112-Fate-Rules

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Re: 112-Fate-Rules

Postby dirhaval » Sat Nov 26, 2016 7:08 pm

Rule 047 Game Official Spawn

The follower list of cards are considered spawn for the purposes of
hazards such as The Reek, and this count is global:


Shelob
Spider of the Morlat
4 MEBA Spawn hazards
Evil Thing Lingering
Nasty Slimy Thing
Eagoth
Abomination Nursed in Darkness



Clarification:
This list is 10 cards. One ally is non-unique. Allowing the balrog cards to be considered Spawn
I think is too much power with the said cards in MEBA. However, limiting the count of spawn to
Divisions is weak. The balance is to mark specific cards for Spawn in terms of the hazards.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Postby dirhaval » Sat Nov 26, 2016 7:15 pm

Rule 048: Warlord Phase Ringwraith Restrictions

Ringwraith items and some events are prohibited from use during the Warlord Phase.



Clarification
I like to mirror the Nine Riders against the Fellowship of the RIng. The Nine were identical with cloaks, swords, and horses.
Therefore, the Ringwraith only items cannot be used during the Warlord Phase. I recommend for any item to tag along for the Power Decks
can be stored by the host player during the first 16 turns.

The Warlord stage resources of the Ringwraiths too are prohibited except for those events played on the "main" Ringwraiths.
Lidless Eye will have two "main" Ringwraiths for that Phase. These two Ringwraith Warlord stage events can be used.
Other events can be in the deck, but not played unless its Ringwraith is designated as a "main" Ringwraith.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Postby dirhaval » Sat Nov 26, 2016 7:20 pm

R049 Ringwraith Free Storing during the Avatar Decks

Ringwraiths can store any event that is storeable and item at the end of Turn 16 no matter the location
of the non-prisoner Ringwraith.




Clarification
Some Ringwraiths travel to play gold rings for easy testing. Then on Turn 16 may move to CvCC.
What happens to the ring when Lidless Eye calls him home?
I would allow the free storing of any storeable resource either at the Ringwraith's home site, Minas Morgul
or any darkhaven with Minas Morgul as the nearest darkhaven just before Turn 17 begins. Yes, additional
home sites can be those given by the Warlord events.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Postby dirhaval » Fri Mar 03, 2017 5:03 pm

R50 Immunity to Call of Home

Characters with By the Ringwraith's Word after Turn 16 during the
Warlord Phase and after are immune to Call of Home
and other hazards that send character to hand.

Clarification:
The Warlord Phase has the Ringwraiths away from the players.
BRW is a powerful card needed to control minions. A simple
Call of Home can cause much trouble to the host character.
I want the Ringwraith players to have active decks for 8 turns
instead of waiting at a darkhaven mopping floors.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Postby dirhaval » Fri Mar 03, 2017 5:10 pm

R51 Balance Between Powers Prohibited


Balance Between Powers cannot be played by any player during the Avatar deck.
Use during the Power decks is in doubt.


Clarification:
The resource event prevents any environment event to be played until the host player's
organization phase. That is a long time to wait with random mini-Turns. Then during that phase, the first hazard
player may not have environments in hand to use since his deck lacks environments.


It is possible to allow the hazard players to counter the resource event every mini-turn of the
host player's divisional play. But the host player does not have the cards to counter himself, thus
eliminating the chance to have the resource event in play for multiple turns.
Balance Between Powers then will be a card possible in the Power Decks with 16 total players.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

Re: 112-Fate-Rules

Postby dirhaval » Fri Mar 03, 2017 5:26 pm

R52 Prohibited Hazards Due to Drastic Effect Counter to Large Game Play


Some hazards can cause a massive change to a player's strategy, which can be done
by other means. The following are prohibited for the Avatar Decks.

1. Neither So Ancient Nor So Potent
2. Which May Be Lies
3. Fire Unwatached
4. No Escape From My Magic
5. Trouble on All Borders

Clarification
Neither So Ancient Nor So Potent unstores an item. The player using this card could of CvCC when the
item was played to attack or to steal. Or select the same item as a Game Point to later unstore himself.
I do not want the other player an easy route that could of been replicated by an assertive gesture.
Besides, the hazard will be simple to play. Items can be unstored. Storing may have happened due to
corruption load or to save a turn to avoid transferring. I want the characters to accomplish much in the game
and wasting two turns to replay an item is not something I have in mind. Movement is dangerous as it is.
The first few turns into the Warlord Phase is brutal as it is. Using the hazard pushes dangerous travel
into that phase I rather have used for CvCC.

Which May Be Lies reasoning is similar to the above paragraph. I can see allowing both hazards
for the Power Decks.

Fire Unwatched This hazards discards a non-stage resource permanent event on a Haven or Freehold, then
wounds a character at the site. Many decks have a concentrated character and event at a site including:
New Best Friend, No Strangers at this Time, Reunion, events for Edoras or Dol Amroth. The decks are large
needing eight or more turns to cycle. Smoke Rings and the like are planned for sideboard cards already.
The removal of the resource events will too great an effect on a player. It is a nice card for regular play.
Besides, a visit can be made for CvCC is wounding is desire. Death may discard the card too.

No Escape From My Magic can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.
However, the artwork though almost allowed the use of the card. :)

Trouble on All Borders can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.

Old Enemies can affect many players at once. This is too powerful with
the map populated with companies. I can may be see the hazard only affecting the host player.
The use of this hazard can dissuade CvCC or use of difficult sites such as Gondor for minions.
dirhaval
 
Posts: 409
Joined: Tue Feb 06, 2007 5:39 am

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