Welcome to the Official Redemption® Message Board!
Due to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.
Quote from: EmJayBee83 on March 14, 2012, 08:32:14 AMDue to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?
Quote from: Master KChief on March 14, 2012, 12:01:21 PMQuote from: EmJayBee83 on March 14, 2012, 08:32:14 AMDue to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?Shouldn't game rules guide card play? Every game I've ever played outside of this one is guided by its rules... furthermore rulings by elders should be based on these rules... still no one has answered my concern, Sam's ability is not required but rather optional, therefore a player's option should not be outside the game rules.
Quote from: theselfevident on March 14, 2012, 12:09:54 PMQuote from: Master KChief on March 14, 2012, 12:01:21 PMQuote from: EmJayBee83 on March 14, 2012, 08:32:14 AMDue to the relatively small and scattered following of the game and the lack of a simple guiding principle like "Cards are played as written," this is what this is.Exactly. Isn't that the purpose of a card special ability? Is that not one of their reasons for existence? To sometimes allow you to do what the regular rules do not ordinarily allow you to do? Do card abilities not trump game rules? Why is this such a hard concept to grasp?Shouldn't game rules guide card play? Every game I've ever played outside of this one is guided by its rules... furthermore rulings by elders should be based on these rules... still no one has answered my concern, Sam's ability is not required but rather optional, therefore a player's option should not be outside the game rules.Guided by the rules yes, but every mainstream CCG out there follows the pretty simple rule of card special abilities overriding basic game rules. 'When a special ability and a general rule contradict each other, the special ability wins.' Sams ability being optional by the player is irrelevant. It is still a card special ability.
Jar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?
Quote from: TechnoEthicist on March 14, 2012, 12:14:42 PMJar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?Samaritan Water Jar is a great example in favor of Samuel being ruled the way most do currently. Lets say you have a Samuel in play. I reveal Samuel with Samaritan Water Jars. The Samuel that goes to set-aside area from SWJ is discarded due to not being able to control duplicates but is still targeted. Same thing when I reveal a duplicate artifact or fortress with SWJ. The one revealed is discarded when a copy is currently in play. SWJ is able to target duplicates so Samuel should be able to as well.
Quote from: MitchRobStew on March 14, 2012, 12:49:40 PMQuote from: TechnoEthicist on March 14, 2012, 12:14:42 PMJar definitely does not work, that's why it's terrible (effective) for Type 2. If a unique character is set aside via jar I cannot discard the one that is set aside to the one that I have in my hand in play. If Samuel said must, I would agree with the statement that the card abilities override the game rule, but it does not. It says may, and may means that you must have a target. If the target is already occupied, game rule says I can't replace it. TSE's example does apply in this situation. Are we also saying that If I use Rachel instead with Joseph having Palsy on him, I could exchange Rachel for the white Joseph in my deck (for sake of argument) and then I could get rid of the blue one in play for the white one? If so, why?Samaritan Water Jar is a great example in favor of Samuel being ruled the way most do currently. Lets say you have a Samuel in play. I reveal Samuel with Samaritan Water Jars. The Samuel that goes to set-aside area from SWJ is discarded due to not being able to control duplicates but is still targeted. Same thing when I reveal a duplicate artifact or fortress with SWJ. The one revealed is discarded when a copy is currently in play. SWJ is able to target duplicates so Samuel should be able to as well.You're missing the point. Samaritan Water Jar is a MUST. It MUST happen, and so you have to resolve the multiple characters.Samuel is a MAY. It MAY happen, so you cannot use it to control multiple characters.The difference here is between MUST and MAY, and the examples are in no way relevant to each other.
I missing what intent has to do with anything. Of course you can put him in your hand. So if you want to get your other David, push the first one into battle, let it get defeated, and then you can put in play the other one. Who knows, you might get a lost soul out of the deal instead. Now, it could happen that your opponent places an enhancement (like Palsy or other disease) or you run into a stonewall defense, but that's a chance you might have to take...a MUST ability does not care if there is a valid target, a MAY does. Show me an example where you MAY do something that you the game rules prevent you from doing...
What do you want, an example of, say, placing characters? It's the same thing. The game rules state I MAY place characters in my territory during my prep and discard phases. Obviously, since that is a may, I may also place them and just discard one of the ones already there or in set-aside, right? No. That's the point. The game rules already have plenty of examples of this.
How about "you may play an enhancement", does that mean I can play one that is illegal to play due to brigades if that is the only enhancement in hand? No, it means I have the option to play WITHIN THE GAME RULES. If I "may add a character to territory", I still have to do so WITHIN THE GAME RULES.
If I can place David off of Sam on a may ability in violation of the game rules, why can I not violate the game rules on a may ability that allows me to play an enhancement?
I love when people post blanket statements without specific examples...thanks MKC...
Please actually explain your posts. Your entire post added nothing to the discussion.You failed to tell me how the SA for "play enhancement" and the SA for "put character in territory" don't BOTH violate game rules.Please actually post content.
Not a list, but a few would have been appropriate to show you actually want to contribute logic to the situation. What does saying "nearly every may ability" add to the conversation? I am not trying to be snarky, but I do not know every ability like the back of my hand. So cut me a little slack and show me a few examples that would satisfy your claim...
Also, you still have yet to explain what would happen in my Palsied Blue/Green Joseph so I attempt to use Rachel to get White Joseph out of the draw pile to put Blue/Green Joseph into the discard to grab at another time...If this doesn't work, how does Samuel and David/Saul work?
That's the one place you can never control duplicate characters, in order to prevent a situation where you band in your opponent's unique character in order to discard it because of the one in your territory. It may seem a bit convoluted, but it really has been this way for a long time.