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Narrow Escape
Submitted
Darksbane
, Sep 27 2010 02:29 AM | Last updated Jun 10 2013 03:29 AM
- Butaman551 likes this
![]() Narrow EscapeType: Event House: Neutral Cost: Game Text: Restricted Any Phase: Put into play from their owner's dead piles or discard piles all characters that were killed or discarded this phase. Any opponent may discard his or her hand of at least 1 card to cancel this effect. Number: 48 Set: KotStorm Quantity: 3 Illustrator: Sedone Thongvilay |
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37 Comments
What if you have a character in the dead pile from the round before and one got discarded in this phase, can you put int play the one from the discarded pile?
What if I discard a duplicate to save my character can I use this to return the duplicate right away?
Valar Morghulis (Core) or Wildfire Assault (Core)) you'd need to play this in the pre-plot step.
Unless, by "at least one" it means all the cards in their hand, a minimum of one. If that's the case to me its very poorly worded.
Also, it is only played after characters are killed or discarded. It can be played during any Player Action window, but will only affect characters killed/discarded that phase. So in the plot phase, after a valar, it must be played before moving to marshalling.
During challenges, say your opponent went first and killed several of your characters. You could play this at any Player Action window to try to get your characters back before/during your turn. In this scenario it's unlikely that your oppenent would have any characters killed that phase up to the point of triggering this event.
Also, if dupes were killed/discarded within the same phase this is played then I think you would be able to put all of them into play. (However, Reager's example wouldn't work since a character was already in the dead pile from the round before, they wouldn't be able to have that character in play later)
How is this so crazy beneficial after Valar? It's like it never hit the plot scene since both you and your opponent seem to be pretty well.
I THINK: The only time you could not play Narrow Escape is if the last player in the Challenge phase had used all of their Challenges. Once the last player finishes their last Challenge type (and after saves and responses), then there are no more Player Action sections in the Challenge Phase flowchart. The last player would have to use all of their Challenges though, because if they only did two of the three, then there would be an opportunity to play Player Actions before the last player passed on their third Challenge type.
But I could be wrong about that part.
The point being is the game allows for those opportunities even if that particular player doesn't have any way to initiate any additional challenges. So even if the last player's last challenge is a MIL challenge, you still have the opportunity to play Narrow Escape before the phase ends.
Sure, it's a dirty trick. You'd have to make sure that you actually did an Intrigue and Power challenge beforehand or else your opponent could argue that you're going back to the top of the inning for the unused challenge type, even if it's declined.
Do you have a link to the FFG thread?
Here is a snippet from ktom: "In case you're wondering, after my 3rd challenge, we go back to that player action window to make sure that I really am out of challenge opportunities, both the "normal" ones and those that could be created by card effects."
Here is the link that it's from
http://www.fantasyfl...=4&efidt=723645
Seems strong.... what do you think?
(v2.1) Narrow Escape F48
Should read: "... that were killed or discarded
from play this phase. (Limit one per phase.)"
Does that mean if they have a hand of 5 cards they have to discard all 5? Or 1 of the 5?
Obviously if they have 0 cards in hand they cannot cancel.
Discard or dead pile. Is this an either or? Or both?
Looking at asshai initiate played in the plot phase in which a valar was played.
I can't answer for sure on the second question.... although I've been playing as both.
As any "any phase" event, this is played during any player action window. Which means whatever kill effects will successfully resolve and all the cards have physically left play - discarding all power and attachments - before you get an opportunity to play the card.