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Reply: Sentinels of the Multiverse:: Rules:: Re: Went through the 38 page Errata/FAQ/Clarification booklet. Some thoughts and a question

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by jacobugath

Yostage wrote:

Because timing of the villain turn goes:

- villain start
- villain play
- villain end.

So when you play things that trigger during the end, they trigger before you can react. Things that act during the start, you get a whole turn to react before they go off. AZ's card makes all those end things give you an entire turn to react.

edit:
In case that timing chart wasn't clear enough, a turn goes

- villain start
- villain play
- villain end
- hero 1 start
- hero 1 play
- hero 1 end
- hero 2 start.. etc for each hero..
- environment start
- environment play
- environment end.

So between villain play and villain start is every single hero activation.


I'm still confused. Please help me out. Here's what I am thinking, maybe you can find the flaws in here:

1. Villain X has a card that says "at the end of the villain's turn, each hero receives H melee damage.

2. Villain has his turn, hits all heroes w/ H damage.

3. On AZ's turn, he plays the card that forces villains to play end-of-turn at start-of-turn.

4. Other 2-4 heroes take their turns like normal.

5. Environment's turn.

6. Villain's turn. Now the end-of-turn damage hits the heroes at the start of the turn. Nothing changed expect that the heroes got hit by the damage a little earlier.

What am I missing?

As to the other poster's question, the Damage section was very very helpful. I had assumed that when a hero or villain threw x melee and y psychic damage, it was just treated as x + y, and a modifier modified the sum, not the individual parts. Perhaps this is a common thing among card games, but I've never owned a "card game" like this before.

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