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Old 09-30-2010, 10:41 AM   #1
StaticHamster
 
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Default Stacking Bonus' and Penalties to Run Away

Cards in Play:
Quote:
Elf (+1)
Wizard (Flight Spell)
Boots of Running Really Fast (+2)
Tuba of Charm (+3)
Turtle Steed (-1)
Bag of Caltrops (+1)

vs

Snails on Speed (-2)
in the Dungeon of Filthy Flypaper Floors (-1)
Questions:

1. If I have to Run Away, is my initial penalty -3? (Steed, Snails and Dungeon -4, +1 from the Caltrops)
2. If I discard my Steed is my bonus +4? (Tuba, Boots, Elf and Caltrops +7, Snails and Dungeon -3)
3. Does the bonus provided by the Caltrops apply to my Steed?
4. If I wanted to keep my Steed and use my Wizards Flight ability, would the bonus be applied to my Steed?
5. If you use the Curse: Fly Paper Floors while in this Dungeon do the penalties overlap?
6. If I was Blending in Booty and had the Galleon (-1 to Run Away) would I have a -3 to Run Away until I discarded both my Ship and my Steed?
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Old 09-30-2010, 03:18 PM   #2
Munchkiny
 
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Default Re: Stacking Bonus' and Penalties to Run Away

Quote:
Originally Posted by StaticHamster View Post
Cards in Play:


Questions:

1. If I have to Run Away, is my initial penalty -3? (Steed, Snails and Dungeon -4, +1 from the Caltrops)
2. If I discard my Steed is my bonus +4? (Tuba, Boots, Elf and Caltrops +7, Snails and Dungeon -3)
3. Does the bonus provided by the Caltrops apply to my Steed?
4. If I wanted to keep my Steed and use my Wizards Flight ability, would the bonus be applied to my Steed?
5. If you use the Curse: Fly Paper Floors while in this Dungeon do the penalties overlap?
6. If I was Blending in Booty and had the Galleon (-1 to Run Away) would I have a -3 to Run Away until I discarded both my Ship and my Steed?
After all the appropriate cards have been played or used or discarded, add the bonuses and penalties that apply together, the result is your Run Away modifier.
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Old 09-30-2010, 03:29 PM   #3
Andrew Hackard
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Default Re: Stacking Bonus' and Penalties to Run Away

Quote:
Originally Posted by Munchkiny View Post
After all the appropriate cards have been played or used or discarded, add the bonuses and penalties that apply together, the result is your Run Away modifier.
It's not that simple once Ships and Steeds and Vehicles get involved. Please be careful of the overly glib answer.
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Old 10-02-2010, 07:09 PM   #4
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Default Re: Stacking Bonus' and Penalties to Run Away

Andrew, when replacing the rider's bonus to Running Away with the Steed's, (based on the example above)can/should you draw a distinction between:

Elf
Boots of Running Really Fast

AND

Tuba of Charm
Caltrops

My reasoning is that since the Steed is being ridden, the Elf and Boots bonuses wouldn't do anything. But the caltrops can still be thrown and the tuba still played while riding...perhaps?
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Old 10-02-2010, 09:03 PM   #5
Andrew Hackard
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Default Re: Stacking Bonus' and Penalties to Run Away

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Originally Posted by Gamer234 View Post
Andrew, when replacing the rider's bonus to Running Away with the Steed's, (based on the example above)can/should you draw a distinction between:
No, you should not, because the rule is simple and clear and we like it that way. As soon as you start trying to draw logic-based exceptions, it gets very fuzzy. You can always instate house rules if you would like.
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Old 10-03-2010, 03:50 AM   #6
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Default Re: Stacking Bonus' and Penalties to Run Away

So am I supposed to draw from this that all my calculations for Running Away above were correct since no one has answered any of the questions?

OR Based off Andrews last answer....

1. No it's -4 since the Caltrops don't count.
2. Yes
3. No, the Caltrops do not provide a bonus to my Steed.
4. The Wizard's Flight or similar abilities only work on you, you'd have to discard your Ship to get the bonus.
5. No, since they are so similar; they overlap.
6. Yes. But your penalty would be -4 until you discarded both your Ship and Steed.
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Last edited by StaticHamster; 10-03-2010 at 08:32 AM. Reason: to answer my own questions.
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