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Judgement Patch Notes #3

Judgement Patch Notes #3

Herein lies the third clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of July 2018.

Remember that all hero, monster, magical artefact and rules can be downloaded from the Print & Play section of this website.

Language Standardisation

All hero, monster and magical artefact cards, have been updated with standardised language, including terms such as True Damage. Therefore all cards have had their version numbers incremented by 1, to reflect this change. Only the heroes, artefacts and monsters listed below have had actual rules errata performed on them.

Errata

Kogan

Knocked Down has become a powerful condition and we felt that Kogan was able to apply that condition a little too easily from range. Therefore we made it slightly more difficult for him to execute that Combat Manoeuvre.

Kogan

  • Power Shot's cost has been changed from 2S to "1S+1J".

Skye

We love Heroic Stand, however it still seemed to have too much of an influence on a battle, particularly in 3v3 games. This change tones down the power a touch more.

Skye

  • Heroic Stand's radius reduced to 5", instead of 8, and 4 temporary health, instead of 5.

Thorgar

Thorgar is pretty much universally considered to be the strongest aggressor in the game. He definitely brings a lot to the table and has the advantage of not being Fate hungry. We are very happy with where Thorgar currently sits, in terms of his play style and strengths in the game, however we felt, if anything, his ability to throw, and knock down, an enemy model was too readily available. Similar to Kogan, we decided to make Gore Thrust a little more difficult to execute.

Thorgar

  • Gore Thrust's cost has been changed from 2S to "1S+1J".

Xyvera

Xyvera has been a tough one to get right, which is was always going to be the case designing a hero that performs so differently to the rest. Soul Link, in particular, was having a huge bearing on battles and provided little counter play, therefore we changed it so the Fire condition partially counters it (no healing). We also swapped Soul Link from level 2 to Level 3, moving Diminish Will to level 2. Finally we introduced True Damage into her abilities removing the RES multiplier she was able to utilise in her original kit.

We feel these changes make her more interesting, and challenging, to use, and provide some counter-play by her opponent.

Xyvera

  • Soul Link moved from Level 2 to Level 3
  • Soul Link changed:
    • damage is actually inflicted on the 1st model before it is transferred
    • damage is transferred as True Damage
    • original model heals any damage that was transferred, therefore the Fire condition will prevent this
  • Corrupt Bond now inflicts True Damage on both heroes it affects

Zhonyja

Zhonyja was always intended to be a direct damage monster. She does exactly what she says on the tin, however we felt that her kit lacked that little bit of variety to make her interesting, particular at higher levels. Therefore we gave her a new level 3 ability that keeps in line with her aggressive melee persona.

Zhonyja

  • New level 3 ability called Counter Strike.

 

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Judgement Patch Notes #2

Judgement Patch Notes #2

Herein lies the very second clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of April 2018.

Clarifications

Fate: Try Again

Using Fate to re-roll dices one of its most common uses, however it was not clear what to do when multiple re-rolls are triggered on the one dice pool. We have named the Fate re-roll as "Try Again" to help with distinguishing it from other re-rolls.

When used for Try Again, the model spends 1 Fate point to re-roll the entire pool of dice they just rolled. Any dice roll in the game can be re-rolled using Fate (except monster attacks). However, dice can only be re-rolled once, regardless of the re-roll source.

In some circumstances dice can be re-rolled by other means, for example by magical artefacts or hero abilities. In those situations, a player can use Fate to only re-roll the remaining dice that have not been re-rolled. For example, Kogan uses his Battle Cry ability to re-roll two dice from his attack pool of 5 dice. The active player has the opportunity to use a Fate to re-roll the remaining 3 dice that were not re-rolled via Battle Cry.

Forests and Line of Sight

We felt we needed to clarify how forests work due to confusion with how they work in other games.

Forests do not block line of sight to, or from, models that are within the forest, regardless of how big the forest is.

Healing an Effigy

Clarified that the health reduction on Effigies, by opponent's capturing Souls, cannot be healed.

Heroes can use certain active abilities to heal their Effigy during a game, since it is a friendly model to their warband. However only direct damage can be healed this way, damage reduction from captured Souls cannot be healed by heroes. Similarly, heroes are unable to provide temporary health to their Effigy, by any means.

Killing Heroes

Clarified the order of things when a hero dies.

The death of heroes is an integral part of Judgement. There are two stages that trigger when a hero dies.

Stage 1 “Zero Health”: Trigger any ability, or effect, that relies on a hero reaching zero health.

Stage 2 “Death”: Trigger any ability, or effect, that relies on a hero dying.

If multiple abilities, or effects, trigger on either stage, the active player decides the order the abilities, or effects, are triggered.

Dead heroes will always re-spawn at their Effigy next turn; there are no permanent effects incurred as a result of dying (see step 5 of the Communion Phase).

New Game Definition: Damage

There was some confusion around what a hero getting damaged actually means.

A model is considered to have suffered damage when the model has its health reduced by 1 or more.

Soul Harvesting

The intention was always that a Soul must be targeted to be harvested, however the word target, up until now, had been omitted from the rule book.

Souls that are not bound to a hero are unbound. A hero can harvest a target unbound Soul by successfully rolling a Soul harvest skill check while within 2” of it.

There were instances where players were including a +1 bonus for heroes that other heroes were Soul harvesting through, such as via Xyvera's  Unholy Harvest.

The following modifiers apply to a Soul harvest skill check:

  • Add the hero’s Soul harvest ability.
  • +1 for each friendly hero within 2” of the Soul other than the hero attempting the Soul harvest, or a model the hero is attempting the Soul harvest through.
  • -1 for each enemy hero and/or monster within 2” of the Soul.

 

Order of Application

As we increase the number of heroes in the game there has been a greater need to have a clear order of application blanket rule to resolve the timing on various triggers.

There are times where the interaction of rules and abilities results in tricky situations. The following section provides rules on how to deal with those situations. If a particular situation is not covered by these rules, we suggest you roll a dice to determine the order of execution.

Effects & Conditions

In a game, models can be affected by multiple effects and conditions. When this occurs, the effects are applied in the order in which they were placed on the model chronologically.

Re-rolling Dice

When two or more rules allow the re-rolling of dice, apply the following to determine the order.

The active player is given 1st option to re-roll any dice they are able to. This could include multiple re-rolls, such as using Augury (Saiyin’s ability) and then a Fate for the remaining dice. 

The non-active player is then given the option to force the active player to re-roll any dice that have not already been re-rolled. Even if the non-active player has the ability to force the active player to re-roll their entire dice pool (such as through the Gift of the Gods artefact), only dice that have not been already re-rolled can be re-rolled at this point.

Finally, if a monster has the ability to force a re-roll, its ability will execute last.

Errata

Aiming Bonus

Add a few more restrictions to what a model can, and cannot, do when claiming the aiming bonus.

Aiming Bonus: +1 dice if the attacker does not perform an advance action (aiming bonus), for all ranged attack actions this activation. Once a model claims the aiming bonus, they are unable to perform an advance action, attack action (using a melee weapon), or Effigy recall later in this activation. However they can use symbols to push themselves via the combat manoeuvre mechanic.

Heroes - Wave 1

Bastian Oriel

Bastian's nerfs from the previous patch placed him in a decent place, we just wanted to ease him back slightly with an increase to his staff's critical damage.

Bastian Oriel, Lore Keeper

  • Clarified Time Bender to explain what happens when the model dies with conditions on it
  • Staff critical damage increased to 4

Istariel

Istariel has always occupied a decent level, however with the introduction of a few RNG based heroes we felt she needed a bit more of an edge. Her kit as a fire mage is pretty much perfect, however a little more damage for her Conflagration ability will keep her in the mind's of the demi-gods.

Ista

  • Conflagration damage increased to D3+2

Skoll Bonestorm

Skoll was arguably the player's choice for most powerful hero when wave 1 was released. This was understandable as he was able to pretty much excel at all facets of the game. Skoll was nerfed fairly heavily in the last patch, and while we felt he was still a strong choice, the fact he had been nerfed saw his use drop a fair bit. We don't want to swing back and forth with hero changes, however we did feel there were a few areas where he could be improved. The most notable is the fact, unlike all other defenders in the game, Skoll was not really able to "defend" his allies until he reached level 2 and gained access to Bulwark. We believe this was one of the main reasons other defenders were chosen instead. Besides that change we brought his Soul harvest ability in line with most other defenders.

Skoll Bonestorm

  • Soul harvest increased from 3 to 4
  • Bulwark swapped with Combo Strike, so is available at level 1
  • Bulwark can only be cast on hero models

Zaron Bogdan

Simple wording update to reflect the changes to the Leech ability.

Zaron Bogdan

  • Leech can only be triggered once per attack action.

 Heroes - Wave 2

This patch signifies the official release of the wave 2 hero rules. Wave 2 heroes are now officially part of the game, and will be treated exactly like wave 1.

We took the opportunity to errata a few of the heroes before they were locked in for 3 months, so we listed them first, along with the changes.

Allandir

With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.

Allandir

  • Range of Bow dropped from 10" to 9"

Skye

Skye has been an interesting addition to the defender ranks, being a AGI based defender. We just wanted to tweak his kit slightly.

Skye

  • Heroic Stand cost changed from 1F to 1A+1F
  • Heroic Stand can only be cast on hero models

Styx

Simple change to his Cyber Repair ability to reflect the global change to Leech.

Styx

  • Leech can only be triggered once per attack action

Xyvera

Removed a loop hole for her Soul Link.

Xyvera

  •  Soul Link cannot be cast on Effigies. Just hero models only.

Zaffen Ironhelm

With no RNG heroes making the cut from wave 1, it had been a long time since the RNG heroes had been heavily play tested. Once they were thrown in to the mix we felt that 10" range on their weapons was pretty strong, particularly in light of the fact that 3v3 is now a legitimate long term game mode.

Zaffen Ironhelm

  • Range of Bow dropped from 10" to 9"

Magical Artefacts

One area of the game we have always been keen on expanding is Magical Artefacts. However before we look to introduce new artefacts we wanted to make sure the initial artefact deck was balanced and all were viable options in the game. In light of that we decided to buff two rarely used items.

Blood Sucker

  • Leech increased from 1 to 2
  • Includes text about the global change to Leech only triggering once per attack action

Minotaur Essence

  • Regeneration increased from 1 to 2
  • No longer stacks with other Regeneration
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Judgement Patch Notes #1

Judgement Patch Notes #1

Herein lies the very first clarification and errata document for Judgement. From the very beginning we socialised the fact Judgement would be a regularly "patched" game, in keeping with its MOBA origins and to ensure the game's rules are kept in an optimal state. Our patch schedule is quarterly, with the changes becoming official on the 1st day of the start of the next quarter. Therefore the official date for this patch is the 1st of January 2018.

Clarifications

Base Contact

A simple clarification around the proper use of tokens that a model is placed in base contact with, such as Shadow Orbs.

A model that is placed in base contact with a token must be placed so that the edge of the model's base is touching the edge of the token. The model's base is not allowed to be covering any part of the token.

Engaged & Engaging

The rules for being engaged or engaging were incorrectly omitted from the Core Rule Book.

Engaged

A model is considered engaged when it is within the melee range and line of sight of an enemy model.

Engaging

A model is considered to be engaging an enemy model when they have that enemy model within their melee range and line of sight.

Magic Attacks in Melee

Page 15 - Core Rule Book

There is no actual change to the rules for magic attacks in melee, however we felt it required further clarification. An easy way to remember this rule is that magic attacks in melee follow all the normal rules for standard melee attacks, except the hero cannot charge with the attack.

Some models possess magic attacks that are also melee attacks. Despite being a magic attack they can be used while engaged, however they cannot be used to charge. For all other cases they follow the rules for melee attacks. A model must use it's MAG stat for this kind of attack.

Pushing Models and Walls

Questions have arisen about what happens when a model is pushed into a wall.

Models cannot be pushed over walls. If they come into contact with a wall during a push, they immediately stop.

Ranged Attacks

Page 17 - Core Rule Book

Clarifications around a model making a RNG attack and receiving the aiming bonus.

A model that is placed during its activation, by any means, is not able to claim the aiming bonus in subsequent attacks.

Re-Rolling Dice

We have had a few queries around whether you can re-roll a single dice using Saiyin's Augury, and then re-roll the entire dice pool using a Fate. The answer is no.

A dice that has been re-rolled, by any means, cannot be re-rolled again, by any means.

Soul Spawning

There has been some confusion with the Core Rule Book's assumption there was more than one Soul pit on a map. 

On maps that have a single Soul pit, a Soul will spawn from that pit each turn, assuming there are not 2 or more un-bound Souls on the battle field already.

Thorgar's Enraged Slam

There have been a few questions around Thorgar's Enraged Slam ability, and the way it interacts with other rules, and heroes, in the game. Enraged Slam does operate outside the bounds of "normal" Judgement play, however we have always felt it was worth some pain to be able to have something as cool as 9' Minotaur gladiator rampaging across the battle field. This section is merely to clarify two things in particular.

Thorgar's Enraged Slam is not an advance. Therefore, parting blows are not triggered whenever Thorgar sets off on an Enraged Slam movement. Similarly, since it is not an advance, Thorgar can escape Doenrakkar's Stone Grasp ability. Any time an advance is specifically mentioned, it generally would not apply to Thorgar's Enraged Slam movement.

Errata

Invisibility

This clarifies the invisibility rule to make it more intuitive, preventing active abilities from targeting the model as well.

This model cannot be targeted by active abilities or RNG/MAG basic attacks from greater than 3" away. 

Heroes

Bastian Oriel

Bastian has established himself as the pre-eminent Supporter in the game, and is a staple in many player's warbands. The combination of Heroic Ballad, Calming Waters and Prayer of Health make him the most Fate efficient hero in the game. We are very happy with Bastian's ability to support his allies. That was the design intention with him and he fulfils the role perfectly. Our main gripe with him was his combat prowess, particularly when you consider his 3" reach, was not be-fitting a supporting Lore Keeper. We also felt the Prayer of Health was simply too efficient in its original guise.

  • MEL dropped from 6 to 5
  • Prayer of Health changed from (1F) to (1A+1F)
  • Staff damage reduced to 1/2/3

Brok

We felt a slight adjustment to Brok was required to bring him back to the field once he reached level 3. 

 

  • Molten Metal cost changed from (1F) to (1A+1F)

Kvarto

We felt Kvarto's Telekinesis had too great a sphere of influence, particularly on 3v3 maps. We reduced its range and the distance it could place the enemy model. The 4" range also brings it in line with most other abilities of a similar nature.

  • Telekinesis range reduced from 6" to 4"
  • Telekinesis place changed from within 4" to completely within 5"

Piper

Piper sits in a pretty good place, and he plays true to our original design goals. The intention of Enhance Self was to provide a combat buff for Piper, however often it is being used to turn Piper into a Soulgazer that is extremely difficult to hit in the following turn.  Removing the Soul harvest buff returns the ability back to its intended use.

Once Piper reached level 2, we felt that Viper Venom was too easy to trigger. Changing it to (2S) also brought it in line with abilities used by other heroes. The wording of Duplicate Self was causing some confusion around whether the enemy's attack actually occurred. Therefore we clarified it to only ignore basic attacks and that it ignores the damage and combat manoeuvres resulting from the attack.

 

  • Enhance Self no longer increases Piper's Soul Harvest ability
  • Viper Venom changes from (1S) to (2S)
  • Duplicate Self now only ignores the 1st enemy basic attack that targets Piper. It has no effect on active abilities that target him. The attack action still occurs, and the attacker can execute combat manoeuvres that affect itself. 

Saiyin

Just another cleanup exercise with Augury. We incorrectly omitted an end of activation expiry for Augury in the original card, so that has been included. It was also unclear whether Saiyin could use Augury the activation she cast it on herself, so that was included as well.

  • Augury clarified so it has an automatic expiry, and so Saiyin can use Augury the activation she casts it on herself.

Skoll Bonestorm

Skoll has been the centre of many a discussion around his power level in the game. Some players swear by him, whereas others struggle to find a place for him. Our main concern with Skoll centred around the fact he was good at too many things. He could pretty much compete in all facets of the game, and this is not a healthy place for any hero to be in. We also felt his damage was a tad too high for a Defender, particular when you consider he has the highest health value in the game at all levels.

With these changes, Skoll now sits as a solid health-tank hero that brings a lot of utility to the table, including substantial damage against low DEF or knocked down targets.

  • Great Axe "Crit" damage dropped from 5 to 4
  • Soul harvest dropped from 5 to 3
  • Combo Strike "Crit" damage dropped from 7 to 6
  • Knock Out changed from (1S) to (2S)
  • Soul Burn cost changed from (1F) to (1A+1F)
  • Dual Wield text removed since it is now included in the core rules - and note that the 2nd attack now incurs a -1 attack dice pool penalty

Monsters

Monsters Attacking Heroes

Page 21- Core Rule Book

The Core Rule Book presents different rules for resolving when monsters have more than one hero in their melee range, depending on whether the monster moved or was pushed. We want to standardise the way this is handled moving forward, so we have changed the rule for when a monster is pushed.

Replace the paragraph on page 22 regarding when a monster is pushed with:

If the monster is pushed, placed or thrown (assuming it has a special rule preventing it from being knocked down because of being thrown) so that it is engaging a hero that was unengaged by the monster. If multiple heroes are engaged by the monster when it is about to attack, the closest will be attacked. If they are equidistant, then randomise.

Ashtooth

Ashtooth is the most difficult monster to kill, and hits like a truck. We feel a single Fate and level is not a good enough reward for bringing the big man down.

  • Bounty is increased from 1 Fate to 2 Fate
  • Poison combat manoeuvre changed from (1S) to (2S)

Inferno

We feel Inferno's Bounty should be somewhere in between Gloom's 1 Fate and Ashtooth's 2 Fate...

  • Bounty dropped from 2 Fate to 1 Fate
  • Incendiary combat manoeuvre changed from (1S) to (2S)
  • Removed Fire Fist (+1 damage vs models suffering the fire condition)
  • Gains Glyph of Ember:
    • the hero that collects the Fate Bounty can add +1 to one of their statistics (i.e. MOV, MEL, RNG, MAG, AGI, RES or Soul Harvest) until the end of its next activation.

Dual Wield (weapon)

Page 30 - Core Rule Book

Heroes wielding two weapons are cool, and there are many iconic heroes throughout the fantasy genre that are legendary for it. Besides Skoll, we plan on having more heroes with the ability. In preparation we decided to add an entry for it in the Core Rule Book. Note that we have added in a rule that the 2nd attack now incurs a -1 attack dice pool penalty, just to smooth the power curve a bit.

Each time a model with dual wield resolves an attack action with “weapon”, it can immediately make a 2nd attack using the same weapon, against the same target, or another target enemy model. The 2nd attack incurs a -1 attack dice penalty.

Only the 1st attack of a charge receives the +2 attack dice pool bonus. Dual wield can only be triggered during a model’s activation, and cannot trigger another dual wield attack.

Shrines

Page 23 - Core Rule Book

We have discovered a few inconsistencies with the way non-hero models are treated in the rules, such as models that are summoned. I.e. Zaron's Child models. We are making a slight change to the contesting and claiming of Shrines, to clean this area up.

Replace the 1st point of the "Controlling the Shrine" section on page 23 of the Core Rule Book with:

  • 1 or more of their hero models are within 2” of it.

Summoned Models

There are plans for more heroes that summon models in the future, this clarifies one of the finer points on how they operate.

When a summoned model kills an enemy hero, by any means, the hero that summoned the model harvests the enemy hero's Soul.

Below we provide complete clarifications on several points for the only summoned model currently in the game, "Zaron's Child".

Summoned models are not hero models. They are friendly models to the hero who summoned them, and their warband, but not heroes in their own right. Therefore anything in the rules that references a hero model, does not apply to summoned models. 

Summoned models:

  • do not contest, nor can they claim, Shrines.
  • do not help or hinder Soul Harvest skill checks.
  • do provide ganging up bonuses.
  • do provide distracted bonuses.
  • do provide a firing into melee penalty.
  • do perform parting blows.

The End

Download the latest Wave 1 Hero PDF here

Download the latest Wave 1 Monster PDF here

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