Question mark there because I do want to verify that there has been a change to the tiebreaker in the Mercenaries set in comparison to the four previous sets. Granted, having to use a breaker is rather rare, I think today's need for it was the second in 90+ plays of RE, but since it's fresh in mind (and stings more so due to losing on it ), thought I'd post about it. As per the Mercenaries rulebook:
"If Players are tied for most Decorations, then the Player with less Damage on their
Character at the moment the game ended is declared the winner." (p. 7)
What happened today was that Chris Redfield (Mercenaries) went up against Mysterious Mask (Nightmare). While Chris had the majority of the kills, he was tagged with poor luck and kept drawing 1 Decoration Infected, while the Mask struggled early, even getting knocked out (-20 Max Health), but once she hit her stride, kept flipping 2 and 3 Decoration Infected. Killing the Red Executioner to finish the game saw Mask end with 26 Decorations (from 9 Infected), same total Chris had (from 16 Infected). But while Mask had no dmg on her, Chris had 30 dmg on him. Under previous rules, Chris has more Health (120-30=90) than Mask (60 Health, 80 start and -20 for KO, no dmg on her), yet as I read the Merc rules, Mask wins.
Just wanted to ask about two things:
#1: Someone verify that there has indeed been a rule change regarding the tiebreaker and that it's not just my reading that's changed? -20 Max Health isn't considered damage, is it?
#2 (if point 1 is true): Someone have any insight as to why said rule was changed, especially given that all previous four sets shared the same breaker, most Health left wins. I guess it just boils down to those very rare, extreme cases where a character starting at 70 Max Health gets knocked out three times during a game (-60 Max Health, leaving him with 10 Health) gets the breaker over a character with 120 Max Health who isn't knocked out during the game, but has 5 dmg on him when the game ends (still 115 Health).