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May 9, 2007 - ... recommended that each player keep track of all players' conquest points (including all opponents' points) on paper .... Princess of Thorns.
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General Notes "Anvilborn" (No-Aspect) Miniatures and Drive Abilities * Eight miniatures in the Anvilborn set have no aspect. These "Anvilborn" creatures do not satisfy aspect costs for other miniatures, and they have no aspect cost to be satisfied. Miniatures without aspect costs have black bases. * Each "Anvilborn" creature has a Drive ability that causes it to move at the beginning of your spawn phase. Locus Drive is one example of such an ability. Locus Drive — At the beginning of your spawn phase, move this creature one cell closer to the center cell. * The movement resulting from a Drive ability happens before any player can take any voluntary actions during a spawn phase (including spawning miniatures and activating spawn abilities). * If the creature with the Drive ability occupied a spawn-row cell at the beginning of the spawn phase, you still can't spawn there since that cell was occupied at the beginning of the phase. If it moved sideways along the spawn row, you can spawn in the cell it moved into if that cell was empty at the start of your spawn phase. * Multiple abilities triggering at the beginning of the same phase are simultaneous effects. See the Abilities section of the Dreamblade rulebook for more information on resolving simultaneous effects. * When resolving a Drive ability, first determine what miniature or cell the creature will be moving towards (if applicable). For example, if you are resolving a Pursuit Drive ability, first determine which enemy in play has the highest spawn cost. You must then move the creature if possible. For example, if there are two possible cells to move a creature into but one of those cells already contains four creatures you control, you must move the creature into the other cell. If it's impossible to move a creature as the Drive ability requires (for example, if your creature is instructed to move right one cell but it is in the rightmost cell of the dreamscape), then the creature won't move. * A Drive ability will cause a creature to move even if that creature is engaged. * A creature with a Drive ability can shift normally. A Drive ability doesn't replace shifting, it's an additional movement ability. Pursuit Drive — At the beginning of your spawn phase, move this creature one cell closer to the enemy with the highest spawn cost. ----Conquest Points Several abilities in the Anvilborn set can manipulate conquest points outside of the conquest phase. {B}: Glory 2 — Score +2 conquest points this turn. * It is strongly recommended that each player keep track of all players' conquest points (including all opponents' points) on paper at all times. ----Direction Words Several abilities in the Anvilborn set instruct you to move a miniature in a specific direction. Chaos Drive — At the beginning of your spawn phase, roll an initiative die. Move this creature one cell forward (on a 1–2), right (3–4), or left (5–6). * "Forward" means toward your opponent's spawn row (or away from your spawn row, in the event that you have more than one opponent on different sides of the dreamscape). "Left" and "right" are relative to the miniature's controller, facing the opponent's spawn row. ----Gaining Blades Two abilities in the Anvilborn set can generate blades without rolling them on attack dice. {B}: Fracture 4 — Target opponent disrupts this creature. Gain {B}{B}{B}{B}. * Blades generated by an ability are the same as blades rolled on attack dice. If you gain blades during a regular attack, they can be used to activate the blade abilities of your attacking creatures or local locations. * If you gain blades outside of combat (by activating a Fracture ability using an Edgemaker ability, for example) or during an attack on which blades can't normally be used (such as a deathblow), the blades can't be used. {S}{2}: Edgemaker — Activate target local ally's blade ability as if {B} were assigned to it. (Abilities that work only during combat can't be activated with this ability.) ----Highest / Lowest Several abilities in the Anvilborn set refer to the creature with the highest power, the lowest life, or the highest spawn cost. Pursuit Drive — At the beginning of your spawn phase, move this creature one cell closer to the enemy with the

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highest spawn cost. * If there is a tie for the "highest" or "lowest" of anything, the player controlling the ability decides which creature counts from among those tied. The same rule applies for any future ability referring to the least or most regarding any miniature, player, etc. ----Regular and Special Attacks Several abilities in the Anvilborn set refer to "regular" or "special" attacks. Madhouse — {oS}: Whenever your creatures make a regular attack, if there are no enemies in this cell, you may reroll X dice, where X is the conquest-point value of this cell. * A regular attack is the attack that creatures make during step 2 of combat after being chosen as attackers. (See the combat sequence in the Dreamblade FAQ for more information.) Regular attacks do not include attacks that trigger on attacking, being attacked, or at any other point in combat. A special attack is any attack other than a regular attack, which includes (but is not limited to) deathblows and attacks resulting from abilities (such as Warpstrike, Deathblast, and Ambush). {B}: Warpstrike 4 — Make a 4-power attack against target nonlocal enemy. Deathblast 4 — Whenever this creature is put into your graveyard, make separate 4-power attacks against each enemy that was local to it and destroy target location an opponent controls in that cell. Ambush 5 — Whenever an enemy enters this cell, make a 5-power attack against that enemy. -----

Ability-Specific Notes Ambition Blind Envoy Ambition 1 — If this creature claims a scoring cell this turn, score +1 conquest point. * The Ambition ability does not modify the conquest-point value of a scoring cell. It awards you conquest points during the conquest phase in addition to conquest points awarded for claiming a scoring cell. * The Ambition ability will only award you conquest points if the creature claims one of your six scoring cells. A cell that is a scoring cell for your opponent but not for you doesn't count. * If you control a creature with the Dominate ability and a creature with the Ambition ability in a contested scoring cell during the conquest phase, the creature with Dominate will claim the cell but the creature with Ambition won't, so you won't score conquest points from the Ambition ability. * If a creature with Ambition claims a contested scoring cell due to Baba Yaga's Hut's ability, you will score conquest points from the Ambition ability because Baba Yaga's Hut allows all of your creatures to claim the cell. * Since the conquest points from the Ambition ability are awarded as a direct result of the creature claiming a scoring cell, an active Bloodtax ability will prevent the conquest points from being awarded. Dominate — This creature claims scoring cells even when they're contested. Baba Yaga's Hut — At the beginning of the conquest phase, if you control more creatures in this cell than each opponent, your creatures can claim this cell this turn. {C}: Bloodtax — Players don't score conquest points for claiming cells this turn. ----Bladestrike Elite Gladiator Bladestrike 6 — Whenever this creature attacks, you may roll 6 fewer dice. If you do, deal +6 damage and gain {B}. * In order to use the Bladestrike ability, you must be rolling at least the given number of dice on that attack. For example, with a Bladestrike 6 ability you must be attacking with at least 6 dice in order to use the ability. If you would be rolling fewer dice than that, you can't choose to roll 6 fewer dice and so you can't use the ability. * The Bladestrike ability triggers on special attacks as well as regular attacks. This includes deathblow attacks. If you choose to use the Bladestrike ability on a special attack, you won't be able to use the blade, but you will deal the given amount of damage. ----Bloodtax Bloodbound Skeever {C}: Bloodtax — Players don't score conquest points for claiming cells this turn. * The Bloodtax ability doesn't stop creatures from claiming scoring cells, it prevents conquest points from being awarded as a result of the scoring cells being claimed. This means that even abilities that allow a creature or creatures to claim a cell when they normally wouldn't be permitted to do so (such as the Dominate ability) will not allow you to score conquest points for that cell. * The Bloodtax ability also prevents conquest points from being awarded by abilities that directly trigger from a creature claiming a scoring cell (such as the Ambition ability). Dominate — This creature claims scoring cells even when they're contested.

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Ambition 1 — If this creature claims a scoring cell this turn, score +1 conquest point. ----Bloody Glory Princess of Thorns {B}: Crit 3 — Deal +3 damage this combat. Bloody Glory 12•3 — Whenever this creature attacks, if your creatures deal 12 or more damage that combat, score +3 conquest points that turn. * The Bloody Glory ability triggers on any attack made by the creature during combat. This includes regular attacks as well as special attacks such as deathblows. * The Bloody Glory ability checks the amount of damage dealt at the end of combat, during step 10 of the combat sequence. See the combat sequence in the Dreamblade FAQ for more information. * You will be able to score the conquest points if the condition is met even if the creature with the Bloody Glory ability leaves play before step 10. * All damage dealt by your creatures during combat will count towards the Bloody Glory ability. This includes damage from regular attacks, modifiers such as Crit and Fumble, and all special attacks, including deathblows. Damage dealt by nonlocal creatures you control (such as damage from an Ambush ability in an adjacent cell) is also included. * Damage that is prevented is never dealt. This means that damage your creatures would deal that is prevented by abilities such as Bodyguard and Steadfast isn't dealt and won't count towards Bloody Glory. * Damage dealt directly by locations you control (Tower of Faces' Warpstrike 7 ability, for example) won't count towards Bloody Glory. However, abilities on locations that add damage to a combat (such as Soulwash Temple's Crit 1 ability) are causing your creatures to deal more damage, so that damage will count towards Bloody Glory. {M}: Crit 1 — Deal +1 damage this combat. {B}: Fumble 2 — Deal -2 damage this combat. Ambush 5 — Whenever an enemy enters this cell, make a 5-power attack against that enemy. Bodyguard — Opponents may not assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard. Steadfast — This creature takes no damage from deathblows. {BB}: Warpstrike 7 — Make a 7-power attack against target nonlocal enemy. ----Chaos Drive Infernal Bomber Chaos Drive — At the beginning of your spawn phase, roll an initiative die. Move this creature one cell forward (on a 1–2), right (3–4), or left (5–6). Tactics 1 — Whenever a creature you control makes a non-deathblow special attack, roll one extra attack die. * See "Direction Words" in the General Notes section. * The Chaos Drive ability does not trigger on your initiative roll during the initiative phase. At the beginning of your spawn phase, roll another initiative die and use that result to determine the movement of the creature with Chaos Drive. * If you control multiple miniatures with the Chaos Drive ability, make the roll for each ability separately. * The Nitro ability will not modify the result rolled for Chaos Drive. {S}: Nitro 7 — Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes. ----Clone Omen Locust {C}: Clone 1 — Your Omen Locusts cost {1} less to spawn this turn. {B}: Flanking 2 — If you control more creatures in this cell than each opponent, deal +2 damage this combat. Triplicate — Your second and third Omen Locust miniatures don't count toward your warband's 16-miniature limit. * The Clone ability doesn't modify the actual spawn cost printed on the miniature. It simply modifies the cost you pay to spawn the miniature. * Multiple instances of the Clone ability in a single spawn phase are cumulative. Assuming aspect costs are satisfied, the first Omen Locust you spawn costs 5 spawn points, the second 4, the third 3, and so forth. In sufficient numbers, this can reduce the cost to spawn your Omen Locusts to zero. * The cost reduction from the Clone ability is cumulative with other abilities that reduce the cost to spawn a miniature, such as the Channel Hiveling ability. For example, if you control an active Channel Hiveling ability, the first Omen Locust you spawn will cost 4 spawn points, the second 3, and so forth. Channel Hiveling 1 — Your Hivelings cost {1} less to spawn. -----

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Curse Foul Beetle Curse 1 — Whenever one or more local enemies attack, the enemies' controller rerolls one die of your choice. * See "Curse" in the Baxar's War FAQ for more information on the Curse ability. ----Deathswarm Hiveling Plaguebrood Larva {B}: Deathswarm Hiveling 9 — You may exchange this creature with target creatures in your graveyard with a combined spawn cost of {9} or less. * Plaguebrood Larva's Deathswarm Hiveling ability has received errata. The new text is: {B}: Deathswarm Hiveling 9 — You may exchange this creature with target Hiveling creatures in your graveyard with a combined spawn cost of {9} or less. * The Hiveling lineage was accidentally left out of the ability text on Plaguebrood Larva. This errata restricts the ability to Hiveling creatures only, as was intended. * You may target any number of Hiveling creatures in your graveyard, as long as their combined spawn cost is no greater than 9. Abilities that modify the cost to spawn a miniature (such as Dampen and Channel) don't change the spawn cost of that miniature. * An exchange that would violate the stacking limit is illegal and doesn't happen. For example, if you control four creatures in a cell and target three creatures with the Deathswarm Hiveling ability, the exchange fails (the creature with Deathswarm Hiveling remains in play and all targets remain in the graveyard). * The Deathswarm Hiveling ability can only put creatures into play. Hiveling locations (such as Chrysota's Chapel) can't be put into play via this ability. * The rulings on exchanging miniatures have been updated to allow for more than two miniatures to be exchanged at the same time. See "Exchanging miniatures" in the General Notes section of the Chrysotic Plague FAQ for more information. {S}: Dampen 1 — All creatures cost {1} more to spawn. Channel Hiveling 1 — Your Hivelings cost {1} less to spawn. ----Disarm Zungar Shieldsworn Disarm 4 — Whenever an opponent chooses this cell for combat, target local enemy with spawn cost {4} or less can't attack that combat. * The Disarm ability triggers only during step 1 of combat, after an opponent chooses the cell for combat but before they choose which creatures in that cell will be attacking. A special attack made at a different time during combat (such as a deathblow attack made by an opponent's creature while you're striking in a cell) is not considered "choosing a cell for combat" and won't cause Disarm to trigger. * The targeted enemy can't make attacks of any kind for the duration of the combat. This includes deathblows and other special attacks. ----Double Venom Toxic Sirroth {B}: Double Venom 2 — Choose two different target local enemies. Assign 2 venom points to each target. Each phase, if a creature is assigned venom points equal to or greater than its spawn cost, destroy it. {M}: Venom 1 * The Double Venom ability is not optional. If the ability is activated, you must choose two target local enemies (if possible) and assign venom points to each. * If there is only one legal target when you activate a Double Venom ability, then the ability will have only one target and will do as much as possible. You can't choose the same creature twice to assign the Venom points twice. See the Abilities section of the Dreamblade FAQ for more information on choosing targets. ----Duel Femme Fatale {B}: Duel 4 — If there are no allies and only one enemy in this cell, deal +4 damage this combat. * In order to get the extra damage from a Duel ability, there must be no allies and exactly one enemy in the cell when the ability resolves. If these conditions are not met when the ability resolves, the ability will do nothing. * The number of local allies and enemies is only checked when the Duel ability resolves. If creatures move into or out of the cell after the Duel ability has resolved, you will still get the extra damage.

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* The Duel ability checks the number of allies and enemies in the cell the creature is located in when the ability resolves, even if that cell isn't the original combat cell. ----Energize Bloodcut Stormrider Shaman {S}: Energize Bloodcut 2 — At the beginning of your spawn phase, gain +2 spawn points. These spawn points can be spent only on spawning Bloodcut miniatures or on Bloodcut spawn abilities. {B}: Crit 3 — Deal +3 damage this combat. * You can spend other spawn points in addition to the points gained from the Energize Bloodcut ability to spawn a Bloodcut miniature or activate a Bloodcut spawn ability with a cost greater than 2. ----Eternity Soul Warden Eternity — Your local creatures have "Regenerate — If this creature would be destroyed, banish it instead." * The creature with the Eternity ability grants itself the Regenerate ability. * If the creature with the Eternity ability leaves the cell for any reason, all creatures that were local to it immediately lose the granted Regenerate ability. However, inside of combat, the ability will already have affected the other creatures due to the way the Regenerate ability functions. If multiple creatures affected by the Eternity ability would be disrupted or destroyed at the same time during step 7 of combat, all creatures that would be destroyed are banished instead, regardless of the order in which those creatures are disrupted and/or destroyed. See the Dreamblade FAQ for more information on the Regenerate ability. ----Figment Mr. Friend Reinforce Madness — You may spawn this creature in any cell that contains a Madness ally. Figment — At the end of each turn, banish this creature. Flummox 2 — Local enemies have "{M}: Fumble 2 — Deal –2 damage this combat." * A creature with the Figment ability is banished at the end of the conquest phase each turn, after conquest points have been totaled and the turn has been scored for a player or as a tie. This means that a creature with the Figment ability can claim cells during the conquest phase. * A creature must be in play in order to be banished. If the creature with the Figment ability isn't in play at the end of the turn, it won't be returned to its owner's reserves. ----Fluctuate Mobile Command Pursuit Drive — At the beginning of your spawn phase, move this creature one cell closer to the enemy with the highest spawn cost. {0}: Fluctuate — Roll an initiative die. If this cell is a scoring cell for a player, it's worth that many conquest points to that player instead this turn. * The Nitro ability will not modify the result rolled for a Fluctuate ability. * The Fluctuate ability replaces the conquest-point value of the cell entirely this turn. It does not add to or subtract from the normal value. * If multiple Fluctuate abilities are activated in the same scoring cell during the same turn, the one that resolved most recently determines the value of the scoring cell. * When determing the conquest-point value of a scoring cell, first apply abilities that set the value of that cell, then apply abilities that increase or decrease the value of that cell. For example, if you activate a Fluctuate ability in a scoring cell that contains an Illuminati Pyramid and roll a 3 for Fluctuate, the conquest-point value of that cell will be 6 this turn. * If used in a cell that is a scoring cell for both players, the conquest-point value of the scoring cell is changed for both players, not just the controller of the Fluctuate ability. If used in a cell that is a scoring cell for one player, the value of the scoring cell changes for that player only. If used in a cell that isn't a scoring cell for either player, the ability will have no effect. * Abilities that have a variable effect based on the conquest-point value of a cell ("Flux" abilities, such as Flux Ward and Flux Fortunate) will count the value of the cell as modified by effects such as Fluctuate. For example, a creature with the Flux Ward ability in the center cell of the dreamscape has +2 defense and +2 life. If either player activated a Fluctuate ability in that cell and rolled a 1, the creature would have +1 defense and +1 life instead. {S}: Nitro 7 — Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes. {S}: Flux Ward — This creature has +X defense and +X life, where X is the conquest-point value of the local cell. Flux Fortunate — Whenever this creature attacks, you may reroll up to X attack dice, where X is the conquest-point value of the local cell. Illuminati Pyramid — If this cell is a scoring cell for a player, its conquest-point value increases by 3 for that player. ----Flummox

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Mr. Friend Reinforce Madness — You may spawn this creature in any cell that contains a Madness ally. Figment — At the end of each turn, banish this creature. Flummox 2 — Local enemies have "{M}: Fumble 2 — Deal –2 damage this combat." * The enemies local to the creature with the Flummox ability are constantly determined. If the creature with Flummox leaves a cell, all enemies in that cell immediately lose the Fumble ability. ----Fracture Wicked Carriage Swap Drive — At the beginning of your spawn phase, exchange this creature's position with target adjacent ally. {B}: Fracture 4 — Target opponent disrupts this creature. Gain {B}{B}{B}{B}. * When you activate a Fracture ability, the creature isn't disrupted immediately. The creature is marked for disruption and remains in the cell until step 7 of the combat sequence. Despite the fact that it is still in the cell when deathblows are made, due to the way combat is structured it will effectively be able to ignore any damage assigned to it due to a deathblow. See the combat sequence in the Dreamblade FAQ for more information. * If you activate a creature's Fracture ability, the targeted opponent must disrupt the creature. They may not choose to leave the creature in the cell. * You will still gain {B}{B}{B}{B} even if another effect such as Protect stops the creature from being disrupted. * You may choose to activate Fracture using the Edgemaker ability. If you do, the creature with Fracture will be disrupted, but you will not be able to use the blades. See "Gaining Blades" in the General Notes section. Protect — Local allies can't be disrupted. If this creature is disrupted or destroyed, local allies can't be disrupted this phase. {S}{2}: Edgemaker — Activate target local ally's blade ability as if {B} were assigned to it. (Abilities that work only during combat can't be activated with this ability.) ----Grand Melee Warmonger Grand Melee — Whenever this creature makes a regular attack, it gains all the blade abilities of allies in target adjacent cell and gets +X power, where X is the total power of allies in that cell. Damage from this attack may be assigned to enemies in that cell. * See "Regular and Special Attacks" in the General Notes section. * The Grand Melee ability is a combat-only ability. It has an implied duration of "this combat," which means the blade abilities and power increase will only last until the end of combat in that cell. * The Grand Melee ability triggers during step 1 of combat, after all attackers are chosen. * If a creature with Grand Melee makes a regular attack with a creature with the Mimic ability, the abilities are simultaneous and can be resolved in any order the attacking player chooses. See the Abilities section of the Dreamblade rulebook for more information on resolving simultaneous effects. * The creature with Grand Melee gains all abilities of allies in the targeted cell that can be activated by one or more blades. This includes single-blade, double-blade, multiblade, and double-multiblade abilities. * The creature with Grand Melee will gain all blade abilities of allies in the targeted cell, including abilities granted by other effects, such as abilities copied by a Copy Enemies ability, the Fumble ability granted by a Flummox ability, or an ability previously chosen for a Deathrip ability. * Grand Melee's power increase takes the current power of each creature in the targeted cell, including all effects that may be modifying those creatures' powers (such as Enrage). The creatures in the targeted cell aren't attacking, so abilities that change a creature's power when it attacks (such as Mimic) won't trigger. * You can assign combat damage as you choose between the original combat cell and the targeted cell. You can assign all damage to creatures in either cell, or you can split the damage between the two cells. * Grand Melee only modifies damage assignment for the attack in which the ability was triggered. This means that Grand Melee will only modify the way damage is assigned in step 4 of combat, which includes damage from attack dice plus or minus modifiers from abilities such as Crit or Fumble. Copy Enemies — While there is a local enemy, this creature has the blade abilities of each local enemy. Flummox 2 — Local enemies have "{M}: Fumble 2 — Deal –2 damage this combat." {B}: Deathrip — Choose a non-Deathrip single-blade ability of target creature in your graveyard. Until end of phase, this creature has that ability. Activate that ability as if {B} were assigned to it. Enrage 1 — Your local and adjacent allies have +1 power. Mimic — Whenever this creature is chosen as an attacker, its power that combat is equal to the power of target local creature without Mimic. {B}: Crit 2 — Deal +2 damage this combat. ----Grave Crit

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Carrion Hulk {C}: Corpsebuilt — Sacrifice this creature unless you put a creature from your reserves into your graveyard. {B}: Grave Crit — Deal +X damage this combat, where X is the number of creatures in your graveyard. * The amount of additional damage is determined as the Grave Crit ability resolves. Adding or removing creatures after that time will not change the amount of additional damage. * The Grave Crit ability only counts creatures in your graveyard. It doesn't count locations. ----Hellbred Crit Nosferatix {B}: Battle Energize 1 — Gain +1 spawn point at the beginning of your next spawn phase. {B}: Hellbred Crit 4 — If there is a local or adjacent Hellbred ally, deal +4 damage this combat. * The Hellbred Crit ability will only check for a local or adjacent Hellbred ally when it resolves. Even if all Hellbred allies are moved away after the ability resolves, you will still have the extra damage to assign. ----Hellthirsty Demonic Dandy Hellthirsty — When this creature attacks and no enemy is destroyed by the end of combat, if there are no local or adjacent Hellbred, sacrifice this creature. Reckless Hunger 2•4 — Whenever this creature attacks, you may have your opponent score +2 conquest points this turn. If you do, roll 4 extra attack dice this combat. * Demonic Dandy's Hellthirsty ability has received errata. The new text is: Hellthirsty — When this creature attacks and no enemy is destroyed by the end of combat, if there are no other local or adjacent Hellbred, sacrifice this creature. * This errata allows the ability to trigger as intended. As printed, the Hellthirsty ability would be satisfied by the Demonic Dandy, since a creature is always local to itself, and would never cause the creature to be sacrificed. * The Hellthirsty ability will be satisfied by any other local or adjacent Hellbred, including locations and enemy miniatures. -----

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Intercept Drive Mantlet Intercept Drive — At the beginning of your spawn phase, move this creature one cell closer to the ally with the lowest life. Shadow Field — Your local creatures can't be the target of abilities. * See "Highest / Lowest" in the General Notes section. ----Mass Wound Lion Rampant {B}: Mass Wound 2 — Deal 2 damage to each local enemy. * The Mass Wound ability deals the damage directly to each local enemy as the ability resolves. It doesn't add power or dice to an attack. * If Mass Wound is activated in a cell with an enemy with the Bodyguard ability, the enemies without Bodyguard in that cell will not be damaged unless each enemy with Bodyguard in that cell is dealt enough damage to disrupt or destroy it when Mass Wound resolves. If the damage is not enough to disrupt or destroy the creature with Bodyguard, the Bodyguard ability will prevent the damage to the other creatures in that cell. Note that the creature with Bodyguard doesn't take the damage it prevents, it simply prevents it from being assigned at all. Bodyguard — Opponents may not assign damage to your local allies without Bodyguard until enough damage has been assigned to disrupt or destroy each of your local creatures with Bodyguard. ----Mighty Stride Bast's Handmaid {B}: Mighty Stride — If you control the creature with the highest power, you may move that creature one cell. * The Mighty Stride ability affects the creature with the highest power in the dreamscape, not just local to the creature with Mighty Stride. * See "Highest / Lowest" in the General Notes section. ----Mind Mulch Writhing Sorcerer Mind Mulch 1 — Whenever a miniature is put from the opponent's reserves into his or her graveyard, you gain +1 spawn point at the beginning of your next spawn phase. {B}: Unknow 5 — Target opponent puts a creature of your choice with spawn cost {5} or less from his or her reserves into his or her graveyard. * The Mind Mulch ability will trigger whenever a miniature is put into an opponent's graveyard from his or her reserves, no matter what effect or which player caused it to happen. * You will still gain a spawn point at the beginning of your next spawn phase if the miniature that triggered the Mind Mulch ability by going to the graveyard is removed from the graveyard before that spawn phase. * You will still gain a spawn point at the beginning of your next spawn phase if the creature with the Mind Mulch ability leaves play before that spawn phase. ----Mindcrit Brainghast {B}: Mindcrit 3 — If you have more miniatures in your reserves than your opponent, deal +3 damage this combat. * The Mindcrit ability will only compare your reserves to your opponent's when the ability resolves. If you have more miniatures in your reserves than your opponent has in his or her reserves at that time, you will get the extra damage, even if that condition is no longer true when the damage is assigned. * The Mindcrit ability counts all miniatures in both players' reserves, including locations. * If you have more than one opponent, you choose which opponent to compare your reserves to as the ability resolves. ----Mire Bestial Silhouette Shadow — This creature can't be the target of abilities. {S}: Mire — Creatures can't move during spawn phases. * "Move" is defined as going from one cell in the dreamscape to another cell in the dreamscape. This means that the Mire ability will stop abilities such as Swap, Teleport, Vortex, and the Drive abilities. * An active Mire ability stops both players' creatures from moving during both players' spawn phases, not just the controller's

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creatures or the creatures controlled by the player whose spawn phase it is. * The Mire ability will not stop a player from spawning creatures, even if that creature is being spawned into a non-spawn-row cell (by a Reinforce or Shapechange ability, for instance). * The Mire ability will not stop a creature from changing zones during the spawn phase (by a Twin ability, for example). * The Mire ability stops creatures from moving as a result of disruption during the spawn phase. Mire doesn't stop the disruption, just the movement resulting from that disruption, which means creatures can still be disrupted and their damage will still clear, but they won't move as a result. * The Mire ability only prevents creatures from moving. Locations that have the capability to move (such as Baba Yaga's Hut) can still move during the spawn phase. * If a creature with the Mire ability enters a scoring cell during a spawn phase as a result of a movement ability that moves multiple creatures (such as War Cry or Gloom), the Mire ability immediately becomes active and the rest of that movement ability will do nothing. Abilities that move multiple creatures at the same time (such as Vortex) are not affected by this since all creatures have moved when the creature with Mire enters the scoring cell. {B}: Swap — You may exchange this creature's position with target non-local ally. {BB}: Teleport Ally — You may put target ally into target nonportal cell. {S}{1}: Vortex — At the same time, move each creature in a noncentral key cell one cell clockwise around the central key cell. (Abilities that trigger as a result of this movement do so after all the creatures have moved.) Blitz Drive — At the beginning of your spawn phase, move this creature one cell forward. Reinforce Valor — You may spawn this creature in any cell that contains a Valor ally. Shapechange — Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature to spawn that creature here instead. {0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. {S}{3}: War Cry — Choose a local or adjacent cell. Move each creature adjacent to that cell into that cell. (You can't break the stacking limit with this ability.) {C}: Gloom — Move each creature one cell closer to its owner's spawn row. Move the creatures closest to the spawn row first. (You can't break the stacking limit with this ability.) ----Missile Hunter-Killer Swap Drive — At the beginning of your spawn phase, exchange this creature's position with target adjacent ally. {6}: Missile 10 — Make a 10-power attack against target creature two cells away. (Don't count diagonally.) * You don't need to target a creature two cells away in the same direction. For example, you may target a creature one cell forward and one cell to the right. You can't target a creature "one cell to the right and one cell to the left," though. * You can target your own creature with the Missile ability if you so choose. If you assign damage to your own creatures, your opponent makes decisions regarding disruption and destruction of those creatures, such as which empty cell the creature will be disrupted to or the order in which the creatures will be destroyed. This also means that your opponent receives a conquest point for the creature being destroyed and you receive bonus spawn points as normal, because the game does not track which creature or player dealt the damage. ----Nitro Bonecarved Idol Locus Drive — At the beginning of your spawn phase, move this creature one cell closer to the center cell. {S}: Nitro 7 — Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes. * The Nitro ability will affect a 1 rolled for initiative by either player, not just by the controller of the creature with Nitro. * A 1 affected by a Nitro ability is treated as a 7 for all purposes, including initiative result, determining skipped spawn phases, and spawn points. * The Nitro ability only modifies dice actually rolled for initiative during the initiative phase. It doesn't affect initiative dice rolled at other times, such as the initiative die rolled for the Fluctuate ability. {0}: Fluctuate — Roll an initiative die. If this cell is a scoring cell for a player, it's worth that many conquest points to that player instead this turn. ----Pursuit Drive Mobile Command Pursuit Drive — At the beginning of your spawn phase, move this creature one cell closer to the enemy with the highest spawn cost. {0}: Fluctuate — Roll an initiative die. If this cell is a scoring cell for a player, it's worth that many conquest points to that player instead this turn. * See "Highest / Lowest" in the General Notes section. ----Rage of One

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Imaginary Fiend Rage of One — If a local or adjacent ally attacks on its own, it gains "{B}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead" until end of combat. * Rage of One is a combat-only ability. A creature attacking on its own outside of combat will not gain the Ferocity ability. * A creature is not its own ally, so the Rage of One ability won't trigger if the creature with Rage of One attacks on its own. * A creature is only considered to be attacking on its own if it's making a regular attack or deathblow attack on its own. The Rage of One ability won't trigger on non-deathblow special attacks. ----Ragestrike Lady of the Manor Ragestrike 5•6 — Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal +6 damage. * In order to use the Ragestrike ability, you must be rolling at least the given number of dice on that attack. For example, with a Ragestrike 5•6 ability you must be rolling at least 5 dice in order to use the ability. If you would be rolling fewer dice than that, you can't choose to roll 5 fewer dice and so you can't use the ability. * The Ragestrike ability triggers on special attacks as well as regular attacks. This includes deathblow attacks. ----Reckless Hunger Demonic Dandy Hellthirsty — When this creature attacks and no enemy is destroyed by the end of combat, if there are no other local or adjacent Hellbred, sacrifice this creature. Reckless Hunger 2•4 — Whenever this creature attacks, you may have your opponent score +2 conquest points this turn. If you do, roll 4 extra attack dice this combat. * The Reckless Hunger ability has a duration of "this combat," so it will not trigger on special attacks outside of combat. It will trigger on special attacks inside of combat (such as deathblows) as well as regular attacks. ----Shackle Chain Master Shackle 2 — Whenever this creature is disrupted and removed from its cell, choose up to two target enemies from that cell. Put those targets in the same cell as this creature. There can be no combat in this cell this phase. * The Shackle ability allows you choose "up to" the given number of targets when the ability triggers. You may choose to target zero creatures. * If a creature with Shackle is under the effect of a Ferocity ability and is disrupted, it will be destroyed instead and Shackle will not trigger. * If a creature with Shackle is the target of an Exile ability and is disrupted to an occupied cell, it can't break the stacking limit by bringing along enemies. For example, a creature with Shackle 2 is disrupted to an occupied cell. If there are three enemies in that cell, you may move one enemy, but can't move two; if there are four enemies, you can't move any. Even if no creatures are moved, there still can't be combat in the cell into which the creature with Shackle is disrupted. * The Shackle ability only prevents future combat in the cell. It won't undo combat that has already taken place, and combat that has already taken place does not prevent a creature with Shackle from being disrupted to that cell. * The Shackle ability prevents combat in a cell. Creatures can still make special attacks (such as Charge and Ambush) in that cell this phase. * In combat, if a creature with the Shackle ability is attacked immediately after being disrupted (by the Charge ability of a creature targeted by the Shackle ability, for example), due to the way combat is structured the creature will effectively be able to ignore any damage assigned to it by such an attack. See the combat sequence in the Dreamblade FAQ for more information. * Outside of combat, if a creature with the Shackle ability is attacked immediately after being disrupted (by the Charge ability of a creature targeted by the Shackle ability, for example), immediately resolve the attack and disrupt or destroy the creature with Shackle as appropriate. If the creature with Shackle is destroyed in this way and another creature needs to be moved as a result of the Shackle ability, that creature moves to the cell that was occupied by the creature with Shackle at the time it was destroyed. If the creature with Shackle is disrupted in this way, the Shackle ability will immediately trigger and resolve again. If another creature needs to be moved as a result of the initial Shackle ability, resolve the new Shackle ability completely, then move that creature to the cell where the creature with Shackle is currently located. {B}: Ferocity — If target local enemy becomes disrupted this combat, destroy it instead. {M}: Exile — If target local enemy becomes disrupted this combat, you may place it in an occupied nonlocal cell. Charge 5 — Whenever this creature enters an enemy-occupied cell, make a 5-power attack against target local enemy. ----Shadow Field Mantlet Intercept Drive — At the beginning of your spawn phase, move this creature one cell closer to the ally with the lowest

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life. Shadow Field — Your local creatures can't be the target of abilities. * The Shadow Field ability effectively grants the effect of a Shadow ability to each local creature you control. See "Shadow" in the Baxar's War FAQ for more information on the Shadow ability. * Since a creature is local to itself, a creature with the Shadow Field ability is affected by its own ability. * The creatures local to a creature with the Shadow Field ability are constantly determined. If the creature with Shadow Field leaves a cell, all of your creatures in that cell immediately lose the benefit of the Shadow Field ability. Shadow — This creature can't be the target of abilities. ----Soul Harrow Yazrael, Dreadfiend Unique Yazrael Soul Harrow — Enemy miniatures can't be spawned in this column. {B}: Scare — You may push target unengaged enemy one cell. ("Pushing" means moving a creature away.) * The Soul Harrow ability stops all opponents from spawning in any cell in the column, including the portal. * The Soul Harrow ability prevents the spawning of locations as well as creatures. * The Soul Harrow ability prevents all methods of spawning, including abilities that allow you to spawn a creature in a non-spawnrow cell or from other zones. These include (but are not limited to) Arch of Triumph, Reinforce, Respawn, and Shapechange. Soul Harrow doesn't affect abilities that put miniatures into play without spawning them, such as Call and Twin. Arch of Triumph — During your spawn phase, you may spawn creatures in this cell if there are no local enemies. (You can't break the stacking limit with this ability.) Reinforce Valor — You may spawn this creature in any cell that contains a Valor ally. {6}: Respawn — You may spawn this creature from your graveyard as if it were in your reserves without paying its cost. Shapechange — Whenever you would spawn a creature in a nonlocal cell, you may sacrifice this creature to spawn that creature here instead. {S}{X}: Call — Put a creature with spawn cost {X} from your graveyard into this cell. {0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. ----Spark Blademiller Locus Drive — At the beginning of your spawn phase, move this creature one cell closer to the center cell. {0}: Spark 3 — Gain +3 spawn points. These spawn points can be spent only on spawn abilities. * You can spend other spawn points in addition to the points gained from the Spark ability to activate a spawn ability with a cost greater than 3. ----Splat Falling Man Splat 5 — At the end of each initiative phase, if a player would skip his or her spawn phase, you may sacrifice this creature. If you do, make a separate 5-power attack against each local and adjacent enemy. * The Splat ability is optional. When it triggers, you may choose to not sacrifice the creature. * The Splat ability doesn't trigger until the end of the initiative phase, after the initiative result is fully determined. Abilities such as Nitro 7 that change 1's rolled for initiative will take effect before Splat would trigger, thus preventing the Splat ability from triggering at all. * The Splat ability doesn't cause a player to not skip his or her spawn phase. * The Splat ability will trigger even if only your opponent would skip his or her spawn phase and you would not. * The ability of Tower of Unquenched Flame doesn't take effect until after the initiative phase, when a player would take a spawn phase. This means that at the end of the initiative phase, a player with creatures local to a Tower of Unquenched Flame is still considered to be skipping his or her spawn phase, so Splat will trigger. If the only creature you control local to the Tower is the creature with Splat and you choose to sacrifice it during your initiative phase, you will skip your spawn phase as normal since you control no creatures local to the Tower when you would take a spawn phase. * The Energy Feed ability modifies the rule for skipping spawn phases when a 1 is rolled for initiative. If each player controls a creature with an active Energy Feed ability, no player will skip a spawn phase, so Splat won't trigger. * The attacks caused by the Splat ability occur once the creature has left play and is in the graveyard. This means that the Splat attacks won't benefit from any modifiers to the creature's attacks that may have affected it when it was in play, such as Darkheart Cottage. * If you choose to use the Splat ability, you must make an attack against each local and adjacent enemy. You can't skip over any

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creatures. * The controller of the Splat ability may make the attacks in any order he or she chooses. * If a creature is dealt damage at least equal to its defense or its life during the resolution of a Splat ability, immediately disrupt or destroy it and then continue resolving the Splat ability. * You may only attack a creature once using the Splat ability. If a creature is attacked and disrupted to another cell adjacent to the source of Splat, it is still the same creature so it may not be attacked again using that Splat ability. * Damage dealt by a Splat ability will clear at the end of the initiative phase. {S}: Nitro 7 — Whenever a 1 is rolled for initiative, treat it as a 7 instead for all purposes. Tower of Unquenched Flame — {S}: Whenever a player would skip his or her spawn phase, if that player controls a local creature, he or she doesn't skip his or her spawn phase this turn. {S}: Energy Feed — You don't skip your spawn phase when 1s are rolled for initiative. Darkheart Cottage — For each unengaged creature you control, each attack your creatures make in this cell has +1 power. ----Spur Abyssal Predator Loner — This creature can't attack with other creatures. {BB}: Spur — Choose an ally in the same cell as target enemy. Make an X-power attack against that enemy, where X is the chosen ally's power. * See "Spur" in the Baxar's War FAQ for more information on the Spur ability. * The creature with Spur makes the attack, not the chosen ally. This means that if the chosen creature has an ability such as Bladestrike, Ragestrike, or Reckless Hunger, that ability will not trigger. Bladestrike 6 — Whenever this creature attacks, you may roll 6 fewer dice. If you do, deal +6 damage and gain {B}. Ragestrike 5•6 — Whenever this creature attacks, you may roll 5 fewer attack dice. If you do, deal +6 damage. Reckless Hunger 2•4 — Whenever this creature attacks, you may have your opponent score +2 conquest points this turn. If you do, roll 4 extra attack dice this combat. ----Summon Hellbred Infernal Screamer {6}: Summon Hellbred 9 — Gain +9 spawn points. These spawn points can be spent only on spawning a single Hellbred miniature. * You can spend other spawn points in addition to the points gained from the Summon Hellbred ability to spawn a Hellbred miniature with a cost greater than 9. * If you choose to spawn a Hellbred miniature with a cost less than 9 using the points from a Summon Hellbred ability, the extra points are wasted. You can't use them to spawn additional miniatures. ----Suppress Soul Slicer {1}: Suppress — Choose target miniature in your opponent's reserves. Miniatures with that name can't be spawned this turn. * The Suppress ability affects both players. If you name a miniature that both you and your opponent have in your reserves, neither player can spawn that miniature this turn. * The Suppress ability only affects spawning. Abilities that bring miniatures into play by other means (such as Call and Twin) are unaffected by Suppress. * If you activate a Respawn ability on a miniature named for Suppress this turn, the Respawn ability will do nothing, since the Respawn ability is still causing you to spawn the miniature. {S}{X}: Call — Put a creature with spawn cost {X} from your graveyard into this cell. {0}: Twin of Akiza Guardian — You may exchange this creature with an Akiza Guardian in your reserves. {6}: Respawn — You may spawn this creature from your graveyard as if it were in your reserves without paying its cost. ----Tactics Infernal Bomber Chaos Drive — At the beginning of your spawn phase, roll an initiative die. Move this creature one cell forward (on a 1–2), right (3–4), or left (5–6). Tactics 1 — Whenever a creature you control makes a non-deathblow special attack, roll one extra attack die.

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* See "Regular and Special Attacks" in the General Notes section. * Multiple Tactics abilities are cumulative. For example, if you control two creatures with the Tactics 1 ability, you'll roll two extra dice on each non-deathblow special attack you make. * The Tactics ability only triggers on attacks made by creatures you control. Attacks made by locations will not trigger the Tactics ability. * The Tactics ability won't trigger on attacks made by creatures that aren't in play (for example, Deathblast attacks), because you don't control creatures that aren't in play. ----Teleport Ally War Eagle {C}: Teleport Ally — You may put target ally into target nonportal cell. * A creature can never target itself with its own Teleport Ally ability, since a creature is not its own ally. ----Triplicate Omen Locust {C}: Clone 1 — Your Omen Locusts cost {1} less to spawn this turn. {B}: Flanking 2 — If you control more creatures in this cell than each opponent, deal +2 damage this combat. Triplicate — Your second and third Omen Locust miniatures don't count toward your warband's 16-miniature limit. * The Triplicate ability doesn't change the three-copy limit rule for constructed play. In effect, this ability allows you to have an 18-miniature warband if three of them are Omen Locusts, or a 17-miniature warband if two of them are Omen Locusts. * In limited (sealed-box and draft) tournament play, the three-copy limit rule doesn't apply and you can have as many of a single miniature in your warband as you receive. However, only the second and third Omen Locusts won't count towards your 16miniature limit. Any additional Omen Locusts beyond the third count towards your 16-miniature limit as normal. * In two-booster sealed-box and draft tournament play, the Triplicate ability works the same way, except that the second and third Omen Locust miniatures don't count towards your warband's 12-miniature limit. -----

Miniature-Specific Notes Bloodtusk Throne {S}: At the beginning of each player's spawn phase, if that player controls the local creature with the highest power, then that player makes a 6-power attack against target engaged enemy. * See "Highest / Lowest" in the General Notes section. * Bloodtusk Throne only checks for the highest power among creatures local to it, not the highest power among all creatures in play. * If you control the creature with the highest power local to Bloodtusk Throne, you can target an engaged enemy anywhere in the dreamscape. That enemy does not have to be local to Bloodtusk Throne. ----Demonic Dandy Hellthirsty — When this creature attacks and no enemy is destroyed by the end of combat, if there are no local or adjacent Hellbred, sacrifice this creature. Reckless Hunger 2•4 — Whenever this creature attacks, you may have your opponent score +2 conquest points this turn. If you do, roll 4 extra attack dice this combat. * Demonic Dandy's Hellthirsty ability has received errata. The new text is: Hellthirsty — When this creature attacks and no enemy is destroyed by the end of combat, if there are no other local or adjacent Hellbred, sacrifice this creature. * See "Hellthirsty" in the Ability-Specific Notes section for more information on this errata and the Hellthirsty ability in general. ----Madhouse {S}: Whenever your creatures make a regular attack, if there are no enemies in this cell, you may reroll X dice, where X is the conquest-point value of this cell. * See "Regular and Special Attacks" in the General Notes section. * Madhouse's ability will trigger as long as there are no enemies local to it, even if the attack is in a different cell. * Madhouse's ability doesn't say "up to," which means it functions a bit differently than a Fortunate ability. If you choose to reroll dice using the Madhouse ability, you must reroll X dice. You can't choose to roll fewer than X dice. If you're rolling fewer than X dice on the attack (for example, if Madhouse is in your five-point scoring cell and you're rolling three dice), you may still use Madhouse's effect but you must reroll all of the attack dice if you do. Fortunate 2 — Whenever this creature attacks, reroll up to 2 dice. -----

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Plaguebrood Larva {B}: Deathswarm Hiveling 9 — You may exchange this creature with target creatures in your graveyard with a combined spawn cost of {9} or less. * Plaguebrood Larva's Deathswarm Hiveling ability has received errata. The new text is: {B}: Deathswarm Hiveling 9 — You may exchange this creature with target Hiveling creatures in your graveyard with a combined spawn cost of {9} or less. * See "Deathswarm Hiveling" in the Ability-Specific Notes section for more information on this errata and the Deathswarm Hiveling ability in general. ----Soulwash Temple When you spawn this location in a cell, you may ignore the one-location stacking limit of that cell. {C}: Destroy target local location. {M}: Crit 1 — Deal +1 damage this combat. * The {C} ability is not optional. If you spawn Soulwash Temple in a cell with no other location, you will be required to target and destroy the Soulwash Temple. * If you destroy your own location, you will get 2 bonus spawn points at the start of your next spawn phase. No player scores a conquest point. * If you destroy an opponent's location, you will score 1 conquest point and the opponent will get 2 bonus spawn points at the start of his or her next spawn phase. * If you spawn a Soulwash Temple into a cell that contains a creature with the Blight ability, the Soulwash Temple will lose its abilities before the {C} ability triggers, so no location will be destroyed, which may leave multiple locations in one cell. This is a legal game state. Blight — Locations lose their abilities while they are local or adjacent to this creature. ----Unwishing Well At the beginning of each player's spawn phase, that player sacrifices a local creature. * Unwishing Well's ability resolves before any player can take any voluntary actions during a spawn phase (including spawning miniatures and activating spawn abilities). * Unwishing Well's ability is controlled by the player who controls the Unwishing Well, regardless of whose spawn phase it is. * If multiple abilities trigger at the beginning of a phase (for example, Unwishing Well and a Blitz Drive ability), they are simultaneous effects. See the Abilities section of the Dreamblade rulebook for more information on resolving simultaneous effects. Blitz Drive — At the beginning of your spawn phase, move this creature one cell forward.

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