Author Topic: Initiative question  (Read 1633 times)

Offline jtay

  • Trade Count: (+1)
  • Sr. Member
  • ****
  • Posts: 517
Initiative question
« on: May 11, 2009, 12:09:45 AM »
0
Something like this came up a while ago, but since I don't feel like looking up specific card abilities, I'll keep the scenario general:

My opponent rescues with several heroes banded together.
I defend with an evil character with low numbers (so it's my initiative).
I play a card that targets something outside of battle (art, fort, etc.)

Does my opponent get a chance to negate the card I just played before I cease playing cards and lose the battle?
Epic pouting maneuver!

Offline RedemptionAggie

  • Moderator
  • Trade Count: (+38)
  • *****
  • Posts: 3300
    • -
    • South Central Region
Re: Initiative question
« Reply #1 on: May 11, 2009, 12:14:20 AM »
0
As long as you don't transfer initiative by the numbers, there's no chance to negate it, except by something like Covenant of Noah.

Offline Korunks

  • Tournament Host
  • Trade Count: (+11)
  • *****
  • Posts: 2271
    • -
    • Northeast Region
Re: Initiative question
« Reply #2 on: May 12, 2009, 02:00:56 PM »
0
According to the REG negate by definition is:

Negate stops and prevents a targeted special ability or card. The negate ability is played in the Field of Battle. It can undo another card already played unless the card explicitly states it cannot be negated. Negate is the same as ‘interrupt and prevent’ combined. A negate ability interrupts a special ability, and then prevents that special ability for the rest of the battle. (See Cannot be negated).


Since part of negate in interrupt, why do I have to wait for initiative to negate something?
In AMERICA!!

Offline TimMierz

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 4047
  • I can't stop crying. Buckets of tears.
    • -
    • Northeast Region
    • Tim's Photos
Re: Initiative question
« Reply #3 on: May 12, 2009, 02:05:23 PM »
0
Because negate/interrupt cards are enhancements, which follow a specific order/flow.
Get Simply Adorable Slugfest at https://www.thegamecrafter.com/games/simply-adorable-slugfest

Offline BubbleBoy

  • Trade Count: (+11)
  • Hero Member
  • *****
  • Posts: 8014
    • -
    • North Central Region
Re: Initiative question
« Reply #4 on: May 12, 2009, 03:59:42 PM »
0
I'm pretty sure the only time you are able to play an interrupt/negate on a card is if 1) the card you are interrupting/negating is removing the remainder of your characters from battle, or 2) you have initiative after the card is played.
Use the Mad Bomber to rescue his Province.

The Schaef

  • Guest
  • Trade Count: (0)
Re: Initiative question
« Reply #5 on: May 12, 2009, 04:13:37 PM »
0
FWIW, a card that removes the remainder of your characters from battle is a card that gives you initiative.

And all of this is assuming your opponent played the card; you cannot interrupt your own removal.

Offline Mageduckey

  • Trade Count: (0)
  • Full Member
  • ***
  • Posts: 367
Re: Initiative question
« Reply #6 on: May 12, 2009, 07:44:32 PM »
0
And all of this is assuming your opponent played the card; you cannot interrupt your own removal.

So you can't play a "Discard all cards in battle" card and then interrupt that w/a withdraw card to save yourself? 

Offline YourMathTeacher

  • Tournament Host
  • Trade Count: (+80)
  • *****
  • Posts: 11089
    • -
    • Southeast Region
Re: Initiative question
« Reply #7 on: May 12, 2009, 07:52:25 PM »
0
No. From the REG under Instant Abilities > Discard or Remove > Special Conditions:

•      If you play a card that discards or removes your own characters from battle (e.g., Death of Unrighteous or Deceit of Sapphira), you do not have initiative since you are causing your own discard or removal.  Your opponent has initiative.  You could only gain initiative if your opponent plays a card.

My wife is a hottie.

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal