DYING LIGHTS RULES FAQ/ERRATA, RULINGS, AND RULES REVISIONS
'Hey, even Blizzard makes patches.' - Me

MANUAL ERRATA, TAKING TERRITORIES:
A territory is taken by a player whenever any of his fleets move into that territory. It remains 'owned' by that player until it is taken by another player's fleet. Players must take any territory they move through--moving into a rift automatically grants ownership, much as most players would desire otherwise. In exotic cases where fleets can move into territories containing other fleets (Such as stealth drives), the territory is only taken if the previously owning player has no fleets in that territory.

RULES QUESTION: Do 'Campaign Action' cards take up your action for the round?

No. Just as Battle Action cards do not count as one of your two battle actions per round unless marked 'Battle Full Action', Campaign Action cards do not take up your entire round unless they are marked as a 'Campaign Full Action'.

RULES QUESTION: Do battle action bonuses go away at the end of the turn?

No. They remain until the fleet reloads.

RULES QUESTION: When fighter strikes gain attack dice, are those considered separate strikes?

No. They are still a single strike and all dice roll against the military of the target ship. Extra hits
can be applied against other ships in the battlegroup as though it were a battlegroup attack. By that
same token, the defender gets to choose where these extra hits are allocated, but the first hit is
always against the target ship.

RULES QUESTION: Can you use sensor jams and such to cancel an action that did not target your fleet?

Yes. However, since Sensor Jam is a battle action, you must be bordering the fleet in order to use a Sensor Jam on it.

RULES QUESTION: Can headquarters be targeted by fighter strikes?

No. Headquarters count as a battlegroup, but not as a ship, and thus they are not targetable with strikes. So you also cannot, for example, play a 'Ram' on an HQ, or subject them to the effects of a black hole. Furthermore, HQs are considered battlegroups only for purposes of battlegroup attacks against them. Other actions that target battlegroups cannot be played on an HQ.

RULES QUESTION: When a card or action gives a bonus or penalty to a roll, does it have to be played before the roll is made?

No. It can be played after, unless otherwise noted.

RULES QUESTION: Can the Cartels intentionally give another player enough psi to win the game?

It is legal under the rules, but in that case the Cartel player is obviously considered to have lost the game. To prevent abuse, we recommend that psi trades be limited to a maximum of 8 psi during tournaments or other circumstances where players may be inclined to abuse this rule.
(If players are employing 'Crack Suicide Squad' allied tactics, they obviously don't understand what the game is about and haven't read the part in the manual about 'No allied victories.' We encourage slapping them in the head as a solution to the above problem.)

RULES QUESTION: What is the difference between 'Destroying' and 'Nullifying' a card?

When a card is destroyed, it is discarded from play. If a card is nullified, it remains in play but will have no game effects from that point forward. (For example, 'Veteran Maneuvers' allows you to nullify a tactics card, rather than destroy it. This means the tactic no longer has any effects, but is still attached to the fleet. This means they have to find a way to destroy their own tactics card before they can play another one.)

RULES QUESTION: When using the Lifestealer special ability, do you discard a technology from a fleet or from your hand?

Either.

RULES QUESTION: When are you considered to have 'retreated?'

Any time you move out of range of an enemy fleet.

CARD ERRATA, ANTIMATTER WARHEADS: On the Technology card 'Antimatter Warheads', it says a fighter strike automatically hits once per 'Battle'. This is a misprint. It should read 'Once per turn'.

CARD ERRATA, FLAGSHIP: There has been some question as to whether non-targeted effects, such as terrains, can still hit flagships. This would lead to circumstances such as black holes instantly destroying an entire fleet because the flagship would be destroyed. Thus, consider the flagship text to read 'So long as there is at least one battlegroup attached to it, this ship cannot be targeted and is not affected by any card, action, or card effect by any side.' Future printings of the Flagship will use this text or a variation of it.

CARD ERRATA, SPECIALIZED FABRICATORS: Specialized Fabricators do not duplicate technologies across all fleets--it just means that, for purposes of the technology's effects, a single technology card is considered attached to all three fleets. Technologies which have a 'Once per turn' or 'Once per round' effect are still limited as though there was only a single copy of the technology in play. Thus, you can only use such abilities for a single fleet, though you can choose which fleet uses it. The technology card itself is still only considered attached to the fleet with the specialized fabricators. Actions which target the technologies themselves cannot be played on other fleets, even though they are under the effects of the technology card. If another copy of the same technology card is attached to another fleet, that card replaces the specialized fabricator effect for that fleet. (The effects do not 'stack')

CARD ERRATA, STRATEGIC INITIATIVE: On the action card 'Strategic Initiative', the card text stops abruptly. This is a formatting error with the following explaination, as told by our quality assurance manager while we were threatening to insert screws into his thumbs:

'That's an interesting story, actually. See, while our files were on their way to the printers, they were intercepted by a slavering, merciless horde of daemonic imps. Thanks to our strong quality assurance process and the holy protective wards and blessings we placed on our files, most of them could not be corrupted by the foul touch of these abyssal terrors. But alas, one card fell to the tempting, black lies that oozed from their forked, silvered tongues, and as it listened to their blasphemous words it's true form was branded forever with the mark of evil. As punishment, the holy but wrathful Gods of Card Gaming stripped a piece of the angelic Scriptures Of Game Mechanics from it's surface, leaving it a battered, fallen husk of a card, forever damned to walk in shame among it's properly-worded brethren.'

Anyway, the card lets you make a single attack with the targeted fleet after it has already maneuvered. The limitation (Which was the part of the card stripped off by the wrathful Card
Gods) is that you can't attack a fleet you've already attacked, but you can attack any other bordering fleets.

CARD ERRATA, TRACTOR BEAMS: The effect of Tractor Beams should be printed as a 'Battle Action'. Thus, they can only prevent a fleet from moving if they were bordering that fleet when it attempted to move.

CARD ERRATA, ENCIRCLE: This should read that you can only target a bordering fleet when the tactic is played.

Have a rules question that isn't covered in this FAQ? Fire an e-mail at us and we'll get back to you.