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DOA Rules Clarifications

After we set up the board, then what?

Set 1

The game turns begin. Team White goes first, then Team Black, and so on until the time limit ends. Each turn, two characters come on the board during the Reinforcement phase.

Important! Terrain Hit Penalty

Set 3

Vast Horizons contains a -1 Hit penalty if neither the weapon nor the terrain is the same as the character. That penalty is officially obsolete as of March 15, 2003. The second printing of the Vast Horizons rules will reflect this.

Armor

Set 1

Armor Bonus

A +1 Armor bonus basically is a -1 to the enemy's Damage roll. Often, however, the bonus is added to the color of the armor - so someone with Blue armor and the Knight's Shield will say they have Green armor instead.

A character's Armor rating can be modified above White.

Revealing armor

Armor is revealed just before a Damage roll, after the Hit roll.

Badges

Transferring during melee

Badge transfer is instant, occurring immediately after the successful Damage roll. In melee, the current team must conduct their attacks first (even though the effects of the attacks are simultaneous. So, the current team has a distinct disadvantage in holding onto Badges during melee.

Characters

 Amelia Pike (Mole)

Amanda treats everyone - enemy and ally -- as non-hostile until she is uncovered. So, she can walk through enemy spaces and even pick up equipment in the middle of a brawl.

Bladed Terror

When Bladed Terror challenges an unknown Guardian, flip the card. If it is not Melee or Stealth, the Bladed Terror does nothing during that Adventure phase.

Dirk Slade

Dirk gets the Hit and Damage bonus even with his natural attack, not just with equipped weapons.

Dirk gains up to +3 Damage. This increases damage amount, not color. The damage amount is referred to as Damage. A weapon's color is referred to as "Penetration." Modifiers to Penetration are extremely rare.

Erik Merit

Erik is not allowed to enter the enemy Team Base until he is "angered." He also must treat enemy characters (not Pets) as hostile even though he is not allowed to attack. So, he cannot move through their space, etc. He is allowed to ignore other non-hostile enemy, like Amelia Pike before she is "uncovered."

Little Shaun

The +3 Damage is applied to his natural attack before the Damage roll. He effectively becomes Red 6 instead of Red 3. This means the attack can still cause no damage on a FOPP.

Nerve Puppet

When the Nerve Puppet kills a character in melee with henchmen, the henchmen disappear. The killed character is then "switched."

Prince Wallard Blatt

When Blatt is killed, all effects are removed. So, if he switched sides, he returns to his original side.

Princess Sunglow

Princess Sunglow cannot just automatically surrender in melee, without someone wishing to attack her. See the Surrender rule clarification that prevents this.

Shifter

If Shifter is killed, he is not allowed to make improvement rolls for the lost Health (which could potentially give him more Health).

Santiago El Robusto

Santiago cannot use multiple melee weapons.

Tex

Tex gains a +1 Hit with Long Rifles.

Thotus

Thotus can take over any number of characters.

Thotus' attack is used like a ranged weapon. It requires line of sight and suffers terrain Hit penalties.

Titanium Renegade

The card does not specifically use the word "non-living." The Renegade is a non-living character for all purposes, except that mental abilities still affect him.

Cliffs

Set 2

Not prohibited terrain for certain characters

To characters like Hans August and Bladed Terror, cliffs are not prohibited terrain. Therefore, they are allowed to do actions such as:

  • Expend all movement to cross a cliff into another space, even if the total cost is too high.
  • Challenge a Team Base gate that is fronted by a cliff.

Equipment

Hoverbombs

The word "space" is missing in the special text. It should read, ""If the user is on the surface, in a space containing a tunnel entrance, he may attack a target in the tunnel space below him, at a -1 hit penalty."

Stunglasses

When an attacker does roll the 7, the attack automatically misses. Because melee is simultaneous, the attacker is not banished until everyone has conducted their attacks.

Field of Honor

Set 6

Both the challenger and the challenged character ignore the Strength and Wits rating for the selected dueling weapon.

Characters that cannot normally use weapons - like Jade and Bladed Terror -- are allowed to use the weapon. However, characters that are immune to damagae from a certain weapon are not allowed to participate in a duel with that weapon.

All rules which would prevent the shots happening are ignored. For example, Mildred Stonegutter's harsh browbeatings has no effect in the Field of Honor duel.

Some weapons may be used as both a Melee and Ranged weapon. When used in Field of Honor, it may only be used in the manner shown by the attack type in the space.

No other equipment can be used during the Duel, except Badges.

Flight

Set 4

Fliers cannot enter cavern spaces, except to fly over them.

Flying characters cannot interact with anything or anyone on the ground. Therefore, they are not allowed to trade cards with an ally or pick up dropped equipment - even in the space in which they begin movement.

Henchmen

Set 5

Switching side

(IMPORTANT! This clarification overrides the original rules,)

If the master switches sides for whatever reason, his henchmen also switch sides. If a henchman himself switches sides, he becomes a henchman to the character that caused him to switch, and is no longer considered a henchman of the original master. The henchman does return to his original master if the switching is "undone" somehow.

Henchmen can never become normal characters.

Imprisonment of master

When a master is imprisoned, all henchmen are also imprisoned. The henchmen cannot be broken out of prison. If the master is broken out, the henchmen follow -- placed in the same Dome as the master.

Labyrinths & Guardians

Set 1

Challenging

Once the decision to challenge a guardian has been made, the character must go through with the challenge after flipping the card.

Effects

The effects of a guardian challenge are all mandatory - even the AMAZE extra bonus.

Guardian Deck

Once you defeat the entire deck of Guardians, the deck should be all face up. Reshuffle the deck and place them face-down.

Line of Sight

Set 1

Characters and Creatures have no effect on line of sight.

Map

Set 1

When building the map, you get a key and a platter in each step. This key and platter do not need to be joined to each other. You can put your key on one side of the map, and attach your platter to an entirely different key.

The only requirement you must meet is that, when you've placed your platter and key, everything placed so far must be interlocked ("chained") together. This does not mean every platter must be hooked to every platter around it. It just means the whole map must be hooked together as a whole.

Opportunity Fire

Set 1

Order of OpFire

A team chooses its order of OpFire, ignoring the space being targeted. In other words, a later OpFire can fire at a target in an earlier space.

In this case, simplicity in the rules overcomes realism, especially when the relevance of order is fairly rare. However, for those players who demand more realism, disallow any shots in an earlier space.

One space away

The rules infer this, but, to clarify -

If an enemy is only one space away from your character, and he moves into your character's space, your character cannot fire at the enemy. Why? You are not allowed to fire at a character in the same space.

Where they drop dead

A character that is killed by opportunity fire dies in the space where he was shot at, not in the space where he would have completed movement. This affects where his equipment is to be found.

Poison

Set 5

Damage caused by poison cannot cause imprisonment from a double AMAZE.

Surrender

Set 2

Melee surrender

In melee, the surrender rules as written contain the some weaknesses. Use the following method instead:

In melee, characters surrender just before an attempted Hit roll just as they would for ranged attack. However, a character cannot both attack and surrender in melee. So, a character that attacks cannot turn around and surrender afterward.

Remember that the current team conducts their melee attacks first, so any of their characters who may wish to surrender must refrain from attacking. However, those characters will still not be able to surrender if no enemies attack them.

Henchmen

When a master is imprisoned, all henchmen are also imprisoned. The henchmen cannot be broken out of prison. If the master is broken out, the henchmen follow -- placed in the same Dome as the master.

Team Bases

Set 2

Challenging

Characters must be in the HQ, Vault, or Prison space to use or challenge that item.

Imprisoned Characters

Imprisoned characters are immune to every effect while imprisoned. They cannot be attacked in any way. If an Area weapon is used in the prison space, the prisoners are immune.

Special abilities of imprisoned characters are also ignored. They cannot be used.

New characters

Keep in mind that only the characters you win in an adventure begin at the HQ. The characters you start with enter through dismissal rolls.

Placing Team Bases

Either team is allowed to place either Team Base.

Towers

Set 1,2

Tower of Havoc

On an AMAZE, you may choose a character like Bladed Terror, who can carry no equipment. The cards are therefore lost.

Tunnels

Set 1

Think of tunnels as spaces. Therefore, movement from and to the tunnel system causes opportunity fire in the new "space."

Vaults

Set 2

To use his own team's Vault, a character must be standing on the Vault space.

Victory

Set 1

Victory in a timed game also occurs if all of the opposing characters are eliminated.


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