Off the Board and Teleportation
Boardhopping
Disappears and Boardhopping
Leaving the Board
Being off the board
Returning to the Board
Combat-hoppers
Teleportation
Teleporting Across the Board
Spells that Hop
What spells take a minion, group, or structure off
the board?
What spells create combat-hopper groups?
What spells or effects teleport a group?
What spells or effects teleport a minion?
Boardhopping
Disappears and Boardhopping.
Some spells cause a minion, group, or structure to disappear. The
object is removed from the board, but it doesn't die, and it remains
in play. At a later time, the object will reappear on the board,
with all of its stats and spells intact.
So where do these objects go while they're not on the board? They go to a nameless,
locationless place that's called simply off the board. The act of
leaving the board is called boardhopping, and spells and effects that
do this are called boardhops.
Here are some rules of thumb to help you think about boardhops.
- A boardhop is like a container. Every boardhop can contain 1 group
or 1 structure. We say that the group is inside the boardhop.
We can also say that the boardhop contains the group.
- Every boardhop is distinct. There can be any number of boardhops
active at the same time. Each one is a completely separate container. Groups
in different boardhops never contact or conflict with each other.
Leaving the Board. When an object leaves
the board, other game actions targeted on that object may be affected.
- Squanders subsequent spells. When a minion, group, or structure leaves
the board during the spell execution phase (as the result of a previous spell's
execution), then all subsequent individual, group, or structure spells, respectively,
that were targeted on that minion, group, or structure, but which execute
while the target is off the board, are squandered
(fail).
Being off the board. Groups off
the board obey the following rules.
- Not on the board. A group off the board ignores all spells
that affect every ... on the board.
- No events. A group off the board ignores most game events. Any spells
on the group or its members will temporarily cease their effects while they're
off the board. This means they won't generate mana, alter costs, block spells,
or any other global effect they usually have, until after the group returns.
- Time stops when you're off the board. In particular, a group off
the board ignores the at start of turn event. This means
that conjurations don't decrement their durations while they're off
the board. When the group returns, all conjurations on the group and its members
will still have the same durations they had when it left.
- Removed if dispelled. If the boardhop spell
is dispelled while a group is inside, that group is removed
from the game.
Returning to the Board. Most boardhops are
temporary. When they expire, the object returns to the board.
- Every object off the board has a unique exit square, which is
where it will return. Usually, this is the same as its departure square when
it entered the boardhop.
- The object returns on the first turn when its exit square is unoccupied.
- Corollary: If you park another group on the landing square, the first
object can't return! It will just wait patiently off the board.
Returning to the board is not a normal movement. It does not check any
movement
events.
- A group can return to the board into a terrain or square it can't normally
enter!
- Exemplar: You can use Will o' the Wisp + Inundate to drown a group
that can't enter water.
- A recruit group can return into a structure. If the structure is hostile,
the group can capture it.
- A monster group will not return into a structure.
It will just wait off the board.
Combat-hoppers. Some spells create a group
off the board, with the curious property that the group hops onto
the board only to pick a fight, and hops off the board when it's done! These
spells and groups are called combat-hoppers.
A combat-hopper spell is just like a boardhop, except that it already has a
group inside, namely its own recruit or monster group. Combat-hoppers obey the
following additional rules:
- When the group dies in combat, the spell is automatically dispelled.
Teleportation
Teleporting Across the Board. Some spells
and effects teleport a group to a new square. Teleportation is defined
to consist of:
- Hopping the group off the board from its current square;
- Hopping the group onto the board in its new square.
You can think of a teleportation as an instantaneous boardhop. Equivalently,
you can think of a boardhop as a slow-motion teleportation!
- Doesn't squander any spells. A teleportation during spell execution
(e.g. from Bolt of Somersaults or Ch'tai Exchange) does not squander
any subsequent spells. Subsequent spells execute normally on their targeted
group or minion, regardless of their new locations! Mnemonic: Spells
automatically chase their targets across the board.
Spells that Hop
What spells take a minion, group, or structure off
the board?
- Soul Jar, Vision Quest: These spells make 1 recruit leave
its group, then take that recruit's new group off the board.
- Encampment, Faerie Circle, Lost Mine, Will o' the
Wisp: These spells take 1 group off the board.
- Awaiting: As above, but for all monster groups created while
it remains in play.
- Seelie Court: Takes 1 town off the board.
What spells create combat-hopper groups?
- Citizens' Militia: This spell creates a recruit group of 4 Vision
swordsmen, which always appear to defend the structure on which the spell
was targeted.
- Arboriads, Brown Striders, Firewyrm, Loch Dweller:
These spells each create 1 monster group. They can appear in any eligible
square on the board, as described in their text.
What spells or effects teleport a group?
- Bolt of Somersaults: This spell teleports 1 group.
- Teleportation: This spell teleports 1 or more friendly recruit groups.
- Gatemouth: This monster teleports all adjacent groups (friendly
or enemy) in the before combat phase.
What spells or effects teleport a minion?
- Ch'tai Exchange: This spell causes 1 friendly recruit and 1 non-friendly
recruit to switch places. It's implemented as having each recruit leave
its group, and then teleport into the other recruit's group.
v2.10.01 Last updated 2005/08/15
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