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Post by Shaolin Yautja on Sept 1, 2011 13:09:49 GMT -5
I will clean up and organize posts in this thread, bit busy with copy and pasting, so please bear with me. Click here for the original sourceThe Golden Rules of Aliens Predator
I. If an event card has no species-specific Restrictions on it, then any player may play it on any appropriate character(s), regardless of the controller, unless otherwise noted. (FAQ01/12/98)
The explanation behind this ruling is that an event card with no restrictions is not played by any game characters, but by the player. Therefore, an event card played in this way can be used to protect your own troops or confound opponents' strategies.
II. Every event card is resolved as soon as it is played and before any other events can take effect UNLESS it counters another event card. Therefore, when a player plays an event, each other player is allowed the opportunity to play an event in response before the first player can play a second Event card.
III. A Character may only benefit from a single card which raises an ABILITY (to hit, defense, damage, resistance) at any one time; if more than one card adds to a character’s ABILITY, the player controlling the character may choose which card takes effect; ATTRIBUTES (Speed, Power) may be modified up and down by multiple event cards. A Character may suffer from multiple cards which decrease an ABILITY (Speed, Power). Therefore, a Marine player with a Formation in play which grants +1 Defense may choose to play a card which grants +2 or more Defense and use it instead of the Formation's +1 defense (APONE05/04/98)
General Questions:
Alien Tokens
There is a lot of confusion about exactly what benefits Alien Tokens provide. Each Alien Token on an Alien Warrior card grants the ability to COMPLETELY IGNORE ALL EFFECTS of one damage counter in addition to providing +1 to hit and +1 to damage. Therefore: (APONE04/09/98)
Example: An alien warrior card has 3 tokens on it. It gets hit for 10 points of damage. The alien resists 5, leaving 5 damage counters remaining. The three tokens allow the Alien to ignore the penalties to hit, damage, power, speed, etc. of three damage counters.
Therefore, the alien suffers from only 2 damage counters. This means it has: +1 to hit & damage(+3 for tokens -2 for damage), not counting claws Power: 3 (5 - 2 for Damage tokens) and Speed 2 (4 - 2 for damage tokens)
Alien Tokens must be removed from the card one at a time, until the Alien Warrior card is killed or all tokens have been removed.
An Alien Player may convert a Token into the appropriate card type (Chestburster Token into a Chestburster card, for example) or convert an Alien card into the appropriate token type (Chestburster card into a Chestburster token), as long as there is a legal place to put new tokens (such as an Alien Character Card). Cards converted into tokens are returned to the player's hand; they are not discarded. (PESTY07/01/98)
A Token or card may only undergo one conversion per Mature Aliens phase; i.e., a card which turns into a token may not be turned back into a card in the same Mature Aliens phase. (APONE04/21/98)
Cards may mature into tokens and tokens may mature into cards ANYWHERE as long as any tokens created have a legal place to go, such as an Alien Character Card. (PESTY07/1/98)
Example: An alien warrior card has 3 tokens on it. It gets hit for 10 points of damage. The alien resists 5, leaving 5 damage counters remaining on the Alien Warrior card. The three Alien Warrior Tokens allow the Alien to ignore the penalties to hit, damage, power, speed, etc. of three of the '5' damage counters remaining on the Alien Warrior card.
Therefore, the Alien Warrior group suffers from only 2 damage counters, the remaining 3 (of the 5 damage counters remaining on the Alien Warrior card) are prevented by the 3 Alien Tokens.
This means that this Alien Group 4/5, 3 Alien tokens and 5 damage counters is a 2/3 Alien Group. It has: +1 to hit & damage (+3 to hit and damage from the 3 Alien Tokens and -2 to hit and to damage from the 2 remaining -*unprevented*- damage counters [of the 5 damage counters remaining on the Alien Warrior card])
Speed of the group would be 4(original) - 2(remaining 'unprevented' damage counters) = 2.
Power of this group would be 3(original) - 2(remaining 'unprevented' damage counters) = 3.
To Hit of this group would be +3(original) - 2(remaining 'unprevented' damage counters) = +1.
The Damage dealing ability of this Group would be 5(original) - 2(remaining unprevented damage counters) + 3 for the Claws + 3 for the 3 Alien Tokens = 9 damage. (PESTY07/20/98)
Bonuses
See Golden Rule III.
Connected locations
A location is connected to another as long as there is not an 'Entry' location between them (FAQ01/16/98)
Cumulative Modifiers
A modifier is cumulative ONLY if it is listed as +x; a card which grants a fixed number is not cumulative (APONE04/19/98)
Modifiers which Multiply a value should be interpreted to add the value , and are therefore Cumulative (APONE04/19/98)
Damage
A card which is or becomes Damaged is treated as if its card text is blank (FAQ01/20/98)
Deck Limits
Any cards which start the game in play do not count against your maximum deck size or the 3-card limit (no more than 3 of any non-equipment card) (FAQ01/07/98)
Evacuation
Evacuation is an 'uninterruptable' process; unless otherwise stated, cards may not be played between the time an Evacuation is declared and when the Characters are removed from play. (PESTY08/31/98)
A Character may not Evacuate if there are unhidden Enemy Main Characters in the same location (i.e., Marines may not evacuate if there is an Alien Warrior in the Docking Bay during the Marine Movement Phase) (PESTY08/24/98)
Hidden Movement Markers do not impede evacuation; a hidden Character would have to reveal himself during the Ready Cards round to prevent evacuation (PESTY08/24/98)
Marines and Supporting Characters
A Marine player may never allow a Supporting Character to come to harm by his or her actions. Therefore, a Marine may not set off a Nerve Gas canister unless he or she is reasonably confident that the Supporting Characters will be safe (Air Control Fans, Compression Suits, etc. ) A Marine Player may only attack a Crazed Civilian after the civilian has attacked a Marine-controlled character. (APONE06/08/98)
Marine resource
Any card which modifies 'Marines' should be read to modify characters with the Marine resource, not just Marine Main Characters. (APONE06/08/98)
Out of Ammo
Defined as follows:
Only Weapons (be they Predator, Military Arms, whatever) may be out of ammo. An out of ammo weapon cannot deal any damage until it is reloaded, either through an Extra Ammo card or another card. (FAQ03/19/98)
The Extra Ammo card may be transferred to another character with an out-of-ammo weapon (PESTY07/01/98)
Rotated Cards
A card which is rotated cannot be used for any action or effect which requires it to rotate; however, if a card's text does not require it to rotate to perform an action or effect, then there is no restriction on using that ability. (PESTY08/26/98)
Rounding
In all cases, unless otherwise noted, round fractions up to the nearest whole number (FAQ01/13/98)
Royal Guard & Hybrid Aliens
Royal Guard and Hybrid Aliens have a special life cycle; See the entries for Royal Guard, Pet Hybrid, and Predator Hybrid in the Main Characters section below.
Starting Locations
The Alien Player's Starting locations are the Breeding Chamber and whichever Hived location he puts down. (FAQ01/19/98)
Variable starting locations (i.e., the Predator's Starting Entry Location) are considered distinct throughout the game. (PESTY06/24/98)
Synthetics
Synthetics are affected by Environmental Gas Damage (it is corrosive), unless otherwise noted (PESTY07/14/98)
Typos
Secure and Security should be considered the same resource (FAQ01/14/98)
The Melee Resource is the same as the Lethal Resource (FAQ03/12/98)
In the Contact scenario, the Marines must evacuate from the Docking Bay Location as the rulebook states, not the Barracks location as the Quick Start Guide states (FAQ01/20/98)
Victory Conditions
The Quick Start Guide is incorrect in listing the victory conditions for Marines. In the Contact scenario, Marine players must evacuate 5 Supporting Characters and at least one Marine Main Character from the Docking Bay; or they may attempt to kill off all enemy Main Characters (APONE04/19/98)
Evacuation
A Character may not Evacuate if there are unhidden Enemy Main Characters in the same location (i.e., Marines may not evacuate if there is an Alien Warrior in the Docking Bay during the Marine Movement Phase) (PESTY08/24/98)
Hidden Characters do not impede evacuation (PESTY08/24/98)
Movement
General Questions
A Rotated character may still move its full allotment, subject to normal restrictions for damage, moving past enemies, etc. (FAQ01/20/98)
Additional moves
Additional move(s) granted by a card are affected by outnumbering; Access Tunnel is an exception to this (FAQ01/16/98)
A card which allows a character to "move 1 location" is not affected by outnumbering (FAQ01/16/98)
Hidden Movement may be initiated when using Additional Moves (FAQ01/16/98)
Hidden Movement & Counters
A Hidden Character must reveal itself when it performs any action which requires the Location (i.e., searching for equipment, Hiving a location) or when the Action would obviously reveal the Character (Attacking) (FAQ01/30/98)
Only hidden movement counters granted by equipment (Camouflage, Camouflage Suit) which are revealed are replenished in the next movement round; counters granted by Event cards (Ceiling Highway, Alien Stealth, Alien Hunter) are not replenished (FAQ01/12/98)
Hidden counters do count for purposes of events which require an 'Opponent', such as 'There's Something In Here'. (FAQ03/15/98)
A Hidden character may choose not to reveal itself if revealing is optional; For example, a Hidden Predator at the Infirmary which plays the Medical Assistance Event may choose not to gain the extra healing by not revealing itself. (PESTY06/30/98)
Play Locations
A duplicate location to a location which you have already in play is taken out of the game as soon as you draw it; DO NOT draw another card to replace it (Rule Book p23)
Aliens Mature
Alien Tokens must be removed from the card one at a time, until the Alien Warrior card is killed or all tokens have been removed (Def: Alien Tokens)
An Alien Player may convert a Token into the appropriate card type (Chestburster Token into a Chestburster card, for example) or convert an Alien card into the appropriate token type (Chestburster card into a Chestburster token), as long as there is a legal place to put new tokens (such as an Alien Character Card). Cards converted into tokens are returned to the player’s hand; they are not discarded. (PESTY07/01/98)
The Breeding Chamber still functions normally if the Queen is killed (There are lots of eggs in there...) (FAQ01/09/98)
Discard and Draw
If a player wishes to use a hidden alien to increase his or her hand size, the hidden alien must be revealed. However, the Alien player may choose not to reveal the hidden alien; if the alien is not revealed, that alien does not count towards hand size (PESTY07/01/98)
The Leadership and Adaptable resources are NOT cumulative (i.e., Two characters with Leadership still provide only a +1 hand size) (FAQ)
Hand-size reduction occurs immediately upon deck reshuffle (FAQ)
Combat
The Marine Player may never declare an attack against a Supporting Character unless that supporting character has attacked the Marines (via Crazed Civilian, for example) (FAQ01/20/98)
Hidden Aliens are not forced to declare attacks (FAQ03/15/98)
Bonuses
See Golden Rule III.
All cards granting bonuses or penalties to hit must be played before the hit roll is made. (FAQ01/20/98)
Bonuses to hit and damage last the entire combat round, and apply to all attacks made that round (FAQ01/14/98)
Unless otherwise stated, Attribute & Ability bonuses do not expire until the end of the round in which they were granted (Rule Book p18)
Declaring Attacks
Attacks are declared in the following order:
1) Unhidden Close Combat Attacks
2) Hidden Close Combat Attacks
3) Unhidden Ranged Attacks (attacks using the Laser Sight must be declared now)
4) Hidden Ranged Attacks (FAQ01/07/98)
Alien Characters may make a special Attack to Capture on enemy Main Characters at -2 to hit if they have the Lethal resource, -4 if they do not. If the Character hits and deals sufficient damage to kill the target, the target main character is captured instead of killed. This option was accidentally deleted from the Rulebook, but is on the Alien player's quick start guide. (FAQ01/12/98, AQS)
If multiple aliens are attacking a character, all must 'attack to capture' if the player wants to capture the character. (APONE06/08/98)
If two opposing characters kill the same character at the same time, then neither character gains any benefit from the kill; Predators do not gain honor, and Aliens do not capture supporting characters (APONE04/09/98)
Search
Absolutely any event card or ability which allows you to 'Search' or 'Find' a card may only be played during the Search Round, AND requires that the searching character rotate (APONE04/23/98)
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Post by Shaolin Yautja on Sept 1, 2011 13:14:08 GMT -5
Click here for the original sourceMain Characters
Marine Main Characters
Carter Burke
** Burke MAY use his ability with the Weapons Locker's Special Search Action. (PESTY09/04/98)
Cpl. Hicks
** Hicks' Ability is ONLY usable on characters with the MARINE resource (PESTY09/04/98)
May be used to declare two attacks or to search twice; however, the attacks or searches must still be declared, and Hicks must be rotated, during the 'Declare' step of the Combat or Search round as appropriate. (APONE05/04/98)
Kane
** You may 'declare' two (or more) Kane/Sweep The Area actions on a single location, but as soon as any one Kane/Sweep is successful (i.e., the character moves to the newly-placed location), the rest fizzle as your character is no longer in the location where the Kane/Sweep(s) were declared. If Kane turns up a location which is already in play or illegal, then subsequent Kane/Sweeps may go through, as your character has not changed locations. (PESTY09/01/98)
Ripley
Her ability moves herself, not a location (FAQ01/13/98)
Ability may be used at absolutely any time, such as during combat, etc. (APONE04/15/98)
Sgt. Hart
Cards which require Combat Pool may still be played, but will never affect Sgt. Hart (FAQ03/13/98)
Equipment carried by Hart is NOT immune to Combat Pool cards (APONE04/19/98)
WO Kraver
The Supporting Characters which are found may only be placed in play if the location searched has the required resources as normal (FAQ01/20/98)
Supporting Characters which cannot be found at the location are discarded. (APONE04/19/98)
His ability is a Search action, and therefore only usable during the Search round. (FAQ03/13/98)
Alien Main Characters
Alien Queens
The Alien Queen's Defense is always equal to the number of Lethal Aliens at the Breeding Chamber, even if she is damaged or if penalties are applied. Thus a Queen with 4 damage counters which is accompanied by 3 Lethal Aliens has a defense of 3 (FAQ03/13/98)
If a damaged Alien Queen becomes a Warrior Queen, the damage on the Alien Queen is discarded (FAQ01/23/98)
If the Queen is killed, the Alien Player reverts to hand size 3 modified as normal for cycling through the deck. He no longer gains the hand size bonus for Aliens with the Queen (as she is dead) (FAQ01/09/98)
The Breeding Chamber still functions normally if the Queen is killed (There are lots of eggs in there...) (FAQ01/09/98)
Alien Royal Guard
Royal Guards do not count towards hand size; only Alien Warriors (FAQ01/27/98)
The following is the proper procedure for bringing a Royal Guard Card or Token into play:
1) Chest Burster needs to be at the same location as the Queen.
2) During the phase in which the Chest burster would normally mature into either a warrior token or a Warrior card, you play the Royal Jelly event card.
3) Right afterwards, the chestburster would then mature into a Royal Guard card which would be played from your hand. (PESTY06/12/98)
Alien Warriors
Alien Warrior Tokens do count towards the 4 Aliens required for Hiving a location. (FAQ02/17/98)
Two Alien Warriors at the same location may exchange alien tokens during the Mature Aliens round. (FAQ01/07/98)
Alien Warrior cards can be turned into Alien Warrior Tokens during the Mature Aliens Round provided there is another Alien Warrior card at the same location to accept the Token; the Alien Warrior Card is returned to the Alien Player's hand, it is not discarded. (FAQ01/12/98)
Alien Warrior Tokens may be turned into Alien Warrior Cards from the Alien Player's hand (FAQ01/12/98)
Chestburster
Only Chestburster tokens are required to mature during the Mature Aliens phase; Chestburster cards are not. (FAQ01/12/98)
Pet Hybrid
Pet Hybrids do not count towards hand size; only Alien Warriors (FAQ01/27/98)
The following is the proper procedure for bringing a Pet Hybrid Card or Token into play:
1) Capture a Pet.
2) In the next Mature Aliens phase, Pet matures into a Pet-burster card/token; leave the Pet character card on the table with the Pet-burster token on it.
3) In the next Mature Aliens phase, Pet burster card/token matures into either a Pet Hybrid card (played from your hand) or a Pet Hybrid token which would immediately be transferred onto a Pet Hybrid card already in play at the breeding chamber.
4) If you do not have a Pet Hybrid card for the pet-burster to mature into, it still matures but it loses its Pet's programming and defaults into a Warrior token or Warrior card. (PESTY06/12/98)
'Pet-bursters' may not be 'stored' on a Chestburster Character Card to be converted into a Pet Hybrid during a later turn; as soon as it is transferred to a Chestburster Character Card, it becomes a normal Chestburster token. (PESTY07/14/98)
Predator Hybrid
Predator Hybrids do not count towards hand size; only Alien Warriors (FAQ01/27/98)
The following is the proper procedure for bringing a Predator Hybrid Card or Token into play:
1) Capture a Predator.
2) In the next Mature Aliens phase, Predator matures into a Predator-burster card/token; leave the Predator character card on the table with the Pred-burster token on it.
3) In the next Mature Aliens phase, Predator-burster token/card matures into either a Predator Hybrid card (played from your hand) or a Predator Hybrid token which would immediately be transferred onto a Predator Hybrid card already in play at the breeding chamber.
4) If you do not have a Predator Hybrid card for the Predator-burster to mature into, it still matures but it loses its Predator's programming and defaults into a Warrior token or Warrior card. (PESTY06/12/98)
'Predator-bursters' may not be 'stored' on a Chestburster Character Card to be converted into a Predator Hybrid during a later turn; as soon as it is transferred to a Chestburster Character Card, it becomes a normal Chestburster token. (PESTY07/14/98)
Warrior Queen
The Warrior Queen may never revert to a normal Alien Queen (FAQ03/13/98)
If a damaged Alien Queen becomes a Warrior Queen, the damage on the Alien Queen is discarded (FAQ01/23/98)
If 'The Hunt' is called on an Alien Queen, and that Alien Queen subsequently becomes a Warrior Queen, The Hunt is nullified and does not apply towards the Warrior Queen. Any 'transformation' like this (I.e., Young Queen to Alien Queen, etc.)will also nullify a 'The Hunt' called upon the original Character. (PESTY07/30/98)
Predator Main Characters
Huntmaster
His ability must be used anytime before the attack is declared. (FAQ03/12/98)
Outcast
** Outcast's Honor requirement is 8, although he cannot win through honor. (PESTY09/01/98)
The Outcast may NOT make use of the search ability of the Mothership (PESTY07/02/98)
Supporting Characters
General Rulings
Supporting Characters which are killed or captured are discarded, not removed from the game (FAQ01/20/98)
Supporting Characters which are Rescued are removed from the game (PRECEDENCE7/01/98)
Black Marketeer
His ability is a Search action, and therefore only usable during the Search round (FAQ03/13/98)
The Black Marketeer may only find Items or Supporting Characters; he may not find Event Cards (APONE05/04/98)
The cards he finds go to the player's hand, not into play. (APONE05/04/98)
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Post by Shaolin Yautja on Sept 1, 2011 13:18:01 GMT -5
Click here for the original sourceEquipment
General Rulings
A Character may carry an unlimited amount of equipment (FAQ01/20/98)
A Character may not use more than one weapon per declared attack (FAQ01/20/98)
A Character may only gain benefit from a single item which provides Armor at a time. (Rbp51)
A Predator Main Character which drops an item of Predator Equipment must still fulfill its honor requirement (FAQ01/12/98)
Equipment may only be dropped during the Search or Movement rounds (FAQ01/20/98)
Predators can use any non-predator equipment for which he qualifies (i.e., no Military Arms) (FAQ03/23/98)
All weapons are equipment and therefore susceptible to Acid Splash (FAQ01/12/98)
Damage A card which is or becomes Damaged is treated as if its card text is blank (FAQ01/20/98)
Equipment which is Permanently Damaged is not discarded, it only means that its damage does not wear off over time; it must be repaired through the use of another card. (FAQ01/20/98)
Both Damaged and Permanently Damaged items can be repaired via other cards. (FAQ01/20/98)
Equipment which is Destroyed is discarded immediately (TEXT, Def: Destroyed)
Card-Specific Rulings
Battle Standard
The bonus only affects Marines at the same location as the Battle Standard. (APONE06/08/98)
The Penalty affects all Marines at all locations. (APONE06/08/98)
If the Standard is destroyed or damaged, then no penalties are inflicted. (APONE06/08/98)
The Battle Standard is considered Unique. (PESTY06/30/98)
Camouflage Suit
The camouflage suit provides +1 defense on its own whether or not the wearer is Hidden as long as it is undamaged (TEXT: Camouflage Suit)
Hidden movement may be used for any movement, not just during the Movement Round. (FAQ01/09/98)
** A Revealed Predator MUST actually move to regain hidden markers; thus a revealed Predator with a speed of 0 may not use hidden movement. (PESTY08/18/98)
** If the Camo suit becomes damaged, it no longer allows the Predator to begin using hidden movement; if the predator is already hidden, he is not automatically revealed if the Camouflage Suit is damaged; any hidden markers which are revealed are not replenished until the Suit is repaired. (APONE06/08/98)
Crude Explosives
Roll to hit each character in the target location at -1, dealing 8 damage to any character which is hit. (FAQ01/13/98)
Demolitions Charge
Must be played at the end of the Combat Round, not just after an attack. (APONE06/11/98)
Double Packed Ammo
Only one may be used at a time. (FAQ01/16/98)
Emergency Escape Vessel (EEV)
** The EEV evacuation is in all respects a 'normal' evacuation, and subject to all restrictions and timing thereof (See Evacuation, Event Clarifications.) (PESTY08/24/98)
** A Player may not play EEV if there are unhidden Enemy Main Characters in the same location. (PESTY08/24/98)
** Hidden Characters do not impede evacuation. (PESTY08/24/98)
Extra Ammo
Will only reload Human Weapons; Predator Weapons may not be reloaded (APONE06/09/98) Rotate the Character with the Extra Ammo. (APONE05/04/98)
Is not discarded when used. (APONE05/04/98)
May be used by multiple characters on multiple turns (APONE05/04/98)
Grenade Launcher
May be carried without a M41a Pulse Rifle, but may not be used. (FAQ03/20/98)
May be used with a Field Pack (TEXT: Field Pack)
Roll to hit each character in the target location, dealing 8 damage to any character which is hit. (FAQ01/13/98)
The Grenade Launcher attack only ever counts as a single attack, no matter how many characters are affected by that one attack. (PESTY06/18/98)
Hand Welder
The welder is held by the user until the second rotate action is completed. (TEXT:Hand Welder)
A location which is 'welded' is no longer adjacent, and therefore will stop explosions such as from the Heat Exchanger. (FAQ03/23/98)
If the character doing the welding is killed, the welding is labeled unsuccessful, and the hand welder may be picked up by another character. (APONE04/19/98)
The welding process can be voluntarily canceled before the second rotate. (APONE04/19/98)
If the welded locations are moved (via Tighten the Perimeter, for example),the weld stays in place; the two locations involved in the Welding action can never be adjacent, in the event another Tighten the Perimeter is played. (PESTY06/18/98)
Laser Sight
Use of the Laser Sight (and any equipment or weapon) is optional (APONE04/15/98)
M42A Scope Rifle
A Rotated Scope Rifle may not be used, not even for Free Attacks (FAQ01/30/98)
Makeshift Weapon
Makeshift Weapon 'acts like' the named weapon, and therefore may use all upgrades & event cards associated with that weapon (i.e., a Makeshift Shotgun may use Double Packed Ammo). (PESTY07/29/98)
Medikit
A Marine which goes to 0 power is dead, and cannot be healed (FAQ01/20/98)
Motion Scanner
Does not Reveal hidden counters,just allows the Marine player to view them. Therefore, the hidden character remains hidden and retains all of the benefits of being hidden. (FAQ01/16/98)
Naginata
The +1 Defense only applies if the incoming attack is in Close Combat, and the Predator has declared an attack with the Naginata (FAQ01/27/98)
If the defense bonus is used, then the Predator may not declare an attack with any other weapon; he is required to use the Naginata. (FAQ01/27/98)
Personal Data Locator
Text should read as follows: 'Discard this item. Search your deck for the first Supporting Character which can be found at the present location. Shuffle your deck'. (FAQ01/23/98)
Predator Mask
Predator Mask does not protect against all Environmental Damage, only Environmental Gas Damage (CN-20 Nerve Gas).(FAQ01/09/98)
Predator Medikit
Counts as a 'Medikit' for purposes of Medical Assistance and Infirmary. (APONE04/15/98)
Does not reveal a hidden predator. (APONE04/15/98)
Powerloader
Should read 'Owner's close combat Damage and resistance increase to 8'. (APONE06/08/98)
Counts as Armor and Weapons, an therefore cannot be further modified (Combat Knife, Body Armor, etc. ). (APONE06/08/98)
Scattergun
Currently cannot be reloaded; Extra Ammo does not affect non-human equipment. (APONE04/19/98)
Sentry Gun
The following is the updated revision of Sentry Gun. All previous rulings (knock down, etc.) are rescinded. Sentry Gun is restricted to 3 per deck in tournament settings.
Sentry Gun ONLY fires upon Non-human Characters or Hidden Markers which enter its location, including Synthetics & Pets.
** An ACTIVATED Sentry Gun can (only) be affected by Malfunction, Disarmament and Empty; its defense is zero (0) if it is the target of Disarmament. (PESTY06/30/98)
Sentry Gun Control
Should read as follows: 'Owner with an M42A Scope Rifle may rotate one UA571C Sentry Gun within 2 locations during combat. That UA571C Sentry Gun may attack one valid target of this character's choice.' (PESTY07/01/98)
** The Scope Rifle need not be ready (unrotated) to use the Sentry Gun Control (PESTY08/26/987)
The operator of the Control must be no more than 2 locations away from the Sentry Gun. (Text Clarification)
Sentry Gun Control may be used on multiple Sentry Guns in one turn (PESTY07/14/98)
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Post by Shaolin Yautja on Sept 1, 2011 13:20:54 GMT -5
Click here for the original sourceLocations
Hived Locations
Any location with 'Hived' in its title is not the same location as one with the same name without the word 'Hived'.
Example: Hived Mess Hall is different from Mess Hall (FAQ01/12/98)
Additionally, a 'Hived Mess Hall' is different from a 'Mess Hall' which the Alien Player uses 4 Aliens to Hive.(FAQ01/20/98)
Hiving Locations
Any character card with the Alien resource may be used to hive a location (FAQ01/27/98)
** Tokens on a character card do count toward the required 4 Aliens; i.e., an Alien Warrior with 3 tokens can successfully hive a location (PESTY08/20/98)
** Hidden Aliens must reveal themselves when the hiving action is announced (during Mature Aliens phase) to Hive a location. (FAQ01/30/98)
You may use more than 4 aliens to hive a location. (FAQ03/12/98)
Card-Specific Rulings
Access Space
Must still obey restrictions of other locations; for example, it may not be declared adjacent to the Breeding Chamber, because only Hive locations may be adjacent to the Breeding Chamber. (APONE04/19/98)
If this location becomes damaged, its card text is ignored, and therefore it is no longer adjacent to the named location. (Def: Damaged)
Breeding Chamber
Alien Tokens in the Breeding Chamber may make attacks, and be attacked, as if they were individual Alien Warrior cards. (FAQ01/23/98)
Hidden Aliens which are in the Breeding Chamber may reveal themselves during the Draw Discard Round if the Player wishes to use that warrior to increase his or her hand size; if the player chooses not to reveal them, they do not increase the player's hand size. (FAQ01/30/98)
The following procedure is used to create a new breeding chamber:
1) The Queen must be dead.
2) When a Young Queen is matured, the location where she matures becomes a new Breeding Chamber; the player may search through his or her deck to find the breeding chamber, and place it over the old location. (Rbp 47)
Hardpoint
The Location rotates, not the Marine. (FAQ01/22/98)
** Rotate the Hardpoint only during the Combat Phase. (PESTY08/31/98)
Heat Exchanger
Locations are destroyed up to Entry locations (FAQ03/12/98)
Machine Shop
The 'Machinist Equipment' resource satisfies an 'Equipment' restriction (FAQ03/12/98)
Predator Shuttle/Ship/Mothership
The Predator Shuttle is the Predator's starting location, and therefore, may not be in any other player's deck. (PESTY07/01/98)
Predator Mothership and Predator Ship may be in any player's deck (PESTY07/01/98)
Marines may use the Search abilities of the Predator Shuttle and Predator Ship, but not the Mothership (APONE04/19/98)
** Outcast may not make use of the Predator Mothership's Search Action. (PESTY08/31/98)
Water Processing
When a Predator Hidden Marker enters Water Processing, it is revealed. If it is a decoy, the marker is discarded, and the Camouflage Suit is undamaged. If it is the Real Predator, all Decoy Markers are discarded and the Camouflage Suit is Damaged. The Predator may re-use Hidden movement as soon as he moves into a Location which does not prohibit Hidden Movement (i.e., any non-Water Processing location). (PESTY07/30/98)
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Post by Shaolin Yautja on Sept 1, 2011 13:27:09 GMT -5
Click here for the original sourceEvents
General Questions
As long as all restrictions for a card are satisfied, it may be played on any Main Character or Supporting Character (even if uncontrolled), regardless of the controller (FAQ01/12/98)
Players must allow the other players an opportunity to play events in reaction to any event card which is played, using the standard RMPA order (FAQ03/19/98)
Formations
May only be played by the Marine Player; this is a contradiction to Golden Rule I (APONE04/27/98)
Use of Attribute Bonuses (to hit, defense, damage) granted by a Formation is optional;
A player is not forced to use the Attribute bonuses of a Formation if an event card in hand can provide a better benefit.
Example: A player may choose to use a Dodge card to give +2 defense from a ranged attack to a Marine even if the Marine Player has a Loose Formation (+1 defense at long range) in play. (APONE05/04/98)
Card-Specific Rulings
2x2 Formation
See Formations, Above
Access Tunnel
The Access tunnel grants a character the ability to move through two additional locations. These are normal moves, and the character must be able to move (not speed = 0) but need not spend his own movement (i.e., it gives two movement points) (FAQ03/13/98)
Allows safe passage past all enemy characters, event cards, etc. in the two locations. Thus, a character would be safe from Sentry Gun, Hull Breach, could travel past a Hand Welder, and would not reduce movement for being outnumbered (PESTY07/01/98)
Acid Splash
** Is played at the end of the resolve attacks phase in which the Alien was killed, BEFORE any Acid Sprays. (PESTY08/22/98)
Multiples may be played on a single killed alien; however, each is played and resolved individually; i.e., deal 6 damage, resolve, deal 6 damage, resolve, etc. Other players get a chance to play events between Acid Splashes in this case. (PESTY04/24/98)
May be played along with Acid Spray (FAQ01/20/98)
Counts as Acid Damage with respect to Chemical Base and Acid Resistant Claws (FAQ01/14/98)
Damage is not Environmental Damage, and therefore does not bypass Armor and Resistance (FAQ01/13/98)
Damage may not be increased by cards such as If It Bleeds (FAQ02/12/98)
Acid Spray
** Is played at the very end of the combat round, AFTER any Acid Splashes (PESTY08/22/98)
** Multiples may be played on a single killed alien; however, each is played and resolved individually; i.e., deal 1 Environmental damage, resolve, deal 1 Environmental damage, resolve, etc. Other players get a chance to play events between Acid Sprays in this case. (PESTY04/24/98)
May be played along with Acid Splash (FAQ01/20/98)
Counts as Acid Damage with respect to Chemical Base and Acid Resistant Claws (FAQ01/14/98)
Damage may not be increased by cards such as If It Bleeds (FAQ02/12/98)
Activate Self Destruct
The Predator's Speed must be 0, not just movement (FAQ01/12/98)
May only be played by the Predator Player; this is a contradiction of Golden Rule I (APONE04/27/98)
Alien Birth
Represents a pre-impregnated Supporting Character, and therefore does not require an Alien Warrior in the same location to play (FAQ03/15/98)
Any equipment carried by the 'Birthed' Supporting Character is dropped where he the event card is played, not carried with him to the breeding chamber; this is an exception to the normal rules for equipment on captured characters (APONE04/15/98)
Alien Wave
The Alien which declares the initial attack has not had its To-Hit attribute modified, and therefore may use another card to modify it (APONE04/19/98)
Alien Pursuit
The movement is taken at the end of the movement ROUND, after Aliens Mature (PESTY04/27/98
Burst Pipe
Damage from this card is applied at the same time as all ranged damage, and thus does not affect hit rolls for further ranged attacks but does affect Close Combat Attacks. (APONE04/19/98)
Captured
Characters which are captured retain all of their equipment and bring all of it to the Breeding Chamber (FAQ03/19/98)
Said Equipment is dropped in the Breeding Chamber when the Main Character turns into a Chestburster Token (FAQ03/19/98)
Carpe Corpus
** Any character controlled by the Player who found the Supporting Character may make the free attack. (PRECEDENCE08/21/98)
Cover Formation
See Formations, Above
Counter
May be used to cancel a Malfunction which is played on an Unlucky character (APONE04/19/98)
Crazed Civilian
Only attacks Characters which move into his location; Does not attack characters which are in his location when the event was played, or remain in his location (FAQ03/12/98)
Critical Hit
The player who plays the Critical Hit decides which Resource is lost, however, the following resources may not be chosen:
Alien Synthetic Animal Predator (APONE06/08/98)
Dead End
When played on a Hidden Character, the character's card is rotated, not the hidden counter (TEXT)
** Dead End may target any card which rotates as a part of an effect, action or ability. Dead End does not cause the card to activate when it rotates the chosen card. (PESTY08/26/98)
Defend the Hive
May be played at any time (DEF: Event)
Disarmament
May be played against a deployed Sentry Gun. The Sentry Gun has a defense of 0 (Zero). (FAQ03/05/98)
Dishonor
Honor is lost any time a character rotates in the location, no matter what the rotation is for; i.e., a character rotating to attack or search will trigger the dishonor (APONE05/29/98)
A Character may simply rotate to activate the Dishonor; In addition, rotating to search or attack also triggers this effect. (PESTY07/01/98)
Display of Skill
** May not reduce the Predator's Honor Requirement below the Predator Character's built-in honor requirement. Example: Sharp Eye may not use Display of Skill if it will reduce his honor requirement to below 12. (PESTY08/31/98)
Dwindling Options
The victim of this card may not play events before this card comes into effect, unless they will counter or cancel the Dwindling Options. (Golden Rule II)
Eat Vacuum
The Predator's Mask does not protect against Eat Vacuum (Def: Environmental Gas Damage). The Event causes damage only during the next round, and then is discarded. (FAQ01/12/98)
Emergency Escape Vessel
May only be used during the Movement Round. (FAQ01/30/98)
Counts in all ways as a normal evacuation. (FAQ01/30/98)
Empty
Only affects a single ranged weapon. (FAQ03/19/98)
The weapon need not have been fired that round or ever. (FAQ03/19/98)
The card is played on the Weapon, not the character. (FAQ03/19/98)
Will NOT work on characters with built-in ranged attacks (e.g., Security Guard). (PESTY07/01/98)
Will affect Sentry Guns (PESTY06/30/98)
See Definition of 'Out of Ammo' below
End of the Line
Cancels only event cards which have the word 'Permanent' in their text, and only once they are in play; does not affect cards as they are played (see Not So Fast). (APONE06/08/98)
Extremely Agitated
A player can force the Alien player to target a Hidden Counter (FAQ03/19/98)
Facehugger Attack
Bonus to-hit cards may be played to increase the chance to hit on this attack; they must follow the standard restrictions. (APONE04/25/98)
Fire Alarm
Should read as follows: 'Rotate any non-Alien character at the beginning of movement. Any hidden Predator markers at or moving through this location are revealed. If a non-decoy marker is revealed, the Camouflage Suit is damaged for the rest of the turn. If a decoy is revealed, there is no effect.' (FAQ01/16/98)
Fortify
Multiple Fortifies at a single location are not cumulative (FAQ01/12/98)
Found 'Em
If the first location which you come to is already in play on your side it is discarded out of play; If the first location you come to is illegal (e.g., non-hive location next to a Breeding Chamber), the location is discarded (goes to the discard pile). If the first location you draw is illegal or already in play, you do not continue to draw; your draw is wasted on the duplicate/illegal location (APONE06/30/98)
Frenzy
Attacks are Free Attacks, and therefore are usable at any time during the Turn. (FAQ03/12/98)
Ghost Image
The added Hidden marker stays until the end of the turn in which the Ghost Image was played. (PESTY07/20/98)
Got It
Should read as follows: 'Rotate a character and name an Item. Search your deck until you find the named item. Discard all other cards seen. (If the searching character is Scout, shuffle your deck instead.' (APONE04/29/98)
May only be used in the Search Round (FAQ03/16/98)
The restrictions of the item found must still be satisfied by the Location's resources (PESTY07/21/98)
Have Me Some Fun
Only playable by the controller of the character causing the hit (i.e., cannot be played to reduce the amount of damage your character is about to take) (FAQ03/12/98)
Hive Construction
Should read as follows: 'Reduce the requirement to hive this location to two aliens.' (FAQ02/10/98)
Hull Breach
The Predator does not gain honor for any characters killed by a Hull Breach (APONE04/13/98)
May be played at any time, including during another player's movement (FAQ01/20/98)
The location deals the damage, not the Hull Breach. (PESTY06/30/98)
It's Just the Cat
Should read as follows: 'Play when a Hidden Marker you control is targeted by and about to be revealed by an event card. The character remains unrevealed. If used when hit in combat, all attacks which hit are nullified.' (PESTY06/30/98)
Only playable when an EVENT targets and reveals the token; Hull Breach and Fire Alarm both target the LOCATION, and thus are immune to It's just the Cat. Nullifies the attack which hit, and all further attacks that round (PESTY04/29/98)
Juggernaut
Effects are not permanent. (APONE04/19/98)
Kill and Kill Again
May attack a different target with the free attack (FAQ03/23/98)
Know Your Enemy
May be played at any time, before or after the Starting location has been visited (APONE04/15/98)
Loose Formation
See Formations, Above
Long Range Shot
Only affects a single attack. (FAQ03/12/98)
May not use multiple Long Range Shots on a single attack. (FAQ03/12/98)
Loss of Command
The hand size reduction is in addition to losing the leader (APONE04/15/98)
Malfunction
If played on the Camouflage Suit, in-play hidden markers are not automatically revealed; the Predator does not replenish any hidden counters which were revealed as long as the suit is damaged. (Def. Damaged, Hidden Counters) The Damage is permanent if the character is unlucky when Malfunction is played; if the character subsequently loses his unlucky status, the item is still permanently damaged. (PESTY04/29/98)
Marine Short Course
Is played on the character receiving the benefits, not the Marine (APONE04/19/98)
Marines, We Are Leaving
Cannot be played unless the Docking bay is both in play and reachable (FAQ01/12/98) The Marine player MUST move to the Docking Bay and MUST evacuate as soon as possible, even if he or she does not have sufficient Supporting Characters to win the game (PESTY06/30/98)
** If there are enemy main characters in the Docking Bay, the Marine Characters MUST evacuate as soon as they are alone in the Docking Bay (PESTY08/24/98)
Meditation
Does not reveal a hidden character. (APONE04/13/98)
Not So Fast
** Should read as follows:'Cancel any Permanent Event card as it is played. Costs two Combat Pool.'(APONE06/08/98)
Will affect cards only as it they are being played; cards in play are not affected (See End of the Line) (APONE06/08/98)
Observe the Prey
May be played after attacks are declared but before attacks are resolved (APONE04/15/98)
On the Move
Grants Additional Moves, which are affected by Outnumbering (See Additional Moves, Above) (FAQ01/22/98)
May be used even if you have not declared an attack (APONE04/19/98)
Overconfidence
Only natural, unmodified sixes count for this card (FAQ03/12/98)
Affects all main characters, even those not belonging to the player who played Overconfidence (FAQ03/12/98)
Modified hit rolls which beat the Predator's Defense still hit as normal. (PESTY07/01/98)
Overwatch
Character does not rotate to play Overwatch, but must rotate to make the attack as normal (FAQ03/12/98)
** May be played at any time during the Movement Phase (FAQ03/12/98)
May be used to attack an unhidden character before it gains any Hidden Movement Counters if played before that character moves (i.e., Marines may use this card on an unhidden Predator during their movement, before the Predator gains its Hidden counters). (FAQ01/22/98)
If the character playing Overwatch has Tactics, this counts against the limit of 1 Event card to modify an attribute (to hit). (FAQ01/13/98)
Using the attack granted by overwatch is a separate and distinct action from playing overwatch; if a player plays overwatch and wishes to immediately use the free attack, other players are allowed a chance to play event cards before the attack is resolved. (APONE06/08/98)
Perfect Organism
There is no restriction on which character makes the kill or which character is killed (i.e., an alien getting killed will satisfy the requirements of the card) (FAQ02/10/98)
** If played during an attack, may not be played until after any damage resolution phase. (PESTY08/31/98)
Personal Data Locator
Finds the first Supporting Character which may be found at the location (APONE04/19/98)
Ransack
** The restriction of 'Equipment, Weaponry, Military Arms or Predator Item' refers to the location in which it can be played; i.e., only a location with one of those resources may be Ransacked. (PESTY08/20/98)
Regroup
The card chosen must be one which is (or was) in your deck. (FAQ01/22/98)
The Named card cannot be one which is already in play, and cannot make a player's deck illegal (i.e., Operations may not be called). (APONE05/04/98)
Retreat
If played after declaring an attack (via Somebody Wake Up Hicks, etc.), the attack will fizzle unless it has sufficient range to reach the declared target (PESTY07/01/98)
Example: Hudson declares an attack against Fast Claw with his pulse rifle. Hicks then uses his ability to unrotate Hudson. Hudson then plays retreat to move into an adjacent location. Since Hudson's Attack is long-ranged (Pulse Rifle), his attack can still reach Fast Claw. If her were armed with Small Arms (Short Range), his attack would fizzle.
Snapshot
May be played on an opponent's character (FAQ03/19/98)
Somebody Wake Up Hicks
** May be used to declare multiple attacks or search actions; however, the attacks or searches must still be declared, and Somebody Wake Up Hicks must be played, during the 'Declare' step of the Combat or Search round as appropriate. (APONE05/04/98)
Study the Enemy
** The card placed under the Main Character must be used in the next Combat Sequence which involves the Predator as either an attacker or defender (PESTY08/31/98)
Success Breeds Success
Should read as follows: 'Unique. Permanent. Gain 1 combat pool every time you rescue (Evacuate) a Supporting Character.' (FAQ01/22/98)
Sweep The Area
** You may *declare* two (or more) Sweep The Area actions on a single location, but as soon as any one Sweep is successful (i.e., the character moves to the newly-placed location), the rest fizzle as your character is no longer in the location where the Sweep(s) were declared. If the Sweep The Area turns up a location which is already in play or illegal, then subsequent Sweeps may go through, as your character has not changed locations (PESTY09/01/98)
If the first location which you come to is already in play on your side it is discarded out of play; If the first location you come to is illegal (e.g., non-hive location next to a Breeding Chamber), the location is discarded (goes to the discard pile). If the first location you draw is illegal or already in play, you do not continue to draw; your draw is wasted on the duplicate/illegal location (APONE06/30/98)
Rotates the character (APONE07/14/98)
Is a Search Action, and therefore must be used during the search Phase (APONE07/14/98)
There's Something In Here
Hidden Counters do count as an Opponent (FAQ03/15/98)
May target only a single Opponent when played (FAQ03/15/98)
Any location with the 'Hive' resource, including your opponent's locations, count for this card. (APONE06/08/98)
The Area is Secure
A Character who plays this event must reveal itself (FAQ03/05/98)
Cannot be played if there are enemy Hidden Markers in the location (PESTY07/01/98)
The Hunt
If 'The Hunt' is called on an Alien Queen, and that Alien Queen subsequently becomes a Warrior Queen, The Hunt is nullified and does not apply towards the Warrior Queen. Any 'transformation' like this (I.e., Young Queen to Alien Queen, etc.)will also nullify a 'The Hunt' called upon the original Character. (PESTY07/30/98)
Tight Formation
See Formations above
Tighten the Perimeter
The location and all of its contents (Characters, Equipment, etc.) are moved in the swap. (FAQ03/12/98)
Location restrictions must be adhered to (FAQ03/12/98)
The player who plays the event must pay the Combat Pool for all characters at the location, friendly or not (PESTY07/01/98)
Twice as Deadly
May find any number of supporting characters (PESTY07/20/98)
Where There's One
May target only a single captured supporting character when played (FAQ03/12/98)
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predfang
Young Tusk
"In town with a few days to kill"
Posts: 177
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Post by predfang on Sept 2, 2011 18:58:24 GMT -5
The Alien Queen's Defense is always equal to the number of Lethal Aliens at the Breeding Chamber, even if she is damaged or if penalties are applied. Thus a Queen with 4 damage counters which is accompanied by 3 Lethal Aliens has a defense of 3 (FAQ03/13/98)
The Breeding Chamber still functions normally if the Queen is killed (There are lots of eggs in there...) (FAQ01/09/98)
First of all, thanks for posting these. They do clarify some questions I had. Second, the above rulings on Aliens are interesting. I had no idea that the Queen's Defense will essentially never fall below the number of AWs present. Also, does the second mean that with the Queen gone as long as you have AWs finding SCs and capturing them the Chamber will keep producing Tokens and that Alien breeding only really stops after every AW is dead? I always thought, dead queen, no more breeding.
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Post by Axlotl on Sept 2, 2011 23:27:36 GMT -5
yeah, the idea is that even with the queen dead, there are still hundreds of eggs in the breeding chamber. it is also specifically done this way so that you have a chance to breed a new queen if you want.
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Post by Shaolin Yautja on Sept 2, 2011 23:41:54 GMT -5
yeah, the idea is that even with the queen dead, there are still hundreds of eggs in the breeding chamber. it is also specifically done this way so that you have a chance to breed a new queen if you want. Although that's possible it's hard if the deck wasn't even built to focus on replacing a dead Queen. Typically you need the Royal Jelly, Young Queen, and/or Alien Queen in your hand while having a Chest Burster card already in play. The last card being so because then you're not forced to mature a Chest Burster card to an Alien Warrior. Then the best thing to do (after they kill your Queen) is to mature that Burster to a Young Queen in a critical location such as the Predator Ship the Predator started from, or the Docking Bay. Why? Because you can replace those locations with another Breeding Chamber ;D ;D ;D thus that will stop Honor and Civilian Rescue victory conditions dead in their tracks, because that will stop them from ever evacuating. Although marines can still evac if they run EEV in their deck. The only catch is you must protect that Burster card at all costs as soon as your first Queen is killed.
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Post by Axlotl on Sept 3, 2011 1:49:45 GMT -5
Oh, I never said it was a good idea to run the crap to mature a new queen, nor that maturing a new queen was remotely viable. But it is part of the reason the rules are the way they are.
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Post by Pawn III on Sept 11, 2011 10:11:15 GMT -5
Questions about this... I will clean up and organize posts in this thread, bit busy with copy and pasting, so please bear with me. Click here for the original sourceThe Golden Rules of Aliens Predator
I. If an event card has no species-specific Restrictions on it, then any player may play it on any appropriate character(s), regardless of the controller, unless otherwise noted. (FAQ01/12/98)
Isn't this the inconsistent with the ruling on Berserk? Not that I like that ruling.
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Post by Pawn III on Sept 11, 2011 11:07:15 GMT -5
This ruling is problematic:
Only Chestburster tokens are required to mature during the Mature Aliens phase; Chestburster cards are not. (FAQ01/12/98)
What about a Chestburster card with tokens at a Location w/o an Alien Warriors card. (Plus, the ruling makes the Chestburster card more useless.)
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Post by Pawn III on Sept 11, 2011 15:01:45 GMT -5
This looks like a typo:
Predators can use any non-predator equipment for which he qualifies (i.e., no Military Arms) (FAQ03/23/98)
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Post by Axlotl on Sept 11, 2011 16:54:58 GMT -5
This ruling is problematic: Only Chestburster tokens are required to mature during the Mature Aliens phase; Chestburster cards are not. (FAQ01/12/98) What about a Chestburster card with tokens at a Location w/o an Alien Warriors card. (Plus, the ruling makes the Chestburster card more useless.) I figure this should specifically state tokens on the breeding chamber. Its the only thing that makes sense. Also, it makes sense to me that individual card rulings overrule specific game rulings, like with Berserk. The Berserk ruling being specific to a single card trumps a general ruling made to an entire card type, imo.
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Post by Pawn III on Sept 11, 2011 21:56:06 GMT -5
Yes, the rulebook specifically states that Chestbursters ON the Breeding Chamber MUST mature. (This is important so you don't mix up your old Chestbursters with the new ones from dead bodies.) Perhaps this is where this idea came from. I'd much rather say tokens on a Chestburster card do not have to mature. Simple, and makes the Chestburster card useful to gather and move tokens to Alien Warriors elsewhere. As far as Berserk, I just don't like having a rule and then a bunch of exceptions. Makes the game hard to play, especially for new people. Is Berserk in its original state that overpowered? It is a rare promo. And being a permanent event, aren't there cards that can get rid of it if it really bothers you? I might be preaching to the choir here. You seem to be just gathering the rulings. Is there anyone else out there still making rulings? This ruling is problematic: Only Chestburster tokens are required to mature during the Mature Aliens phase; Chestburster cards are not. (FAQ01/12/98) What about a Chestburster card with tokens at a Location w/o an Alien Warriors card. (Plus, the ruling makes the Chestburster card more useless.) I figure this should specifically state tokens on the breeding chamber. Its the only thing that makes sense. Also, it makes sense to me that individual card rulings overrule specific game rulings, like with Berserk. The Berserk ruling being specific to a single card trumps a general ruling made to an entire card type, imo.
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Post by Shaolin Yautja on Sept 11, 2011 23:37:17 GMT -5
Yes, the rulebook specifically states that Chestbursters ON the Breeding Chamber MUST mature. (This is important so you don't mix up your old Chestbursters with the new ones from dead bodies.) Perhaps this is where this idea came from. I'd much rather say tokens on a Chestburster card do not have to mature. Simple, and makes the Chestburster card useful to gather and move tokens to Alien Warriors elsewhere. As far as Berserk, I just don't like having a rule and then a bunch of exceptions. Makes the game hard to play, especially for new people. Is Berserk in its original state that overpowered? It is a rare promo. And being a permanent event, aren't there cards that can get rid of it if it really bothers you? I might be preaching to the choir here. You seem to be just gathering the rulings. Is there anyone else out there still making rulings? I figure this should specifically state tokens on the breeding chamber. Its the only thing that makes sense. Also, it makes sense to me that individual card rulings overrule specific game rulings, like with Berserk. The Berserk ruling being specific to a single card trumps a general ruling made to an entire card type, imo. There's always End Of The Line or Not So Fast for dealing with Permanent cards, although both of those cards cost 2 CP.
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