Baxar's War™ Frequently Asked Questions
Compiled by Jeff Vondruska
Document last modified: April 8, 2007
See the end of this document for a log of recent changes.
Baxar's War official release date: October 27, 2006
The Baxar's War set becomes legal for sanctioned Constructed play November 10, 2006.
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 written out 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
Baxar's War set as a whole, please visit
http://dreamcatcher.wizards.com.
For Frequently Asked Questions about the
Dreamblade Base Set, see the
Dreamblade FAQ.
For Frequently Asked Questions about the
Chrysotic Plague expansion set, see the
Chrysotic Plague FAQ.
For Frequently Asked Questions about the
Anvilborn expansion set, see the
Anvilborn FAQ.
Symbols used in this document:
{oB} =

([noparse]

[/noparse])
{oB}{oB} =


([noparse]


[/noparse])
{oC} =

([noparse]

[/noparse])
{oM} =

([noparse]

[/noparse])
{oS} =

([noparse]

[/noparse])
{oX}, {o0}, {o1}, etc. = Spawn point costs
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General NotesCombat timingStep 7 of the combat sequence has been updated to clarify how some
Baxar's War abilities work. Step 7 now reads:
[INDENT]7. One at a time, deal with any creatures that were determined to be disrupted or destroyed in step 3 or step 5. Destroyed creatures are placed in the graveyard. Disrupted creatures are moved one at a time to unoccupied cells in the dreamscape. If both players have creatures that are going to be disrupted and/or destroyed, the player whose phase it is disrupts and/or destroys all of his or her opponents' creatures first in any order he or she chooses, then the other player disrupts and/or destroys all of his or her opponents' creatures in any order he or she chooses. Any effects that trigger as a result of a creature being disrupted or destroyed are resolved immediately, before any other creatures are disrupted or destroyed.[/INDENT]
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Abilities with an activation of {oS}{o0}Multiple abilities in the
Baxar's War set have an activation requirement of {oS}{o0}.
[INDENT]
{oS}{o0}: Awaken — Remove this creature from the game. Then put each creature in your graveyard into your reserves.[/INDENT]
* Unlike abilities with an activation requirement of just {oS}, which are active anytime the miniature is in a scoring cell, an ability with an activation requirement of {oS}{o0} is a spawn phase ability that may be activated by the controller of the miniature during his or her spawn phase. Such an ability will not trigger automatically.
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Moving creatures multiple cellsTwo abilities in the
Baxar's War set (Haunt Gambit and Haste Gambit) move multiple creatures up to two cells each.
[INDENT]
{oC}: 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]
* When you activate an ability that moves multiple creatures, you move each creature one at a time. One by one, select a creature to move and move that creature. You can't move a creature one cell, move another creature, then move the first creature a second cell.
* It is possible to move a creature out of and back into a cell using a multiple-move ability.
* If an ability triggers from the movement (such as Charge or Ambush), resolve the triggered ability immediately, then continue resolving the movement.
* If you move a creature one cell and it is disrupted (by an Ambush attack during a spawn phase, for example), you may still move the creature a second cell from the cell it was disrupted into. Disrupting a creature does not forfeit the rest of its movement.
[INDENT]
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.[/INDENT]
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Ability-Specific NotesAwaken[INDENT][dbm]Fleshworm Broodsire[/dbm]
{oS}{o0}: Awaken — Remove this creature from the game. Then put each creature in your graveyard into your reserves.[/INDENT]
* The Awaken ability will only return creatures to your reserves. Locations that have been destroyed will remain in your graveyard.
* See "Abilities with an activation of {oS}{o0}" in the General Notes section.
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Call[INDENT][dbm]Baxar the Soulstitcher[/dbm]
Unique Baxar
{oS}{oX}: Call — Put a creature with spawn cost {oX} from your graveyard into this cell.
{oB}: Deathboon — If target local enemy is destroyed this combat, put a creature from your graveyard into your reserves.[/INDENT]
* Activating the Call ability moves the chosen creature directly from your graveyard to the specified cell. Since it's being put into the cell from another zone, it is not considered to be entering that cell and will not trigger abilities such as Ambush.
* Putting a creature into play using the Call ability will trigger abilities that trigger on a miniature coming into play (abilities with the {oC} symbol). The rulebook is incomplete when it says that such abilities trigger when the creature is spawned. {oC} abilities will trigger on a creature coming into play from any zone by any means.
* You may use the Call ability to put a creature with the Vengeance ability into play, even if your opponent has not won the number of turns that would be required for you to spawn the creature.
* It is possible to get two creatures with the same Unique ability into play using the Call ability. If this occurs, sacrifice all but one of the creatures with the same Unique ability. For example, you control Marian, Bound to Pain, which has the Unique Marian ability. You use the Call ability to put a second Marian into play. You must immediately sacrifice one of the two Marians. You choose which creature to sacrifice.
[INDENT]
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.
Vengeance 3 — This creature can be spawned only if an opponent has won three or more turns.[/INDENT]
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Corpsebuilt[INDENT][dbm]Butcher[/dbm]
{oC}: Corpsebuilt — Sacrifice this creature unless you put a creature from your reserves into your graveyard.[/INDENT]
* You cannot put a location into your graveyard using a Corpsebuilt ability.
* If a creature has Corpsebuilt 2, you cannot put only one creature into your graveyard. You must either put two creatures into your graveyard or sacrifice the creature with Corpsebuilt.
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Curse[INDENT][dbm]Citadel of Torture[/dbm]
Curse 1 — Whenever one or more local enemies attack, the enemies' controller rerolls one die of your choice.
{oS}{o0}: Torture — Sacrifice a local ally. Gain spawn points equal to its spawn cost.[/INDENT]
* The Curse ability is not optional. If enemies attack in a cell that's under the effect of a Curse ability you control, you must choose a die for your opponent to reroll.
* If a Curse ability and a Fortunate ability both trigger from the same attack, they are simultaneous effects. The effect controlled by the player whose phase it is will resolve first, followed immediately by the effect controlled by the other player. In most cases this means the Fortunate ability will resolve first since the creature with Fortunate must be attacking, but it is possible for the Curse ability to resolve first (if the creature with Fortunate is making a deathblow attack, for example).
[INDENT]
Fortunate 2 — Whenever this creature attacks, reroll up to 2 dice.[/INDENT]
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Deathboon[INDENT][dbm]Baxar the Soulstitcher[/dbm]
Unique Baxar
{oS}{oX}: Call — Put a creature with spawn cost {oX} from your graveyard into this cell.
{oB}: Deathboon — If target local enemy is destroyed this combat, put a creature from your graveyard into your reserves.[/INDENT]
* The Deathboon ability is activated in step 3 of combat, along with other blade abilities, but it has no visible effect at that time. If the targeted creature is destroyed during the current combat (typically this will happen during step 7 of combat), the Deathboon effect will trigger, which allows you to return a creature of your choice from your graveyard to your reserves.
* The Deathboon ability is not optional. If you activate the ability you must target an enemy creature, and if that creature is destroyed you must return a creature from your graveyard to your reserves.
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Double Stakes[INDENT][dbm]Hammerhead[/dbm]
{oS}{o0}: Double Stakes — Remove this creature from the game. The player who wins this turn scores two turns instead.[/INDENT]
* If a Double Stakes ability is activated and neither player wins the turn, the Double Stakes ability has no effect. It will not carry over to the following turn.
* Multiple Double Stakes abilities are not cumulative. If more than one Double Stakes ability is activated during a single turn, the player who wins the turn still scores two turns.
* See "Abilities with an activation of {oS}{o0}" in the General Notes section.
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Edgemaker[INDENT][dbm]Gent[/dbm]
{oS}{o2}: Edgemaker — Activate target local ally's blade ability as if {oB} were assigned to it. (Abilities that work only during combat can't be activated with this ability.)[/INDENT]
* You can target any creature with the Edgemaker ability, even a creature with no abilities.
* You can choose to "assign" a blade to any ability that could normally be activated by a blade. Abilities that only work during combat (such as Crit, Fumble, Deathboon, Ferocity, and Trample) will have no effect if activated in this way. Any ability that specifies "this combat" and/or increases or decreases the amount of damage in combat (such as Crit) is an ability that only works during combat.
* If you have multiple instances of the Edgemaker ability in the same cell, they can all be used to activate the same blade ability, even if that blade ability can only be activated once during a normal combat.
* You cannot activate a double-blade ability by using two instances of the Edgemaker ability. Only single-blade and multiblade abilities can be activated.
* The Edgemaker ability activates the ability of the targeted ally. The creature with Edgemaker doesn't gain the ability in some way and then activate it. For example, activating a Skirmish Self ability will cause the creature with the Skirmish Self ability to move. The creature with the Edgemaker ability will not move.
* The Edgemaker ability can't activate a blade ability of a creature that is under the effect of a Nullify ability.
[INDENT]
{oB}: Crit 2 — Deal +2 damage this combat.
{oB}: Fumble 2 — Deal –2 damage this combat.
{oB}: Deathboon — If target local enemy is destroyed this combat, put a creature from your graveyard into your reserves.
{oB}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead.
{oB}: 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.
{oB}: Skirmish Self — If this creature is engaged, you may move it one cell.
Nullify — Local creatures can't use blade abilities.[/INDENT]
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Energy Feed[INDENT][dbm]Heart Thief[/dbm]
{oS}: Energy Feed — You don't skip your spawn phase when 1s are rolled for initiative.[/INDENT]
* The Energy Feed ability only affects the controller of the ability. Other players will still skip their spawn phase if a 1 is rolled on any initiative die.
* The Energy Feed ability does not affect how rerolls work when using the tournament spawn phase rule. If a 1 was rolled last turn, you must still re-roll all 1's this turn, even if one or both players control an active Energy Feed ability.
[INDENT]
From the DCI Dreamblade Floor Rules:430. Special Initiative Phase Rule for Tournaments Skipping Spawn Phases: If either player rolled a 1 during the previous turn’s Initiative Phase, re-roll all 1’s rolled during the current turn’s Initiative phase.
Example: On the previous turn Scott and Andy skipped the Spawn Phase. During their current Initiative Phase, Scott rolls a 1 and Andy rolls a 4. Since they skipped their last spawn phase, Scott re-rolls his result of 1, and ends up rolling a 3. Scott and Andy then proceed to complete their Spawn Phase spawning miniatures normally this turn, and have 7 spawn points to spend.[/INDENT]
* It is possible for a player to have as few as two spawn points using this ability.
* The Energy Feed ability works during the initiative phase. If, during the initiative phase, you a control a creature with the Energy Feed ability in a scoring cell when a 1 is rolled, you will get a spawn phase even if the creature with Energy Feed is destroyed or moved out of a scoring cell before you would get a spawn phase.
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Flux Crit[INDENT][dbm]Murderous Berserker[/dbm]
{oS}{oB}: Flux Crit — Deal +X damage this combat, where X is the conquest-point value of the local cell.[/INDENT]
* The amount of extra damage from a Flux Crit ability is determined when the blade ability resolves. If the creature is moved into another cell after that time, the amount of extra damage will not change.
* It is possible to assign a blade to the Flux Crit ability even if the creature is not in a scoring cell in order to use up the blade. The ability will do nothing if all activation requirements are not met at the time the blade is assigned.
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Flux Ward[INDENT][dbm]Pearlthorn Gargoyle[/dbm]
{oS}: Flux Ward — This creature has +X defense and +X life, where X is the conquest-point value of the local cell.[/INDENT]
* The value of X in a Flux Ward ability is constantly determined. When a creature with Flux Ward moves to a different cell, its defense and life stats will change immediately.
* Outside of combat, creatures are only checked for destruction or disruption when a creature takes damage. This means that it is possible for a creature with the Flux Ward ability to be assigned damage that would not disrupt or destroy it given its current defense and life, and then move into a lower-value scoring cell without being disrupted or destroyed, even though the damage may be greater than or equal to its current defense and/or life. If no damage is dealt before the end of the phase, the damage will clear and the creature will still be in play.
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Follower[INDENT][dbm]Wayward Spiker[/dbm]
Follower — This creature can attack only if at least one local ally is also attacking.[/INDENT]
* When you choose attackers in a cell, you declare them all at once, not one at a time, and check whether or not the attack is legal once you've declared all attackers. This means it is possible for two creatures with the Follower ability to attack together as the only attacking creatures.
* A creature with the Follower ability may only make a deathblow if at least one other local creature you control is making a deathblow at the same time.
* Two creatures with the Follower ability may make a deathblow at the same time as the only creatures making deathblows.
* If the only other creature being destroyed is not making a deathblow attack (either due to the Daze ability or because you choose not to make the attack for some reason), the creature with Follower may not make a deathblow attack either.
[INDENT]
{oB}: Daze — Target local enemy doesn't get a deathblow this phase.[/INDENT]
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Gain Enrage[indent][dbm]Virtuous Maiden[/dbm]
{o1}: Gain Enrage 1 — Until end of turn, this creature has "Enrage 1 — Your local and adjacent allies have +1 power."[/indent]
* The Gain Enrage ability actually grants the Enrage ability to the creature for the turn. Any ally local or adjacent to the creature with the Gain Enrage ability will have +1 power, regardless of whether the ally was local or adjacent to the creature when the ability was activated.
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Grave Harvest[INDENT][dbm]Marian, Bound to Pain[/dbm]
Unique Marian
Grave Harvest — Whenever a local or adjacent Stitched ally is destroyed, put a different Stitched creature from your graveyard into your reserves.[/INDENT]
* The Grave Harvest ability is not optional. If a local or adjacent Stitched ally is destroyed, you must place a different Stitched creature from your graveyard into your reserves if possible.
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Haste Gambit[INDENT][dbm]Angel of Sunrise[/dbm]
{oC}: 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]
* A creature is not an ally of itself. This means that the creature with the Haste Gambit ability will not move itself when it comes into play.
* See "Moving creatures multiple cells" in the General Notes section.
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Haunt Gambit[indent][dbm]Crypt Worm[/dbm]
{oS}{o0}: Haunt Gambit 2 — You may have each opponent advance one turn on the victory track. If you do, move each enemy in target cell up to two cells.[/indent]
* See "Abilities with an activation of {oS}{o0}" and "Moving creatures multiple cells" in the General Notes section.
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Lockdown[INDENT][dbm]Lockjaw[/dbm]
{oC}: Lockdown — Creatures in target cell can't move when their controller shifts this turn.[/INDENT]
* The Lockdown ability affects all creatures in the cell, including your own.
* You may target an empty cell with the Lockdown ability.
* The Lockdown ability affects the cell itself, not the individual creatures in that cell. If a creature in a cell under a Lockdown effect is moved out of the cell by means other than shifting, it may shift normally this turn. If a creature is moved into a cell already under a Lockdown effect, that creature will not be able to shift out of that cell this turn.
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Mindstrike[INDENT][dbm]Mangler[/dbm]
{oB}: Mindstrike 7 — Choose target creature in an opponent's reserves. Roll seven attack dice. If the result is equal to or greater than the target creature's life, put that creature in the opponent's graveyard.[/INDENT]
* The Mindstrike ability is not an attack, even though it requires you to roll attack dice. This means it will not be affected by miniatures such as Darkheart Cottage or abilities such as Curse.
* Multiple Mindstrikes in the same phase are not cumulative.
[INDENT][dbm]Darkheart Cottage[/dbm] — For each unengaged creature you control, each attack your creatures make in this cell has +1 power.
Curse 1 — Whenever one or more local enemies attack, the enemies' controller rerolls one die of your choice.[/INDENT]
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Parting Shot[INDENT][dbm]Ogrol Ragelord[/dbm]
Parting Shot 7 — Whenever this creature is disrupted and removed from its cell, it makes a 7-power attack against the enemies that were local to it.[/INDENT]
* Parting Shot is effectively a deathblow that triggers on disruption. When Parting Shot triggers, immediately make a 7-power attack against the cell, just like you would if you were making a deathblow attack. Parting Shot does not allow you to make separate attacks against each enemy in the cell.
* Parting Shot triggers immediately after the creature is disrupted and moved out of the cell, typically during step 7 of combat.
* During step 7, the Parting Shot ability will trigger immediately after the creature is removed from the cell by disruption. Resolve the attack before destroying or disrupting any other miniatures in step 7 or continuing to step 8. See "combat timing" in the General Notes section.
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Protect[INDENT][dbm]Temple Lion[/dbm]
Protect — Local allies can't be disrupted. If this creature is disrupted or destroyed, local allies can't be disrupted this phase.[/INDENT]
* The second half of the Protect ability affects the individual creatures that were in the cell at the time the creature with Protect was disrupted or destroyed. Creatures moving into that cell after that time will be unaffected by the Protect ability.
* If a creature with the Bodyguard ability is under the effect of a Protect ability, you still only have to deal damage equal to the Bodyguard's defense in order to be able to assign damage to other creatures in that cell. That damage would normally be enough to disrupt it, which satisfies the Bodyguard requirement.
* A Ferocity ability targeting a creature under the effect of a Protect ability will do nothing. Ferocity replaces disruption with destruction, and since a Protected creature cannot be disrupted there is nothing for Ferocity to replace.
* It is not possible to use a Dissipate ability on a creature if the creature is under the effect of a Protect ability. If such a Dissipate ability is activated, the ability does nothing.
[INDENT]
Bodyguard — Opponents may not 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.
{oB}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead.
{oB}: Dissipate — Target opponent disrupts this creature.[/INDENT]
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Rush[indent][dbm]Naga Broodqueen[/dbm]
{oB}{oB}: Rush — You may move each ally in target cell one cell.[/indent]
* The Rush ability is a "may" ability. One at a time, choose whether or not to move each ally and then move that ally if you chose to do so. You may choose to move some allies but not others.
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Shadow[INDENT][dbm]Silhouette[/dbm]
Shadow — This creature can't be the target of abilities.[/INDENT]
* A creature with the Shadow ability can still be affected by any ability that does not use the word "target." Targeting is never "implied" in any ability. If an ability does not specifically use the word "target", then it is unaffected by the Shadow ability.
* The Shadow ability is only active while the creature is in play. The creature can still be targeted when it's in the graveyard or reserves.
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Slip[INDENT][dbm]Bogillian[/dbm]
{o0}: Slip — If this creature is at the end of a row, move it to the other end of that row.[/INDENT]
* When the Slip ability is activated, if the mini is in the extreme left or right column in the dreamscape, it moves to the opposite end of the same row.
* You can't break the four-creature stacking limit by using this ability. If you activate the ability and it would move the creature into a cell that already contains four creatures you control, the ability does nothing.
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Spur[INDENT][dbm]Buzzclaw[/dbm]
{oC}: Spur — Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy, where X is the chosen ally's power.[/INDENT]
* When the Spur ability is activated, the creature with the Spur ability makes a special attack against the targeted enemy. While the power of the attack is based on the power of the chosen ally, the chosen ally is not actually attacking.
* The attack originates in the cell of the creature with the Spur ability, not the cell of the chosen ally.
* You must choose a target enemy when the Spur ability is activated. If that enemy is unengaged, you will not be able to choose an ally and so there will be no attack. If you target an engaged enemy, you must choose an ally in that cell and make the attack.
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Torture[INDENT][dbm]Citadel of Torture[/dbm]
Curse 1 — Whenever one or more local enemies attack, the enemies' controller rerolls one die of your choice.
{oS}{o0}: Torture — Sacrifice a local ally. Gain spawn points equal to its spawn cost.[/INDENT]
* Citadel of Torture's Torture ability has an activation requirement of {oS}{o0}. This ability will not function if you place the location in a cell that isn't one of your six scoring cells. The Curse ability will still work whether the Citadel is in a scoring cell or not.
* See "Abilities with an activation of {oS}{o0}" in the General Notes section.
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Trample[INDENT][dbm]Unsated Ragedrake[/dbm]
{oB}: Crit 3 — Deal +3 damage this combat.
{oB}: 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]
* Trample only works during combat. If Trample is activated by an Edgemaker ability, the Trample ability will do nothing.
* Trample only modifies damage assignment for the attack in which the ability was activated. In combat, this means that Trample will only modify the way damage is assigned in step 4 of combat, which includes damage from attack dice plus or minus modifiers from abilities such as Crit or Fumble. Trample does not interact in any meaningful way with special attacks such as Warpstrike, Charge, or deathblows.
* The target adjacent cell is chosen when the blade is assigned to the Trample ability during step 3 of combat.
* The cell that the Trample ability looks at to determine whether damage can be assigned to the targeted cell is the cell the creature with Trample is located in when damage is assigned during step 4 of combat.
* The Trample ability is an optional ability (it uses the word 'may') and in no way prevents you from assigning damage to the original combat cell. It offers an additional option for where to assign the damage. It doesn't restrict you from assigning damage to the combat cell.* If there are no local enemies at the time damage is assigned (either because all enemies were moved out of the cell by blade abilities or because the creature with Trample has been moved into an empty cell), all damage in the cell may be assigned to enemies in the targeted cell.
* In order to assign damage to the targeted cell the creature with the Trample ability must be either in a cell where all enemies have been assigned enough damage to be disrupted or destroyed, or in a cell that contains no enemies.
* It is possible for the targeted cell to be adjacent to neither the original combat cell nor the creature with Trample at the time damage is assigned.
[INDENT]
{oS}{o2}: Edgemaker — Activate target local ally's blade ability as if {oB} were assigned to it. (Abilities that work only during combat can't be activated with this ability.)
{oB}: Crit 2 — Deal +2 damage this combat.
{oB}: Fumble 2 — Deal –2 damage this combat.
{oB}: Warpstrike 5 — Make a 5-power attack against target nonlocal enemy.
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.[/INDENT]
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Venom[INDENT][dbm]Bad Kitty[/dbm]
{oB}: Venom 2 — Assign 2 venom points to target local enemy. Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it.[/INDENT]
* Venom points are only tracked within a single phase. This effectively means that venom points clear at the end of each phase.
* Venom points do not clear when a creature is disrupted.
* Multiple assignments of venom points during a single phase are cumulative.
* It is not possible to disrupt a creature using the Venom ability.
* Creatures destroyed by the Venom ability get deathblows as normal.
* Inside of combat, a creature that is assigned Venom points at least equal to its spawn cost is marked for destruction during step 3 of the combat sequence. The creature is then destroyed during step 7 along with any other creatures marked for destruction.
* Outside of combat, each time a creature is assigned Venom points, check it (and no other creatures) to see if it will be destroyed due to Venom. A creature that receives Venom points at least equal to its spawn cost outside of combat is destroyed immediately, just as a creature dealt damage equal to its life would be.
* Assigning a creature with the Bodyguard ability Venom points at least equal to its spawn cost will not satisfy the Bodyguard requirement and allow you to assign damage to other creatures in the cell. The Bodyguard ability only checks for damage at least equal to the creature's defense or life, not Venom points.
[indent]
Bodyguard — Opponents may not 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]
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Vortex[INDENT][dbm]Chaos Puppeteer[/dbm]
{oS}{o1}: Vortex — At the same time, move each creature in a noncentral key cell one cell clockwise around the central key cell. (Abilities that trigger as a result of this movement do so after all the creatures have moved.)[/INDENT]
* The central key cell is the 2-point scoring cell for both players. The Vortex ability affects each of the other eight key cells in the dreamscape.
* When the Vortex ability is activated, each creature in the eight noncentral key cells moves one cell clockwise around the "ring" of noncentral key cells.
* The Vortex ability only moves creatures, not locations.
* After all creatures have moved, check for any abilities that triggered as a result of the movement. Currently the only such abilities are Ambush and Charge. If the Ambush ability triggers, the creature with the Ambush ability will make a 6-power attack on any creature that entered the cell at the same time it did. If the Charge ability triggers, the creature with the Charge ability will make a 6-power attack against any creature in the cell with it after the Vortex ability has resolved completely. Ambush and Charge will only trigger on creatures moving with them, not creatures in cells ahead of or behind them in the movement.
[INDENT]
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.[/INDENT]
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Whisper Gambit[INDENT][dbm]Cyclopean Sprite[/dbm]
{oB}: Whisper Gambit 6 — You may have each opponent advance one turn on the scoring track. If you do, banish enemies of your choice whose total spawn costs add up to {o6} or less.[/INDENT]
* You may only banish creatures using the Whisper Gambit ability. Locations are not enemies.
* When you activate a Whisper Gambit 6 ability, you banish creatures whose spawn costs add up to a total of 6 or less, not every creature with a spawn cost of 6 or less.
* Spawn costs are the numeric portion of a miniature's cost only. Spawn cost does not include the aspect symbols that make up the miniature's aspect cost.
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Miniature-Specific Notes[dbm]Arch of Triumph[/dbm]
During your spawn phase, you may spawn creatures in this cell if there are no local enemies. (You can't break the stacking limit with this ability.)
* Spawning a creature into a cell using Arch of Triumph's ability will not trigger abilities such as Charge and Ambush. These abilities trigger on a creature entering a cell, and spawning into a cell is not considered to be entering that cell.
[INDENT]
Charge 6 — Whenever this creature enters an enemy-occupied cell, it makes a 6-power attack against target enemy in that cell.
Ambush 6 — Whenever an enemy enters this cell, this creature makes a 6-power attack against that enemy.[/INDENT]
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[dbm]Tower of Faces[/dbm]
{oB}{oB}: Warpstrike 7 — Make a 7-power attack against target nonlocal enemy. (When your local creatures make a regular attack, you can assign their blades to this location to activate this blade ability.)
* The Nullify ability only affects creatures. You will still be able to activate Tower of Faces' Warpstrike ability even if it is under the effect of a Nullify ability.
[INDENT]
Nullify — Local creatures can't use blade abilities.[/INDENT]
Recent Changes to the FAQ
4-8-07:
- Added an entry to Trample to clarify that damage can still be assigned to the combat cell.
2-10-07:
- Added an entry to Edgemaker to clarify which miniature is affected by the ability.
- Added an entry to Edgemaker to clarify the interaction with Nullify.
- Added a Rush entry.
- Added an entry to Venom to clarify the interaction with Bodyguard.
1-8-07:
- Added a Gain Enrage entry.
12-12-06:
- Added entries to various ability sections to point to relevant areas in the General Notes section. Added a Haunt Gambit entry for that purpose.
- Updated Trample with the fact that Trample does not actually have a duration but that it only modifies the damage in the attack on which it was rolled.
12-5-06:
- Added entries to Venom to clarify the timing of the Venom ability.
12-1-06:
- Updated the Trample entries and added some entries with the new Trample ruling.
11-15-06:
- Added an entry to Energy Feed clarifying when it checks.
- Clarified an entry on Shadow.
11-13-06:
- Added a link to the Base Set FAQ.
- Updated an entry on Vortex to clarify the interaction with Ambush and Charge.
- Added two entries to Whisper Gambit, clarifying what the ability does and what a spawn cost is.
10-31-06:
- Added a link to Dreamcatcher and a list of symbols used in this document.
- Clarified the wording of the entry under "Abilities with an activation of {oS}{o0}".
- Added an entry to Edgemaker about double-blade abilities.
- Corrected the second entry under Follower to only refer to local creatures.