|
Post by barttp on Sept 13, 2019 14:55:06 GMT -5
Hello, can I use access tunnel card to get into location with not that way, area is secure and lock the door?
FAQ says:
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)
Thanks is advance.
|
|
|
Post by doctordolemite on Sept 13, 2019 15:29:27 GMT -5
'Not That Way'and 'Lock The Door' must be played at the beginning of the Movement Round, therefore, imo if 'Access Tunnel' is played AFTER that than yes. Also, imo if 'The Area is Secure' is played AFTER 'Access Tunnel' I would say no. Even though a tunnel is passage through a room...
|
|
|
Post by barttp on Sept 13, 2019 15:34:36 GMT -5
Same question with alien pursuit...
|
|
|
Post by Axlotl on Sept 13, 2019 21:21:09 GMT -5
The Access Tunnel ruling regarding Hull Breach and such is a strange interpretation of "with no penalties".
Reading Access Tunnel, it seems like it should be +2 MP, ignore outnumbering penalties, but apparently the rulings are such that "penalties" has been interpreted beyond the scope of outnumbering. With that interpretation, I'd say it gets past all Barriers, Lock the Door, The area is Secure, Traps, Outnumbering, Not so Fast, etc.
I object to this ruling, though, official as it may be.
Alien Pursuit should not work this way, as it just grants a movement to an adjacent location. Things preventing the move should still stop it.
|
|
|
Post by Shaolin Yautja on Oct 7, 2019 13:26:37 GMT -5
After going over the FAQs and Tournament rulings. It means that this card can and will help you bypass and get around things like Hull Breach, Sentry Guns, Barrier cards and barriers set up by Hand Welder. For most part this card is great against decks that are playing heavy defensive games and rely on Barriers and Hand Welder and Sentry Guns.
But I have to say the location that is targeted by the effect of either "The Area Is Secure" and "Not That Way" is still not legal or valid for an opponent' character(s) to move into even if they had Access Tunnels.
The FAQs shows that Access Tunnel is a special movement card that allows you to skip over locations, and grants separate movement points by its own effect, thus that is what they meant by the wording "no penalties", as in no movement penalties such as the outnumbering ruling that applies to regular movement rules.
However, that does not mean you can simply enter any location that's already been restricted access for another player such as effects like The Area Is Secure or Not That Way.
You can still skip over the location targeted by The Area is Secure and end up in a location next to the location that The Area Is Secure is played onto though.
As for The Area Is Secure, keep in mind that this card can't be played or used if there are enemy hidden movement markers in the location that they want to designate and target with The Area Is Secure.
And also revealing of a character's location must be done first before The Area Is Secure can be played.
Off topic: I've been real busy working more than one job so haven't really had the free time to post any responses lately.
|
|