
h4ppy |

These two weapons have a power that says something like "If any d6 rolled on this weapon is a 6, count it as a 7"
Which dice qualify for this?
(a) all dice that you have assembled
(b) all dice mentioned on the card including your Strength die, but not dice gained elsewhere (from blessings, spells, items, etc)
(c) only the weapon's 'power' dice (i.e. excluding your Strength die)
E.g. If you have:
- Strength = 1d6
- Heavy Pick + 1
- Blessing of the Gods
For combat you recharge the Heavy Pick to roll:
= (Strength) + (Heavy Pick power dice) + (BotGods die)
= (1d6 + 1) + (2d6 + 1) + (1d6)
If you roll 4 sixes, what is your total?
(a) 30
(b) 29
(c) 28
(Obviously, if the answer is anything other than (a) then those of us with lots of physical dice will need to roll them separately for the different sources so we know which dice are eligible for the 6->7 boost)

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Thanks, Mike.
Thought it was worth clarifying since there are times when dice are treated differently (or at least I think so...) e.g. if you cast Toxic Cloud, only the 1d6 from the cloud has the poison trait the rest of the dice in the pool are normal.
You could choose to interpret sentences like "add 1d6 with the Poison trait to your combat check" as either adding [1d6 with the Poison trait] or adding [1d6] with [the Poison trait] to the check... but it doesn't actually matter. The immunity rules say that you can't play cards with the specified trait on a check; since Toxic Cloud has the Poison trait, you can't play it on a monster that's immune to Poison. And even if it *didn't* have the trait, the immunity rules *also* say that you can't use powers that would add that trait to the check, so you *still* couldn't use it.
If it ever *did* matter, though, the wording best supports the first interpretation; if we'd wanted the second interpretation, we'd have said "add 1d6 and the Poison trait".

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You know it bothers me sometimes that I have no idea what you guys are talking about.
It's probably a good thing—I honestly think people get themselves into the most trouble when they *overthink* this game.
That's why so many of our answers boil down to "No, really, we do actually mean exactly what it says."

h4ppy |

The Toxic cloud can be cast before an encounter so can be in effect before you consider resistances. When this happens I take it you would just need to remove (i.e. not add) the dice with the relevant trait(s) from the pool, i.e. the poisonous 1d6.
Anyway, my point was that sometimes DICE have traits, and sometimes the CHECK (all the dice) have traits. Which is why I thought it worth clarifying what "any d6 rolled on this weapon" meant. It could legitimately mean any of the three options I proposed in the OP, but Mike was kind enough to clarify it meant (a).

Wyphy |
You could choose to interpret sentences like "add 1d6 with the Poison trait to your combat check" as either adding [1d6 with the Poison trait] or adding [1d6] with [the Poison trait] to the check... but it doesn't actually matter. The immunity rules say that you can't play cards with the specified trait on a check; since Toxic Cloud has the Poison trait, you can't play it on a monster that's immune to Poison. And even if it *didn't* have the trait, the immunity rules *also* say that you can't use powers that would add that trait to the check, so you *still* couldn't use it.
Okay so maybe I'm stupid, but if you can't use it if they're immune (yeah, makes sense), and you can't use it because you can't add a trait to a check, then when can you use it?
And actually, when can you ever use anything? Every card has traits but since you can't add a trait to a check, then how is it possible to use these cards?Scorching Ray adds fire trait, but you can't use it since it adds a trait (fire).
What am I missing here?
(I don't have the game yet, arrival next week I hope)

Flat the Impaler |

@Wyphy, I think what you're missing is the game. If you haven't read the rules and the cards themselves, these discussions are not going to make much sense without this much-needed context; in fact, it's probably going to confuse you more. This doesn't make you stupid, but it does put you at a disadvantage.
The statement "you can't add a trait to a check" is out of context and over-generalized.
You could choose to interpret sentences like "add 1d6 with the Poison trait to your combat check" as either adding [1d6 with the Poison trait] or adding [1d6] with [the Poison trait] to the check... but it doesn't actually matter. The immunity rules say that you can't play cards with the specified trait on a check; since Toxic Cloud has the Poison trait, you can't play it on a monster that's immune to Poison. And even if it *didn't* have the trait, the immunity rules *also* say that you can't use powers that would add that trait to the check, so you *still* couldn't use it.
(emphasis mine)
This is not a blanket statement that you cannot add any trait to any check; this is specifically dealing with monsters with immunity to a certain trait and powers that use/add that same trait. This conversation is specifically regarding monsters with immunity to the [X] trait; in checks against these monsters you can still use any power you normally (could if it had no immunity), except powers with the [X] trait.
For example, if a monster is immune to Fire, you could not use Scorching Ray, but you can play a Longsword or Frost Ray or any other [valid] card/power that does not specifically add the Fire trait. You can play the Flaming Mace (because it does not have the Fire trait), but you could not use its discard power (because it would add the Fire trait).
My advice: Read the rules (they're available for download on this website if you want them sooner), wait for the game, read your cards, read the FAQ, then play a game or two on your own (even if you get some things wrong at first).
Trust me, it'll all make a lot more sense once you've done this.

Wyphy |
I've read the rules and most of the FAQ (no point reading the AP3 notes when I don't have the base set), along with the forums at BGG so I generally know how the game plays.
I also try not to spoil the surprise too much by reading all the cards beforehand or watching in depth videos, so I am somewhat limited in my knowledge too.
I knew that you had to be able to play cards like weapons for combat bonus dice, I guess for some reason I kept reading that last sentence as "add a trait to the check" rather than "add that trait to the check".
Subtle but substantial difference.

Flat the Impaler |

It also means that Lini can do the "reveal an animal to add 1d4" power and that 1d4 would also boost to 5 on 4s being rolled on Scythe combat checks, right?
No, it doesn't; you're reading into it. Both the original and new wording specifically refer to "d6" and "6", so this would apply only when a d6 (not d4, d8, d10, or d12) rolls a "6" (not 4, 8, 10, or 12).
If he had said "if any die rolls its maximum result, then add 1" then what you say would be true.