Negative effects of AAZ cards for the active player?


  • Dear all,

    Inspired by @Krieghund 's answer in this thread:

    https://www.axisandallies.org/forums/topic/35212/sacrifice-a-unit-and-trigger-zs-gambit-move-and-the-z-camouflage-card-must-you-play/4

    … I deceided to check all AAZ cards and see if playing them could potentially have negative effects for the player playing that very card. Of course this card is ‘meant’ to be positive for the active player.

    I see (minor) issues with these AAZ cards (Z Camouflage card already covered by Krieghund):

    Decoy Team:

    Choose one territory and move half of the Zs to an adjacent territory.

    There is a small chance that all the Zs on the map are in the position you want them. Or actually more like: moving some of these Zs into another area will not an improvement for you or your allies.

    This can more easily happen in the first turn. There are only a few Zs on the map then. And you simply might be OK with their current location.

    Additional question about Decoy Team card: What happens if the only Zs on the map are on islands and thus cannot be moved? Anyone came up with this situation already?

    My idea for a ‘fix’: if you also have Deadnapper Transports technology then you must use that ability if you can to ‘forfill’ this card.
    More ideas on this are welcome…
    Talking about Deadnapper Transports technology: if you have this tech you might have plans for certain Zs: to move them to a certain area by transport. Possibly to move them into enemy held areas. And now you suddenly have to move some of these Zs…
    Same is true for the ZMCR technology: your plan possibly was to use this tech to move a Z. And now you have to move it because of the card…

    Hidden Supply Cache & Z Conscription cards:

    Both give you an ‘free’ unit in a specific area.
    OK, fine…
    But then again: If (and this is a big IF) you play with the rule that was at least there in Axis and Allies Classic (1980s game) then there can be a problem. There then is a rule that says that the number of units of each type is unlimited but the number of groups of a specific unit is limited to the number of plastic playing pieces. So the famous/infamous two carriers / three battleship groups rule…

    If you play with this you can get in the rather weird situation that these cards give you a free unit but that you actually want to build such a unit (or several) at one of your factories.
    In practice almost no one seems to play with this rule but still…
    Again: ideas are welcome on this one too…

    Z Conscription: another issue

    Same issue was Decoy Team card: you might want to use Deadnapper Transports or ZMCR to move a Z (or more in case of Deadnapper tech) and now this card forces you to move a Z… while you had other plans for this Z…

    Z Domestication card

    Same as above. You must covert a Z into 3 IPCs. Still you might have had other plans for this Z.

    Again: did anyone actually see such a situation happening while playing? Please post :)


  • @Krieghund ,

    Can you please reply to these issues? Thanks in advance.

    In general: must you play a card? Answer: Yes.
    But are there any ‘buts’ here? Any gray areas in the rules?


  • @thrasher1 said in Negative effects of AAZ cards for the active player?:

    Additional question about Decoy Team card: What happens if the only Zs on the map are on islands and thus cannot be moved? Anyone came up with this situation already?

    No zombies are moved in this instance.


  • @thrasher1 said in Negative effects of AAZ cards for the active player?:

    In general: must you play a card? Answer: Yes.
    But are there any ‘buts’ here? Any gray areas in the rules?

    There are none. You must play a card.

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