Author Topic: Magnets.....I mean Identifiers, how do they work?  (Read 2263 times)

browarod

  • Guest
  • Trade Count: (0)
Magnets.....I mean Identifiers, how do they work?
« on: June 11, 2011, 05:00:24 PM »
0
What details about a character fall under the "identifier" heading? Do testament, gender, species, and the like count as identifiers, or just unique/generic, civilization, and role? I know they are listed under "Identifiers" in the REG, but I'm wondering specifically for gameplay targeting purposes.

If I wanted to refer to a group of people by role or civilization identifier (like musician or Assyrian) but not by gender, species, testament, etc., is there a way I could word it?

Offline Alex_Olijar

  • 16plus
  • Trade Count: (+15)
  • *
  • Posts: 8124
  • This guy is my mascot
    • -
    • Northeast Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #1 on: June 11, 2011, 05:02:29 PM »
0
I'm not entirely sure what you are asking. "If used by a Musician," is a proper way to word such abilities. Does that help?

Offline SomeKittens

  • Tournament Host
  • Trade Count: (+10)
  • *****
  • Posts: 8102
    • -
    • Northeast Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #2 on: June 11, 2011, 05:03:59 PM »
0
1.) Yes, those are all identifiers.

2.) I'm not sure exactly what you're trying to do here...
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
Code: [Select]
postcount.add(1);

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #3 on: June 11, 2011, 05:06:41 PM »
0
I think he's more asking for an ability like "discard all musicians in battle" or something along those lines and is unsure if its the same as "discard all nt heroes in battle".

I don't wee why it would be any different.

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #4 on: June 11, 2011, 05:07:01 PM »
0
Here's what I'm referring to:

Workers Together
[Rainbow GE | 3/3 | 2 Corinthians 6:1]
If used by a hero that shares an identifier with at least 4 other of your heroes, interrupt the battle and return up to 3 of your cards in set aside or removed from the game to their previous location(s). Cannot be negated.

I don't want it to work if you just have 4 humans, I want the benefit to work only if you're using a theme like role or civilization, but I don't know how to refer to more than one but less than all identifiers.

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #5 on: June 11, 2011, 05:10:58 PM »
0
You would probably have to specify, "if used by a hero who shares the same profession, ethnicity, or position as 4 of your other heroes"...

Offline SomeKittens

  • Tournament Host
  • Trade Count: (+10)
  • *****
  • Posts: 8102
    • -
    • Northeast Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #6 on: June 11, 2011, 05:12:18 PM »
0
There's no current way to do that without elaborate wording.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
Code: [Select]
postcount.add(1);

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #7 on: June 11, 2011, 05:36:52 PM »
0
I figured as much, kinda sad.

Angel, human, and demon: would those be races? Species? I'm not sure what to call them.

Offline galadgawyn

  • Trade Count: (0)
  • Sr. Member
  • ****
  • Posts: 936
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #8 on: June 11, 2011, 05:46:01 PM »
0
I think it might be easiest to list exceptions. 

If used by a hero that shares an identifier with at least 4 other of your heroes except human, angel, testament, or gender.....

It adds a little length to it but I think it is usable and basically covers what you want.

P.S. you can't have an ability that returns cards removed from the game.

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #9 on: June 11, 2011, 11:27:56 PM »
0
P.S. you can't have an ability that returns cards removed from the game.
Why not? Cards break game rules, that's what they're for.

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #10 on: June 11, 2011, 11:31:00 PM »
0
P.S. you can't have an ability that returns cards removed from the game.
Why not? Cards break game rules, that's what they're for.

Even if you can (and I think you can) there should be a way to keep certain things gone, discard hardly means anything anymore.

Offline SomeKittens

  • Tournament Host
  • Trade Count: (+10)
  • *****
  • Posts: 8102
    • -
    • Northeast Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #11 on: June 11, 2011, 11:31:42 PM »
-1
P.S. you can't have an ability that returns cards removed from the game.
Why not? Cards break game rules, that's what they're for.
....sometimes.  Just ask Split Altar.

*pays into jar*
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
Code: [Select]
postcount.add(1);

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #12 on: June 11, 2011, 11:34:43 PM »
0
@Smokey - My making one card that lets you maybe get cards back from rfg (if you even have any cards there) does not affect, in any way, the impact of discard on the game.

@Kittens - LOL.

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #13 on: June 11, 2011, 11:38:55 PM »
0
@Smokey - My making one card that lets you maybe get cards back from rfg (if you even have any cards there) does not affect, in any way, the impact of discard on the game.

@Kittens - LOL.

I think you misunderstood my point.
what I meant was removed cards should stay removed since discarded cards are so easy to recur, and remove cards usually have a high cost.

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #14 on: June 11, 2011, 11:46:15 PM »
0
Faith as a Mustard Seed has a high cost?

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #15 on: June 12, 2011, 12:00:04 AM »
0
Faith as a Mustard Seed has a high cost?

No, but it isn't very useful  ;D
(Limited target range ftl)

Offline SomeKittens

  • Tournament Host
  • Trade Count: (+10)
  • *****
  • Posts: 8102
    • -
    • Northeast Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #16 on: June 12, 2011, 12:53:50 AM »
0
JiP on my Sadds isn't a "high cost"
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
Code: [Select]
postcount.add(1);

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #17 on: June 12, 2011, 02:17:30 AM »
0
Removing your own side of battle from the game is a high cost in absolute terms. The fact that you're using it with rather lame characters against your opponents better characters is unrelated to the cost/effect of JiiP itself.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #18 on: June 12, 2011, 09:52:56 AM »
0
The point of removal from the game is ensure that removed cards can never be used again in the game. That is why cards like The Destroyer and Wickedness Removed remove themselves, since we want to make sure they don't get reused.
Press 1 for more options.

browarod

  • Guest
  • Trade Count: (0)
Re: Magnets.....I mean Identifiers, how do they work?
« Reply #19 on: June 12, 2011, 10:07:39 AM »
0
The point of posting the card was to ask how to word the first part, not a lecture on "remove from the game means remove from the game." Redemption is literally the only card game I know of that is still on that bandwagon, lol.

Also, The Destroyer wouldn't be recurrable with my card (the way I intend it) anyway unless you splashed him into a theme deck for some odd reason.

EDIT: I really don't see a reason to leave this open. My question was answered.
« Last Edit: June 12, 2011, 10:18:54 AM by browarod »

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal