Nemesis rules are flawed and confusing

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Druha
Posts: 15
Joined: 20 March 2014, 18:29

Nemesis rules are flawed and confusing

Post by Druha »

I want to address the issue with nemesis, mostly with an extra rule from the faq. I find the rule to be unnecessary, as it creates more problems than it solves. I won't touch the fact whether nemesis is weak or not, nor will I talk about bga implementation.

Here's a copypasted rule:
Can a Leader be moved while the enemy Nemesis would participate in their Capture or Encirclement, either before or after the latter's movement

Yes. The Nemesis is the only character who deviates from the rule: "On your turn, you may not cause your own Leader to be captured or surrounded". Since the Nemesis' ability is part of the action of the character who activates it, the Capture and Encirclement of both Leaders is checked after the Nemesis's action, not before. It is then possible that the Nemesis finds itself adjacent to the opposing Leader, or conversely, has moved away from it.

So, I find the general intended use of this rule is to be caught by GOTCHA, when you move your leader and your opponent kindly reminds you of nemesis move, checkmating you afterwards. OR to move the leader into nemesis range, forcing him out, and probably even checkmating an opponent leader in the process like here https://imgur.com/a/WMZr10D

However, there are several probems:
1. Nemesis creates draw situations
2. It is not crystal clear how am I allowed to move my leader with nemesis on the board
3. How do I rule out nemesis when it's an opponent's move?

In the following situations we assume it's white's turn and we want to move our leader
1. So, in such position if I am allowed to move my leader, and an opponent nemesis moves after, this is a draw as both leaders would be surrounded https://imgur.com/a/i2yQeui

2 Here are two images where I can't tell if I should be allowed to move or not. Assuming I'm allowed to move in the first situation, should I be allowed to move in ANY situation where I go into checkmate like in the second one? If not, how do I decide, if I'm allowed to move my leader? Or am I allowed to move only adjacent to nemesis?
https://imgur.com/a/lNKEYlK
https://imgur.com/a/GgBzh9m

In the following situations we assume it's black's turn and we want to swap white leader with an illusionist
3. Well, I'll just post another three images where I'm confused about what's supposed to happen if I swap(or if I'm allowed to swap at all).
https://imgur.com/a/cz9Ixbb
https://imgur.com/a/LyWKIxG
https://imgur.com/a/VqrHNzz
petfa
Posts: 1
Joined: 20 April 2025, 18:06

Re: Nemesis rules are flawed and confusing

Post by petfa »

FLAWED? I agree that the Nemesis rules are flawed. They also seem to contradict other rules: if every other character's ability to capture the opponent's leader is active both before and after their turn, why is it different for Nemesis?

The rulebook clearly states in a red "Warnings" message that "On your turn, you may not cause your own leader to be captured or surrounded. How is it that there is an exception to this crucial rule, and this exception is not even mentioned in the rulebook (only in the FAQ published on the net)?

CONFUSING? Yes, it can be confusing because it seems to be open to different interpretations. The way I understand the Nemesis rule is that its exception only applies to the Nemesis, not to ANY enemy character. So if the Leader moves to a space adjacent to ...
- ... the enemy Nemesis & one other enemy character - this is allowed (although I do not like it)
- ... two other enemy pieces (other than the Kid) - that is not allowed.
But this is only my interpretation of an ambiguous set of rules.
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CastorT
Posts: 20
Joined: 22 January 2022, 19:56

Re: Nemesis rules are flawed and confusing

Post by CastorT »

Thanks for your feedback. Clarifications are on the way. They are just related to an ongoing topic we are working on and will resolve asap.
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