Author Topic: General Game Rules Topic  (Read 1121 times)

Offline ChristianSoldier

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General Game Rules Topic
« on: August 15, 2012, 07:54:21 PM »
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There has been some discussion about rulings being lost in threads and buried under discussion and more ruling questions. There was some talk about making important rules, and especially recent changes easier to access quickly, especially since the search feature is currently not working.

I am going to take the responsibility to put a few major rules in this topic, I know there are a few other pinned threads that could also work, but I wasn't happy with any of them, most of them were for REG updates, and mostly consisted of individual card problems, whereas this is mostly for general rules. If someone wants to pin this at some point, it might be a good idea.

I'd like help keeping this current, but I don't want this topic cluttered with discussion. Basically I would ask that if you have a ruling change post it and preferably post a link to a different thread where the ruling is made (unless you actually have rule making authority). Then I will, hopefully, fairly quickly post it myself, and then I would prefer if you removed your post (I'm not a moderator so I can't do that).

There are a few things I may need help with rulings for:
1) Special Initiative: I'm not entirely sure how that one works.
2) Does a weapon activating in battle count as playing it?
(I'll add and remove as more things come up)

I hope this helps people and a preemptive thank you to anyone who helps me with this.
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Offline ChristianSoldier

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Re: General Game Rules Topic
« Reply #1 on: August 15, 2012, 07:54:43 PM »
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Interrupts, Prevents and Negates:
Interrupt suspends abilities on cards that have been played (or undoes them until its ability is completed)
Prevent makes abilities that come into play later not work.
Negate both undoes abilities that have already been played and “prevents” abilities that haven't come into play (read the card for how it targets)

Interrupt the Battle: Interrupts ongoing abilities on cards in battle (like immune), abilities in battle that are causing your character to lose the battle (“battle winner” or magic charms on a magician in battle) and the last enhancement played in battle if it was played by your opponent (like a confusion during a stalemate situation)

Interrupts won't work if they are being prevented.

"Cards that cause special initiative (and are not CBN) can be negated by any negate, regardless of negate type"
This means (for example)
My Hero is in battle - my opponent blocks with a Magician and plays Invoking Terror, placing both my hero and Invoking Terror beneath our respective decks.
I can now respond with Reach of Desperation (An Interrupt the battle) Flaming Sword (A Negate last)  Blessings (A Negate All) or My Lord and My God (Negate Any)

This also works for artifacts, but remember the card has to be able to negate an artifact, an interrupt the battle will only work if the artifact is in battle.
« Last Edit: August 18, 2012, 12:47:46 AM by ChristianSoldier »
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Offline ChristianSoldier

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Re: General Game Rules Topic
« Reply #2 on: August 15, 2012, 07:55:23 PM »
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Cannot Be abilities
Cannot be Interrupted means it cannot be undone once it has been played, but a prevent already in play will stop it.
Cannot be Prevented means an ability already in play will not stop it from activating, but can still be interrupted after it is played
Cannot be Negated means it cannot be stopped from activating before it is played and cannot be undone after it is played.

Any abilities that grant any of these 'Cannot Be's are themselves fully cannot be negated.

Cannot be Ignored is a special ability, it does not follow the same as the three 'cannot be's and can be negated (assuming it is in an ability and not an identifier) it means that the card is not ignored and can block normally.
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Offline ChristianSoldier

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Re: General Game Rules Topic
« Reply #3 on: August 15, 2012, 07:56:10 PM »
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Special Initiative
(If I'm wrong about this someone please correct me)
When a special ability is causing a losing condition you get a chance to play a card that interrupts or negates the card causing the removal (if the card causing the removal is Cannot be Negated or Cannot be Interrupted no special initiative occurs) before the card fully resolves (this does need a little explaining, what parts get resolved first and what parts wait?)


Restricts:
A restrict limits a player from preforming an action (see REG for more details)
If a card is restricting playing of a card you cannot play a card (so long as the conditions of the restrict are met and it is not negated/deactivated)

Restricting playing enhancements
You can place an ehnacement on another card because of a special ability (such as enhancements in storehouse) a game rule (such as weapons on warriors)

Question: If (for example) Darius's Decree is active and I attack with a warrior holding a weapon, does the weapons activate?
« Last Edit: August 16, 2012, 08:15:31 PM by ChristianSoldier »
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Offline Redoubter

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Re: General Game Rules Topic
« Reply #4 on: August 15, 2012, 09:18:14 PM »
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Special Initiative
(If I'm wrong about this someone please correct me)
When a special ability is causing all your characters to be removed from battle you get a chance to play a card that interrupts or negates the card causing the removal (if the card causing the removal is Cannot be Negated or Cannot be Interrupted no special initiative occurs)

The current ruling on Special Initiative (as fragmented as it is...) is: You have Special Initiative if a Special Ability causes a Losing Condition (by removal or by the numbers).  You have the opportunity to interrupt/negate that Special Ability before it fully resolves.

Offline Minister Polarius

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Re: General Game Rules Topic
« Reply #5 on: August 17, 2012, 01:12:56 PM »
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Quote
Interrupts ongoing abilities (like immune), abilities in battle that are causing your character to lose the battle (“battle winner” or magic charms on a magician in battle) and the last enhancement played in battle if it was your opponents (like a confusion during a stalemate situation)
Almost. It only interrupts ongoing abilities on cards in battle (ITB would not interrupt Protect Forts, for example), and it interrupts the last Enhancement if played by an opponent (since he can be playing something he got with Gleaning the Fields, Abe's Kids or Taking Egypt's Wealth).
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

 


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