| standard wizwar cards | |
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| FAQ: This is only for one attack, it does not work against 3 points of damage from multiple attacks in one turn.
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| FAQ: When played versus a REUSE SPELL, ABSORB SPELL takes priority, since it makes no sense doing it the other way! Also ABSORB SPELL defeats a CARD ERASURE, as Counteractions take effect before Attacks. ABSORB SPELL has no effect on objects or the spells they produce, such as Magics Sticks, Magic Stones, and Artifacts. ABSORB SPELL will not work against ANTI-ANTI, since ANTI-ANTI is not used against the player, but rather his spell. Yes, ABSORB SPELL will work on FULL REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used against you, but cast upon the player using it.
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| FAQ: Can you play a NUMBER card to add to your movement, then perform some action that gets you another NUMBER card, THEN play your ADD with the new NUMBER card, adding it to the NUMBER card already played? No, you can't. When the ADD card is used, the NUMBER cards to be added must be played together, immediately upon casting the ADD spell.
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| FAQ: This lets you attack 2 times in a turn, it doesn't let you use objects twice in a turn when the particular object says that it can be used once a turn. See also: Survey: Slow and Adrenaline.
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| See also: Blind & Alter ego and Alter Ego - Werewolf (Hypnosis).
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| FAQ: With SLOW DEATH, it causes 2 pts. damage per turn. If AMPLIFY is used with SHIELDSTONE, SHADOWSTONE, WIZARDBLADE, or other permanent objects, note that it only affects that object for one use of the object, not permanently. AMPLIFY can be used with a 1 point spell (one without a NUMBER card) to make it worth 2 points. AMPLIFY does not affect NUMBER cards going into POWER BATTERY, it only affects the power as you use it to cast spells. See also: FIRE IMP, Can you amplify someone else's spell? and Giving Jolly a headache....
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| FAQ: If this is on a TREASURE, and the treasure is on your home base, is it considered to be sitting on your home base? Since this is an enchantment on the object, and not a creature that is carrying it, then the answer is YES. See also: Giving Jolly a headache... and Janitor on Animated Treasure.
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| FAQ: Will work against SHIELDSTONE, but not SOULSTONE. This will not work against Remove Curse, as Remove Curse does not counter the attack spell, but merely stops the ongoing effects of the spell. See also: ABSORB SPELL.
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| FAQ: This is a spell cast on another spell. If such a spell is reflected, then the reflected spell will go back around the corner, since it still has AROUND THE CORNER cast on it. See also: ASTRAL PROJECTION, REFLECTION and VISIONSTONE.
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| COMMENTARY: Note that since the card says that REFLECTIONS have no effect on you, that is the way we play it (unlike AROUND THE CORNER and VISIONSTONE). See also: AROUND THE CORNER, VISIONSTONE and The power of Vision Stone, XRay Vision, astral projection.
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| FAQ: Can be punched from an adjacent square, or attacked by MONSTERS from an adjacent square. If he steps over something, like a PIT or KILLER OOZE, it requires 2 movement points. If Big Man pushes someone to an intersection, then the other player gets to decide which direction to go, if Big Man decides to push him further. Big Man will cancel Shrink. COMMENTARY: The faq text is somewhat in conflict with the card description, which says that a BIG MAN cannot be punched. We interpret this to mean that the BIG MAN is immune from ordinary punches, but can still be damaged by FIGHTERSTONE and similar attacks. See also: Big Man and immovable creatures, Big Man/Vampire and how it relates to New Card Classes, Big Man & Vampire!, Janitor on Animated Treasure and Trapped in a thorny prison (Big Man).
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| FAQ: Even if you're BLIND, you can still move your MONSTERS okay, since they aren't LOS controls, anyway. Also, non-LOS spells are not affected by your being blind. If you try to cast a spell on someone, if it goes the right direction, then it hits him. If you cast a spell that was supposed to go 3 spaces away, and you accidentally point it at the wall next to you instead, since the spell can't go the intended distance, it dissipates. If you are trying to attack one player while you are BLIND and the spell ends up going toward another player, it misses him. See also: DUST CLOUD, Visionstone while blinded and casting creation spells blindly.
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| COMMENTARY: Note by the wording of the spell that Blink can only be used against magical damage. Since blink is an escaping-type spell, we have always allowed it to work against both physical and magical attacks. See also: TELEPORT.
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| FAQ: If you play two in a row, they act one after the other, they do not cancel the damage out entirely! Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the second would reduce damage to 2 points (1.5 rounded up).
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| COMMENTARY: I think that this is a 6th edition card. See also: DOOR-TO-DOOR, PERMAWARP and Super-Dodge and the "Bomb" Trap Card.
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| FAQ: This has a loophole. If you drop it and pick it up, you get two new cards, then get to draw 2 more at the end of your turn. This is, so far, legal. COMMENTARY: With the loophole, the brainstone is better than the spell stone. It is more reasonable to close the loophole with a rule variant that you only get two new cards when drawing the card, not when picking it up or stealing it.
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| FAQ: Some people think this should be an ATTACK. If you want to play it that way, fine. Some people also think it should be burned. Some play it as a duration card, so you could do this as a house rule. In the next revision, it will just become an ATTACK. See also: Buddy as an attack and How buddy is your buddy?.
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| See also: Damage: physical or magical?.
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| See also: ABSORB SPELL.
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| See also: ABSORB SPELL.
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| COMMENTARY: It seems like you should be able to REMOVE CURSE on CONTROL CREATION to get your creation back... See also: Remove Curse and Control Creation.
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| FAQ: It can carry, but not use, objects, not even passive objects like AMBER PENDANT with a Counteraction. Obviously a BAT with a BRAINSTONE can't draw cards. COMMENTARY: Although the bat can fly, we do not grant it immunity from being punched, as the FLIGHT spell does. See also: FLIGHT, Can vampires fly? and Can you bop the bat?.
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| See also: CREATE WALL and Giving Jolly a headache....
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| FAQ: It can carry a spell, not an object. See also: Create Familiar with Mental Swap.
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| FAQ: Yes, you can drop objects in here, even while you are jumping over the PIT. No, contrary to what the card says, you can't create objects in or on or over the PIT, which eliminates all those bizarre questions about creating SOLID STONE over a PIT and having it fall down, or making a WALL sideways over a PIT, and so on. TINY SWAP can't be used to do this either, as this would qualify as creating an object in a space where an object already is, which is against the basic rules. FILL SQUARE WITH STONE cancels a PIT, and any objects inside the PIT at the time appear at the top, on the floor, so nothing gets "squashed". It takes a whole turn to climb out of, as well as into, a PIT, and your movement would end adjacent to the PIT. You could still add NUMBER cards to your movement in such a case, though. You can jump diagonally across a PIT if it's at an intersection, but it still takes 2 movement points to get across. A player outside and adjacent to the PIT has LOS into the PIT, but a player in the PIT has no LOS outside of the PIT (except in the very rare instance where someone jumps or flies over and he uses an INTERRUPT to cast an attack...you get the idea). If a PUSH OBJECT is used to shove a treasure in on someone in a PIT, they take 2 points damage just as normal from a PUSHED OBJECT. Climbing into a PIT, you must start the turn adjacent to the PIT, and may not perform any other actions while climbing. You could, if you like, just fall in and take the damage. Two or more adjacent PITS would just make one long PIT. See also: FIRE IMP, Giving Jolly a headache..., Pit again and Damage: physical or magical?.
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| FAQ: No, he does not normally go above 6 life-points, unless he has some other spell cast on him that allows this to happen.
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| FAQ: This can NOT be created in the middle of a square, or diagonally across a square. This is true of any wall. Obviously it cannot be created on top of a wall section with a door or an illusionary wall, as this would constitute creating an object on a space that already has an object in it.
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| FAQ: Yes, he can be attacked physically, with a DAGGER, punch, etc. If all the damage from his attack is stopped, the attacked Wizard still loses a card! COMMENTARY: The FAQ is in conflict with the rule that states that secondary effects are avoided if all of the damage from an attack is avoided; we give precidence to the rules, and do NOT take a card away from a wizard who FULL SHIELDS a wraith attack. See also: Please settle an argument about Wraith and Damage: physical or magical?.
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| See also: LARGE ROCK.
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| See also: Protocols of play (Yet another ruling discussion).
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| COMMENTARY: We allow the Democratic Monster one attack per controlling player's turn; otherwise, if two wizards were locked in a closet with a Democratic Monster, only one would get to attack with it, which wouldn't be very democratic. However, we only allow the Democratic Monster to attack the same target once in any round of turns; this prevents all of the wizards in a multi-player game from ganging up on one hapless player who happens to be near the Democratic Monster (which IS democratic, but hardly sporting). Also, if a player willfully throws the Democratic Monster into a thornbush, or if it loses a turn for any reason, it seems only fair that the Democratic Monster should then be out of commission until the end of that same player's next turn.
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| FAQ: Works just fine on door-sections too. While ABSORB and BLUNT will work fine against the damage from a falling wall, FULL SHIELD will not, since it is not a magical attack. See also: MIST-BODY and Destroying Walls.
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| FAQ: The instructions on this one are confusing even to me. The sentence that says "Disease is short-lived, you must infect a player every turn for it to do any damage" can easily be misinterpreted. If you walk into a space with another player while the spell is active, they take damage. They do not "catch" the disease", thus the disease is short-lived. If you want the player to take more damage from DISEASE, you enter his square again on a following turn (or remain in the same square if he does not move). There's some question as to whether the casting of the spell is an ATTACK, or whether it is entering a square with another player that is the ATTACK. Entering another player's square constitutes the ATTACK, not casting the spell. This card violates the rule (somewhat) that you can't attack more than once in a turn, since you can clearly infect more than one person, as the card says. That's okay, it's supposed to be that way. By this logic, a person with BUDDY cast on him, and DISEASE, cannot infect his BUDDY, that is, cannot enter his space. Also, entering one player's space multiple times in one turn does NOT cause extra damage, the damage can only be inflicted to a single player once in a turn. See also: Empathy and Disease Revisited and Super-Dodge and the "Bomb" Trap Card (Disease).
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| See also: Protocols of play (Yet another ruling discussion).
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| FAQ: This has references to Expansion #1 cards, which, if you have the basic set without the expansion, you have to ignore. The reason for this is, DISPEL CREATION used to only be in the Expansion...it was considered a good idea to put one in the basic set, but unfortunately, it did not get edited to accomodate this move.
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| FAQ: The range of area-of-effect spells such as FEAR counts up to where one side of the door is, then finishes counting at the other end of the warp. See also: Door-To-Door + Exploding Door and Giving Jolly a headache....
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| FAQ: Should say "half-strength attacks", not "half-strength spells", thus a physical attack would work also.
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| FAQ: This will work on Wizards and MONSTERS just fine. It will also work with AROUND THE CORNER.
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| FAQ: This will work on players or monsters. If someone tries to physically attack someone else in a DUST CLOUD, they must roll the die to see if they hit (a 1 in 4 chance). Since DUST CLOUD blocks LOS, an LOS spell cannot be cast upon a player in DUST CLOUD, or by a player who is in a DUST CLOUD. Spells cast upon oneself still work fine, though, and no roll is required. See also: Dust Cloud and Pick Lock and Trapped in a thorny prison.
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| FAQ: If used as a Counteraction, the duration of the spell starts when cast and ends at the beginning of one of the turns of the player that attacked you. If used against CHAOS, it is quite ineffective, since it does what CHAOS does anyway. This will not work against an already-active spell, just new ones. See also: Empathy and Disease Revisited and Remove Curse and Control Creation (Empathy).
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| See also: Door-To-Door + Exploding Door and Giving Jolly a headache....
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| FAQ: Does not work on already-active spells.
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| FAQ: If a player plays GO AWAY on someone where that person would have to move into FEAR'S radius, treat it as though the player ran into a dead end. FEAR wins. Since FEAR is cast on your SELF, it is not Counteractible. FEAR even scares your own MONSTERS off. FEAR also takes priority over someone who is UGLY. The 3 spaces away is measured as a Wizards walks (if he could walk through walls), not diagonally. FEAR doesn't affect other players until their own turns, but technically it becomes active the moment it is cast. This is unlike UGLY, which takes place instantly and forces other players to move away from you during your turn. With FEAR, they have to use their own movement on their own turn to move away from you. During your own turn, you could move back into range with them, which would once again force them, on their own turn, to try to move away from you. If an opponent cannot move away from you but owns a card that would allow him to do so (like Pass Through Wall or Teleport) he must use it to escape. See also: DOOR-TO-DOOR, PERMAWARP and UGLY.
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| COMMENTARY: We play this spell as a one-turn-only counteraction; you cannot use a number card with it, but it protects you from all damage (unless trapped) for one turn. See also: Fireball, Sticky Stick and Featherwieght, Featherwieght and Damage: physical or magical?.
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| FAQ: Sure, you can leave items in SLIME, but you can't teleport someone there or create something else inside, like a MONSTER, or leave a creation spell trapped inside. This is per the rule that you can't create an object in a space where there is already an object. HANDFUL OF TACKS would work just fine in SLIME, as it isn't a spell. Only water will damage the SLIME, so other attacks are useless. Spells stuck in SLIME only go off once, the first time someone walks into the SLIME. SLIME is a big cube filling the corridor, and offers no LOS, nor can it be flown over. What works in a SLIME? Some folks have trouble deciding what would go well in a slime. Try a FIREBALL, or LIGHTNINGBLAST, or SLOW DEATH, or SUDDEN DEATH. You get the idea. After a player sets off the spell, it only affects him, later players entering the SLIME are not affected by the spells which have already been set off. See also: Trapped in a thorny prison.
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| FAQ: Will attack MONSTERS as well as players. If put in line of sight with a KILLER OOZE, it will shoot it every turn until 5 points have accumulated on it and killed it. If the FIRE IMP hits you with his attack during your turn, you can only use a COUNTERACTION against it, even though it is during your turn. You might look at it as though the IMP is taking a turn within your turn. What he shoots at you, technically, is a spell, and does magical damage, thus may be COUNTERACTED like a spell. You cannot AMPLIFY, then REVERSE the damage done to you, as AMPLIFY is a NEUTRAL and may not be used to aid in COUNTERACTING the damage. No, you can't create a FIRE IMP over a PIT. That consititutes creating an object in an occupied space, which is against the rules (the PIT occupies the space). COMMENTARY: Note that the text of the PIT card says that you can create objects in the PIT, but the FAQ entry for the FIRE IMP says that you cannot create objects in a space already occupied by the PIT. See also: CREATE PIT, MONSTER BANE and Damage: physical or magical?.
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| COMMENTARY: Although the card text says that you can fly over SLIME, that doesn't actually make sense, as FILL SQUARE WITH SLIME clearly fills the entire square and therefore cannot be flown over. It seems reasonably clear that the card intended to say ooze, not slime, and we have ammended our copy appropriately.
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| See also: ABSORB SPELL.
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| FAQ: Sure, you can use counteractions on this. Even reflections will work, although no opponent will take any damage. See also: Absorb Spell.
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| See also: Damage: physical or magical?.
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| FAQ: These work just fine on MONSTERS, too, as do other hazards. If a player chooses to pick up the tacks, they cannot perform other actions during their turn of picking them up, although they can break the process of picking up the tacks into 2 separate isolated turns. They can, of course, draw cards during these turns. If a player dumps the tacks into a space where someone is already standing, then that player takes no damage as he leaves the space where the tacks are. The next version of this card will say "entering the space" instead of "crossing the space". See also: Damage: physical or magical?.
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| FAQ: In the very rare occurence of a passage-loop, where HEAVE-HO would travel forever, we've limited it to a maximum of 10 spaces. AROUND THE CORNER has no effect on HEAVE-HO, as HEAVE-HO is cast on yourself, not on the treasure. In the example below, where the "x's" represent Wizards, HEAVE-HO does 3 points of damage, which are counted as spaces as the Wizard walks.
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| FAQ: This has no effect on a PERMAWARP if the other end of the warp is in another sector. If it is in the same sector, passage through the warp can, if possible, be counted as "the shortest path possible" to the wizard casting the spell. An opponent WILL be pulled through a WALL OF FIRE, if that is the shortest route, or a DUST CLOUD, or a WALL OF FOG, etc. However, an opponent will NOT be pulled out of a PIT!
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| FAQ: Yes, this means you don't have to draw cards for your opponent at the end of his turn. If REFLECTED, both players can control each other for their next turns. This spell lasts a player's turn, so is in essence a duration spell. If you cast Hypnosis on a Monster, you control the monster's *actions*, you do not take control of the monster. This is an important distinction for use upon Alter Ego, where the monster's controller's spells are used. Thus, the normal owner's spells are used up, not the ones belonging to the caster of Hynosis. COMMENTARY: We have removed this spell from play. See also: Alter Ego - Werewolf (Hypnosis) and Hypnotizing an Alter Ego.
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| FAQ: "What am I doing here" is a joke. You don't really have to say it. It's also the IDIOT'S choice as to whether he takes a short path through a WALL OF FIRE (for example), or a long path around it. He can avoid obstacles. If you happen to already be carrying one of your treasures when you are hit with this spell, it has no effect on you. What is meant by "nothing can be done" is that all your effort must be directed to getting to your nearest treasure. This still allows you to cast and draw spells if they help you in your goal, but it does not allow you to attack players or pick up other items, such as opponents' treasures. You could, however, destroy a wall if your nearest treasure is behind it. COMMENTARY: More reasonable: opponent drops any treasure carried and cannot carry treasures until he is on his own treasure. As worded, many ambiguous situations can result, and there are different interpretations about what a wizard must or must not do in certain situations. See also: Idiot.
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| FAQ: Yep, you can use this to create a monster, or Swap, or Power Drain, even. Each opponent affected has a 50% chance to believe in it; in the case of a monster, each opponent rolls separately, the monster does not disappear just because one player doesn't believe in it. COMMENTARY: We do not allow Illusionary monsters. See also: Giving Jolly a headache... (Disallows illusionary monsters).
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| FAQ: Just because you see a Wizard create an ILLUSION WALL does not mean you know it's a fake, nor can you figure it out by watching another Wizard walk through. You must roll to see if you believe it when you see it. If you do believe it, it acts just like a real wall for you, so even if you throw a dagger at it, the dagger would do 3 points of damage to the wall and fall to the floor on your side of the wall. You can even punch an ILLUSION WALL to pieces. If you destroy an ILLUSION WALL, this does not destroy it for everyone, just you. You can't see through ILLUSION WALL even if you know it's a fake. See also: Giving Jolly a headache....
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| FAQ: If a player runs by in front of you, and you want to blast him with a spell, state that you are casting your INTERRUPT as he passes in front of you and you can cast the spell upon him. See also: Conundrum... and Protocols of play (Yet another ruling discussion).
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| FAQ: If a spell misses you while you are invisible, it hits nothing; it dissipates into nothingness. See also: Conundrum....
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| See also: MASTER KEY.
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| FAQ: Just like it says, ALL tokens, even DESTROYED WALLS, get removed. See also: Janitor on Animated Treasure.
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| FAQ: This is a MONSTER. No, it does not block LOS, just lays in a layer on the floor, and is not moveable. Only fire, and no other type of attack, will hurt the ooze (except MONSTER BANE for 5 points). See also: MIST-BODY.
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| FAQ: Large Rock/Dagger: These are NOT spells (yes, the rules already say that) which "create" the objects, they are the objects themselves. Yes, they can be discarded!
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| FAQ: You would discard and redraw in a 2 player game. It doesn't say this on the card, but it makes sense.
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| FAQ: If this gets FULLY REFLECTED, you lose the rest of your turn and can't draw cards (in addition to damage). COMMENTARY: We play that if you lose a turn in the middle of your turn, then your turn ends and you lose your next turn. You still get to draw turns when your turn ends, but you do not draw cards during a lost turn.
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| FAQ: Like it says, you can't discard it (which includes dropping it, which is in essence discarding it), but you can certainly use whatever means you have to dump it on another player, including SWAP OBJECT. TELEPORT OBJECT would not work, as you are not giving it to another player. Likewise, a player can take it from you by accident with a THOUGHT STEAL. See also: Load Stone and monsters that can carry objects.
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| FAQ: Will not work with a JAMMED LOCK.
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| FAQ: Basically, you've turned to stone for a while, along with all the stuff you've been carrying (except for ARTIFACTS, of course). You can't use ANY spells, ARTIFACTS, Magic Sticks or Magic Stones during MEDUSA. Being immune to damage does not mean you cannot be attacked with, let's say, a SWAP. A person under MEDUSA cannot take damage from or be affected by a TRAP. Anyone under MEDUSA would also be immune to SLOW DEATH and IT for the duration of MEDUSA.
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| FAQ: If you were really rude, you could dump all your cards except for MENTAL SWAP, and then trade hands. Of course, the other player might use a FULL SHIELD on you. See also: Create Familar with Mental Swap.
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| FAQ: Not affected by THORNBUSH or ROSEBUSH. A falling WALL would not hurt you. You can still use objects, even while misted. If you drop or throw something, it becomes unmisted (solid). No, Waterwalls will not affect you, as you are floating along in the air, and the water is rushing along on the floor. Yes, you can reach into a SAFE. MISTBODY is also immune to KILLER OOZE, which lies on the floor.
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| FAQ: If you cast this against a monster that does not have any specific life points, like SHADOW or FIRE-IMP, then you only get 1 point from the monster. See also: KILLER OOZE.
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| FAQ: This is a counteraction, and as such can certainly stop a Destroy Wall spell as it is cast. It has no effect on Neutrals after they have been cast, so it cannot make an item that was created with a Neutral spell go away if it already exists. See also: Protocols of play (Yet another ruling discussion).
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| FAQ: Works only on the player, not his magic items. See also: No Spell.
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| FAQ: Can be attacked by a MONSTER in an adjacent square, or punched by a Wizard in an adjacent square. See also: Waterwall and Pass the Buck and The Buck, Tiny Swap and Items.
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| See also: Pass through wall + waterwall.
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| FAQ: With area affect spells such as FEAR and BOMB, you would count up to where the PERMAWARP is, then count the remainder of the effect's distance in an area around the other end of PERMAWARP. I've also been told PERMAWARP is much too powerful. If it seems so to you, play it so it activates immediately upon being drawn, meaning a player cannot hold it until the perfect moment to win the game, but must choose the best place to locate it based upon where he is at the time. See also: HOWLING VACUUM.
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| FAQ: If REFLECTION is used against it, they cancel, since you both lose and gain the same number of points. Using POWER DRAIN on your own monsters is not allowed, since you are not allowed to attack yourself or your own controlled monsters. If POWER DRAIN is BLUNTed, then you still POWER DRAIN the same amount of points, but your opponent takes less damage. He is blunting "damage done", not acting upon the attack spell itself. The same is true of ABSORB SPELL. COMMENTARY: We play that power drain only gives you as many points are you are able to do to the other player, so BLUNT would reduce the number of points you gain. The same is true of BLUNTING a SHADOWSTONE + FIGHTERSTONE attack in our house rules. See also: REVERSE and Damage: physical or magical?.
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| FAQ: This will certainly affect the caster if he is dumb enough to stand within range. FULL REFLECTION of this spell will only protect the one player using it, but casue a second PSYCHIC STORM to form where the caster stands. REFLECTION, likewise, would cause a half-damage STORM originating at the caster's location, also reducing damage to the user of REFLECTION by half, but leaving the spell at full power against anyone else that happens to be in range of the original spell. In the strange case where more than one player reflects it, damage is cumulative, so this is one case where the spell could do more damage to the caster than the opponent. An "adjacent square" is defined as one of the 4 that are side-by-side with the target square, not the diagonals.
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| FAQ: If you counteract a spell with this, then you may still also counteract the remaining damage with another counteraction, such as BLUNT. Yes, an attack with RICOCHET or AROUND THE CORNER can be reflected back onto the caster. Note that other spells that do not have LOS can also be reflected. You are, in essence, casting a reflection upon a spell which itself has a spell cast upon it, allowing you to control it. REFLECTION also works on "numbers of things", like cards, so it would work on THOUGHT STEAL so both players lose a card to each other. COMMENTARY: Note that the FAQ is inconsistent in the ruling between REFLECTION and VISIONSTONE vis-a-vis the affect of altering the LOS capabilities of the caster. See also: ABSORB SPELL and VISIONSTONE.
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| FAQ: No, you can't have 2 sets of two boards, each, isolated. The entire board must remain connected after a RELOCATE SECTOR. AUTOWARPS do not suddenly appear after RELOCATE SECTOR is used. Opposite board edges connect, nothing more. RELOCATE SECTOR is useless in a two-player game in the 7th edition since the exits cross over the way they do, and should be discarded if drawn, and replaced with a new card. See also: Relocate Sector and Auto-Warp.
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| FAQ: This will stop permanent spells, even LIFESAVER, on a player. It does not affect magic items, such as ARTIFACTS, magic sticks, or magic stones, or an ANIMATED OBJECT. See also: Remove Curse and Control Creation.
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| See also: ABSORB SPELL and Reuse Spell; How immediate is "immediately"?.
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| FAQ: Against POWER DRAIN, both players will get points. REVERSE will not work on you if it is you who are doing the attack. Thus, if you lose points due to a POWER ATTACK you've used, you may not REVERSE these points! COMMENTARY: In our set, the phrase about remaining effects still taking effect does not appear, so our interpretation was that gaining points instead of loisng them effectively blocked the damage, so remaining effects are also blocked.
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| See also: AROUND THE CORNER, REFLECTION and VISIONSTONE.
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| See also: THORNBUSH and Trapped in a thorny prison.
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| See also: Relocate Sector and Auto-Warp.
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| FAQ: If an item is in a SAFE, it is not considered to be lying on the ground. Thus, an item on a home base that is in a SAFE does not count as one of the 2 needed to win, though technically there is no way to create a SAFE on a home base, since it's an immobile object, and you cannot create objects there. If a SAFE is dispelled, the item inside immediately falls to the ground. See also: MIST-BODY and Giving Jolly a headache....
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| FAQ: This clearly only costs you a point during your OWN turn, not everyone else's too! The 1 point cost is paid at the beginning of each turn; you can stop Shadow anytime you feel like it. See also: MONSTER BANE.
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| FAQ: No, it does not work as a "1" without a NUMBER card, and says so right on the card. Only one Number Card per use! See also: AMPLIFY, ANTI-ANTI, Reflection/Shieldstone and Remove Curse and Control Creation (Anti-anti).
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| FAQ: If a spell misses you while you are shrunk, it dissipates into nothingness. Big Man will nullify Shrink.
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