| NOTE: ARMORY is configured in 2-player packages as that is the real strength of the game. 3 Players gets pretty heavy action also and is favored over 4 player games. 4 Player can get slow at times and is not the best pace to play. After our small, initial print run is gone we will change the packaging to announce that it is more properly a 2 – 3 Player game! |
FAQs for the ARMORY card game |
| 1. Q: When I am the Turn-Player and I throw a defensive card, like a COUNTER ANY MYSTIC because an Opponent tried to INTERRUPT me, does that count as one of my 3 Turn-Cards? |
| A: NO! Turn-Cards are stated as being armaments played on a Combatant or a trade-in. |
| 2. Q: With 3-4 players the cards get hard to sort out after a hand. What about that? |
| A: During play, when you cast a Mystic or Counter, you don't have to throw the cards in a common "play" pile, just lay it down or hold/show it at your position and the Opponent can see it there. Just flip the card out (like a Wounding) in front of you. Opponent does not need to lay his counter-card on top of yours. |
| 3 Q: Can a REBOUND counter another REBOUND? |
| A: In the rule sheet you see it says they affect Woundings, Removals and Torches and they DO NOT counter each other. So no, you cannot save yourself with from a Rebound with a Rebound. |
| 4. Q: Can a Guardian be removed once you put it on a completely armed Combatant? |
| A: Rule 10 says NO. Now a Guardian or an Attack card that is NOT Invincible COULD be removed from your hand if you got Torched--but not once it is laid down! Only a DUEL could remove a Guardian then (Rule 7), or if you decide to play with Play Option as part of the game. |
| 5. Q: What about someone throwing an INTERRUPT or DUPLICITY right when I throw down an INVINCIBLE Weapon? |
| A: If you do not counter it, then yes you would lose the turn BUT THE INVINCIBLE card cannot be removed from play and it would stay there. A regular card of course would be removed into your Used Pile as you lose your turn. |
| 6. Q: Seems hard to remember whom Turn-Player is when 3-4 players get going. Any suggestions? |
| A: Yes you can get pretty hot action and people forget. Usually when we play here, we use a token of any sort for who the Turn-Player is to keep track. |
| 7. Q: If I butt in and throw a DUPLICITY in a 3-4 player game, and the last card cast by the targeted Opponent is an IMAGIO, can I duplicate IT as any weapon I want or keep it what the Opponent had declared it to be? |
| A: This is an important question. First, Why would you want to duplicate it and give another player a weapon for his own use? Remember you duplicate the card and pass it to 2 players of your choice (yes, you could be one of those you choose---like maybe if a TORCH is cast and you are trying to dig through the deck to find that needed ATTACK card or something! Hmmm, a tactical tip for if the going gets slow in a 4-Player game!)
Second: An IMAGIO WOULD NO LONGER BE A MYSTIC when placed into play on a Combatant! You changed it into a WEAPON, remember? DUPLICITY would not effect it! You would use the duplicating action when someone threw a TORCH or another damage MYSTIC like a WOUNDING or REMOVAL. And YOU would control the cards then and execute the damage the duplicated cards wreak! And then you can quietly let the turn continue. |
| 8. Q: When someboby throws a card to steal my turn (Duplicity, Interrupt or Interference)right when I am only trading, do I lose any cards like if I was laying a weapon down and the INTERUPT would destroy it? |
| A: When you do a trade and the Opponent casts out a DUPLICITY,INTERFERENCE or INTERRUPT right when you attempt to trade cards, they simply go back into your hand. The INTERRUPT only steals a turn AND destroys a WEAPON card when its being laid down on a Combatant. Lets hope you can COUNTER the INTERRUPT or DUPLICITY and continue your trading! |
| 9. Q: Can an INTERRUPT be used to counter another INTERRUPT? |
| A: NO |