by hobbes27
My questions involve more than just cards, but I guess that is the major source of my questions.
1) For the leadership bonus, it says add 1 white result to your final tally. My understanding is that you effectively have a 7th dice to your total, which is a white. So for instance, I can say the white gives me 2 soldiers and its possible that gives me a bonus.
2) Battle cry gives you the option of getting Badges. Where do you get those? I ordered like 2 other expansions, and didn't get Badges. Is that something you can get easily?
3) I've got multiple expansions with additional awards, I think. Is there a rule on which awards are allowable in an expansion or can they all be mixed and matched? I ask because if you roll a straight, you an choose the award. Same question also applies to regular items.
4) I've had scenarios that say no dice are locked here. I assume that is beneficial to the units, as they don't have to ever lock dice, whereas normally its locking at least 2 dice on the first roll. Also as I understand the rules, you must lock two dice on the first roll, but you can keep any number of dice. And thus you can keep 4 dice, lock 2 of them. but after your second roll decide to reroll 2 of those dicde that you kept.
5) If a space gives you a bonus of +1 wrenches per turn and let's say you get 2 wrenches on dice, I assume that means you effectively rolled 3 tool on dice, and thus got 6 tool points. Does this also applies to the Scout bonus? Ie: If you have a Scout and roll two wrenches on dice, you get 6 tool points. Also, I assume same question for the Half Track vehicle?
6) Flame Thrower card says -10 to defense of Bunker. I assume that only works specifically on the Bunker (where you are trying to reach at the end of the game of most scenarios) and thus is only an end game item to save you troop losses. Same question for the Engineer. I assume its only good for that final push to the Bunker.
7) Is the Legion of Merit (each unit getting one vehicle) a legitimate award in a scenario that doesn't have vehicles?
8) For the messenger specialist, I assume it can only be traded to units within the same sector, following normal trading rules.
9) In a 3 player game with the Lieutenant, I assume you can only have one trade. You can't do a three way trade of dice based on the wording of Lieutenant.
10) With the Flak Vest, can you use it after the dice is rolles for a MGF area. Or do you have to decide to do it before?
11) I assume with the Lucky Charm (+1 star or courage), its a non-colored bonus and you just get one or the other whenever you decide.
12) I assume for the Ammo Box (Skulls become another type of dice) it can trigger a RWB bonus, if the dice work out in your favor.
13) The tool kit gives you +2 wrenches. I assume its +2 wrenches for the purpose of figuring out how many tools you get.
14) For the mortar, it allows you to prevent MGF in an adjacent sector or bunker for 1 turn. So can you start in one sector, play the mortar, move into a sector that has MGF, and not roll dice?