We tried to make things as simple and clear as possible,
but we also realize that people will find unique ways of looking at our
rules or game construction. So for those extra-creative people we have
created this FAQ page. If you send us your questions, we'll answer them
here.
Click here to send
a question about Pit Fighter to the creator.
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1. Can Armor stop immediate damage (such
as a Grenade, Fire Trap, Lightning Blast, etc.)? |
No. Immediate damage (as indicated by the burst
symbol) cannot be increased or decreased by any normal means. It hits
and resolves before there is the opportunity for any card play or use.
See the Types of Damage box on Page 4 of the game rules.
Resistance, however, can affect damage taken,
including immediate damage. In the Starter Game and first three Expansion
Sets, only two instances of Resistance are found: Steel Grim's character
ability of Frost Resistance and Mordol the Black's
Epic Buckler. See question #3 for more on Resistances.
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2. Can I play an Armor card
as an instant use if I current have an Armor card equipped? |
It depends on the body location noted for the
Armor you have equipped and the Armor
you are wanting to play as an instant use. Only one piece of Armor
can be in play for any specific body location (see Armor
keyword on Page 7 of the game rules.). Thus, if you have Chain Mail
equipped (either ready or tilted), you can not play a Chain Mail, Leather
Armor, Plate Mail, or any other Armor card that would
occupy the same body location as an instant use.
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3. How do Resistance and Vulnerability work? |
Resistance or Vulnerability is applied after
damage is rolled, but before exhaustion points are taken or gold is
received. It does NOT remove or add damage dice before they are rolled.
This mechanic makes Resistance and Vulnerability into variables, which
is how we think they should work!
Examples include Steel Grim's Frost
Resistance and Fire Vulnerability, and the Damage Resistance
of Mordol the Black's Epic Buckler. (See the Errata
page for these instances as well).
For instance, Steel triggers a Frost Trap which
does 1d6 immediate Frost damage. The damage is rolled
resulting in a 5. Steel then rolls his 1d6 for Frost
Resistance, resulting in a 4. His roll brushes off all but one Exhaustion
Point. He loses that point and his opponent receives gold for one point.
If Steel sets off a Fire Trap, he would roll
an additional 1d6 of damage after the damage roll for the Trap
and lose those additional Exhaustion Points because of his Vulnerability
to Fire. His opponent would receive gold for the additional
damage.
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4. Can I use Bandages when I'm the defender? |
No. Bandages cannot be used as the defender because
they require a hand. Even when played as an instant use card, they must
be used during your Attack Phase and as one of your two hand
actions. (See the description and example under Attack Phase on Page
4 of the game rules.)
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5. When can I play my Feint card? |
As an Action card that doesn’t
state a different phase for use, Feint is played during your Attack
Phase (See section on Card Guidelines, Page 2 and the description of
the Action keyword on Page 7 of the game rules.) That
means that you have to already be in range of your opponent without
having moved in your first Movement Phase. Your movement will then be
restricted if you choose to move in your second Movement Phase. This
is why it’s so cheap!
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6. Is is possible to apply Whetstones to
my fists? |
There is nothing in the rules that restricts
you from adding Whetstones to your fists. Yes, it’s strange, but
let’s just say that you pick up the stone and bash the guy with
it! See the Attack Phase description on Page 4 of the game rules for
the reference to fighting with your fists.
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7. Can I use play my Jump card against a
Grenade (or other immediate damage)? |
No. Each card resolves before the next one is
played (Card Guidelines section, Page 2 of the game rules.) So for immediate
damage cards, the damage is taken before the defender has an opportunity
to play a card or apply Armor. If you play a Jump card
during an attack that involves stack damage, and the Jump takes you
out of range, the damage is not applied. This is because the damage
has not been assigned yet and is still in the damage dice stack waiting
to be rolled.
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8. How do cards like High Winds and Missile
Deflect work with the Throw Weapon card? |
Even though your weapon was a Melee
while it was in yours hands, it becomes a Missile when
you use it with a Throw Weapon card. Therefore, cards that affect Missile
attacks will be effective.
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9.Once I've taken the damage from a Wall
of Fire, will I take more if I just stay in it? |
Yes. Yes you will. The question is when. If you
have not moved out of the Wall of Fire by the end of the first Movement
Phase of your next turn, you will take the damage again. This ensures
that you cannot get additional Attack Phases without suffering the consequences
of your position.
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10. How do Just Barely and Lucky Hit cards
work in conjunction with the Dodge card? |
Lucky Hit and Just Barely resolve when they are
played and therefore stay in effect. You may want to set the appropriate
number of dice aside as a reminder of the minimum dice that must be
in the stack once it is complete. This can make them quite powerful
cards in certain situations, such as when damage reduction cards like
Dodge and Whiff would have brought the damage dice stack to zero or
below. That’s why they are more expensive. NOTE: Lucky Hit and
Just Barely do not stack. The most that will be guaranteed to remain
in the damage dice stack is 2d6.
Example: Your opponent has 3d6 in the damage
dice stack and plays a Just Barely card, which adds 1d6 to the stack
and states that the stack cannot be reduced to less than 1d6. You play
a Dodge card next which removes all damage dice from the stack. 1d6
is put aside to remind the players that the stack must have at least
1d6 when it is complete. Your opponent plays a Firm Hit, adding 2d6
to the stack. Both players have now passed and the stack is complete.
Since the stack has 2d6, the requirement of the Just Barely card is
met and the1d6 set aside as a reminder is discarded .
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11. If I've chosen Action Cards during the
Arming for Battle step, do I have to pay for them when I play them? |
Yes. And yes, you do NOT pay for Equipment Cards
chosen during that step because they come into play equipped. It's so
unfair!! Just think of it as a temporary gift to equalize the playing
field a bit. Once that step is past, you've chosen your advantage and
you're on your own!
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12. If I play Bull Rush in my first Movement
Phase, can I still choose to move in my second Movement Phase? |
Yes. The rules say that you can only move
in one of the two phases, not that you can only use one of them (see
Movement Phase One description on Page 4 of the game rules.) You would
forfeit the extra movement that Bull Rush gives by not moving in that
phase, but if you don't move at all, you can still choose to move after
your Attack Phase at your normal movement.
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13. When can I play Counterspell? |
It's just when the card says - in response
to a Spell being cast and at anytime. Yes, this card
is a rule-breaker and the classic, timeless example of card text taking
precedence over rules. It does not matter if the Spell being
cast is immediate or stack damage, or if it targets you, the caster,
or another opponent.
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14. Do all Equipment cards have to be assigned
to a hand? |
No. The guides on the left side of your character
cards are there simply for a suggested play area layout. You do have
to designate some Equipment, like Whetstone or Chain
Weapon to other specific Equipment as stated on those
cards, but there is not a mechanic in the game to govern what Equipment
you hold in which hands. All Equipment cards that you
have Equipped and are untilted are ready for your use.
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15. Can I apply a Whetstone to a Grenade? |
Yes, but it wouldn't be smart! Technically, a
Whetstone can be applied to a Missile (which a Grenade
is) and the Grenade card does not state that it can't have attachments.
However, a Grenade does immediate damage and therefore, the +1d6 benefit
from the Whetstone never has a chance to be applied. Remember that damage
that displays a +/- or the dice symbol is stack damage.
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16. Can I play Firm Hit (or any other card
that increases stack damage) as the defender? |
Yes, but why would you? Such cards increase the
damage dice in the stack and there is only one stack in play - that
of your opponent. So, you can add to it, but chances are that you will
take that additional damage and your opponent will receive additional
gold for it.
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17. How do I use a Throw Weapon card? And
can it work with my Dual Attack card? |
The Thow Weapon card is the attack that is being
made and uses an equipped Melee to do so. During that
attack, the designated Melee becomes a Missile
and is thrown into the target hex. A Dual Attack card grants you a separate
second attack with the same Melee, but won't work here
because that Melee is now a Missile.
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18. How does the Dual Attack card work? |
The Dual Attack is played during your normal
attack with a 2H Melee. It does not affect anything
during that attack, including the current damage dice stack. After the
attack is fully resolved, you then get a second, separate attack using
the same 2H Melee. That second attack is at -1d6. So, for example, if
Grotas attacks with his +3d6 Heavy Flail and plays Dual Attack, his
second attack starting damage will be +2d6.
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19. What is the difference between attaching
and equipping? |
Not much. Two cards - Spiked Armor and Bracers
- use the attach language and should have used equip language instead.
Please see the entries for those cards on the Errata
page for the correct description.
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