****** THE UNOFFICIAL INWO FAQ (Part 2 of 3) Last Updated 1 May 1998 by Steve Hatherley New or amended items are marked '*' ****** Resistance Bonuses One way of reading the WDH suggests that a group automatically gets a +4 bonus to its Resistance just for having the same alignment as its master. This isn't so, the bonus only applies during attacks to control. Resources Resource cards count as "Group cards" for those cards that require discards from your Group hand or deck. Some Plot cards and special abilities allow you to take over Resources. Unless it explicitly says otherwise on the card, you may only play them during your Main Phase. Destroying a Resource that has a continuing effect (such as the Orbital Mind Control Lasers) ends that effect immediately. All Resources belong (but are not usually linked) to your Illuminati unless they are linked to another group. A Resource can only be linked to a single Group. If a group is captured, its linked Resources go with it. If a Group is destroyed, it's linked Resources are similarly destroyed - they may, however, be salvaged (see below) but a Unique destroyed Resource may not be returned to play. If a group is discarded, the link to its Resources becomes permanently illegal. [What then happens to the Resources is not clear - Lynette has ruled that they are discarded, but the WDH states that Resources whose links become permanently illegal may be relinked. More on this below.] If a rival is eliminated, his Resources are discarded and may be returned to play. You may give away an in-play Resource to another player at any time as a free move. Note that if the Resource is linked to a Group you must unlink it first. Results of an Attack 1. An attack ends with the roll of the dice. When the dice come to rest, that's it. The attack is over -- either the group is unchanged, destroyed or now has a new owner. 2. At this point the only thing you can do is play cards to alter the roll (Time Warp, WITCH, Fnord!). If the attack was successful, the target group (including its puppets and any other card affected by the result) cannot use abilities or action tokens. This means that if an Illuminati loses its last group it cannot play Murphy's Law to save itself! As the attack is over, players that were excluded from the attack due to Privilege or Secrecy may also join in to alter the roll of the dice. (See Privileged Attacks in the WDH.) 3. Once the dice roll is settled, Death Mask and The Second Bullet may be used to alter the number required. (Note that you could argue that the cards in Steps 2 and 3 are played at the same time - along with some of the cards in Step 5. Well, this isn't official so do whatever you feel is best - but this breakdown makes resolving attacks much easier.) 4. Discard whatever plots were used during the attack. (They aren't discarded until now because they remain in play to mark their effect.) 5. Now the results of the attack take place. At this point cards that affect the result (Near Miss, Cover-Up) may be played - along with cards that force a re-roll (Mothers March, Angel's Feather). If the dice are re-rolled, return to step 1. 6. Effects triggered by the result of an attack (Ninjas, Hitler's Brain) now take place, even if they are linked to a group that is the target of a successful attack - such as Soulburner linked to the Evil Geniuses. (When these cards were triggered they were still in their original power strucure which is why they act even though they might have been stolen.) An eliminated player's Resources are not destroyed, they have merely lost their owner and are discarded. If some effect of a Disaster is reduced (such as Near Miss cancelling Devastation), any other effects of that Disaster still apply (so that Green groups still get tokens after an Oil Spill). Salvaging Cards The curse of most speed-play arguments, the following are salvaging cards: Cover of Darkness, Recycling Centers, Stealing the Plans, Vultures and 18.5 Minute Gap. To prevent accusations of speed-play, it is best if the act of putting the card into the discard pile is made a definite, physical act. (See also Speed-Play and Events.) Note that Hat-Trick is not a salvaging card and is played at the same time as the original Plot card. Also note that some cards stay on the table to mark their effect and are not immediately discarded. What you can and cannot salvage is as follows: Plots: You may salvage discarded plots. If the Plots are discarded face-down you may not look at them before you choose to salvage. If you steal a rival's face-down plot you must show him/her the card. Plots that remain in play may not be discarded until their effect ends. Plots are salvaged by 18.5 Minute Gap, Hat Trick and Stealing the Plans. Note that because 18.5 Minute Gap says that the plot is not discarded, it takes effect before Hat Trick (which, because it is discarded instead of the original Plot takes effect before Stealing the Plans). Groups: You cannot normally salvage destroyed Groups as they remain in the destroyed pile to mark their effect. The only time you can salvage destroyed groups is when they don't go into a destroyed pile - such as Sucked Dry and Cast Aside or You Are What You Eat. You may salvage discarded groups (whether from a power structure, hand or deck). Groups are salvaged by Vultures and Recycling Centers. Resources: You may salvage destroyed Resources, but can only bring them back into play if they are non-Unique. Alternatively Cover of Darkness will do the trick. Resources discarded from hand or deck, or as a result of a rival being eliminated, may be salvaged and played normally. Resources are salvaged by Cover of Darkness and Recycling Centers. [Note that Aaron Curtis argues that Hat Trick is played after the plot but before it is discarded. If you check the "Event" breakdown above you'll see that this is a fairly pedantic clarification as Plot cards are immediately discarded upon use.] Secrecy 1. Non-Secret groups may power Plots that affect Secret groups because the Illuminati direct those plots, and Secret groups have no defense against the Illuminati. 2. Secret groups are affected by Resources such as the OMCLs *unless* that Resource is linked to a group that cannot affect them. 3. Special abilities of Non-Secret groups cannot affect Secret groups unless they say so (such as Tabloids or Junk Mail) or unless they are the Secret group's master or puppet. This includes generic abilities, such as "+1 to all Foo groups" and immunity (so the NSA is not affected by Video Games unless it controls or is controlled by them). 4. Attacks made by a Secret group on a Secret group may be aided by: a: The Illuminati and any group whose special ability allows it to interfere. b: The attacker's master and puppets, provided they have the appropriate alignment or Global Power. Their special abilities also apply, regardless of alignment. c: Any other Secret group with the appropriate alignment or Global Power. d: Bonuses from Secret groups in the attacker's power structure also apply. 5. When attacked by a Secret group, the target Secret group may be aided by: a: The Illuminati and any group whose special ability allows it to interfere. b: The target's master and puppets. Their special abilities also apply. c: Any other Secret group with the same alignment or Global Power. d: Bonuses from Secret groups in the defender's power structure also apply. 6. Attacks made by a Secret group on a Non-Secret group may be aided by the same groups listed under 4. However, the defender may be aided by the following: a: The Illuminati and any group whose special ability allows it to interfere. b: *Any* other group with the same alignment or Global Power. (The rules say that "No other groups can ... *aid* attacks made by Secret groups" but do not say anything about *opposing* attacks.) c: Bonuses from *any* groups in the defender's power structure also apply. 7. Attacks made by a Non-Secret group on a Secret group may only occur through the play of a card - such as Tabloids or Pizza for the Secret Meeting. This means a non-Secret group cannot normally attack its Secret puppet. Odd, eh? [je] Shuffling In general, you cannot shuffle your decks at whim. So if someone looks at the top cards in your deck, you cannot shuffle it just to thwart him. According to Ralph Melton, "My opponents will usually permit me to reshuffle when I realize that I haven't shuffled adequately, so that my Plots are coming up in alphabetical, order. And by the same token, we'll let Don Fnordlioni reshuffle when he accidentally picks up his Group deck instead of his hand (though he actually hasn't done that in months). But these are courtesies, not obligations, and we wouldn't do so when doing so would invalidate information that another player has about the deck." In summary: there is no provision in the rules for shuffling except when it's forced by choosing a card, or otherwise mentioned on a card. Shuffling at other times should only be done by the consent of all the players. Special Ability A Group's special ability is anything in the text box that is generally beneficial to the group itself. See the VFAQ for more details. Special abilities involving alignments are still in effect even if that group's alignment has been removed or reversed. So, for example, a Fundie Money-ed Triliberal Commission counts for one Conservative and two Liberal groups for non-basic goals. Similarly, if the AADA is no longer Violent it still gets +4 to destroy a Violent group and if made Peaceful it gets +8! Special ability bonuses are not cumulative, unless stated explicitly on the card. Finland, for example, only gets +6 for direct control of a Computer group, not +8. [Newt Gingrich is one of the few cards that allow cumulative bonuses.] Alignment bonuses and abilities *are* cumulative, unless it says so on the card. Speed Play The speed-play rule says that you must give your opponent a chance to react. But what does 'react' mean? If you play Deasil Engine does it mean that he can play Cover of Darkness before you? If he plays Stealing the Plans does that invalidate your CoD (which uses the term 'immediately')? What if he 'reacts' by poisoning Margaret Thatcher? Combine this with the quick-play rule and add a few competitive players and the speed-play issue becomes quite convoluted. Basically, the word 'react' means 'cancel.' You must give your opponent a chance to cancel your play. Quick-play arguments usually arise (if they arise at all) with the salvaging events - Recycling Centers, Vultures, Cover of Darkness, Stealing the Plans. So, to prevent any arguments the act of discarding should be made a physical step, and scavenging only done after that. For example: 1. Card is discarded. 2. Physically place the card in the discard pile. 3. Card is now available for salvage. So what happens when, in the heat of the moment, a player slams down Deasil Engine and Cover of Darkness at the same time? Well, that's speed play. If anyone wants to cancel DE, they can. But if someone else wants to play CoD as well then I suggest rolling the dice to see who gets to play the card first. Taking Actions Before Phase 5 Note: The comments below are from Lynette Cowper, the INWO Net-Rep. You can perform any action permitted by the wording of the card, since card wording overrules all rules but meta-rules. These would include: 1. Powering Plots specific to phases before 5-- Plots regarding card draws, automatic takeovers and action token placement. 2. Spending a token to use a Group's special ability that applies to phases before phase 5-- abilities regarding card draws, automatic takeovers (eg, Counter Revolution) and action token placement. [However, you cannot make an automatic takeover with cards such The Stars Are Right! or the Flying Saucer until Phase 5.] 3. Spending a *Resource* action token (which, according to the rules are under the same strictures as Group tokens, except that they can't be used to buy Plot cards) for an ability regarding pre-phase 5 activities. 4. Boosting an Instant attack that allows boosting ("One foo group may spend its action..."). 5. Boosting an Instant attack with a group token that allows boosting as its special ability. 6. Responding to someone else's use of a Plot or Group ability with an applicable Plot or Group ability requiring a token. [In other words, use a reactive card. This includes defending yourself from Giant Kudzu or Drought.] 7. Spending a Resource action token to respond to a situation as specified on the Resource card. 8. You may move a link. [Phew. To summarise then, you may use any card specific to actions before Phase 5, *except* for bringing Resources into play via automatic takeovers. (Items 1-3) You may also respond to any situation, including Instant Attacks, with the appropriate cards. (Items 4-7)] You may not perform actions that are limited to the action phase (phase 5) of your turn during phases 1-4 of your turn. These include: 1. Making a non-Plot attack. 2. Moving a Group or Groups in your Power structure. 3. Spending your Illuminati token to get a Group card. 4. Spending your Illuminati token to automatically take over an extra Resource. [5. Make additional automatic takeovers via cards such as Flying Saucer, Evil Geniuses, and the like. 6. Use an "on your turn" card unless it specifically applies to another phase.] Note that these "Main Phase" actions must be complete before another action can take place. You can't normally (for example) move a group in the middle of an attack - unless a card specifically allows you. Whether you may give Relief to a devastated Place, not necessarily yours, is also under debate. Note that if a card says "play at the beginning of your turn" but is not specific to a particular phase, then it should be played before you draw Plot cards. Timing [A number of rulings (WITCH/Templars/Cancelling) have contributed to this section. I have tried to expose the underlying logic behind Timing rulings. Hopefully this is it, although I have had to stretch a couple of points.] Timing in INWO is actually quite straight-forward and can be condensed into two sentences: "In general, cards take effect in the order they are played. Later cards modify earlier ones." (From the WDH, 1.1, Timing.) There are no instants, interrupts or other peculiar fast effects that appear in Other Games. Instead events (actions, card plays, free moves, abilities and everything else) take place one after another. Only after one event has resolved may another start. Example #1: If the Templars use their action to discard a rival's exposed plot card, that rival cannot return the card to his deck, or play it, to prevent the discard. The Templars have acted: the deed is done. As a result, you may not be able to do what you wanted to do (particularly if you are used to the timing rules of another, jolly successful, trading-card game). Example #2: You cannot use WITCH's ability after it has been successfully attacked because at the moment the attack resolved successfully WITCH was not yours to use. Generally, if another event takes place, that first event is "locked-in" and can no longer be cancelled or otherwise affected. The exception are Free Moves, which may be freely taken without prejudicing the following play. Example #3: Bribery is played to alter the roll of the dice successfully. You want the attack to fail, and may buy cards (a Free Move) in the hope of drawing Hoax. You cannot use the Rosicrucians as that requires an action and would "lock-in" Bribery. (See Cancelling Events for another example.) However, although Free Moves may be made prior to (say) cancelling they still take effect in the order that they are played. Free Moves are not "fast effects." Example #4: Returning to the Templars example, the owner of the discarded card cannot give it to another player as a Free Move. The card has gone. Period. Unlike Magic: the Gathering, once an event has occurred you cannot go back and play fast effects. Once done, it's done. You cannot say, "Hang on, before you do *that* I want to do *this*." (Unless you are playing nicely, of course.) Example #6: When a player announces the end of his turn, then his go is over. You can't say, "Before you finish, I want to play Assertiveness Training." You're too late, his go is over. Of course, if you have already announced that you want to do something during his turn, he cannot speed-play and end his turn to prevent you. During an attack, things are different. An attack is a bit like a long action. You can cancel the original action, or an aiding action, or the play of a plot card any time up until the dice are thrown. ("Within" the attack, if you like.) After that, it's too late. New World Orders and cards like Good Polls that are played during an attack affect everything within the attack even if they are played after action tokens have been committed. (See also New World Orders.) "In play" cards are treated slightly differently. Cards that modify each other should be considered in order of play. This includes cards with abilities that trigger at the same time (such as Hitler's Brain and Soulburner). If you can't remember which came into play first, roll the dice. Example #7: If Ross Perot controls a group that has Jake Day linked to it then the group becomes Straight - Ross Perot overrides Jake Day. However, if another Jake Day is played on the group, then it overrides Ross Perot's ability. Hail Eris! Note that "in order of play" does not override the INWO maths when calculating power. (See The INWO Dilemma for an example.) [Not had this one officially confirmed, but makes sense.] Winning To win, you must declare your victory - but you don't have to win if you don't want to. This may be important if you want to share a win with another player, for example. Note that after Turn 3, if you have no groups left in your power structure you lose - unless you are Cthulhu winning via its Special Goal on its own turn. Zaps Zaps affect target *rival*, not just the Illuminati. (However, see Fickle Finger of Fate, in the Cards section.) ****** 3. UNSOLVED MYSTERIES 3.1 Unresolved Issues These may now be resolved, I just haven't been told. Agents Cards Now that agents cards seem to have the same attributes and alignments as their in-play groups, what about abilities and instructions? For example, if OPEC is in play, presumably its agents' have the same power as the in-play group. But if OPEC *isn't* in play, what power does the agents card have? This may be important if you are using The Thule Group, say. [I suggest you roll for it, it's the only thing that makes sense.] Angel's Feather Can you force another re-roll (with Time Warp, say) after using Angel's Feather or must you use the Feather last? (The card says "The second roll counts.") If you use Mother's March, and then force another reroll with Angel's Feather, do you still suffer the penalty from MM? [My guess - yes.] If you link the Feather to a group that becomes Violent, the link is illegal (either temporarily or permanently, depending on how the alignment change worked). But what if you made Count Dracula Peaceful, linked the Feather to him and then turned him Violent again? Does his ability override the illegal link? [My guess - yes.] Annual Convention Can you use generic "any attempt to destroy" bonuses with Annual Convention?. Assassinations Can a second group add its power to an Assassination if the first group's action is cancelled? Automatic Takeovers What, exactly, is an "automatic takeover"? The various cards that let you take groups and resources over (Flying Saucer, Supernova, The Stars Are Right, Clone, Evil Geniuses, etc) use different terminology - even grabbing a Resource is described as "taking it over" in the WDH. So what's the definition of automatic takover? (Why do we need to know? Well, if you play Sabotage it cancels your rival's auto takeovers and prevents him from making any more. So does this prohibit use of Alien Abduction or Clone or whatever?) [My call would be to say that all of the above are auto takeovers. In my opinion if a group is not brought into play via an attack to control, then it must be an auto takeover. The one you get in Phase 3 is simply your *free* auto takeover. Now, whether Sabotage should be amended is another matter.] AWHFY What counts as a "use"? Suppose I am trying to win and I am using the Church of Elvis's increased power to win. If AWHFY is used to cancel that power I can't win any longer. But how long does it last? Just for that victory attempt (in which case I could play a couple more cards and try again) or until the end of the turn? [The latter would be better, but probably constitutes errata.] Blitzkrieg "Play this card after you take control of any Group. Place an Action token on the newly-captured Group, so that it can act during the same turn it was captured!" A Group is captured following a successful attack to control. It is therefore not clear if Blitzkrieg is supposed to reload a card after a successful attack, or can reload any group at any time. (You can "take control" of a Group in many ways.) Bodyguard When an Assassination is blocked by a Bodyguard, is the Bodyguard played before or after the dice are rolled? The card says 'play this after any Assassination' - does this mean the whole attack, including the die roll, or just the use of the Assassination card. [Maybe you can play it in either case?] * CIA * When the CIA mounts an Instant Attack, what happens if you cancel its special ability - is the whole attack cancelled or just the bit about it being Instant? (Similarly, Truck Bomb.) Destroying Resources Destroying a Resource that has a continuing effect (such as the Orbital Mind Control Lasers) ends that effect immediately. But what happens if that Resource is then Cover of Darkness-ed, or is given to another player? [My answer is that the new owner decides whether it continues or not.] Devastation When do you check for Devastation halving? [Note that dividing a Group's power by 2 is not the same as multiplication by 1/2. Why not? Because the meta-rules say that you take the highest multiplication factor and that means that Devastating a Cyborg Soldiered New York would have no effect.] Drought Can any normally eligible group interfere for/against Drought, or only those groups mentioned? [Don't care, personally. However, Ralph Melton sits on the "only those mentioned" side of the fence. He mentions something similar regarding Flesh Eating Bacteria. See also Giant Kudzu.] Eat the Rich Can a rival play Eat the Rich to make the attack privileged which would prevent him from playing that card? [My head hurts... Ralph Melton suggests that if you can't do illegal actions that make themselves legal, you should be able to do legal actions that make themselves illegal. Not that this does anything for my head...] Fast Food Chains Can you use this group's ability to hide other players' exposed plots? [I don't see why not - and if you have certain cards in your hand it could be very useful.] Fidel Castro Fidel says "Nothing can expose that Plot while Fidel remains in play." Does that include Fidel's owner? What happens if Fidel is stolen - does the Plot go with him? Giant Kudzu GK says "This is not an Instant attack; any group can use its action to aid the victim." So does this mean any Group, or just those that can normally interfere in an attack on that Group? [Emphasis on *any* suggests that, yes, any group can interfere. See also Drought.] * Now, can you use an Agents card for the Giant Kudzu's target to aid the Kudzu? Well, the card says: "This is NOT an Instant Attack; any group can use *its action* to aid the victim (but not the Kudzu). The WDH says of Agents (p17): "You may play your agents card any time the group is attacked...to aid that attack, or to fight it." Technically, using an Agents to boost the attack is NOT using an action to aid the attack, so it should be allowable (and sneaky!). No word from Lynette on this though. Head in a Jar The rules say that if a linked plot card changes a group's alignment, Power, Global Power or Resistance, then the link is permanent and cannot be moved. Other links, however, can be moved. So what about Head in a Jar? [I think the definition of permanent link needs expanding to include the Head in a Jar - and other plots such as Let's Get Organized.] Holy Grail If the Grail "vanishes" because you lose control of the Place, can someone bring it back into play or is it gone forever? [The latter, I suspect, but the card ain't clear.] What sort of protection does the Grail provide after the note is revealed? In particular, are you allowed to attack the Grail's site again (fruitlessly), or is this like 'cannot be Destroyed'? The question is, once the note has been revealed, is the power of the Grail, "the linked Place cannot be attacked to destroy," or is it, "if the linked Place is attacked to be destroyed, the attack becomes an automatic failure"? And, what happens to side effects of the attack? For example, if I play an Oil Spill on the site of the Grail, can it retoken Green groups? [No - in either case the attack fails. However, if you can make attacks, you could play Nuclear Accident on your own group without risk of destruction and simply use it to remove tokens from the NPCs.] Immortality Serum If you play IS in the middle of an attack, does it cancel the attack, or does the attack continue with the Personality in your power structure? Can you use IS after the dice are rolled? [Let's have a total rewrite, eh?] Immunity to Disasters Would IOU immunize the NPCs from the effects of Nuclear Accident? Would a Green group in control of IOU get a token from a successful Oil Spill? If so, then Nuclear Accident should strip an IOU'ed NPCs of tokens. Libertarians What happens if the Libertarians control two Places from which they can inherit Power? The official rule is probably a timing issue (therefore the first card takes precedence) but an interesting idea is to treat it as a Link and you can therefore move the link under normal Link rules. Linked Cards What happens to Privatization if a Privatized group is Nationalized. Is Privatization discarded? What happens to New Blood if Angst is played? Can you play another New Blood? What about Plots like Beach Party that don't change the listed properties? Are they Permanent links? And if not, should they be? Are there any Plots that can be relinked after they're played? These are the cards that mention links without changing Power, Global Power, Resistance, Alignments or Attributes: Beach Party, Sweepstakes Prize, Head in a Jar (!), Let's Get (Really) Organized Military Industrial Complex MIC reads: "Cards and Special Abilities which specifically affect or require Corporate groups are now useless." Does this make Privatization "useless" (ie, you can't play it)? Privatization doesn't require a Coporate action (since "an Illuminati action will do the job"), and it doesn't specifically affect Coporate groups -- it affects all groups which are /not/ Corporate. Why ask? Well, if you can play Privatization while MIC is in effect, you can make groups kinda Government, and you can use Privatization against Dictatorships to remove the Dictatorship. Non-Instant Attacks Exactly who can aid in a non-Instant attack? Is it just the Groups indicated on the card, or can anyone who could normally interfere do so? Nutrition Nazis Recent list question: If I play Nutrition Nazis as a plot, and it is cancelled, can it be scavenged in any way as a plot - such as with Stealing the Plans, or Hat Trick? Lynette's answer: Nope. It's still a group card, regardless of how it's played. However, the FAQ *already* says: "Can Nutrition Nazis, played like a Plot Card, be canceled? When used as a Plot Card, Nutrition Nazis are treated exactly like a Plot Card." To me that sounds like you are allowed you to scavenge Nutrition Nazis. Is this a change? (No response) NWO Do NWOs affect groups that are "just-played"? [My opinion: YES!] What about cards in hand? (Possibly important for Feminists) What about Opportunity Knocks? Partition What happens if you play a Partition and the attack fails? Can you try again to attack to control the Place - is the Partition still in effect? What if you have an "uncontrolled area" in the game (OWE)? Can someone play Opportunity knocks to grab that place? Can you play OK to make an attack to destroy? Also this from Aaron Curtis: "I have a second question dealing with Partition. Suppose I attack to control England from hand, using Partition since England is already in play. If I fail, my England card is discarded at the end of my turn. Before the end of my turn, is it still considered in my hand? If the answer is yes, then I should be able to use it as an Agent against the England already in play. This is a question that hasn't come up before because you normally can't attack to control a group that's already in play, with the exception of Dittoheads which is immune to agents." Ross Perot (and the Dittoheads) I understand what would happen if you changed Ross Perot's alignments to Weird Liberal -- if you attach another group to them, the puppet would still be Straight Conservative; it's an inherent power of Ross. But what would happen if you attached the Dittoheads to him? Which alignments would the Dittoheads carry -- Straight Conservative or Weird Liberal? What about the Daycare Centers? Secrets Man Was Not Meant To Know: This card appears at first glance to be the same as Hoax - a Plot canceller. However it uses the term "no effect" which actually makes it slightly more powerful. As Dan Myers explains: I have two Martyrs in my hand. I play one on Bjorne. Under normal circumstances, I can't play the second (for a total of +20). However, if you cancel my first Martyrs with Hoax, it is as if it never happened (except the card is lost) and I may play my second Martyrs. Using SMWNMTK, it does not "cancel" Martyrs, it simply causes it to have "no effect" (nobody was impressed by the self-sacrifice). The card was played, it *did* happen, and even though I don't get my +10 because of SMWNMTK, I can't play my second Martyrs. [dom] See the difference? Having said that, I think that the intention for SMWNMTK is for it to *cancel* plots, but an official confirmation would be nice. Servants of Cthulhu Should this card say "including Instant Attacks" instead of "including Assassinations and Disasters"? After all, you'd think their bonus would count for Annual Convention. Stonehenge and the Spear of Longinus If I control Stonehenge, and someone launches an attack on me, can I persuade my ally to use his Spear of Longinus in the attack? This would make the attack Magic, which, because I control Stonehenge, would cancel it. OR, does controlling Stonehenge mean that I am immune to the Spear, and my ally cannot use it to affect the attack at all? Sudden European Vacation What is the definition of a "hostile" plot? (Is an alignment changer a hostile plot if it gives you power bonuses as a result? What if Shangri-La is in play?) Sub-Zero Power What happens when, while you're calculated a range of assorted bonuses and penalties from various cards, a group's Power dips below zero? For example, a Power 1 group is affected by three NWOs affecting it (in order) by -3, +2 and +2. What is the groups final power: 2 or 4? (1-3=0 +2=2 +2=4, or 1-3+2+2=2.) Does a group with zero power get action tokens. The WDH says "if a group's power is reduce to 0, it loses its token. It cannot act until its Power is increased." Now, having a token and "acting" are two different things (you could spend tokens for Plots, which is not an action - and the EPA doesn't need to spend its action for its ability to work) so do these groups get actions? Yes? No? Think about the reloads... Survivalists If the Survivalists are prevented from giving relief at the end of the turn after Devastation (AWHFY, say), does their ability kick in after that? A related question: can you move the Survivalists to be the puppet of a Devastated place to bring the place Relief? Sucked Dry and Cast Aside How long does the power boost from SD&CA last if used for defense? Does it last until the dice are rolled, or is the group destroyed immediately and the attack cancelled? Can you play this card if the group doesn't have an action token on it? We need to know! Lynette appears to have ruled that SD&CA can be played by a Group without an action token. If used during an attack then the group is destroyed *after* the attack (because the attack, not the aiding action, is the action referred to on SD&CA). This seems at odds with other rules (particularly "Results of an Attack") and the issue is still being debated. [Personally I'd like to see SD&CA used as an expensive way of foiling an attack by playing it on the defender. Also, doesn't this ruling conflict with the one that says that AWHFY only allows a single group to aid when cancelling immunity (ie, it doesn't last for the whole attack, while SD&CA apparently does).] The Thule Group Can you discard duplicates of the same group when boosting an attack? The WDH: There is a mistake in the rules!!! "Alignment Changes" (Group Cards, Alignment) says that a temporary alignment change does not last after a group is destroyed. However, under "Changing Groups to Meet Goals" it is clear that temporary alignment changes last until the end of the turn. However, as there are temporary that last for even shorter durations, the WDH should probably say that a temporary change lasts only for as long as it normally lasts, even if the group is destroyed. Timing Does a special ability that requires several individual "actions" take place all as one, or can it be interrupted. For example, can you use State Lotteries and shuffle all your cards, then get Crop Circles from an ally and use that to hunt through for the cards you want? [I have no idea - I kind of like "yes" but I can see it opening a can of worms.] I play Assertiveness Training on a group. Then I play Kinder and Gentler. Does Assertiveness Training remain or it is discarded? [Sure I've written this somewhere else...] Weird Sums (Or When 1*3=13!) Consider the following: Japan is in play, as are Don't Forget to Smash the State and World Hunger. Japan's Power is a miserable 1 (6-3-2=1). But if you play Good Polls (which triples power) this is considered *before* additions and subtractions and gives Japan a Power of 13! (6*3=18-2-3=13) Weird, huh? Zero Power What happens to groups whose Power has been reduced to zero? 1.) The group loses any tokens it has when its Power is first reduced to zero. It gains tokens normally after that (even on Phase 4), but still cannot use them until its Power is increased. 2.) The group loses any tokens it has when its Power is reduced to zero, and does not get new ones on Phase 4. They can, however, gain tokens from other means (NASA, Blitzkrieg, etc.), even though they cannot use them until their Power is increased. NOTE: Reload-type cards would still be ineffective, since the group is 'suffering from any effect that prevents it from getting Action tokens'. 3.) The group loses any tokens it has when its Power is reduced to zero, and cannot get new ones for any reason. The group may still use any special abilities or free moves that do not require an action or actions. 4.) The group loses any tokens it has when its Power is reduced to zero, cannot get new ones for any reason, and cannot use any special abilities or free moves. 5.) The group fnord tokens it has when its Power is reduced to fnord, but cannot fnord any fnord fnord fnord in spatula fnord. [YNCFT] I'm sure the answer is either 2 or 3 (23!), but I'm not certain which. And while we're on the subject: If a group has an action token but is prevented from spending it (from being at Power zero, say, or under the influence of a Paralyze card), can that group still spend its action (along with the action of another group) to draw a Plot card? Trading in actions for Plots is officially defined as a free move, not an action, so technically, this should be legal. [pj] 3.2 Queries Raised By the FAQs Occasionally the Official FAQ raises more questions than it answers . . . At Any Time I had hoped that the new "at any time" ruling would mean that I could delete the section in the UFAQ (Part 1). But instead the FAQ says, "You may do this during another player's turn and during your own turn on phases 5 through 7." That does not clear anything up. I would have preferred to see something explicitly stating which cards you can use when - ie, when can you play cards involving automatic takeovers and dealing with those cards that don't say anything - such as Gremlins. Just-Played I am not sure of the purpose of this ruling, as it doesn't seem to clear anything up. It makes Immortality Serum even more confusing as, according to the ruling, you can only use it to steal a Personality if he/she is actually under attack from someone's hand. Which means you can't strictly do it after an Automatic Takeover as an ATO isn't an attack. (But I've checked and you can use IS this way.) There are probably other implications of this I haven't thought of yet. Taking Account of How People Play Games Please, please, please can we have more consideration of how people actually play INWO when making rulings. For example, the ruling on Go Fish says you have to pause before naming the card you're after. As this is nearly impossible to regulate without speed-play arguments, why not just say that Go Fish can be cancelled even with a card that has been named! (That even agrees with the WDH.) [Also, this is a card errata, not a FAQ - nothing to suggest a pause is needed.] Similarly, you are supposed to cancel the ato of a Resource before you see the Resource itself. Another pause, another round of speed-play arguments. Better to say you must cancel once the Resource is in play. (Actually, this one hasn't made it into the official FAQ, so maybe the gods changed their minds.) If you want to declare victory on another player's victory he will probably unknowingly speed-play (unless he declares a win) and knock without telling you that he's just cruised through phase 6. (See the discussion on The End of Your Turn) Tournament Rules This one isn't in the FAQ, it's in the tournament rules published in Pyramid #25. In order to prevent a repetition of the "Essen Scenario" (see Pyramid #24 or track it down on io.com) SJG have said that the Servants of Cthulhu cannot win by destroying their own 8th group before the end of the first three turns. Now, the Essen deck was degenerate (it won in it's first turn by destroying 8 groups) but this ruling doesn't actually change anything because the same degenerate deck is feasible with the Population Reduction Goal - for any Illuminati! (If anything, it's easier - you only have to destroy 5 groups.) Additionally, the tournament rules now allow referees to ban degenerate tournament decks, which seems to be a case of hiding from degeneracy rather than solve it. Disappointing. ******