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		<title><![CDATA[Forums - All Forums]]></title>
		<link>http://www.taban-miniatures.com/forum/</link>
		<description><![CDATA[Forums - http://www.taban-miniatures.com/forum]]></description>
		<pubDate>Sat, 10 Oct 2026 15:11:03 +0000</pubDate>
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		<item>
			<title><![CDATA[FOR ACTIVE EDEN DISCUSSION GO HERE]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1637</link>
			<pubDate>Wed, 20 Apr 2016 16:31:40 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1637</guid>
			<description><![CDATA[This forums has been abandoned - the community can now be found here:<br />
<a href="http://www.eden-the-game.com/forum/" target="_blank">http://www.eden-the-game.com/forum/</a><br />
(most of the forums is in French but there's an English section called English Community)]]></description>
			<content:encoded><![CDATA[This forums has been abandoned - the community can now be found here:<br />
<a href="http://www.eden-the-game.com/forum/" target="_blank">http://www.eden-the-game.com/forum/</a><br />
(most of the forums is in French but there's an English section called English Community)]]></content:encoded>
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		<item>
			<title><![CDATA[Baxter´s Sisters Of Doom - The Matriarchy´s Black Order - Part 1]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1634</link>
			<pubDate>Mon, 08 Feb 2016 15:28:21 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1634</guid>
			<description><![CDATA[* * * WELCOME TO THE "SISTERS OF DOOM"! * * *<br />
<br />
We are matriarhys Black Order! Surrender and Serve !!! Hahaha...<br />
<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg" border="0" alt="[Image: 01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg]" /></a><br />
<br />
<br />
First of all the STARTER-BOX!<br />
This the first version, containig Sister Yliss, Sister Arya, Sister Ilona, the Wrath-Man, the Dog-Man and the Toy-Man<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/02%20Starter_zpslxax0hss.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/02%20Starter_zpslxax0hss.jpg" border="0" alt="[Image: 02%20Starter_zpslxax0hss.jpg]" /></a><br />
<br />
<br />
SISTER YLISS (Leader and Inquisitor) and the TOY-MAN<br />
I like this version of Yliss much more, than her resculp. I think it´s much cooler, crafty and a little bit more sexy <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg" border="0" alt="[Image: 03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg]" /></a><br />
<br />
<br />
ARYA and the WRATH-MAN<br />
Same as Yliss with Arya. The orignial sculp is more crazy in her tights...<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/04%20Arya%20Raecher_zpsmlspxr3a.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/04%20Arya%20Raecher_zpsmlspxr3a.jpg" border="0" alt="[Image: 04%20Arya%20Raecher_zpsmlspxr3a.jpg]" /></a><br />
<br />
<br />
ILONA and the DOG-MAN<br />
Ilona´s resculp is nice, but the originial version is nicer! This was one of the reasons to start with the Matriarchy-<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/05%20Ilona%20Hundling_zpspsw1fnns.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/05%20Ilona%20Hundling_zpspsw1fnns.jpg" border="0" alt="[Image: 05%20Ilona%20Hundling_zpspsw1fnns.jpg]" /></a><br />
<br />
<br />
TORTURE-MAN and MARTYRE-MAN<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/06%20Henker%20Gemarterter_zpsqmgxren2.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/06%20Henker%20Gemarterter_zpsqmgxren2.jpg" border="0" alt="[Image: 06%20Henker%20Gemarterter_zpsqmgxren2.jpg]" /></a><br />
<br />
<br />
SISTER MELYNE<br />
A really evil fightress, who brings much pain over her enemies (and against my player on the other side of the table <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />)<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/07%20Melyne_zpsosl56rpv.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/07%20Melyne_zpsosl56rpv.jpg" border="0" alt="[Image: 07%20Melyne_zpsosl56rpv.jpg]" /></a><br />
<br />
<br />
See Part 2 for the rest of my Sisters!]]></description>
			<content:encoded><![CDATA[* * * WELCOME TO THE "SISTERS OF DOOM"! * * *<br />
<br />
We are matriarhys Black Order! Surrender and Serve !!! Hahaha...<br />
<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg" border="0" alt="[Image: 01%20clara%20allen%20voran-cali05-800_zpsbcgjncqv.jpg]" /></a><br />
<br />
<br />
First of all the STARTER-BOX!<br />
This the first version, containig Sister Yliss, Sister Arya, Sister Ilona, the Wrath-Man, the Dog-Man and the Toy-Man<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/02%20Starter_zpslxax0hss.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/02%20Starter_zpslxax0hss.jpg" border="0" alt="[Image: 02%20Starter_zpslxax0hss.jpg]" /></a><br />
<br />
<br />
SISTER YLISS (Leader and Inquisitor) and the TOY-MAN<br />
I like this version of Yliss much more, than her resculp. I think it´s much cooler, crafty and a little bit more sexy <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg" border="0" alt="[Image: 03b%20Yliss%20Spielzeug_zpsbjse5k1j.jpg]" /></a><br />
<br />
<br />
ARYA and the WRATH-MAN<br />
Same as Yliss with Arya. The orignial sculp is more crazy in her tights...<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/04%20Arya%20Raecher_zpsmlspxr3a.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/04%20Arya%20Raecher_zpsmlspxr3a.jpg" border="0" alt="[Image: 04%20Arya%20Raecher_zpsmlspxr3a.jpg]" /></a><br />
<br />
<br />
ILONA and the DOG-MAN<br />
Ilona´s resculp is nice, but the originial version is nicer! This was one of the reasons to start with the Matriarchy-<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/05%20Ilona%20Hundling_zpspsw1fnns.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/05%20Ilona%20Hundling_zpspsw1fnns.jpg" border="0" alt="[Image: 05%20Ilona%20Hundling_zpspsw1fnns.jpg]" /></a><br />
<br />
<br />
TORTURE-MAN and MARTYRE-MAN<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/06%20Henker%20Gemarterter_zpsqmgxren2.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/06%20Henker%20Gemarterter_zpsqmgxren2.jpg" border="0" alt="[Image: 06%20Henker%20Gemarterter_zpsqmgxren2.jpg]" /></a><br />
<br />
<br />
SISTER MELYNE<br />
A really evil fightress, who brings much pain over her enemies (and against my player on the other side of the table <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" />)<br />
<a href="http://s1148.photobucket.com/user/stfalk85/media/07%20Melyne_zpsosl56rpv.jpg.html" target="_blank"><img src="http://i1148.photobucket.com/albums/o570/stfalk85/07%20Melyne_zpsosl56rpv.jpg" border="0" alt="[Image: 07%20Melyne_zpsosl56rpv.jpg]" /></a><br />
<br />
<br />
See Part 2 for the rest of my Sisters!]]></content:encoded>
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		<item>
			<title><![CDATA[Bits missing from order, no answer to e-mails!]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1632</link>
			<pubDate>Thu, 30 Apr 2015 00:33:37 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1632</guid>
			<description><![CDATA[Hey I get this is a problem with Taban, but I placed an order back in April and received it only to find the minis were missing bits - A Larhima and Musharef Askari with only one arm each. After a few weeks of e-mails I've yet to receive a reply.<br />
<br />
Um... yeah... little help?]]></description>
			<content:encoded><![CDATA[Hey I get this is a problem with Taban, but I placed an order back in April and received it only to find the minis were missing bits - A Larhima and Musharef Askari with only one arm each. After a few weeks of e-mails I've yet to receive a reply.<br />
<br />
Um... yeah... little help?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[December News: A new faction called Dante's Angels]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1631</link>
			<pubDate>Fri, 05 Dec 2014 08:38:12 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1631</guid>
			<description><![CDATA[Taban seem to keeping to their tradition of releasing something big in December - a new Faction.<br />
<br />
<img src="https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/10848016_276533415803664_4005761771764089466_n.jpg?oh=20642a6fc179b6388a89fa8984a4e546&amp;oe=550B3918&amp;__gda__=1427780292_2225ec077eaef38bcf5053940316b138" border="0" alt="[Image: 10848016_276533415803664_400576177176408...940316b138]" /><br />
<br />
The VIG stat is interesting to say the least. She is quite squishy but stealing AP is huge and her good SPD should keep her somewhat safe. She is an excellent bully terrorizing enemies with low CBT dodging their attack, stealing their AP and keeping them to base to base. <br />
<br />
Oh, and killing and eating them as well!<br />
<br />
A very nice design, I think. Dante's Angels also have a special rule that allows Jokers and Matriarchy to hire one (just one) Angel into a crew and the Angel changes faction to match.]]></description>
			<content:encoded><![CDATA[Taban seem to keeping to their tradition of releasing something big in December - a new Faction.<br />
<br />
<img src="https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-9/10848016_276533415803664_4005761771764089466_n.jpg?oh=20642a6fc179b6388a89fa8984a4e546&amp;oe=550B3918&amp;__gda__=1427780292_2225ec077eaef38bcf5053940316b138" border="0" alt="[Image: 10848016_276533415803664_400576177176408...940316b138]" /><br />
<br />
The VIG stat is interesting to say the least. She is quite squishy but stealing AP is huge and her good SPD should keep her somewhat safe. She is an excellent bully terrorizing enemies with low CBT dodging their attack, stealing their AP and keeping them to base to base. <br />
<br />
Oh, and killing and eating them as well!<br />
<br />
A very nice design, I think. Dante's Angels also have a special rule that allows Jokers and Matriarchy to hire one (just one) Angel into a crew and the Angel changes faction to match.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Erratas]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1630</link>
			<pubDate>Sat, 08 Nov 2014 23:42:22 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1630</guid>
			<description><![CDATA[Missions:<br />
<a href="http://www.eden-the-game.com/download/regles/Errata_missions_FR_EN_Octobre_2014.pdf" target="_blank">http://www.eden-the-game.com/download/re...e_2014.pdf</a><br />
<br />
Profiles<br />
<a href="http://www.eden-the-game.com/download/regles/Erratas_EN_FR_Octobre_2014.pdf" target="_blank">http://www.eden-the-game.com/download/re...e_2014.pdf</a>]]></description>
			<content:encoded><![CDATA[Missions:<br />
<a href="http://www.eden-the-game.com/download/regles/Errata_missions_FR_EN_Octobre_2014.pdf" target="_blank">http://www.eden-the-game.com/download/re...e_2014.pdf</a><br />
<br />
Profiles<br />
<a href="http://www.eden-the-game.com/download/regles/Erratas_EN_FR_Octobre_2014.pdf" target="_blank">http://www.eden-the-game.com/download/re...e_2014.pdf</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[September News]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1629</link>
			<pubDate>Fri, 19 Sep 2014 17:30:11 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1629</guid>
			<description><![CDATA[Ir'Klajh comes from the sky to help his Alien comrades in the fight for survival.<br />
<br />
<img src="http://eden-the-game.com/images/news_photos/214_irklajh.png" border="0" alt="[Image: 214_irklajh.png]" />]]></description>
			<content:encoded><![CDATA[Ir'Klajh comes from the sky to help his Alien comrades in the fight for survival.<br />
<br />
<img src="http://eden-the-game.com/images/news_photos/214_irklajh.png" border="0" alt="[Image: 214_irklajh.png]" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[English Errata]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1628</link>
			<pubDate>Wed, 23 Jul 2014 03:08:20 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1628</guid>
			<description><![CDATA[Hi guys,<br />
<br />
So, I've decided to compile and translate the Eden errata to English. I've been going through the French resources - funnily enough, the French site has an English FAQ document that lists one batch of erratum. I'll include the text of that PDF in this thread. <br />
<br />
In this post, I'll include a list of all the cards that have been changed at least once (I'll omit the typos and errors like the wrong icon on Ndulu though). In the next post, I'll include the FAQ text. In the third post, I'll include the updated card text (may take a day or two to do it all). <br />
<br />
Please be aware of a few caveats. First, my list may not be exhaustive. If you know of other errata, please let me know and I can make the updates. Second, none of the text presented here is official (except the text of the FAQ pdf, which is a Taban document): these are my interpretations of the text. I'm hoping that the spirit of the changes will be preserved here, but please, again, don't hesitate to correct me. <br />
<br />
---<br />
<br />
CHARACTERS<br />
JOKERS<br />
Vladd <br />
Vassilev<br />
Bogdana<br />
Nicolai<br />
Mishka<br />
Stipan<br />
Boris<br />
Fifi<br />
Grigoriy <br />
Piotr <br />
<br />
BAMAKA<br />
Ngwane <br />
Ngobo <br />
Tukwila<br />
Bak<br />
Dacke<br />
Jumamosi <br />
Gwala and Amagudu <br />
Folayan<br />
Ekevu <br />
Dhambizao <br />
<br />
<br />
MATRIARCHY<br />
Sister Ilona <br />
Sister Gracianne <br />
Sister Kandjara <br />
Pain Man<br />
Sister Melyne<br />
<br />
ISC<br />
Grey Daimyo <br />
Green Mamushi <br />
Green Konchu<br />
Yellow Gaki<br />
Hologram <br />
Grey Shogun <br />
<br />
CONVOY<br />
Friedrich<br />
Jeremias<br />
Mark <br />
Luther<br />
Ulrich <br />
<br />
RESISTANCE<br />
Alice <br />
Chelsea <br />
Duncan <br />
<br />
HORDE<br />
Lycal (all profiles)<br />
<br />
ASKARI<br />
Almeh Askari <br />
<br />
<br />
TACTICS CARDS<br />
Intimidation<br />
Heroism<br />
Contaminated Area<br />
Enragement <br />
Makeshift Repair<br />
Multiple Attacks<br />
Lure<br />
Twist of Fate<br />
Savagery of the Black Knight<br />
Support<br />
<br />
<br />
<br />
MISSIONS (GENERAL)<br />
The Traitor <br />
The Four Winds<br />
Ambush<br />
DGIN Gun Turrets<br />
Exploration <br />
<br />
JOKERS<br />
Pillage <br />
<br />
BAMAKA<br />
Sacred Hunt<br />
<br />
ISC<br />
Capture <br />
<br />
MATRIARCHY<br />
Bodyguard<br />
Pagan Idols<br />
<br />
CONVOY<br />
The Container <br />
<br />
RESISTANCE<br />
Following the Tracks<hr />
FAQ (From the official document - likely there are other FAQs somewhere, but I haven't looked for them yet)<br />
<br />
1.General<br />
<br />
II.1.1.Blast equipement<br />
Q : What is the length of the 'Blast' template ?<br />
A : 10 cm/4 in.<br />
<br />
II.1.2.Field dimension<br />
Q : Is it possible to play on a field with a square surface bigger than 60 cm/24 in ? If so,<br />
what is the maximum square surface which doesn't cripple the game interest ?<br />
A : It is possible to play on a bigger field than what is prescribed. Nonetheless, it is unwise<br />
to play on a field with at least one side bigger than 90 cm/36 in.<br />
<br />
II.1.3.Mission objectives<br />
Q :If a Mission objective is a zone (for example in the Land Protection), do the restrictions<br />
and effects regarding objectives (Ngobo special deployment or the Contaminated area<br />
placement, for example) have to be applied to the entire zone or just from the point<br />
defining the zone ?<br />
A : They have to be applied to the entire zone. It is not possible to deploy Ngobo or place a<br />
Contaminated area closer than 20 cm/8 in from the center of the field if someone plays the<br />
Land protection for example.<br />
<br />
Q : What happens if the Mission obective's zone is the entire field, like in Reconnaissance<br />
or The Territory ? Can't I play Ngobo or place a Contaminated area at all ?<br />
A : We consider there are three different Mission objectives that affects such things as<br />
Ngobo deployment or the CA tactical card. A) Markers, pretty easy. B) Zone, we cover this<br />
in the former question. C) Field. If a Mission objective is the entire field, then all<br />
restrictions and effects considering deployment or placement are ignored. The only<br />
Missions with Field type Mission objectives are : Reconnaissance, The Territory.<br />
<br />
II.1.4.Scenery elements size<br />
Q : What is the minimum and maximum size for a scenery element ?<br />
A : There is no specific restrictions regarding the size of a scenery element. The ideal size<br />
lies between 1 cm/0.39 in for the smallest side and 20 cm/8 in for the biggest side. Keep in<br />
mind that scenery elements must be placed at leat at 5 cm/2 in from each other and from<br />
any objective marker, so have some spare elements just in case you cannot place your big<br />
ruins :-)<br />
<br />
2.Rules<br />
II.2.1.Action ability and contact<br />
Q : Can a fighter use an Action ability if he is in contact with an opponent fighter ?<br />
A : Yes, unless the contrary is clearly stated in the Special ability description.<br />
<br />
II.2.2.Action and Movement<br />
Q : Can I make different actions at the same time during the activation of a fighter (for<br />
example, start a Move action, move 5 cm/2 in, make an Attack action with shooting<br />
equipment, then finish my Move action with the remaining 5 cm/2 in) ?<br />
A : No, each Action must be completed before making a new one.<br />
<br />
II.2.3.Activation order after an interruption<br />
Q : Once the activation of an interrupting fighter is over, must I activate the fighter which<br />
was interrupted or can I activate a different fighter ?<br />
A : You can activate a different fighter if you want, being interrupted has no effect on the<br />
former fighter(s).<br />
<br />
II.2.4.Allied fighter targeting<br />
Q : If one fighter can target an 'allied fighter', with a Special abitlity for example, can he be<br />
the target himself ?<br />
A : No, unless the opposite is clearly stated.<br />
<br />
II.2.5.Attack following a withdrawal movement<br />
Q : Does an attack executed against a fighter who failed his withdrawal roll count toward<br />
the two per round attack limit ?<br />
A : Yes.<br />
<br />
II.2.6.Climb down a scenery element<br />
Q : It is possible to climb up a scenery element with the Climbing(X) special rule, but what<br />
if I want to go down ?<br />
A : The Climbing(X) special rule is applied the same way for climbing up or coming down.II.2.7.Contact<br />
<br />
Q : Is it compulsory to make a Charge action in order to be in contact with an opponent<br />
fighter ?<br />
A : Yes, unless a special ability clearly states the opposite (remember that card rules<br />
overrule book rules).<br />
<br />
II.2.8.Create his troop<br />
Q : Can I field the same fighter twice ? What if two different profils have identical names ?<br />
A : A given fighter, with a given name cannot be field twice. It also applies to NPF, unless a<br />
special ability clearly states the opposite (remember that card rules overrule standard<br />
rules).<br />
<br />
II.2.9.Dodge and ranged attack<br />
Q : Can I make a Dodge reaction against a ranged attack ?<br />
A : No.<br />
<br />
II.2.10.Dodge Permanent ability<br />
Q : When using this ability, must the fighter make the whole 10 cm/4 in movement or can<br />
he move less ?<br />
A : You must make the whole movement, making detour if you have to avoid scenery<br />
elements and/or other fighters. And yes, it can land you in a Contaminated area.<br />
<br />
Q : What happens if the charging opponent fighter comes in contact with two fighters, one<br />
with the Dodge Permanant ability and one without, and chooses to target the one without<br />
the ability ? Can I still use my ability although my fighter is not the 'real' target ?<br />
A : No, in order to use this ability, a fighter must be the target of the Charge action.<br />
<br />
Q : As I am using this ability once the opponent fighter is in contact with my fighter, should<br />
I perform a SPD roll for withdrawal ?<br />
A : Yes.<br />
<br />
Q : Must a fighter be free in order to use this ability ?<br />
A : No<br />
<br />
II.2.11.Fear and withdrawal movement<br />
Q : When a fighter makes his SPD roll before his withdrawal movement, if he is in contact<br />
with two opponent fighters, one of which has a Fear marker and the highest SPD between<br />
the two, does he still make his SPD roll against the highest SPD or is the frightened fighter<br />
ignored ?<br />
A : The highest SPD is always taken into account, even if the fighter with the highest score<br />
has a Fear marker.<br />
<br />
II.2.12.Fighter Types<br />
Q : If a fighter has more than one Type (for example Human and Slave), can he be targeted<br />
by a game effect which applies to only one of the Types ?<br />
A : Yes.<br />
<br />
II.2.13.First player<br />
Q : Who is the First player throughout the game ?A : The First player stays the same during Preparation, Tactical and Intendancy phase, but<br />
he changes during Activation phase. During this phase, the First player is the player who is<br />
currently activating a fighter, once the interruption process is over. Note that the First<br />
player throughout Intendancy phase is the last First player of the Activation phase.<br />
<br />
II.2.14.Gaining AP<br />
Q : A fighter who uses all of his AP before being properly activated is considered as already<br />
activated, but what happens if he regains AP later in the round ? Can I activate him<br />
normally ?<br />
A : No, a fighter cannot be activated once he spent all of his AP, during his activation or<br />
not. If he regains AP after 'being activated' (normally or because of other game effects), he<br />
still cannot be activated, he just has AP left in order to defend himself or use Permanent<br />
abilities.<br />
<br />
II.2.15.Hiding in a scenery element<br />
Q : How does the Hiding Special rule work exactly ?<br />
A : A fighter has to be in contact with the scenery in order to use this special rule. He must<br />
stand more than 15 cm/6 in from any opponent fighter and make a Move action, but<br />
doesn't move (we consider he is searching a good hiding spot in the scenery). Once he has<br />
made that action, he is 'hidden'. As long as he stays in contact with the scenery and is free,<br />
he keeps being 'hidden' and can make any type of Action or use any Special ability without<br />
revealing himself. As long as he is 'hidden', the opponent fighters cannot target him with<br />
any Action or Action ability if they stand at more than 5 cm/2 in from your 'hidden' fighter.<br />
<br />
II.2.16.Leader<br />
Q : When my Leader is incapacitated, do I lose all of my remaining SP ?<br />
A : No.<br />
<br />
II.2.17.Line of sight<br />
Q : Do I need a line of sight on my target when I use a Shaman Action ability ?<br />
A : No.<br />
<br />
Q : Do I need a line of sight when performing a ranged attack with a Blast equipment ?<br />
A : No.<br />
<br />
II.2.18.Multiple tactical cards<br />
Q : Can I play more than one Tactical card during a Tactical phase ?<br />
A : No.<br />
<br />
II.2.19.Non-Players Fighters<br />
Q : How many attacks can a NPF perform during a round ? During Intendancy phase ?<br />
A : There is no limit to the number of Response reaction a NPF can perform when it is<br />
attacked. During the Intendancy phase, it can only perform one action between the three<br />
that are available to it, unless the opposite is clearly stated.<br />
<br />
Q : What happens if a NPF receive a Fear marker ? A Slowdown marker ?<br />
A : A NPF with a Fear marker cannot perform any Response reaction, it automatically<br />
performs a Passive reaction, and it can only make a Prowl action during Intendancy phase<br />
if it is free. Slowdown markers have no effects on a NPF.<br />
<br />
Q : Is it possible to perform a Loot the dead action (Plunder Mission) on a dead NPF, or a<br />
Capture action on a NPF ?<br />
A : No, NPFs are not taken into account for Mission objective purposes, unless the opposite<br />
is clearly stated in the Mission card (so far, only the Sacred Hunt). Note that they still are<br />
considered opponent fighters and that they can prevent fighters from performing actions<br />
or permanent abilities that require to be 'free'.<br />
Clarifications concerning the Charge action of a NPF : the target is always the<br />
closest fighter available. If two or more fighters are equally close, the First player decides<br />
which one is targeted. The Charge action of a NPF is not the same action than the one<br />
described in the Activation phase, due to a little mistranslation. Let's call it Hunt from now<br />
on. Therefore, when a NPF makes a Hunt action, any Special ability or game effects<br />
triggered by a Charge action (the Dodge Permanent ability of Yuri or the Dissonant prayer<br />
Permanent ability of the Yellow Komuso for examples) are ineffective.<br />
<br />
II.2.20.Pass the hand<br />
Q : Is it possible to pass the hand more than once during the same round ?<br />
A : Yes.<br />
<br />
II.2.21.Ranged attack and alteration of the location roll<br />
Q : Can I spend all my successfull CBT rolls in order to alter the location roll or must I keep<br />
at least one successfull roll, like for the melee attack ?<br />
A : For a ranged attack, you can spend all your successfull rolls in order to alter your<br />
location roll.<br />
<br />
II.2.22.Reaction<br />
Q : Does a Reaction count as an activation ?<br />
A : No.<br />
<br />
II.2.23.Simultaneous effects resolution<br />
Q : What is the order of resolution of two opposite effects that should apply at the same<br />
time (for example, if Vlädd charges Ilona, what is applied first, the Brutal charge<br />
Permanent ability or the Black Order honour guard Permanent ability) ?<br />
A : The First player always decides which effect is applied first, unless the opposite is<br />
clearly stated.<br />
<br />
II.2.24.SP bidding<br />
Q : Can I bid 0 SP ?<br />
A : Yes.<br />
<br />
II.2.25.Template weapons<br />
Q : Do scenery elements block weapons using templates, such as Blast equipment or<br />
Explosive(X) effect ?<br />
A : No, unless the scenery element has the Impenetrable special rule.<br />
<br />
Q : Is there a difference between the template used for a Blast equipement and the<br />
Explosive(X) effects ?<br />
A : Yes, the template used for the Blast equipment is the template shaped like a tear, the<br />
round template is used for Explosive(X) effects and special ability such as the SeppukuAction ability of the Carmin Samuraï. The tear shaped template is only used for Blast<br />
equipment.<br />
<br />
3.Mission cards<br />
II.3.1.General<br />
Q : Can I use Mission cards included in another starter/blister than the ones of my troop ?<br />
A : Yes, you can, unless the Mission is clearly restricted to a specific faction (see Rules,<br />
page 7, § 6).<br />
<br />
Q : When do I have to tell my opponent what my Type of Deployment is ?<br />
A : When you deploy your troop.<br />
<br />
II.3.2.Capture<br />
Q : Can I use the Capture Action ability against a NPF ?<br />
A : No.<br />
Some clarifications for this Mission, as we couldn't put all the text on this small card.<br />
–The Capture Action ability follows all the rules applying to Action abilities. It can only be<br />
used during the activation of a fighter, not during a Response reaction or a Charge action<br />
and not if your fighter has at least one Fear marker. So you must already be in contact with<br />
an opponent fighter before you can use this Action ability.<br />
–A captured fighter normally receives his AP during Intendancy phase, even if he cannot be<br />
activated. But if he is freed at any time, he can be activated and played normally from then<br />
on.<br />
–Victory Points do not depend on the number of opponent fighters captured. You score<br />
only once, no matter how many fighters are captured, and you cannot combine VP for<br />
fighters in your Deployment zone and outside of it. So the maximum VP is 100. Yes, it's a<br />
difficult Mission.<br />
–If a fighter with a captured opponent fighter in contact is targeted by a ranged attack with<br />
shooting equipment, the captured fighter can be hit normally if the number of successes is<br />
odd.<br />
–If the opponent Leader is captured, he is not considered incapacitated or removed from<br />
the Field. Therefore, you bet SP normally at the beginning of each round and your<br />
opponent can play Tactical cards.<br />
–A captured fighter cannot be the target of any Action or Special ability from any fighter.<br />
–A captured fighter is not affected by Tactical cards, unless the opposite is clearly stated on<br />
the card. Tactical cards have no effect on a captured fighter.<br />
–A captured fighter is not taken into account for Tactical cards effects, be it to determine<br />
the effects on other fighter(s) or all of them.<br />
–If the 'Below the Belt Blow' Tactical card is played, a captured fighter stays captured,<br />
although the Capture Action ability is ineffective. You just cannot perform this action when<br />
this Tactical card is in play.<br />
–A captured fighter is not taken into account for the purpose of VP for the opponent<br />
owning the captured fighter.<br />
<br />
II.3.3.D.G.I.N. Gun Turrets<br />
Q : If a Turret performs a ranged attack on a fighter in contact with an opponent, does the<br />
rule for odd number of successes apply (so can I hit one of my fighters when deactivating a<br />
turret) ?<br />
A : Yes, it applies.<br />
<br />
Q : Can I use successes on the CBT roll of a turret in order to alter the location roll ?<br />
A : No.<br />
<br />
Q : If an opponent fighter is incapacitated because of a Turret's ranged attack, do I score<br />
VP if my Mission is, for example, the Trap ?<br />
A : Yes, if one of your fighter was the one deactivating the said Turret.<br />
<br />
II.3.4.Holy relics<br />
Q : Can an opponent fighter pick up a Relic marker ?<br />
A : Yes.<br />
<br />
II.3.5.Plunder<br />
Q : Is a corpse marker removed from the Field after one (or more) Action of Loot the dead<br />
targeted it ?<br />
A : No, a corpse marker stays on the Field until the end of the game.<br />
<br />
Q : Is a corpse marker placed when a NPF is incapacitated ?<br />
A : No.<br />
<br />
4.Tactical cards<br />
II.4.1.General<br />
Q : Can I use Tactical cards included in another starter/blister than the ones of my troop ?<br />
A : Yes. Tactical cards can be freely chosen, but some effects target specific fighters (Type,<br />
faction,...), so be sure to have targetable fighter(s) for your Tactical cards !<br />
<br />
II.4.2.Bamaka clan warcry<br />
Q : While this card is in play, I hit an opponent fighter in the arm location with three<br />
successes on my CBT roll, but he only has one unchecked CP in this location. How many SP<br />
do I get, one or three ?<br />
A : You get one SP, same number of CP your target actually checked.<br />
<br />
II.4.3.Contaminated area<br />
Q : How does it work exactly ?<br />
A : A non Mutant fighter will lose CP if : you activate him while he's already in the zone ;<br />
for each Charge and/or Move action he makes that passes, even partially, through the<br />
zone.<br />
<br />
Q : If a non Mutant fighter is in a Contaminated area but is not activated during the round,<br />
does he still lose CP ?<br />
A : No, he only takes wounds if he is activated or/and if he moves out.<br />
<br />
II.4.4.Enragement<br />
Q : Can I target an opponent fighter with this card ?<br />
A : Yes.II.4.5.Inhuman force<br />
<br />
Q : If a non human fighter already lost one or more CP, can he still benefit from this<br />
Tactical card ?<br />
A : Yes, the 'no wound' requirement only applies from the moment you play the card.<br />
<br />
Q : Do the effects of this card last until the end of the game if my fighters don't lose any CP<br />
throughout the game ?<br />
A : No, all Tactical cards' effects end during Intendancy phase (step 11), Inhuman force has<br />
an additional requirement (no wound) because it is a very strong bonus. The only<br />
exception concerns Condition markers coming from Tactical cards. These markers are<br />
treated like normal Condition markers, so they are not automatically removed during the<br />
step 11 of Intendancy phase.<br />
<br />
II.4.6.Multiple attacks<br />
Q : Does the Action ability 'Multiple attacks' counts toward the maximum 2 attacks each<br />
round ?<br />
A : No.<br />
<br />
II.4.7.Provocation<br />
Q : What happens if I move my chosen fighter further than 10 cm/4 in before my<br />
opponent's provoked fighter is activated ?<br />
A : Your opponent's fighter can be activated normally. But if he comes within Charge<br />
action range during his activation and he has enough AP, the Provocation effects applies<br />
immediately.<br />
<br />
Q : What happens if the provoked opponent fighter moves further than 10 cm/4 in outside<br />
of his activation (Retreat Tactical card or allied Special ability for example) ?<br />
A : Your opponent's fighter can be activated normally (unless you move your chosen fighter<br />
within 10 cm/4 in of the provoked opponent fighter before he is activated). But if the<br />
provoked fighter comes within Charge action range during his activation and he has<br />
enough AP, the Provocation effects applies immediately.<br />
<br />
Q : Must I make a Charge action first upon activating my fighter or can I do something else<br />
beforehand ?<br />
A : The Charge action must be the first Action of your fighter.<br />
<br />
Q : Can I target two fighters already in contact ? What happens then ?<br />
A : Yes, you can. The Tactical card's effects will then be triggered if the provoked fighter<br />
performs a move Action away from your fighter (and if he still has enough AP left).<br />
<br />
Q : Can I play this card if my chosen fighter and the opponent's provoked fighter are within<br />
10cm/4 in of each other but there is no way the provoked fighter can reach my chosen<br />
fighter (for example, a scenery element stand between them and going round it would<br />
require a Move action first) ?<br />
A : Yes, you can play the card. But in order to be effective during the activation of the<br />
provoked opponent fighter, you would have to move your chosen fighter within Charge<br />
action range.<br />
<br />
Q : Must I activate a provoked fighter ?<br />
A : No.<br />
<br />
Q : What happens if a fighter uses the Dodge Permanent ability when a provoked opponent<br />
fighter Charges him ? Must the provoked fighter make another Charge action if he has<br />
enough AP ?<br />
A : Yes, the provoked fighter must Charge if he can.<br />
<br />
II.4.8.Reasoned sacrifice<br />
Q : Do I automatically lose the 10 VP or does it apply only if the chosen Slave type fighter is<br />
removed from play ?<br />
A : Only if the Slave is removed from play because of this card.<br />
<br />
III.Factions<br />
1.I.S.C.<br />
III.1.1.Blue Rikishi<br />
Q : When using the shock Action ability, are the fighters (allied or opponent) considered as<br />
obstacles ? What about the edges of the Field, can I push a fighter outside the Field ?<br />
A : Fighters are considered as obstacles, but note that obstacles, fighters or scenery, do not<br />
take damage when hit by a pushed fighter. You cannot push a fighter outside of the Field,<br />
the edges of the Field are considered as obstacles.<br />
<br />
Q : When using the Kinetic destruction, the CBT value of the Rikishi becomes equal to its<br />
VIG and so does the target's CBT of the Charge, but what if the target can claim a CBT<br />
bonus (Techno-killer Permanent ability for example) ? Does it apply before or after the<br />
change ?<br />
A : The First player decides if the bonus applies before or after the switch (so most often,<br />
before the change in this case).<br />
<br />
III.1.2.Green Mamushi<br />
Q : Why does the Green Mamushi have one white CP in the Arm and Torso locations if<br />
nothing can affect these locations ? What happens if it moves in a Contaminated area or is<br />
under a Blast template ?<br />
A : The Arm and Torso locations of the Green Mamushi are never affected by anything that<br />
would result in a wound. So if it is affected by a Contaminated area or a Blast equipment, it<br />
only loses one CP in the Head and Leg locations. It only has a CP in these locations because<br />
the rules (see p. 5, §5) states that if a fighter has no unchecked CP in a limb, he is<br />
incapacitated (therefore it would die the moment it is deployed without those CP and that<br />
would be useless :-)<br />
<br />
III.1.3.Yellow Komuso<br />
Q : If I fail my PSI opposition roll against the Yellow Komuso when trying to charge him,<br />
my Charge action becomes a Move action, but does it cost me 2 AP or 1 AP ?<br />
A : You make a Move action instead of a Charge action, so you only have to spend 1 AP.<br />
<br />
Q : What happens if the charging opponent fighter comes in contact with the Yellow<br />
Komuso and another fighter and chooses to target the one without the Dissonant prayer<br />
ability ? Must he still make a PSI opposition roll against the Komuso although it is not the<br />
'real' target ?<br />
A : No, in order for the Dissonant prayer Permanent ability to be effective, the Yellow<br />
Komuso must be the target of the Charge action.<br />
<br />
2.Jokers<br />
III.2.1.Bogdana<br />
Q : Can I block the access to an objective marker when using the Smoke bomb, by placing<br />
the template right above the marker ?<br />
A : No.<br />
<br />
III.2.2.Mishka<br />
Q : Can I play Mishka in a Stigma type troop even if it doesn't have a Stigmata ? What if I<br />
have a Tamer in the troop ?<br />
A : No, Mishka cannot be played in any Stigma type troop.<br />
<br />
III.2.3.Vassiliev<br />
Q : In order to benefit from the Double strike Permanent ability (+3 CBT bonus), do I have<br />
to make at least one wound on the first attack ?<br />
A : No.<br />
<br />
Q : When performing a Dodge reaction against an attack with the Double strike bonus,<br />
does the opponent fighter consider his roll to have a difficulty of 3 (original CBT of<br />
Vassiliev) or 6 (boosted CBT), of course if Vassiliev is not wounded in the arms ?<br />
A : The difficulty takes the Double strike bonus into account.<br />
<br />
Q : If Vassiliev no longer has unchecked CP in his 'Unicycle' limb, what happens if he gets<br />
hit in this location ?<br />
A : Nothing, your opponent must alter his location roll in order for his attack to do<br />
anything.<br />
<br />
III.2.4.Yorg<br />
Q : Is the Disproportionate power Permanent ability always applied or only on the target(s)<br />
of Yorg's melee attack<br />
A : It is always applied to any opponent fighter in contact with Yorg.<br />
<br />
3.Bamaka<br />
III.3.1.Dacké<br />
Q : When using the Parade Permanent ability, Dacké gets the Sacred shield equipment.<br />
Does this equipment replace the Shield on his card or does it add up ?<br />
A : It adds up, therefore giving him a Protection value of +1 in the head and legs and +2 in<br />
the arms and torso.<br />
<br />
III.3.2.Ngobo<br />
Q : Can I deploy Ngobo normally or must I use the Concealment Permanent ability ?<br />
A : You must use the Concealment ability.4.Matriarchy<br />
<br />
III.4.1.Sister Melyne<br />
Q : Can I use the Sneaky trick Permanent ability when Sister Melyne is the target of a<br />
Response reaction ? A Charge action ?<br />
A : No and yes.<br />
<br />
Q : Can I use the Sneaky trick Permanent ability when Sister Melyne is the target of a<br />
ranged attack ?<br />
A : Yes, but not if the ranged attack is made with a projectile or blast equipment.<br />
<br />
Q : Does the Assassin of the Order Permanent ability apply when performing a Response<br />
reaction ? A Charge action ?<br />
A : No and yes.<br />
<br />
III.4.2.Wrath-man<br />
Q : What happens if my Wrath-man is 20 cm/8 away of an allied Inquisitor type fighter<br />
and charges an opponent fighter who uses the Dodge Permanent ability ? Does he get to<br />
make a Move action although he is not allowed to do it ?<br />
A : No, the cards overrule the book, so the Wrath-man cannot move at all. If his target uses<br />
the Dodge Permanent ability, the Wrath-man stays at his intial place and keep all his AP.<hr />
And I'm just reserving this last post for the text on the errata....]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
<br />
So, I've decided to compile and translate the Eden errata to English. I've been going through the French resources - funnily enough, the French site has an English FAQ document that lists one batch of erratum. I'll include the text of that PDF in this thread. <br />
<br />
In this post, I'll include a list of all the cards that have been changed at least once (I'll omit the typos and errors like the wrong icon on Ndulu though). In the next post, I'll include the FAQ text. In the third post, I'll include the updated card text (may take a day or two to do it all). <br />
<br />
Please be aware of a few caveats. First, my list may not be exhaustive. If you know of other errata, please let me know and I can make the updates. Second, none of the text presented here is official (except the text of the FAQ pdf, which is a Taban document): these are my interpretations of the text. I'm hoping that the spirit of the changes will be preserved here, but please, again, don't hesitate to correct me. <br />
<br />
---<br />
<br />
CHARACTERS<br />
JOKERS<br />
Vladd <br />
Vassilev<br />
Bogdana<br />
Nicolai<br />
Mishka<br />
Stipan<br />
Boris<br />
Fifi<br />
Grigoriy <br />
Piotr <br />
<br />
BAMAKA<br />
Ngwane <br />
Ngobo <br />
Tukwila<br />
Bak<br />
Dacke<br />
Jumamosi <br />
Gwala and Amagudu <br />
Folayan<br />
Ekevu <br />
Dhambizao <br />
<br />
<br />
MATRIARCHY<br />
Sister Ilona <br />
Sister Gracianne <br />
Sister Kandjara <br />
Pain Man<br />
Sister Melyne<br />
<br />
ISC<br />
Grey Daimyo <br />
Green Mamushi <br />
Green Konchu<br />
Yellow Gaki<br />
Hologram <br />
Grey Shogun <br />
<br />
CONVOY<br />
Friedrich<br />
Jeremias<br />
Mark <br />
Luther<br />
Ulrich <br />
<br />
RESISTANCE<br />
Alice <br />
Chelsea <br />
Duncan <br />
<br />
HORDE<br />
Lycal (all profiles)<br />
<br />
ASKARI<br />
Almeh Askari <br />
<br />
<br />
TACTICS CARDS<br />
Intimidation<br />
Heroism<br />
Contaminated Area<br />
Enragement <br />
Makeshift Repair<br />
Multiple Attacks<br />
Lure<br />
Twist of Fate<br />
Savagery of the Black Knight<br />
Support<br />
<br />
<br />
<br />
MISSIONS (GENERAL)<br />
The Traitor <br />
The Four Winds<br />
Ambush<br />
DGIN Gun Turrets<br />
Exploration <br />
<br />
JOKERS<br />
Pillage <br />
<br />
BAMAKA<br />
Sacred Hunt<br />
<br />
ISC<br />
Capture <br />
<br />
MATRIARCHY<br />
Bodyguard<br />
Pagan Idols<br />
<br />
CONVOY<br />
The Container <br />
<br />
RESISTANCE<br />
Following the Tracks<hr />
FAQ (From the official document - likely there are other FAQs somewhere, but I haven't looked for them yet)<br />
<br />
1.General<br />
<br />
II.1.1.Blast equipement<br />
Q : What is the length of the 'Blast' template ?<br />
A : 10 cm/4 in.<br />
<br />
II.1.2.Field dimension<br />
Q : Is it possible to play on a field with a square surface bigger than 60 cm/24 in ? If so,<br />
what is the maximum square surface which doesn't cripple the game interest ?<br />
A : It is possible to play on a bigger field than what is prescribed. Nonetheless, it is unwise<br />
to play on a field with at least one side bigger than 90 cm/36 in.<br />
<br />
II.1.3.Mission objectives<br />
Q :If a Mission objective is a zone (for example in the Land Protection), do the restrictions<br />
and effects regarding objectives (Ngobo special deployment or the Contaminated area<br />
placement, for example) have to be applied to the entire zone or just from the point<br />
defining the zone ?<br />
A : They have to be applied to the entire zone. It is not possible to deploy Ngobo or place a<br />
Contaminated area closer than 20 cm/8 in from the center of the field if someone plays the<br />
Land protection for example.<br />
<br />
Q : What happens if the Mission obective's zone is the entire field, like in Reconnaissance<br />
or The Territory ? Can't I play Ngobo or place a Contaminated area at all ?<br />
A : We consider there are three different Mission objectives that affects such things as<br />
Ngobo deployment or the CA tactical card. A) Markers, pretty easy. B) Zone, we cover this<br />
in the former question. C) Field. If a Mission objective is the entire field, then all<br />
restrictions and effects considering deployment or placement are ignored. The only<br />
Missions with Field type Mission objectives are : Reconnaissance, The Territory.<br />
<br />
II.1.4.Scenery elements size<br />
Q : What is the minimum and maximum size for a scenery element ?<br />
A : There is no specific restrictions regarding the size of a scenery element. The ideal size<br />
lies between 1 cm/0.39 in for the smallest side and 20 cm/8 in for the biggest side. Keep in<br />
mind that scenery elements must be placed at leat at 5 cm/2 in from each other and from<br />
any objective marker, so have some spare elements just in case you cannot place your big<br />
ruins :-)<br />
<br />
2.Rules<br />
II.2.1.Action ability and contact<br />
Q : Can a fighter use an Action ability if he is in contact with an opponent fighter ?<br />
A : Yes, unless the contrary is clearly stated in the Special ability description.<br />
<br />
II.2.2.Action and Movement<br />
Q : Can I make different actions at the same time during the activation of a fighter (for<br />
example, start a Move action, move 5 cm/2 in, make an Attack action with shooting<br />
equipment, then finish my Move action with the remaining 5 cm/2 in) ?<br />
A : No, each Action must be completed before making a new one.<br />
<br />
II.2.3.Activation order after an interruption<br />
Q : Once the activation of an interrupting fighter is over, must I activate the fighter which<br />
was interrupted or can I activate a different fighter ?<br />
A : You can activate a different fighter if you want, being interrupted has no effect on the<br />
former fighter(s).<br />
<br />
II.2.4.Allied fighter targeting<br />
Q : If one fighter can target an 'allied fighter', with a Special abitlity for example, can he be<br />
the target himself ?<br />
A : No, unless the opposite is clearly stated.<br />
<br />
II.2.5.Attack following a withdrawal movement<br />
Q : Does an attack executed against a fighter who failed his withdrawal roll count toward<br />
the two per round attack limit ?<br />
A : Yes.<br />
<br />
II.2.6.Climb down a scenery element<br />
Q : It is possible to climb up a scenery element with the Climbing(X) special rule, but what<br />
if I want to go down ?<br />
A : The Climbing(X) special rule is applied the same way for climbing up or coming down.II.2.7.Contact<br />
<br />
Q : Is it compulsory to make a Charge action in order to be in contact with an opponent<br />
fighter ?<br />
A : Yes, unless a special ability clearly states the opposite (remember that card rules<br />
overrule book rules).<br />
<br />
II.2.8.Create his troop<br />
Q : Can I field the same fighter twice ? What if two different profils have identical names ?<br />
A : A given fighter, with a given name cannot be field twice. It also applies to NPF, unless a<br />
special ability clearly states the opposite (remember that card rules overrule standard<br />
rules).<br />
<br />
II.2.9.Dodge and ranged attack<br />
Q : Can I make a Dodge reaction against a ranged attack ?<br />
A : No.<br />
<br />
II.2.10.Dodge Permanent ability<br />
Q : When using this ability, must the fighter make the whole 10 cm/4 in movement or can<br />
he move less ?<br />
A : You must make the whole movement, making detour if you have to avoid scenery<br />
elements and/or other fighters. And yes, it can land you in a Contaminated area.<br />
<br />
Q : What happens if the charging opponent fighter comes in contact with two fighters, one<br />
with the Dodge Permanant ability and one without, and chooses to target the one without<br />
the ability ? Can I still use my ability although my fighter is not the 'real' target ?<br />
A : No, in order to use this ability, a fighter must be the target of the Charge action.<br />
<br />
Q : As I am using this ability once the opponent fighter is in contact with my fighter, should<br />
I perform a SPD roll for withdrawal ?<br />
A : Yes.<br />
<br />
Q : Must a fighter be free in order to use this ability ?<br />
A : No<br />
<br />
II.2.11.Fear and withdrawal movement<br />
Q : When a fighter makes his SPD roll before his withdrawal movement, if he is in contact<br />
with two opponent fighters, one of which has a Fear marker and the highest SPD between<br />
the two, does he still make his SPD roll against the highest SPD or is the frightened fighter<br />
ignored ?<br />
A : The highest SPD is always taken into account, even if the fighter with the highest score<br />
has a Fear marker.<br />
<br />
II.2.12.Fighter Types<br />
Q : If a fighter has more than one Type (for example Human and Slave), can he be targeted<br />
by a game effect which applies to only one of the Types ?<br />
A : Yes.<br />
<br />
II.2.13.First player<br />
Q : Who is the First player throughout the game ?A : The First player stays the same during Preparation, Tactical and Intendancy phase, but<br />
he changes during Activation phase. During this phase, the First player is the player who is<br />
currently activating a fighter, once the interruption process is over. Note that the First<br />
player throughout Intendancy phase is the last First player of the Activation phase.<br />
<br />
II.2.14.Gaining AP<br />
Q : A fighter who uses all of his AP before being properly activated is considered as already<br />
activated, but what happens if he regains AP later in the round ? Can I activate him<br />
normally ?<br />
A : No, a fighter cannot be activated once he spent all of his AP, during his activation or<br />
not. If he regains AP after 'being activated' (normally or because of other game effects), he<br />
still cannot be activated, he just has AP left in order to defend himself or use Permanent<br />
abilities.<br />
<br />
II.2.15.Hiding in a scenery element<br />
Q : How does the Hiding Special rule work exactly ?<br />
A : A fighter has to be in contact with the scenery in order to use this special rule. He must<br />
stand more than 15 cm/6 in from any opponent fighter and make a Move action, but<br />
doesn't move (we consider he is searching a good hiding spot in the scenery). Once he has<br />
made that action, he is 'hidden'. As long as he stays in contact with the scenery and is free,<br />
he keeps being 'hidden' and can make any type of Action or use any Special ability without<br />
revealing himself. As long as he is 'hidden', the opponent fighters cannot target him with<br />
any Action or Action ability if they stand at more than 5 cm/2 in from your 'hidden' fighter.<br />
<br />
II.2.16.Leader<br />
Q : When my Leader is incapacitated, do I lose all of my remaining SP ?<br />
A : No.<br />
<br />
II.2.17.Line of sight<br />
Q : Do I need a line of sight on my target when I use a Shaman Action ability ?<br />
A : No.<br />
<br />
Q : Do I need a line of sight when performing a ranged attack with a Blast equipment ?<br />
A : No.<br />
<br />
II.2.18.Multiple tactical cards<br />
Q : Can I play more than one Tactical card during a Tactical phase ?<br />
A : No.<br />
<br />
II.2.19.Non-Players Fighters<br />
Q : How many attacks can a NPF perform during a round ? During Intendancy phase ?<br />
A : There is no limit to the number of Response reaction a NPF can perform when it is<br />
attacked. During the Intendancy phase, it can only perform one action between the three<br />
that are available to it, unless the opposite is clearly stated.<br />
<br />
Q : What happens if a NPF receive a Fear marker ? A Slowdown marker ?<br />
A : A NPF with a Fear marker cannot perform any Response reaction, it automatically<br />
performs a Passive reaction, and it can only make a Prowl action during Intendancy phase<br />
if it is free. Slowdown markers have no effects on a NPF.<br />
<br />
Q : Is it possible to perform a Loot the dead action (Plunder Mission) on a dead NPF, or a<br />
Capture action on a NPF ?<br />
A : No, NPFs are not taken into account for Mission objective purposes, unless the opposite<br />
is clearly stated in the Mission card (so far, only the Sacred Hunt). Note that they still are<br />
considered opponent fighters and that they can prevent fighters from performing actions<br />
or permanent abilities that require to be 'free'.<br />
Clarifications concerning the Charge action of a NPF : the target is always the<br />
closest fighter available. If two or more fighters are equally close, the First player decides<br />
which one is targeted. The Charge action of a NPF is not the same action than the one<br />
described in the Activation phase, due to a little mistranslation. Let's call it Hunt from now<br />
on. Therefore, when a NPF makes a Hunt action, any Special ability or game effects<br />
triggered by a Charge action (the Dodge Permanent ability of Yuri or the Dissonant prayer<br />
Permanent ability of the Yellow Komuso for examples) are ineffective.<br />
<br />
II.2.20.Pass the hand<br />
Q : Is it possible to pass the hand more than once during the same round ?<br />
A : Yes.<br />
<br />
II.2.21.Ranged attack and alteration of the location roll<br />
Q : Can I spend all my successfull CBT rolls in order to alter the location roll or must I keep<br />
at least one successfull roll, like for the melee attack ?<br />
A : For a ranged attack, you can spend all your successfull rolls in order to alter your<br />
location roll.<br />
<br />
II.2.22.Reaction<br />
Q : Does a Reaction count as an activation ?<br />
A : No.<br />
<br />
II.2.23.Simultaneous effects resolution<br />
Q : What is the order of resolution of two opposite effects that should apply at the same<br />
time (for example, if Vlädd charges Ilona, what is applied first, the Brutal charge<br />
Permanent ability or the Black Order honour guard Permanent ability) ?<br />
A : The First player always decides which effect is applied first, unless the opposite is<br />
clearly stated.<br />
<br />
II.2.24.SP bidding<br />
Q : Can I bid 0 SP ?<br />
A : Yes.<br />
<br />
II.2.25.Template weapons<br />
Q : Do scenery elements block weapons using templates, such as Blast equipment or<br />
Explosive(X) effect ?<br />
A : No, unless the scenery element has the Impenetrable special rule.<br />
<br />
Q : Is there a difference between the template used for a Blast equipement and the<br />
Explosive(X) effects ?<br />
A : Yes, the template used for the Blast equipment is the template shaped like a tear, the<br />
round template is used for Explosive(X) effects and special ability such as the SeppukuAction ability of the Carmin Samuraï. The tear shaped template is only used for Blast<br />
equipment.<br />
<br />
3.Mission cards<br />
II.3.1.General<br />
Q : Can I use Mission cards included in another starter/blister than the ones of my troop ?<br />
A : Yes, you can, unless the Mission is clearly restricted to a specific faction (see Rules,<br />
page 7, § 6).<br />
<br />
Q : When do I have to tell my opponent what my Type of Deployment is ?<br />
A : When you deploy your troop.<br />
<br />
II.3.2.Capture<br />
Q : Can I use the Capture Action ability against a NPF ?<br />
A : No.<br />
Some clarifications for this Mission, as we couldn't put all the text on this small card.<br />
–The Capture Action ability follows all the rules applying to Action abilities. It can only be<br />
used during the activation of a fighter, not during a Response reaction or a Charge action<br />
and not if your fighter has at least one Fear marker. So you must already be in contact with<br />
an opponent fighter before you can use this Action ability.<br />
–A captured fighter normally receives his AP during Intendancy phase, even if he cannot be<br />
activated. But if he is freed at any time, he can be activated and played normally from then<br />
on.<br />
–Victory Points do not depend on the number of opponent fighters captured. You score<br />
only once, no matter how many fighters are captured, and you cannot combine VP for<br />
fighters in your Deployment zone and outside of it. So the maximum VP is 100. Yes, it's a<br />
difficult Mission.<br />
–If a fighter with a captured opponent fighter in contact is targeted by a ranged attack with<br />
shooting equipment, the captured fighter can be hit normally if the number of successes is<br />
odd.<br />
–If the opponent Leader is captured, he is not considered incapacitated or removed from<br />
the Field. Therefore, you bet SP normally at the beginning of each round and your<br />
opponent can play Tactical cards.<br />
–A captured fighter cannot be the target of any Action or Special ability from any fighter.<br />
–A captured fighter is not affected by Tactical cards, unless the opposite is clearly stated on<br />
the card. Tactical cards have no effect on a captured fighter.<br />
–A captured fighter is not taken into account for Tactical cards effects, be it to determine<br />
the effects on other fighter(s) or all of them.<br />
–If the 'Below the Belt Blow' Tactical card is played, a captured fighter stays captured,<br />
although the Capture Action ability is ineffective. You just cannot perform this action when<br />
this Tactical card is in play.<br />
–A captured fighter is not taken into account for the purpose of VP for the opponent<br />
owning the captured fighter.<br />
<br />
II.3.3.D.G.I.N. Gun Turrets<br />
Q : If a Turret performs a ranged attack on a fighter in contact with an opponent, does the<br />
rule for odd number of successes apply (so can I hit one of my fighters when deactivating a<br />
turret) ?<br />
A : Yes, it applies.<br />
<br />
Q : Can I use successes on the CBT roll of a turret in order to alter the location roll ?<br />
A : No.<br />
<br />
Q : If an opponent fighter is incapacitated because of a Turret's ranged attack, do I score<br />
VP if my Mission is, for example, the Trap ?<br />
A : Yes, if one of your fighter was the one deactivating the said Turret.<br />
<br />
II.3.4.Holy relics<br />
Q : Can an opponent fighter pick up a Relic marker ?<br />
A : Yes.<br />
<br />
II.3.5.Plunder<br />
Q : Is a corpse marker removed from the Field after one (or more) Action of Loot the dead<br />
targeted it ?<br />
A : No, a corpse marker stays on the Field until the end of the game.<br />
<br />
Q : Is a corpse marker placed when a NPF is incapacitated ?<br />
A : No.<br />
<br />
4.Tactical cards<br />
II.4.1.General<br />
Q : Can I use Tactical cards included in another starter/blister than the ones of my troop ?<br />
A : Yes. Tactical cards can be freely chosen, but some effects target specific fighters (Type,<br />
faction,...), so be sure to have targetable fighter(s) for your Tactical cards !<br />
<br />
II.4.2.Bamaka clan warcry<br />
Q : While this card is in play, I hit an opponent fighter in the arm location with three<br />
successes on my CBT roll, but he only has one unchecked CP in this location. How many SP<br />
do I get, one or three ?<br />
A : You get one SP, same number of CP your target actually checked.<br />
<br />
II.4.3.Contaminated area<br />
Q : How does it work exactly ?<br />
A : A non Mutant fighter will lose CP if : you activate him while he's already in the zone ;<br />
for each Charge and/or Move action he makes that passes, even partially, through the<br />
zone.<br />
<br />
Q : If a non Mutant fighter is in a Contaminated area but is not activated during the round,<br />
does he still lose CP ?<br />
A : No, he only takes wounds if he is activated or/and if he moves out.<br />
<br />
II.4.4.Enragement<br />
Q : Can I target an opponent fighter with this card ?<br />
A : Yes.II.4.5.Inhuman force<br />
<br />
Q : If a non human fighter already lost one or more CP, can he still benefit from this<br />
Tactical card ?<br />
A : Yes, the 'no wound' requirement only applies from the moment you play the card.<br />
<br />
Q : Do the effects of this card last until the end of the game if my fighters don't lose any CP<br />
throughout the game ?<br />
A : No, all Tactical cards' effects end during Intendancy phase (step 11), Inhuman force has<br />
an additional requirement (no wound) because it is a very strong bonus. The only<br />
exception concerns Condition markers coming from Tactical cards. These markers are<br />
treated like normal Condition markers, so they are not automatically removed during the<br />
step 11 of Intendancy phase.<br />
<br />
II.4.6.Multiple attacks<br />
Q : Does the Action ability 'Multiple attacks' counts toward the maximum 2 attacks each<br />
round ?<br />
A : No.<br />
<br />
II.4.7.Provocation<br />
Q : What happens if I move my chosen fighter further than 10 cm/4 in before my<br />
opponent's provoked fighter is activated ?<br />
A : Your opponent's fighter can be activated normally. But if he comes within Charge<br />
action range during his activation and he has enough AP, the Provocation effects applies<br />
immediately.<br />
<br />
Q : What happens if the provoked opponent fighter moves further than 10 cm/4 in outside<br />
of his activation (Retreat Tactical card or allied Special ability for example) ?<br />
A : Your opponent's fighter can be activated normally (unless you move your chosen fighter<br />
within 10 cm/4 in of the provoked opponent fighter before he is activated). But if the<br />
provoked fighter comes within Charge action range during his activation and he has<br />
enough AP, the Provocation effects applies immediately.<br />
<br />
Q : Must I make a Charge action first upon activating my fighter or can I do something else<br />
beforehand ?<br />
A : The Charge action must be the first Action of your fighter.<br />
<br />
Q : Can I target two fighters already in contact ? What happens then ?<br />
A : Yes, you can. The Tactical card's effects will then be triggered if the provoked fighter<br />
performs a move Action away from your fighter (and if he still has enough AP left).<br />
<br />
Q : Can I play this card if my chosen fighter and the opponent's provoked fighter are within<br />
10cm/4 in of each other but there is no way the provoked fighter can reach my chosen<br />
fighter (for example, a scenery element stand between them and going round it would<br />
require a Move action first) ?<br />
A : Yes, you can play the card. But in order to be effective during the activation of the<br />
provoked opponent fighter, you would have to move your chosen fighter within Charge<br />
action range.<br />
<br />
Q : Must I activate a provoked fighter ?<br />
A : No.<br />
<br />
Q : What happens if a fighter uses the Dodge Permanent ability when a provoked opponent<br />
fighter Charges him ? Must the provoked fighter make another Charge action if he has<br />
enough AP ?<br />
A : Yes, the provoked fighter must Charge if he can.<br />
<br />
II.4.8.Reasoned sacrifice<br />
Q : Do I automatically lose the 10 VP or does it apply only if the chosen Slave type fighter is<br />
removed from play ?<br />
A : Only if the Slave is removed from play because of this card.<br />
<br />
III.Factions<br />
1.I.S.C.<br />
III.1.1.Blue Rikishi<br />
Q : When using the shock Action ability, are the fighters (allied or opponent) considered as<br />
obstacles ? What about the edges of the Field, can I push a fighter outside the Field ?<br />
A : Fighters are considered as obstacles, but note that obstacles, fighters or scenery, do not<br />
take damage when hit by a pushed fighter. You cannot push a fighter outside of the Field,<br />
the edges of the Field are considered as obstacles.<br />
<br />
Q : When using the Kinetic destruction, the CBT value of the Rikishi becomes equal to its<br />
VIG and so does the target's CBT of the Charge, but what if the target can claim a CBT<br />
bonus (Techno-killer Permanent ability for example) ? Does it apply before or after the<br />
change ?<br />
A : The First player decides if the bonus applies before or after the switch (so most often,<br />
before the change in this case).<br />
<br />
III.1.2.Green Mamushi<br />
Q : Why does the Green Mamushi have one white CP in the Arm and Torso locations if<br />
nothing can affect these locations ? What happens if it moves in a Contaminated area or is<br />
under a Blast template ?<br />
A : The Arm and Torso locations of the Green Mamushi are never affected by anything that<br />
would result in a wound. So if it is affected by a Contaminated area or a Blast equipment, it<br />
only loses one CP in the Head and Leg locations. It only has a CP in these locations because<br />
the rules (see p. 5, §5) states that if a fighter has no unchecked CP in a limb, he is<br />
incapacitated (therefore it would die the moment it is deployed without those CP and that<br />
would be useless :-)<br />
<br />
III.1.3.Yellow Komuso<br />
Q : If I fail my PSI opposition roll against the Yellow Komuso when trying to charge him,<br />
my Charge action becomes a Move action, but does it cost me 2 AP or 1 AP ?<br />
A : You make a Move action instead of a Charge action, so you only have to spend 1 AP.<br />
<br />
Q : What happens if the charging opponent fighter comes in contact with the Yellow<br />
Komuso and another fighter and chooses to target the one without the Dissonant prayer<br />
ability ? Must he still make a PSI opposition roll against the Komuso although it is not the<br />
'real' target ?<br />
A : No, in order for the Dissonant prayer Permanent ability to be effective, the Yellow<br />
Komuso must be the target of the Charge action.<br />
<br />
2.Jokers<br />
III.2.1.Bogdana<br />
Q : Can I block the access to an objective marker when using the Smoke bomb, by placing<br />
the template right above the marker ?<br />
A : No.<br />
<br />
III.2.2.Mishka<br />
Q : Can I play Mishka in a Stigma type troop even if it doesn't have a Stigmata ? What if I<br />
have a Tamer in the troop ?<br />
A : No, Mishka cannot be played in any Stigma type troop.<br />
<br />
III.2.3.Vassiliev<br />
Q : In order to benefit from the Double strike Permanent ability (+3 CBT bonus), do I have<br />
to make at least one wound on the first attack ?<br />
A : No.<br />
<br />
Q : When performing a Dodge reaction against an attack with the Double strike bonus,<br />
does the opponent fighter consider his roll to have a difficulty of 3 (original CBT of<br />
Vassiliev) or 6 (boosted CBT), of course if Vassiliev is not wounded in the arms ?<br />
A : The difficulty takes the Double strike bonus into account.<br />
<br />
Q : If Vassiliev no longer has unchecked CP in his 'Unicycle' limb, what happens if he gets<br />
hit in this location ?<br />
A : Nothing, your opponent must alter his location roll in order for his attack to do<br />
anything.<br />
<br />
III.2.4.Yorg<br />
Q : Is the Disproportionate power Permanent ability always applied or only on the target(s)<br />
of Yorg's melee attack<br />
A : It is always applied to any opponent fighter in contact with Yorg.<br />
<br />
3.Bamaka<br />
III.3.1.Dacké<br />
Q : When using the Parade Permanent ability, Dacké gets the Sacred shield equipment.<br />
Does this equipment replace the Shield on his card or does it add up ?<br />
A : It adds up, therefore giving him a Protection value of +1 in the head and legs and +2 in<br />
the arms and torso.<br />
<br />
III.3.2.Ngobo<br />
Q : Can I deploy Ngobo normally or must I use the Concealment Permanent ability ?<br />
A : You must use the Concealment ability.4.Matriarchy<br />
<br />
III.4.1.Sister Melyne<br />
Q : Can I use the Sneaky trick Permanent ability when Sister Melyne is the target of a<br />
Response reaction ? A Charge action ?<br />
A : No and yes.<br />
<br />
Q : Can I use the Sneaky trick Permanent ability when Sister Melyne is the target of a<br />
ranged attack ?<br />
A : Yes, but not if the ranged attack is made with a projectile or blast equipment.<br />
<br />
Q : Does the Assassin of the Order Permanent ability apply when performing a Response<br />
reaction ? A Charge action ?<br />
A : No and yes.<br />
<br />
III.4.2.Wrath-man<br />
Q : What happens if my Wrath-man is 20 cm/8 away of an allied Inquisitor type fighter<br />
and charges an opponent fighter who uses the Dodge Permanent ability ? Does he get to<br />
make a Move action although he is not allowed to do it ?<br />
A : No, the cards overrule the book, so the Wrath-man cannot move at all. If his target uses<br />
the Dodge Permanent ability, the Wrath-man stays at his intial place and keep all his AP.<hr />
And I'm just reserving this last post for the text on the errata....]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Playing Matriarchy]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1627</link>
			<pubDate>Tue, 22 Jul 2014 22:56:41 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1627</guid>
			<description><![CDATA[Hey guys,<br />
<br />
Looking at putting together a Matriarchy list finally. Looking for some suggestions as to different lists to put together. <br />
<br />
The only Red Sister I currently own is Ditta, but I'm open to ordering some more when Taban gets back from holidays. I have basically all of the black sisters and the slaves. <br />
<br />
I know there are some cute things you can do with Gracianne and Gabriele - Gracianne is probably my favourite sisters model also. But you know, I'd like options. I've basically only played the gals in starter games and have only really faced them that way also.<br />
<br />
Cheers!]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
Looking at putting together a Matriarchy list finally. Looking for some suggestions as to different lists to put together. <br />
<br />
The only Red Sister I currently own is Ditta, but I'm open to ordering some more when Taban gets back from holidays. I have basically all of the black sisters and the slaves. <br />
<br />
I know there are some cute things you can do with Gracianne and Gabriele - Gracianne is probably my favourite sisters model also. But you know, I'd like options. I've basically only played the gals in starter games and have only really faced them that way also.<br />
<br />
Cheers!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Have you ever built a list using less than 100 points?]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1626</link>
			<pubDate>Fri, 18 Jul 2014 12:24:35 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1626</guid>
			<description><![CDATA[I realized that I have never done so before. But I was thinking of the following for a tournament:<br />
<br />
Alice<br />
Duncan<br />
Lloyd<br />
Jimmy<br />
Valor<br />
<br />
95 points total<br />
<br />
Alice allows Duncan to use his Electro-Static Pulse for more turns, Lloyd and Ducan love said Pulse and Jimmy and Valor make for a really, really durable duo. I could drop Jimmy and Valor and Take Ashton instead for maximizing Pulse, but I feel that having five models gives me more options.<br />
<br />
So yeah, have you done lists with less than 100 points? Well, likely 95 points since I believe that 10 points gets you something in all factions (Mercenary Flash, at least).]]></description>
			<content:encoded><![CDATA[I realized that I have never done so before. But I was thinking of the following for a tournament:<br />
<br />
Alice<br />
Duncan<br />
Lloyd<br />
Jimmy<br />
Valor<br />
<br />
95 points total<br />
<br />
Alice allows Duncan to use his Electro-Static Pulse for more turns, Lloyd and Ducan love said Pulse and Jimmy and Valor make for a really, really durable duo. I could drop Jimmy and Valor and Take Ashton instead for maximizing Pulse, but I feel that having five models gives me more options.<br />
<br />
So yeah, have you done lists with less than 100 points? Well, likely 95 points since I believe that 10 points gets you something in all factions (Mercenary Flash, at least).]]></content:encoded>
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			<title><![CDATA[June News]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1625</link>
			<pubDate>Sat, 07 Jun 2014 09:11:52 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1625</guid>
			<description><![CDATA[Elkelb Askari<br />
<br />
<img src="http://www.eden-the-game.com/images/news_photos/210_elkelb.jpg" border="0" alt="[Image: 210_elkelb.jpg]" />]]></description>
			<content:encoded><![CDATA[Elkelb Askari<br />
<br />
<img src="http://www.eden-the-game.com/images/news_photos/210_elkelb.jpg" border="0" alt="[Image: 210_elkelb.jpg]" />]]></content:encoded>
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			<title><![CDATA[Escape - arrived!]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1624</link>
			<pubDate>Mon, 12 May 2014 15:53:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1624</guid>
			<description><![CDATA[So, last week my Escape package arrived and I had a first look at the miniatures today.<br />
They came out very nice and I like them.<br />
Anyone got his/her package already? What do you guys think?]]></description>
			<content:encoded><![CDATA[So, last week my Escape package arrived and I had a first look at the miniatures today.<br />
They came out very nice and I like them.<br />
Anyone got his/her package already? What do you guys think?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA["Downtown Apocalypse"-Board]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1623</link>
			<pubDate>Fri, 02 May 2014 16:05:36 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1623</guid>
			<description><![CDATA[I want to present our latest project, the "Downtown Apocalypse"-Board, which we built with our "outpost 85"-team.<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/1P1030476_zpsd95e8303.jpg" border="0" alt="[Image: 1P1030476_zpsd95e8303.jpg]" /><br />
Players view<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/2P1030438_zpsf532b369.jpg" border="0" alt="[Image: 2P1030438_zpsf532b369.jpg]" /><br />
Top view<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/3P1030490_zpsc90c14d3.jpg" border="0" alt="[Image: 3P1030490_zpsc90c14d3.jpg]" /><br />
The Convoy and the Matriarchat fighting in the street<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/4P1030500_zps6f2bd6f5.jpg" border="0" alt="[Image: 4P1030500_zps6f2bd6f5.jpg]" /><br />
Maelys firing down from her look-out<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/5P1030427b_zps3a307296.jpg" border="0" alt="[Image: 5P1030427b_zps3a307296.jpg]" /><br />
Mark at a crate with toxic water]]></description>
			<content:encoded><![CDATA[I want to present our latest project, the "Downtown Apocalypse"-Board, which we built with our "outpost 85"-team.<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/1P1030476_zpsd95e8303.jpg" border="0" alt="[Image: 1P1030476_zpsd95e8303.jpg]" /><br />
Players view<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/2P1030438_zpsf532b369.jpg" border="0" alt="[Image: 2P1030438_zpsf532b369.jpg]" /><br />
Top view<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/3P1030490_zpsc90c14d3.jpg" border="0" alt="[Image: 3P1030490_zpsc90c14d3.jpg]" /><br />
The Convoy and the Matriarchat fighting in the street<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/4P1030500_zps6f2bd6f5.jpg" border="0" alt="[Image: 4P1030500_zps6f2bd6f5.jpg]" /><br />
Maelys firing down from her look-out<br />
<br />
<img src="http://i1148.photobucket.com/albums/o570/stfalk85/5P1030427b_zps3a307296.jpg" border="0" alt="[Image: 5P1030427b_zps3a307296.jpg]" /><br />
Mark at a crate with toxic water]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[English Site/Resources]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1621</link>
			<pubDate>Wed, 09 Apr 2014 09:20:10 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1621</guid>
			<description><![CDATA[Hey guys,<br />
<br />
Wondering if there's any ETA on a big update on the English site? Still can't get access to PDFs/images for any updated cards and lots of stuff is missing. Would love a comprehensive PDF of character profiles, tactical cards and missions - updated with errata. Feels like I'm playing an incomplete game atm <img src="images/smilies/sad.gif" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
JMS]]></description>
			<content:encoded><![CDATA[Hey guys,<br />
<br />
Wondering if there's any ETA on a big update on the English site? Still can't get access to PDFs/images for any updated cards and lots of stuff is missing. Would love a comprehensive PDF of character profiles, tactical cards and missions - updated with errata. Feels like I'm playing an incomplete game atm <img src="images/smilies/sad.gif" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" /><br />
<br />
JMS]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Survival of the fittest] : Kirril]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1620</link>
			<pubDate>Fri, 28 Mar 2014 18:03:43 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1620</guid>
			<description><![CDATA[Kirril<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Kirril is one of the most difficult Jokers fighter to handle, mainly because he doesn't fit with the customary gameplay of the Faction. So here are a few tips to help you with this overlooked fighter<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
Kirril's stats are pretty straightforward. PSI 5 and CBT 3, makes for a great Leader and a pitiful fighter, especially since he has no range weapon. With VIG 4 and SPD 5, he is in the upper-average of the Jokers, and can easily escape from, or dodge, other average fighters. So we have a very good Leader, better than Vassiliev or Yuri, and equal to Piotr, but no redeeming stats or abilities to help him fight or shoot. Not good seeing as he takes a quarter out of your points. So let's turn to his abilities and see what hides there.<br />
<br />
<span style="font-style: italic;">- Illusion</span>: first let's have a look at this very useful ability, as it's always active (as long as Kirril is on the Field of course) and it's the only one that doesn't cost you anything. In fact, it can even grant you extra SP ! Every time your opponent bids at least one SP, you earn one, and as you automatically win if both you and your opponent bid the same amount of SP (instead of having a null and void bid), it means that you 'only' have to guess if your opponent will bid 2 SP or more, as most often he will not bid at all. It gives you great control over any bidding-related event, first and foremost the start of the round bid, meaning you can easily choose who will be the start the round. And play a TC first. And activate a fighter first. Well you get the idea. And that degree of control in a faction with not so much SP most of the time is tremedously helpful, trust me.<br />
<br />
<span style="font-style: italic;">- Hypnotic eye</span>: after the <span style="font-style: italic;">Illusion</span> ability, let's have a look at this ability, as they match easily, although the <span style="font-style: italic;">Hypnotic eye</span> can be tricky to play right. As the players bid (yeah, I know, the card says bet, sorry about that), it means you can earn SP from the all thing. The impossible-to-interrupt next activation of the bidding's winner is a good, and main, effect of the ability, but must be considered with caution. If your opponent wins the bid, you must be sure that it won't cause you too many problems, so be prepared. I'd say that if the opponent won the bid, it means you let him win. If you win, don't forget that your opponent will still (try) to activate one of his fighter before your next activation, meaning you need to think two steps ahead. Really, this ability is good, but requires a lot of thinking. In fact, it's a way to force the hand of your opponent, and it's especially good when you have low SPD shooters. A great side effect of this ability is that it affects the next activation, be it this round or the next. So a good way to use this ability is to activate Kirril last, use the <span style="font-style: italic;">Hypnotic eye</span> and – thanks to your control over the First player bidding – gains a virtual <span style="font-style: italic;">Sinister laugh</span> the next round.<br />
<br />
<span style="font-style: italic;">- Hocus-pocus</span>: being able to switch Condition tokens from one fighter to another is quite useful, depending on your team. Either you have total control over crippling Condition markers (Poison ? Stack them on Yorg. Fear ? Stack them on Ievgeni. Slowdown ? Stack them on Irina), or you can use Minions like Fifi or Mishka to provide Rage tokens that you will give to your shooters. The latter use is by far the easiest and can give birth to such fearsome shooters (Yuri, Nikolaï) that your opponent will be running for cover. You can even switch the tokens during the round, so two shooters can benefit from them (OK, 2/round limit, but CBT and SPD +2 for any shooter, that's great). Don't hesitate to give Kirril one Fear token if necessary, as he can get rid of it easily, but not before you have used all the abilities you wanted, or he won't be able to do so afterwards (as they're all action abilities).<br />
<br />
<span style="font-style: italic;">- Temporal contraction</span>: to fully understand the power of this ability, we need to consider two things about your opponent's being forced to pass the hand. Firstly, it can be quite good when combined with the <span style="font-style: italic;">Hypnotic eye</span> ability, so you can activate your impossible-to-interrupt fighter right under your opponent's nose. Secondly, it can be used to shorten the game by one round, tremendously helpful when you're in the lead for VP (for example when you already have 3 Gun turrets activated) or want to sabotage your opponent Mission (Resistance's Follow the track Mission). Because yes, once your opponent passed the hand – as he must, thanks to this ability – you can also do it, therefore ending the activation phase as normal. Oh, and it's a bidding-related ability, isn't that great ? On the downside(s), it can turn against you, so my advice is to use this ability when you know you'll win or it doesn't matter to you. And the effect can be ignored if the opponent pay you 3 SP, meaning if it's really important for your opponent NOT to pass the hand, he will not bid and pay. So it's up to you to decide when best to use this ability: when your opponent cannot pay and/or bid, or to replenish your SP reserve (after all, Kirril's abilities mainly cost SP, except this one, so you can always activate it).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Enragement: of course.<br />
- Any cancellable card is good, either it works (most of the time, these card are powerful, like Enragement), or your opponent spend SP to cancel it and you gain a better hold on any bidding to come.<br />
- Synergy: a good use of <span style="font-style: italic;">Hypnothic eye</span> is (often) required, or a fighter with lots of Rage tokens.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Irina: the rabbit lady gives her full measure when played with Kirril, mainly because you add one bidding-related ability to Kirril's. And it can be such a pain for your opponent that it's worth it. Stacking Slowdown tokens on her is also nice by the way.<br />
- Leonid: another bidding-related ability ? Hell yes ! And since you can stack Burn tokens on Leonid, it's almost perfect.<br />
- Mishka: already a great asset in itself, the Joker's bear is here as a Rage tokens generator for your shooter(s). Better generate these Rage tokens by killing enemies though, because if Mishka is too heavily wounded and without Rage tokens, its self efficiency is greatly decreased.<br />
- Mikhail: the mime is quite good in any team, so what to do with these two you might say ? Well, the main attraction here is Mikhail <span style="font-style: italic;">Certified copy</span> ability. Costly and you can only copy a given ability once per game, but being able to use two <span style="font-style: italic;">Temporal contraction</span> in one game can assure you of victory.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Yorg: the mighty mutant is already a powerful fighter, but he can gain a lot from Kirril, mainly being impossible to interrupt (as his SPD 4 can be annoying), and with one Rage token, he packs more punch without losing to much in thoughness. And he can receive all the Poison tokens you want, very useful when facing Bamakas.<br />
- Ievgeni: another slowpoke benefiting from the <span style="font-style: italic;">Hypnotic eye</span> ability, especially when his sister Olya is around. And a Fear token dump if needed.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
- Kirril + Yuri + Mishka + Leonid + Irina : Mishka is a Rage tokens generator, used for Yuri and Irina. And bidding will become a torture for your opponent<br />
- Kirril + Yorg + Ievgeni + Irina + Leonid: deals with all kind of tokens, powerful but slow<br />
- Kirril + Boris + Mikhail + Grusha + Tsar : a different kind of menagerie, with Mikhail as changeable as ever<br />
<br />
Author Nedzegob]]></description>
			<content:encoded><![CDATA[Kirril<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Kirril is one of the most difficult Jokers fighter to handle, mainly because he doesn't fit with the customary gameplay of the Faction. So here are a few tips to help you with this overlooked fighter<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
Kirril's stats are pretty straightforward. PSI 5 and CBT 3, makes for a great Leader and a pitiful fighter, especially since he has no range weapon. With VIG 4 and SPD 5, he is in the upper-average of the Jokers, and can easily escape from, or dodge, other average fighters. So we have a very good Leader, better than Vassiliev or Yuri, and equal to Piotr, but no redeeming stats or abilities to help him fight or shoot. Not good seeing as he takes a quarter out of your points. So let's turn to his abilities and see what hides there.<br />
<br />
<span style="font-style: italic;">- Illusion</span>: first let's have a look at this very useful ability, as it's always active (as long as Kirril is on the Field of course) and it's the only one that doesn't cost you anything. In fact, it can even grant you extra SP ! Every time your opponent bids at least one SP, you earn one, and as you automatically win if both you and your opponent bid the same amount of SP (instead of having a null and void bid), it means that you 'only' have to guess if your opponent will bid 2 SP or more, as most often he will not bid at all. It gives you great control over any bidding-related event, first and foremost the start of the round bid, meaning you can easily choose who will be the start the round. And play a TC first. And activate a fighter first. Well you get the idea. And that degree of control in a faction with not so much SP most of the time is tremedously helpful, trust me.<br />
<br />
<span style="font-style: italic;">- Hypnotic eye</span>: after the <span style="font-style: italic;">Illusion</span> ability, let's have a look at this ability, as they match easily, although the <span style="font-style: italic;">Hypnotic eye</span> can be tricky to play right. As the players bid (yeah, I know, the card says bet, sorry about that), it means you can earn SP from the all thing. The impossible-to-interrupt next activation of the bidding's winner is a good, and main, effect of the ability, but must be considered with caution. If your opponent wins the bid, you must be sure that it won't cause you too many problems, so be prepared. I'd say that if the opponent won the bid, it means you let him win. If you win, don't forget that your opponent will still (try) to activate one of his fighter before your next activation, meaning you need to think two steps ahead. Really, this ability is good, but requires a lot of thinking. In fact, it's a way to force the hand of your opponent, and it's especially good when you have low SPD shooters. A great side effect of this ability is that it affects the next activation, be it this round or the next. So a good way to use this ability is to activate Kirril last, use the <span style="font-style: italic;">Hypnotic eye</span> and – thanks to your control over the First player bidding – gains a virtual <span style="font-style: italic;">Sinister laugh</span> the next round.<br />
<br />
<span style="font-style: italic;">- Hocus-pocus</span>: being able to switch Condition tokens from one fighter to another is quite useful, depending on your team. Either you have total control over crippling Condition markers (Poison ? Stack them on Yorg. Fear ? Stack them on Ievgeni. Slowdown ? Stack them on Irina), or you can use Minions like Fifi or Mishka to provide Rage tokens that you will give to your shooters. The latter use is by far the easiest and can give birth to such fearsome shooters (Yuri, Nikolaï) that your opponent will be running for cover. You can even switch the tokens during the round, so two shooters can benefit from them (OK, 2/round limit, but CBT and SPD +2 for any shooter, that's great). Don't hesitate to give Kirril one Fear token if necessary, as he can get rid of it easily, but not before you have used all the abilities you wanted, or he won't be able to do so afterwards (as they're all action abilities).<br />
<br />
<span style="font-style: italic;">- Temporal contraction</span>: to fully understand the power of this ability, we need to consider two things about your opponent's being forced to pass the hand. Firstly, it can be quite good when combined with the <span style="font-style: italic;">Hypnotic eye</span> ability, so you can activate your impossible-to-interrupt fighter right under your opponent's nose. Secondly, it can be used to shorten the game by one round, tremendously helpful when you're in the lead for VP (for example when you already have 3 Gun turrets activated) or want to sabotage your opponent Mission (Resistance's Follow the track Mission). Because yes, once your opponent passed the hand – as he must, thanks to this ability – you can also do it, therefore ending the activation phase as normal. Oh, and it's a bidding-related ability, isn't that great ? On the downside(s), it can turn against you, so my advice is to use this ability when you know you'll win or it doesn't matter to you. And the effect can be ignored if the opponent pay you 3 SP, meaning if it's really important for your opponent NOT to pass the hand, he will not bid and pay. So it's up to you to decide when best to use this ability: when your opponent cannot pay and/or bid, or to replenish your SP reserve (after all, Kirril's abilities mainly cost SP, except this one, so you can always activate it).<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Enragement: of course.<br />
- Any cancellable card is good, either it works (most of the time, these card are powerful, like Enragement), or your opponent spend SP to cancel it and you gain a better hold on any bidding to come.<br />
- Synergy: a good use of <span style="font-style: italic;">Hypnothic eye</span> is (often) required, or a fighter with lots of Rage tokens.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Irina: the rabbit lady gives her full measure when played with Kirril, mainly because you add one bidding-related ability to Kirril's. And it can be such a pain for your opponent that it's worth it. Stacking Slowdown tokens on her is also nice by the way.<br />
- Leonid: another bidding-related ability ? Hell yes ! And since you can stack Burn tokens on Leonid, it's almost perfect.<br />
- Mishka: already a great asset in itself, the Joker's bear is here as a Rage tokens generator for your shooter(s). Better generate these Rage tokens by killing enemies though, because if Mishka is too heavily wounded and without Rage tokens, its self efficiency is greatly decreased.<br />
- Mikhail: the mime is quite good in any team, so what to do with these two you might say ? Well, the main attraction here is Mikhail <span style="font-style: italic;">Certified copy</span> ability. Costly and you can only copy a given ability once per game, but being able to use two <span style="font-style: italic;">Temporal contraction</span> in one game can assure you of victory.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Yorg: the mighty mutant is already a powerful fighter, but he can gain a lot from Kirril, mainly being impossible to interrupt (as his SPD 4 can be annoying), and with one Rage token, he packs more punch without losing to much in thoughness. And he can receive all the Poison tokens you want, very useful when facing Bamakas.<br />
- Ievgeni: another slowpoke benefiting from the <span style="font-style: italic;">Hypnotic eye</span> ability, especially when his sister Olya is around. And a Fear token dump if needed.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
- Kirril + Yuri + Mishka + Leonid + Irina : Mishka is a Rage tokens generator, used for Yuri and Irina. And bidding will become a torture for your opponent<br />
- Kirril + Yorg + Ievgeni + Irina + Leonid: deals with all kind of tokens, powerful but slow<br />
- Kirril + Boris + Mikhail + Grusha + Tsar : a different kind of menagerie, with Mikhail as changeable as ever<br />
<br />
Author Nedzegob]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Survival of the fittest] : Yliss]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1619</link>
			<pubDate>Wed, 26 Mar 2014 16:44:04 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1619</guid>
			<description><![CDATA[Well, I've been away a loooong time, and I'm really sorry about that (work and everything).<br />
So here is something to start anew, tips and tricks about the good use of your favorite fighters, that I translated from the french forum. And we shall begin with Yliss, mistress of the slaves. What ? Yliss is not your favorite fighter ? Well, it's probably because she's hard to use. Let me explain...<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Sister Yliss was the first leader for any Matriarchy team, but is now overshadowed by other sisters, like Kandjara, Ditta or Magdalena, especially since the Black Order starter has been replaced by the Red Order one.<br />
She is a typical support character, staying behind your front line while providing your Slaves with excellent boosts. A great asset and leader, she still is trickier to handle than fighting-prone sisters.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
If we stick to her stats, we see that Yliss will more than often be your Leader, with her 5 PSI value (top score to this day for the Matriarchy, though shared with Magdalena and Gabriele) and her valuable SPD 6. On the downside, her low CBT value indicates clearly that she is not fit for combat. Even if she can benefit from the <span style="font-style: italic;">Techno-killer</span> ability, don't forget that she is not very tough and can die easily, with only VIG 3 and not so much CP. This holds true in almost all the situations, particularly when facing the ISC, with their basic protection, but don't miss the chance to finish off weakened opponents (heavily wounded AND no AP left) with Tech equipment, like the Resistance, some Convoy or Askaris fighters.<br />
That being said, Yliss remains a typical support character, as her abilities show it clearly:<br />
Yliss is THE slave queen. She can do all sort of things to them, allowing even 10 points weaklings to become lethal threats. Her two main abilities – <span style="font-style: italic;">Miraculous extension</span> and <span style="font-style: italic;">Religious inspiration</span> – are AP consuming, which is a double-edged sword. You can use them almost anytime and it doesn't cripple your SP reserve, as opposed to SP consuming abilities, but you need to be extra careful when positioning Yliss, so as not to let her exposed to retaliation when she is out of AP. Also, it can be really hard to choose from using her abilities or completing your Mission (if it requires AP to complete, like picking up Artifacts for example).<br />
Again, your main concern with Yliss (and most of the Matriarchy, especially the Black order) is positioning. Keep her safe, behind some powerful (enhanced) slave(s) and try to keep at least one AP to dodge (she is quite good at dodging with her high SPD) if you send her forward. Her abilities have good range, so it is not that difficult to stay out of trouble, and if you feel threatened, she can retreat easily seeing as your high SPD enables you to interrupt most of your opponents. It's also a key to boost your slaves at the best time.<br />
 - <span style="font-style: italic;">Miraculous extension:</span> this ability is one of the best. It allows any Slave type fighter to remain a threat the all round, even if incapacitated, so wounds become (almost) unimportant. A temporarily immortal slave is useful in any situations, let's see why: your Slave charges or get charged, he can – I'm sorry – will retaliate no matter what. A CBT 5 immortal slave can be troublesome for a lot of opponents (especially the big brawlers), seeing as they have almost no good choices. Respond ? It will not prevent the Slave from attacking, and will cost them AP that could be used more efficently (fulfilling Missions or attacking these damn sisters); dodge ? Again it costs AP and the Slave will surely be alive at the end of the round, so he can carry on next round; do nothing ? Great ! The higher the CBT of the Slave is, the better, and if he can attack twice, it is even more troublesome. Now if you're not in the mood for combat, say for example you're playing a nice objective Mission, well your Slaves will be able to activate these Gun turrets, pick up Artifacts or convert Idols even if smashed to a pulp. Just keep your AP, die like a good slave and carry on the Mission.<br />
Now, a careful opponent will notice that a good slave is a dead slave, so keep in mind that most of your slaves will die when targeted by this ability. After all it's the only way for your opponent to prevent them from going around all game, and Black order sisters without slaves can't pack so much punch, so better deal with the latters when they come runing to you.<br />
So send your slaves to the death, but choose wisely in which order, to better confuse your opponent.<br />
 - <span style="font-style: italic;">Religious inspiration</span>, aka <span style="font-style: italic;">Miraculous extension</span> deadly sidekick. This allows your slave to be the most efficient killer no matter what, as he ignores wounds and poison effects ! An immortal slave ignoring wounds is such a pain that most opponents will flee before such perfect slayer. Again, it all comes down to positioning Yliss and her target well, so your slave is closer to his prey at the end of a round and you can start the next round with Yliss by interrupting (or bidding if required), boost the Slave and let your opponent wonder what to do (should I stay close to this horror or get away and... fall into the arms of the others/fail to complete my mission/etc.). As opposed to Miraculous extension, this ability is almost solely intended for combat efficiency, so don't waste AP with this if you don't need it, but try to stack the two abilities on the same slave for maximum results.<br />
 - <span style="font-style: italic;">Slave mistress</span>: it costs 2 SP and can only be used once per game, so better be sure to use it well. It allows you to activate a slave right after Yliss, without your opponent being able to interrupt you. Basically, you have a SPD 6 slave. Like Religious inspiration, this ability is mainly used for combat, you can see why. Target a Wrath-Man with a Violent knock TC, activate Yliss, stack your previous abilities on him, withdraw and activate the Slave mistress to charge with your Wrath-Man (bringing him outside his Inquisitor induced ability and giving him +2 CBT). CBT 9, ignores wounds and death... His target better be prepared, or it will be wiped out without mercy. Slave mistress is a game changing ability, mainly because it can allow your slow-ass salve to make the most of every boosts he can receive previously and kill almost anyone. Kill the right opponent and the rest of the game can become easier by far, even if your slave dies in the process (but what do you care if you lost a 15 points slave when your opponent lost his 30 points Leader/healer/fighter ?). On some occasion, Slave mistress can also be used as a Mission saver, for example if you're playing Holy relics and you need your slower slave to make a run for it. Don't underestimate the strategic uses of this ability, even if its killing efficiency is more noticeable.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Violent knock: with 3 dedicated slaves (Wrath-Man, Torture-Man and the Berserk), this TC makes a powerful killer out of an already well boosted slave.<br />
- Medicinal Herb: a defensive TC, seeing as immortal slaves can heal themselves back to life if needed. It can change everything depending on the Mission.<br />
- Synergy: play it the round you know you will use the Slave mistress ability and you have a 4 AP slave, along with providing Yliss with one extra AP, useful for dodging. Don't forget the range limit though, as your targeted fighters must be within 10cm of each other when you play this card.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Wrath-Man: one of the most powerful slaves, Wrath-Man is more efficient with Yliss than with Kandjara, because his Uncontrollable despair ability is easier to trigger with Yliss than with Kandjara (again, location is key).  A true killer who can make the most out of Yliss abilities.<br />
- Torture-Man: Yliss body-guard and another war-machine. Unlike Wrath-Man who is more of a big guy killer while away from the pack, Torture-Man must stick close to the sisters (location people) and can mow down weaker opponents with his Fentic barbary ability, all thanks to Yliss abilities.<br />
- Arya: an awesome pair, as Arya can provide a much needed freedom of movement for your slaves with her Brutal order ability. This way, your boosted slave can catch the cowards who ran away much easier, even with their low SPD.<br />
- Gabriele: the almighty duet. Gabriele being a Sister AND a Slave, she can take advantage of Yliss abilities with tremendous results when combined with her own abilities. But unforunately, she cannot be targeted with the Religious inspiration ability, as she doesn't have a lower PSI than Yliss (who said you only need to give her a Rage token ? Oh right, Gracianne...). Just be sure that when you lose Gabriele, she has already done her job.<br />
- Magdalena: mixing Black and Red order ? Once you tried it, you can't get enough. Both have activation related abilities, enabling a landslide of pain for your opponent. And the Command ability of Magdalena can be bring the Slave mistress at its best: a slave activated with a SPD 6 and Yliss still able to use her AP afterwards. Try to play the Synergy TC at the same time and you got 4 AP for Yliss AND the slave. So beautiful.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Dog-Man: for 10 points, this little fellow can become a real problem for your opponent when targeted by Yliss AP abilities. Miraculous extension is particularly useful when facing shooters, as Dog-Man hates those (low VIG and SPD).<br />
- Berserk: as an Inquisitor related slave, the Berserk is quite good with Yliss, but not compulsory. He can do as good with Kandjara if needed. On the upside, he doesn't need the Religious inspiration, as you want him wounded, so it saves AP for Yliss.<br />
- Leyla: not so much of a slave booster, but Leyla can be used to finish off wounded opponents (the ones on which you unleashed your boosted slaves) easily with her Perversion and 6 way to kill abilities.<br />
- Gracianne: slaves with Rage token (tokens if you manage to play the Enragement TC) are always bad news for your opponent, so imagine if these slaves are boosted by Yliss on top ot it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
Yliss – Gabriele – Arya – Wrath-Man – Dog-Man ; long range killer team<br />
Yliss – Gabriele – Gracianne – Torture-Man – Pain-Man ; close range killer team<br />
Yliss – Magdalena – Alena/Leyla – Torture-Man – Pain-Man ; balanced team, quite powerful<br />
Yliss – Kandjara – Torture-Man – Colossus-Man – Pain-Man – Dog-Man ; tricky but powerful<br />
<br />
<span style="font-style: italic;">Author : Bidule</span>]]></description>
			<content:encoded><![CDATA[Well, I've been away a loooong time, and I'm really sorry about that (work and everything).<br />
So here is something to start anew, tips and tricks about the good use of your favorite fighters, that I translated from the french forum. And we shall begin with Yliss, mistress of the slaves. What ? Yliss is not your favorite fighter ? Well, it's probably because she's hard to use. Let me explain...<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Introduction:</span></span><br />
Sister Yliss was the first leader for any Matriarchy team, but is now overshadowed by other sisters, like Kandjara, Ditta or Magdalena, especially since the Black Order starter has been replaced by the Red Order one.<br />
She is a typical support character, staying behind your front line while providing your Slaves with excellent boosts. A great asset and leader, she still is trickier to handle than fighting-prone sisters.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Analysis:</span></span><br />
If we stick to her stats, we see that Yliss will more than often be your Leader, with her 5 PSI value (top score to this day for the Matriarchy, though shared with Magdalena and Gabriele) and her valuable SPD 6. On the downside, her low CBT value indicates clearly that she is not fit for combat. Even if she can benefit from the <span style="font-style: italic;">Techno-killer</span> ability, don't forget that she is not very tough and can die easily, with only VIG 3 and not so much CP. This holds true in almost all the situations, particularly when facing the ISC, with their basic protection, but don't miss the chance to finish off weakened opponents (heavily wounded AND no AP left) with Tech equipment, like the Resistance, some Convoy or Askaris fighters.<br />
That being said, Yliss remains a typical support character, as her abilities show it clearly:<br />
Yliss is THE slave queen. She can do all sort of things to them, allowing even 10 points weaklings to become lethal threats. Her two main abilities – <span style="font-style: italic;">Miraculous extension</span> and <span style="font-style: italic;">Religious inspiration</span> – are AP consuming, which is a double-edged sword. You can use them almost anytime and it doesn't cripple your SP reserve, as opposed to SP consuming abilities, but you need to be extra careful when positioning Yliss, so as not to let her exposed to retaliation when she is out of AP. Also, it can be really hard to choose from using her abilities or completing your Mission (if it requires AP to complete, like picking up Artifacts for example).<br />
Again, your main concern with Yliss (and most of the Matriarchy, especially the Black order) is positioning. Keep her safe, behind some powerful (enhanced) slave(s) and try to keep at least one AP to dodge (she is quite good at dodging with her high SPD) if you send her forward. Her abilities have good range, so it is not that difficult to stay out of trouble, and if you feel threatened, she can retreat easily seeing as your high SPD enables you to interrupt most of your opponents. It's also a key to boost your slaves at the best time.<br />
 - <span style="font-style: italic;">Miraculous extension:</span> this ability is one of the best. It allows any Slave type fighter to remain a threat the all round, even if incapacitated, so wounds become (almost) unimportant. A temporarily immortal slave is useful in any situations, let's see why: your Slave charges or get charged, he can – I'm sorry – will retaliate no matter what. A CBT 5 immortal slave can be troublesome for a lot of opponents (especially the big brawlers), seeing as they have almost no good choices. Respond ? It will not prevent the Slave from attacking, and will cost them AP that could be used more efficently (fulfilling Missions or attacking these damn sisters); dodge ? Again it costs AP and the Slave will surely be alive at the end of the round, so he can carry on next round; do nothing ? Great ! The higher the CBT of the Slave is, the better, and if he can attack twice, it is even more troublesome. Now if you're not in the mood for combat, say for example you're playing a nice objective Mission, well your Slaves will be able to activate these Gun turrets, pick up Artifacts or convert Idols even if smashed to a pulp. Just keep your AP, die like a good slave and carry on the Mission.<br />
Now, a careful opponent will notice that a good slave is a dead slave, so keep in mind that most of your slaves will die when targeted by this ability. After all it's the only way for your opponent to prevent them from going around all game, and Black order sisters without slaves can't pack so much punch, so better deal with the latters when they come runing to you.<br />
So send your slaves to the death, but choose wisely in which order, to better confuse your opponent.<br />
 - <span style="font-style: italic;">Religious inspiration</span>, aka <span style="font-style: italic;">Miraculous extension</span> deadly sidekick. This allows your slave to be the most efficient killer no matter what, as he ignores wounds and poison effects ! An immortal slave ignoring wounds is such a pain that most opponents will flee before such perfect slayer. Again, it all comes down to positioning Yliss and her target well, so your slave is closer to his prey at the end of a round and you can start the next round with Yliss by interrupting (or bidding if required), boost the Slave and let your opponent wonder what to do (should I stay close to this horror or get away and... fall into the arms of the others/fail to complete my mission/etc.). As opposed to Miraculous extension, this ability is almost solely intended for combat efficiency, so don't waste AP with this if you don't need it, but try to stack the two abilities on the same slave for maximum results.<br />
 - <span style="font-style: italic;">Slave mistress</span>: it costs 2 SP and can only be used once per game, so better be sure to use it well. It allows you to activate a slave right after Yliss, without your opponent being able to interrupt you. Basically, you have a SPD 6 slave. Like Religious inspiration, this ability is mainly used for combat, you can see why. Target a Wrath-Man with a Violent knock TC, activate Yliss, stack your previous abilities on him, withdraw and activate the Slave mistress to charge with your Wrath-Man (bringing him outside his Inquisitor induced ability and giving him +2 CBT). CBT 9, ignores wounds and death... His target better be prepared, or it will be wiped out without mercy. Slave mistress is a game changing ability, mainly because it can allow your slow-ass salve to make the most of every boosts he can receive previously and kill almost anyone. Kill the right opponent and the rest of the game can become easier by far, even if your slave dies in the process (but what do you care if you lost a 15 points slave when your opponent lost his 30 points Leader/healer/fighter ?). On some occasion, Slave mistress can also be used as a Mission saver, for example if you're playing Holy relics and you need your slower slave to make a run for it. Don't underestimate the strategic uses of this ability, even if its killing efficiency is more noticeable.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Useful Tactical cards:</span></span><br />
- Violent knock: with 3 dedicated slaves (Wrath-Man, Torture-Man and the Berserk), this TC makes a powerful killer out of an already well boosted slave.<br />
- Medicinal Herb: a defensive TC, seeing as immortal slaves can heal themselves back to life if needed. It can change everything depending on the Mission.<br />
- Synergy: play it the round you know you will use the Slave mistress ability and you have a 4 AP slave, along with providing Yliss with one extra AP, useful for dodging. Don't forget the range limit though, as your targeted fighters must be within 10cm of each other when you play this card.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Awesome interactions:</span></span><br />
- Wrath-Man: one of the most powerful slaves, Wrath-Man is more efficient with Yliss than with Kandjara, because his Uncontrollable despair ability is easier to trigger with Yliss than with Kandjara (again, location is key).  A true killer who can make the most out of Yliss abilities.<br />
- Torture-Man: Yliss body-guard and another war-machine. Unlike Wrath-Man who is more of a big guy killer while away from the pack, Torture-Man must stick close to the sisters (location people) and can mow down weaker opponents with his Fentic barbary ability, all thanks to Yliss abilities.<br />
- Arya: an awesome pair, as Arya can provide a much needed freedom of movement for your slaves with her Brutal order ability. This way, your boosted slave can catch the cowards who ran away much easier, even with their low SPD.<br />
- Gabriele: the almighty duet. Gabriele being a Sister AND a Slave, she can take advantage of Yliss abilities with tremendous results when combined with her own abilities. But unforunately, she cannot be targeted with the Religious inspiration ability, as she doesn't have a lower PSI than Yliss (who said you only need to give her a Rage token ? Oh right, Gracianne...). Just be sure that when you lose Gabriele, she has already done her job.<br />
- Magdalena: mixing Black and Red order ? Once you tried it, you can't get enough. Both have activation related abilities, enabling a landslide of pain for your opponent. And the Command ability of Magdalena can be bring the Slave mistress at its best: a slave activated with a SPD 6 and Yliss still able to use her AP afterwards. Try to play the Synergy TC at the same time and you got 4 AP for Yliss AND the slave. So beautiful.<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Good interactions:</span></span><br />
- Dog-Man: for 10 points, this little fellow can become a real problem for your opponent when targeted by Yliss AP abilities. Miraculous extension is particularly useful when facing shooters, as Dog-Man hates those (low VIG and SPD).<br />
- Berserk: as an Inquisitor related slave, the Berserk is quite good with Yliss, but not compulsory. He can do as good with Kandjara if needed. On the upside, he doesn't need the Religious inspiration, as you want him wounded, so it saves AP for Yliss.<br />
- Leyla: not so much of a slave booster, but Leyla can be used to finish off wounded opponents (the ones on which you unleashed your boosted slaves) easily with her Perversion and 6 way to kill abilities.<br />
- Gracianne: slaves with Rage token (tokens if you manage to play the Enragement TC) are always bad news for your opponent, so imagine if these slaves are boosted by Yliss on top ot it.<br />
<br />
<span style="font-weight: bold;"><span style="text-decoration: underline;">Suggested teams:</span></span><br />
Yliss – Gabriele – Arya – Wrath-Man – Dog-Man ; long range killer team<br />
Yliss – Gabriele – Gracianne – Torture-Man – Pain-Man ; close range killer team<br />
Yliss – Magdalena – Alena/Leyla – Torture-Man – Pain-Man ; balanced team, quite powerful<br />
Yliss – Kandjara – Torture-Man – Colossus-Man – Pain-Man – Dog-Man ; tricky but powerful<br />
<br />
<span style="font-style: italic;">Author : Bidule</span>]]></content:encoded>
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		<item>
			<title><![CDATA[Questions/Comments about Dante's profile contest]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1618</link>
			<pubDate>Wed, 26 Mar 2014 16:03:32 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1618</guid>
			<description><![CDATA[Here you can comment on the creations and/or ask any questions about the contest.<br />
Be careful about writing new abilities, if you have any questions concerning a specific wording, feel free to ask. At any rate, we'll ask the people if we have any doubt about the meaning of a particular phrase/ability/etc.]]></description>
			<content:encoded><![CDATA[Here you can comment on the creations and/or ask any questions about the contest.<br />
Be careful about writing new abilities, if you have any questions concerning a specific wording, feel free to ask. At any rate, we'll ask the people if we have any doubt about the meaning of a particular phrase/ability/etc.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dante profile contest]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1617</link>
			<pubDate>Tue, 25 Mar 2014 20:30:49 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1617</guid>
			<description><![CDATA[Taban Miniatures runs an Eden profile design contest this week ! ....<br />
<br />
Let Eden players imagine thestats and special habilities of a wasteland legend ! Dante the Emancipated One...<br />
<br />
<img src="http://www.taban-miniatures.com/images/sparta-1.jpg" border="0" alt="[Image: sparta-1.jpg]" /><br />
<br />
If you are on gladiators movies and a Spartacus fanboy, this one is for you !<br />
<br />
<span style="font-weight: bold;">Rules of engagement !</span><br />
In order for your profile of this freedom fighter to stick to the<br />
game universe, you must follow these indications:<br />
- He must be a mercenary<br />
- Every Matriarchy slave released up to now must be available<br />
as recruit when he is part of a troop<br />
- He must be balanced as well as possible and stick to the<br />
universe of the game in general, and to the following story in<br />
particular<br />
- Your profile must be posted in the dedicated contest and<br />
events section of the Eden forum before the 31th of March :<br />
<a href="http://www.taban-miniatures.com/forum/" target="_blank">http://www.taban-miniatures.com/forum/</a><br />
<br />
<span style="font-weight: bold;">Judgement:</span><br />
- The Team Eden will be the judges<br />
- Judgement will take into account the respect of the above<br />
indications<br />
<br />
<span style="font-weight: bold;">Reward:</span><br />
- You will receive 3 copies of the limited edition miniature<br />
«Dante».<br />
- And, of course, the eternal glory of making your contribution<br />
to the world of Eden!<br />
<br />
For more fun and details, read Dantes background story <a href="http://www.taban-miniatures.com/docs/Dante-profile-contest.pdf" target="_blank"><span style="font-weight: bold;">here</span></a> !<br />
<br />
Note that this miniature will be limited to conventions (Including the upcoming Salute 2014) and award for the winners of tournament run in retail stores !]]></description>
			<content:encoded><![CDATA[Taban Miniatures runs an Eden profile design contest this week ! ....<br />
<br />
Let Eden players imagine thestats and special habilities of a wasteland legend ! Dante the Emancipated One...<br />
<br />
<img src="http://www.taban-miniatures.com/images/sparta-1.jpg" border="0" alt="[Image: sparta-1.jpg]" /><br />
<br />
If you are on gladiators movies and a Spartacus fanboy, this one is for you !<br />
<br />
<span style="font-weight: bold;">Rules of engagement !</span><br />
In order for your profile of this freedom fighter to stick to the<br />
game universe, you must follow these indications:<br />
- He must be a mercenary<br />
- Every Matriarchy slave released up to now must be available<br />
as recruit when he is part of a troop<br />
- He must be balanced as well as possible and stick to the<br />
universe of the game in general, and to the following story in<br />
particular<br />
- Your profile must be posted in the dedicated contest and<br />
events section of the Eden forum before the 31th of March :<br />
<a href="http://www.taban-miniatures.com/forum/" target="_blank">http://www.taban-miniatures.com/forum/</a><br />
<br />
<span style="font-weight: bold;">Judgement:</span><br />
- The Team Eden will be the judges<br />
- Judgement will take into account the respect of the above<br />
indications<br />
<br />
<span style="font-weight: bold;">Reward:</span><br />
- You will receive 3 copies of the limited edition miniature<br />
«Dante».<br />
- And, of course, the eternal glory of making your contribution<br />
to the world of Eden!<br />
<br />
For more fun and details, read Dantes background story <a href="http://www.taban-miniatures.com/docs/Dante-profile-contest.pdf" target="_blank"><span style="font-weight: bold;">here</span></a> !<br />
<br />
Note that this miniature will be limited to conventions (Including the upcoming Salute 2014) and award for the winners of tournament run in retail stores !]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[April News]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1616</link>
			<pubDate>Thu, 20 Mar 2014 09:08:23 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1616</guid>
			<description><![CDATA[Right now Taban are busy with the impending delivery of their Escape boardgame Kickstarter and subsequent retail release of it, so the first previewed Eden release is also familiar from the Escape campaign. It is however extremely nice:<br />
<br />
<img src="http://www.taban-miniatures.com/shop2/images/products/jeux-de-socit/escape-fighting-for-freedom/puppet-master-group.jpg" border="0" alt="[Image: puppet-master-group.jpg]" /><br />
<br />
Damn! Puppet Master looks really nice painted and I'm extremely positively surprised by the Puppets. The sculpts turned out very nicely! The rules for this beast are certainly going to be really interesting on the fields of Eden (the box comes with cards for both Escape and Eden).<br />
<br />
Rumours tell that Puppet Master is a Pilot, has full Pr +1 and all of his stats are the same number(!?). I'm guessing five, and if so, he is truly a beast.<br />
<br />
Can't wait!]]></description>
			<content:encoded><![CDATA[Right now Taban are busy with the impending delivery of their Escape boardgame Kickstarter and subsequent retail release of it, so the first previewed Eden release is also familiar from the Escape campaign. It is however extremely nice:<br />
<br />
<img src="http://www.taban-miniatures.com/shop2/images/products/jeux-de-socit/escape-fighting-for-freedom/puppet-master-group.jpg" border="0" alt="[Image: puppet-master-group.jpg]" /><br />
<br />
Damn! Puppet Master looks really nice painted and I'm extremely positively surprised by the Puppets. The sculpts turned out very nicely! The rules for this beast are certainly going to be really interesting on the fields of Eden (the box comes with cards for both Escape and Eden).<br />
<br />
Rumours tell that Puppet Master is a Pilot, has full Pr +1 and all of his stats are the same number(!?). I'm guessing five, and if so, he is truly a beast.<br />
<br />
Can't wait!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[News for February]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1615</link>
			<pubDate>Thu, 30 Jan 2014 00:14:16 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1615</guid>
			<description><![CDATA[According to the french board, mohand stated that the new miniatures in february will include:<br />
<br />
Askaris, Nephilim, Jokers, ISC, The Hord<br />
<br />
<br />
No pictures, yet ^^]]></description>
			<content:encoded><![CDATA[According to the french board, mohand stated that the new miniatures in february will include:<br />
<br />
Askaris, Nephilim, Jokers, ISC, The Hord<br />
<br />
<br />
No pictures, yet ^^]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A campaign]]></title>
			<link>http://www.taban-miniatures.com/forum/showthread.php?tid=1614</link>
			<pubDate>Fri, 10 Jan 2014 08:14:10 +0000</pubDate>
			<guid isPermaLink="false">http://www.taban-miniatures.com/forum/showthread.php?tid=1614</guid>
			<description><![CDATA[How to do an Eden campaign.<br />
<br />
First, you need a map with some territories to fight over. For nice post-apocalypti city maps, go here, for example: <a href="http://blog.microdungeons.com/search/label/postapocalyptic" target="_blank">http://blog.microdungeons.com/search/lab...pocalyptic</a><br />
<br />
Or you could take the map of Australia and flip it around - that works, too.<br />
<br />
Draw a bunch of territories onto the map. A city works nicely with blocks.<br />
<br />
Give each territory a VP value between one and ten and also give some a special effect that you get if you own the territory. Sample special effects:<br />
<ul>
<li>Water source: You get 5 more points when choosing your warband</li>
<li>A Good View: You get an extra SP</li>
<li>A Defensive Position: If you are attacked here, your opponent has to present three Mission cards and you get to choose a mission for him from amongst those</li>
<li>etc.<br />
</li></ul>
<br />
Choose starting territories. These are your "capitals" and they should have a VP value of ten and also the special effect of giving you 10 extra points for choosing a warband.<br />
<br />
Each campaign turn you get a pin. The capitals already have a pin. You put a pin in a territory that neighbours a territory that you own. If a territory has two or more pins on it, you fight and the winner's pin stays. You have 90 points (plus ten from the capital if you still have it) and the game goes normally modified by the special effects of the territories you own.<br />
<br />
If you win, you gain five VPs (in addition to gaining the VPs from the territory), if you lose, you gain two.<br />
<br />
Agree on a VP value that is needed for campaign victory.<br />
<br />
Have fun!<br />
<br />
Any thoughts? Anyone come up with nice special effects for territories? Anyone wish to draw a map with sample territories?]]></description>
			<content:encoded><![CDATA[How to do an Eden campaign.<br />
<br />
First, you need a map with some territories to fight over. For nice post-apocalypti city maps, go here, for example: <a href="http://blog.microdungeons.com/search/label/postapocalyptic" target="_blank">http://blog.microdungeons.com/search/lab...pocalyptic</a><br />
<br />
Or you could take the map of Australia and flip it around - that works, too.<br />
<br />
Draw a bunch of territories onto the map. A city works nicely with blocks.<br />
<br />
Give each territory a VP value between one and ten and also give some a special effect that you get if you own the territory. Sample special effects:<br />
<ul>
<li>Water source: You get 5 more points when choosing your warband</li>
<li>A Good View: You get an extra SP</li>
<li>A Defensive Position: If you are attacked here, your opponent has to present three Mission cards and you get to choose a mission for him from amongst those</li>
<li>etc.<br />
</li></ul>
<br />
Choose starting territories. These are your "capitals" and they should have a VP value of ten and also the special effect of giving you 10 extra points for choosing a warband.<br />
<br />
Each campaign turn you get a pin. The capitals already have a pin. You put a pin in a territory that neighbours a territory that you own. If a territory has two or more pins on it, you fight and the winner's pin stays. You have 90 points (plus ten from the capital if you still have it) and the game goes normally modified by the special effects of the territories you own.<br />
<br />
If you win, you gain five VPs (in addition to gaining the VPs from the territory), if you lose, you gain two.<br />
<br />
Agree on a VP value that is needed for campaign victory.<br />
<br />
Have fun!<br />
<br />
Any thoughts? Anyone come up with nice special effects for territories? Anyone wish to draw a map with sample territories?]]></content:encoded>
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