I agree that Parson does seem to have the mechanical ability to get all other GK units out of the garrison, which should allow him to turn into a barbarian and capture the city, turning all the GK units into prisoners, allowing him to found a side. However, it is not a small detail that this would require ordering the decrypted soldiers standing next to him, who just fought alongside him and screened pew-pew for him, to run through fire.
Psychologically, it would be easier for him to make Antium the ruler of the new side and have everyone surrender (not turn) to Antium. This might even fit with his natural thinkamancy better, since everyone but Antium would remain a GK unit, and Antium's survival would depend on ransoming Parson back to GK. (I hope this would still be recognized as lateral thinking even though it's been discussed here.)
I'm envisioning Parson running back into the MK and saying, "Spacerock is an inferno. King Antium has formed an alliance with Gobwin Knob. In return, I agreed to fetch Sizemore and Wanda to save his city and side." (Spacerock maintaining independence from Jetstone ironically depends on hosting a GK decrypted army.)
drachefly wrote:Remind me - was Olive captured automagically?
Yes, she was. The complication for Faq was that prisoners who are commanders can make escape attempts.
I don't recall where I got this impression, but I have the impression that prisoners are subject to their captor's orders, with unclear limitations.
Kreistor wrote:On the subject of the Doombat:
It is unlikely the Doombat counts as an "enemy" unit, or it must in some way not count towards many things. A Scout is useless if it cannot go undetected. Since the Doombat Scout is in Battlespace, the mere failure of Turns to be simultaneous when enemy units are in close proximity destroys the capacity of Scouts to sneak in and do their job. You know that a Scout is present when your Turn is separate, so you search for him until he's dead. You've gto all the time in the world. The only way for Scouts to be effective is if they do not trigger different Turn order when they are secretly inside Battlespace.
Consequently, I think that we can presume that at some point, Rob will make the Rules of Scouts (and how they affect Turns and Hex occupancy) clear later. There must be Rules on them he has not revealed, simply because we know they must not give themselves away in the first place.
[Edit: added brackets to ease reading of one sentence.]
Since battlespace is dependent on upcoming interaction (via natural predictamancy), not proximity, it could be that a hypothetical fireproof doombat could have ended up in the battlespace precisely because of being the last RCC2 unit in the garrison, when it otherwise would have remained outside the battlespace. This would still require scouts to be an exception in the sense that a scout seeing something wouldn't trigger battlespace, whereas a non-scout seeing a scout or being affected by a scout would.
In this particular case, I imagine the doombat croaked or took to the air before Clonely croaked, so if it is alive, it became a prisoner. Via the example of Faq, prisoners are probably a known exception to the rule Charlie summarized.