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 Consul in 2.0 
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Bottle Cap
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Joined: April 9th, 2016, 12:28 am
Posts: 10
Location: Australia
So looking at the spawning and consul activation's.
I would like a clearer view on how it works for future refrence.

So we currently are playing as follows;
In any order:
• Activate all 8 bit monsters that began the turn in play.
• Activate one Super monsters that began the turn in play.
• Activate 4 skull points worth of 16bit monster's, additional Super monster and monsters summoned this turn.

So my reason I am asking is due to the way the rule book is worded and the "activation" part on the mighty monster chart. Any corrections would be nice. Or if I'm right that would be good too.

Example of how many points of summoned 8bit monsters I could activate after activating 2 point's of 16bit bit monsters.


September 17th, 2017, 12:17 pm
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Denizen
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Joined: April 16th, 2014, 6:41 pm
Posts: 273
toxic4mosh wrote:
Example of how many points of summoned 8bit monsters I could activate after activating 2 point's of 16bit bit monsters.

Worth of 2 points right? 4 - 2 = 2. For example a Truffle Pig may summon Kinoshroom during Consul's turn and cost (1) to activate it during the same turn needs to be paid.


September 17th, 2017, 7:56 pm
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Bottle Cap
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Joined: April 9th, 2016, 12:28 am
Posts: 10
Location: Australia
I'm more so asking if the 4 skull points worth of additional 16 bit and Super monsters also counts for any summoned 8 bit minions, or is there a separate 4 points for additional minions?


September 19th, 2017, 2:13 am
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Ninja Corps
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Joined: March 25th, 2012, 9:44 pm
Posts: 2302
No, the 4 skull points encompasses all three possible monster types that you could activate.


September 19th, 2017, 6:51 am
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