Frequently Asked Questions

Find answers to common questions about Cloudspire

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Grovetenders Faction

1 question

What non-merc sources can defeat a unit with the talent Peaceful?

Peaceful only prevents the unit from being damaged. An effect that defeats it outright, like Unstable (Uprising), Unstable Rift (landmark), or Consume (Greige) will not be prevented by Peaceful. Other abilities that do not do damage will also still affect Wyvankaye, like the Fortress Portal relic. Note that equipment gives their abilities to the unit they are equipped to. So Magic Like Missiles from the Staff of Anvasse, which does damage, is coming from the unit it is equipped to and therefore will only damage a unit with the Peaceful talent if the unit that it is equipped to is a merc unit.

Heirs Faction

11 questions

Are Elfinkazi considered to have moved when the unit they are roosted on moves?

Elfinkazi move with the unit they are perched on. This will trigger effects that happen on movement, like Toxic Secretion, but does not count as the Elfinkazi's move for the turn. An Elfinkazi may move after its roost. Importantly, an Elfinkazi does not gain movement when it moves into a roost, it only changes its movement stat. If an Elfinkazi moves two hexes from its roost to move onto a Regal Lookout spire and gain 3 movement from Roost, it has already moved two hexes this turn so it can only move one more hex with its new three movement stat.

Can a Joust using Fury Kick damage adjacent units with the talent Flying?

Yes. If Fury Kick triggers while adjacent to a unit with Flying, the Flying unit will take damage. Although Fury Kick is an attack, the unit that is being attacked by the Joust is not the unit with Flying. Flying only prevents the unit from being attacked, not from being damaged.

Can a promoted Joust minion use its Eager talent on a minion that is on a non-path hex?

Yes. Joust minions can use their Eager talent on minions even if they are on non-path hexes. If they do, they would follow the rules for invalid hexes, moving back to valid terrain at their earliest opportunity. Note that Eager only displaces with minions, not all units, so Joust minions do not swap positions with heroes that they target.

Can an Elfinkazi be attacked while on a roost?

Yes. Both the Elfinkazi and its roost are active and can be attacked by units and spires. When attacking, including with spires during the spires fire step, the attacking player may choose if they want to attack the Elfinkazi or its roost. Remember the Elfinkazi does have Flying, so it cannot be attacked by something without Flying or Air Defense. Elfinkazi share a hex with its roost, so the Elfinkazi and its roost are both adjacent to the same things at the same time, but the Elfinkazi and its roost are not considered adjacent to each other.

Can you use the Sight Unseen advancement more than once a wave?

No. This advancement can only be used once per market phase.

Does an elfinkaze sitting on top of a moving unit take damage if its perch moves into a hex affected by Toxic Secretion or Toxic Fumes?

Yes. Even if a unit is not using its own movement, if its chip physically moves it will set off any talents triggered by movement. In the case of an elfinkaze perched on another unit, both units take damage from Toxic Secretion and Toxic Fumes.

How do elfinkazes work?

Elfinkazes come into play at the start of the onslaught phase, on top of any active units or spires that have the talent Elfin. Any units with the Elfin talent that are in the deployment stack also get an elfinkaze placed on top of them when they are deployed. You must choose whether the elfinkaze comes out on its Glidebomb side or its Save side when it enters play. An elfinkaze can stay on that unit or spire without being considered a group. Both the elfinkaze and the unit or spire underneath it are considered active and can attack and be attacked. Unlike other minions, the elfinkaze may choose whether or not it attacks an adjacent unit during the attack stage of your turn. When the bottom unit moves, the elfinkaze goes along with it. The elfinkaze can also move off of the unit. If it will move, it moves like a hero due to its Roost Roam talent. This means that it moves either before or after all other minions, and you may choose how much of its movement to use and where it moves. Its movement stat is dictated by the Roost number it was most recently, or is currently, perched on. If an elfinkaze starts its turn not on a roost, perhaps because it moved away the previous turn or its perch was defeated, it has to either use its movement to return to a roost, or use its Glidebomb or Save talent. Glidebomb and Save are both triggered either before or after the elfinkaze's movement. Glidebomb will deal 2 damage to all adjacent units, fortress gates, and spires; it will also defeat the elfinkaze, which is then returned to your barracks. Save allows an adjacent unit to recover up to 4 health. Again, the elfinkaze is defeated when this talent is used. If elfinkazes are the only minions in play, the wave ends and the elfinkaze should be returned to your barracks.

How many Elfinkazi do I get per wave?

The Elfin talent gives the Heirs an Elfinkazi when the unit is deployed and or at the start of the onslaught phase. The Start of the Onslaught phase is the specific instance at the beginning of that phase and triggers one time a wave. The start of the onslaught phase is not the start of your turn. It is not typical to get more than three Elfinkazi in a single wave and a single chip with the Elfin talent will never activate more than once in a wave.

How should the Precious talent be worded?

Both Precious talents should say are the only faction minion type in play, as neutral revealed landmark minions do not prevent these talents from triggering.

What does Elfinkazi move and attack like heroes mean on the Roost Roam talent?

This line of text is meant to convey to the player that the Elfinkazi follows all movement rules for heroes found under the Hero Movement header in the rules reference page 9. Elfinkazi do not have to make progress towards their mark when they move, they can use as much or as little movement as they wish, they can move before or after minions but may not interrupt the movement of minions to perform its movement. They are able to attack but may choose not to. Other rules that are applicable to heroes, like the two-hero limit or campfire mode, do not affect Elfinkazi.

What is the correct text for the Heir fortress advancement Kaze Roost 3 - Royal Nest?

The text should say: As a build option during the build phase, roll this die and place it on an Heir fortress spire until the end of the wave. That spire gains or improves the following talents by the rolled result this wave.

Heroes & Minions (Units)

18 questions

ARMORED: Do units with the talent Armored reduce damage done by retaliation?

No. Retaliation is not an attack, so effects that specifically refer to attacks like Armored, Flying, or Sourcefield do not interact with retaliation.

Can I attack my own units?

No. All attacks must be against opponents. You may not attack friendly units, spires, or fortress gates.

Can I attack or damage a unit that is in their fortress gate hex?

No. Units within the fortress gate are not targetable. You can attack the fortress gate itself, and the player controlling the fortress may decide if they would like that damage to go through to their fortress, or if the top unit in their fortress gate will intervene and take the damage. If a talent is triggered that affects adjacent units, it will not affect units in the fortress gate even if adjacent. Fortress spires can be targeted and attacked as normal.

Can I choose not to retaliate with one of my units?

No. Retaliation is not optional. A unit, including heroes, must retaliate the first time it is able to in a turn. If a unit has not retaliated because it was not able to, perhaps because it was attacked at range, it is still able to retaliate, assuming it is not defeated by the attack.

Can I make a lateral move?

Generally not. Progress is only determined by the start and end positions of the minion's movement. A lateral move is only available as an option when, at the start of a minion's movement, it is unable to make progress using any amount of movement. If a minion can move two hexes at the start of its turn and make progress, it must move two hexes and make progress, even if its second move does not make progress.

Can a hero in campfire mode be displaced?

Yes. A hero in campfire mode may need to be displaced. This is the only interaction that can occur with a campfired hero.

Can merc heroes return to the fortress and recover to full health?

Yes. A merc hero is treated the same as a faction-specific hero in terms of its ability to return to the fortress. It will recover to full health and be placed beside your barracks, where it will be available to deploy in a future wave at no further Source or CP cost.

Can minions move backwards on their turn?

When determining how much progress was made after a minion moves, the only thing that the player needs to look at is the starting position of the minion and the ending position. You do not check each movement to see if those movements get closer to the mark. If there is a way for a minion to make progress towards their mark and using their full movement, the direction that move is made does not matter so long as the minion does not re-enter hexes that it started on and or moved through during that movement.

Can units within the fortress gate attack or use their talents?

No. Units cannot attack or use their talents until they have moved out of the fortress gate. There are specific exceptions for talents that are active in the fortress gate, which are covered in the errata.

Can you displace a friendly hero in campfire mode?

Yes. You can displace a friendly hero that is in campfire mode, if doing so is the only way to use as much movement as possible and make progress.

DEVOTED: Who gets to use the benefit of Devoted? Is it only The Uprising?

When the unit is considered a landmark minion, it is only friendly to The Uprising. However, only the player that originally owned this unit and initially triggered the ability is the one who can then utilize the build option.

Do minions have to use talents and or displacement during their movement?

It depends. A minion must use its full movement if possible and make progress towards their mark if possible. If a minion can do both without using a talent or displacing another unit that can be displaced, the minion is not required to. However, if the only way a minion is able to make progress towards its mark using its full movement is by displacing a unit that can be displaced or using a talent that allows it to make additional progress, it must do so. A minion cannot make some progress while not using its full movement, or not make progress at all, if an optional ability would allow it to. Common examples of this are displacing friendly heroes, displacing units with the Flying talent, using the talent Incorporeal to move through units, or using the talent Crush to displace units.

Does displacement count as moving?

Yes and no. Displacement counts as the unit moving for the purposes of effects that trigger off movement, like Survival, but does not count as the unit's move for the turn. A unit is considered to have moved for the turn only when the unit has done so during the movement step of the player's turn.

Does my hero heal to full health when it is promoted?

No. When a hero promotes it gains the difference in its health stat, not its current health. For example, when Kram the Mighty promotes, the health stat on his basic side is 5 and the health stat on his promoted side is 6, so Kram gains one health, regardless of how much health he had when he promoted.

ENGAGE: Am I allowed to move away from a unit with the Engage talent?

Yes. The requirement to attack is tied to the attack step. If you move away from the unit with Engage so that you are no longer in range to attack it, you are no longer able to attack it and therefore unaffected by the talent.

FLYING: What can damage units with the talent Flying?

Flying only prevents a unit from being attacked by chips without the talents Flying or Air Defense. A Flying unit can still be retaliated against when it attacks, even if the target does not have the talents Flying or Air Defense. Damage from talents like Splash, Impale, and Toxic Secretion still works, as well as fortress advancements like Brawnen's Forsaken Artillery die or Narora's A.R.C. die. Events like Electrical Storm will also still do damage to a unit with Flying. An attack is a specific part of the turn in which a unit or spire initiates an attack. All other forms of damage are not attacks.

How do fortification upgrades work on heroes?

Fortification upgrades act as an extra health when given to a hero. The next time the hero would lose a health, it loses this upgrade instead, and losing a fortification upgrade still counts as taking damage. It does not block 2 damage as it does for spires, and it does not count towards the unit's maximum health.

How do movement priorities work in detail, for both players and AI?

For player-controlled minion movement: First, count the hexes in valid terrain, usually path unless your minion can move on other terrain, between its starting hex and its mark, using the shortest route possible. Count through units, but not landmarks or spires. Second, find all the hexes it could end its movement on using its full movement, considering that it cannot move through units unless specified, and count from those hexes to its mark. If any are closer to its mark than its starting hex, that is where it moves. If more than one is closer to its mark than its starting hex, it is your choice which of those hexes the unit moves to. Third, if it cannot get closer using its full movement, subtract 1 from your movement and find the hexes it can now end its movement on. See if any of them are closer than its starting hex. If so, those are now its ending hex options. Fourth, repeat the third step as needed. Fifth, if there are no hexes at all that it can move to that will get it closer to its mark, that is when you can start looking at hexes that get it no closer and no further away, using any amount of movement. This is considered a lateral move. It can move to one of those hexes, or it can stay where it is. Also, a tip for counting to your minions' mark: if the path bottlenecks down to a single path on the way to its mark, you can just count to the entrance of that bottleneck, because it is always going to be the same number of hexes between the start of the bottleneck and its mark. AI-controlled unit movement follows the same five steps, with one difference. Where a player would get a choice between multiple equally valid ending hexes, the AI unit instead moves to the hex that is closest to its mark. On a lateral move, it can move to one of those hexes or stay where it is, at the player's choice.
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