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Dungeons & Dra.. Dungeon Command Dungeon Command Rules Questions/Clarifications
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11 months ago  ::  Jul 19, 2012 - 2:37PM #1
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

First: I love Dungeon Command and have played about a million games since my store got our demo copies in, and I'm really looking forward to running the game day demos.  Thanks for the awesome work.

Ok, a bunch of rules questions!

1. Cowering says it prevents all damage and "any other effects".  Does this include the "damage can't be prevented" effect on Piercing Strike?  Basically, can I cower if my opponent uses Piercing Strike (or some future "damage can't be prevented" effect)?

2. I initially assumed, due to my MTG background, that only Immediate actions and similar creature abilities could be added to a non-empty stack (ie, as a response).  But looking over the rules, it seems like that isn't the case, and that I could also add Minor actions (taken "at any time during its activation") or maybe even standards or moves to an ongoing stack.  Obviously all the other requirements need to be met, like it being that creature's activation and so forth, but in general, what actions can I take as part of an ongoing stack?

The situation that brought this one up: I'm activating my Drider and put Faerie Fire on my opponent's Dwarf Cleric, which resolves.  Then I tap the Drider and play Shadowy Ambush, attempting to hit the Dwarf for a lethal 60.  My opponent reasonably responds by using the Cleric's ability, targeting Faerie Fire to attempt to reduce the damage by 10.  Can I respond with Quick Jab?  Similarly, could I have used Quick Jab first and responded with a standard action attack to a similar attempt?  If I attack an opponent and they respond with a potentially lethal Riposte, could I use my move for the turn to move out of melee range, or use Into The Fray to escape?

3. When do priority stops actually happen in Dungeon Command?  For example, is there an equivalent of the end step priority window in Magic?  The rulebook is pretty clear that you can respond to all discrete actions during the activation phase, but what about other phases?  It seems like triggers can happen any time (like the Shadow Stalker power on the Shadow Mastiff that's used as the rulebook's example) but can you add immediate abilities to the stack then?

Again, the situation that caused the question: My opponent has an injured creature.  During her Deploy phase, she places a Dwarf Cleric adjacent to the injured creature.  Is there a priority stop in the Deploy phase such that she can activate the Cleric, so that she can untap it in her Cleanup phase?

That's it for now.  Sorry the questions are a bit techincal, we're old Magic hands so we tend to have that kind of approach.  Thanks again for the awesome game! 
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11 months ago  ::  Jul 20, 2012 - 11:43AM #2
ChrisDupuis
Date Joined: Jul 19, 2011
Posts: 48

Jul 19, 2012 -- 2:37PM, Ultiville wrote:


First: I love Dungeon Command and have played about a million games since my store got our demo copies in, and I'm really looking forward to running the game day demos.  Thanks for the awesome work.

Ok, a bunch of rules questions!

1. Cowering says it prevents all damage and "any other effects".  Does this include the "damage can't be prevented" effect on Piercing Strike?  Basically, can I cower if my opponent uses Piercing Strike (or some future "damage can't be prevented" effect)?




No. Preventing damage by cowering would prevent such things as: Attaching Deep Wound to the target. If the damage is prevented, the card doesn't attach. If a card says the damage can't be prevented, you can't prevent it through any means. The only way to keep the damage from landing would be to kill the attacking creature before the attack clears the stack. 

Jul 19, 2012 -- 2:37PM, Ultiville wrote:

2. I initially assumed, due to my MTG background, that only Immediate actions and similar creature abilities could be added to a non-empty stack (ie, as a response).  But looking over the rules, it seems like that isn't the case, and that I could also add Minor actions (taken "at any time during its activation") or maybe even standards or moves to an ongoing stack.  Obviously all the other requirements need to be met, like it being that creature's activation and so forth, but in general, what actions can I take as part of an ongoing stack?




All actions technically create their own stacks for a split second. Note that you can't interrupt the middle of an action to create a new stack. The action completes off the stack and moves on. For example, you can't play a minor action mid-move, nor can an opponent play an immediate action card in the middle of your move. They either interrupt the start of the move action or play their immediate after you are done moving. 

Jul 19, 2012 -- 2:37PM, Ultiville wrote:

The situation that brought this one up: I'm activating my Drider and put Faerie Fire on my opponent's Dwarf Cleric, which resolves.  Then I tap the Drider and play Shadowy Ambush, attempting to hit the Dwarf for a lethal 60.  My opponent reasonably responds by using the Cleric's ability, targeting Faerie Fire to attempt to reduce the damage by 10.  Can I respond with Quick Jab?  




You cannot respond with Quick Jab. It is not played at immediate speed. It cannot interrupt things. 

Jul 19, 2012 -- 2:37PM, Ultiville wrote:

Similarly, could I have used Quick Jab first and responded with a standard action attack to a similar attempt?  If I attack an opponent and they respond with a potentially lethal Riposte, could I use my move for the turn to move out of melee range, or use Into The Fray to escape?




You can't use standards to interrupt things on the stack. Only immediate cards. 


Jul 19, 2012 -- 2:37PM, Ultiville wrote:

3. When do priority stops actually happen in Dungeon Command?  For example, is there an equivalent of the end step priority window in Magic?  The rulebook is pretty clear that you can respond to all discrete actions during the activation phase, but what about other phases?  It seems like triggers can happen any time (like the Shadow Stalker power on the Shadow Mastiff that's used as the rulebook's example) but can you add immediate abilities to the stack then?




You can play immediate cards at any point. Normally it is in reaction to an action, but at any point you could do it. 

Jul 19, 2012 -- 2:37PM, Ultiville wrote:

Again, the situation that caused the question: My opponent has an injured creature.  During her Deploy phase, she places a Dwarf Cleric adjacent to the injured creature.  Is there a priority stop in the Deploy phase such that she can activate the Cleric, so that she can untap it in her Cleanup phase?




Yes, the cleric could deploy and immediately tap to heal an adjacent creature, then untap during your cleanup phase. 

Jul 19, 2012 -- 2:37PM, Ultiville wrote:

That's it for now.  Sorry the questions are a bit techincal, we're old Magic hands so we tend to have that kind of approach.  Thanks again for the awesome game! 




No problem! Glad you're enjoying it!

Chris Dupuis
Tabletop Games Designer
Dungeons & Dragons
Twitter: gameguruchris
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11 months ago  ::  Jul 20, 2012 - 11:54AM #3
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Awesome, thanks for the quick replies.
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11 months ago  ::  Jul 21, 2012 - 7:37AM #4
Palpster
Date Joined: Jun 20, 2003
Posts: 93
I would like to add another question. I have two Faerie Fire Order Cards in my Sting of Lolth faction box. One says it's required level is 1 and the other has level 2 as a requirement. The only difference I can see other than that is that one has the gold markings and one the silver meant for 2 players playing with one box. Are these meant to be two different levels? is one a misprint (if so, is the requirement level 1 or 2?) or am I missing something else entirely?
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11 months ago  ::  Jul 21, 2012 - 7:54AM #5
ChrisDupuis
Date Joined: Jul 19, 2011
Posts: 48
It's a misprint. The correct level for faerie fire. Is level 2.
Chris Dupuis
Tabletop Games Designer
Dungeons & Dragons
Twitter: gameguruchris
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11 months ago  ::  Jul 21, 2012 - 9:06AM #6
bumyong
Date Joined: Jan 26, 2012
Posts: 1
I'm surprised that the cleric would be able to use his heal ability when deployed since the activation phase is over.  What is special about the cleric that his ability is allowed but others aren't?  I'm assuming you can't activate freshly deployed creatures (move, play order cards, use creature powers, take other actions. p. 8 of rulebook).

Also, on another post, someone else said that the reduction in movement to 1 square when starting adjacent to an enemy creature only applies for the actual movement phase but any order card that allows for additional movement is exempt from this restriction.  Is this true?  Also, what does "priority stop" mean? (if this is important to the answer)

Found the link to the post:
boardgamegeek.com/thread/830719/burrow-a...
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11 months ago  ::  Jul 21, 2012 - 5:35PM #7
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Jul 21, 2012 -- 9:06AM, bumyong wrote:

I'm surprised that the cleric would be able to use his heal ability when deployed since the activation phase is over.  What is special about the cleric that his ability is allowed but others aren't?  I'm assuming you can't activate freshly deployed creatures (move, play order cards, use creature powers, take other actions. p. 8 of rulebook).

Also, on another post, someone else said that the reduction in movement to 1 square when starting adjacent to an enemy creature only applies for the actual movement phase but any order card that allows for additional movement is exempt from this restriction.  Is this true?  Also, what does "priority stop" mean? (if this is important to the answer)

Found the link to the post:
boardgamegeek.com/thread/830719/burrow-a...




The Cleric is the only figure so far with a Tap ability that functions as an Immediate action.  The Umber Hulk also has a Tap ability, but it specifically says to play it as a standard.  As per the rules, unless this statement otherwise is on the card, you can play any creature Tap ability as an Immediate action, and Immediate actions can be done outside your activation.  This means you can use the Cleric's ability once on your turn and once on your opponent's turn; thus far it seems to be the most powerful single figure in the game.  What was less clear was whether you could use it once it was deployed or if you could only use Immediate actions during some figure or other's activation; the answer established that you can use it any time, so you can use it in the Deploy phase immediately after placing the model.

For the second: I think I made that BGG response, which I guess was a bit misleading?  My understanding is that while you are next to an enemy figure, your Speed stat is 1, whatever it would otherwise be.  This means if you start any kind of move that relies on your speed (normal move or Into the Fray or what have you) while next to an enemy, you can only move 1.  On the other hand, some cards say "move X" or "shift X", like Spring Attack which says Shift 6, attack, shift 6.  In these cases, your speed stat being 1 doesn't matter.  You can also step back one (assuming that gets you clear), then use another action that calls on your speed, since it isn't 1 once you stop being next to an enemy.  For example, if my creature is next to an enemy, I can use the normal move (speed 1), step back one to where I'm clear, then play Into the Fray as a minor (move your speed) and since I'm no longer next to an enemy, I get the creature's full speed.

Obviously I'm not an official source but that's my understanding  

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11 months ago  ::  Jul 22, 2012 - 7:24PM #8
DrJest
Date Joined: Sep 13, 2003
Posts: 5
Congratulations on the release of Dungeon Command. The group I game with have really enjoyed playing it. As with new games rule questions do rise.

First question regards moving. During its activation can a creature move its speed then play a card that involves the creature shifting or sliding? For example can “Stalk” be played to move an additional 6 squares after the creature has moved its normal speed? Can the creature take a normal move after it has played “Stalk”? Or does moving once during its activation really mean move once regardless of how?

How does the card “Into the Fray” play? This one has us scratching our head.

On page 13 under the “Distance and Counting” side bar, first bullet says “The acting creature must have a line of sight to the target unless otherwise specified.” So must a creature have a line of sight to the hex it wishes to target with the “Fireball” card? Would this also apply to playing “Fire Trap”?

When it comes to cowering can you use damage reducing cards to first reduce the amount of damage and then decide to cower? For example can you play “Close Call” to prevent 40 damage from a 50 damage attack then cower the remaining 10 damage?

Thanks to the team that put this game together. By all accounts Dungeon Command is off to a good start and we're looking forward to the next expansions.
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11 months ago  ::  Jul 22, 2012 - 9:26PM #9
thewok
Date Joined: Jul 31, 2007
Posts: 798
If you don't mind, I'll take a stab at these, though Chris  may come by and tell me that I'm wrong.

Jul 22, 2012 -- 7:24PM, DrJest wrote:

First question regards moving. During its activation can a creature move its speed then play a card that involves the creature shifting or sliding? For example can “Stalk” be played to move an additional 6 squares after the creature has moved its normal speed? Can the creature take a normal move after it has played “Stalk”? Or does moving once during its activation really mean move once regardless of how?



Yes.  Yes.  Yes.  No.

In more detail, the Activation phase has the following steps, done in any order:
- Move up to its Speed.
- Play any number of minor action Order cards or use creature powers that do not require a tap.
- Take one action that taps the creature (Attacking, using a standard action Order card, using a power like Confusing Gaze, picking up a treasure, etc.)

Moving is a separate thing from using an Order card.  So, a creature can Move, then use an order card that includes moving.  If the player is using Valnar Trueblade as his commander, he can even have his creatures use their Standard actions to move again.

How does the card “Into the Fray” play? This one has us scratching our head.



On your turn, you can play Into the Fray.  It is a minor action, and the creature moves up to its speed.  It still can move up to its speed if it hasn't already done the Move part of its activation.

On page 13 under the “Distance and Counting” side bar, first bullet says “The acting creature must have a line of sight to the target unless otherwise specified.” So must a creature have a line of sight to the hex it wishes to target with the “Fireball” card? Would this also apply to playing “Fire Trap”?



"The acting creature must have line of sight to the target unless otherwise specified."  Since Fireball and Fire Trap do not specify that LoS is not needed, the creature using those order cards will need LoS to the target squares.

When it comes to cowering can you use damage reducing cards to first reduce the amount of damage and then decide to cower? For example can you play “Close Call” to prevent 40 damage from a 50 damage attack then cower the remaining 10 damage?



The Stack, pg. 9:
"After any action resolves, all players get another chance to respond with new actions. Any new action goes on top of the stack, and players can respond to that action as normal."

So, yes, you can negate damage with an Immediate order card, then Cower any remaining damage, since Cowering does not tap the creature.

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11 months ago  ::  Jul 23, 2012 - 1:52PM #10
orbrover
Date Joined: Feb 20, 2006
Posts: 13
RE: "So, yes, you can negate damage with an Immediate order card, then Cower any remaining damage, since Cowering does not tap the creature."

Page 14, under Cowering, says "The Morale reduction is determined by the total damage that would be taken, evif if it exceeds the creature's Hit Points.  You cannot split the damage between Hit Points and Morale..."

Do those two quotes contradict each other?
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