Topic: Unopposed ChallengesFrom: Patrick Dolan (pat_dolan@BIX.com)PDate: 7 March 1995Question/Statement:"No mention is ever made about what to do if nobody wants to fightyou."Response:The same things happen to the Challenger, whether he is resisted ornot. In other words, an unopposed Challenger in Intrigue must stilldraw and discard a Hidden Ally for RR, flip, and unflip at the endof his turn. An unopposed Challenger in Combat still discards allLegions and Fates in his Battle Hand (unless they are protected byFate: Supports or Spirit powers)---think of this discard as thetroops occupying the Battlefield.Topic: Battle Hands & Flipped/Unflipped CardsFrom: Patrick Dolan (pat_dolan@BIX.com)PDate: 7 March 1995Question:"Do both players show their hands to one another, and then play thecards, or do they keep them hidden from one another the whole time?Also, the Resolution Phase specifically contradicts the early ruleby saying that players now turn any flipped Warlords, along withtheir battle hands, face up?"Response:Battle Hands are kept hidden under Warlords at all times. The onlytime another player sees what's in that hand is when a power isused to look into hands or when the card itself is used. Followingthe normal pattern, players stuff extra Fate or Shock Troops intoBattle Hands, set aside Command Hands, and pick up Battle Hands.Warlords are either set aside or activated first (unless otherwisenoted), Legion powers are used (i.e. a Berserker is discarded toforce the other player to discard a Legion, etc.), and once bothplayers have used all the powers they wish, they both spread outall the remaining cards in their Battle Hands, assigning Fate toparticular Legions if needed and adding up the CS totals. If aplayer doesn't wish to activate a Fate card, it still goes to thediscard, but effects only happen when the player wishes them to.And yes, even that Warlord you just used in Combat unflips atthe end of your turn. This mechanic ensures that each player hasthe maximum number of options to work with outside of his own turn;of course, the more you do outside your turn, the more Warlordsflip over, and you've fewer to use during your own turn. Thisallows people to be active at all times, not just working duringyour turn and twiddling your thumbs in someone else's turn.Topic: Dealmaking in IntrigueFrom: Jeremy York (email@example.com)PDate: 7 March 1995Question:" . . . rules or guidelines for cutting deals, making promises .. . I'd suggest discussing house rules on deals (e.g. are futurepromises binding? Can players trade cards?) before playing."