Author Topic: Poison/Disease Qs & As  (Read 1327 times)

Offline Ammian

  • Trade Count: (+4)
  • Jr. Member
  • **
  • Posts: 217
  • The Inquirer strikes again
Poison/Disease Qs & As
« on: May 18, 2013, 09:50:07 PM »
0
Hey everyone!

I was wondering if someone could make a thread detailing the rules and rulings regarding poisons. This is just so they can all be in one place.

Thanks and God bless,
Ammian
"Peace is not the absence of fear, but the presence of God." -Chris Vroon

Offline Smokey

  • Trade Count: (+2)
  • Hero Member
  • *****
  • Posts: 3216
    • -
    • Midwest Region
Re: Poison/Disease Qs & As
« Reply #1 on: May 19, 2013, 08:16:39 AM »
0
Were you looking for something like this?

http://redemption.wikia.com/wiki/Increase_or_Decrease_Abilities

Offline Ammian

  • Trade Count: (+4)
  • Jr. Member
  • **
  • Posts: 217
  • The Inquirer strikes again
Re: Poison/Disease Qs & As
« Reply #2 on: May 20, 2013, 03:18:16 PM »
0
Were you looking for something like this?

http://redemption.wikia.com/wiki/Increase_or_Decrease_Abilities

Thank you! That certainly helped. However I was also hoping for an explanation of how decrease abilities work with things like experience credit, bread of life, etc.

Also, when one types in "poisons and diseases," he finds forums involving controversial rulings. There are so many that it can be overwhelming. It would be nice if all of them were collected into one summary post. The post does not need to be long, but it can be referenced in the future when anyone types "poisons and diseases" in the search bar.

Thanks and God bless,
Ammian
"Peace is not the absence of fear, but the presence of God." -Chris Vroon

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: Poison/Disease Qs & As
« Reply #3 on: May 20, 2013, 03:43:25 PM »
+1
Quote from: REG
Poison (Disease)

General Description
A poison ability adds a "poisoned" identifier to a card.

How to Play
A poison ability is always paired with a permanent ongoing ability. The ability that is paired with the poison ability is treated as the effect of the poison and targets the same card as the poison ability. All poison abilities are instantaneous. A poison ability targets the cards that are to be identified as poisoned.

Default Conditions
Targets must be “in play.”

Special Conditions
A card that is already poisoned can be targeted by another poison ability. The poison ability does not ultimately affect the card because it is already poisoned, but the ability paired with the poison ability does affect the card.

Clarifications
A disease ability functions exactly the same as a poison ability with the one exception that it adds a “diseased” identifier rather than a “poisoned” identifier.
Most disease abilities come before the ability with which they are paired. The phrase “treat as a disease” is a disease ability that comes after the ability with which it is paired.
“Until healed” indicates an implied poison (disease) ability.

Essentially, the poison/disease ability does nothing but add an identifier to a card. The important part is the ability that is paired with it (which is most often a decrease ability, or a paralyze ability, each of which have their own REG sections).

As for controversial rulings, there probably are a bunch of rulings from years ago that may have changed, but I think that there is a pretty good system now that can address anything that comes up). So the best thing to do is probably refer to the REG, and if you have questions on that you can post them here on a case-by-case basis.
« Last Edit: May 22, 2013, 05:06:21 PM by Professoralstad »
Press 1 for more options.

Offline Ammian

  • Trade Count: (+4)
  • Jr. Member
  • **
  • Posts: 217
  • The Inquirer strikes again
Re: Poison/Disease Qs & As
« Reply #4 on: May 22, 2013, 12:07:02 AM »
0
Thank you! That helps.

However, it turns out that what I really want to know has nothing to do with poisons or diseases; I thought Worked to Exhaustion was a disease, but it is not.

So here's my question:

Worked to Exhaustion
Evil Enhancement
Brigade
Gray
Special Ability
One N.T. Hero of 6/6 or less in a player's territory decreases to (1/3) until Hero is discarded.
Identifiers
'Discard' in Special Ability
Effects
Decrease Ability;
Verse
II Corinthians 6:5 - In stripes, in imprisonments, in tumults, in labours, in watchings, in fastings;
Illustration by
Harold Copping
Found in / Rarity
Apostles - Uncommon


If the hero who has been worked to exhaustion makes a successful rescue, does his experience credit make him 2/4, or does he stay 1/3 as a result of being actively decreased on a regular basis by the decrease ability?

Boy, that sounded confusing…

Also, if a healing enhancement (like Ointment) is played, will the decrease ability be undone?

Thanks,
Ammian
« Last Edit: May 22, 2013, 12:11:52 AM by Ammian »
"Peace is not the absence of fear, but the presence of God." -Chris Vroon

browarod

  • Guest
  • Trade Count: (0)
Re: Poison/Disease Qs & As
« Reply #5 on: May 22, 2013, 08:56:31 AM »
0
Worked to Exhaustion is an instant decrease ability. "Until hero is discarded" is old wording for "the effect is permanent" (as opposed to a decrease that only lasts until the end of battle, for example). A Hero "Worked to Exhaustion" is decreased (or increased) to 1/3 and their abilities can then be modified as normal by other special abilities. If that Hero won a battle, experience credit would increase them to 2/4, another win would increase to 3/5.

Offline Ammian

  • Trade Count: (+4)
  • Jr. Member
  • **
  • Posts: 217
  • The Inquirer strikes again
Re: Poison/Disease Qs & As
« Reply #6 on: May 23, 2013, 12:35:30 AM »
0
So if, after their abilities were increased by the experience credit, they were worked to exhaustion again, they would return to 1/3, correct?

I mean, not that I'm running a labor camp or anything…
"Peace is not the absence of fear, but the presence of God." -Chris Vroon

browarod

  • Guest
  • Trade Count: (0)
Re: Poison/Disease Qs & As
« Reply #7 on: May 23, 2013, 08:31:23 AM »
0
I believe you are correct. Experience Credit should be an instant increase just like an increase/decrease special ability (it's just a game rule rather than an effect on a card) so you can alter the abilities as normal after it adds the 1/1.

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal