07-28-2012, 02:49 AM | #1 |
Join Date: Jul 2012
Location: Ames, IA
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Antimatter on a Ship with Ship Enhancers
So, I kicked in the door and got hit with Trap! Antimatter, and at the time all I have is the Starfurry ship +3 and the Quad-Mounted Laser +1. So according to this thread the ship turns to a -3 and I still get the bonuses from the enhancer which is unaffected giving me a -2 overall. My question comes in to play when looking at this thread however. Which states that when something is hit by Trap! Antimatter it is no longer considered an item. So, if it is no longer an item does that mean I have no ship and therefore cannot use my ship enhancers anymore? Because that then contradicts the ruling of the first thread I linked.
Simply put, what happens to item/ship enhancers when the item/ship is hit with Trap! Antimatter or Curse! Weapon Becomes Evil? Last edited by Vincentheartthrob; 09-11-2012 at 04:56 PM. |
07-28-2012, 02:56 AM | #2 |
Join Date: Jul 2012
Location: Ames, IA
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Re: Antimatter on a Ship with Ship Enhancers
Also, this is unrelated to my question, but I just wanted to say that my girlfriend and I recently discovered Munchkin through Tabletop on YouTube. We immediately became obsessed, and I just wanted to say I'm very happy this community exists and am happy to be a part of it. We really really enjoy Munchkin in all of its flavors and are so happy to have discovered this game!
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07-28-2012, 03:44 AM | #3 | |
Join Date: Feb 2012
Location: Sydney, Australia
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Re: Antimatter on a Ship with Ship Enhancers
Quote:
There are also other situations where attachments can be attached to something they can't enhance, such as the Big Joe in Munchkin 4 which you can change your mind as to whether he is a Hireling or a Steed at any time. It has been ruled that while he's a Hireling, Steed Enhancers don't count, but they remain attached. This is similar to your situation, the Ship Enhancer is attached to something which is no longer a Ship, so its bonus is unaffected, but ignored when calculating combat strength.
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My unofficial, but comprehensive Flowcharts: Munchkin: A4 Letter; Munchkin Quest: A4 Letter Rules Checklist for all Munchkin sets: A4 Letter. Last edited by Clipper; 07-28-2012 at 03:54 AM. |
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08-01-2012, 03:32 AM | #4 |
Join Date: Jul 2012
Location: Ames, IA
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Re: Antimatter on a Ship with Ship Enhancers
I would agree that the rulings are consistent if it weren't for the fact that in the first thread Andrew didn't disagree with what the original poster said. Which was that the enhancers still counted on the antimattered ship. That specific part is what I was looking for a ruling on.
So for example a +3 Starfurry with a +1 Quad-Mounted Laser and a +2 Laser attached gets hit by Trap! Antimatter. Is it now: 1. A -3 ship with the enhancer still counting towards the total giving a net total of 0? 2. A -3 curse and the enhancer stays on the field and doesn't add anything since the original card is no longer an ship. If this is the case can it be attached to a different ship? 3. A -3 curse and the enhancer is discarded because the original ship is no longer an ship. This is what we ended up doing during our game. The first thread agrees with the first possibility and the second thread agrees with either of the other two. Last edited by Vincentheartthrob; 09-11-2012 at 05:14 PM. |
08-06-2012, 01:17 PM | #5 |
Join Date: Jul 2012
Location: Ames, IA
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Re: Antimatter on a Ship with Ship Enhancers
I guess I'll just take the advice the FAQ gives about the Kneepads of Allure, and take Trap! Antimatter out of my game and eat it! No one has to know! ;)
Last edited by Vincentheartthrob; 09-11-2012 at 05:16 PM. |
08-06-2012, 01:45 PM | #6 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Antimatter on a Ship with Ship Enhancers
This is going to require more thought than I can give it right now. Sorry.
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antimatter, enhancer, ship |
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