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If Jester (4) transfers a unique equipment to one of my characters and I already controlled a different copy of that unique equipment, does my original unique equipment get KO'd? Or does Jester get around equipment uniqueness?
I guess the same rules would apply to Misappropriation too.
Ex: I have a Jester 4 drop out and another character on my field with a Teleportation Ring (Unique). My opponent has a character with a Teleportation Ring equipped to it. If I pay 3 endurance and transfer my opponent's Teleportation Ring to one of my unequipped characters, does it KO my original Teleportation Ring?
You must check uniqueness any time you attach an equipment to one of your characters, and transferring involves attaching an equipment---uniqueness is checked.
no...uniqueness checks at recruit. That's why you can have Dr. Doom (4) in play and K.O. and random 5 cost charcter the Gorilla Grodd's ability to put your opponents Dr. Doom (4) into your front row. I believe charcters are unique too right?
Uniqueness on equipment is checked differently than characters.
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705.3 As part of attaching a unique equipment to a character, that character's controller puts each other object he or she controls with the same name as that equipment into its owner's KO'd pile. This is not the same as KO'ing those objects.
It's done that way to avoid the exact thing christopherthom describes (extra fate artifacts in play).
Character uniqueness is based on recruit; equipment uniqueness matters any time you attach a unique equipment; location uniqueness matters any time you flip a unique location.
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704.3 As part of attaching a unique equipment to a character, that character's controller puts each other unique object he or she controls with the same name as that equipment into its owner's KO'd pile. This is not the same as KO'ing those objects.
704.4 The uniqueness rule is only checked while resolving a character recruit or substitute effect, flipping a location, or attaching an equipment. It does not apply to any other modifiers that put an object into play or change control of an object.
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Transferring is a one-shot modifier that allows equipment to become unattached from one object and attached to another object.
Transferring attaches, and so invokes the uniqueness rule. To get two copies of a Unique equipment, you'd need to steal the opponent's character that one of them was equipped to, since this wouldn't require re-attaching it. Once you had both, though, you'd only keep them so long as you didn't transfer either of them.
no...uniqueness checks at recruit. That's why you can have Dr. Doom (4) in play and K.O. and random 5 cost charcter the Gorilla Grodd's ability to put your opponents Dr. Doom (4) into your front row. I believe charcters are unique too right?
(4 fate artifacts...hot)
They changed the equipment uniqueness checks for this very reason. People were getting 6-7 Fate Artifacts on to a character by turn 3-4 and that was way more broken than you can imagine.
Okay, how about if I have a Cloak of Nabu equipped to one of my characters. Then I stun my opponents fully Fated QuickSilver and then use 4 drop Poison Ivy to take & recover my opponent's QuickSilver (fun stuff!). Does taking an opponent's character do anything to the Cloak that I originally had in play?
no, that comment is mostly directed to stuff like your first idea (something that would be AWESOME is the rules would allow it to work), but it was already answered. Sepharoth, or however he spells it, was on the recieving end of some killings for a while and was all "YOU BASTARD" when i added that to my sig.