Treasure clarifications
The main rules leave a number of treasure cases open that the engine has to decide one way or the other. Each ruling below is what the engine actually does, with the reasoning, so the behaviour is not a surprise.
The rules above leave a number of cases open that the engine has to decide one way or the other. Each ruling below is what the engine actually does, with the reasoning, so the behaviour is not a surprise.
Where treasures come from
Treasures do not appear during play. The set of treasures in a game is chosen when the game is created, and one of each selected treasure is placed at generation time.
- Placement is on unowned worlds only. A treasure on a home world would be
a free pick-up for whoever started there. (
rules.mdalready says this of the Greater of Two Evils; it is applied to all of them.) - At most one treasure per world, so a single expedition cannot collect two at once. This matters most for the two Evils, since a fleet carrying both is destroyed.
- A game may be created with no treasures at all, which is how every game before this option existed behaved.
What happens to a treasure when its carrier is lost
A fleet's treasures are not destroyed with it. They are left on the world where the fleet was lost, free for anyone to come and collect. This applies however the fleet died — combat, ambush, bombardment, or a treasure's own effect.
The Summa Visionis is the sole exception: it is destroyed with its carrier, as its own entry states.
In particular, when a fleet carrying both the Greater and Lesser of Two Evils disappears into the pits of Hell, the two Evils do not go with it. They are left behind on that world, still in play. Removing them would mean the first fleet unlucky enough to hold both permanently disposes of two treasures, which reads as the opposite of a curse.
Treasures follow their carrier's identity
A treasure stays with its fleet when that fleet's identity changes:
- Capture — a captured fleet keeps its cargo, so its treasures pass to the capturing player along with the ships. This applies to capture in combat and to capture by ambush.
- Rename — a renamed fleet keeps everything it was carrying.
Staff of the Vampire
The ships gained equal the population actually killed, not the damage the bombardment could have done. Bombarding a world with 1 population left using a fleet that could kill 5 yields 1 ship, not 5.
Greater of Two Evils
"The largest fleet at the current world" means exactly that, including an enemy fleet. The Greater of Two Evils is not choosy about whom it afflicts, and passing to the strongest force present is the point of it.
Summa Visionis
Its holder treats HIDE as DEFEND. The practical effect is that the defender loses HIDE's immunity to capture and its cap of 50% casualties.
This applies to combat resolution only, and to HIDE only — a fleet on INTERDICT is unaffected, even though INTERDICT otherwise inherits HIDE's defensive properties. The treasure's entry grants sight of HIDE, and INTERDICT is a separate strategy with its own offensive role.
When resolution-phase effects run
The Greater of Two Evils, the Lesser of Two Evils, and the Magnus Morbus take their toll after that turn's orders have been carried out. A treasure loaded onto a fleet this turn therefore afflicts that fleet in the same turn it was picked up.