Amelia Pike (Mole)
Amanda treats everyone - enemy and ally -- as non-hostile until she is uncovered. So, she can walk through enemy spaces and even pick up equipment in the middle of a brawl.
Bladed Terror
When Bladed Terror challenges an unknown Guardian, flip the card. If it is not Melee or Stealth, the Bladed Terror does nothing during that Adventure phase.
Dirk Slade
Dirk gets the Hit and Damage bonus even with his natural attack, not just with equipped weapons.
Dirk gains up to +3 Damage. This increases damage amount, not color. The damage amount is referred to as Damage. A weapon's color is referred to as "Penetration." Modifiers to Penetration are extremely rare.
Erik Merit
Erik is not allowed to enter the enemy Team Base until he is "angered." He also must treat enemy characters (not Pets) as hostile even though he is not allowed to attack. So, he cannot move through their space, etc. He is allowed to ignore other non-hostile enemy, like Amelia Pike before she is "uncovered."
Little Shaun
The +3 Damage is applied to his natural attack before the Damage roll. He effectively becomes Red 6 instead of Red 3. This means the attack can still cause no damage on a FOPP.
Nerve Puppet
When the Nerve Puppet kills a character in melee with henchmen, the henchmen disappear. The killed character is then "switched."
Prince Wallard Blatt
When Blatt is killed, all effects are removed. So, if he switched sides, he returns to his original side.
Princess Sunglow
Princess Sunglow cannot just automatically surrender in melee, without someone wishing to attack her. See the Surrender rule clarification that prevents this.
Shifter
If Shifter is killed, he is not allowed to make improvement rolls for the lost Health (which could potentially give him more Health).
Santiago El Robusto
Santiago cannot use multiple melee weapons.
Tex
Tex gains a +1 Hit with Long Rifles.
Thotus
Thotus can take over any number of characters.
Thotus' attack is used like a ranged weapon. It requires line of sight and suffers terrain Hit penalties.
Titanium Renegade
The card does not specifically use the word "non-living." The Renegade is a non-living character for all purposes, except that mental abilities still affect him.
Cliffs
Set 2
Not prohibited terrain for certain characters
To characters like Hans August and Bladed Terror, cliffs are not prohibited terrain. Therefore, they are allowed to do actions such as:
-
Expend all movement to cross a cliff into another space, even if the total cost is too high.
-
Challenge a Team Base gate that is fronted by a cliff.
Equipment
Hoverbombs
The word "space" is missing in the special text. It should read, ""If the user is on the surface, in a space containing a tunnel entrance, he may attack a target in the tunnel space below him, at a -1 hit penalty."
Stunglasses
When an attacker does roll the 7, the attack automatically misses. Because melee is simultaneous, the attacker is not banished until everyone has conducted their attacks.
Field of Honor
Set 6
Both the challenger and the challenged character ignore the Strength and Wits rating for the selected dueling weapon.
Characters that cannot normally use weapons - like Jade and Bladed Terror -- are allowed to use the weapon. However, characters that are immune to damagae from a certain weapon are not allowed to participate in a duel with that weapon.
All rules which would prevent the shots happening are ignored. For example, Mildred Stonegutter's harsh browbeatings has no effect in the Field of Honor duel.
Some weapons may be used as both a Melee and Ranged weapon. When used in Field of Honor, it may only be used in the manner shown by the attack type in the space.
No other equipment can be used during the Duel, except Badges.
Flight
Set 4
Fliers cannot enter cavern spaces, except to fly over them.
Flying characters cannot interact with anything or anyone on the ground. Therefore, they are not allowed to trade cards with an ally or pick up dropped equipment - even in the space in which they begin movement.
Henchmen
Set 5
Switching side
(IMPORTANT! This clarification overrides the original rules,)
If the master switches sides for whatever reason, his henchmen also switch sides. If a henchman himself switches sides, he becomes a henchman to the character that caused him to switch, and is no longer considered a henchman of the original master. The henchman does return to his original master if the switching is "undone" somehow.
Henchmen can never become normal characters.
Imprisonment of master
When a master is imprisoned, all henchmen are also imprisoned. The henchmen cannot be broken out of prison. If the master is broken out, the henchmen follow -- placed in the same Dome as the master.
Labyrinths & Guardians
Set 1
Challenging
Once the decision to challenge a guardian has been made, the character must go through with the challenge after flipping the card.
Effects
The effects of a guardian challenge are all mandatory - even the AMAZE extra bonus.
Guardian Deck
Once you defeat the entire deck of Guardians, the deck should be all face up. Reshuffle the deck and place them face-down.
Line of Sight
Set 1
Characters and Creatures have no effect on line of sight.
Map
Set 1
When building the map, you get a key and a platter in each step. This key and platter do not need to be joined to each other. You can put your key on one side of the map, and attach your platter to an entirely different key.
The only requirement you must meet is that, when you've placed your platter and key, everything placed so far must be interlocked ("chained") together. This does not mean every platter must be hooked to every platter around it. It just means the whole map must be hooked together as a whole.
Opportunity Fire
Set 1
Order of OpFire
A team chooses its order of OpFire, ignoring the space being targeted. In other words, a later OpFire can fire at a target in an earlier space.
In this case, simplicity in the rules overcomes realism, especially when the relevance of order is fairly rare. However, for those players who demand more realism, disallow any shots in an earlier space.
One space away
The rules infer this, but, to clarify -
If an enemy is only one space away from your character, and he moves into your character's space, your character cannot fire at the enemy. Why? You are not allowed to fire at a character in the same space.
Where they drop dead
A character that is killed by opportunity fire dies in the space where he was shot at, not in the space where he would have completed movement. This affects where his equipment is to be found.
Poison
Set 5
Damage caused by poison cannot cause imprisonment from a double AMAZE.
Surrender
Set 2
Melee surrender
In melee, the surrender rules as written contain the some weaknesses. Use the following method instead:
In melee, characters surrender just before an attempted Hit roll just as they would for ranged attack. However, a character cannot both attack and surrender in melee. So, a character that attacks cannot turn around and surrender afterward.
Remember that the current team conducts their melee attacks first, so any of their characters who may wish to surrender must refrain from attacking. However, those characters will still not be able to surrender if no enemies attack them.
Henchmen
When a master is imprisoned, all henchmen are also imprisoned. The henchmen cannot be broken out of prison. If the master is broken out, the henchmen follow -- placed in the same Dome as the master.
Team Bases
Set 2
Challenging
Characters must be in the HQ, Vault, or Prison space to use or challenge that item.
Imprisoned Characters
Imprisoned characters are immune to every effect while imprisoned. They cannot be attacked in any way. If an Area weapon is used in the prison space, the prisoners are immune.
Special abilities of imprisoned characters are also ignored. They cannot be used.
New characters
Keep in mind that only the characters you win in an adventure begin at the HQ. The characters you start with enter through dismissal rolls.
Placing Team Bases
Either team is allowed to place either Team Base.
Towers
Set 1,2
Tower of Havoc
On an AMAZE, you may choose a character like Bladed Terror, who can carry no equipment. The cards are therefore lost.
Tunnels
Set 1
Think of tunnels as spaces. Therefore, movement from and to the tunnel system causes opportunity fire in the new "space."
Vaults
Set 2
To use his own team's Vault, a character must be standing on the Vault space.
Victory
Set 1
Victory in a timed game also occurs if all of the opposing characters are eliminated.