Author Topic: Site Special Ability Rules vs. Kir and Herod's Dungeon  (Read 1708 times)

Offline Sean

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Site Special Ability Rules vs. Kir and Herod's Dungeon
« on: October 05, 2009, 11:55:42 AM »
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Schaef mentioned here that the rule for Site special abilities only being active while the Site is occupied will probably change to accommodate the reprint of Herod's Dungeon.  When is this going to be official?  As of now Herod's Dungeon is completely useless because of the Site special ability rule.  Also, this needs to be made known for tournament hosts who don't check the message board so that they can rule properly.
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Offline The Guardian

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #1 on: October 05, 2009, 12:01:57 PM »
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I believe we can still say that the default for Site special abilities is that they are only active when occupied by a Lost Soul unless otherwise specified (as Herod's Dungeon does).

Does that cause problems? I'm in the process of looking up the rest of the sites with special abilities.

Ironically, the only other site where an issue might come up is the other new one, Kir. Most sites specify either that they must be occupied or they trigger when a player makes a rescue attempt at them (which obviously implies they must be occupied). Kir does neither.
« Last Edit: October 05, 2009, 12:11:59 PM by The Guardian »
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Offline sk

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #2 on: October 05, 2009, 12:13:40 PM »
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DragonRaid/NJ/PromisedLand?  Or are multicolor sites an exception?
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Offline Cameron the Conqueror

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #3 on: October 05, 2009, 12:15:33 PM »
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Site abilities also activate in battle.

Offline Sean

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #4 on: October 05, 2009, 12:33:00 PM »
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Quote
I believe we can still say that the default for Site special abilities is that they are only active when occupied by a Lost Soul unless otherwise specified
I'm not sure I like this method.  Why can't we just make the rule for Site special abilities so that we don't have to have exceptions?  Seems like that would be easier than having to remember certain cards or situations.  You just have to know the rule and then you can apply it to all Sites.
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Offline Professoralstad

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #5 on: October 05, 2009, 12:54:45 PM »
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There's going to have to be exceptions either way. If Site SA's are always active while they are in play, then The Ends of The Earth is uber-powerful. If Site SA's are only active when occupied or in battle, then Herod's Dungeon would be no better than Golgotha, except you can only use 1 per 50. We already have defaults with exceptions (cards target in play cards unless otherwise specified) so what's the problem with The Guardian's proposed default?
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Offline Sean

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #6 on: October 05, 2009, 01:07:16 PM »
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The point of making a rule rather than make an exception is that it is easier to interpret a rule rather than have to remember exceptions.

Quote
If Site SA's are always active while they are in play, then The Ends of The Earth is uber-powerful.
For one, nobody suggested this.  Two, The Ends of the Earth would be the same.  You don't have to put it battle, OK I'll use the same Site discarder to get rid of it that I've used in the past; not that much of a difference.

Although, when thinking about the possibilities, I'm not really coming up with a "better" rule.
« Last Edit: October 05, 2009, 01:15:36 PM by Sean »
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Offline Gabe

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #7 on: October 05, 2009, 06:37:42 PM »
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For a starting point:

The REG says that single color Sites with a special ability are only active when they're occupied.  It also says that multi-color Sites special abilities are only active when in battle.

I don't see any reason that this needs to be changed because of Herod's Dungeon.  It specifically says that the ability works when it's not occupied.  We have countless other cards with special abilities that work outside of normal game rules.  That's one of the things that special abilities do, they allow us to get around game rules in certain circumstances.

So, imo, Herod's Dungeon works just fine as written.  Kir only works when occupied.
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Offline Sean

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Re: Site Special Ability Rules vs. Kir and Herod's Dungeon
« Reply #8 on: October 05, 2009, 07:06:12 PM »
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If that is how it works then I'm fine with that.  The other thread made it seem like a rule was going to be changed/added.
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