FREQUENTLY ASKED QUESTIONS

If you've got questions on the rules or suggestions for playing variations on the game - let me know!
You can email me at: battles@bookofmormonbattles.com
or through my game blog at: http://bookofmormonbattles.blogspot.com/
(All clarifications and updates here contained constitute the official rules for the game and may be used to say, "I told you so" to family and friends)
CARD RELATED QUESTIONS

How many points is each Warrior card worth?
This was a major over site in the printed rules. Each Warrior is worth 1 point.
Does the "Sword of Laban" card count as a "Sword" card?
No. The "Sword of Laban" card is unique and cannot be blocked by cards, such as "Fortress" or "Shield," which would otherwise block a "Sword" card. The "Sword of Laban" card also cannot use bonuses reserved for regular "Sword" cards.
Are bonuses from Armory cards for all qualifying Warriors in play?
No. Armory cards only benefit the warrior they are played with. If you play King Laman and arm him with "Wickedness: Seek for Power" and your opponent has Amalickiah - both have a bonus with that particular Wickedness card but only King Laman gets the bonus points because the Wickedness card is played with him.
Do "disabled" cards also cancel any bonuses associated with that card?
Yes. If a card is disabled, it essentially no longer exists. Any points or bonuses the card has or any it would activate in other cards are disabled along with the card. If Pachus is played with "Dissenters" and it gets disabled, it would no longer have have the bonus of +2 points - "Dissenters" is gone. The only difference between disabling the card and, say, lighting it on fire with a blowtorch, is that if you win the round, the card returns to active play.
If a "Conversion" card is used and then disabled with an "Escape" card what is the status of the card that was converted?
Conversion/Dissenter is a permanent effect if you win the battle where it is first used. If you use it and then lose the battle anyway, the opponent gets his converted card back. However, if the player who used the "Conversion" card wins, then the converted card is permanently part of his cards and nothing happens to it if the "Conversion" card is disabled later.
How do Conversion and Disenter cards work?
When you reveal a "Conversion"/"Disenter" card you may choose to use it immediately or later in the round. When it is your turn, you may take any secondary card from your opponent (face up or face down) and place it with your cards in play. If you can use it (i.e. it has matching icons) you may but if it is not compatible with your cards you may still retain it to deprive your opponent of it's points. Although you can use it any time it can only be used when it is your turn. If you choose to wait to use it, you do take a risk of it being taken or disabled.
Can I play "any" card with the "Deception" card?
No. The Deception card allows you to take any card from your hand and add it to your cards in play but in order for this new card to be useful it has to apply to the standard rules of play. You cannot use any card that does not follow the rule of similar icons. Now you may say, then what is the point of this card? The problem is that it was supposed to have been worth +2 points and then allow you to add another from your hand thus giving you a surprise bonus. The +2 points, however, got missed. So for all you reading this, make the "Deception" card worth +2 points! It will be fixed in a later version of the game.
GAME PLAY QUESTIONS

If I lose a battle, does the opponent also take the cards in my hand?
No. With the exception of a "Special Ability" effect, the only cards subject to capture are those in play.
Do I have to discard the cards in my hand after each round?
No. You keep the cards in your hand - drawing from them and adding to them - throughout the game.
What happens when you have laid down a card but after you've drawn from your deck you still can't play any card?
You need to be wise with what card you play as your primary Warrior. Make sure you have some cards that support him and if you don't have much, it might be best to "Call the Battle" early and move on to the next round. That said, there will be times when you just have a bad hand. If you cannot play any cards on your turn, you must take one Armory and one Warrior from your hand and place them at the bottom of their respective decks. Then draw one of each from the top of the deck. This is called, "Renewing your Hand," and it can only be done 3 times per player per game.
Because of the number of cards, there is a possibility that you will have been dealt bad decks - the Armory and Warrior cards just don't add up well. If that's the case I recommend you start over and re-deal the decks.
What does one do when their decks (Armory or Warriors) run out?
Another over site in the printed rules. When either of your decks run out or are getting rather low, sort your discard pile into Armory and Warrior cards and shuffle them. Replace the depleted deck with these cards. If there are still cards left in your regular decks, put the newly shuffled discard pile cards at the bottom of the deck.
After the initial challenge what determines the order in which cards are played? For example:
Player A won the initial challenge and has an Escape card as the 4th card played.
Player B was challenged and has an Escape card as the 2nd card played.
What determines who gets to play their Escape card and when?
Great question. The order that the cards are played is the same whether the cards are all revealed or not. If a player has revealed all his/her cards and then challenges another player, it is as if the challenger's cards are flipped back over (although you don't have to do that). As the challenged player reveals one card at a time the cards of the challenger become active. In your scenario, player B gets to use his escape card first. It's the second card and the round has not gotten to the fourth card yet. At this stage you are only dealing with the points and effects of the first and second card. This is why it is important to reveal cards one at a time. If player B for some crazy reason decides not to use their "Escape" card yet, and it is time for the fourth card to be activated, the challenger goes first therefore they may use their "Escape" card first. The same would apply if you each had an "Escape" card for the 4th card: the attacker would have the opportunity to use his first however, he would not know that his opponent has an "Escape" card for the last card - until it was too LATE!
OTHER QUESTIONS

What is the recommended number of players?
2-6 players is recommended with 3-4 being ideal.
How long does the game run if played out fully?
Hard to say. If played out it can run 2 hours or more. Most players play for a certain amount of time and then count the total cards accumulated by each player. The one with the most cards wins.
Keep them coming. I love to hear from you!
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