Rules Questions thread

Tower is an ability, so sentry could have in theory prevented it, but sentry’s ability specifically calls out patrollers, which is only true of a unit or hero on your opponent’s turn. That means tower’s damage is completely impossible for the sentry to block.

Sentry “first damage” is not referring to “damage” as when you “damage” a unit, but is instead referring to it as the chits you place on the unit to mark the amount of damage it has taken. It prevents the first chit of damage from being placed by a spell or ability. That is why it doesn’t prevent everything from a single source, like Flame Arrow.

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Do units with an upkeep cost (e.g. land octopus) have to pay their upkeep costs on turns during which they have been disabled?

Yes. Also, disabled units can avtivate abilities as normal (assuming they can pay the cost).

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A disabled drill sergeant still gets runes, for example.

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A disabled Sparring Partner can ready himself!
He cannot attack if he does that though…

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Hi, I played my copy of Codex with some friends over the weekend and had a blast, but we couldn’t figure out a specific ruling. When we did Black vs Purple, one of my friends didn’t know how Bounce interacted with Token Units. I assumed it didn’t do anything to them since they aren’t technically cards in your deck, but would it destroy them instead? Put them in the player’s hand as a 0 cost unit?

When a token is returned to your hand, it is destroyed (because it can’t be in your hand). But they don’t “die”. So, e.g. if a token unit is in the Scavenger patrol slot, and a Stewardess of the Undone bounces it, the unit is destroyed but you don’t get 1g.

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Master Midori midband: What is exactly an ability? I know Flying, Frenzy, Anti-Air and the like are abilities, but does something like Abomination “All other units get -1/-1.” is considered an ability? What about Skeletal Lord or Wight?

Any functional text in the abilities area of the card is an ability. Things like Iron Man, Tiger Cub have no abilities. Abomination does.

Unit types, however, such as “Illusion” are not abilities.

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It goes to your hand, then it disappears from your hand.

Don’t blink!

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This is still listed on the Assimilate page, which I believe we decided was incorrect based on the card text of Spirit of the Panda:
“If an enemy unit has Spirit of the Panda attached and you Assimilate Spirit of the Panda, you now control it. It remains attached to the enemy unit and that unit still gets +2/+2. But now whenever it attacks, YOU get 1 gold and during YOUR upkeep, YOU get the Healing 1 effect. — Sirlin”

Spirit of the Panda text:
Attach to a unit.
Attached unit gets +2/+2 and “Attacks: Gain ①.” <- this is an ability gained by the unit, not the similar ability "when attached unit attacks, gain 1"
Healing 1 (During your upkeep, heal 1 damage from all friendly units and heroes.)

Also, the interaction of Assimilate, Graveyard, and enemy Tech II units buried there should be included on the Assimilate page. If I recall correctly, you are not allowed to name a Spec that doesn’t match one of your heroes when you build a Tech II or Tech Lab?

The rulebook says that once you have 10 workers, you are no longer required to tech 2 cards per turn. Does that rule stick for the rest of the game? Or do have you have to go back to teching 2 cards if your opponent destroys a couple of your workers and brings you down to less than 10?

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Whether or not you need to tech is checked at the end of your turns. If you have less than 10 workers, you must tech 2 cards. For example, if you have more than 10 workers, and your opponent destroys some of them, bringing you down to 9, and you make a worker on your next turn, then you do not need to tech any cards.

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Alright, I can update these things in the spreadsheet.

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Gotcha. Thanks. And if the opponent takes you down to 8 workers, then you do need to tech 2 cards. Good to know.

Does Argagarg’s ult (Stampede) apply to units that arrive after the ult is played in the turn? This came up when I had a Moss Ancient in play. I wasn’t sure whether I could buff the Moss Ancient, then also have his squirrels buffed when they arrived to be 4/4 instead of 1/1, or if it might be better to attack with the Moss Ancient solo, then buff after the squirrels arrive. I could see interpretations leading either way.

Stampede only affects units you control at the time you play it.

You might still be able to win by swinging with the moss ancient then buffing the squirrels though!

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Stealth allows a unit to ignore patrollers. What if it wants to attack a patroller, but not the Squad Leader. Can it ignore Taunt?

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Yes, it can.

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