THE RULINGS POSTThese are Specific Rulings - questions that are answered in specific instances:Q. Is Defeated and Knocked Down the same?
A. Defeated IS in fact equivalent with Knocked Down.
R. Hasbro cites this, and the panel feels that due to simplicity the ruling is that KD=D.
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Q. Are Defeated figures considered to be in the Defeated Area directly after their defeat, after their SPs have been resolved, or at another time?
A. Upon defeat, all figures that do NOT have a SP activated go immediately into the defeated area, with SP activated figures set aside. SPs are then resolved in standard order, and after each figure's SP is resolved the figures go individually, and in order, into the defeated area.
R. This took 2 votes to get to, but we believe this is the fairest, most gameplay-oriented way to resolve SPs.
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Q. Are figures' labels open for interpretation or not, regarding SPs? (Luke as ST=Luke Skywalker/ Optimus = Super Optimus)
A. NO INTERPRETAION, Labels must be EXACT matches to the special or effect called into play.
R. There is no imperative to change the reading of nameplates to endow certain figures with extra abilities.
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Q. Who decides which special powers come into effect in order, Attacker or Defender?
A. The controller of defeated figures determines the order of resolution of special powers for those figures, though "stand up" powers must be resolved before any other powers. (But follows standard order - Defender gets powers first, then Attacker in scenarios where both teams have losses)
R. Simple is not better. This defines the order in no uncertain terms and has more 'fairness' inherent in the rules.
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Q. Are SPs Optional, or MUST they be enacted?
A. All powers are mandatory other than those that could be passed on during normal play.
R. The allowance of options regarding special powers could have unintended consequences and raise MORE questions.
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Q. What is the "Start Line", the edge of the playfield, or 2 tix in from that point?
A.All figures shall be placed at the boundary of the playfield and be moved 2 tix forward to the start line, in all cases.
R. Simplicity and sheer logic.
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Q. If a "Vanquish" figure is defeated by one's own figure via an opponent's attack (multi-kill), whose team member is Vanquished?
A. The opposing team, always. This is written on the bottom so clearly....
R. Obviously, it is written so clearly that it's retarded to even visit this
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Q. Luke/Han as ST - Do they have to attack before the second attack action is made?
A. ST figures may attack at any time during the player's Action Phase until all actions are complete.
R. Simplicity and no perceived benefit in changing this.
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Q. Must "Effect Droids" be enacted BEFORE movement, or just BEFORE attack?
A. Effect Droids MUST be used before any other action, or the effect is forfeit for that turn.
R. This is stated on the effects, and keeps the game more manageable.
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Q. Is it legal to rotate the base of a figure during a strike after the striking surface has been released, provided the base is not moved DIRECTIONALLY and does not come up off of the playing surface?
A. No, You may NOT rotate the base for more power after release of the striking surface, may not move directionally, and the base may NOT come off of the table. At no point may you reposition the figure after the attack concludes.
R. This method of powerstriking detracts from gameplay and overpowers figures that are already powerful.
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Q. Is it legal to tilt the base of a figure while firing to get a better shot?
A. No
R. Tilting of figures, even poorly designed figures, goes against the concept of defeat and therefore is illegal.
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Q. After attacking with a figure, can you remove the defeated figures from play before releasing your figure?
A. Yes, you may remove defeated figures before releasing your grip on your figure.
R. Simple Fairness. If a figure has a successful attack, a poor figure design should not penalize the attacker.
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Q. Is it legal to attack with a figure in a fashion not consistent with the original design and intent of the manufacturer?
A. All figures must attack only with their originally designed attack methods and surfaces, without exception.
R. The panel could not find a compelling reason to allow for alternative attack surfaces or methods.
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Q. After launching Slave Leia's harp00n, should you be allowed to pull it all the way back into the barrel to make it click back in? or only far enough back in that it doesn't click? or must part of it be left on the playing field?
A. Leia's hook may optionally be pulled back, but must remain outside the firing mechanism. The hook and line may NOT be infringed by any figures during movement.
R. This makes the most sense in using her unique fishing attack, yet does not make an undue exception by allowing reloading.
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Q. Where should a defeated figure with the "Recover" special power be placed exactly?
A. When a figure with Recover is knocked down, the place where the figure's base touches the playing field shall be spotted with a fingertip or other convenient marker. The special power window shall then be checked. If the Recover power is activated, the player shall grind the figure and then replace it such that some part of the base touches the marker. The entire base shall be placed on the same side of the marker as it was when it was spotted.
R. Simplicity and fairness abound.
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Q. In the case where a special power and an effect would both activate because of a single attack action does the special power or the effect resolve first?
A. Special Powers are resolved first before Effects when the two are triggered simultaneously.
R. Special Powers resolve immediately upon activation. Effects are not endowed with precedence over SPs.
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Q.What is the limitation on unique figures during tournament play?
A.
Gold: One each of any gold based figure per team. Additionally, all figures from Tournament Sets and Exclusive Battle Packs shall be limited to one of each individual figure.
Silver: One total silver-bodied Tourney figure per team
Normal: Five of any unique black or chrome-based figure Per Team
Megas: None - not Tournament playable
All above rules extend to backups and starting team selection and do not prohibit gameplay related changes. Exceeding these limits through capture or possession of an opponent's figures are legal.
R. This is the practiced way now, so why not make it official?
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Q.How does the "Rage" Effect work, as related to Wolverine M1-9?
A. This Action Effect may be invoked once per turn, as well as during attackbacks, provided that this figure has defeated an enemy or friendly leader during the match.
R. This is all encompassing and at this point it makes sense.
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Q: Mystique's effect states: If you have another Brotherhood in play, as an attack you may take control of an opponents figure Mystique is touching, then remove Mystique.
Suppose you get a free move and attack for a specialist. Are you allowed to use this effect for the free attack, or does the effect have to actually occur on your turn? (this is really about the use of effects for attackbacks)
A. Mystique may use her effect because her effect falls into the "Action Effect" category, which is governed by the following:
"3. Action Effects (like Mystique M/12 or Wolverine M/9 ) are those that substitute, augment, or replace other actions. These are limited to one per player, per TURN, but unlike other effects can be used again during attackbacks/shootbacks on an opponent's turn, provided the conditions of use are met." -----------------------------------------------------------------------------------
Q: What constitutes a "Turn" and what constitutes a "Round" in Attacktix?
A.
Turn = Optional Effects, then movement, then attack including special power and effect resolution.
Round = A single set of each player's individual turns taken in the predetermined sequence.
R. Uh, that's how the game is played!
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Q: If a figure has lost it's 'specialty' missile, can a substitute be used? If so, what are the criterion to use to determine a suitable substitute.
A. Any substitute missile may replace a lost missile, provided both a third-party referee AND the opponent approve of the replacement. If there is no such approval, the associated figure may not be used.
R. This keeps fair play in play.
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Q. Must all launchers be reloaded at the start of a turn, or should the reloading of launchers be considered optional?
A. Figures do NOT need to be loaded at the start of a match, and reloading is optional.
R. After 2 votes, this heated debate showed that it makes no difference, so reloading should be optional.
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Q: Is Mystique DEFEATED or ELIMINATED after possessing a figure using her Action Effect?
A.Mystique is Eliminated after possessing another figure using her Action Effect.
R. Thematically, it makes sense.
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Q: I believe the Spitting Venom to be so overpowered that I think it should be considered to be a gold-based figure, for tournament figure total purposes. Should this figure be restricted like gold-based figures are? Are there other ultra-broken figures that need to be addressed?
A. All Figures From Tournament Sets and Exclusive Battle Packs Shall Be Limited To One Of Each Individual Figure. See ruling on Figure Restrictions
R. This was the rule that made the most sense based on Hasbro's penchant for putting one monster in every T-Pack.
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Q. How should the Transform play mechanic come into effect?
A. 1. Transform means that the figure that was defeated goes to the defeated area and the corresponding figure goes from Back-Ups to the spot where the defeated figure died.
R. It keeps with the mechanics of the TF Universe while not overpowering Transformers. (Amended 5-7-08)
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Q. May a figure that has already fired in a turn fire again if they've been rallied, rescued, or recovered?
(This is to cover normal figures that have shot, then have been defeated and subsequently brought back into play)
A. A figure that has attacked during a turn, is defeated and subsequently recalled to play may NOT attack again except in the case of an Attack/Shootback.
R. You shoot, you're done.
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Q. May figures that have been saved (Rescued, Recovered) or called into play (Recruit, Rally, Transform) mid-turn use their Action Effects provided they have not been used already in a turn? (This is to cover the Rebel as ST and S.O.P Energon Mode figures that are brought into play or saved mid-turn)
A. Action Effect figures may use their Action Effects after being rallied, rescued, or recovering provided that the Action Effect has not been used previously during the turn and all activation criteria are met.
R. There should be no penalty for late arrival or for luck.
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Q. May multiple-shot figures such as the Destroyer Droid fire their second shot after they've been defeated and subsequently rescued, recovered, or otherwise protected from immediate placement in the defeated area? (This is to cover the DD and any other multi-shot figures that are killed and brought back in after shooting one shot)
A. Multi-Attack figures that have not used all of their attacks may not continue to attack after it has been defeated.
R. Figures that have been checked for the SP rescue or recover obviously had been defeated to have to be checked, so no dice.
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These are GENERAL RULINGS, that effect overall rules:I. GENERAL FIGURE STATES OF PLAYThere are 4 possible states that any figure can be in at one time:
1. In Play: This state is when a figure is on the playfield and is eligible for movement and actions when allowed.
2. In Backup: This state is when a figure is in the team's Backup reserve and waiting to be utilized.
3. Defeated: Figures that have been defeated reside in the Defeated Area.
4. Eliminated: Figures that have been Vanquished or otherwise called out of the game permanently are Eliminated. They are not eligible to be utilized by any currently available Special Power or Effect.
II. GENERAL CLASSES OF EFFECTSThere are 3 Classes of Effects:
1. Passive Effects (Like Spiderman M/10) that works without active participation as long as any conditions of use are met. These are limited to one use per player, per round, including attackback/shootbacks.
2. Active Effects (Like R2-D2 or Medic Droid) that need to be physically activated. These are limited to one use per player, per round, including attackbacks/shootbacks. These must be utilized at the beginning of the player's turn or are forfeit for the rest of that turn. These are not eligible for use during attackback/shootbacks.
3. Action Effects (like Mystique M/12 or Wolverine M/9 ) are those that substitute, augment, or replace other actions. These are limited to one per player, per TURN, but unlike other effects can be used again during attackbacks/shootbacks on an opponent's turn, provided the conditions of use are met.
I. GENERAL SPECIAL POWERS RULINGS***********************************************************************************
Q. How should the Evade play mechanic come into effect?
A. Evading figures may not be attacked directly or indirectly. If an Evaded figure is affected by an attack, the Evaded figure and any figures the Evaded figure effects are stood up by the DEFENDER/OPPONENT in the estimated area where they were before the infraction.
R. This keeps the game honest, and allows for mistakes; these mistakes will not be allowed to benefit the attacker.
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Q. How should the Stun play mechanic come into effect?
A. Stunned figures may not move but may rotate to shoot or strike.
R. Figures that are stunned should not be further encumbered regarding attacks, only 'Tix movement.
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Q. How is the "Jam" special power implemented, who does it effect, and for how long?
A. The SP is worded how it supposed to be worded and only effects for the remainder of either you or your opponents turn. Jam effects all figures on the playing field, including both friendly and opponent's figures.
R. It is reasonable that the wording is planned, and that this affects all figures in play, and for the duration of one player's turn.
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Q. If a BattleCry is enacted, may a player RELOAD a weapon and use a figure to attack twice in the same "Action Phase"?
A. No. Battle Cry only affects those figures that have NOT already attacked. You must also have enough figures to implement a Battle Cry, else it is forfeit.
R. The panel could not see any benefit to gameplay in enhancing this power.
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Q. What part of a figure whose power/effect that relies upon contact with a target figure must make contact in order to enact that power/effect, such as the Emperor and Mystique?
A. Figures with effects that require contact with the target may enact the effect upon the target provided any part of the figure including loaded projectiles are in contact with the target. Figures may not be bent or physically deformed to touch the targeted figure, but their machined joints may be manipulated to aid in the touching.
R. This is in accordance with most players' view that the base touching is not mandatory, and this excludes people bending their figs all to heck trying to get a cheap extra 4-5 tix.
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Requirements:To Play CTF, you require a 36"x36" area, (optionally) a Battle Case, a Flag device, and some Attacktix Figures. No "Effect Droids" may be used.
Setup:To prepare to play, get a 36"x36" area designated as a play area, and set the battle case (optionally) in the center of the play area. Put the flag in the center of the play area on the battle case (if present). Next, you need to select 2 equal teams based on points value, but with no less than 3 figures. Each team will put 3 of these figures on the start line of their side of the play area. This is your starting lineup. The remainder of each players teams will sit in the reserve area.
How To Play:One side, once determined to take the first turn, shall move as many figures as they desire up to 8 Tix, regardless of the printed speed on the figure. 8 Tix is the maximum movement rate of any figure in CTF. After all desired figures have moved, the player may fire as many attacks as they are allowed. At the end of this turn, the opposing player may move. Upon both sides taking their first turn, players may bring one figure each in from their reserve area each turn, but with no more than 4 figures per side in play at once. In no instance may one team have more than 4 figures in play at any time, even if a Special Power activation would call for it. Figures being brought into play, recruited, or rescued may be placed anywhere on their start line. Figures that are defeated are to be placed into the player's reserve area upon their defeat. Even from the start of play before the first turn all figures in that are in the reserve area are to be considered both in Back-Ups and in the Defeated Area simultaneously for the purposes of resolving special powers. Play continues until one team has successfully brought the flag across their start line by moving the flag bearer completely across the start line (of it's own volition, not by the action of another figure) which ends the game. The first team to accomplish this task is the winner.
Special Powers:Special Powers are in effect this game and can be played normally, except in the case of a figure's power bringing in more figures to play than the maximum of 4.
Flag Capture:If a figure's base makes contact with the flag, they may choose to take possession of it, and any figure in possession of the flag may not attack while they are in possession of it. As soon as the figure picks up the flag it's movement is ended for the turn, and picking up the flag also counts as one attack for the team. If a figure is defeated while bearing the flag, EVEN IF THAT FIGURE RECOVERS, the flag is to be immediately moved to the flag starting position at the center of the play area.
Flying Figures:Figures that have the flight ability may NOT pick up the flag when flying, nor may they cross the Start Line while flying. Both actions require the base of the figure to perform the stated activities.
Battle Case:If the Battle Case is in play, there is a special consideration - the steps molded into the edge of the case are to be considered the only path to the higher level(s). If a figure uses these steps to rise or to descend the step itself will cost the figure 1 Tix of movement.
Battle Case Turret:If a turret is available, the turret is to be placed in the center of the field where the flag usually resides, and can be operated by a figure whose base is in contact with it, counting as one attack when fired. If the flag bearer is defeated, the flag is replaced as noted above and the turret removed.