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Thread: Erfworld Bloopers

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    Orc in the Playground
     
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    Default Re: Erfworld Bloopers

    p64 panel 3 seems to be a major hangup. Wasn't intentional and I agree that it's misleading. We'll clarify that for the book.

    For the record, the rule is actually pretty simple and I am amazed it's been such a sticking point for people.

    • You can move only on your turn, and you can cast only on your turn.
    • When an enemy comes to you on their turn, you can engage, and you can cast. This includes when they are attacking your city.


    Why could Parson not have ordered a veil to be cast, even if the Foolamancer had been in the group with the wounded dwagons? It was not his turn, and they were not under attack. Once Jillian entered the hex, a theoretical Foolamancer within that hex could have veiled, but it wouldn't have been very effective at fooling her.

    Why could Parson have his casters cast on the Coalition's turn, later in the story? His city was being attacked.

    Why could the Archons cast the DDR spell? They were part of the Coalition and it was now technically their turn. But they could not move because all of Charlescomm's units' move went to zero when Charlie ended turn. Move and hits are restored to full at the beginning of a side's turn, and (re)forming an alliance does not count as starting a new turn.

    Why could the Archons "cast" the contract, when it was not their turn? Well, why could they still fly? It's not a spell, it's a natural magic. There's also a heavy dose of "talking is a free action" in that scene, another thing about turn based games that is silly but almost universally true. It's no sillier than food popping at the start of a turn.
    Last edited by pclips; 2009-03-28 at 04:02 PM.
    Rob Balder, Erfworld author/co-creator, and creator of PartiallyClips