New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
We want to sress to the TD's that enough advanced advertising be done to let plays know and prepare for which formatt is to be employed.
I welcome any constructive comment and if given a compelling case, am open to modification. On June 11th any modifications will be solidified and that rules document will be adopted for Nationals 2010.
With all due respect John, Rule 8 is against official rules for team play, It has been an official category for 11 months now, and the rules have been official for that long, we can't go changing them now for nationals. Players should not be able to play enhancements on thier opponents teammate's characters.Rule 6 is also odd, I'm 99% certain it was ruled at last years nationals that playing Son of God with your team-mate's NJ was legal. I'd like to see that stay the same, as I'm sure most people have been playing it that way this year.Rule 10 confuses me also, are you saying that code talk is no longer allowed? I.E. I can't say "Brett favre can't throw a hail mary" and have my teammate know that I have Son of God, but not NJ in my hand? If so than I disagree with this rule also, talking in code is 3/4 of what makes Teams fun.Rule 2 is also a deviation from what Rob approved last year, in that Fortress' are shared between teammates, whereas you have them as unshared.As the majority of hosts have been using this rule-set for the year, I don't think its a good idea to play by what I'm assuming are your 'advanced rules' which I have to stress to you are unofficial from everything I've seen.
Please go to the website www.ggamestore.com and you can find a button link to the rules governing team play at Nationals. I welcome any constructive comment and if given a compelling case, am open to modification. On June 11th any modifications will be solidified and that rules document will be adopted for Nationals 2010.
Secondly, I just wanted to ask about the 3 minor variances that I noticed between the posted rules and the way that most people have been playing. They are:1 - the players on a TEAM can combine to play a SoG/NJ combo (since they could orchestrate to do it simultaneously).2 - Doubt can be played directly into battle (although not prohibiting another EC from entering as well - thanks RR).3 - the definition of "your" and "opponent's/opponents'" being modified to refer to either player on a TEAMI am curious, did you mean to exclude these rules, or were they accidentally left off?
Why should Doubt be able to be played straight into battle anyways? because we wish it could?
1) Regarding # 1 - A player may only play NJ with his own SoG. Two teammates cannot.
2) I am afraid I am a bit lost on your Doubt question. Has someone ruled that Doubt need not start in a territory to trigger? Moreover, Doubt does not band. How would another EC enter battle by my playing Doubt into battle either from territory or hypothetically from hand?
3) Your means "you" not your teammate. However opponent's/opponents means either player on the opposite team. For example, my Chariot of Fire only brings back my Heroes in my discard pile, not my teammate's.
If SoG/NJ have to come from the same hand, then a TEAM really only has 2 possibilities (1 player has both in deck, or both players have both in deck).
Mark PM'd me asking that I respond to his post so here goes:Regarding # 1) SoG and NJ already represent a significant percentage of the game score, especially in Type 1. I am not going to make it easier for Teams to play SoG with NJ than it is for single players. Regarding # 2) I am not going to make Doubt do something it doesn't do to accommodate teams. Understand that as much as possible errata is reserved for correcting a card when it is doing something unintended that is breaking the game. Errata is not going to be used upgrade cards to make them more useful.
I have nearly timed out in all TEAMS games I've played. And this was WITH the ability to play NJ with your teammate's SoG.