Deadzone Living FAQ If you do not find the answer to your query here then please post a comment on http://quirkworthy.com/2013/11/07/living-‐faq-‐deadzone Orange text has been updated/added since the previous FAQ. Rulebook Errata Later printings of the rulebook may already include this errata. ▪ Page 20, Determine Initiative, 2nd para: replace "More commonly the scenario… " until the end of that paragraph with “For other games see the section titled Deployment on page 38.”. ▪ Page 22, Free Actions section, 1st para, 5th line, sentence finishing "...action of the same type": add "for the same model" to the end of the sentence so that the sentence reads" A free action cannot trigger another free action of the same type for the same model." ▪ Page 22, the sentence after the one above: Add to the end "unless it has been earned by a different model". The sentence will now read: " If the result says that a second free action of the same type is earned then ignore that part of the result unless it has been earned by a different model." ▪ Page 28, right col, 2nd para, 2nd line: delete "for free". The sentence will then read "...same cube as an enemy model then it will Fight as part of that action." Page 34, right col: the damage table should sit below the paragraph that follows it (“The target model’s armour… compared to the following table.”) Page 53, right col, third para: After "...only have each ability once." add a new sentence: "Use the cost listed at the top of the column where the ability first appears, regardless of the model's actual Rank at the time." Page 68, Deployable weapons, last sentence: delete the last sentence "All they do is react to enemy models." Page 68, Deployable weapons, between last two paras: insert new paragraph "Any model that moves into a cube containing a Deployed weapon in circumstances that would allow it to pick up a normal item (see page 27) may choose instead to destroy the Deployed weapon." Page 76: Add the rules for the Defender shield. “When a model with a defender shield is moved to a new position, always align the shield with one of the four sides of the cube on the level you are on (ie, not the top or the bottom). Any attacks that trace a LOS across that side of the cube count the model holding the shield as having +1 Armour.” See also http://quirkworthy.com/2014/04/25/deadzone-‐defender-‐shields Page 78, Sentry Gun: in the bold first line, before Range insert "Shoot 5+,". Page 78, Stealth Cloak: replace “Blaze Away attacks by -‐1 dice” with “gives the wearer +1 dice against Blaze Away attacks” ▪ ▪ ▪ ▪ ▪ ▪ ▪ Card Errata • • Rebels o The Rebel Commander is a Leader, not a Specialist as the card says. o The Survey Drone should have the Construct ability. o Kraaw should cost 8 points, not 6. Mercenary 20140827 DZ FAQ.docx 1 o Nastanza should have a stealth cloak listed on her card (and therefore not counting as the one item she can carry). 20140827 DZ FAQ.docx 2 FAQ The following are dealt with in 3 steps rather than the more common 2. As well as a Question (Q) and an Answer (A) I've included a Discussion (D) section so that I can talk around the topic as needed. This might explain why a rule is as it is, the history of its development or the tactical implications among other things. The intention is to give you a better insight and understanding into the decisions behind the rules as well as the rules themselves. Getting About Gunplay Q: Can a model Sprint off the board? A: Yes. Q: Is your model’s facing ever relevant? A: No. D: As long as your mission allows you to leave the battlefield, moving a model off the board doesn’t need to be via the Move action. The limitation is whether you are allowed to leave the board, not how you do it. You could even be blown off the board by an explosion… Q: Can I move laterally with a Climb action as well as up/down? D: The models are treated as if they have a 360° field of vision. I tried 180° arcs early on and it worked OK, but was more fiddly to implement whilst adding very little to the game. 95% of the time the enemy is within the 180° you expected them to be so it made little practical difference. In addition, I imagine that the forces have access to a number of intel-‐gathering devices that would alert individual troopers to threats outside their immediate vision. A: Yes. D: For a more detailed discussion see: http://quirkworthy.com/2014/05/14/climb-‐ sprint-‐and-‐move-‐actions-‐in-‐dz/ Q: Can an Enforcer with a Jump Pack Sprint two cubes and change level up or down at the same time? A: No. D: Jump Packs don’t remove the restriction on changing levels during Sprint actions. Q: Can a model use a Sprint action to go just 1 cube on the same level, rather than 2? A: Yes. D: The occasions when this would be useful are very limited indeed, but I don’t see why not. Q: A model with Hover can “rise or fall by one level” during a Sprint. Does this mean I can only change level once, or does this limit the total level change in the action? A: Change level once. D: You cannot, therefore, rise a level in your first cube of movement, and then fall back in the second cube. 20140827 DZ FAQ.docx Q: With area LOS, do I have to be able to see a physical part of the inside wall, or just any part of the theoretical cube? A: Any part. D: You are firing at the volume of the cube, spraying that with fire. You don’t have to be able to see any physical object within that cube for the bullets (or whatever) to pass through it and Pin or Suppress people inside. Q: Can a model do both a Shoot and Blaze Away action in the same turn? A: Yes. D: You can’t repeat the same action in a Turn, but these are different actions. You will often find that Move and Shoot, Aim and Shoot or Move and Blaze Away is more effective than this combination, but not always. It depends on the exact circumstances on the board at the time. Q: Can a model target themselves with a weapon? A: No. D: This is usually asked of grenades, but applies to everything. 3 Q: Can a model target friendly models? A: Yes. D: They may not be your friends afterwards though. Q: Can a model target an empty cube? A: Yes, but only with a Throw Grenade action. D: Most of the time there’s no point anyway. However, there are a few occasions it might be helpful, so I am playtesting a slight addition to allow this for other weapons. Q: The Deployable ability says that such items always start a battle packed, but Engineer says they can decide. Which is right? A: Both. See below. D: If a Strike Team has a Deployable weapon then it must start the battle packed. However, if they also have an Engineer then they can choose to deploy them before the battle starts. The choice only happens when the Engineer is present and is a function of that ability, not Deployable. Q: Does the AP3 of an Enforcer thermal rifle modify any It Burns! damage as well as the initial hit? A: No. D: The AP of a weapon is a modifier for its main attack. In rules terms, this is the first time it could cause damage to the target. Q: What happens when an already Pinned model is Pinned by a Blast (or any other) result? A: They remain Pinned. D: I have deliberately distinguished between a result that modifies Aggression up or down a number of steps and a result that dictates the final state of the model (though also see the following question). Q: What happens when an already Suppressed model is Pinned by a Blast (or any other) result? A: They remain Suppressed. 20140827 DZ FAQ.docx D: People do not become more alert when they are blown up! Q: If I Blaze Away at a cube containing several models with a Blast weapon, how do I know whether I have got a HIT or a MISS? A: The active player chooses one model to target. D: So in the case of Blast/Blaze Away combinations, there is one opposed roll to determine HIT/MISS, one roll for Blast effect (this one roll will affect everyone), and then one roll for each affected model to see if they survive (the same as with a grenade). Even though you start by rolling against a single model, that’s just to see if the attack is on target. Everyone in the cube is a potential victim of the Blast. This would also apply to Shockwave/Blaze Away combinations. Q: Is a Construct pinned by a Blast? A: No. D: A Construct is never Pinned. However, it can be thrown into other cubes by a Blast. I always think of this as a cinematic moment – the implacable and emotionless machine ignoring the incoming fire to carry on with their duties while flesh-‐and-‐blood combatants hug the dirt at their feet. Long live the machines! Q: Does a model with Spotter give the bonus to himself when he takes a Blaze Away action? A: Yes. D: The extra targeting info helps the model carrying it just as easily as anyone else. Q: Does Sniper work with any weapon or only sniper rifles? A: Any weapon. D: Snipers train with various backup weapons in case things go a bit wrong… 4 Fights Overwatch Q: Free Actions cannot generate Free Actions of the same type, but is this for the immediate next Free Action (so MOVE > Free FIGHT > Free FIGHT is not allowed) or for anywhere else down the chain (so MOVE > Free FIGHT > Free MOVE > Free FIGHT > Free MOVE is allowed)? A: The former. Q: If a model starts and ends its move out of LOS of an overwatching enemy model, can they be Shot at? A: No. D: Some targets are simply too fleeting to spot, react to and Shoot at accurately before they disappear again. Remember that Blaze Away only needs Area LOS and so (if it is available to the overwatching model) this can often be used instead. Q: Can you give a friendly Overwatching model a free action from a Command action without losing their Overwatch? A: Yes. D: Most free actions cannot trigger these chains so this situation does not arise often. However, when it does it can be powerful. Arranging the opportunity for the dice to give you this option is a skill worth developing. The second situation described here is dependent on your opponent placing his models conveniently for you. To use a well-‐known example, this is the same thing that happens in draughts/checkers. If someone places all their pieces in just the right positions you could theoretically capture their whole force and win the game in a single turn. Knowing this, both players will strive to avoid the situation, and if they take the risk they do so knowingly. For a more detailed discussion see: http://quirkworthy.com/2014/04/26/deadzon e-‐infinite-‐fights/ Q: Does a model that Teleports into a cube containing an enemy model get the +1 modifier for moving in the ensuing Fight? A: Yes. D: The modifier is listed as “if moved into this cube in this action.” There is no restriction on what mode of transport, or what action, you used to get there. Q: Who gets the modifier for friends in the same cube if both sides have 3 models present? What if one side has 2 and the other side has 4? A: Both sides in both cases D: The bonus is to account for the distraction of having more than one enemy around. In the middle of the melee you’re not going to stop and count them, you just know that there is more than the guy immediately in front of you and you need to watch your back. 20140827 DZ FAQ.docx D: Command actions are a way of showing the commander’s ability to get the absolute best out of their troops. This is one example. Q: Are free actions considered part of the action that triggered then for purposes of interrupting with Overwatch (or anything else for that matter)? A: No. D: Free actions are separate, new actions. However, remember that the Fight that accompanies a Move into a cube containing an enemy model is not a free action. Instead this is an intrinsic part of the initial Move action, and there is no gap between them in which to interrupt. Other Actions Q: If a Command Action “Confusion” result marks an overwatching model as activated, what happens to the overwatch counter? A: It is removed. D: The overwatch counter is an activation marker on the other side so you don’t have to look for a different counter when the overwatch is used. It’s also arranged this way because you cannot be in both states simultaneously. The wording in the overwatch section needs to be clearer on this. Q: If a model that contributed to the Command Pool dies, do I reduce the current total, the pool limit, or both? 5 A: Both. D: This is deliberately unpleasant. Losing a model that contributes to the Command Pool reduces the number of tokens in your pool by the number they contributed, even if you’ve already used some. This can destroy your command abilities. However, killing key leaders in real combat can also be crippling, so I see no reason why it shouldn’t be here too. Items, Mutations, Equipment Q: Each model can only carry one item. Do items on their stat card count towards this? What about ones they buy before the battle? A: No and yes. D: A model may only have one item counter at a time. Items listed on stat cards do not count towards this as they aren’t counters. Any item counter is included, whether it is bought beforehand, picked up on the battlefield, or acquired in any other way. Think of the things on a model’s stat card as its normal combat load. Every pouch is full of ammo, weapons and kit already. With pockets full and hands full of weapons, there aren’t many places to stash more gubbins. Q: At what point can a model decide to drop or destroy an item they are carrying? A: At any point during one of their activations. D: This is an extension of the existing rule to allow more tactical flexibility for the few that are interested in this level of subtlety. Note that the rule for picking an item up does not change. Q: If a model with Scout starts in a cube containing an item, can they pick it up right away or do they need to spend a Move action to reposition in that cube? A: The latter. D: The Scouts have been busy infiltrating rather than dumpster diving. If they want the items then they’ll have to spend some time (actions) looking, just like everyone else. Also, being able to pick up items before the game had even begun would avoid the possibility of them being Booby Trapped, and that’s starting to take the fun out of things. 20140827 DZ FAQ.docx Q: Must a weapon with an ability such as Knockback always use it? A: Yes. D: You can choose to use some abilities (such as Indirect) if you have the right weapon. If the ability description does not offer this option then it always applies. Q: If an Energy Shield listed on a stat card burns out, does the model lose it permanently? A: No. D: I’ve changed this ruling after looking at more use cases. Overall, the simplest assumption is that items that are on a stat card get repaired, replaced, refitted, reloaded and so on as they are standard pieces of kit for that model. Items that are not on a stat card are in more limited supply and so in the case of an Energy Shield if it burns out it is lost (“will never work again”). This makes it easier to keep track of which models have what as an item on a stat card is always there. Q: What happens if a single model has more than one Energy Shield at a time? Do they stack? A: No, they both work separately. D: The important difference between stacking and working independently is that one could burn out while the other remained. The protective effect is the same. While we’re about it, yes, you must roll both of them even if the first one stops the attack. Q: Can a model in a smoke-‐filled cube Shoot out? A: No. D: Models inside a smoke-‐filled cube suffer the penalties for firing through it just the same as everyone else does. Q: Can a model with a medi-‐pack (or a Medic) bring a dead model back to injured? A: No. D: If the model is dead then the model is removed from the battlefield. It is no longer present to be revived (not that they have the equipment for such dramatic surgery anyway). 6 Currently, the only possible effect for a medi-‐ pack is to return a model from injured to OK. Medi-‐packs are described as removing “one level of damage” in part because while it fits this current situation, I’m anticipating the possibility of future models with more levels than just OK-‐injured-‐dead. Q: What happens when a Mutant without a Shoot value gains Acid Breath? A: Nothing. The mutation has no practical effect for this model. D: Steadfast is played when a model suffers a reduction in Aggression and will avoid that loss. Reducing Aggression is all a successful Blaze Away attack does. Under certain circumstances this Aggression loss will be converted to damage. However, if the model is Steadfast and loses no Aggression from the attack then there is nothing to convert to damage and so the model is unharmed. Note that a Steadfast card can be played on a model whatever its current Aggression state. D: Nobody said that mutation was going to be useful every time. Don’t kiss this one though. Q: What happens when a Slow Mutant receives the mutation that grants him Agile? Do Slow and Agile cancel out? A: No. Agile has no effect on Slow models. Missions, Goals and VPs D: Slow models cannot take Sprint or Climb actions. The fact that Agile makes these short actions is irrelevant as a Slow model cannot take them regardless of how long they take. Battle Cards Q: When I draw new cards at the end of a Round, does the number I have to discard down to refer to the ones I just drew or my whole hand? A: The ones you just drew. D: Drawing new cards at the end of the Round will only ever add to the size of your hand. Put your current hand to one side and work out the new cards by drawing and discarding as appropriate. Then add the new card(s) to your previous hand. Q: Do actions from cards (such as Move) count as free actions or normal actions or are they something separate? A: Separate. D: Cards are “in addition to actions” (page 33). They do not count towards any action limits. Q: Can Steadfast cards be used to avoid Blaze Away damage? A: Yes. 20140827 DZ FAQ.docx Q: What level do you place objective counters on? A: Any. D: I very often place them on the top level, though that’s just my personal taste. It’s not a requirement. Being at the top is not only convenient for reaching them and remembering where they are, it is also more exciting as they’re usually harder for both sides to get to. Q: When you draw a mission card for deployment areas and who starts with the initiative, is your opponent allowed to look at the mission? A: Yes. D: Yes. This partial knowledge is part of what forms the entertaining game of bluff and double bluff about what your secret mission is. You each know for sure one mission your opponent isn’t on. Q: When you Capture/Control a cube do you keep the VPs for the rest of the battle or do you lose them if you no longer Capture/Control the objective? A: You lose them. D: You will regain the VPs if you re-‐take the objective. For a more detailed discussion see: http://quirkworthy.com/2014/04/19/deadzon e-‐when-‐do-‐you-‐count-‐vps/ Q: Do I have to claim victory if my opponent has been wiped out or only has “-‐“ Command value models remaining? A: Yes. 7 D: Quite apart from anything else, it’s not polite to rub your opponent’s face in his defeat. In addition, your Strike Team is a valuable strategic asset that needs to be getting back, getting refitted and prepping for the next op, not faffing about picking through the battlefield litter. Q: If I wipe out my opponent and claim a victory as per situation 2 on page 43, do I still win if they have more VPs than me? A: Yes. D: As it says at the end of that section, “The first player to claim a valid victory wins the game.” If you claim victory for wiping the other side out it doesn’t matter how many VPs they had. Q: Is a draw possible from a timeout victory? A: Yes. D: If both sides have exactly the same number of VPs and exactly the same points value of models remaining on the battlefield at the end then it would be a draw. However, whilst technically possible I’ve never actually seen it happen. Campaigns Q: In stat improvement on page 54, what do you mean by “the highest one”? A: The stat with the highest numerical value out of Shoot, Fight, and Survive. D: For example, a basic Enforcer would increase his Fight stat first as this is a 6 and the others are both 4. If the same model rolled a second stat improvement later then you could choose between Shoot and Survive. This way round improves a model’s weak areas first. Q: Can a model improve the same stat more than once if they have suffered a penalty to that stat after resurrection? A: No. D: As the rule says, “Each combat stat will only ever advance once”. Only once. Ever. Q: Do stats have a maximum value? 20140827 DZ FAQ.docx A: Yes. One better than they started (see above). Command can only improve to a maximum of 3-‐3 as per the table on page 54. D: Some models may start better than 3-‐3, but this is their natural level and cannot be improved. Q: When a model rolls a new ability can I save it up till I get to a higher level and pick then? A: No, new abilities must be allocated immediately. D: If you think about what’s being simulated here, the idea of saving up is a bit daft. If you learned something through your experiences then you learned it. You can’t decide to postpone the knowledge till later. Q: In a campaign, can any faction buy an XYZ? A: Yes. D: Assuming that any restrictions on usage are followed, all factions currently have access to all items. Assuming, of course, that you pay for the clearance. Q: When a model gains Engineer in a campaign, they also gain Beast. This means that they won’t be able to use Deployable weapons. Is this right? A: Partially. See below. D: The campaign-‐generated version of Engineer is deliberately not as good as the dedicated specialists available to certain armies (to keep them more desirable and special). They are immune to Booby Traps like other Engineers and can place Deployable weapons at the start of the mission (as per the Engineer rules). They can also pack up Deployable weapons for others to carry, but cannot pick up or re-‐deploy these weapons after the battle has started (as per the Beast and Deployable rules). Q: If I get an ability that replaces an earlier one (eg Really Tough replacing Tough) does the model still have to pay the cost of the first ability? A: Yes. 8 D: The abilities that double up are particularly powerful and so need to be expensive and rare. Q: If a model has a “-‐“ for a stat, can it be improved with experience? A: No. D: Models that are bad at something simply have a poor value. These models can get better. A “-‐“ value indicates that this model has no affinity, means or interest in ever using this value. Q: What happens when a model rolls on the complications table (page 55) and gets a reduction to a stat it has a “-‐“ for? A: The model recovers with no ill effects. D: For a more detailed discussion see: http://quirkworthy.com/2014/04/24/deadzon e-‐the-‐complications-‐table-‐and-‐values/ Q: Can a Medic use this ability after the battle has ended, in the campaign phase? A: No. D: Medic is a combat medic’s skill of immediately stabilising and treating battlefield injuries. If he cannot get to the casualty quickly enough (ie during the battle) then the opportunity has been lost and the next level of medical intervention is needed. In effect, the casualty is passed to the nearest MASH equivalent. Q: Agile and Fast both have the same cost and can be learnt at rank 5, but Agile is superior to Fast so what is the point of Fast? A: Two things: 1) Having the different abilities allows me to characterise different troop types in appropriate ways. 2) They stack. D: The abilities are in the game to allow me to characterise troop types appropriately. In that situation I wanted the ability to pick the degree of variation from the norm – hence two stages. Actually, it’s 3 stages because a model could have both abilities and the effects stack. A model with both could Climb and Sprint in the same Turn as both are short actions for them. 20140827 DZ FAQ.docx Zombies Q: Do we have to roll for Spawn Points at the start of the game? A: No. D: That would be too cruel… Q: Artificial Stupidity rules. Page 8 says that Spawn Points need a 3 dice 5+ test. On page 9 it says that Spawn Points are a 2 dice 5+ test. In the zombie campaign each map has specific values for spawn test. So when does the 3 dice test specified page 8 occur? A: Whenever it isn’t specified otherwise. D: Page 8 says to use this value for tests “unless specified otherwise” to ensure that there is a default. The examples quoted are specifying otherwise, so this default does not apply. I don’t think the default is used yet, but that’s only because I’ve not published all the zombie scenarios I’ve thought of. Also, it was intended as a backstop in case you wanted to develop your own zombie scenarios… Q: When a zombie is spawned at a Spawn Point adjacent to a wall, does it have to roll a Slammed test if the Scatter takes it into the wall? A: No. D: The scatter rules on page 17 say “if a scatter move is completely blocked by solid walls then the model or item simply bounces back into the original cube”. Page 27 tells you to treat the edges of the board as “solid walls that block all movement” when a model is not moving off through a deployment zone for a mission. Zombies don’t have such missions, and so always treat the board edge as solid. Q: Exactly where in a cube do I place a moving Zombie? A: You choose. D: I can’t know what terrain you have, where the other models are, and all the other details of the current situation on your tabletop. You’ll have to pick exactly where they go. However, the following may help. As a rule of thumb you could start by placing the first one to arrive in the centre of a new 9 cube. Subsequent arrivals can go where there’s clear space. The Zombies are Uncaring, so they aren’t deliberately using cover. They’re more interested in finding a path through the debris to get to their lunch quickly. This implies that they stick more to the open. That said, it’s not as much fun to win against an easy foe, so I’d suggest that you try not to give yourself a clear shot every time. Q: Do zombies react to frag or blast effects (because of the sound)? A: No. D: I’ve chosen to simplify the zombie rules to focus on their reactions to the Strike Teams themselves. Obviously, if they were reacting to every sound in their environment then they should react to the shot, the ricochet, the scream of the injured, bark of orders, crackle of comms gear, etc. There’s just too much going on in a firefight to deal with it all. I’ve also not mentioned that zombies use smell as well as hearing to pick out their prey (I’ve done my research). Perhaps they realise that the explosion isn’t going to be tasty, but the gunfire just tunes them in to scent in particular direction. And then, just like a Bisto advert, they smell something tasty in the air… Q: If a model sprints through a cube that zombies can see, but finishes their sprint in a cube they cannot, do the zombies react by moving 1 towards the sprinting model? A: No. D: Zombies are slow. If you blitz past them fast enough then you can avoid their attention. For the moment. Remember though that they only need Area LOS to the final cube to react. Q: If a Command test gives a model a free action, does this count as an “active” model for purposes of the zombies’ reactions? A: Yes. D: If you’re taking an action then you’re active, even if it doesn’t mark you activated (as in this case). 20140827 DZ FAQ.docx Q: How do zombies choose which cube to move into if two or more are the same distance and all contain models to eat? A: Randomly. D: Note that zombies can’t count, so a cube with one model in looks as tasty as one with two. Q: How will a zombie choose who to attack if there are several models to eat in a cube? A: Randomly. D: Zombies have simple urges. It may be that model A originally attracted the zombie’s attention, but when he arrives in the cube containing models A and B he doesn’t care why he is there: only that dinner is served. Q: How do zombies react to Indirect Fire? A: Treat is as Shoot action. D: Indirect weapons are generally noisy to fire, unlike grenades. So, an Indirect weapon would trigger the Shoot reaction from the zombies, but a Throw Grenade would trigger the “any other action” reaction. Q: Zombie campaign: is it possible to hire a mercenary? If so, does it stay with the Strike Force till the end of the game? A: Yes if you could normally, and yes. D: As described on page 10 of Contagion, the Strike Force is created as normal (so you can hire a mercenary if you could normally). The main difference between this and a normal campaign (apart from the undead) is that you are unable to refit between missions (cut off behind enemy lines), so you’re stuck with your initial choices – including any mercenaries. Q: In a campaign do zombies prevent me from retrieving deployed weapons the same way an enemy faction would? A: Yes. D: They aren’t going to sit about watching you pack up your kit, are they? Q: In a campaign, do you get experience for killing zombies? A: No. 10 D: Zombies aren’t “enemy models” (page 53). In many ways they are best thought of as dangerous terrain rather than enemies per se. Getting through a wall of zombies is like clearing a minefield or tangle of razorwire, and you don’t get experience for that either. Anything Else… Q: What’s the difference between Specialist and Rare models? A: None at present. D: There are some rules that use this difference. However, they aren’t in print yet. Q: If your Commander dies, does the change in command total for working out how many models you can act with happen immediately, or at the end of the Turn or Round? A: Immediately. moving model always gets to choose where to place him? A: Two ways. Either the player chooses to have the models collide, or the model is thrown “directly away” from a Blast, in which case the model must be placed along a line that may intersect a second model. D: It doesn’t happen often, but I knew I’d be asked if it wasn’t in the rules. D: The boss getting killed is pretty dramatic and has an immediate effect on his (or her) followers. Q: If you heal a Rampaging model does it stop Rampaging? A: No. D: Once it’s gone bonkers a band aid won’t help its mental state. Q: Can you target the base of a flying model? A: Yes. D: I can see the argument against this. Unfortunately, it is the thin end of the wedge. If we don’t allow this as a target then we could argue for all sort of other increasingly dubious things and you quickly end up with something muddy and argument-‐inducing. It’s all just a matter of which shade of grey you stop at and you could debate that endlessly. The current black and white approach is somewhat abstract, but as I’ve said before static models are an abstraction as is Turns, actions and everything else in a game. Q: How can one model be thrown into another one if the player that owns the 20140827 DZ FAQ.docx 11
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