Author Topic: Team Play Official Rules  (Read 45270 times)

Warrior_Monk

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Re: Team Play Official Rules
« Reply #50 on: May 19, 2010, 12:35:50 AM »
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"The "intro-prep phase" is used, which allows all players to put down characters, warrior-class and territory-class enhancements, fortresses, sites (and put LSs in them), and artifacts out of their original draw-8 before the first turn.  The "2nd player draw" rule is also used meaning that only the first player to take a turn does not draw three cards to start their turn.  This actually makes it a real choice for the player who draws the most Lost Souls whether to play first or pick someone on the opposing team."

does this mean you can Activate an artifact? and can you play Set-asides? and is this simultaneous, or does it go around the table. i.e. my opponent lays down an EC, can I Meeting the Messiah it?
You may activate an artifact and/or play set-asides.  The order of these does go around the table starting with whichever player is chosen to take the first turn (chosen by the player with the most LSs in play).

Offline Gabe

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Re: Team Play Official Rules
« Reply #51 on: May 19, 2010, 12:37:31 AM »
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Quote from: official rules on the first post
The "intro-prep phase" is used, which allows all players to put down characters, warrior-class and territory-class enhancements, fortresses, sites (and put LSs in them), and artifacts out of their original draw-8 before the first turn.

The official rules trump Prof Underwood.  Unless Rob rules otherwise I don't see where it says you can play a set-aside.
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Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #52 on: May 19, 2010, 10:02:46 AM »
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Set-asides can be played during intro prep?  I still haven't seen that in writing.  Where does it say that?
The "intro-prep" phase is indeed a "prep" phase.  Therefore, you can do anything that you could normally do during a "prep" phase of your turn.  That would include playing set-aside cards (or for that matter, TC cards, or even A-Bom if you have High Places in play).  Rob said that he wanted TEAMS rules to be similar to regular rules.  Therefore "intro-prep" phase should naturally include all "prep" phase actions.

Offline Gabe

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Re: Team Play Official Rules
« Reply #53 on: May 19, 2010, 10:53:14 AM »
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I thought the whole point of intro prep was to help eliminate unbalanced games by giving players a chance to set up defense (sites, arts, etc) before their first turn.  It seems very counter productive to allow speed players to abuse the set-aside draw cards before they take their first turn.

Since the official rules go to the trouble of specificially mentioning warrior-class enhancements and territory class enhancements but have omitted set-aside enhancements, I can only assume that this was done intentionally.  If that's not accurate (and we want to empower speed decks for teams so that they reign the way they do in T1-MP) then someone needs to update the official rules to include set-asides.
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Warrior_Monk

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Re: Team Play Official Rules
« Reply #54 on: May 19, 2010, 10:55:38 AM »
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Since the official rules go to the trouble of specificially mentioning warrior-class enhancements and territory class enhancements but have omitted set-aside enhancements, I can only assume that this was done intentionally.  If that's not accurate (and we want to empower speed decks for teams so that they reign the way they do in T1-MP) then someone needs to update the official rules to include set-asides.
I agree with Gabe. except, I really kinda wish set-asides could, but based on the rules, it certainly seems that they don't.

Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #55 on: May 19, 2010, 11:34:31 AM »
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I thought the whole point of intro prep was to help eliminate unbalanced games by giving players a chance to set up defense (sites, arts, etc) before their first turn.  It seems very counter productive to allow speed players to abuse the set-aside draw cards before they take their first turn.
Allowing people to put up defensive artifacts, put LSs in sites, and put down defensive WC and TC enhancements helps the defense much more than allowing people to set aside characters to draw a few more cards helps offense.  Therefore, the intro-prep phase DOES bring more balance to the game even with set-aside cards working.

someone needs to update the official rules to include set-asides.
+1

Offline Gabe

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Re: Team Play Official Rules
« Reply #56 on: May 19, 2010, 11:37:31 AM »
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From a selfish standpoint I'd like to see set-asides work during intro prep also.  I like drawing cards as much as anyone.  If we allow it then you can pretty much gaurantee that I'll try to abuse it.

For the health of the Teams format I believe we should shy away from rules that empower speed decks so this doesn't become another version of T1-MP.
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Offline Professoralstad

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Re: Team Play Official Rules
« Reply #57 on: May 19, 2010, 11:45:10 AM »
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From a selfish standpoint I'd like to see set-asides work during intro prep also.  I like drawing cards as much as anyone.  If we allow it then you can pretty much gaurantee that I'll try to abuse it.

For the health of the Teams format I believe we should shy away from rules that empower speed decks so this doesn't become another version of T1-MP.

I agree. Besides, when would set-asides start counting? If I set aside my heroes with Pentecost during my intro-prep phase, would I get them back on my first turn? If not, then there's little difference I guess. If so, I don't like it.
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Offline Gabe

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Re: Team Play Official Rules
« Reply #58 on: May 19, 2010, 11:48:18 AM »
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Set-asides are counted during your upkeep so you'd get to draw from Pentecost, First Fruits & Feast of Trumpets on your very first turn.
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Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #59 on: May 19, 2010, 11:56:08 AM »
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For the health of the Teams format I believe we should shy away from rules that empower speed decks so this doesn't become another version of T1-MP.
I really don't see why this it would be so disastrous for set-asides to be allowed during intro-prep.  Basically what we're saying is that if you draw Pentecost, then you would be able to draw the extra 3 cards on your first turn instead of your 2nd turn.  Is that really that huge?  Especially now that there are artifacts like Darius Decree and dominants like Mayhem that would even stop this speed plan from working.

I just don't see how getting a few cards 1 turn early can even compare to the benefit to site decks to be able to put initially drawn LSs in sites, or the benefit to all defenses of activating Unholy Writ or Unknown Nation or Confusion of Mind or Household Idols or many other artifacts that would severely hurt speed offenses.

Warrior_Monk

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Re: Team Play Official Rules
« Reply #60 on: May 19, 2010, 11:12:31 PM »
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two cookie cutter speed decks owned in Teams at Iowa state. I say no set-asides in the intro prep. I really hate speed. it's too good to avoid though.

Offline lightningninja

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Re: Team Play Official Rules
« Reply #61 on: May 20, 2010, 11:36:20 PM »
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Wait the combo was two speed decks? Like both players had speed? Interesting... I figured that wouldn't be very effective...
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Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #62 on: May 21, 2010, 12:02:05 AM »
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Wait the combo was two speed decks? Like both players had speed? Interesting... I figured that wouldn't be very effective...
+1 Of course the two players were both very good players anyway (Ring Wraith and Rawrlolsauce) so they could probably win using a variety of different decks.  But I know that the champions of the OH state tournament in TEAMS won because they had more defense and were able to slow their opponents down enough to win in the final game.

Warrior_Monk

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Re: Team Play Official Rules
« Reply #63 on: May 21, 2010, 12:08:16 AM »
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we used defense. quite effectively, I might add.

speed decks actually worked really well. win in the first two turns. our competition was a bit off, as Gabe and Kevin (National champs at teams, if I remember right) were both there, but both had really young partners. Tim and Brian were toasted by SoG, NJ, AoCP, AoTL and a giant Captain band. I'm pretty sure three turns was the longest it took to win.

I do want to experiment with some defensive teams deck, but won't have a tournament to test it on.
so they could probably win using a variety of different decks.
we're gonna play Characterless at MN state. it'll win.

Offline RTSmaniac

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Re: Team Play Official Rules
« Reply #64 on: September 05, 2010, 04:59:05 PM »
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I agree with Prof. Underwood because i think that the rules need to be consistant (no matter who is gaining an advantage).
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Rawrlolsauce!

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Re: Team Play Official Rules
« Reply #65 on: September 05, 2010, 06:02:20 PM »
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Is there an order for into prep? I know Tim Maly suggested that we should go in the order which we'll be taking our turns, but from what I've seen every just does it at the same time. I like Tim's idea tbh, because you have a massive advantage waiting until the last second to put your stuff down if there is no order. Two players might just refuse to admit they're done with into prep but refuse to play anything until the other does. This would cause a need for a time limit which will just cause abuse.

Offline sk

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Re: Team Play Official Rules
« Reply #66 on: September 05, 2010, 06:31:03 PM »
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It's currently an unrestricted free-for-all.  I'd like to see limits and order as well.
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Offline Red Dragon Thorn

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Re: Team Play Official Rules
« Reply #67 on: September 05, 2010, 06:45:26 PM »
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Actually, at the tournaments that I've played Teams in (State, Regionals, Nationals) We've understood the Intro-prep to be just a regular turn, in rotation, where you do nothign but a prep phase.
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Rawrlolsauce!

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Re: Team Play Official Rules
« Reply #68 on: September 05, 2010, 06:48:23 PM »
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Thats how I played it all year (except maybe at IA State. I don't really remember IA state), but in Gabe's TEAMS summary he seemed to indicate otherwise. And beings there was three elders playing (Kevin Shride, Gabe Isbell, and Chris Bany), I'm thinking I might be wrong....

Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #69 on: September 06, 2010, 12:33:33 AM »
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Is there an order for into prep?
Tim Maly and RDT are correct.  The order for intro-prep is the same as for the 1st turn of the game.  So whichever team gets to pick who starts also is deciding who will start the intro-prep phases.  It is important to do them in order though because the actions of one player may affect the actions of other players who went before them.

For instance:
Player 1 turns on an artifact and sets aside some of the their heroes.
Player 2 turns and discards Darius Decree, therefore discarding those set aside heroes.
Player 3 turns on an artifact.
Player 4 turns on Captured Ark, therefore shuffling the artifact of players 1 & 3.

Offline megamanlan

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Re: Team Play Official Rules
« Reply #70 on: September 22, 2011, 04:08:08 AM »
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I have a question, Can u remove Doms from the game in this version, and are they treated as in the Discard Pile?

I'm asking for Philetus' effect, 'You may Remove a Good Card from the Game to protect Lost Souls from Rescue. (Except by a Hero of the same brigade)' are u still allowed to target Good Doms w/ this effect in Traditional Teams?
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #71 on: September 22, 2011, 09:51:41 AM »
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If you can remove it from the game in other events, you can also remove it from the game in TEAMS.

Warrior_Monk

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Re: Team Play Official Rules
« Reply #72 on: September 22, 2011, 02:01:47 PM »
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To further clarify, dominants aren't technically in the Land of Redemption. They are only put there to insure that you don't play multiples.

Offline RTSmaniac

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Re: Team Play Official Rules
« Reply #73 on: December 13, 2011, 10:52:25 AM »
+1
Guardian of Your Souls (Ap)
Type: Lamb • Brigade: None • Ability: None • Class: None • Special Ability: Place this card in your Land of Redemption. Once there, redeemed Soul(s) in your Land of Redemption cannot Fall Away. • Errata: Place this card in your Land of Redemption. Protect redeemed Soul(s) in your Land of Redemption from Falling Away. • Identifiers: None • Verse: I Peter 2:25

just sayin'...
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Offline Prof Underwood

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Re: Team Play Official Rules
« Reply #74 on: December 13, 2011, 11:16:06 AM »
+2
I think this is talking about 2 different things.

I believe that Mega was originally asking about removing the doms that are placed over by rescued LSs in the TEAMS category (to ensure that TEAMS don't play duplicates of doms) in order to fulfill the cost on Philetus.  The answer to that is "yes" because those doms aren't technically in play, but rather in the discard pile.  They are only displayed there for tracking purposes (and would continue to be even if they were "removed" from the game).

RW tried to clarify this with his answer, but brought up the Land of Redemption which threw off RTSmaniac, who thought of GoYS.  This is a separate situation where a players own GoYS is actually played to the Land of Redemption and REALLY is there during a game.  However, since Philetus targets cards that are in the discard pile, an active GoYS would not work to pay the cost.
« Last Edit: December 13, 2011, 11:19:41 AM by Prof Underwood »

 


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