Error in "Fun, of course!" Option
Should read (changes in red):
During battle, for every Baddie with 5 or more HP that comes out onto Battle Mat, immediately add a 1 Pt Baddie to the bottom of BQ.
Errors in "This thing doesn't seem so terrifying" Option:
Should read (changes in red):
Party of 1-2: Add two 1pt Baddies to BQ.
Party of 3-4: Add two 5pt Baddies to BQ.
Place Nom on top of BQ.
Nom instantly leaves the battle at the end of round 3 or if his HP reaches 5 or fewer.
No re-roll, leave at existing value.
A Baddie will always leave their Active Defense at its current value rather than re-roll. Use this to your advantage as you strategize when to attack or how to avoid allowing Baddies to roll their Backup Plan Skills!
Unless otherwise stated on a card or Skill, attacking always requires a valid target.
Baddies and Gearlocs may not move through other units.
Baddie and Gearloc movement is restricted by any other unit on the Battle Mat. You may not move through other Baddies and Gearlocs, and must always go around. You can often use this to protect yourself from some of the nastier melee Baddies/Tyrants in the game!
Use this to your advantage! Note that Fatigue occurs at the beginning of a Round, not a turn, and therefore affects all Baddies and Gearlocs simultaneously.
Immediately after the last Baddie is defeated.
There may be special victory circumstances on an Encounter Card that differ from this, but generally a Battle ends as soon as the last Baddie falls. When fighting Tyrants, the Battle ends as soon as the Tyrant is defeated, even if Baddies remain.
The battle is a failure.
Fatigue triggers at the beginning of the round, and affects all units at once. Therefore, if fatigue causes remaining Gearlocs to lose the last of their HP, they are defeated. This is different than Skills and abilities that trigger at the beginning of a player's turn (which are player's choice in terms of resolution order.
Poison is not cumulative.
Only one Poison counter may be placed on a unit at a time. If hit with a higher level of Poison, simply uptick the Poison counter to the new higher value.
"Break" will exhaust Baddie Atk dice in applicable situations.
Defense dice first. Reduce total incoming damage by # (if no # present, assume "1").
Always remove Def dice first when resolving your turn. After that, reduce the total Dmg by the # associated with Thick Skin (if not # is present, use "1" as the value). Think about using effects that do True Damage (Poison/Bleed) to mitigate Thick Skin!
The number associated with a Baddie's Signal ability indicates how many Rounds you will need to add a single Baddie to the Battle Queue. For example, if a 5pt Baddie has "Signal 3," it will add a single 1pt Baddie to the Battle Queue on its turn for 3 Rounds. Knock Baddies with Signal our early on so you don't need to deal with their friends!
Bones stored in your Backup Plan no longer are associated with the die they were rolled on, they are simply "Bones." Because of this, the damage you are dealing to the Baddie with Break is being done via Backup Plan/Bones, not with ATK dice.
They can also damage other Baddies! This is key to taking down dragons.
First apply your active Def to defend the incoming attack. Any active Def remaining are then removed by the corrosive skill.
You may be building a second Bot in your Prep Area, but only one Bot may be out on the Battle Mat at a time.
It stays on the Battle Mat and may be operated by other party members.
The battery will run out fairly quickly, but other Gearlocs may operate Tink's Bots if Tink is KO'd. Remember, the Bot will not be able to move or use attachments as it won't have Dex (from Tink). You may auto-hit adjacent units, or you can just use it as a shield!
Tink's Bot needs to have spent a battery power at the start of its turn to be able to do things like activate its Backup Plan.
This is ambiguous in the first printing but will be clarified in future versions.
Buff HP is different than standard HP and does not affect Tantrum's Rage Meter when it is lost.
Poison ultimately dealt the killing blow, not Tantrum.
Frags are the exception. All other grenade types need a valid target to be thrown.
Gain the Holy Hand Grenade consumable die (place it on your mat).
Patches can throw his healing abilities all over the Battle Mat, no need to be adjacent!
Of course not!
Patches can only heal organic things. This is why his healing abilities all specify "heal Gearloc."
Baddie Skills that trigger when Bones are rolled (Baddie Backup Plans) are considered Skills, and can be avoided using Riposte. Tyrant Skills may also be avoided.
This is a huge part of what makes Picket's Innate +1 awesome!
Resolve all defense in any order you wish. Typically, using Constant Defense first is the best play.
Only Skill dice.
Atk and Def dice are removed, but not exhausted.
Just one 5pt orc.
Like Gearlocs, Baddies and Tyrants may only use their Backup Plan once per turn. This means Marrow can only use his max 2 Bone Backup Plan to call a 5pt orc. He may not use both his 1 Bone and 2 Bone Backup plans to call a 5pt and a 1pt orc.
The check happens at the beginning of Mulmesh's turn, as do any effects such as Poison and Bleed. This is a tie situation, which means order of resolution is up to the player. Use it to your advantage in the battle against Mulmesh.
Skill dice are exhausted. Atk and Def dice are placed back in the pool.
Unless otherwise stated, removal of dice will exhaust Skill dice.
Once a Bone is applied to your Backup Plan, it no longer has any association with the type of die it was rolled on. It is simply a "Bone."
Buff HP does not protect from true damage. It also has no impact when Baddies pursue strongest/weakest Gearloc.
A 'Hit' is a successful Atk (Atk Dice doing at least 1 Dmg).
Counter dice such as Boomer's Boom Counter (Die #4) and Tantrum's Axe Collector (Die #8) may have blank sides to indicate the counter can only up to a certain number.
Upgrading to Innate +1 is instant after a sixth Bone is rolled and counts as using your Backup Plan for that turn.
Upgrading to your Innate +1 is equivalent to using a six Bone Backup Plan. You may only hold five Bones at a time. If you end any turn with more than five Bones, any extras are lost.
You may trade the Tewaren Gem and still choose to search for better Loot, scout, or heal.
The Reinforced Buckler allows you to add an extra Def die to your roll on every turn, regardless of Dex or Def Stats.
They Baddie is immediately KO'd.
You may immediately remove them from the Battle Mat. If applicable, the next Baddie will come out at the beginning of the next round.
During this battle, control the Golem like you would a Gearloc!
This means that the Golem starts on any melee Gearloc positions, Skills (Break and Recover) are optional while the Golem is under your control, your Initiative for the first three rounds is that of the Golem (do not roll Initiative Die). The Golem will add an extra 5pt Baddie to the Battle Queue at the beginning of the battle, and for the first three rounds, that 5pt Baddie will target the Golem. After three rounds, the Gearloc joins the Battle (at the top of the Initiative Meter) on the appropriate Gearloc starting position. Proceed with the Battle as normal from there, with all Baddies now targeting the Gearloc.
Stack or remove all critters in rolled Lane, alternate turns: Critters, 1 Gearloc, Critters, 1 Gearloc, etc.
Exact value only!
Slingstones do not cost Dex, use one Slingstone for each Atk die.
For example: To roll 2 Atk dice as a ranged attack, you'll need at least 2 Atk, 2 Dex, and 2 Slingstones.
Use Longblade by itself for a ranged attack. If used in conjunction with standard Atk dice, Slingstones must also be used in order to make the attack ranged.