ON THE EDGE© CARD LOOKUP


FAQ Questions & Answers
Errata Information
Rule Interpretations
Strategy & Other Comments

Matti Aaltonen (#C5)
Q: The card says, "Cost of all Astral cards increases by 1 when Matti is in play." The section on "Whammy" (in "Types of Cards") of the Rules of Play says that Whammies have no cost. Do Astral Whammies gain a cost of 1 while Matti is in play? A: Yes.
Q: Can I play more than one 0-Cost Astral card while Matti is in play? A: Yes. Since the cards now have costs of 1, they no longer ount towards the limit of one 0-Cost card per turn.
Vera Afanasyevna (#A10)
Errata: The card text reads "Crank to pop Chaos Chancer, Carcinogenia, Kergillian Implant, Mutant,...." It should read "Crank to pop Chaos Chancer, Carcinogenia, Kergillian Implant, Mutation..."
Al Amarjan Friends (#12a & #12b)
STD: Of the two common instances, the statistics for AP, DP, and Pull on one incorrectly read "+1", "+1", and "-", while the statistics on the other correctly read "-", "-", and "1*".
Alter-Edge (#A11)
See Card Combination #20.
Amok (#18)
Q: If there are only two characters in play and they are in the same consiracy side by side, does the Amoked character have to attack the other? A: Yes. Sounds like you need a Crystal Trap. (Eric Jome). Actually, the appropriate thing to do in this situation, as soon as you can, is crank the other character to move him or her diagonally across from the Amoked character. After that..no problem. (Joshua Kronengold).
Andalusia Dog (#C6)
Q: The card says, "When another player cranks a Character for Influence, you may crank the Andalusia Dog to divert those points towards your own Influence total instead." What happens when a Character's Pull is used partially to call cards, and partially for Influence? A: A Character is usually cranked for Pull which is then translated into Influence during a player's Influence phase. Simply crank the Andalusia Dog during the Influence phase to divert the Influence gained from any Character's Pull so far that turn. Note that while you can wait to crank the Andalusia Dog later when a Character's Pull is translated into Influence, you opponent will be able to crank other Characters after you have used the Andalusia Dog's special ability. If a Character's special ability specifically says that it cranks to give its player Influence, you must crank the Andalusia Dog at that time to divert the Influence to your score.
Anti-Matter Grenade (#19)
Q: The card says it pops all combatants "before combat is resolved." If I attack and use it to pop a Character with Pull, does the usual loss of Influence still take place? A: Yes, since the popping is still the result of being attacked.
Q: The Stun Gas card says "Character is not popped by the combat." Does this protect the Character from a combatant's Anti-Matter Grenade? A: No. Stun Gas says nothing about taking effect before combat is resolved, which the Anti-Matter Grenade specifically does. The effects of the Anti-Matter Grenade take place first, and the Stun Gas ends up discarded.
Q: Anti-Matter Grenade reads, "If in combat, the Character may pop all combatants (no Save) before combat is resolved." Can a Character Martyr for a Character in a combat where Anti-Matter Grenade was used? A: Yes, since Saving and Martyring are two separate things. Q: Can the Martyr then be Saved? A: The section on "Martyr" in the "Ability Descriptions" says, "Martyring doesn't otherwise alter the outcome of the combat.." and goes on to say that effects are resolved "..as per the normal results of the combat" (SVH, p. 44). My ruling is that the "No Save" effect is transferred to the Martyring Character.
Q: If the Character Martyred for was the one who used the Anti-Matter Grenade, does the Gear remain on that Character? A: Anti-Matter Grenade is errata, and should be understood to have the additional sentence, "Discard when used."
Dev Ashana (#22)
LIM: The sentence "Rearranged Characters are not cranked" should read "Rearranging the Characters does not crank them."
UNLIM: The sentence "Rearranged Characters are not cranked" should read "Rearranging the Characters does not crank them."
See Card Combination #5.
Astral Egg (#A16)
Q: The Card reads: "Play this on a character as it is called. Character is in play in terms of uniqueness only. You may pop this condition at any time. Character then enters play as though it was being called from your hand." Does this mean that it can be played on a card called by an OPPONENT, then, after the condition is popped, the card goes into YOUR conspiracy?? The Cost of 1. seems far too low for that interpretation. A: Since this card cannot be played "any time" it must be played on your turn. Hence, it must be played on your character. The idea is to Astral Egg one or two characters so that they can be brought into play on a subsequent turn simultaneously with any others you may have the pull to call. In this way you can "save up" your characters for one blitzkrieg manoeuvre. (Robin Parmar).
Q: What is unclear to me is if the character (while in the Egg) occupies a row and column position in your conspiracy or if it's just off to the side until the Egg is hatched. A: Since the character is in play in terms of Uniqueness only, it does not occupy a space in your Conspiracy, any more than does a Flipped Character, a Hostaged Character, or a Dead, Dead, Dead Character. (Rob Lightner).
Astral Flux (#24)
See Card Combination #14.
Atavism: Ninja (#29)
Nice card this, its just the thing for defending your own conspiracy early in the game. However be warned, use quickly or your oponent will have time to deploy somebody bigger.
See Card Combination #18.
Aura of Evil (#30)
LIM: The statistics for Power should not read "+2*" and "+2*", but rather "-" and "-".
UNLIM: The statistics for Power should not read "+2*" and "+2*", but rather "-" and "-".
Bavarian Illumanti (#S12)
Q: I'm confused. How does this card work? A: This card is supposed to read "Crank any time to cancel any Cloak's action." Any time a Character with the trait Cloak cranks or has Pull paid to use any ability, such as attacking or generating Pull, you can crank this Resource to cancel the effects of the ability.
Tomek Bereszowski (#A25)
Q: Does Tomek's ability effect a permanent change, or only to the end of the turn? A: There is a difference of opinion between players on this, but the majority seem to feel that unless duration is clearly stated on the card, or hinted at by the use of counters or other such devices that would be meaningless otherwise, duration is generally considered to be end of turn.
Bitter and Herb (#38)
See Card Combination #11.
Blackmail (#39)
Q: Can I Blackmail my opponent's (active) Raw Steamer to force him to Martyr for Bellow? A: No. Since the section on "Control" in the "Ability Descriptions" says, "Crank an active Character of another player, making the Character act.." (SVH, p. 41), the Controlled Character must act when the Blackmail is played. If you Blackmail before the popping event, there is no Character being popped to Martyr for; but since the effect of controlling Raw Steamer has nothing to do with the popping event, it would have to wait until after the popping event, when again there is no Character being popped to Martyr for.
Carcinogenia (#A33)
See Card Combination #20.
Claus Brinker (#C8)
Q: The card says, "Gains +1 Power for each card named Brinker in play," and is itself named Brinker. Does Claus Brinker give himself +1 Power? A: Yes.
See Card Combination #4.
Mrs. Brinker (#C52)
See Card Combination #3.
Canoptic Jar (#A32)
It is also against the intent of the game design for "truly gone" Characters to possess Gear or Conditions; therefore, when either a Canoptic Jar or a Dead, Dead, Dead prevents a Character from being discarded and keeps them in play just in terms of Uniqueness, their (possibly Unique) Gear and Conditions should go away.
Censorship Flap (#C13)
Q: This Resource is not Unique. Are multiple Censorship Flaps cumulative? A: No, since the card does not say "Crank any time opponents' Artists are cranked for Pull to gain Influence equal to Pull generated." It instead says, "Whenever opponents' Artists are cranked for Pull, you gain Influence equal to Pull generated." This means you will get Influence every time any opponent cranks an Artist for Pull, but only once each time.
Cheap Baboon Trick (#C17)
Q: I'm confused. How does this card work? A: The card says, "Play when one of your Chaos or Dog-Face Characters is attacked." Notice that playing the Whammy could be in response either to an attack by another player, or to an attack you make on your own Conspiracy. Once played, the original attack ends and you must select another Character to be the defender of a new attack. Although the card does not clarify this, the new defender must be a legal target of the original attacker. The new defender is popped or not popped as usual, by comparing total AP to the defender's DP. The original defender is popped only if the defender's DP is greater than the combined AP of the new attackers. The original attacker is always popped by the new combat. The card will make sense if you imagine the original defender turning on the original attacker either during or after the new combat is concluded in order to finish the original attacker off.
Q: Does anyone have a clean explanation of how Cheap Baboon Trick works? A: One of your Chaos or Dog Face characters gets attacked (by an opponent or you). You get a big wide grin and play Cheap Baboon Trick. You select a new target that is legal for the original attacker and your new attacker (former attackee). They Gang Up (as explained in the rules) on the new target. If the two attackers have combined AP >= the DP of the defender, the defender is popped. If the combined AP > DP, the original attacker is popped and your character (who played the trick) is not. If the AP < the DP, both attackers are popped and the defender lives. Next, the player who played the Trick makes monkey noises for a while. ;=) (Trevor Stone)
Q: Cheap Baboon Trick reads, in part: "Play when one of your Chaos or Dog-Face characters is attacked. You select a new target for attack, and both original attacker and your character Gang Up on this new target..." Must the Chaos or Dog-Face character be active in order for this Whammy to be played? (Rob Lightner) A: It's an inherently ambiguous situation, and one which, as far as I know, has never been resolved. I tend to play it as not requiring that the chracter be "Active", for the reasons you list (and because in any case, it's a defensive card, not an offensive one), while others tend to play that, since the rules for "attacking" state that the character must be active, that CBT needs an active chaos or dogface character in order to be useful. (Joshua Kronengold). A: The Whammy gives specific instructions as to when it can be played ("when a...character is attacked"). It seems clear to me that the defender's active status is immaterial. That the attack was made at all should be sufficient to allow CBT to be played. (Clay Colwell). A: I don't think the defender has to be active. This allows a REALLY cheap trick: 1)Send your patrol baboon over to attack some weak character. 2)Have your other patrol baboon attack the crancked one, then CBT it so they both attack. With a little luck they can take down Kofi with Weird Radiation, or pretty much ANY character that can be attacked. (Yanni Cooper) A: Well, personally, I like the idea of the baboon feinging dead in order to trick someone into attacking and then leaping into action. (Cine)
Q: If something like Sacrificial Bloodbath is in play, who gets credit for popping the characters when a Cheap Baboon Trick is played? Does the attacker get credit for all the characters popped? Do the attacker and defender each get credit for defending/attacking characters popped? A: There isn't an official rule on this sort of thing. I would say that the player who played Cheap Baboon Trick would get credit. Similarly, who gets credit if you Control a character to attack. If AP = DP, both players get credit for 1 kill. (Trevor Stone)
I will attempt a rigorous analysis of the possible outcomes of the playing of a Cheap Baboon Trick (C17), which reads in full, as follows: "Play when one of your Chaos or Dog-Face Characters is attacked. You select a new target for attack, and both original attacker and your Character Gang Up on this new target. If DP of new target is less than combined AP of both attackers, original attacker is popped and your Character survives." Given three Characters, A, the original attacker, B, a Chaos or Dog-Face Character, and C, the new target. Also keeping in mind the rules for Gang Up, which read in full: "The Character may attack along with another Character who is already attacking. The Character may Gang Up out of turn. Use the Characters' combined AP to determine whether the defender is popped. The defender can pop any attackers of the defending player's choice whose total AP scores are no higher than its DP." There are three main cases: 1. Combined AP of A+B < C's DP - Result: A & B are popped. 2: Combined AP of A+B = C's DP - Result: All Characters are popped. This is the case mention by the card, and where things get sticky: 3. Combined AP of A+B > C's DP - Result: A & C are popped, per card text. But what if A's AP > C's DP? It would appear from the card that again, A & C are still the only ones popped. This, then, I understand as I read what I am writing, why they call it a CHEAP Baboon Trick. So you could, theoretically, when your Patrol Baboon (174) is attacked by Norton Rumple (D80) you could play Cheap Baboon Trick (C17) redirecting the attack to Raw Steamer (231) and get rid of a pesky Loyal Defender. (Pete Jansen) Comment: I don't have the card infront of me but here's my interpratation of the quoted line. Lets assume three characters: A (Original Attacker), B (Baboon/Defender); and C (New Target). The power of A+B is less then C. They don't have enough power to pop C, so he survives, as does B, while A is popped (See quoted text.) (Yanni Cooper)
Closet Surrealists (#S13)
Q: This card says it's Unique, while the Cut-Ups version of the same card (#C20) does not. Which is correct? A: Both are. The sample version is Unique, and the Cut-Ups version is Not Unique.
Q: How does this card interact with the Cut-Ups version of the card? A: While a Cut-Ups version of the card is in play, another Cut-Ups version could be played. However, the sample version could not be played, since the named Resource or Resources already in play prevents it from being called. After a sample version of the card has been played, no other versions of the card can be played. The section on "Discard" in the Rules of Play says "You may discard any cards that you cannot bring into play because of Uniqueness." Since this does not require that a card itself be Unique, you can discard either version of the card for Uniqueness while the sample version is in play.
Sir Arthur Compton (#59)
Q: Arthur Compton is immune to astral. This means that he cannot use the gear 'Astral Doorway', correct? Pythagorean Convulsion is an astral whammy. If Arthur attacks someone and they use PC, does it have any effect? If he was attacked, could his owner use PC to turn the tables? I tend to think that it doesn't explicitly target him in either case, so his immunity is irrelevant. A: Yes. Arthur is unaffected by PC, while everyone else is ... this sucks for Arthur. His owner could use PC to turn the tables only if the attacking charcter has a VERY low number. Yes, this means that glugs are screwed by PC. Your last statement is incorrect. Immunity is almost always relevant -- if a character is immune, they are unaffected (as long as they are in play) by all effects with that Trait. Yes, this means that Immune:Control characters will be able to unturn normally if you can (through various means) give the ELF Wave Generator the trait "Control". Yes, it also means that Glugs are unaffected by any of the Astral edges, even the all the time ones. (Joshua Kronengold)
Contacts in the Art Scene (#61a & #61b)
LIM: Of the three common instances, one incorrectly reads "Non-Influence Pull only.", and the other two correctly read "Non-Influence Pull only."
Copper Dagger (#62)
Q: The card says "automatically pops any Pharaoh in combat." If the Pharaoh Character has equal or higher DP, can the Glug also be popped as usual? A: Yes, since the card doesn't specify what happens to the Glug.
See Card Combination #17.
Copyright Violation (#C22)
Q: Where does the other card come from? A: The card says nothing about circumventing the usual procedure for calling cards into play. You must draw it from you hand, which means you must have it in your deck at the start of the game, and it must be in your hand in order to be called (you can't search through the deck to find it).
Q: Does "number" mean number like "six," or numeral like "6?" A: It means numeral, as in "6."
Q: If a card has a number like "123" does this yield a single value of "123," or three values: "1," "2," and "3?" A: This will provide a single value of "123."
Coral Entity (#63)
Now this is nice, just stick them to one side of your main conspiracy along the back row and start racking up the points. A card that is worth including in most decks.
Horrors Count (#C37)
CU: The sentence "Flip Horrors to Avoid Combat" should read "Flip Horrors any time to Avoid Combat."
Counter-Intelligence (#64)
LIM: The sentence "Play any time" should appear in the rules text.
UNLIM: The sentence "Play any time" should appear in the rules text.
Crystal Trap (#65)
Q: The card makes a Character Immune: Psychic, but it has the trait Psychic. Isn't this a paradox? A: It's a solvable paradox. Say the player controlling the Character decides to have the Character use the Gear. After that happens, the Character will be Immune: Psychic until the end of the turn. It's true that after that happens, the Character can't be affected by Psychic cards, including any Crystal Traps. But since the effect is until the end of the turn, the Character no longer needs to be affected by the Crystal Trap. Once a turn is enough to confer as much Immunity as any Character needs.
Q: If there are only two characters in play and they are in the same consiracy side by side, does an Amoked character have to attack the other? A: Yes. Sounds like you need a Crystal Trap. (Eric Jome).
Cut-Ups Machine (#66)
This card is excluded from tournament play.
Cut-Ups Method (#C24)
CU: The sentence "The object of the game is now to arrange six or more cards in a row so that the first letter of their first names spell out an English word" should read "The object of the game is now to arrange six or more characters..."
This card is excluded from tournament play.
See Card Combination #5.
See Card Combination #7.
Dark Aura Ring (#73)
Q: If we understand it correctly, a character that is Immune:Astral could use a Dark Aura Ring and also use two Negative Energies without any adverse effect. Does anyone else play differently? A: That's exactly how immunity works ... stick those Negative Energies on Sir Arthur for a solid defense. And because the Dark Aura Ring doesn't affect the person who wears it, it will work with someone who is immune:Astral... but not against someone who is immune. Compton laughs at your Moody Ring. (Eric Jome)
Monique D'Aubainne (#A41, #D23, #71)
See Card Combination #18.
Dead, Dead, Dead (#D25)
It is also against the intent of the game design for "truly gone" Characters to possess Gear or Conditions; therefore, when either a Canoptic Jar or a Dead, Dead, Dead prevents a Character from being discarded and keeps them in play just in terms of Uniqueness, their (possibly Unique) Gear and Conditions should go away.
Deadly Inspiration (#74)
This card is considered degenerate and excluded from tournament play.
Death Car (#C25)
Q: The card says "Whenever a Giovanni's Cabbie is popped in combat, Death Car becomes active (if necessary) and attacks..." How far does "becomes active" extend? A: The Death Car has to be in play in a position in a Conspiracy.
Q: What happens when Characters Gang Up to pop a Giovanni's Cabbie? A: The card says "...attacks a Character that engaged in combat..." The player controlling the Death Car must choose one of the original attackers to be the defender of the new combat.
Q: What happens when the Death Car attacks and pops a Giovanni's Cabbie? A: The section on "Attacks Within the Conspiracy" in the Rules of Play requires a Character to attack another Character. The Death Car cannot attack itself. The Death Car will uncrank if necessary, and then immediately crank for no effect.
Q: What happens if two Death Cars are in play when a Giovanni's Cabbie is attacked and popped? A: Both Death Cars will have to attack, if possible. If the outcomes of each attack would be the same, then either both Death Cars are cranked or both Death Cars are popped. If the outcomes would be different, the attacks proceed as if simultaneous, with the respective results each taking place. For example, one Death Car might be popped and one might not.
Deific Aura (#C27)
Q: I'm confused. How does this card work? A: Since the card does not say "Crank any time," you must use it on your own turn. Anytime during your turn you can opt to make a current or future defending Character a non-legal Target for attack. If the combat is already taking place, it is preempted, after which another target may be chosen. Therefore, you might want to target an opponent's Character if an attack by one of your own Characters has gone badly. Conversely, you might want to target one of your own Characters if some card effect has forced a Character in the same file and a higher rank to attack.
De-Individuator (#D24)
See Card Combination #21.
Desperate Ritual (#S15)
Q: The card says, "Your Character's Defense is permanently reduced by the Defense of the Character popped." Can this reduce a Character below 0 DP? A: Yes.
Q: If the card drops my Character below 0 DP, does the card pop my Character? A: No. The only time a Character with low DP is popped is when a combat is resolved and the AP of the attacker is compared to the DP of the defender.
Silver Detti (#76)
LIM: The sentence "+1 Power if at least one other Glug is in play in the same team" should read "... in the same Conspiracy."
UNLIM: The sentence "+1 Power if at least one other Glug is in play in the same team" should read "... in the same Conspiracy."
The Dirt on Dr. Nusbaum (#10)
Q: The Dirt on Dr. Nusbaum reads in part, "If this card is in play, you may call Dr. Nusbaum even if he is already in play. (You may not call a _3rd Nusbaum_.)" If three Dr. Nusbaums are already in play, can I crank the Secret to call a fourth? Can I exceed this limit by calling a Tulpaed Nusbaum? Does this special ability limit me if the additional Nusbaums are in other player's Conspiracies? A: Again, the first question here is a possibly ambiguous situation. The ruling will be as simple as before: you may not call any Nusbaums as long as there are two other Nusbaums already in play. The second question here requires us to note that the Secret functions without regard to Uniqueness. It's not as if the first Nusbaum is Unique, while the second is not Unique; were that the case, we'd have to ask ourselves what happens when the first ("Unique") Nusbaum is popped -- can we call another without regard to the second ("not Unique") Nusbaum? The answer is no. Both Nusbaums are Unique. Even though the Tulpa Condition says "Target Character can be called regardless of _Uniqueness_," it says nothing like "Target Character can be called regardless of _The Dirt on Dr. Nusbaum_." Any way, shape, manner, or form that you could potentially call a Nusbaum after two are already in play in any Conspiracy is blocked to you by your Nusbaum Secret. Of course, a handy-dandy Disinformation could be used to erase this effect after you've already called your two Nusbaums.
Q: I want to prevent my opponent from calling any Nusbaums after two are in play. Can I play a Secret on my opponent, just like I can play Conditions or Gear on their Characters? A: I suppose then you'll want to play Characters into their Conspiracy, to attack and wreck havoc within their ranks? :) While the Hymnal specifically states, "You may not call Characters into other players' Conspiracies" (SHV, pg. 25), it is only slightly less clear about Resources, Environmentals, and Secrets. "Where you put a called card depends on its type. Conditions and Gear are placed on the Characters they are to affect. Environmentals, Resources, and Secrets are placed outside the Conspiracy, in any convenient space on _your_ tabletop" (SHV, pg. 22). Obviously, this "your" has more to do with logical than with physical space -- your Secrets (etc.) are your own. Unlike Gear and Conditions, which have other cards with their own positions as appropriate targets, and thus can be called into your opponents' area, your Secrets (and Resources, and Environmentals) all go into your area, where they are available to you and affect you. A card only affects your opponent if (like most Environmentals) it says it does.
Q: Nusbaum says he can't Save himself, but his Secret gives him the ability to Martyr for another Nusbaum. I'm confused why these two phrases were set against each other. A: As stated above, the "himself" refers to the card in question itself. Nusbaum can crank to Save another Nusbaum, or a Nusbaum can crank to Martyr for another Nusbaum (as the ability description for Martyr clearly states, "a Martyr must crank to Martyr"). So, keeping one Nusbaum uncranked gives you the option to either Save (which keeps both Nusbaums in play) or to Martyr (which will send one Nusbaum to the dead pile). Why would you ever use the Martyr ability? Think about the situation where you and your opponent each have a Nusbaum, and your Nusbaum is going to be popped -- wouldn't you just love to Blackmail the other Nusbaum into Martyring for your own? :) Pulling this maneuver off, of course, is easier said than done.
Tanja Djilas (#A45)
Q: Tanja's card test reads: "When she pops a character, her Power (excluding Gear) is doubled." Because the card doesn't say "until end of turn", does this mean that the power is permanent? A: No, all effects such as this are until the end of turn only. If the power continued to double each time she popped someone, she would be far too powerful for her cost. (Robin Parmar)
See Card Combination #9.
Eyeballs Drillbit (#C29)
Q: Are the bullets in costs ignored as well? A: Yes. You do not have to have a matching trait in play to play bulleted-cost Gear on Eyeballs Drillbit.
See Card Combination #3.
Dumb Luck (#81)
This card should need little introduction. Its value is obvious, but there are other cards that do similar jobs. Still if your going for a burger deck and you need to get past that pesky front line at a critical moment.
Q: > Does bypass apply to multiple defenders unless stated otherwise or is it always meant to be a single character? Also, could a character with the ability to bypass one character have his ability agmented to bypass two?- A: Kunigunde Himmelsbach (#117) could make excellent use of Dumb Luck in this fashion, according to Surviving On The Edge. Kunigunde Himmelsbach is a 0-Pull 1/1 Burger who derives double effect from any Fortune Whammy played on her. Dumb Luck (#81) thus allows her to Bypass 2 Characters instead of one. (Clay Colwell). You can only bypass one character, and it can't be your own. I'm not aware of any way to augment the bypass ability, aside from the forementioned Burger Whammy trick. (Trevor Stone)
ELF-Wave Generator (#83)
See Card Combination #15.
See Card Combination #22.
Manuela Eselbrust (#87)
LIM: The sentences "Heads: enemy combatant is flipped. Tails: enemy combatant is popped" should read "Heads: flip enemy combatant(s). Tails: pop enemy combatant(s)."
UNLIM: The sentences "Heads: enemy combatant is flipped. Tails: enemy combatant is popped" should read "Heads: flip enemy combatant(s). Tails: pop enemy combatant(s)."
Fall of the Wall (#C32)
See Card Combination #12.
Abanobi Famani (#88a & #88b)
Q: The card says, "Crank to pop any Astral Condition or Environmental." Does this mean Famani can crank to pop any Environmental? A: No. As it does on any other cards with similar grammatical phrasings, the trait name applies to both card types; Famani can only crank to pop an Astral Environmental.
LIM: The sentence "Crank to pop any Astral Condition or environmental" should be understood as "... any Astral Condition or Astral Environmental".
UNLIM: The sentence "Crank to pop any Astral Condition or Environmental" should be understood as "... any Astral Condition or Astral Environmental".
STD: The sentence "Crank to pop any Astral Condition or Environmental" should be understood as "... any Astral Condition or Astral Environmental".
Ingred Fjernsen (#A54)
When either Gnaoul or Fjernsen "switch over," any Gear or Conditions on them should go away.
In the case of a Condition such as Ingrid Fjernsen, the Condition may not Control the Character, since the Character is not in play; the Condition may not move to an adjacent Character, because the Character is not in any Conspiracy; nor could the Condition crank the Character to return Ingrid to her Conspiracy, since (again) the Character is not in play. The Gear or Conditions can be affected, but may not always be able to have their own effects take place.
Forked Tongue (#A57)
See Card Combination #16.
Fractal Infection (#C33)
Q: Is the card's effect recursive? A: Yes. If a card with a certain trait gains the trait Chaos by way of Fractal Infection, all other cards with that trait will also gain the trait Chaos. This expansion continues as long as is necessary. For example, if The Centipede (traits Human, Chaos, Burger) is in play along with Burford J. Slystick (traits Human, Burger, Artist), Burford will gain the trait Chaos; after that, any other Artists in play will gain the trait Chaos, and so on.
See Card Combination #1.
Use FI to make all your opponent's cards some trait that can't attack your characters.
Use FI to give your opponent a trait that excludes a character. "Why yes, I will make some of your people Artists. Bye, bye Pharaohs!" (from Trevor Stone).
Friends in Flowers Barrio (#95a & #95b)
LIM: Of the three common instances, one incorrectly reads "Non-Victory Pull only.", and the other two correctly read "Non-Influence Pull only."
UNLIM: Of the three common instances, one incorrectly reads "Non-Victory Pull only.", and the other two correctly read "Non-Influence Pull only."
Gang A-Gley (#102)
Q: Can I Gang-A-Gley a Gang-A-Gley? A: Yes, because the current event is the playing of the Gang- A-Gley, just as the current event that the original Gang-A- Gley responded to was the playing of a Whammy. Once an event is current, appropriate responses are allowable and may make additional responses themselves appropriate and responsible. During any event, all players have a chance to respond with effects on the cards or effects that are part of the event; the only limitation here is that any responses not directed to the cards or effects of current events must wait until the events are concluded. And of course, a card's special ability may supersede these rules to allow an unrelated response during a given current event, such as both Hidden Gear and Walter Was do.
Genetic Prejudice (#103)
LIM: The statistics for Power should not read "0" and "-2*", but rather "-" and "*". The effect on Mutant characters is as it reads in the text box, a "-1 penalty on DP."
UNLIM: The statistics for Power should not read "0" and "-2*", but rather "-" and "*". The effect on Mutant characters is as it reads in the text box, a "-1 penalty on DP."
Frank Germaine (#104a & #104b)
UNLIM: The trait "Aires" should not appear in the traits text.
STD: Of the two common instances, the traits on one incorrectly read "Human, Aires, Entrepreneur", while the traits on the other correctly read "Human, Entrepreneur".
Gnaoul (#A61)
When either Gnaoul or Fjernsen "switch over," any Gear or Conditions on them should go away.
Thunder Gruen (#D42)
See Card Combination #6.
Barber Hammock (#112)
Q: The section on "Cranking" of the Rules of Play says "If a Character can be cranked 'any time,' you can crank it when it is attacked in order to have its effect just before the attack is resolved. After the effect takes place, however, the attacker may choose to attack a legal target behind the newly cranked Character in the file instead of carrying through with the attack on the original target." If one of my Characters attacks Barber Hammock and he cranks to boost his DP, can I attack through to a Character behind him? A: The answer is, "Not usually." There is a general rule that says an effect cannot be used if it does not involve a current event; for example, you can't use Ricardo Cerdo to boost another Character's Power while one of your opponents is in the process of Controlling him. The above quote from the Rules of Play grants a specific exception to that general rule; for example, when Cerdo is caught in the process of being attacked, he is permitted to have his effect take place previous to the resolution of the current event (the combat). But if a defending Character's effect directly involves the current event of the combat, then it does not violate the general rule; the defending player need take no recourse to the exception for the rule, and the attacking player will not receive the benefit of that exception. Therefore, Hammock can boost his DP without needing to expose the rank behind himself.
Hand Out to the Lost (#D49)
See Card Combination #9.
Harmattan (#A67)
This question deals specifically with the interaction of Harmattan and Whammies. Let me include the text on Harmattan for completeness' sake: "Crank any time to cancel any Character's action as it is declared. The Character is cranked, but the action never takes place." Scenario 1: Player A wants to play Telekinetic Punch to flip Player B's Character. (Text on TP: "Crank one Psychic and play this Whammy to flip one Character or pop one Gear.") What happens? What *can* happen? Theoretically, this is the play of a Whammy and thus not under Harmattan's jurisdiction. However, the cranking of Player A's Psychic to "power" the Whammy is conceivably an action Harmattan can crank-to-cancel. If Harmattan can cancel that, what happens to the Whammy -- does it go pfft and get discarded, or does Player A get to say, "Harmattan has to cancel the Character crank as it is declared (conceivably before Telekinetic Punch hits the table), and thus the Whammy stays in hand"? Scenario 2: Player B uses Veronica Sellers to attack Player A's Patrol Baboon. Player A whips out a Cheap Baboon Trick. What can Harmattan crank-to-cancel, if anything? Veronica's attack on a new target? The Patrol Baboon's Gang Up? Any other event involved in the resolution of a CBT? Scenario 3 (the absurd one): Veronica Sellers is getting Popped. Can Harmattan crank-to-cancel the Pop? (Clay Colwell) In Scenario 1, I tend to think that the Whammy was never played, as the Psychic Crank never occurred, thus there was no power to play the whammy. In Scenario 2, I believe Harmattan could stop Veronica Sellers' original attack on the PB. If he does not do that, the attack is what triggers the Cheap Baboon Trick. Harmattan has no power over succeeding events, since they are under the control of the whammy, not a character. An argument could occur over whether Harmattan's cancellation of the original attack was declared before the whammy was played. I hate that kind of "quick reaction" requirement, but it looks to me like a "who struck first" situation. In Scenario 3, it seems to me that it depends on how Veronica is being popped. If she attacks, Harmattan can interfere with the attack. If a player attacks her, Harmattan can interfere. If a player pops her with a special effect, Harmattan can interfere. If a player pops her with any other kind of card, Harmattan is powerless to interfere. I believe that this also is the answer to my own questions about Harmattan stopping his own demise! It seems to me that Harmattan is powerful in that he can stop one move, but only one per round. With Hermattan on the board, his controller, in effect, adds a layer of protection ... making a doubly protected card a triply protected one. The only defense is that the other players must cooperate to play something that cranks him, then something to destroy him, or do other damage they wish to do. (Paul Lareau)
Hidden Gear (#116)
LIM: The sentence "Excess Pull is lost" should appear in the rules text (for after the Gear has been called out of turn).
UNLIM: The sentence "Excess Pull is lost" should appear in the rules text (for after the Gear has been called out of turn).
Kunigunde Himmelsbach (#117)
Q: Does bypass apply to multiple defenders unless stated otherwise or is it always meant to be a single character? Also, could a character with the ability to bypass one character have his ability agmented to bypass two?- A: Kunigunde Himmelsbach (#117) could make excellent use of Dumb Luck in this fashion, according to Surviving On The Edge. Kunigunde Himmelsbach is a 0-Pull 1/1 Burger who derives double effect from any Fortune Whammy played on her. Dumb Luck (#81) thus allows her to Bypass 2 Characters instead of one. (Clay Colwell). You can only bypass one character, and it can't be your own. I'm not aware of any way to augment the bypass ability, aside from the forementioned Burger Whammy trick. (Trevor Stone)
Q: I actually had the opportunity to use Wheel of Fortune on Kunigunde (All Fortune Whammies have double the normal effect on Himmelsbach). Is the correct action to: discard WoF and KH and draw 4 cards (doubling the "draw two" part), discard WoF, KH, and one other card to draw 2 cards (doubling the "discard this card and one other" part), or do you discard WoF, KH, and another card to draw 4. Or does nothing special happen? A: It's the last one ... Kunigunde's ability only matters if she is in play. You aren't playing the Wheel on her ... so, you discard the Wheel and her and draw 2 cards. (Eric Jome).
Hostage (#118)
A particular favourite this one, it fulfills a dual role of removing a character from the game and keeping an oponent of your back. Versatile too, when my conspiracy was on the point of collapse I have used this on my own people to stop the loss of influence.
LIM: The sentence "Cost equals target's Defense" should read "Cost equals target opponent's Character's DP."
UNLIM: The sentence "Cost equals target's Defense" should read "Cost equals target opponent's Character's DP."
Human Ch'i Gun (#121)
See Card Combination #21.
Inspiration (#125)
LIM: The statistic for Pull should not read "+4", but rather "+1".
UNLIM: The statistic for Pull should not read "+4", but rather "+1".
Kamikaze (#A75)
Q: Just how does Kamikaze work anyway? A: In effect, a character gains superpower and loses all control over his/her actions, setting about killing everything in sight. The order in which characters are attacked is up to the player controlling the kamikazed character. The kamikazed character must continue attacking until either there are no legal target characters left on the board in any conspiracy (including his/her own), until the Kamikaze condition is popped, or until the character him/herself is popped. If there are no legal target characters, then the Kamikaze condition is popped. If the kamikazed character is popped by another character, the condition passes to the character who did the popping, who then immediately continues the killing spree (under the control of that character's player) until the condition is popped, either by a direct action of a player, or by a lack of legal targets, or it passes on to another character. Once the condition has popped, the control returns to the player who originally placed the Kamikaze condition. (Rob Lightner, Paul Lareau)
Q: If a kamikazed character is flipped, what happens to the condition? A: That's a good question, and I've not seen a definitive answer. I suspect that you could look on it as the kamikazed character falling into a daze of exhausion, but not altering the condition. Thus, when that character again becomes active, the condition again takes over immediately. (Paul Lareau)
Q: Kamikaze reads in part, "If Character is not active, uncrank it. It must attack immediately and may not voluntarily crank except to attack. If Character is popped in combat, Condition is transferred to non-popped combatant. The process repeats until Condition is popped. Multiple attacks per opponent are allowed." Fea Terronez reads, "If popped and not Saved, she moves (cranked) to a different (legal) position in your Conspiracy." If a Character with Kamikaze attacks and pops Fea, are they forced to keep attacking (and popping, and so on...) forever? Betty Frenum reads in part, "If Pull =/= 0, you get 1 Influence every time she survives a combat with an opponent's Character." Will a Kamikazing Frenum attacking Fea accumulate an infinite amount of Influence? A: Kamikaze is errata, and should be understood to read, "Multiple attacks per opponent are allowed, _but each Character may attack each other Character in play at most once_." Thus, a Tulpaed copy of Frenum could attack several Characters including Fea, and score a point of Influence each time, then attack a non-Tulpa copy of Frenum to transfer the Condition over to the non-Tulpa copy, who would start attacking all _her_ legal targets including (if possible) Fea -- or any Tulpas of Fea that may be in play! :) The infinite recursion, however, is avoided.
Q: Is there a quick and easy to get rid of a kamikaze when it becomes a problem for me? I'm sure there's something that gets rid of nekros conditions somewhere. A: Exorcism. Whammy from Arcana. Pops any Nekros card. Also Sister Mary Evangeline. Finally, I suggest Techno-Necromancer Dr. Maria Valdez (A148), "Crank to Flip any Nekros … " so that you can reuse your own Kamikaze'd character. (Peter Jansen)
See Card Combination #14.
Kidnap (#132)
Q: What happens if two (or more) players try to play Kidnaps at the same time? A: The card would give 3 Influence to the score of the attacking player, as printed on the Standard Version of the card. Therefore, it makes little difference who gets to play the Kidnap. If the players can't decide among themselves who gets to lose a card from their hand, have them all be played and then discarded once the 3 Influence is paid. Either that, or look at the variant rules for an option on resolving such rare timing questions.
LIM: The sentence "Character is returned to Conspiracy (active) when its player (with consent of teammates) voluntarily loses 3 Influence, adding three to the score of the player who 'Kidnapped' it" should read "... the score of the attacking player."
UNLIM: The sentence "Character is returned to Conspiracy (active) when its player (with consent of teammates) voluntarily loses 3 Influence, adding three to the score of the player who 'Kidnapped' it" should read "... the score of the attacking player."
Koanhead (#C44)
Q: The card says "All Cut-Up and Control cards are flipped while Koanhead is in play." This is supposed to read "All Cut-Up and Control Characters..." isn't it? A: No.
Q: What happens to Gear and Conditions which are flipped? A: The section on "Types of Cards" in the Rules of Play says that Gear and Conditions remain on their cards until they are popped or the card they are on is discarded. Turn the flipped Gear or Conditions upside down on their cards. They remain there and are not in play except for Uniqueness, if any. If the card they are on is discarded, they are as well, as usual. If they unflip, simply turn them right side up. Since Gear and Conditions do not crank, the Gear or Conditions are immediately available again, as usual.
See Card Combination #10.
Mr. Tramh LeThuy (#D60)
See Card Combination #8. See the comments under this. Controversial.
See Card Combination #14.
Life Imitates Art (#C45)
This card is excluded from tournament play.
Mantra (#147)
See Card Combination #20.
Kalev Maran (#D64)
Basic premise: this dude allows any LowLife to Gang Up with him for an attack. Now, normally the defender gets to choose which attackers in the Gang Up get Popped. (Presumably, if the defender feared Maran's continued ability to get LowLifes to Gang Up with him, then Maran would be the first to go. If Maran could Pop the defending Character on his own, most likely he wouldn't need friends to Gang Up.) What makes Maran special is that the defender's choice is now limited by what the attacker does: the attacker gets the option to "prePop" any LowLife that Ganged Up, and the AP of the LowLife comes off the total AP amount that the defender gets to Pop. This gives the attacker a chance to keep Maran around for more Gang Up fun. Example: Kalev Maran (3/4/-) attacks Hank Henderson (1/4/1). Normally, Maran would be Popped (3 AP < 4 DP). However, Maran gets Zipper (3/1/-) to Gang Up with him. Thus, Henderson gets Popped instead ([3+3] AP > 4 DP). Normally, the defending player then gets to choose which Characters that attacked (up to a total of 4 AP) get Popped. Defending player is itching to get Maran out of the picture, but attacking player chooses to "prePop" Zipper. After this, the defending player can only Pop up to 1 AP's worth of other attackers. (4 AP - Zipper's 3 AP --> 1 AP left for Popping purposes.) Since Maran's AP > 1, this "prePop" protects Maran from being Popped by the defending player, and he stays alive to pull his Gang Up shenanigans later. (Note the color text on Maran's card, about how his allies rarely survive!) (Clay Colwell)
Ricardo Martinez (#149)
See Card Combination #9.
Message to Space (#C47 & S16)
Q: The card says, "The object of the game is to now have 12 or more cards in play, none of which has an even collector's number." If I have 12 or more odd-numbered cards and at least one even-numbered card in play at the start of my turn, will I win? A: No. Any even-numbered cards in play will prevent their player from winning.
Q: The card says, "The object of the game is to now have 12 or more cards in play, none of which has an even collector's number," and itself (S16) has an even collector's number. Can a player win with this card in play? A: Since any even-numbered cards in play will prevent their player from winning, the answer is not unless the players agree to a house rule by which 16 is an odd number.
This card is excluded from tournament play.
Military Contacts (#151)
STD: The sentence "Non-Victory Pull only" should read "Non-Influence Pull only."
Money Talks (#155)
LIM: The statistic for Pull should not read "+1*", but rather "*".
UNLIM: The statistic for Pull should not read "+1*", but rather "*".
Multi-Dimension (#158)
A more powerful version of Dumb Luck, a high attack character used with this becomes devastating, and can be kept protected deep in your own ranks. The most obvious problem is that you become a prime target, and your conspiracy is likely to be demolished in a few turns.
Mutation (#162)
See Card Combination #11.
Myriad (#A97)
See Card Combination #7.
Nano-Tech Medical Machines (#165)
See Card Combination #13.
Negative Energy (#166)
Q: Can a Character who is Immune: Astral use the card? A: Yes. If so, the Character will neither be flipped nor popped as a result. The enemy combatant will still suffer the penalty until the end of the turn, and the Negative Energy will still end up discarded.
Q: If we understand it correctly, a character that is Immune:Astral could use a Dark Aura Ring and also use two Negative Energies without any adverse effect. Does anyone else play differently? A: That's exactly how immunity works ... stick those Negative Energies on Sir Arthur for a solid defense. And because the Dark Aura Ring doesnt affect the person who wears it, it will work with someone who is immune:Astral... but not against someone who is immune. Compton laughs at your Moody Ring. (Eric Jome) FWIW, the FAQ in Surviving On The Edge addresses this question (pg. 181): an Immune:Astral character may use it without deleterious effects on itself, and the opponent suffers the -5 penalty. Note that Immune: does not mean that the Character cannot use cards with Trait ; it means that said Character is not affected by cards with said Trait . Forsooth, I can call Amok (a Psychic Condition) on a Character that is Immune:Psychic; it just won't do anything. But I think your argument is that the Astral effect in the case of Negative Energy is "Be able to give opponent -5 Power", which probably has some merit to it. The wording is ambiguous; it should probably read something like "when used, Negative Energy gives -5 Power to enemy...". (Clay Colwell) Negative Energy is a bit of a tough call. It is not Gear; it is a Condition. As a condition, you don't really get to decide if you can use it or not... normally. Negative Energy breaks the normal rules on Conditions and gives you a choice that flips your character. Thus, it falls into the same category as Whammies like Total Taxi and character abilities like Ricardo Cerdo. Note that someone like Barber Hammock must have the Immune:Surprise in order to take advantage of his crank for +6 DP. (Eric Jome)
New Blood (#168)
See Card Combination #22.
Dr. Fuerchtegott Nusbaum (#170)
Q: Dr. Fuerchtegott Nusbaum reads in part, "Crank any time to Save one Human, Mutant, or Glug (_except self_)" [emphasis added]. Does the "except self" refer to cards named "Dr. Fuerchtegott Nusbaum," or to that card itself? A: The unnamed "self" refers, in each instance, to the card the special ability belongs to. One Nusbaum may crank to Save another Nusbaum. Any other Character who Personnel Copies Nusbaum's special abilities can crank to Save any Nusbaum, just as the Character could crank to Save another Character with the same name. This situation is just the opposite of those involving special abilities which contain Character names, such as Reek Rend's.
Q: Wait a second. We've already established that a Gear which is stolen by a Character copying Rend's special ability is delivered onto Rend. But what happens when a Tulpaed Reek Rend cranks to take Gear when a second Reek Rend is in play? And what happens when a third Character copies the abilities of Reek Rend when there are two copies of Rend in play?
A: The first question requires a ruling to make a possibly unclear situation as simple as possible. That ruling is: if a Character named Reek cranks to steal a Gear, that Character gets the Gear. The second question isn't just possibly unclear, it's patently undecidable by the rules. My ruling, then, is as follows: decide randomly (flip a coin, or roll a die if more than two Reeks are in play) which Reek gets the Gear.
Q: The Dirt on Dr. Nusbaum reads in part, "If this card is in play, you may call Dr. Nusbaum even if he is already in play. (You may not call a _3rd Nusbaum_.)" If three Dr. Nusbaums are already in play, can I crank the Secret to call a fourth? Can I exceed this limit by calling a Tulpaed Nusbaum? Does this special ability limit me if the additional Nusbaums are in other player's Conspiracies? A: Again, the first question here is a possibly ambiguous situation. The ruling will be as simple as before: you may not call any Nusbaums as long as there are two other Nusbaums already in play. The second question here requires us to note that the Secret functions without regard to Uniqueness. It's not as if the first Nusbaum is Unique, while the second is not Unique; were that the case, we'd have to ask ourselves what happens when the first ("Unique") Nusbaum is popped -- can we call another without regard to the second ("not Unique") Nusbaum? The answer is no. Both Nusbaums are Unique. Even though the Tulpa Condition says "Target Character can be called regardless of _Uniqueness_," it says nothing like "Target Character can be called regardless of _The Dirt on Dr. Nusbaum_." Any way, shape, manner, or form that you could potentially call a Nusbaum after two are already in play in any Conspiracy is blocked to you by your Nusbaum Secret. Of course, a handy-dandy Disinformation could be used to erase this effect after you've already called your two Nusbaums.
Q: I want to prevent my opponent from calling any Nusbaums after two are in play. Can I play a Secret on my opponent, just like I can play Conditions or Gear on their Characters? A: I suppose then you'll want to play Characters into their Conspiracy, to attack and wreck havoc within their ranks? :) While the Hymnal specifically states, "You may not call Characters into other players' Conspiracies" (SHV, pg. 25), it is only slightly less clear about Resources, Environmentals, and Secrets. "Where you put a called card depends on its type. Conditions and Gear are placed on the Characters they are to affect. Environmentals, Resources, and Secrets are placed outside the Conspiracy, in any convenient space on _your_ tabletop" (SHV, pg. 22). Obviously, this "your" has more to do with logical than with physical space -- your Secrets (etc.) are your own. Unlike Gear and Conditions, which have other cards with their own positions as appropriate targets, and thus can be called into your opponents' area, your Secrets (and Resources, and Environmentals) all go into your area, where they are available to you and affect you. A card only affects your opponent if (like most Environmentals) it says it does.
Q: Nusbaum says he can't Save himself, but his Secret gives him the ability to Martyr for another Nusbaum. I'm confused why these two phrases were set against each other. A: As stated above, the "himself" refers to the card in question itself. Nusbaum can crank to Save another Nusbaum, or a Nusbaum can crank to Martyr for another Nusbaum (as the ability description for Martyr clearly states, "a Martyr must crank to Martyr"). So, keeping one Nusbaum uncranked gives you the option to either Save (which keeps both Nusbaums in play) or to Martyr (which will send one Nusbaum to the dead pile). Why would you ever use the Martyr ability? Think about the situation where you and your opponent each have a Nusbaum, and your Nusbaum is going to be popped -- wouldn't you just love to Blackmail the other Nusbaum into Martyring for your own? :) Pulling this maneuver off, of course, is easier said than done.
Kofi Ogunlala (#C55)
Q: The card says, "Crank any time to flip a Character attacking a Kergillian before combat is resolved," and has the trait Kergillian. Can Kofi flip someone attacking her? A: Yes.
Q: Can Kofi flip someone attacking her with Surprise? A: No, Since she must crank to do so this is an "optional effect" and cannot be used by a Surprised defender.
Q: The card says, "Crank any time to flip a character attacking a Kergillian before combat is resolved." What happens if Kofi flips an attacker who uses an Anti-Matter Grenade? A: Since both cards take affect before combat is resolved, both effects will take place. The attacker will be popped and flipped; since the Anti-Matter Grenade says "popped all combatants (no Save)," the Character will be popped before they could be flipped. If Kofi is not the Kergillian being attacked, then is not a combatant; she would not be affected by an Anti-Matter Grenade.
Q: What happens if Kofi flips an attacker who uses SACQ? A: Since SACQ says, "If used immediately before combat," its effects take place first. After SACQ is resolved, a surviving attacker would still be flipped. If Kofi is not the Kergillian being attacked, then is not a combatant; she would not be affected by SACQ.
Otz (#D74)
See Card Combination #13.
Mary Olekobaai (#C57)
See Card Combination #21.
Umberto Paladino (#A108, A109 & A110)
Q: Umberto Palladino reads in part, "Crank any time to replace this card with an Umberto Palladino from your hand." Does the copy of Palladino that was already in play go to my hand, or is it discarded? A: The exchange puts the copy of Palladino formerly in play in your hand, and the copy from your hand into play.
Q: The Rules of Play say that Gear and Conditions remain in play until a card they are affecting "is popped" or until the card "is discarded." Palladino reads in part, "Crank any time to replace this card with an Umberto Palladino from your hand." What happens to Gear or Conditions on Palladino when he is replaced? A: The ruling is as follows: any Gear or Conditions on the old incarnation of Palladino remain on the new incarnation. The explanation, however, is more involved. There are several cases in which a Character leaves play without being discarded. Among these cases are: Our preliminary, ad hoc ruling would be that all the above examples preceded by a plus retain Gear and Conditions, while all those preceded by a minus lose Gear and Conditions. Can we improve upon this arbitrary ruling?
Q: Umberto Palladino reads in part, "Crank any time to replace this card with an Umberto Palladino from your hand." When you replace the copy in play with the copy in your hand, does the copy left in play end up cranked or uncranked? A: The copy in play ends up uncranked.
Q: Doesn't this lead to an infinite sequence? A: Yes, this situation allows a malicious player to "delay" the game with an "infinite" replacement sequence; but since the question of which Umberto is in play gains importance only at certain junctures, this shouldn't really be a problem. If a player wants to keep on replacing Umberto, their opponents can simply say, "That's nice, keep cranking. When his bonus AP, bonus DP, order of traits, or collector's number matter, be sure to let us know which one you want.."
Paralytic Banana (#C59)
Q: The card says, "Unless cranked, Character must attack highest-DP legal target." If shifted during the Shift Phase to an uncranked Character, when will that Character attack? A: Since the card dies not say "attack immediately," they l attack during your next Operations Phase.
Q: Paralytic Banana reads in part, "Unless cranked, Character must attack highest-DP legal target." The section on "Gear" in "Types of Cards" says, "A player must always decide to have a Character not use a Gear" (SVH, 16). Can I play a Paralytic Banana on my opponent's Character to force them to attack? A: Yes. The word "must" in the Paralytic Banana's special ability makes its effect mandatory, breaking the usual rule for optional use of Gear. A Gear's special ability must override the rules in this way for the its effect to be mandatory; for example, Charm Bracelet and Copper Dagger still allow the player whose Character the Gear is on to decide every turn whether the Character will gain Pull.
Patrol Baboon (#174)
See Card Combination #2.
Arthur Pendrick (#175)
LIM: The credits text incorrectly names Charles Dougherty, instead of David Walsh.
UNLIM: The credits text incorrectly names Charles Dougherty, instead of David Walsh.
Personnel Copier (#C60)
Q: The card says, "Pay 1 Pull any time to give Character all special abilities of any other Character in any Conspiracy until end of turn." Since the card doesn't say anything about cranking for this effect, can a Character copy abilities more than once per turn? A: Yes. One point to note is that, even though this special ability does not require the Character to crank, the section on "Control" (in "Ability Descriptions") prevents a cranked Character from being controlled; you may not control an opponent's cranked Character to force them to gain special abilities.
Q: If Surprise is in effect, can the defender use the Personnel Copier? A: No. An optional effect is any non-automatic effect, an effect which a player decides if it takes place.
Q: Do names in special abilities which are copied change? A: No. If you Personnel Copy one opponent's Reek Rend to steal another opponent's Gear, the original Reek Rend will end up with the Gear.
See Card Combination #3.
Elizabeth Pock (#D75)
See Card Combination #8. See Comments here. Controversial.
It occurs to me that Pock is also useful in combinations with cards such as M'ay Zung, Seiji Ogata, Belakarkov, Gherwalbus, Formless, Flux, and Nicolas Flamel. Each of these other characters have the power "+X Pull when cranked" which, if I interpret this correctly, would give Pock the added pull as well. This seems only marginally useful with M'ay, Seiji, Formless and Flux, because their other special powers are contingent upon their pull not equalling 0. But if they are cranked for any reason, it seems that you would still be able to get their pull. [Dexter Lieu]
Pocket Panic Button (#C61)
Q: The card says, "Pocket Panic Button is popped as normal, but any other Gear or Conditions return to their owner's hands." Since the card is Sub-Random Gear, if I play it on C. A. Radford (#68) does everything go back into the owner's hand when she is popped? A: Yes.
Q: What happens when Loot is played on a popped Character using a Pocket Panic Button? A: The Character will go into the hand of the player who owns the Pocket Panic Button, and the Pocket Panic Button will go to the non-popped combatant.
Q: The card says, "If Character is Popped, it returns to your hand instead of going to the dead pile." If I play a Pocket Panic Button on an opponent's Character, does the Character go into my hand when it is popped? A: Since the Pocket Panic Button is Gear, the player who controls it decides whether the Character will use it. If you Blackmail and then pop the Character, you can choose to have it go into your hand.
Q: What if there are multiple Pocket Panic Buttons on a Character? A: Again, the player who currently controls the Character can decide which, if any, Gear the Character uses. The Character would go to the appropriate player's hand.
Poltergeist (#A116)
Q: I know that Surviving on the Edge reversed the order of the End of Turn Phase, so that scoring Influence comes before Shifting Gear. But Poltergeist says, "Move one Gear in any Conspiracy from one Character to an adjacent Character." Can I stack my deck with Glugs, Copper Daggers, and Poltergeists and score dozens of Influence in a turn by moving the Copper Dagger through every one of my Glugs in order? A: The section on "Shift" in the "End of Turn Phase" says, "A given Gear cannot be moved more than once per turn" (SVH, p. 23). Since Poltergeist does not say something like, "Move one Gear in any Conspiracy from one Character to an adjacent Character (this movement may be in excess of the usual limit of one move per turn)," the Whammy does not allow a player to circumvent the general rules limitation. Incidentally, this is the same pattern which prevents a player from using a Wheel of Fortune to discard cards drawn that turn; the section on "Discard" in the "Order of Turn" says, "You may not discard cards drawn this turn" (SHV, p. 17).
Playing a Poltergeist to move a Psychic Time Bomb will pop the Character, since the player will be unable to shift the Gear during their Shift Phase, as the card demands!
Portia (#179)
See Card Combination #23.
Possession (#180)
Q: Say I have a character with a Psychovore and my opponent tries to play Possession (an astral condition) on it. I in response use the gear and make my character immune. What happens? Is the condition discarded, does the character go to my opponents conspiracy at the start of the next turn? (Matthew Richard Goodall) A: I don't have the books, but I would posit that this is what happens: Character uses gear, is immune to astral, Possession is played. From then on at the beginning of every turn the character must use the gear or he is finally possessed. If after being possessed (say he's controlled?) he uses the gear he returns to original conspiracy. (Yanni Cooper)
Psychic Time Bomb (#A120)
Q: The word "you" or "your" appearing in special abilities has previously been defined as "the player who called the card." Psychic Time Bomb reads, "If this Gear is not moved during your shift phase, Character is popped (no Save) immediately." If I play Psychic Time Bomb on my opponent's Character, is the Character popped at the end of my turn? A: Psychic Time Bomb is errata, and should be understood to read, "If this Gear is not moved during the Shift Phase of the player who currently controls it, ..." Playing a Hidden Gear to burden an opponent's Character with a Psychic Time Bomb will pop the Character, if they are unable to move it during their Shift Phase. In addition, playing a Poltergeist to move a Psychic Time Bomb will pop the Character, since the player will be unable to shift the Gear _during their Shift Phase_, as the card demands!
Psychovore (#186)
Q: The card makes a Character Immune: Astral, but it has the trait Astral. Isn't this a paradox? A: It's a solvable paradox. Say the player controlling the Character decides to have the Character use the Gear. After that happens, the Character will be Immune: Astral until the end of the turn. It's true that after that happens, the Character can't be affected by Astral cards, including any Psychovores. But since the effect is until the end of the turn, the Character no longer needs to be affected by the Psychovore. Once a turn is enough to confer as much Immunity as any Character will ever need.
Q: Say I have a character with a Psychovore and my opponent tries to play Possession (an astral condition) on it. I in response use the gear and make my character immune. What happens? Is the condition discarded, does the character go to my opponents conspiracy at the start of the next turn? (Matthew Richard Goodall) A: I don't have the books, but I would posit that this is what happens: Character uses gear, is immune to astral, Possession is played. From then on at the beginning of every turn the character must use the gear or he is finally possessed. If after being possessed (say he's controlled?) he uses the gear he returns to original conspiracy. (Yanni Cooper)
LIM: The sentence "Character is Immune: Astral effects" should read "Character is Immune: Astral."
UNLIM: The sentence "Character is Immune: Astral effects" should read "Character is Immune: Astral."
The Purpose of the Neutralizers (#A4)
Q. The card says: Crank this Secret and any Neutralizer to pop any Alien, Astral, Fringe, or Psychic Condition. Crank to Flip any Neutralizer. Based on other card interpretations of this kind of series entry, I would take this to mean that what is popped are ALIEN CONDITIONS, ASTRAL CONDITIONS, FRINGE CONDITIONS, and PSYCHIC CONDITIONS. There are no Alien Conditions in the game, but is this a correct interpretation? A: Yes, apparently Alien Conditions were something that was envisioned to occur in later expansions. (Robin Parmar).
Pythagorean Convulsion (#C63)
Yes, this is my favourite card in the entire game. If you have one use it, if not get one. Its the ultimate expansion hoser, as it basicly gives a few hundred points difference between a basic character and an expansion conspirator.
Q: Arthur Compton is immune to astral. This means that he cannot use the gear 'Astral Doorway', correct? Pythagorean Convulsion is an astral whammy. If Arthur attacks someone and they use PC, does it have any effect? If he was attacked, could his owner use PC to turn the tables? I tend to think that it doesn't explicitly target him in either case, so his immunity is irrelevant. A: Yes. Arthur is unaffected by PC, while everyone else is ... this sucks for Arthur. His owner could use PC to turn the tables only if the attacking charcter has a VERY low number. Yes, this means that glugs are screwed by PC. Your last statement is incorrect. Immunity is almost always relevant -- if a character is immune, they are unaffected (as long as they are in play) by all effects with that Trait. Yes, this means that Immune:Control characters will be able to unturn normally if you can (through various means) give the ELF Wave Generator the trait "Control". Yes, it also means that Glugs are unaffected by any of the Astral edges, even the all the time ones. (Joshua Kronengold)
C. A. Radford (#C69)
Q: The card says, "When popped, all other players lose 1 Influence." If C. A. Radford is Saved, do the other players still lose Influence? A: Yes. In order to be Saved, a Character must first be popped; Saving cancels only the discarding effect of being popped.
Q: So when the sample C.A. Radford is replaced, do I get the copy of C.A. Radford that was already in play back in my hand? A: Not unless you Save the C.A. Radford already in play. Since Saving cancels only the discarding effect of being popped, if you can Save Radford you may take the copy of Radford already in play into your hand when you replace it with a copy already in your hand. You must already have another copy of Radford in your hand, since "replace" refers to physically different cards. If you do not Save Radford, you must discard her when you replace her with another Radford.
See Card Combination #4.
Radio Laser Satellite (#188)
STD: The credits text incorrectly names Doug Shuler, instead of John Marshall.
Q: Radio Laser Satellite reads in part, "If Character is cranked, it is flipped instead after taking its action." If Barber Hammock has Radio Laser Satellite and is a defender in combat, and he cranks to add +6 to his own DP, does the Condition's effect flip him before combat is resolved? A: Radio Laser Satellite is errata, and should be understood to mean: "If Character is cranked, it is flipped instead after its action and all current events (including combat) are resolved." That is, Barber Hammock and any other Characters with an appropriate "crank any time" ability would have to stick around until whatever event or events their ability responds to conclude. If Barber's 8 DP beats the attacker's AP, the attacker is popped, as usual, and Barber flips after combat. If Barber's DP ties or loses the attackers' AP, he is popped, as usual. If Saved, Barber is subsequently flipped.
Rain of Walrus (#C71)
Q: The card says, "Flip a coin for each Character in play." In what order are the coin flips for the Characters made in? A: The player who played the Rain of Walrus chooses the order.
Q: If a Rain of Walrus is canceled, can a second Rain of Walrus be played? A: No. The first was played and canceled and the rule on the Rain of Walrus prevents a second from being played.
Myriad (#A97)
See Card Combination #7.
Rampage (#191)
See Card Combination #19.
Ravage (#193)
See Card Combination #23.
Recursive Time Loop (#C73)
Q: The card says "All Throckmorton and Chaos cards in play are popped." Can any Throckmorton or Chaos cards Save any other cards being popped? A: All the cards are popped simultaneously, so none of the Characters being popped can Martyr for other Characters. The Throckmorton Device cannot save Clyde Throckmorton or Angela Reyes.
Reek Rend (#196)
Q: Wait a second. We've already established that a Gear which is stolen by a Character copying Rend's special ability is delivered onto Rend. But what happens when a Tulpaed Reek Rend cranks to take Gear when a second Reek Rend is in play? And what happens when a third Character copies the abilities of Reek Rend when there are two copies of Rend in play? A: The first question requires a ruling to make a possibly unclear situation as simple as possible. That ruling is: if a Character named Reek cranks to steal a Gear, that Character gets the Gear. The second question isn't just possibly unclear, it's patently undecidable by the rules. My ruling, then, is as follows: decide randomly (flip a coin, or roll a die if more than two Reeks are in play) which Reek gets the Gear.
Riots (#199a & #199b)
LIM: On one of the two rare instances, the sentence "All attackers receive +1" should read, as it does on the other of the two, "All attackers receive +1 AP." For both of the two rare instances, the statistics for Power should not be "+1" and "0", but rather "*" and "-".
UNLIM: On one of the two rare instances, the sentence "All attackers receive +1" should read, as it does on the other of the two, "All attackers receive +1 AP." For both of the two rare instances, the statistics for Power should not be "+1" and "0", but rather "*" and "-".
Rising Fanaticism (#C75)
See Card Combination #2.
Sacrificial Bloodbath (#C77)
This card is excluded from tournament play.
Q: If something like Sacrificial Bloodbath is in play, who gets credit for popping the characters when a Cheap Baboon Trick is played? Does the attacker get credit for all the characters popped? Do the attacker and defender each get credit for defending/attacking characters popped? A: There isn't an official rule on this sort of thing. I would say that the player who played Cheap Baboon Trick would get credit. Similarly, who gets credit if you Control a character to attack. If AP = DP, both players get credit for 1 kill. --Trevor Stone
See Card Combination #6.
See Card Combination #19.
Secret of the Cut-Ups (#C2)
CU: The sentence "Crank to make a Cut-Up Immune: Surprise" should read "Crank any time to make a Cut-Up Immune: Surprise."
Self-Actualizer (#214)
Q: Self-Actualizer is a Fringe, Psychic Gear which allows the Character to crank to pop various Conditions on Character it can attack. Unexpected Difficulties and Psychic Flux are Whammies that can be played any time to pop Fringe and Psychic Gear (and Conditions), respectively. If an opponent responds to the use of the Gear with either of the two Whammies, does the Gear's effect still come off? A: The section on "Effect Timing" in the Hymnal says the following, "Effects can only affect 'current events' which means something happening now or something that has just happened;" "Whammies and other effects that do not pertain to an effect cannot come between the effect being played and its being resolved;" "Once an effect (like a Whammy or a Character's special ability) is used, the other players have the opportunity to affect that effect" (SVH. pp. 38-39). Let's break down what happens, then. The Self-Actualizer cranks to have an effect on a Condition -- the current event, then, is this Fringe and Psychic effect on an Astral, Fringe, Kergillian, or Psychic Condition. This _effect_ may be responded to, and the only responses currently allowed must have something to do with this _effect_. Popping the Self- Actualizer would be another event, an event having to do with discarding a card, and not with the effect generated by the card to be discarded. Therefore, a player _cannot_ respond to a Character with a Self-Actualizer cranking to pop a Condition by popping the Gear; they must wait until the effect has resolved. A player _could_ crank Eileen Pitchford to negate the Self- Actualizer's effect, since her special ability specifies it has to do with the effects of Gear. There is no "Last in, First Out" timing in On the Edge, there are no "stacks" of effects which build up and are resolved in some or another order -- to repeat once again, "Effects can only affect 'current events' which means something happening now or something that has just happened."
Shake 'Em Out (#D82)
See Card Combination #20.
Slaughter (#D84)
Q: Slaughter says, "Crank any time to remove one adjacent Character without positive pull from play (except in terms of uniqueness). Then add +5 to any Character's AP." The card does not say "add +5 permanently" nor does it say "add +5 until end of turn." I know that usually, +power effects are "until end of turn" but it seems to be a high price to pay to remove one Character from play except in terms of uniqueness (in other words, Dead Dead Dead). Also, the card text is throwing me off a bit. Usually the verbage would be something like: "Crank any time and remove one adjacent Character without positive Pull from play (except in terms of uniqueness) to give any Character +5 AP." The phrase "add +5 to any Character's AP" has a more permanent sounding grammar. Darn confusing. How do you use Slaughter's special ability? (Christopher Thomas) A: You let her sacrifice Fishwipe, Startle, or other throw-away Low-Lives and give the power to, say, Tanja Djilas. Then, you give Tanja Kamikaze and let her kill off everyone and everything. This should net you +N influence counters on Mr. LeThuy (remember to keep him diagonal to Tanja!), which moves onto Elizabeth Pock, earning you N influence each turn for the rest of the game. Betty Frenum loves +5 AP and Kamikaze too, just to let you know. (John M. Baker) A: So play with Mirage. Or combo with a Monkey Monkey Monkey deck, in which case you could kill off a Monkey to give +5 to another Monkey, which would allow you to kill off most cheezy Pharohs. (Or, at worst, combo with Cheap Monkey Tricks, which would give you a total of 15 or so on attack, which stops most Pharohs even with lots of gear.) Or use Slaughter's 'cost' as an advantage. If you put someone into play that you know is a focus of another person's deck (like the coral entity, or the Cut-Up Grandmother who can't be attacked), then remove it from the game with Slaughter. Alternately, if you have a lot of 1-Pull characters and one huge 3 or 4 pull character, pull them all to gain enough influence so that they have to kill the huge one to force you below the line, and then use Slaughter to remove her from the game. Bang! Without pull-increasing cards, they've lost. (John Fiala) A: Not really... +5 is a huge boost. Note that very little in the game can even touch this. Not a Disintegrator Ray, not a Vibro-Cannon, not Wierd Radiation. Ideally, you want to remove someone worthless when you do this... perhaps a low-life? Try Slaughter in a lowlife deck using Howdah for influence (and other lowlife tricks). Losing El Zod 7 will hardly slow anything down. (Eric Jome)
Smear Campaign (#224)
Nice card this, it can really make a difference if use at the right moment. And there are very few defences your opponent can put up. Fancier alternatives available but this remains a staple card.
Karla Sommers (#228)
See Card Combination #1.
See Card Combination #3.
See Card Combination #17.
Stun Gas (#234)
Q: The card says "Character is not popped by the combat." Does this protect the Character from a combatant's Anti- Matter Grenade? A: No. Stun Gas says nothing about taking effect before combat is resolved, which the Anti-Matter Grenade specifically does. The effects of the Anti-Matter Grenade take place first, and the Stun Gas ends up discarded.
Stun Ray (#235)
LIM: The trait "Weapon" should appear in the traits text.
UNLIM: The trait "Weapon" should appear in the traits text.
Sub-Random Subversion (#C81)
A good counter card this, and quite useful in most games. Often worth including a few. Less useful in a two player game, but in a multi player game there is no doubt it will find a use.
Malak Suzier (#C82)
See Card Combination #21.
Anatoly Taghel (#C83)
Q: The card says, "Crank to permanently replace any Character's second trait with Giovanni's Cabbies." Can he affect a Character without a second trait? A: No.
Q: Can he affect a Character whose second trait is already Giovanni's Cabbies? A: No.
Fea Terronez (#D95)
Q: Kamikaze reads in part, "If Character is not active, uncrank it. It must attack immediately and may not voluntarily crank except to attack. If Character is popped in combat, Condition is transferred to non-popped combatant. The process repeats until Condition is popped. Multiple attacks per opponent are allowed." Fea Terronez reads, "If popped and not Saved, she moves (cranked) to a different (legal) position in your Conspiracy." If a Character with Kamikaze attacks and pops Fea, are they forced to keep attacking (and popping, and so on...) forever? Betty Frenum reads in part, "If Pull =/= 0, you get 1 Influence every time she survives a combat with an opponent's Character." Will a Kamikazing Frenum attacking Fea accumulate an infinite amount of Influence? A: Kamikaze is errata, and should be understood to read, "Multiple attacks per opponent are allowed, _but each Character may attack each other Character in play at most once_." Thus, a Tulpaed copy of Frenum could attack several Characters including Fea, and score a point of Influence each time, then attack a non-Tulpa copy of Frenum to transfer the Condition over to the non-Tulpa copy, who would start attacking all _her_ legal targets including (if possible) Fea -- or any Tulpas of Fea that may be in play! :) The infinite recursion, however, is avoided.
Q: Fea Terronez reads, "If popped and not Saved, she moves (cranked) to a different (legal) position in your Conspiracy." The section on "Attacking Characters With Pull" in Attacks says, "When a Character is popped and not Saved (i.e., nothing prevents it from being discarded), its player loses Influence equal to the Character's Pull" (SVH, p. 34). If Fea Terronez uses a Charm Bracelet, is popped and not Saved, and moves to a different position in my Conspiracy, do I lose 2 Influence? A: Yes. While Saves keep Characters from being discarded when they is popped, not all effects that keep Character from being discarded when they are popped are Saves. The term used in the descriptions, and not the definition that has been given to the term, is what counts here. The rules for losing Influence when Characters are popped require that the Character be Saved in order to avoid the loss of Influence. Again, Fea's special ability is not a Save since it doesn't use the special ability term "Save."
Terrors (#243)
LIM: The sentence "Target Character cannot be Cranked" should read "Character may not crank or flip (but may be cranked or flipped by card effects)."
UNLIM: The sentence "Target Character cannot be Cranked" should read "Character may not crank or flip (but may be cranked or flipped by card effects)."
See Card Combination #8.
Q: If a character is terrorized can it be furied? A: Going out on a limb here, I will say yes. Terrors is meant to say that you cannot voluntarily crank the character, not that it cannot possibly be cranked. Thus, doing things to it that make it crank, such as Tanja Voss, result in it being cranked. So, I would take it that an action that said it "must" do something would mean that it would do that thing. Traditionally, if you must do something you can't do, like playing Fury on the Coral Entity (what's it do, grow faster?), then the Entity would just crank. (Eric Jome)
Total Taxi (#246)
Q: Can I play this card after Whammies or other effects have already affected the combat? A: Yes.
Q: The card says, "Target Character may Avoid Combat and is cranked if it does." Can a Character who is cranked Avoid Combat with a Total Taxi? A: Yes. "Is cranked" is a card effect of the Whammy on the Character; being cranked simply cranks a Character if it is not already cranked.
Q: The section on "Surprise" (in "Ability Descriptions") in the Rules of Play says that the defender cannot use any optional effects. Can the defender of a Surprising attack Avoid Combat with a Total Taxi? A: No. An optional effect is any non-automatic effect, an effect which a player decides if it takes place. Since the card says, "Target Character may Avoid Combat," its effects are optional and are not available when Surprise is in effect.-
Q: The card rule says: "When used, flip a coin. Heads: +4 vs. current combatant(s). Tails: CHARACTER IS POPPED AND FLIPPED, cancelling combat with current combatant(s); if defending, the Character is considered popped by the attack. Multiple copies may be used. Discard when used." I'm not sure I understand how a Character can be both popped and flipped? Is the to protect against a Save? A: Usually it's redundant to be popped and flipped, but if the character is saved, the flip effect will ensure that they're still out of play for a turn. Ka-BOOM! (Robin Parmar). For example, if Dr. Nusbaum cranks to Save Cherri Robinson after her truckful of fertilizer blow up with her in it, the pop is cancelled but not the flip, as she recovers. (Rob Lightner).
Trugga (#249)
LIM: The statistic for AP should not read "-", but rather "0".
UNLIM: The statistic for AP should not read "-", but rather "0".
The Truth About Control Addiction (#C4)
See Card Combination #1.
See Card Combination #2.
See Card Combination #10.
See Card Combination #12.
Tulpa (#250)
Q: The card says the Tulpa is "a copy of the real Character." Can I play a Tulpa before a non-Tulpa version of the Character is in play? A: Yes, since the card does not require the Character to already be in play.
Q: Can I call a non-Tulpa version of a Unique Character after I have played a Tulpa of the same Character? A: No, since the card does not say "Target Character is not in play in terms of Uniqueness." The card instead says "Target Character can be called regardless of Uniqueness." This effect applies only to the Character with the Tulpa Condition. Since the non-Tulpa version of the card is Unique, the named Character already in play prevents it from being called.
Q: The card is a Psychic Condition. What happens when a Tulpa is Immune: Psychic? A: Even though Tulpa is a Condition, the card must be called along with the Character it affects. In addition, if either card is discarded the other must be discarded as well. Since the Condition is an integral part of the Character, the special abilities of the Tulpa Condition that affect the Character are effects by the Character on the Character. This means that the Character is always affected by the special abilities of the Tulpa Condition, even if the Character is Immune: Psychic. This special ruling is discussed in the Generic Questions section of this FAQ.
See Card Combination #4.
Tulpas' Secret (#9)
This card is considered degenerate and excluded from tournament play.
Unanticipated Influence (#254)
LIM: The statistic for Pull should not read "-", but rather "+1".
UNLIM: The statistic for Pull should not read "-", but rather "+1".
Unattainable Desire (#C85)
This card is excluded from tournament play.
Unified Conspiracy Theory (#C87)
Q: The card says, "If there are any cards in play that share the trait Control with other traits, all cards with those other traits are also considered to have the trait Control. This is supposed to read, "...with other traits except Human..." isn't it? A: Yes.
Q: Is the card's effect recursive? A: Yes. If a card with a certain trait gains the trait Control by way of Unified Conspiracy Theory, all other cards with that trait will also gain the trait Control. This expansion continues as long as is necessary. For example, if Clyde Throckmorton (traits Human, Throckmorton, Control, Entrepreneur) is in play along with Mary Zule (traits Glug, Entrepreneur), Mary will gain the trait Control; after that, any other Glugs in play will gain the trait Control, and so on.
CU: The sentence "If there are any cards in play that share the trait Control with other traits, all cards with those other traits are also considered to have the trait Control" should read "If there are any cards in play that share the trait Control with other traits other than Human..."
Q: [With its errata] Unified Conspiracy Theory reads in part, "If there are any cards in play that share the trait Control with other traits [except Human], all cards with those other traits are also considered to have the trait Control." I know that this effect is recursive: that if a card with a certain trait gains the trait Control, all other cards with that trait will also gain the trait Control. But I'm unclear on how the recursive expansion works in some situations. For example, since each card which shares the trait Control has, by definition, a Control effect on other cards, are Characters who are Immune: Control Immune from the effects of Unified Conspiracy Theory? A: Not unless the Environmental itself has the trait Control. In each instance, the effect of adding traits is an effect of Unified Conspiracy Theory, and not of the other cards involved.
Q: What if Unified Conspiracy Theory gains the trait Control? A: Again, if the Environmental had the trait Control, then Characters Immune: Control would be Immune to its effects. But it could seemingly happen that at the same time Unified Conspiracy Theory gains the trait Control a Character who is Immune: Control would also gain the trait, from what would only be a Cut-Ups effect. For example, consider that the following Characters are in play: When Unified Conspiracy Theory is played, it's obvious that Bitter & Herb and C. A. Radford both gain the trait Control. What happens next? If thanks to C. A. Radford, Unified Conspiracy Theory gains the trait Control, then Aurora Bolt would be Immune to its effect -- but who's to say that Aurora Bolt doesn't gain the trait "first?" The ruling, then, is this: the player who played the Unified Conspiracy Theory gets to decide the order in which the Environmental affects the various cards in play, with the only restriction being that the player may only move on to cards that share a trait with a card which already has or has gained the trait Control. In other words, the player who played the Environmental could decide to give the trait Control to Aurora Bolt before he gave it to the Environmental, or vice versa, at his discretion. The player could not "jump ahead," and give the trait Control to Aurora Bolt before he had already given it to Bitter & Herb. Note that while there are cases like Immune: Control, Exclude: Control, and so on that require this procedure, such details need only be given for the cards in question. The rest of the recursive procedure can operate without such specific declarations. Finally, the player who called Unified Conspiracy Theory my choose to modify the order of recursion at the beginning of any new turn, and if so, must make their intentions for the turn clear when requested by other players. It could happen that on one turn Aurora Bolt has the trait Control, on another turn she doesn't, and on a third turn the issue doesn't even arise.
See Card Combination #1.
See Card Combination #2.
See Card Combination #10.
See Card Combination #14.
Use UCT to make all your opponent's cards some trait that can't attack your characters.
Use UCT to give your opponent a trait that excludes a character. "Why yes, I will make some of your people Artists. Bye, bye Pharaohs!" (from Trevor Stone).
Dmitri Vatsavos (#259)
LIM: The sentence "Exclude: any Glorious Lord" should read "Exclude: Glorious Lords."
UNLIM: The sentence "Exclude: any Glorious Lord" should read "Exclude: Glorious Lords."
Vibro Blaster (#D103)
Q: What about other permanent effects, such as a subtraction to power after using a Vibro-Blaster? A: Anytime a Character would lose their Gear and Conditions as a result of being discarded or leaving play, they also lose any permanent markers or effects they may have.
Tanja Voss (#D105)
See Card Combination #15.
Simon Wallop (#D106)
Q: So, if an opponent cranks, say: Havani Shagasemi [(#217) 3/3/6/1* CHAR - ke, +2 Pull to call Kergillian Gear or Conditions, +1 Pull to call other Kergillian Cards, Immune: Surprise]. Then can I crank Simon Wallop to get 4 Influence, because Havani generates 1, +2 Pull, +1 Pull when cranked for Pull? Or just the 1 from the generic Pull? (Christopher Thomas). A: No, I'd only give you influence equal to the pull that could become influence, IE, 1. IMHO, I'd rewrite Simon to say that you get the same amount and kind of pull as was generated by the other character, and just let the pull 'become' influence at the end of the turn as usual. On the other hand, since Simon would have 4 Pull on the card and could be taken out, it's not really broken if the final answer was 4. (John Fiala) A: The answer is 4 influence. Simon is a wicked influence tool, but make sure someone good is watching his back... say Kofi Ogunlala or Barber Hammock. (Eric Jome) A: I'd have to say that, since I'm unwilling (in general) to rewrite the cards unless a typo is obvious, I'd follow what it says. Influence equal to the Pull just generated. If Havani was cranked to generate influence, you get 1. If he was cranked to pull a Kergillian character, you get 2. Kergillian gear or condition = 3. cranked to move, you get nothing. (it says generated, not used, so if he's calling a 1-cost kergillian gear, I think you still get the 3 generated. Unless using that is optional for the player cranking, maybe?) (Jonathan Hatch) A: Yeah, but when Havani cranks for pull he generates all of that pull, even if it isn't all used, correct? Like cranking him for 1 Pull and using his bonus pull to call Ben Featheronwind. He generated 4 Pull and only used two of it. Besides, what Pull goes to influence is determined at the end of the turn, at which point any pull generated by characters goes into influence. So no one ever cranks specifically for influence, they crank for influence that just isn't used until the end of the round. (S. John Spey). A: When you crank a card for pull, you get all the pull. You don't have to spend it all and you cant always score influence off it all, but you always get it. (Eric Jome)
Ellen Wu (#A149)
See Card Combination #1.
Ginger Yang (#A150)
Q: Ginger Yang says "Crank any time to move her. If this is in response to an attack, the attacker is cranked and it counts as the one attack against this player for the turn." When I first read this card, I got the idea that when a Character makes an attack on Ginger Yang, her special ability "moves her" out of the way, and effectively cancels the attack. However, upon re-reading it, the card text doesn't say anything about "avoid combat" or "the attack is cancelled." It simply says that "the attacker is cranked" (which it normally is when making an attack), "and it counts as the one attack against this player for the turn" (again, which it normally is anyway). Ginger Yang moves, but so what? Does the attack against Ginger Yang resolve normally or not? Or, am I using the card entirely wrong... Perhaps Ginger Yang is intended to intercept an attack against a third character? For example: If Mikhail Borisov (4/5) attacks Bellow (5/3)... I crank Ginger Yang "in response to attack" to "move her" into the rank in front of Bellow with the intention of blocking Mikhail's attack. If so, how does the combat, if any, resolve? (Christopher Thomas) A: It resolves normally, theoretically. The thing is, you can't attack a character that is hiding behind another one, so if she moves behind an uncranked character, the attacker is out of luck. Your second situation wouldn't work. The only thing that will "intercept" an attack is an -uncranked- character in front of the target. (Joshua Kronengold) A: The primary use of Ginger is to avoid Bulldozers. moving to an illegal area, such as behind an active character, is not going to interrupt the attack. (Eric Jome)
Isil Ziya (#C90)
Q: The card says, "Pay 1 Pull any time to give her any trait for one round." Since the card doesn't say anything about cranking for this effect, can a Character copy abilities more than once per turn? A: Yes. One point to note is that, even though this special ability does not require the Character to crank, the section on "Control" (in "Ability Descriptions") prevents a cranked Character from being controlled; you may not control an opponent's cranked Isil to force her to gain traits.
Q: If Surprise is in effect, can a defending Isil Ziya use her special ability to gain a trait? A: No. An optional effect is any non-automatic effect, an affect which a player decides if it takes place.
Q: If I give Isil Ziya the trait Glug, will she gain Immunity to Astral, Control, and Psychic? A: No. Immunities are special abilities, and abilities are different than traits.
See Card Combination #1.
See Card Combination #16.
See Card Combination #17.
Mary Zule (#269)
LIM: The sentence "+1 Power if at least one other Glug is in play in the same team" should read "... in the same Conspiracy."
UNLIM: The sentence "+1 Power if at least one other Glug is in play in the same team" should read "... in the same Conspiracy."
STD: The sentence "+1 Power if at least one other Glug is in play in the same team" should read "... in the same Conspiracy."
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