Author Topic: Pre-loaded enhancements (Agur, et al)  (Read 3925 times)

Offline STAMP

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Pre-loaded enhancements (Agur, et al)
« on: August 17, 2011, 03:18:02 PM »
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Gonna make a wild guess that this is still under review on the other side.  And since I don't have a gold coin to give Charon to get to the other side, I thought I'd ask if there was resolution to the details of activating a pre-loaded enhancement.   ;)

In other words, if I pre-load MY enhancement on MY hero but cause my opponent to rescue/battle with that hero, does the enhancement activate as if my opponent played it?
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Offline Gabe

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #1 on: August 17, 2011, 03:27:45 PM »
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This was resolved shortly after it was brought up on the boards. It took me a while to understand the logic behind the ruling but I think I understand it well enough to explain it now.

The key is that the cards are placed. Placed cards are always controlled by the person who places them.

Examples: My Destructive Sin your Hero is still controlled by me. My Abom in your territory is still controlled by me. My Magic Charms on my Magician that you band into battle is still controlled by me.

Transfer that logic to the "pre-loaded" enhancements that you place on a Hero and we find that the person who placed the enhancement on the Hero still controls it.

Sorry to rain on your comeback parade, Scott. I guess you'll have to find a different way to abuse ANB. ;)

P.S. - the logic for place cards works for every card in the game, except one. Bonus points for the person who can guess what that one is.
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Offline STAMP

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #2 on: August 17, 2011, 03:38:58 PM »
+1
Well, like Mr. Favre, it was a short comeback.

At least I got a little air time.
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Offline Korunks

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #3 on: August 17, 2011, 03:42:22 PM »
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P.S. - the logic for place cards works for every card in the game, except one. Bonus points for the person who can guess what that one is.

Would that be Sent to Serve? :)
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Offline Gabe

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #4 on: August 17, 2011, 04:00:11 PM »
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P.S. - the logic for place cards works for every card in the game, except one. Bonus points for the person who can guess what that one is.

Would that be Sent to Serve? :)

Nice try but that would be too easy considering previous discussions. :)

Next guess?
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Offline Professoralstad

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #5 on: August 17, 2011, 04:06:21 PM »
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I guess I shouldn't say, since I remember it being brought up once. But I doubt that anyone would be able to figure it out, as its a pretty obscure card.
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Offline Ken4Christ4ever

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #6 on: August 17, 2011, 04:22:36 PM »
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Sowing the Seed?

Offline Gabe

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #7 on: August 17, 2011, 04:28:03 PM »
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Sowing the Seed?

Another good guess, but Sowing the Seed is not correct.

I should clarify, the one card does not work as intended and I don't think any players have ever realized it.
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #8 on: August 17, 2011, 04:28:11 PM »
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Its Doubt isn't it?
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Offline Gabe

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #9 on: August 17, 2011, 04:30:03 PM »
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Its Doubt isn't it?

BINGO! :)

According to the rules of place abilities, the owner of Doubt still controls it even when you "give" it to another player, so they cannot block with it. And people thought Doubt was worthless before.... ::)
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #10 on: August 17, 2011, 04:33:25 PM »
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You can still give them another brigade in play, I guess, if it helps.
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Offline CJSports

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #11 on: August 17, 2011, 04:37:05 PM »
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Job Overcomes FTW!!!
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #12 on: August 17, 2011, 04:38:58 PM »
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Actually if they don't control it Doubt won't count as brigades your opponent has in play.
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Offline Korunks

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #13 on: August 17, 2011, 04:41:38 PM »
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P.S. - the logic for place cards works for every card in the game, except one. Bonus points for the person who can guess what that one is.

Would that be Sent to Serve? :)

Nice try but that would be too easy considering previous discussions. :)

Next guess?

So does that now mean Sent to Serve functions just like Agur & Co.?
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #14 on: August 17, 2011, 04:44:35 PM »
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I don't see why it wouldn't.
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Offline Korunks

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #15 on: August 17, 2011, 04:48:40 PM »
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I don't see why it wouldn't.

It is worded differently than Agur & Co. And was previously ruled to activate differently.
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #16 on: August 17, 2011, 04:51:32 PM »
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The only differences are Sent to Serve says "enhancement activates as a regular enhancement" and Agur and them say discard after use instead of after battle.
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Offline STAMP

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #17 on: August 17, 2011, 04:56:54 PM »
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P.S. - the logic for place cards works for every card in the game, except one. Bonus points for the person who can guess what that one is.

Would that be Sent to Serve? :)

Nice try but that would be too easy considering previous discussions. :)

Next guess?

So does that now mean Sent to Serve functions just like Agur & Co.?

Yup.  So do the ones below.  Have fun keeping track of which special abilities only you can activate.


Increasing Numbers (G)
Type: Hero Enh. • Brigade: Green • Ability: 4 / 2 • Class: none • Special Ability: Search your draw pile for up to two heroes and place them in your territory. • Identifiers: None • Verse: Exodus 1:7

City of Refuge (Pi)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: If your human would be removed from the game by an opponent, instead place it here. Protect cards here from effect. If a High Priest is discarded from play, release all characters from here to your territory. • Play As: If your human would be removed from the game by an opponent, place it here instead. Protect contents from all effects. If a High Priest is discarded from play, return cards held to your territory. City of Refuge may hold any number of human Heroes and human Evil Characters. • Identifiers: Play to territory. • Verse: Numbers 35:25

Lay Down Your Life (Ap)
Type: Hero Enh. • Brigade: Blue • Ability: None • Class: None • Special Ability: If holder's Hero is about to be discarded, discard Hero. Holder may place another Hero of the same brigade from his territory into battle. All previous enhancements stay in play. • Errata: If a Hero is discarded this battle, discard Hero to allow holder to place another Hero of the same brigade from his territory into battle. All previous enhancements stay in play. • Identifiers: NT, Depicts a Weapon • Verse: John 15:13

The Name of the Lord (AW)
Type: Fortress • Brigade: None • Ability: None • Class: None • Special Ability: Set this fortress aside. If you have initiative, you may interrupt the battle and place your Hero on this fortress. Hero is protected from effect. Each time you rescue a Lost Soul, return one Hero to your territory. This fortress is protected from discard. • Play As: If you have initiative, you may interrupt the battle and place your Hero in this fortress. Hero is protected from effect. Each time you rescue a Lost Soul, return one Hero to your territory. This fortress is protected from discard. The Name of the Lord may hold any number of Heroes. • Identifiers: Play to set-aside area. • Verse: Proverbs 18:10

{possibly others, but don't have the spreadhsheet in front of me}
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slugfencer

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #18 on: August 17, 2011, 05:35:49 PM »
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Its Doubt isn't it?

BINGO! :)

According to the rules of place abilities, the owner of Doubt still controls it even when you "give" it to another player, so they cannot block with it. And people thought Doubt was worthless before.... ::)

Ach, that's crazy!!  :o  So the card is worthless in multi?? How disappointing!!  :'(

Offline Korunks

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #19 on: August 18, 2011, 08:50:03 AM »
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The only differences are Sent to Serve says "enhancement activates as a regular enhancement" and Agur and them say discard after use instead of after battle.

Yes and it was previously ruled/suggested that activating as a "regular" enhancement meant it was read from the perspective of the controller.
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Offline galadgawyn

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #20 on: August 18, 2011, 07:37:19 PM »
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This explanation still does not seem entirely adequate to me.

Quote
Examples: My Destructive Sin your Hero is still controlled by me. My Abom in your territory is still controlled by me. My Magic Charms on my Magician that you band into battle is still controlled by me.

Transfer that logic to the "pre-loaded" enhancements that you place on a Hero and we find that the person who placed the enhancement on the Hero still controls it.

I place a green enhancement on my green hero.  My opponent brings that hero into battle.  The green enhancement is now supposed to activate, but on what?  The game rule is that enhancements have to activate on a character of matching brigade.  In this case the hero it would be activating on is under my opponent's control. 

So does the enhancement fizzle, is there some rule exception that allows it to activate without a character, or is this the only time you can activate an enhancement on a character you don't control?  I don't see any other options.

I don't really care which it is; I would just like the clarification.

Offline STAMP

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #21 on: August 18, 2011, 09:28:34 PM »
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This explanation still does not seem entirely adequate to me.

Quote
Examples: My Destructive Sin your Hero is still controlled by me. My Abom in your territory is still controlled by me. My Magic Charms on my Magician that you band into battle is still controlled by me.

Transfer that logic to the "pre-loaded" enhancements that you place on a Hero and we find that the person who placed the enhancement on the Hero still controls it.

I place a green enhancement on my green hero.  My opponent brings that hero into battle.  The green enhancement is now supposed to activate, but on what?  The game rule is that enhancements have to activate on a character of matching brigade.  In this case the hero it would be activating on is under my opponent's control. 

So does the enhancement fizzle, is there some rule exception that allows it to activate without a character, or is this the only time you can activate an enhancement on a character you don't control?  I don't see any other options.

I don't really care which it is; I would just like the clarification.

The clarification is "because I said so".
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Offline RTSmaniac

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #22 on: August 18, 2011, 09:41:54 PM »
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I tried to come up with something logical but couldnt.

At first i was going to say that the enhancement could only activate if you had control of the loaded hero but thats not the case ( aka side battles and my opponent playing enhancements on a hero I give them)

What we have to remember here is that it is a placed card and there are certain rules for placed cards.

Another stipulation in this scenerio is that these placed cards only activate in battle.

If we continue with this line of thinking, we know that placed cards activate off of one of your heros (aka one you at least control)

I cant play a card off of one of your hero's that you control.

For that reason I would rule that the placed enhancement wouldn't activate if the opponent controls a hero that you own.

However, what confuses me is that for example:



states that when that hero enters battle the enhancement activates (on that hero) and is discarded.

Now, the powers that be didnt like this very much because of how this type of card interaction could be so easily abused. Primary Objective, Holy unto the Lord, ect.

So the only logical way to explain how to play these type of cards is to say that the abilities dont trump the game play rules and game play rules dictate that placed cards only activate off of a hero that you control.
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Offline ChristianSoldier

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #23 on: August 19, 2011, 12:04:37 AM »
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I actually think the preloader abilities should be different than normal place abilities since you aren't placing them on a card for some continuous effect, you are just setting up for a battle.

An enhancement placed by Agur is very different than something like Destructive Sin or Abomination of Desolation because cards like Destructive Sin are active the entire time they are placed, or trigger based on a condition, and are active outside of battle, while enhancements placed by Agur and such act more like play abilities, you put an enhancement on a character to activate it normally later.

If I were making the rules I would have enhancements placed by Agur and them under the control of whoever is controlling the hero they are attached to because that hero is using it.
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Offline RTSmaniac

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Re: Pre-loaded enhancements (Agur, et al)
« Reply #24 on: August 19, 2011, 12:43:28 AM »
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I think originally it was intended as such until someone wanted to use it in a way that TPTB didnt like.

I would love to make you shuffle all your evil characters and discard all the evil cards in your hand and I will give you a lost soul all day to make you discard your whole hand...but thats just me. If it were me, Id allow the play and congratulate someone for thier hard work.

« Last Edit: August 19, 2011, 12:50:03 AM by RTSmaniac »
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