Author Topic: Gates and Protection from Discard, also Magic Charms  (Read 3911 times)

browarod

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Gates and Protection from Discard, also Magic Charms
« on: January 04, 2012, 10:25:34 PM »
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1. If my opponent decreases my EC to /0 with Gates of Samaria, but I have a protect fort (such as Headquarters at Riblah) which is keeping it alive in territory, when that EC enters battle do I have initiative to play anything at all (I assume not, but I'd like clarification) and does the EC's ability activate (I think it does)?

Gates of Samaria
....When you play a Samaria Site, increase your evil King of Israel 6/6 to decrease a character 6/6.

Headquarters at Riblah
Protect Babylonian Evil Characters in your territory from discard.....


2. Can I deactivate Magic Charms on my Magician during Prep Phase and then reactivate it on a different Magician?

Magic Charms
Protect your Magicians from capture and conversion. You may discard this card from your Magician during battle to capture up to two human Heroes. • Identifiers: May be activated on your Magician
« Last Edit: January 04, 2012, 10:28:33 PM by browarod »

Offline adotson85

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #1 on: January 04, 2012, 10:34:24 PM »
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1. If my opponent decreases my EC to /0 with Gates of Samaria, but I have a protect fort (such as Headquarters at Riblah) which is keeping it alive in territory, when that EC enters battle do I have initiative to play anything at all (I assume not, but I'd like clarification) and does the EC's ability activate (I think it does)?

Gates of Samaria
....When you play a Samaria Site, increase your evil King of Israel 6/6 to decrease a character 6/6.

Headquarters at Riblah
Protect Babylonian Evil Characters in your territory from discard.....


2. Can I deactivate Magic Charms on my Magician during Prep Phase and then reactivate it on a different Magician?

Magic Charms
Protect your Magicians from capture and conversion. You may discard this card from your Magician during battle to capture up to two human Heroes. • Identifiers: May be activated on your Magician

1. The character's ability activates, but then the character immediately gets discarded. You do not get initiative to play anything.

2. No. This seems to follow the same logic as deactivating Lampstand, playing an evil dominant and then reactivating Lampstand. An art can not be deactivated and reactivated during prep phase to my knowledge.

After reading the card I realized I misremembered the identifier. Charms is not a "place" card, so therefore I agree that you can in fact deactivate it and move it to another magician.
« Last Edit: January 04, 2012, 10:54:22 PM by adotson85 »
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browarod

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #2 on: January 04, 2012, 10:38:17 PM »
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1. The character's ability activates, but then the character immediately gets discarded. You do not get initiative to play anything.
That's what I figured. Thanks.

2. No. This seems to follow the same logic as deactivating Lampstand, playing an evil dominant and then reactivating Lampstand. An art can not be deactivated and reactivated during prep phase to my knowledge.
Technically speaking, artifacts always deactivate during prep phase. That's why you can discard every turn with Given Over to Egypt, et al. I'm not trying to play anything between the deactivation and reactivation, just changing which Magician it's activated on. It is more akin to deactivating Lampstand from your artifact pile and activating it in your Temple instead (which I'm fairly certain is perfectly legal).

Chronic Apathy

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #3 on: January 04, 2012, 10:40:14 PM »
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1. I'm not entirely sure. My gut tells me you should get initiative, but logic says you shouldn't, since the decrease happened in an earlier phase.
2. I'm even less sure about this. adotson85's logic isn't accurate, because my understanding is that you get one period with which to activate artifacts. Deactivating Lampstand, playing a dominant, then reactivating it violates this. It's possible I'm totally off-base here though.

Offline SomeKittens

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #4 on: January 04, 2012, 10:43:48 PM »
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1.) Ability activates, and then you die.  It was ruled this way with the 1/3 Phars/Sadds (backed up by HPP) and CoT.
2.) Yes, as long as it's instantaneous.  Allowed: Deactivating Lampy on artifact pile, and then immediately activating it on a temple.  Not allowed: doing the above, but adding anything in between.
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browarod

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #5 on: January 04, 2012, 10:45:32 PM »
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2.) Yes, as long as it's instantaneous.  Allowed: Deactivating Lampy on artifact pile, and then immediately activating it on a temple.  Not allowed: doing the above, but adding anything in between.
That's pretty much what my line of thinking is, so I'm glad I'm not the only one that thinks this way. :P

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #6 on: January 04, 2012, 10:48:20 PM »
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1. You gotta ask yourself, "is my EC losing the battle due to removal from battle by my opponent's special ability?"

Quote from: Rulebook
Redemption® Rulebook > Situation Descriptions > Winning the Battle 
   
Winning by Removal Because of a Special Ability
Your Hero is winning a battle by removal if a special ability removes the blocking Evil Character from battle. Your opponent has initiative, but your opponent may only play an enhancement that has “interrupt” or “negate” ability.
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browarod

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #7 on: January 04, 2012, 10:51:58 PM »
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@STAMP - Technically yes, technically no. I'm being physically removed by game rule, but my opponent's special ability led to that game rule triggering.

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #8 on: January 04, 2012, 11:01:37 PM »
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@STAMP - Technically yes, technically no. I'm being physically removed by game rule, but my opponent's special ability led to that game rule triggering.

Whether directly or indirectly, the SA is removing the EC from battle.  The rulebook does not distinguish between the two.
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browarod

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #9 on: January 04, 2012, 11:07:46 PM »
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Well, I like your thinking, lol. So I assume you're saying I can play something that either negates Gates or interrupts the battle in general?

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #10 on: January 04, 2012, 11:09:42 PM »
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Well, I like your thinking, lol. So I assume you're saying I can play something that either negates Gates or interrupts the battle in general?

Yes, yes or ITB.  ;)
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Chronic Apathy

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #11 on: January 05, 2012, 12:22:59 AM »
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It's been established quite recently that ITB cannot be played in regards to Gates. Also, negating Gates wouldn't do anything because the decrease happened in an earlier phase.

Offline Professoralstad

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #12 on: January 05, 2012, 10:12:31 AM »
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It's been established quite recently that ITB cannot be played in regards to Gates. Also, negating Gates wouldn't do anything because the decrease happened in an earlier phase.

Agreed.

Also, a */0 or less character's ability will activate when he enters battle, and it can play an enhancement if it has a play ability (like Proud Pharisee, The Jeering Youths, etc.) but otherwise it does not get initiative to play.

You can switch the magician holding Magic Charms on the same turn, just as, as some have said, you can switch Lampstand from a Art pile to a temple.
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Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #13 on: January 05, 2012, 11:20:33 AM »
-1
It's been established quite recently that ITB cannot be played in regards to Gates. Also, negating Gates wouldn't do anything because the decrease happened in an earlier phase.

Agreed.

Also, a */0 or less character's ability will activate when he enters battle, and it can play an enhancement if it has a play ability (like Proud Pharisee, The Jeering Youths, etc.) but otherwise it does not get initiative to play.

Negatory, my good fellows.  I knew this would happen when the rule change for decreases was made.  Everyone has one foot in instant ability world and one in ongoing ability world.  While the trigger for GoS is an instant ability, the decrease is an ongoing ability.  The new instant part of the decrease rule change is if characters are */0 or below.  Just like any other ongoing ability (a la Crown of Thorns), it can be negated in the current phase, (otherwise no one would ever be able to negate a fortress or artifact in the battle phase).  ITB interrupts ongoing abilities.  (Keep in mind that ongoing abilities are only CBN in the next phase if the card granting the ongoing ability is no longer in play.  Cards that remain in play that grant ongoing abilities can have that ability negated in the current phase.)

You CAN either negate GoS or play an ITB.
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Offline Professoralstad

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #14 on: January 05, 2012, 11:50:40 AM »
+1
Two problems with that: First, GoS is not ongoing. Ongoing decreases like Crown of Thorns or PwD are only ongoing because they are Artifacts that by necessity only activate once (so that you don't have EC's decreasing 0/3 each turn). Gates of Samaria's decrease is instant, in that it is a one-time permanent decrease.

Second, even if GoS was ongoing, ItB was recently clarified to only be able to interrupt cards played in battle, of which GoS is not one. Unfortunately, the REG wasn't updated on that point apparently, but I will find the thread where the rule was established (hopefully it is at least in one of the REG corrections threads).

This thread includes the change to ItB, but says it expands the definition, so it might still be unclear. However, I don't think it was ever intended that ItB should interrupt ongoing abilities outside of battle, else protection forts/sites would be pointless vs. Reach/AoCP. So it might still need further clarification, but hopefully it is obvious that interrupt the battle should only interrupt abilities in battle.
« Last Edit: January 05, 2012, 11:59:05 AM by Professoralstad »
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Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #15 on: January 05, 2012, 12:31:39 PM »
+1
Two problems with that: First, GoS is not ongoing. Ongoing decreases like Crown of Thorns or PwD are only ongoing because they are Artifacts that by necessity only activate once (so that you don't have EC's decreasing 0/3 each turn). Gates of Samaria's decrease is instant, in that it is a one-time permanent decrease.

Second, even if GoS was ongoing, ItB was recently clarified to only be able to interrupt cards played in battle, of which GoS is not one. Unfortunately, the REG wasn't updated on that point apparently, but I will find the thread where the rule was established (hopefully it is at least in one of the REG corrections threads).

This thread includes the change to ItB, but says it expands the definition, so it might still be unclear. However, I don't think it was ever intended that ItB should interrupt ongoing abilities outside of battle, else protection forts/sites would be pointless vs. Reach/AoCP. So it might still need further clarification, but hopefully it is obvious that interrupt the battle should only interrupt abilities in battle.

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Everything seems to be reactive these days regarding rulings.  It's like we're building our house on sand.  I'm really saddened by this.   :'(
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Offline Minister Polarius

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #16 on: January 05, 2012, 02:33:36 PM »
+2
Quite the opposite. We're moving away from reactive rulings for the most part and moving toward definitions which can be applied to any scenario. That's why the "can Joseph Before Pharaoh negate Unholy Writ" type questions are so crucial; right now, all of the rulings are reactionary. I and quite a few others a pushing for a definition, so that individual questions can be answered with a uniform rule.
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Chronic Apathy

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #17 on: January 05, 2012, 02:44:52 PM »
+2
Everything seems to be reactive these days regarding rulings.  It's like we're building our house on sand.  I'm really saddened by this.   :'(

STAMP, it sounds a lot like you don't like the ruling more than you think it's inconsistent. The house was built on sand 20 years ago when the game first started, before anyone had any idea how expansive and strategic the game would become, and it's only been in the last couple years that the Elders have attempted to hammer down distinct definitions. The evidence of this is that we finally have a definition for the word "play". The ruling that Prof A gave is quite consistent: The decrease is an instant ability and that's it. Saying it's ongoing doesn't make any sense, because the decrease isn't dependent on Gates of Samaria being there, the way it would be if Crown of Thorns was there instead. Thus, negating Gates of Samaria doesn't mean anything if the decrease happened in a later phase, because that's how the game has always been played.

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #18 on: January 05, 2012, 03:03:20 PM »
-1
Quite the opposite. We're moving away from reactive rulings for the most part and moving toward definitions which can be applied to any scenario. That's why the "can Joseph Before Pharaoh negate Unholy Writ" type questions are so crucial; right now, all of the rulings are reactionary. I and quite a few others a pushing for a definition, so that individual questions can be answered with a uniform rule.

The "right now" you speak of happens every year around late summer/early fall.  I just celebrated my 10th anniversary of being involved in Redemption.  We were "moving away" from reactive rulings back when "top-down design" and "instant/ongoing categorization" were introduced.  Every time a simple solution is provided that parallels existing rules, lobbyists clamor about how this card or that card will be broken or does not apply to the proposal as the card is written.

Everything seems to be reactive these days regarding rulings.  It's like we're building our house on sand.  I'm really saddened by this.   :'(

STAMP, it sounds a lot like you don't like the ruling more than you think it's inconsistent. The house was built on sand 20 years ago when the game first started, before anyone had any idea how expansive and strategic the game would become, and it's only been in the last couple years that the Elders have attempted to hammer down distinct definitions. The evidence of this is that we finally have a definition for the word "play". The ruling that Prof A gave is quite consistent: The decrease is an instant ability and that's it. Saying it's ongoing doesn't make any sense, because the decrease isn't dependent on Gates of Samaria being there, the way it would be if Crown of Thorns was there instead. Thus, negating Gates of Samaria doesn't mean anything if the decrease happened in a later phase, because that's how the game has always been played.

It's not about like or dislike.  Prof A's explanation now gives us a more complex view of ongoing abilities of cards outside battle that impact cards in battle.  And FYI, increase/decrease is categorized as an ongoing ability - whether you look at the old REG or new REG, so your statement is incorrect.  I'm not sure why GoS is tripping everyone up and causing an issue of "oh, we must deal with arts and forts" differently.  Seriously, if the verbiage is confusing allow me to generalize.

Gates of Samaria (RA2)
Type: Fortress • Brigade: Multicolor • Ability: None • Class: None • Special Ability: Target specified characters with protection from opponents in this location. When an event happens, begin an ongoing ability targeting a character in order to begin another ongoing ability targeting another charatcer. • Identifiers: None • Verse: II Kings 7:1

Now I place character targeted with second ongoing ability into battle.  Voila, that ongoing ability is now affecting the battle.  So even using the "new and improved" definition of ITB, I interrupt that ongoing ability that is affecting the battle.

Garsh, that sounds just too simple.
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Chronic Apathy

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #19 on: January 05, 2012, 03:24:36 PM »
+3
From the REG:

Quote
Dynamically conditional increase or decrease abilities are ongoing.  Dynamic abilities are typically designated by a “*” or “x” on the card. All other increase or decrease abilities are instantaneous.  Increase or decrease abilities target the card(s) whose abilities are changed.

Edit:

Quote
It's not about like or dislike.  Prof A's explanation now gives us a more complex view of ongoing abilities of cards outside battle that impact cards in battle.  And FYI, increase/decrease is categorized as an ongoing ability - whether you look at the old REG or new REG, so your statement is incorrect.  I'm not sure why GoS is tripping everyone up and causing an issue of "oh, we must deal with arts and forts" differently.  Seriously, if the verbiage is confusing allow me to generalize.

It's not a matter of dealing with arts and forts differently, it's a matter of the fact that Interrupt the Battle cards only interrupt the battle. They do not interrupt cards outside of the battle, which includes artifacts (discounting Charms and Priestly Breastplate if characters with them are in battle) and fortresses. Is this ruling a bit complicated? Yes. I side with the group that would prefer to just have a blanket definition for this sort of thing. Regardless though, that is the way it's currently being ruled, and honestly, it makes a lot of sense.
« Last Edit: January 05, 2012, 03:30:14 PM by Chronic Apathy »

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #20 on: January 05, 2012, 04:18:06 PM »
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From the REG:

Quote
Dynamically conditional increase or decrease abilities are ongoing.  Dynamic abilities are typically designated by a “*” or “x” on the card. All other increase or decrease abilities are instantaneous.  Increase or decrease abilities target the card(s) whose abilities are changed.

I see what was done in the entire Increase/Decrease section.  I have neither the time, patience nor inclination to address the unnecessary addition of complexity to that ability to account for a handful of cards.

I'm done trying to help.  And I guess I'm done with officially sanctioned play.  The fun has been squeezed out of me.  In the past 6 months, I've played about two dozen games where games were ruled incorrectly (due to lack of knowledge) but didn't matter because we all had fun.  I've played a couple of games online and it was worse than a root canal.

I apologize for taking up so much of everyone's time.
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Chronic Apathy

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #21 on: January 05, 2012, 04:41:40 PM »
+2
I'm sorry you feel that way STAMP, especially because I know that I (along with several others) have a very high regard for you and your input. I would absolutely encourage you to continue hosting tournaments, especially if everyone involved is enjoying themselves. For low level tournaments like locals and districts, having a very high percentage of accurate rulings simply isn't as important as it is in higher level tournaments, and even then, mistakes get made (NE Regionals). I admit that sometimes we get a little bit legalistic, but honestly, I think that that's necessary. Part of the responsibility for those of us who contribute to the Ruling Questions board (especially the Elders and Playtesters) is that everything is as fair as possible. In this case, that means trying to make sure that every ruling that comes across our path is ruled consistently. One of the inevitable side-effects to this is that things get a bit complicated, and people tend to disagree (which is ironic in it's own way). However, I don't believe you should let that discourage you from hosting your own tournaments and having fun with the people in your playgroup. Maybe you should just take what goes on here a little less seriously? Just a thought. I hope and pray you'll rethink your proclamation to give up officially sanctioned play.

Offline Prof Underwood

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #22 on: January 05, 2012, 05:09:48 PM »
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negating Gates wouldn't do anything because the decrease happened in an earlier phase.
Agreed.

Also, a */0 or less character's ability will activate when he enters battle, and it can play an enhancement if it has a play ability (like Proud Pharisee, The Jeering Youths, etc.) but otherwise it does not get initiative to play.

You can switch the magician holding Magic Charms on the same turn, just as, as some have said, you can switch Lampstand from a Art pile to a temple.
+1

Offline STAMP

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Re: Gates and Protection from Discard, also Magic Charms
« Reply #23 on: January 05, 2012, 08:05:40 PM »
+1
I'm sorry you feel that way STAMP, especially because I know that I (along with several others) have a very high regard for you and your input. I would absolutely encourage you to continue hosting tournaments, especially if everyone involved is enjoying themselves. For low level tournaments like locals and districts, having a very high percentage of accurate rulings simply isn't as important as it is in higher level tournaments, and even then, mistakes get made (NE Regionals). I admit that sometimes we get a little bit legalistic, but honestly, I think that that's necessary. Part of the responsibility for those of us who contribute to the Ruling Questions board (especially the Elders and Playtesters) is that everything is as fair as possible. In this case, that means trying to make sure that every ruling that comes across our path is ruled consistently. One of the inevitable side-effects to this is that things get a bit complicated, and people tend to disagree (which is ironic in it's own way). However, I don't believe you should let that discourage you from hosting your own tournaments and having fun with the people in your playgroup. Maybe you should just take what goes on here a little less seriously? Just a thought. I hope and pray you'll rethink your proclamation to give up officially sanctioned play.

I appreciate your feedback.  I will try to be a little less serious (because most on the boards know I am probably one of the most serious people on the boards to begin with  ::) ).

I want Cactus to go on at least another 10 years.  I would like Rob to do the same, although at some point he may get to the point of wanting to hand it off.  (As we get older, retirement becomes so tempting. :) )  I simply provide my customer feedback to what I see at the grass roots level.  Everyone has feedback as to what will help make Redemption succeed, and it's different for everyone.

I'm just babbling at this point.  Carry on, good sirs.  :)
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