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#1 |
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Join Date: Nov 2010
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There have been instances when we have played Cheat cards where we bring in an item that is otherwise against the rules for our class/race/accent to play.
We have also used a Cheat card to allow us to use items that give us a second armour, footgear, headgear, and even items that would require a third or fourth hand to use. We have also used a Cheat card, WHILE IN COMBAT, to bring in an item for our character to use because it's strength was crucial in combat. (ie; I needed at least one more point to use to defeat a monster, I am already wearing armour, and I Cheat in a second armour to give me the additional points to use, while in combat.) Am I using the Cheat card correctly or am I going against the rules, which I want to clarify since the card itself states that "to use an item that is otherwise against the rules." Please help! GargletheRat |
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#2 |
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Join Date: Sep 2010
Location: South Dakota
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To the best of my knowledge, you are not allowed to equip things during a fight. The first and second uses are correct, but the third is not.
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#3 | ||
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Join Date: Feb 2011
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Quote:
Quote:
__________________
Munchkin: 1-8, boosters/supplements Zombies: 1-4, Dice, 1-3, supplements Cthulhu: 1-4, Dice, supplements Apocalypse: 1-2, supplements Legends: 1 |
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#4 |
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Join Date: Aug 2004
Location: Macungie, PA
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Eben and Smokerulz are correct. The whole point of Cheat! is to do what you described in your first two uses. It does let you use an Item that would otherwise be against the rules. What it does not do is let you play an Item when it would be illegal to do so, like during combat.
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#5 |
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Join Date: Jun 2005
Location: Here on the perimeter, there are no stars
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I'm concerned by the phrase "bring in" here. Depending on exactly what you mean by that, it could mean the difference between a legal and illegal play. For instance, if you mean you're using Cheat to search through the deck, the discards, or a set of cards that isn't in play for a card to "bring in" - that's a big uh-uh.
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#6 |
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Join Date: Feb 2011
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Yeah, good point there, RevBob. Just to make sure it's clear, Cheat! equips a card either from your hand, or one you already have out in play but couldn't equip.
__________________
Munchkin: 1-8, boosters/supplements Zombies: 1-4, Dice, 1-3, supplements Cthulhu: 1-4, Dice, supplements Apocalypse: 1-2, supplements Legends: 1 |
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#7 |
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Join Date: Dec 2010
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I don't know if you've been using Cheat like this, but the following (legal) scenario is similar to the (illegal) one that you were doing:
Say you are in battle and someone throws a Curse at you that would cause you to no longer be able to use some sort of item, such as Curse! Lose Your Race which makes it so you can no longer use your race-specific Armor. Well, you still have the Armor equipped--you're just not getting any bonus or special powers from it. That means you can throw down a Cheat card at that point to regain the bonuses/powers from the item which you already have equipped. (And of course it could have been from just choosing to discard your own Race, in which case the results are the same and the Cheat card can be used to regain your Race-specific item bonus/powers). Link to discussion: http://forums.sjgames.com/showpost.p...2&postcount=14 |
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#8 |
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Join Date: Dec 2010
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Does this clarify use of a Cheat! card?
Cheat! grants you additional equipped slot for equippable card regardless of Race/Class/Loyalty/Accent/Mojo/Quantity restrictions OR it grants you the ability to use the item which you cannot possess for some reasons. |
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#9 |
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Join Date: Aug 2010
Location: Windsor Locks, CT
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You know how there are some items that do not take up any slot at all and does not have any class/race/etc. requirements whatsoever to use? Pretend that a cheat card makes any item into that type of an item. An item with a cheat card on it can be used REGARDLESS of any restrictions written on the card. This item will not take up any slot whatsoever anymore.
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#10 | |
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Join Date: Aug 2010
Location: Ithaca, NY
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