause a creature to be spawned outside of the spawn phase.

* Spawning a creature outside of your spawn phase will still cause "when you spawn" abilities (such as Etherdance or Valorborn Advance Self) to trigger.

[INDENT]Etherdance 3 — Whenever you spawn a 3-power creature, if this creature is unengaged, you may move it one cell.
Valorborn Advance Self — Whenever you spawn a Valor creature, if this creature is unengaged, you may move it one cell.[/INDENT]
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Annihilate

[INDENT][dbm]Red Reaver[/dbm]
{B}: Annihilate 5 — Remove target local enemy with 5 life or less from the game. (An annihilated creature doesn't make a deathblow, generate bonus spawn points, or score conquest points.)[/INDENT]

* A creature removed from the game by an Annihilate ability doesn't get a deathblow, generate bonus spawn points, score conquest points, or cause any ability that triggers on a creature being destroyed or going to the graveyard to trigger.

* If the Annihilate ability is activated in combat, the target creature is removed from the game immediately as the ability resolves during step 3. See the combat sequence in the Dreamblade FAQ for more information.
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Blind Fury

[INDENT][dbm]Nightfire Giant[/dbm]
Blind Fury — Whenever this creature attacks, local enemies can't be disrupted this combat.
{B}: Crit 3 — Deal +3 damage this combat.[/INDENT]

* The Blind Fury ability triggers when the creature with the ability is chosen as an attacker. Each enemy in the cell at that time will be affected by the Blind Fury ability until the end of combat, even if they leave the combat cell. Enemies entering the cell after that time will be unaffected. If the creature with Blind Fury is destroyed, the ability remains in effect until the end of combat.

* If a creature with Blind Fury makes a deathblow inside of combat, the Blind Fury ability will trigger.

* If a creature with Blind Fury makes a deathblow outside of combat, the Blind Fury ability will not trigger. Blind Fury is a combat-only ability, since the ability defines the duration as "this combat."

* Blind Fury works by preventing creatures from being marked for disruption during the course of combat and also by preventing those creatures from actually being disrupted. Preventing a creature from being marked for disruption typically happens during step 5 of combat for disruption due to damage, but it can also happen at other times, such as step 3 if a miniature is disrupted directly by a blade ability (such as Dissipate). Preventing a creature from being disrupted happens during step 7 of combat.

* The Blind Fury ability prevents disruption for any reason, including disruption due to damage, as well as disruption due to abilities such as Dissipate and Fracture.

* If a creature under the effect of a Blind Fury ability is dealt damage at least equal to both its defense and its life, it must be destroyed. You can't choose to disrupt it and leave it in the cell.

* If a creature under the effect of a Blind Fury ability is dealt damage equal to its defense but not its life, then it won't be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be destroyed or disrupted in a subsequent combat if it's no longer under a Blind Fury effect or its stats change. As a result of this, it is very important to keep track of damage assigned to creatures under the effect of a Blind Fury ability, since all creatures in play are checked for disruption or destruction during each combat, so creatures assigned damage at least equal to their defense will be disrupted in a subsequent combat.

* A Ferocity ability targeting a creature under the effect of a Blind Fury ability will do nothing. Ferocity replaces disruption with destruction, and since a creature affected by Blind Fury can't be disrupted there is nothing for Ferocity to replace.

* If an effect requires you to deal enough damage to a creature to disrupt it and that creature is under the effect of a Blind Fury ability, you only have to deal damage equal to the creature's defense to satisfy the requirement. Some examples of such an effect are Bodyguard and Trample.

* If a creature is under the effect of both a Blind Fury ability and a Phantom ability, then it can't be disrupted or destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase, and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or destroyed during a later combat.

[INDENT]{B}: Dissipate — Target opponent disrupts this creature.
{B}: Fracture 4 — Target opponent disrupts this creature. Gain {B}{B}{B}{B}.
{B}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead.
Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.
{B}: Trample — If each local enemy has been assigned enough damage to disrupt or destroy it, you may assign any extra damage to enemies in target adjacent cell.
Phantom — Whenever this creature attacks, local enemies can't be destroyed this combat.[/INDENT]
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Bloodletting

[INDENT][dbm]Blood Golem[/dbm]
{S}: Bloodletting 4 — During the conquest phase, if you destroyed more creatures than your opponent this turn, score +4 conquest points.[/INDENT]

* If you assigned damage to one of your own creatures and it was destroyed as a result, your opponent is the player who destroyed that creature. See "Wound Self" in the Chrysotic Plague FAQ and "Missile" in the Anvilborn FAQ for more information.
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Bloodport
[indent][dbm]Kendra Vale[/dbm]
Dream Lord
{2}: Bloodport — If this creature is unengaged, you may put it into target enemy-occupied cell.
{B}: Trample — If each local enemy has been assigned enough damage to disrupt or destroy it, you may assign any extra damage to enemies in target adjacent cell.[/indent]

* The Bloodport ability causes the creature with the ability to move, even if the creature isn't being placed into an adjacent cell. Abilities such as Ambush will trigger on this movement.

* The Bloodport ability targets the cell, not the creatures in the cell. This means that you can use Bloodport to move a creature into a cell containing only enemies with the Shadow ability, for example.

[indent]Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.
Shadow — This creature can't be the target of abilities.[/indent]

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Colonize

[INDENT][dbm]Nevret Flamer[/dbm]
{B}: Colonize 3 — This cell is worth 3 conquest points for you this turn if you claim it.[/INDENT]

* If you activate a Colonize ability, only you get the benefit of the ability. If another player claims the cell this turn, the cell is worth its normal conquest-point value for that player.

* The Colonize ability will work in any cell, even a cell that isn't one of your six scoring cells.

* The Colonize ability doesn't turn a cell into a scoring cell if it isn't one already. Abilities with an activation requirement of {S} won't work in such a cell, and abilities such as Fluctuate and [dbm]Illuminati Pyramid[/dbm] won't work in such a cell.

* If the creature with the Colonize ability leaves play before the conquest phase, you still get the conquest points from the Colonize ability.

* When determining the conquest-point value of a scoring cell, first apply abilities that set the value of that cell, then apply abilities that increase or decrease the value of that cell. For example, if you activate a Colonize ability in a scoring cell that contains an [dbm]Illuminati Pyramid[/dbm], the conquest-point value of that cell for you will be 6 this turn.

[INDENT]{0}: Fluctuate — Roll an initiative die. If this cell is a scoring cell for a player, it's worth that many conquest points to that player instead this turn.
[dbm]Illuminati Pyramid[/dbm] — If this cell is a scoring cell for a player, its conquest-point value increases by 3 for that player.[/INDENT]
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Dense Harvest

[INDENT][dbm]Soul Mine[/dbm]
{S}: Dense Harvest — At the beginning of each player's spawn phase, that player gains +1 spawn point for each local ally.[/INDENT]

* The Dense Harvest ability only counts creatures controlled by the controller of the miniature with the Dense Harvest ability, even if it isn't that player's spawn phase.
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Deny Victory

[INDENT][dbm]One-Man Army[/dbm]
Deny Victory — While this creature is in your opponent's portal, that player can't gain victory points.[/INDENT]

* A player under the effect of Deny Victory can still get conquest points and win turns — they just don't gain victory points for doing so.

* If you don't win the turn, you don't get a victory point, even if your opponent doesn't get a victory point either.

* If your opponent can't gain victory points, they can't be given victory points either. This means that while the Gambit abilities from the Baxar's War set can still be activated, they will have no effect as long as your opponent is under the effect of a Deny Victory ability.

[INDENT]{C}: Haste Gambit 2 — You may have each opponent advance one turn on the victory track. If you do, move each ally up to two cells.[/INDENT]
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Edged Fortune

[INDENT][dbm]Hog Fairy[/dbm]
Edged Fortune — Whenever this creature attacks, count each 1 as a {B}.
{Shield}: Swap — You may exchange this creature's position with target nonlocal ally.[/INDENT]

* The Edged Fortune ability causes each 1 rolled on the attack dice to become a blade instead of a 1.

* For the purposes of determining whether a shield ability triggers, each die affected by an Edged Fortune ability is still treated as a 1.

* The Edged Fortune ability works on special attacks as well as regular attacks. If a creature with the Edged Fortune ability makes a special attack, each 1 counts as a blade instead. Since blades can't be used on special attacks, this means that each 1 effectively becomes a miss.
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Etherdance

[INDENT][dbm]Zungar Winddancer[/dbm]
Etherdance 3 — Whenever you spawn a 3-power creature, if this creature is unengaged, you may move it one cell.
Charge 5 — Whenever this creature enters an enemy-occupied cell, make a 5-power attack against target local enemy.[/INDENT]

* The Etherdance ability only triggers when a 3-power creature is spawned. If a 3-power creature comes into play without being spawned, Etherdance won't trigger.

* The spawned creature's power must be exactly 3 in order for Etherdance to trigger. If a creature comes into play with exactly 3 power due to an ability (such as a 2-power creature coming into play under the effect of an Enrage ability), Etherdance will trigger.

* If the creature with the Etherdance ability comes into play with exactly 3 power, Etherdance will trigger.

* If the creature with the Etherdance ability becomes unengaged after the ability triggers but before it would be moved, then it may be moved.

[INDENT]Enrage 1 — Your local and adjacent allies have +1 power.[/INDENT]
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Expel & Scare

[INDENT][dbm]Scareclaw Skeleton[/dbm]
{BB}: Expel & Scare — You may move target engaged enemy one cell. Then you may push target unengaged enemy one cell. ("Pushing" means moving a creature away.)[/INDENT]

* When resolving an effect that involves two abilities combined with an ampersand, resolve the effects in the order listed unless otherwise specified. Expel & Scare doesn't specify, so you must resolve the abilities in the order listed.

* You may target the same creature twice for this ability. See "Combining effects with an ampersand ("&")" in the Chrysotic Plague FAQ.
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Indisruptable

[INDENT][dbm]Faceless Desperado[/dbm]
{V}: Indisruptable — This creature can't be disrupted.
{B}: Transpose Madness/Valor — You may exchange the position of target Madness ally with target Valor ally.[/INDENT]

* Faceless Desperado's Indisruptable ability only works as long as there is a local Valor ally. If Faceless Desperado isn't local to a Valor ally at any time, it immediately loses the Indisruptable ability. See "Aspect symbol activation requirements" in the General Notes section.

* Indisruptable works by preventing the creature from being marked for disruption during the course of combat and also by preventing that creature from actually being disrupted. Preventing a creature from being marked for disruption typically happens during step 5 of combat for disruption due to damage, but it can also happen at other times, such as step 3 if a miniature is disrupted directly by a blade ability (such as Dissipate or Fracture). Preventing a creature from being disrupted happens during step 7 of combat or any time outside of combat.

* The Indisruptable ability prevents disruption for any reason, including disruption due to damage, as well as disruption due to abilities such as Dissipate and Fracture.

* If a creature under the effect of an Indisruptable ability is dealt damage at least equal to both its defense and its life, it must be destroyed. You can't choose to disrupt it and leave it in the cell.

* If a creature under the effect of an Indisruptable ability is dealt damage equal to its defense but not its life, then it won't be disrupted or destroyed. The damage will remain on it until the end of the phase, and it may be destroyed or disrupted in a subsequent combat if it's no longer under an Indisruptable effect or its stats change.

* A Ferocity ability targeting a creature under the effect of an Indisruptable ability will do nothing. Ferocity replaces disruption with destruction. Since a creature affected by Indisruptable can't be disrupted there is nothing for Ferocity to replace.

* If an effect requires you to deal enough damage to a creature to disrupt it and that creature is under the effect of an Indisruptable ability, you only have to deal damage equal to the creature's defense to satisfy the requirement. Some examples of such an effect are Bodyguard and Trample.

* If a creature is under the effect of both an Indisruptable ability and a Phantom ability, then it can't be disrupted or destroyed, no matter how much damage it receives. The damage will remain on it until the end of the phase, and if the creature comes out from one of these effects before the end of the phase then it may be disrupted or destroyed during a later combat.

[INDENT]{B}: Dissipate — Target opponent disrupts this creature.
{B}: Fracture 4 — Target opponent disrupts this creature. Gain {B}{B}{B}{B}.
{B}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead.
Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.
{B}: Trample — If each local enemy has been assigned enough damage to disrupt or destroy it, you may assign any extra damage to enemies in target adjacent cell.
Phantom — Whenever this creature attacks, local enemies can't be destroyed this combat.[/INDENT]
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Infest

[INDENT][dbm]Deathhead[/dbm]
{S}: Infest 13 — During the conquest phase, if you control at least one creature in each of your scoring cells, score +13 conquest points.[/INDENT]

* In order for the Infest ability to trigger, you need to control creatures in all six of your scoring cells. You don't need to claim those cells.
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Insane Warpstrike

[INDENT][dbm]Tragicomic Gunslinger[/dbm]
{B}: Insane Warpstrike — Make an X-power attack against target nonlocal enemy, where X is the number of local Madness miniatures you control.[/INDENT]

* When determining the value of X, count all of your local Madness miniatures, including locations and the creature with Insane Warpstrike.
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Intimidation

[INDENT][dbm]Demon Capo[/dbm]
{B}: Intimidation — Move target unengaged enemy one cell closer to a Passion ally.[/INDENT]

* If you control no Passion creatures, then there's no creature to move the target closer to, and the ability will have no effect.
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Lead Valor

[INDENT][dbm]Knight of the Bronze Horn[/dbm]
{2}: Lead Valor — If there are no local enemies, move this creature and up to one target local Valor ally into target adjacent cell.[/INDENT]

* You can choose not to target a local Valor ally. If you don't target a Valor ally, the creature with the Lead Valor ability will still be moved.

* If you target another creature, the two creatures can be moved in either order. You must move both creatures if possible.
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Lure & Bomb 8

[INDENT][dbm]Deathwish Dragon[/dbm]
{Shield}: Lure & Bomb 8 — You may pull target unengaged enemy one cell. Then sacrifice this creature and deal 8 damage to each local enemy. ("Pulling" means moving a creature closer.)[/INDENT]

* If the Lure & Bomb 8 ability triggers, you may choose not to move the target creature, but you must sacrifice the creature with Lure & Bomb 8 and deal 8 damage to each local enemy. You can't choose not to use the Bomb 8 part of the ability.
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Manifest

[INDENT][dbm]Stained-Glass Angel[/dbm]
Reinforce Valor — You may spawn this creature in any cell that contains a Valor ally.
Reserves, {BBB}: Manifest — Spawn this creature in any cell that contains a Valor ally without paying its cost. (Activate this ability only if this creature is in your reserves.)[/INDENT]

* The "Reserves" activation requirement is satisfied as long as the creature with the ability is in your reserves. In any other zone, this activation requirement isn't satisfied, and the ability can't be activated.

* Triple-blade abilities work the same way double-blade abilities do. To activate this ability, you must assign three blades to it. You can't assign one or two blades to this ability.

* If you have a creature with the Manifest ability in your reserves, you can assign three blades to the Manifest ability. The Manifest ability works the same way as any other blade ability in terms of activation — you must assign all blades, and if you assign three blades to a Manifest ability in your reserves, you must activate it. If you have a creature with Manifest in your reserves, the Manifest ability is a part of every combat you conduct.

* While the ability can only be activated when it's in your reserves, you can still assign blades to the ability while it's in play. Since the Reserves activation requirement isn't met, the ability will have no effect.

* You can't activate the Manifest ability twice in the same combat. However, if a creature leaves a zone and re-enters that zone during the same combat, it's a new object with a new blade ability, and that blade ability may be activated again.

* If you activate the Manifest ability and you don't control any Valor creatures or you already control four creatures in each cell where you control a Valor creature, you can't spawn the creature with Manifest.

* Spawning a creature outside of your spawn phase will still cause "when you spawn" abilities (such as Etherdance or Valorborn Advance Self) to trigger.

[INDENT]Etherdance 3 — Whenever you spawn a 3-power creature, if this creature is unengaged, you may move it one cell.
Valorborn Advance Self — Whenever you spawn a Valor creature, if this creature is unengaged, you may move it one cell.[/INDENT]
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Mighty Valor Assault

[INDENT][dbm]Bristleback Basher[/dbm]
{0}: Mighty Valor Assault — Make an X-power attack against target local enemy, where X is the power of target local Valor ally.[/INDENT]

* The attack is made by the creature with the Mighty Valor Assault ability, not the targeted ally.
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Offering Boon

[INDENT][dbm]Infernal Shrieker[/dbm]
Offering Boon 1 — Whenever you sacrifice a creature, this creature has +1 power until end of turn.[/INDENT]

* The Offering Boon ability doesn't offer you an opportunity to sacrifice creatures. It triggers when creatures are sacrificed as a result of other effects.

* If you sacrifice a creature during combat as the result of a blade ability, the creature's power will increase but it will have no immediate effect on the current combat since the attack dice have already been rolled. The increase will apply to any future combats with that creature this turn.
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Overpower

[INDENT][dbm]Angelstar Shrine[/dbm]
Overpower 1 — Your local and adjacent regular attacks deal +1 damage for each {Miss1} you roll.[/INDENT]

* {Miss1} is the empty diamond symbol on the attack die.

* Overpower doesn't change the result of the die — it just adds damage to the combat in much the same way a Crit ability would. Each empty diamond rolled causes Overpower to trigger and add 1 damage to the combat — the empty diamonds don't each become a 1.

[INDENT]{B}: Crit 2 — Deal +2 damage this combat.[/INDENT]
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Pacifist

[INDENT][dbm]Gibbering Giant[/dbm]
Pacifist — This creature can't make regular attacks.[/INDENT]

* A creature with the Pacifist ability can't be declared as an attacker during step 1 of combat. It can only make special attacks (such as deathblows).
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Passionborn Assault

[INDENT][dbm]Bloodcut Champion[/dbm]
Passionborn Assault 4 — Whenever you spawn a Passion creature, make a 4-power attack against target local enemy.
Valorborn Advance Self — Whenever you spawn a Valor creature, if this creature is unengaged, you may move it one cell.[/INDENT]

* The Passionborn Assault ability only triggers when you spawn a Passion creature. A Passion creature that comes into play under your control without being spawned won't cause the ability to trigger.

* The attack is made by the creature with the Passionborn Assault ability, not the spawned creature that caused the ability to trigger.

* If the creature with the Passionborn Assault ability is a Passion creature, it will cause its own ability to trigger when it's spawned.
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Reverse Purge

[INDENT][dbm]Triskelion[/dbm]
Fortunate All — Whenever this creature attacks, reroll any number of attack dice.
{M}: Reverse Purge — Your opponent chooses a creature from your reserves. Put that creature into your graveyard.[/INDENT]

* The Reverse Purge ability can only put creatures from your reserves into your graveyard. Locations can't be chosen for this ability.
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Rewind

[INDENT][dbm]Chronosphere[/dbm]
Rewind — During the initiative phase, you may sacrifice this creature after both players have rolled initiative. If you do, reroll your initiative and use the new result for all purposes.[/INDENT]

* Rewind is an activated ability. To activate the ability, sacrifice the creature with the Rewind ability. The ability can only be activated during the initiative phase.

* The first initiative roll of the turn determines the first player. Abilities that change the initiative result after that roll has been made (such as the Rewind ability) can change the first player.

* During a shared phase (the initiative phase or conquest phase), a system of priority is used to determine the order in which players may take actions. At the beginning of a shared phase, any abilities that trigger at the beginning of that phase resolve. Then the first player (the player who won initiative) gets priority. The player with priority may activate an ability or take any other game action that they can legally take at that time, or pass. If he or she activates an ability or performs another action, the player again receives priority; otherwise, the next player in turn order receives priority. If all players pass in succession (that is, if all players pass without taking any actions in between passing), any abilities that trigger at the end of the phase are resolved, then the phase ends and the next one begins.
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Riposte

[INDENT][dbm]Dualist[/dbm]
Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.
Riposte — Whenever this creature is disrupted and put in another cell, you may move it one cell.[/INDENT]

* The Riposte ability triggers immediately after the creature with the Riposte ability is placed into a new cell as the result of being disrupted. The ability must be resolved before other creatures can be disrupted or destroyed. This movement may change where other creatures can be disrupted to.
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Skirmish Local All

[INDENT][dbm]Sir Wolven[/dbm]
Dream Lord
{BB}: Advance All — You may move any number of target unengaged allies one cell.
{B}: Skirmish Local All — You may move any number of target local allies one cell.[/INDENT]

* Sir Wolven's Skirmish Local All ability has received errata. The new text is:

[indent]{B}: Skirmish Local All — You may move any number of target local engaged allies one cell.[/indent]

* The word "engaged" was accidentally left out of the ability text on Sir Wolven. This errata corrects the ability to match the intended functionality of Skirmish.


* To resolve the Skirmish Local All ability, first choose all the targets for the ability. Then choose one of the targeted creatures, decide whether or not to move that creature, and move that creature if you chose to do so. Repeat this process for each target.
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Timely Betrayal

[INDENT][dbm]The Sweeper[/dbm]
Dream Lord
{B}: Gravecrit — Deal +X damage this combat, where X is the number of creatures in your graveyard.
{B}: Gravecrit
{Shield}: Timely Betrayal — Sacrifice a local ally. If you do, damage can't be assigned this combat.[/INDENT]

* The Timely Betrayal ability isn't optional. If it triggers, you must sacrifice a local ally if possible. The creature with the Timely Betrayal ability can't be sacrificed in this way.

* The Timely Betrayal ability prevents all damage that would be dealt for the remainder of the combat, including the damage rolled on the regular attack, extra damage added to the combat by abilities, and damage from special attacks made by any player.

* Combat still resolves normally even if a Timely Betrayal ability triggers. For example, blades must be assigned to blade abilities during step 3 and those blade abilities resolve, all creatures in play are checked for disruption and destruction during step 5, and end-of-combat triggers (such as Bloodthirsty) still trigger during step 10. The only difference is that all damage is prevented for the duration of combat.

* Damage that is prevented isn't dealt. Abilities that trigger on a damage being assigned or dealt don't trigger if a Timely Betrayal ability is in effect.

[INDENT]Bloodthirsty — If this creature attacks and no enemy is destroyed by the end of combat, sacrifice this creature.[/INDENT]
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Valor Beacon

[INDENT][dbm]Ancient Valkyrie[/dbm]
{0}: Valor Beacon — You may spawn a creature with an aspect cost that contains {VV} in this cell. That creature costs {1} less to spawn.[/INDENT]

* The Valor Beacon ability can be used to spawn any creature with an aspect cost that contains at least two Valor aspect symbols. Some examples of aspect costs that qualify for this are {VV}, {VVVV}, and {VVPP}.

* The cost reduction only applies if you spawn the creature into that cell as part of resolving the Valor Beacon ability. You can't activate Valor Beacon and then choose to spawn the creature in your portal at the reduced cost (unless the creature with Valor Beacon is in your portal). If you're prevented from spawning a creature into that cell (because you already control four creatures in that cell, for example), you don't get the cost reduction.

* The Shapechange ability can be used to change where the creature being spawned via Valor Beacon is spawned. Since the creature is still being spawned as part of the Valor Beacon ability, you still get the cost reduction.

[INDENT]Shapechange — Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature to spawn that creature here instead.[/INDENT]
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Valorborn Advance Self

[INDENT][dbm]Bloodcut Champion[/dbm]
Passionborn Assault 4 — Whenever you spawn a Passion creature, make a 4-power attack against target local enemy.
Valorborn Advance Self — Whenever you spawn a Valor creature, if this creature is unengaged, you may move it one cell.[/INDENT]

* The Valorborn Advance Self ability only triggers when you spawn a Valor creature. A Valor creature that comes into play under your control without being spawned won't cause the ability to trigger.

* If the creature with Valorborn Advance Self is a Valor creature, it will cause its own ability to trigger when it's spawned.

* If the creature with the Valorborn Advance Self ability becomes unengaged after the ability triggers but before it would be moved, then it may be moved.
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Warpstrike All

[INDENT][dbm]Bliss[/dbm]
Dream Lord
{S}, {BB}: Warpstrike All 5 — Make a 5-power attack against any number of target nonlocal enemies.
Local Blight — Local locations lose their abilities.[/INDENT]

* To resolve the Warpstrike All ability, first choose all the targets for the ability. Then choose one of the targeted creatures and make an attack against that creature. Repeat this process for each target. Once the targets are chosen, you must attack each creature targeted by the ability.


Miniature-Specific Notes

[dbm]Armadillo Shieldbearer[/dbm]
{P}: Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.
{M}: Crit 1 — Deal +1 damage this combat.

* Armadillo Shieldbearer's Bodyguard ability has an aspect-symbol activation requirement. As long as there is a local Passion ally, the ability is active, whether you want it to be or not. If at any time there isn't a local Passion ally, the Bodyguard ability becomes inactive.
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[dbm]Sir Wolven[/dbm]
Dream Lord
{BB}: Advance All — You may move any number of target unengaged allies one cell.
{B}: Skirmish Local All — You may move any number of target local allies one cell.

* Sir Wolven's Skirmish Local All ability has received errata. The new text is:

{B}: Skirmish Local All — You may move any number of target local engaged allies one cell.

* See "Skirmish Local All" in the Ability-Specific Notes section for more information on this errata and the Skirmish Local All ability in general.

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[dbm]Totem Lord[/dbm]
{Shield}: Bodyguard — Opponents can't assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard.

* Totem Lord's Bodyguard ability lasts only until the end of combat, because it is a shield ability. See "Shield abilities" in the General Notes section.


Recent Changes to the FAQ

5-3-07:
  • Issued errata on Sir Wolven's Skirmish Local All ability.


12-4-07:
  • Added an entry regarding "non(aspect)" to Multiaspect Creatures.


11-9-07:
  • Added a clarification to an entry on Victory Points regarding terminology.
  • Added a new section for Bloodport.
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2 years ago  ::  Aug 14, 2007 - 4:23PM #2
jeffv
Posts: 367
Date Joined: 10/27/05
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Please remember - rules questions should go elsewhere, not on this thread. Rules questions asked here will be moved to a new thread. It keeps this thread from getting too cluttered up and makes it easier for others to find answers to their questions. If you have any feedback or questions about the FAQ itself (such as things that should be added, reworded, removed, etc), feel free to post those here.

Thanks for your cooperation!
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2 years ago  ::  Sep 04, 2007 - 8:17AM #3
L_garrou
Posts: 74
Date Joined: 09/21/06
JeffV, on the Alert update how are rolls of 1 and 2,respectively, tied? Never mind. I was confused by the Nitro reference, but after re-reading It is clear now.
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2 years ago  ::  Oct 02, 2007 - 1:28PM #4
Scud-O
Posts: 523
Date Joined: 04/02/02
FAQ is cut off. Just thought I'd bring it to someone's attention.
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2 years ago  ::  Oct 05, 2007 - 7:11PM #5
jeffv
Posts: 367
Date Joined: 10/27/05
  • Dreamblade Rules Rep

Scud-O wrote:

FAQ is cut off. Just thought I'd bring it to someone's attention.


Weird. Not sure how that happened, but it's fixed now. The change log is gone, but the last bits of FAQ have been restored from my backup copies. Thanks to Scud-O and Da Troll for pointing this out.

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