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during a friendly game we noticed what i think was most likely an oversight on fi107 The Serpent 600point trait, but it made me wonder what the correct way to handle it is.
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RAZE THE BUILDINGS, COVER THE OCEANS (600PT DIAL): At the beginning of the game, choose one contiguous area of elevated terrain, if any. That terrain is now elevation level 2 and all other elevated terrain is grounded hindering terrain instead.
this trait doesn't say for the power lasts even after the power is gone so when The Serpent dies (or goes to the next dial), the ability is gone and the terrain goes back to normal because of
From the rule book page 17:
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Game effects remain a part of the game only as long as the character continues to possess the power or ability. If a power or ability is countered or lost, all game effects of that power or ability immediately end, but any actions already in progress are resolved normally. Tokens that are placed on characters or character cards for any reason are not considered a game effect. If ignoring a game effect would cause a situation where that game effect would not be ignored, then you do not ignore that game effect.
so what happens to a multi-base character that was on flat( 1 elevation) terrain, but then because the trait is gone is now on 2 different elevations?
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Multi-base characters must always end movement so that all of its bases occupy legal, adjacent squares.No part of the base may be moved more squares than the one chosen for the move.
my guess is since its a movement restriction (the bolded part of the rule), the figure stays where it is, but this could cause some multi-base figures to get stuck(the underlined part) if they can't make it to the stairs and all the way down within their movment range
Same way any multi-base moves. You pick a square to start from and go from there.
So only the chosen square matters.
that's not completely true
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Multi-base characters must always end movement so that all of its bases occupy legal, adjacent squares.No part of the base may be moved more squares than the one chosen for the move.
so mastermold on 1 of his many 4 movement clicks, could have the front of his figure be 3 squares from stairs, but the back of his dail is 5 squares from it, so he can't make that movement. and he can't take multiple turns/moves to make it there since he would have to end each move on legal, adjacent squares
so mastermold on 1 of his many 4 movement clicks, could have the front of his figure be 3 squares from stairs, but the back of his dail is 5 squares from it, so he can't make that movement. and he can't take multiple turns/moves to make it there since he would have to end each move on legal, adjacent squares
In that case I'd say Mastermold is stuck, unless you can get his movement Perplexed up enough to end legally, or have some other game effect able to "move" him.
I'm still open to other documentation on this if someone can find anything.
Quote : Originally Posted by normalview
For home games, you can scream "PUMPKIN BOMB!!!" and flip the table if you wish.
MM is a colossal, so he won't need to use the stairs.
In general, though, based on what the effect is representing, I'd say that the intention is for the effect to last for the duration of the game. I'm not saying that the wording handles that, of course. I'm just saying what the narrative implies.
I'm also fairly certain that the rule for movement is intended to cover general occupancy. 99% of the time, saying where one can end movement covers this as terraforming is a corner case.
The closest rule to cover this is:
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3) THE RULE OF OCCUPANCY
Any game effect resulting in two or more characters occupying the same square, or characters, terrain markers, or objects occupying a square of blocking terrain, is prohibited (except for Debris markers, see Terrain, p. 12). If part of a game effect would cause this to happen, that part of the game effect is ignored. If moving or placing a character, terrain marker, or object would cause this, then the character, terrain markers, or object must instead move to or be placed in a different square. Characters using certain powers and abilities may freely travel through other characters and/or blocking terrain, but if it will end its movement in the same square as another character or blocking terrain, the moving character must end its movement before entering the occupied square.
Of course, we're not dealing with blocking terrain here.
Heck we're not even dealing with a game effect causing this. Rather we have the absence of a game effect causing it.
What this does give us is a rule which is a verbose way of giving us insight to the intention of occupancy which is that if something happens which would make things be illegally placed, then it doesn't happen.
Now, I would say that a PG entry needs to be made to clarify exactly how it is supposed to work, but until then, I'd rule it at my venue as the terrain remaining changed.