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Magnate Gameplay FAQs

Please reach us at james@revolutionary.cards if you cannot find an answer to your question!

The minion with the highest CP wins the combat and destroys the other. 


As an attacker, the one choosing to initiate combat, it doesn't make sense to attack a stronger minion (unless you have a card that will change the outcome).


Let's say you're attacking with a 'Private Air Force' against a defending 'Conscripted Wageslave'. You would destroy the defender- but would not pillage commodities because the defending minion prevented you from doing so (even though it lost).


As the attacker, you have the advantage of choosing which of your minions attacks which defender. 


It would likely make sense to have your most powerful minion attack (and destroy) the defender. Your other minion would then attack the defending player's bank and pillage commodities equal to their CP.


However, there are a few circumstances in which this may not be the best tactical decision. For example:

- If you have a card that will affect the combat outcome.

- You suspect the defending player has a card that will affect the combat outcome.

- The defending player has so few commodities they will be eliminated if your more powerful minion pillages their bank. 

- If their defending minion is more powerful than your most powerful minion (and you don't wish to use the gang-up rule).


You will choose which of your 5 attacking minions are individually attacking the 3 defenders. The remaining 2 attacking minions will hit the defender's stash directly - and therefore steal commodities equal to their combat power (CP).


Yes, even if the minions have a higher cumulative CP, they are destroyed when evoking the gang up rule. 


It's intended to be a tactical trade-off. 


Players will always attack the government stash directly. As mentioned in the rules, this will make the government 'hostile' to the player. 


The government will attack any player that it is hostile toward during it's turn. 


1 CP minion attacks do not make the government hostile.


Recycle is a keyword only seen in the first stage of the game. It means putting the card affected onto the 'recycle' pile. This is the card pile that is shuffled and reused in the event that the player card deck runs out of cards.


'Scavenge' is the equivalent in the second phase of the game. 


There is a distinction between recycle/scavenge and 'discard' because discarded cards are removed from the game completely. 


Minions can only be swapped between 2 other players- this means that you cannot swap one of your minions for another using this card.


If the martial law card is played by the gov, the government will treat every player as hostile and then attack them. This does not stack with existing government hostilities- so each player is only attacked once.


Firstly, the commodity cards are shuffled and then dealt to each player and the gov. Start by dealing the first card to the player who dealt the card and then move clockwise around the table. The government is dealt a card last. The government can, feasibly, be bankrupted with this card.


 This card was a late addition and needs some fine tuning (which will be addressed in an upcoming expansion). In essence, it's intended as a mechanism for players to get rid of their cash commodity cards.


As it stands, players remove the infrastructure cards (if there are any) from the government's bank. On a count of 3, for each card, players state out loud how many commodities they are willing to pay for each.


Players cannot use other infrastructure cards to pay the amount they said they would pay for a new infrastructure card.


 The players split the tax revenue.


 In the case of an attacking minion being bribed, the minion is stolen and combat continues without effect.


In the case of a defending minion being bribed, the attacker is offered a 'redeclare', in which the minion that was to attack the defending minion can either not attack or choose another defender to attack (or hit the stash of the player directly if there are no available defenders).


If the defender had no minions, or less minions than the attacker (and so was about to have their stash attacked), and bribes a minion, then the attacker is offered a 'redeclare'. The attacker can have their minion not attack or attack the new defender.


Bribes can be paid to bribeable minions at any point during play and there is no limit to how many individual bribes can be paid to a minion.


(Do remember that the commodities used in these bribes are discarded from play.)


 The 8com nuke still goes off, as the order of execution is: card has been destroyed, card effect pops, but the private ambulances card prevents removal from the board. 


It is appreciated that the phrasing of the ambulances card may need to be amended in future print runs to make this clearer.


 It is destroyed.

 


When the child soldier card is destroyed in combat or by an action card, turn it to it's side. It cannot enter combat (i.e. defend) in this state.


The card regenerates at the beginning of the turn of the player controlling it. Turn it back upright.


 The +3CP is removed once the child soldier card is destroyed, the child soldier card then revives at the start of the player's turn as normal.


 Weakest minions are classed as those up to 3CP.


You can subscribe at any time. However, if intending to unsubscribe, we recommend doing so at the end of your billing cycle (i.e. before you pay more commodities on your turn).


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