MAGISTRATE ENTRANCE EXAM

As a magistrate you will have the power to make rulings in any tournament so long as the Knight of the Crown has approved you as an official Magistrate for the event. As the maker of laws...you REALLY have the duty to be fair and make correct interpretations. There will naturally come times when you simply don't know. Please be aware that we want to hear back from you regarding these instances.

Anyhow, enough chat...it's time to take the exam. Please answer all of the questions below. When you are done be sure to hit the submit button at the bottom so we can score your exam. DO NOT FORGET TO PUT YOUR NAME AT THE TOP!

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QUESTIONS

1. What are the five phases in a round, from first to last?
City Maintenance, Military, Action and Development, Wanderer, Discard
Discard, City Maintenance, Military, Wanderer, Action and Development
City Maintenance, Action and Development, Military, Wanderer, Discard
Action and Development, Military, Wanderer, Discard, City Maintenance
Action and Development, Military, Discard, City Maintenence, Wanderer

2. A player pays to bring Gavin Holdspring, a unique personality, into play. Gavin already exists under another player's area. What happens?
The original copy stays in play if the owner pays 3 influence tokens.
The new version stays in play if the player pays an additional influence token.
The old copy stays in play and the new one is discarded.
The new copy stays in play and the old is discarded.
Both copies are now in play.

3. In a game, player A has privately agreed to trade his Portcullis (which is in play) to player B for 5 influence. Is this a legal play?
Yes, it's legal.
Yes, but only if players agreed (before the game started) to trade cards in play.
Yes, but only if players agreed (before the game started) to trade cards in hand.
Yes, but only if players agreed (before the game started) to trade cards in hand and in play.
No, it isn't legal.

4. In a four player game, what is the minimum number of cards in each players' wanderer deck?
Three.
Six.
Nine.
Twelve.
Fifteen.

5. What happens when a player uses an invocation?
The player using it must pay for its cost, and after use it is discarded.
The player using it must pay for its cost, and after use it stays in play, unless otherwise noted.
The player who the invocation is used on must pay its cost, and discard it after use.
The player who the invocation is used on must pay its cost, and after use it stays in play, unless otherwise noted.
Nothing.

6. If a citizen is given a weapon of some kind that raises offense, what is the cost to bring that citizen into battle?
Three influence must be paid to bring this citizen into battle.
The citizen is now considered a troop, and can be brought into battle for free.
The citizen now has an offense greater than 0, but still cannot fight in a battle.
The citizen now has an offense greater than 0, but can only defend the structure that he or she resides in.
Citizens can never have an offense greater than 0, so the citizen cannot fight in a battle.

7. If a player has a wall and no troops, is attacked by one troop, what happens?
The attacking troop can attack any structure in the defending player's holdings.
The attacking troop must be assigned to the wall.
The attacking troop can select one citizen in the defending player's holding and execute that citizen.
Every citizen currently in the game dies.
Because the wall can block the troop, the troop is not allowed to even attack.

8. If a card says "E - ability", what does the "E - " mean?
If you execute the card by placing it in the discard pile, you can use the ability listed.
If you exterminate another card in your holdings, you can use the ability listed after the "E - ".
If you exhaust the card by turning it 45 degrees, you can use the ability listed after the "E - ".
If you have a card in play that starts with an "E" you can use that ability.
An ability that has an "E" before it can be used once every phase.

9. In battle, what happens on a lord rolls a 3 on his battle modifier roll?
Nothing happens.
The troop that the die was rolled for gets +1 offense.
The troop that the die was rolled for gets +3 offense.
The troop that the die was rolled for gets +3 defense.
The troop's assignment gets -3 offense.

10. What are the kinds of influence tokens used in the game?
There are three kinds: red is military influence, black is religious influence, and blue is economic influence.
There are five kinds: red is military influence, blue is religious influence, black is political influence, white is general influence, and yellow is economic influence.
There are three kinds: yellow is economic influence, blue is religious influence, and black is political influence.
There are four kinds: red is military influence, blue is religious influence, yellow is economic influence, and black is political influence.
Any color of gem can be used for any kind of influence.

11. How many cards can be played during a player's action?
As many as they can pay for.
As many as they have in their hand.
Up to three.
Up to one.
None--cards can only be played during the City Maintainence phase, which doesn't have actions in it.

12. If a player has all of his personalities killed, what happens?
Nothing.
He must discard a card from his hand for each personality killed.
He loses the game.
His opponents each get to draw three cards.
Everyone loses the game.

13. How many cards can a player play in his initial holdings?
As many as he can afford, from either his personality or structure deck.
As many as he can afford, from his personality deck.
As many as he can afford, from his structure deck.
As many as he can afford, from his structure deck, but only two of those cards can have a cost of 0.
None--players can only play cards after the game has started.

14. What happens if an exhausted troop is involved in a battle?
He dies.
Battle occurs normally.
He can defend normally, but cannot wound his assignment.
He can attack normally, but dies afterward.
Exhausted troops are removed from battles.

15. How many factions can be in a play deck?
Only one.
Up to two.
Up to one of each of the following types: Economic/Military, Religious, Political.
Decks must have at least two factions.
As many as players like.

16. If a player attacks his own wanderer, what happens?
That player cannot attack, since you can't attack your own wanderers.
That player loses for making an illegal move.
That player automatically wins the battle since he can make his wanderer exhaust.
Control of the wanderer passes to the player on the left.
The wanderer automatically wins the battle.

17. How many targets can a player attack each turn?
As many targets as he likes, no matter who controls them.
As many targets as he likes, as long as they are all controlled by the same player.
Any targets within one player's defensive holdings, or within one player's wilderness (wanderers) row.
Either one other lord, or any of one lord's wanderers.
Up to five.

18. Which is not a way to win a game in Allegiance?
When there are more than three times as many wanderers as there are players.
When all other lords' strongholds are destroyed.
When you have victory influence equal to or greater than the amount agreed upon before the game starts.

19. Troop A1 has an offense of 2 and a defense of 2. Troop B1 has an offense of 3 and a defense of 1, and has the ranged ability. Troop B2 has an offense of 1 and a defense of 1. All troops have 1 vitality. Troop A1 is attacking, and the defending lord defends with troop B1 and troop B2. Troop A1 get assigned to troop B2. Then, Troop B1 is assigned to troop A1 in a separate attack. Assume that no modifiers are played, and all die rolls are 3. What happens?
Troop A1 kills Troop B2, and Troop B1 kills troop A1.
Troop B1 kills troop A1.
All three troops kill each other.
Troop A1 kills Troops B1 and B2 before they can wound it back.
Troop A1 is killed by Troops B1 and B2, but neither die in return.

20. Note the same scenario as question 19, but this time all troops roll a 6 on the die roll. Now what happens?
All troops get +2 offense and end up killing each other.
All troops get +2 offense; troop A1 kills troop B2, and troop B1 kills troop A1.
Because everyone rolled a 6, the battle is called off and all troops return home.
All troops get +2 offense and Troop B1 kills Troop A1 before he can do anything in return.
All troops get +2 defense and none are killed.

 
   
 


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