|
02-19-2019, 07:06 AM | #1 |
Join Date: Feb 2019
|
Flee Powder..
The games mechanics state that the only way to run away is by having a card that allows it or by rolling a die, there is no other way to run away.
A minion can be sacrificed in place of running away, but that doesn’t count as running away, because the rulebook states very clearly that running away is done strictly by a dice roll. So flee powder FORCES a player to run away, that is essentially saying that flee powder is forcing that character to roll a die, as that is the only way to run away. Can a minion be sacrificed in place of this die roll? Rulebook states for minion sacrifices, “instead of rolling to run away”, once again mentioning the only way to run away is by rolling a dice, so if a card is forcing you to run away, shouldn’t the only way out be to roll the die or play a counter card? |
02-19-2019, 07:43 AM | #2 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
|
Re: Flee Powder..
If someone is forced to Run Away, and they have a way to Run Away automatically, they're welcome to use it.
__________________
Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
02-19-2019, 09:07 AM | #3 |
Join Date: Feb 2019
|
Re: Flee Powder..
This is just my personal take on it, but the act of running away is a mechanic that’s part of the greater whole of the mechanic that is escaping. To escape, you can do three mechanics, run away (evidence this is a smaller mechanic to the greater whole that is escaping is by cards that have -1 to run away, etc..), play a card that allows escape, or by sacrificing a minion. All three of these things can be used to escape, but not run away because that’s already a mechanic. Evidence of this can be found in the rule book, it says to run away successfully you roll a 5, and if you do you escape. If you alternatively want to sac a minion then you can do so to escape, but you’re not running away if you sac a minion, you’re escaping, so in theory, I feel as if a card that forces someone to run away specifically, it should strictly be for the act of rolling a die, unless a card can be used to counter it. Just my opinion, I know the word is the word on this forum, but I don’t think it’s an out of line theory on cards of this nature.
|
02-19-2019, 09:17 AM | #4 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
|
Re: Flee Powder..
You're overthinking it. "Escape" and "Run Away" are synonymous as far as the rules are concerned. "You escape automatically" and "you Run Away automatically" mean the same thing.
__________________
Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
02-19-2019, 09:26 AM | #5 |
Join Date: Feb 2019
|
Re: Flee Powder..
Then how do you explain a card like “Potion of distraction” which allows ‘automatic escape only before you roll to Run Away’? Run Away in this instance is referring to one of three game mechanics I mentioned that make up the grandfather mechanic of escaping, which is also on this card.
|
02-19-2019, 11:39 AM | #6 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
|
Re: Flee Powder..
It replaces the roll with an automatic Run Away. The point of that specific clause is that you can't use it AFTER you roll.
__________________
Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
|
|