Leaving a Group
Rules
When a Minion Leaves a Group
Spells
What spells cause a minion to leave its group?
Rules
When a Minion Leaves a Group. As you know,
there is no way to unjoin
a group. However, some spells can cause a minion to leave its group, yet remain
in play. The following rules apply:
- Keep your own spells. The minion's individual spells remain intact
(unless the spell explicitly states that it dispels them).
- Can't take it with you. When a minion leaves a group, it has all
group spells dispelled, even non-visible ones. This is to prevent
proliferation of group spells. (This is the only situation in the game
where non-visible spells are dispelled.)
- If the original group still contains other minions, they keep all of
their group spells intact. Only the leaving minion loses its copies of
the original group's spells.
- If the minion was the only member of its group, it still loses
all group spells when it leaves! (Then its original group would be
left empty, so any group spells are simply lost.)
- Exception: If the minion has any group
mother spells, then its own copies of those group mothers' child spells
are not dispelled, even if they are group spells. (The mother
spell rule of "its effect goes with it supercedes this rule
of you can't take it with you.)
- Overstack. A new empty group is immediately
created, and the minion is added to it. This creates a temporary overstack
in the square, since the square now contains both the original group and the
new group.
- Unstack. The minion's new group is immediately moved somewhere
else, to restore the square
stacking limit.
Spells
What spells cause a minion to leave its group?
- Ch'tai Exchange: This spell causes one recruit from each player to
leave their respective groups, then join the other recruit's group. Note
that it properly preserves both original groups' group spells, even when both
groups are of size 1!
- Soul Jar, Vision Quest: These spells make 1 recruit leave
its group, then take that recruit's new group off
the board.
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