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Doors During Setup Options
N3rdSl4y3r
Posted: Wednesday, February 2, 2022 10:09:03 AM
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If I set up adjacent to a door, is it open at the start of the game? or would I still need to have a character end it’s turn adjacent for it it to open?

Thanks!
spryguy1981
Posted: Wednesday, February 2, 2022 11:13:03 AM
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I believe if you setup adjacent to a door it is considered to be open. However, if you use things such as intuition or surprise move, they would not open the door until the end of your first activation
Randy
Posted: Wednesday, February 2, 2022 11:23:29 AM
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Here is a breakdown of the pre-game procedures. Step 10 should answer your question.

Beginning of game
1. Players begin the pregame procedure by revealing their squads to each other.

2. Resolve “deferred squadbuilding” abilities that trigger after seeing the opponent’s squad. This includes Reinforcements and the first half of Bribery, for example. Players simultaneously reveal their decisions about bringing in additional characters.

3. Characters that are added to a squad via abilities like Reinforcements and Bribery are added to their squads. (Normally, order will not matter. If it does, order players randomly and resolve their abilities player by player.)

4. Other abilities that trigger after seeing the opponent’s squad activate. This includes Telepathic Insight and Con Artist, for example. Players with these abilities simultaneously reveal their decisions. (Normally, order will not matter. If it does, order players randomly and resolve their abilities player by player.)

5. Players roll to determine which player will choose the map to be played on.

6. The player with the highest roll chooses which map will be played on. The player with the lower roll selects whether to set up first or second. The player who sets up first selects a side and sets up his miniatures. (In a multi-player game, the player with the highest roll chooses the map. The second-highest roll chooses his position in the setup order. Then the third-highest roll chooses her position in the setup order. This continues in order until finally, the player who selected the map takes the remaining unselected position in the setup order.)

7. In setup order, a player sets up by selecting a setup area and then setting up his miniatures. Abilities for that player that trigger during setup activate. For example, this includes Light Tutor, Dark Master, Light Spirit, and Dark Spirit. The player chooses the order to resolve the abilities.

8. If there is a player who has not yet set up, return to step 7 and the next player in setup order sets up.

9. Resolve abilities that trigger after setup. For example, this includes Programmed Target; Lightsaber Trainer; Battle Ready; Versatility; the second half of Bribery; and Admiral Gilad Pellaeon’s commander effect.
a. All players simultaneously reveal all decisions regarding these abilities, except decisions that require movement.
b. First, abilities that change squad composition are resolved. Old characters are removed from a squad and then new characters are added to the squad. Abilities that change squad composition are resolved in setup order. (***Thus, in a multiplayer game, a player setting up first has the first chance to bribe away a character if more than one player wants to bribe the same character.) If a player has more than one of these abilities, the player chooses the order to resolve them.
c. If any abilities grant abilities to any characters (i.e. Bribery, Versatility), those character gain those abilities. If any characters gain abilities that normally would have been resolved before this point during setup (e.g. Con Artist), resolve those abilities immediately. This occurs in setup order. If a player has more than one of these abilities, the player chooses the order to resolve them. (***Pending ruling on Bribery.)
d. Finally, other abilities are completely resolved in setup order. This includes abilities requiring movement (such as Battle Ready and Crix Madine, SpecForce Commander’s commander effect). If a player has more than one, he decides the order to resolve the effects. (***)

10. A pre-game door check happens. Note that there is a pre-game door check, but there is no pre-round door check, so doors do not open after abilities such as Intuition or Surprise Move.
N3rdSl4y3r
Posted: Wednesday, February 2, 2022 11:37:04 AM
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So when would a door check happen in I moved adjacent to a door with intuition or surprise move?
gandalfthegreatestwizard
Posted: Wednesday, February 2, 2022 12:50:34 PM
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N3rdSl4y3r wrote:
So when would a door check happen in I moved adjacent to a door with intuition or surprise move?

Not until the end of the first turn.
FlyingArrow
Posted: Wednesday, February 2, 2022 1:09:38 PM
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gandalf is correct. Door checks happen at the end of each turn, and there's one 'extra' door check at the beginning of the game.

There is a bit of a loophole... Aing-Tii Flow-Walking generates a turn, so if you use that ability at the start of the round, there is a door check at the end of the Aing-Tii turn. So if you have one character with Intuition and another with Aing-Tii, you could move the Intuition person up to the door first, then have the Aing-Tii character take their Aing-Tii turn. At the end of the Aing-Tii turn, the Intuition character's door will open (even if the Aing-Tii character is nowhere near it).
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