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Thread: More rule disquisition's.
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02-21-2012, 05:45 PM #1
More rule disquisition's.
Hi All Puppeteers.
I have some more rule questions.- If you move away from an adjecent enermy puppet to a free space, does the blocking rule still apply?
- Can Rotten Bell ignore 2 rips, by discarding the Ace
?
- Can Joss' Sparking Axes dodges and does it get the +'s from his Angry ability apply?
- Can the Nurse remove the Decay counter from a reanimated Rotten Bell, so it can be reanimated again from the Toy Box?
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02-21-2012, 07:12 PM #2
1. Not exactly sure what you mean by the first question, but in general, if you move into rg 1 (adjacent) of an enemy puppet you are blocked (cannot take a second move during the current animation until the blocking puppet is delt with, ie torn apart). If you begin adjacent (rg 1) to an enemy puppet, you are allowed to move. If that move puts you into a space that is within rg 1 (adjacent) of an enemy puppet (the same one or a different one), you are once again blocked. If not, you are no longer blocked. Not sure that answers your question though. If not, can you explain what you mean exactly?
2. The ability reads "When this Puppet suffers Rips from an Attack, you may discard a crow to ignore one Rip." Thus, I would say no, you can only negate one rip. Not sure what the ruling would be if you are willing to spend two crows (one for each rip), but I would assume the ability would specify if that was legal, and I feel it clearly says one.
3. Angry provides Joss with a Powerful +1 for each rip he has sustained. A Powerful +1 only affects a Puppet's Attack (ie, the Puppet's Attack action). Sparkling Axes is not the Attack Action, thus it does not benefit from the Powerful +1, which is sad for the person playing Joss. On the other hand, since it is not the Attack action, the enemy puppet does not get to dodge, and as long as the action's requirements are met (6 of tomes and discarding 1 or 2 cards) the enemy puppet is ripped the number of cards discarded (up to two). Defense does not come into play, which is good for the Joss player (making this an awesome way to get passed things like Bete's Under the Bed ability, since she does not get a chance to dodge.)
4. Yes, since Bath Time removes all Effects and Counters, and Lovely Belles says that the Belle gains a Decay counter, the Decay Counter is removed.
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02-21-2012, 07:32 PM #3Big Bad Voodoo Daddy
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Aside from whats already been said by Hugor (all of which should be correct) I'd add that Neglected should only prevent 1 Rip even if the Ace of
was discarded.
If you look at the wording it says "When this puppet would suffer Rips from an Attack, you may discard a
to ignore one rip before they are applied" The underlined portions are the important parts.
If it was intended to reduce more than the one Rip from an attack it would have been worded similar to "...you may discard
cards to ignore one rip for each
card discarded before they are applied.".
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02-21-2012, 10:55 PM #4Lalochezia

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1) No, the blocking rule only applies when you move IN to an adjacent space, not out of one.
2) No.
3) No and no. Sparkling axes may not be dodged and does not benefit from powerful.
4) The nurse can remove the decay counter from the belle, meaning that if the belle is torn apart it is not removed from play, but instead goes to the scrap heap. Seamus may then animate it from the scrap heap due to his ability OR it may be used as an upgrade.
5) Omen and Hugor are probably right, but I replied before reading. Lame.Twitter: @JustinLaloGibbs
Email: justin@wyrd-games.net
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02-22-2012, 01:52 AM #5
Reguarding the Seamus, Nurse, Bell/ Guild Autopsy combo, means that Bell's and Guild Autosy's are indestructible, if you don't get the Nurse off the board.
And thanks again for all of the replies.
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02-22-2012, 02:02 AM #6Lalochezia

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02-22-2012, 02:14 AM #7
Danm, Seamus and his crew are getting harder and harder to get fit off.
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02-22-2012, 10:59 AM #8
Ya, that is the benefit of puppets from the crows (resser) side of the hut. On the other hand, the nurse isn't all that strong (2 rips and 8 def) and shouldn't be that hard to take out, and if you bring the judge, his Stay Dead ability will keep them from coming back to life and from the upgrades being available. That is what I think is the real beauty of this game. Yes there are some really tough abilities / actions / combos. But for every one I have found, I have found something else that will either negate or work really well against that combination. So Seamus can play a game of attrition, use speed, pick up work benches, send in an assassination attempt, or try to pick at him from a distance with niņo or the ice golem.
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02-22-2012, 06:26 PM #9
All good questions! I really like to see such an active community for this game. Responses always happen so quickly!
Concerning your comment that Seamus is getting harder to deal with may I suggest a comment that was made responding to dealing with the Ice Golem that would also apply here. Make sure you spend the earlier parts of the turn dodging your opponents attacks with Crow cards. This way if your opponent wants to hit you they much spend their own Crow cards to meet the suit requirement of your dodge. This will empty their hand of these cards so they are not there when you decide to target their rotten belle later!
Honestly the more you play the game, the deeper the game will becomes. I am seeing more cool things to do with each playthrough!
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02-22-2012, 06:56 PM #10
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