- Frequently Asked Questions
1. It says on the Dark
Elf Capital card that you can use the poison cloud spell once
during a combat that takes place at the capital. I can't find any
reference to that spell anywhere? ( Charles
- San Jose, CA )
The spell "Fireball" used to be called "Poisonous Cloud"
but seeing as I already had another spell with the name cloud in it, I changed
it to fireball. Unfortunately, I did not catch it on the Thrang Capitol card.
So it should read "Fireball".
2. Why are there numbers on the unit
discs? ( Jason - Duluth, MN )
The numbers don't necessarily pertain to anything in particular, however
the play-testers have found them useful for keeping track of certain units
during a battle. For example, a Dwarven player has three medium infantry and
he decides to cast the spell, "Runes of the Warlord" on one of his
infantry units. In this case he can specify #1. From then on he can state
his #1 medium infantry is attacking so and so, etc.
3. Can I mix and match different units
with various rulers? ( Brian -
Los Angeles, CA )
Yes, thats what I was intending when I created the game. The only exception
to that rule is that Good and Evil units can never be combined. Its difficult
to create any elaborate changes until I produce my new Ruler Expansion but
there is nothing wrong with combining certain units from say, the Humans and
Elves. Or, whatever combination you can think of. Please Note: You are still
limited to having nine units total though.
4. Why would I purchase a town versus
a city they are pretty much the same cost? (
Paul - Grand Rapids, MI )
Your right it wouldn't make much sense to purchase a town for the
same cost. The problem lies in the rule book leaving out one important
note: You have to upgrade an existing town you already control into
a City, and that you can't purchase Cities directly.
5. Which die is used for mercenary
combat checks and what is a units 'Morale' used for?
( Ray - Orrstown, PA )
Morale comes up on different unit cards under abilities. For example,
Knights card has an ability called 'Fear' that states, "Low/Med
level Evil units must roll morale or be unable to attack Knights."
So, all low and medium level evil units in the same battle as Ghost
Knights must roll their morale on the d20. If they do not roll their
morale or higher they will be unable to attack the Ghost Knights.
They could attack another unit, retreat or peform an ability, but
each and every time they wish to attack the Ghost Knights they have
to successfully roll their morale to do so.
( More Coming Soon )