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Found 7 results

  1. I ran into an interesting situation the other day using a deck focused around pulling cards from the boundless area. One key card used is Corrin (Kingdom of Valla), whose gameplay involves placing the top card of your deck into the boundless area (gaining Corrin +10) and summoning a Hoshido or Nohr (black or white) card from the boundless area and gaining their skills. The text for these skills are: Skill 2: Blade of Divine Majesty [act] [once per turn] [Send the topmost card of your Deck to the Boundless Area] Until the end of your opponent’s next turn, this unit gains +10 attack. Skill 3: The Future is in Your Hands [act] [once per turn] Choose 1 or card from your Boundless Area, and send it to the Retreat Area. Until the end of the turn, this unit acquires all skills possessed by that card. I found myself in a situation where I had a Corrin on the field, and a second Corrin in the Boundless Area. I wanted to summon one Corrin with the other and argued that I would be able to use his 2nd and 3rd skills again, as they were from the second Corrin card. My friend argued that because the skills specify [Once per turn] and the skills have the same name (because they are the same skill), I wouldn't be able to use them again as the [Once per turn] limitation would prevent it. Essentially, I viewed the action of acquiring skills as if I was adding them to a list: ex. Skill 1. Beyond the Two Nights: You may Class Change an allied "Corrin (Male)" or "Corrin (Female)" into this card. Skill 2: Blade of Divine Majesty: [Send the topmost card of your Deck to the Boundless Area] ... unit gains +10 attack. --> Sends top card to BA, Corrin +10 Skill 3: The Future is in Your Hands: Choose 1 card from your Boundless Area... unit acquires all skills --> Summons Corrin (Kingdom of Valla) from BA, adding: Skill 4: Blade of Divine Majesty: [Send the topmost card of your Deck to the Boundless Area] ... unit gains +10 attack. Skill 5: The Future is in Your Hands: Choose 1 card from your Boundless Area... unit acquires all skills This seems to be, in my view, more in line with how acquiring skills works with all other characters; you gain them and can use them at will, in addition to any skills still on Corrin (which in this case is only Corrin's second skill, assuming it wasn't used prior to Corrin's 3rd skill). It should also be noted that the Dragon Blood skills all explicitly state that each character can only have 1 skill when multiple skills share the same name (A Dragon Blood skill is usable by all characters who also have a DB skills). Corrin's card doesn't specify that you can only have 1 instance of a skill. My Friend's interpretation was closer to: Skill 1. Beyond the Two Nights: You may Class Change an allied "Corrin (Male)" or "Corrin (Female)" into this card. Skill 2: Blade of Divine Majesty: [Send the topmost card of your Deck to the Boundless Area] ... unit gains +10 attack. +1 uses (use blocked due to [Once per turn] restriction Sends top card to BA, Corrin +10 Skill 3: The Future is in Your Hands: Choose 1... unit acquires all skills +1 uses (use blocked due to [Once per turn] restriction Summons Corrin (Kingdom of Valla) from BA, adding +1 uses to Skill 2 and 3: The logic being that because the skills were literally the same, the [Once per turn] limitation blocks the use a second time, and essentially preventing Corrin's from doing anything extra. Instead of acquiring a different skill, Corrin is gaining an additional use of a skill they already have acquired. In the end, it was decided that I could use a summoned Corrin's skills again allowing for 2 cards to be placed in the Boundless Area and giving Corrin +10 for each, as well as the skills of a second summoned character. Outside of Dragon Blood, there aren't too many other instances where skills are shared, so this is kind of a niche mechanic turned up to 11. I am very interested to hear if others have a different opinion, as this situation was seemingly not considered when this card was created. Edit: Found an answer in the Fire Emblem Cipher FAQ google doc
  2. A more comprehensive and recently-updated version of the FE Cipher Rules can be found on the FE Cipher Wiki here. The Play Area for each player: The card: To begin the game: Each player places his/her Lord facedown in the Front Line Players decide (by Rock/Paper/Scissors, flipping a coin, rolling a die, etc.) who will go first Each player draws a hand of 6 cards. Each player has a chance to Mulligan, which means to return all cards from his/her hand to the deck and shuffle it, then draw a new hand of 6 cards Next each player places the top 5 cards of his/her deck into the Orb Area, facedown. Both players flip their Lords face-up simultaneously and the game begins, starting with the player who it was determined earlier would be going first. Turn Structure: Opening Phase - Draw one card and "untap" all characters Bond Phase - Place one card from your hand into the Bond Area Deployment Phase - Play cards or Class Change Action Phase - Attack, Move, and use Skills End Phase - Your turn ends and the opponent's begins Opening Phase, Bond Phase, and End Phase are automatic; they are always exactly the same. Deployment Phase: Each card has a Cost in the circle in the top left corner. The Cost is what it takes to put a card into the Battlefield Area from your hand. A Cost is a number as well as a color. This post will talk about monocolor decks. Some information about multicolor decks will be at the end. Each card in your Bond Area counts for 1 Cost of the same color. If there are 5 Blue cards in your Bond Area, you can play 1 Blue card with Cost 5, or 5 Blue cards with Cost 1, or 1 Blue card with Cost 2 and 1 Blue card with Cost 3, etc. You can also play 1 Blue card of Cost 3 and nothing else. You do not have to use all of your Bond cards each turn. (As far as I know, Bond cards do not go away, they continue to pile up each turn.) To the left of the Class box is another box that will say if the card is a basic (unpromoted, 下級職) Unit, or a Promoted (上級職) Unit. Promoted Units have a normal Cost as well as a Promotion Cost in a smaller circle beneath the normal Cost. They can be Deployed regularly for their normal Cost, or if a basic Unit with the same name is already in the Battlefield Area, they can be deployed by paying the Promotion Cost instead. In this case the Promoted Unit will be placed on top of the basic Unit it is Promoting from. This is also how Class Changing works. If you Change Classes, draw one card from the deck. Action Phase: Attacking: The attacking player chooses Attackers. The attacking player chooses targets for each Attacker. The targets must be within the Attackers' Ranges. Range is the number in the smaller box, just to the right of the bottom left circled number. Each Unit's Attack Power is the number in the bottom left circle. Each card's Support Power is the number in the bottom right circle. A Critical Attack can be performed during the Attack by discarding a card of the same name as your Attacker to double your Attacker's Attack Power. It is currently unclear whether it must be exactly the same card or if a different class version of the character can also be used. (It seems like it probably has to be the same exact card because the page this information comes from normally uses 名前 for name when talking about Class Change, but uses 名称 when talking about Critical Attacks.) There is also something called "God Speed Evasion" that works similarly to Critical Attacks. The defending player may discard a card of the same name as the Defender. In this case, however, the Attack Powers do not matter, the attack is simply nullified as if it had not happened and both characters are safe. Each player turns over the top card of his/her deck and puts it into the Support Area simultaneously. Add the Support Power to the Attacker's or Defender's Attack Power. Support Skills can be used at this time. Now compare the Total Attack Power of the Attacker to that of the Defender. If the attacker has a higher Total Attack Power or if it is equal to that of the Defender, the Defender is destroyed, and the card is moved to the Discard Pile. If the Defender that would be destroyed is the defending player's Lord, instead of destroying it the defending player chooses a card from the Orb Area and puts it into his/her hand. If there are no cards left in the Orb Area (whether before or after putting one into the hand is not clear) the Lord is defeated and the attacking player wins. If the Defender's Total Attack Power is higher than the Attacker's, then neither is destroyed and both are safe. An Attacker can never be destroyed as a result of combat, but a Defender may be. If the Front Line becomes completely empty, all Rear Guard characters are moved to the Front Line. This is called a March. Any Movement or Skill use also occurs during this Phase. When a Unit is moved, it is tapped, or turned 90º clockwise to signify that it cannot be used for anything else. This may also happen when a Unit attacks or uses a skill, it's not clear at this time. After the Action Phase completes, the game moves to the End Phase and the next player's turn begins. Players alternate turns until one player's Lord is defeated and the other player wins. Notes: *Tapping means to turn card 90º clockwise to signify that it cannot be used for anything else. It is still unclear exactly when it's used. It is probably necessary to tap Units when attacking or using some Skills as well as after moving them. A lot of questions are answered in the first few pages here. Also read this post where FutureKnightX lists many of the rules that have been added and the post 2 posts later.
  3. Hi everybody, recently I've started to play Awakening (hard/classic), it's my first FE game apart from Heroes and my first game on Nintendo Hardware ever! So far its nice and fun, but I've reached a point where I would like to address some beginner questions to more experienced folk: Where would I find a good source/wiki for this game? Either the in-game explanations of some mechanics are insufficient, or I haven't found the right chapters yet. After completing a map, a dialog shows the hero of the map and the turn count. Is there any advantage in solving maps faster (with fewer turns)? How does doubling work? In Heroes a unit needs to have 5 more SPD to double the opponent. What I don't like is that weapons can wear out. Does the game give me more or less automatically what I need, or do I have to buy spare weapons for everyone to be sure? Level: Currently I'm at chapter 5 and I struggle to keep everyone alive, because team needs to split up to reach Maribelle and Ricken. Is there a way to grind some levels for my second row units? The arena gives me Level 11 enemies, which doesn't help to level up units from level 1-3. Chrom and Robin are pretty fast to gain levels and there is already a gap to the rest of the team. On one hand I would like to keep everyone on the same level, but on the other hand it's difficult to kill a Level 5 opponent with a Level 1 Stahl or Donnel. Is there a recommended maximum level gap? Low level Frederick seems to be stronger than other units with higher level. Does he have an advanced class or something? Support: If my attacking unit is adjacent to 2 allies, who will show up in the fight? How do I know when the ally will block or do an additional attack? What are the suggested ways to build up support? Collect low level support with 3-4 units at once, or try to get as high as possible before to start a second support? Pairing: Do additional attacks and blocks work like normal support? Should units with different attacking range be paired with each other (i.e. archers and Pegasus knights)? Or would this prevent additional attacks under some circumstances? In Paralogue 1 (Donnel quest) there is an opponent unit who opens a treasure chest. Could I lose important items by not chasing these guys? Which DLCs are recommended? I don't care very much about having Characters of older FE titles in Awakening. But if there is some nicely done content (story- or challenge-wise), I'd invest some money. Well, that are far more questions than I initially intended to do. I would be happy for every single answer, thanks in advance!
  4. We've had a couple of FE4 drafts over the last few months but for one reason or another I've never been quite happy with how things played out in the end. Dunno how other people feel about it but I think we should try to come up with a decent ruleset because the current one has a couple of flaws that should be addressed. The biggest issue I have is that Sylvia is broken - from all the drafts I've checked out on this site the player that got to pick Sylvia ended up winning [regardless of whether Sigurd was 'banned' or not]. Picking Sylvia gives you pretty much the 2nd best unit in gen 1 [with the best unit being either free for everybody or for nobody] and also the 2nd or 3rd best unit of gens [again, with the best unit being either free for everybody or for nobody]. The biggest problem though is that there's no realistic way for the other players to make up for it in any way. If you don't get Florina in a FE7 draft somebody else will still get to Fiora. Or Heath. Or Lowen/Sain/Kent. There are ways to balance it for the other players. If somebody gets Sylvia in FE4 then you can't make up for it by picking Lachesis or Ethlin or Aideen. I personally think this needs to be fixed. At one point I've tried to counterbalance it by having Deidre as a draftable unit but I'm not sure if that really worked out that well. I think it's a good idea in Sigurdless runs because Celice won't be completely broken and Deirde's usefulness is pretty limited. As long as whoever picks Deidre doesn't get Dew as well it should kinda work out ... in a run that allows Sigurd that won't be an option though. Making Sylvia a free unit [or banning her entirely] won't work either because then it'll likely just be the same situation in which whoever picks Ethlin will end up winning. So right now I'd be mostly interested in finding a way to deal with it. [banning Sylvia entirely and making Ethlin free for all players may be an option worth thinking about but idk if that's a good idea]. Any input would be appreciated.
  5. (if tl:dr, then just read the rules, pros, cons of each ruleset and then vote) I have created 3 distinct PvP rules that are appealing to most individuals. If anyone wants to give feedback, I encourage them to post below. I will only change a rule in each ruleset if someone proves that specific rule is outright toxic, useless, or needs tweaking. No Rules(Maximizes Freedom) 1) No Rules. Just like it states, there are no limitations. Most people will probably use these rules just cause they are the simplest and anything is allowed. In a meta like this, everyone has the capability to ORKO through damage, skills, lethality, criticals, and copycat shenanigans and tanking isn't even possible other than the General taking two rounds instead of one like other units. Pros: Simple Rules. Fast matches. Doesn't interfere with single player options. Cons: Unbalanced. Favors aggro way too much. The game becomes a movement war. Balanced(Maximizes Player Interaction) 1) No Boots. 2) No Forged Weapons. 3) No Copycat. 4) No Brave Weapons. Alright, so I just need to say it. Brave weapons break the game by allowing good sets to be broken sets. You can ORKO every unit not specifically made to counteract Brave Weapon ORKOs. This limits options and favors just ORKOing instead of trying to interact with the opponent, but you don't want to get rid of all these lovely options(well except Copycat, that's broken by itself). Instead, you just get rid of what they all have in common. For those that are worried, you can still ORKO even generals, but specific builds are needed and these builds have counters. This allows you to use tanky classes to well.... tank. And yes, Lightning(the tome) isn't banned. This gives mages a favorable niche while not making them overpowered(as they are quite squishy and Lightning is quite weak without being able to forge). You can still counteract this strategy with the right build. Forged weapons are banned for a couple reasons. A) You aren't favoring player interaction by encouraging them to grind just to keep up with others. B) There is absolutely no opportunity cost to forging except time. Forged weapons are strictly better than unforged. C) They push critical builds over the top. They will start ORKOing too many units with even limited forged weapon. Boots are banned for very similar reasons. A) It's just favorable to have more boots, which isn't adding to player interaction. B) Boots affect different classes(and characters), well, differently. Flying units(and Takumi) are favored to use boots more than non-flying. Finally Copycat is broken, It's a free action somewhere else on the map. Allowing copycat is saying you require every character to have copycat, and that adds nothing to the game. Pros: Simple rules. Balanced Gameplay. Aggro and Defensive Play are equal in power. Cons: Can't use a few of the fun options. Games may take longer than you like. Interferes with how you play single player. And the final Ruleset: Odin's Sphere(Maximizes Interest) 1) One Boot per team allowed. 2) Forged Weapons only allowed to +1. 3) Copycat restricted to one unit. 4) Only one Brave Weapon(can be +1) per team allowed. So, you want broken stuff but still want balance(and maybe you want Odin's ability to actually do something in a semi balanced environment), then these are the rules for you. Sure you can ORKO like before with one unit, but it's painting a giant target on that unit's back. These rules give boots, copycat, and brave weapons an opportunity cost when attaching them to a unit, but still allows you to use them. Pros: Semi balanced gameplay. Favors Aggro, but defensive play is still a good option. Favors a faster paced match. Cons: Rules are somewhat complicated in comparison. Interferes with single player slightly.
  6. I was looking around to see an English translation of some comprehensive rules for this game and most of the info I have seen is scattered and, at a few times, contradictory. I feel the wiki needs a page like this. Now I am gonna put down a list of rules and anyone who knows better, please correct me. *Deck is at least 50 cards. There is no max. *A deck may contain no more than 4 copies of the same card. *Players decide who goes first by whatever method they both deem fair. *Set aside one cost 1 unit from your deck face-down as a "Main Character" (now referred to as MC). Any unit can be used, as long as it has a deploy cost of 1. Be sure that this card has a marker (can be anything) to signify that it is a MC. Starter Decks come with a marker one can use. This unit counts towards the 4 card name limit. *Both players shuffle their decks and draw six cards as their opening hand. Players may mulligan, but they send back their whole hand to the deck, shuffle it, and draw another six cards. Only one mulligan is allowed. *After mulligan, players put the top 5 cards of their deck face-down into their orb area. These cards cannot be looked at by anyone, except by effects. *Players start the game by flipping their MC face-up ("Stand up! The vanguard!" :P) *Phases go: Draw Phase, Bond Phase, Deployment Phase, then Action Phase. *Player who goes first skips their Draw Phase. *Units "untap" during the Draw Phase. This consists of turning any horizontal units vertical. *Bond Phase consists of the option to place a card from your hand into your bonds area. * During the Deployement Phase, turn player may place units from their hand into the battlefield or promote their units. Promoting consists of placing a unit with a promotion cost on top of a unit with the same character name (this uses the promotion cost and not the deploy cost). When promoting, the player draws a card. *Things of note for this phase: **The total cost of all units played during this phase may not exceed the cards in your bond area (1 card means one cost 1 unit, 2 cards mean two cost 1s or one cost 2, 5 cards means one cost 5, five cost 1s, a cost 2 and cost 3, etc.) **To reiterate, when promoting, one uses the promotion cost and not the deploy cost. Keep this in mind with the above note. **When effects activate when a unit promotes or when it enters the field promoted, the draw happens first, then the effect. **Promoted units may be played without promoting into them as "normal units". They do not count as promoted, you pay the deploy cost, and you do not draw a card when they are played. **You may promote your MC and the new promoted unit is now your MC. **You may promote on an already promoted unit, as long as the promotion goes from a lower costed unit to a higher costed one. All other restrictions and benefits still occur. **The unit the promoted unit used to be stays under the new one to signify that it has been promoted (this is key to keeping track for all sorts of effects). Includes any promoted units that the unit used to be. **You may "upgrade" a unit. This consists of playing a higher costed unpromoted unit on top of a lower costed unpromoted unit of the same character. This is not a promotion and the former unit goes to the retreat area. You pay the cost for an upgrade by paying the deploy cost. You may upgrade your MC and the new unit is now your MC. **Color restrictions are as follows: you may only deploy a unit if you have a FACE-UP card in your bond area of the same color. The amount in the bond area does not matter, as long as it is at least one. If all cards of said color in your bond area are face-down, then YOU MAY NOT PLAY THAT UNIT! **You MAY NOT deploy a unit if a unit with the same character name is already deployed, even if it is a different card name (this is why upgrade is a thing, among other reasons). *Action Phase consists of using the abilities of your units, in addition to moving and attacking with them. *Things of note for this phase: **Some abilities ask you to flip a certain number of bonds face-down as part of the cost. You must do so in order to use the skill and be sure to keep in mind what is stated above about about color restrictions. Flipped bonds stay face-down, unless flipped back up by an effect. **Some abilities require you to "tap" the unit and/or another one as part of the cost. This consists of turning the unit(s) horizontal from vertical. This must be done in order to use the effect. **Moving consists of moving a character from the front line to the rear line, or the rear line to the front line. You tap the unit when doing so. **When attacking, the attacker may select any target within their range. A range of 1 means from front line to front line and a range of 2 means front line to the rear line, or the rear line to the front line. Units with a range of 1-2 have the option of picking either range when attacking. You tap the unit to attack. **The player who goes first may not attack. **You may not tap a unit that has already been tapped (a tapped unit would be horizontal). This basically means a unit may not move and attack in the same turn, among other things. *Attacking consists of: **Declaring an attack by selecting which unit is attacking (by tapping it) and selecting a legal target (within range) for the attack. **Skills that activate upon attacking with the unit activate, then any skills that activate when the other unit is defending activate. **Both players now flip the top cards of their deck face-up into their respective support areas (at the same time). **Any support skills that activate upon supporting an attacker activate, then when the attacking character is supported, then when supporting a defender, then when the defender is supported (I realize this order hasn't been established but the order has yet to really matter, so I defer to turn player here). **The support power is added to the respective card's power. Say, a Marth with 40 power is attacking and is supported by a Caede with 30 support power. Marth's power is now 70. Same goes with the defender, naturally. **A character may not support itself. Basically, a Chrom card may not support a Chrom. If the card trying to support an attacker or defender is of the same character, then no power is added, not any skills that activate when supporting activate. **The attacking player may now choose to discard a card with the attacking character's name (may be a different card name, but still must be a card of the character). If they do so, then the attacker performs a "critical attack" and their power is doubled (including any support power added) until the end of the battle. **The defending player may now choose to discard a card with the defending character's name (same rules as when going for a critical attack). If they do so, then the defender performs an "evasion" and the attack is nullified, as if it never happened. **Now, if the attack wasn't evaded, the attacker's power is compared to the defender's power. If the attacker's power is greater or EQUAL to the defender's power, then the defender is destroyed by battle. If the defender has higher power, then nothing happens. The attacker does not get destroyed. **When a unit is destroyed by battle, if the unit is not a MC, then it goes into the retreat area. If the unit is a MC, then instead, the controlling player takes a card from their orb area and puts it into their hand. ***IF THE PLAYER MUST TAKE A CARD FROM THEIR ORB AREA AND CANNOT DO SO DUE TO THERE BEING NO CARDS THERE, THEN THEY LOSE THE GAME! **At this point, regardless of any outcome, the cards in the support area must now go to the retreat area. *After the player is done with their Action Phase, their turn ends. Once again, if there is anything wrong here, or anything needs adding, then please say so.
  7. Welcome to Serious Discussion! This subforum exists for reasoned and logical discourse over some of the heavy, more "serious" topics of our times. That said, extended and mature discussion on almost any subject can conceivably fit in, provided it's well-presented and well-maintained. Here's a short, non-exclusive list of things to keep in mind before making a topic, or contributing to one: - Serious Discussion is not your personal soap-box to come to for validation, do not hope nor expect to "preach to the choir". You will be interacting with others, many of whom may not share your viewpoint. If you cannot handle disagreement in a respectful and mature fashion, this is not the place for your post. - There is an important difference between attacking an argument and attacking a person. Everyone posting here is a human being and worthy of being treated as such. Do not lose yourself in the heat of a disagreement and cross over that line. Nor should you automatically assume that when someone is arguing against you―in some cases forcefully, emphatically, and with strong language―that they are disrespecting you and not your position. Before you fly off the handle at a perceived offense take a step back and consider the situation from a different angle. Never post in the heat of the moment. Insulting other users will NOT be tolerated, regardless of if you feel "they started it". - There's a time and a place for polemics, neither of those are this board. While controversial topics of discussion are welcome here, do not go out of your way to spice up your phrasing in order to grab attention to your position. More likely than not you'll simply end up offending people and embarrassing yourself. When handling sensitive issues of discussion try to treat them with the delicacy they deserve. You don't have to sugarcoat things, put on your kid gloves, or walk around on eggshells, but you can't be aggressively hostile either. Show some empathy for the rest of the board and strike the middle ground. - Topics can and do end up wandering off course. If you notice the flow of discussion is straying a little far afield from the original topic please either fork it to a new topic, or quietly report it and ask that the offtopic posts be separated. Complaining about things in the thread itself won't solve anything, may even make the issues worse, and should be left to a moderator if necessary. - Please pay attention to what's on the first page. Necroposting kicks in when something is at least a month old AND off the first page. If it's still on the first page, it's fair game. - If you want to contribute to an ongoing discussion, please make sure you can provide some logic to back up your case. This isn't the place for groundless claims, no matter how impassioned you can make you pleas appear to be. - This subforum is no substitute for trained medical professionals. For any serious personal medical or psychological issues there are better places to get advice than from strangers on the internet. Get in touch with your primary care provider if you have one, or a relevant hotline (Suicide Prevention, Domestic Abuse, Substance Abuse, etc.) if you do not. - When a moderator is posting in an official capacity, do not argue with them publicly. Contact them, or another moderator, in private to discuss whatever issue is at hand. If you are not sure if they are posting in an official capacity or whether they are simply arguing their side of the issue, ask them for clarification in PM first. - If someone asks for sources, please do your best to find them. Ignoring such requests stifles discussion, which is what this subforum is about. - If you have any questions regarding these rules, feel free to PM a mod. By posting in this subforum, it is implied that you've read these rules, and agree to them. Pleading ignorance is no excuse.
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