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In order to revolt you must be able to actually put a base in that clearing. So you lose the ability to revolt when you have 3 bases. But even with fewer than 3 bases, you must have an unbuilt base matching the suit that you want to perform a revolt in.
Also Armorers wont help a lone token, it only would block the rolled hits, not the hit from being defenseless.
2) Ambush is a bug, try to get screenshots of the situation - read the comment above, there is a card that prevents ambush cards from being used
3) you can have only 3 based at once (1 of each type), so that's correct behavior
It appears to me that the game doesn’t inform you what’s happening when you’re attacked by an opponent with a crafted, persistent anti-ambush protection card. While you *can* look at their player mats to see what they have crafted, albeit not during battles, it seems a questionable design decision not to notify you of the existence of such a crafted protection card at the start of a battle. :-0
I'm rather baffled by this, as 1) Armorers should stop all hits regardless of source (The Eery bonus hit for example) and 2) You should be able to play Armorers on any battle, not only the FIRST battle of the turn.
My strategy to save my Armorers card for the Influence token where I wanted to start a Revolt was unsuccesful due to both above points AND the game not explaining why this was the case.
There are multiple ways to interpret that. For example, Commander or Defenseless gives you +1 hits on top of what you rolled. So if you rolled 1 and have Commander, the result is 2 hits. However, the result of 2 hits is still ROLLED (because you rolled dice and get a modifier). Therefore, Armorers should modify 2 hits to 0 hits in above example.
It doesn't, but doesn't explain WHY it doesn't [for example, the difference between ROLLED hits and AUTOMATIC bonus hits], nor does it explain WHY I didn't have the option to play the card in the combat I wanted to play it. The Armorer card should clearly say so, because in the game I cannot browse to the rules and read the part of the rules which states this.
Looking at the rules for how combat works and the bit about Extra Hits, nowhere does it say that Extra Hits do not count as Rolled Hits; they are simply Hits in the same manner as that the dice produce Hits. Nor does the Armorer Card explain what "rolled hits" are compared to "non-rolled hits". Ergo, Armorer should stop both Hits from dice as well as Bonus Hits, as the rules make no distinction between the two and neither does the Armorer card.
Attacker Hits = MIN(Dice Rolled, # Warriors) + Extra Hits
As someone else noted, it is possible that the game doesn't give you the opportunity to waste your Armorers on cases where it won't do you any good, like when you have a lone, defenseless token.
No, you have one "rolled" hit and one "extra" hit. The Root rules are very clear on the difference between the two. See here: https://root.seiyria.com/#4.3.2-step-2:-roll-dice-and-add-extra-hits
As far as I can tell, this digital version is implementing these rules correctly.
That's a good strategy, but Armorers won't help you do it. Ambush and Sappers both will, though.
Then it appears we have a different definition of "very clear". The link you provided doesn't state that the number appearing on your die roll are defined as the "rolled hits" and that they are different from "extra hits". If something is referring to "rolled hits" as opposed to "hits" there has to be a definition to distinguish them.
There is something to distinguish Extra Hits from hits so that a card can target "Extra Hits" instead of hits but "Rolled Hits" is not defined. Thus, anything targeting "Rolled Hits" is targeting "Hits" and therefore can also target "Extra Hits". So there is a set "Hits" which has a subset "Extra Hits" but there is no set "Rolled Hits" defined; since there is no definition of "Rolled Hits" the definition could also encompass the entire set "Hits". The assumption that "Rolled Hits" is the set of Hits excluding "Extra Hits" is just that: an assumption.
Note that it says "maximum hits from rolling", NOT maximum Rolled Hits. Thus, hits you get from rolling are Hits, not "Rolled Hits".
Note that here is clearly refers to extra hits as opposed to "Hits".
This sounds like you're just being obtuse on purpose, it literally says "Rolled Hits"
The rule on Maximum Rolled Hits just states that your real strength for the battle can't exceed the number of attacking units that you have present for that battle. If you roll a 3 but have 1 guy, that's where you're capped at instead.
Reiterating what it says doesn't mean anything if you recognize what it means and implies but don't want to accept it as writ.
There isnt any point in arguing here if you won't accept section 4.3 of the law of root to be sufficient. You'd get more headway bringing that up with Patrick Leder to have the rules state that rolled hits are hits you get from rolling so this specific argument regarding armorers never happens again.
I was being nitpicky on purpose because I read the card and the in-game rules three times before I came to the conclusion why the card wasn't working for what I intended.
Since on some occasions the card wasn't even available for playing and at other times it was and I couldn't figure out the logic until I got one of the cards which specified "Hits" instead of "rolled hits".