Author Topic: Samaritan Water Jar with New rules  (Read 4256 times)

Offline MitchRobStew

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Samaritan Water Jar with New rules
« on: May 06, 2012, 06:11:38 PM »
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"Players are restricted from performing optional game rules that would result in a player controlling multiple copies of the same unique character.  A card is protected from any ability that would cause that card to become a second copy of a unique character controlled by a single player.  If a player does end up controlling multiple copies of a unique character, all copies of that character except the original copy are discarded regardless of protection.  Note: captured characters are not characters and thus do not affect these rules."

How does the new uniques rule affect Samaritan Water Jar in regards to unique characters, fortresses, and artifacts?

Chris

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Re: Samaritan Water Jar with New rules
« Reply #1 on: May 06, 2012, 06:18:34 PM »
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SWJ isn't optional, so that first clause shouldn't affect it at all. Beyond that, I'm really not sure.

Offline Josh

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Re: Samaritan Water Jar with New rules
« Reply #2 on: May 06, 2012, 06:26:32 PM »
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Based on the literal reading of that rule, it sounds like the cards would be revealed, all cards except duplicate characters would be set aside, any arts/forts that were duplicated by being set aside would then be discarded, and all duplicate characters would be protected from being set aside and therefore would be returned to the top of the deck.
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Re: Samaritan Water Jar with New rules
« Reply #3 on: May 06, 2012, 06:31:54 PM »
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But i thought that once you activate water jar it discards itself thus not making it "optional". So......do these rules even apply?

Offline Red Dragon Thorn

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Re: Samaritan Water Jar with New rules
« Reply #4 on: May 06, 2012, 07:12:24 PM »
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Personally I don't believe that SWJ is changed in game-play at all.

I wasn't heavily involved in the final wording of this ruling, but my general understanding was that it's a matter of targeting - Single target optional you can't choose to perform the option. Single target non-optional the target is protected. Multi target non-optional will still create situations where multiples exist.
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Offline Redoubter

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Re: Samaritan Water Jar with New rules
« Reply #5 on: May 06, 2012, 09:03:05 PM »
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Personally I don't believe that SWJ is changed in game-play at all.

I wasn't heavily involved in the final wording of this ruling, but my general understanding was that it's a matter of targeting - Single target optional you can't choose to perform the option. Single target non-optional the target is protected. Multi target non-optional will still create situations where multiples exist.

By the explanations in the thread where it was introduced, this is incorrect, and SWJ would change.  I brought up Midwives, which has a 'mandatory' ability, and:

What does happen with Midwives (Wo)?  There is no "may" about it, and it doesn't say any number, it just says "all".  If that would cause duplicates, are those cards just protected from Midwives period?
Yes, this is a "hard" rule, so SAs do not overcome it.  The duplicates would be protected from Midwives and would NOT enter play.

If Midwives is trying to bring back a Hero that you already control, nothing happens. If there are two of the same Hero in your Discard Pile and none you control, both come back and one gets discarded (since she targets both at the same time and at that time there are no copies already in play). Similarly, if Creation of the World is played, all Genesis heroes you already control remain in deck, and any you do not control come out all at once, (step I'm unsure of), and all but one are Discarded. The step I am not sure of is whether they enter battle en paradox and are then discarded, or are somehow discarded while still in limbo.
Great question.

I take this rule: A card is protected from any ability that would cause that card to become a second copy of a unique character controlled by a single player. 

to mean that once I've selected one hero with Creation otW or Midwives, I can't select another.  I know that "all" cards are technically targeted by the ability simultaneously, but in reality, we select them one at a time.  I could be wrong on this, though.

I think that sounds like the simplest solution :)

I thought of another instance where this "simultaneous, yet consecutive" thing might need to be followed:

A mass band enhancement (Siege, Second Seal) that brings in a King Saul hero from one territory and a King Saul EC from another player's territory.  There isn't one in battle, so neither is protected from the initial targeting of "all," but once one has been selected to enter battle, the second can't enter.  Does that make sense?

What these clarifications say, unless someone wants to dispute them, is that all cards that have a copy already in play/battle/set-aside for that player are protected from all abilities that would bring them into those zones.  This has been defined as a "hard rule" and does not depend on the ability being worded as 'optional' or 'mandatory'.  The game rule protection extends regardless.

In this case, if characters revealed off of SWJ already have a copy in that player's territory/battle/set-aside, then those cards are only revealed.  They are protected from being brought to set-aside.  They are placed back on the deck in the same order as they were revealed as there is no corresponding place ability.  The same is true if duplicates are revealed; only one may be placed in set-aside, the rest return to deck after the reveal.

Offline Red Dragon Thorn

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Re: Samaritan Water Jar with New rules
« Reply #6 on: May 06, 2012, 09:53:16 PM »
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Aye.

I was afraid of that. I really should have read the final ruling closer. I really dislike that, I wonder if we even thought about SWJ while we were discussing it. T2ers will be happier though.. Makes SWJ much less deadly there.


Actually,

I take that back - I went back and re-reread the new rule. All the situations that Bryon laid out occur under the second sentence, where you are actually targeting the character as a character. SWJ falls into sentence three - The initial targeting of the character is as a face-down card - At that point the third clause kicks in and nukes the character.
« Last Edit: May 06, 2012, 10:01:22 PM by Red Dragon Thorn »
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Offline christiangamer25

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Re: Samaritan Water Jar with New rules
« Reply #7 on: May 06, 2012, 10:30:32 PM »
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ok now im confused can someone put this in english please underwood told me one thing last night now your back and forth john.
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Offline Red Dragon Thorn

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Re: Samaritan Water Jar with New rules
« Reply #8 on: May 06, 2012, 10:37:47 PM »
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That's because I'm honestly a little confused myself Matt - This new rule/clarification will be a little loose for me until I compare it to each card situation in game situations. What did Mark tell you?
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Offline Redoubter

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Re: Samaritan Water Jar with New rules
« Reply #9 on: May 06, 2012, 10:42:00 PM »
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Actually,

I take that back - I went back and re-reread the new rule. All the situations that Bryon laid out occur under the second sentence, where you are actually targeting the character as a character. SWJ falls into sentence three - The initial targeting of the character is as a face-down card - At that point the third clause kicks in and nukes the character.

That does not jive with how the explanation was made for Creation of the World (also included in my quotes above), and they are still characters when revealed from deck (that is how they can be searched for).  The clarifications and examples given in that thread also included examples for hand, deck, and discard, treating them all equally when targeted by a SA.  All are protected if they would cause duplicates according to this rule.

Also, face-down cards are still characters by rulings that I cannot search for because search seems to be down ATM...awesome.

My point is that the rule itself and all the clarifications point to the scenario I described, so we'd have to have the elders discuss (again) if that needs to change from what I've seen so far if there's a disagreement.  Yay.

Offline christiangamer25

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Re: Samaritan Water Jar with New rules
« Reply #10 on: May 06, 2012, 10:43:55 PM »
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here was my back and forth with mark last night on this issue

i had issues playing mitch tonight
2:12 AM
t2 game
2:12 AM
he was playing swj
2:12 AM
now i had a sam in play he jarred me and hit my other samuel i think the jar copy dies
2:12 AM
but then he also hit my hq at riblah fort saying the jarred copy dies
2:13 AM
\which im not sure on
2:13 AM
and then with a 2nd jar he hit both my iron pans and i had none active
2:13 AM
yet mitch was saying i had to discard one
2:13 AM
cause i can't control 2
2:13 AM
but you don't control jarred cards
2:13 AM
do you?
Mark Underwood 2:13 AM
some of that is right, and some of that is wrong
sinclair_matthew 2:14 AM
ok
Mark Underwood 2:15 AM
if you have a unique card in play already, then other copies of that card are protected from entering the game as a duplicate.  So if you had Sam out, and one of your top 9 cards was ANOTHER Sam, then it would be protected, and therefore actually would NOT go to set-aside.  Thus nothing gets discarded for that one.
sinclair_matthew 2:16 AM
ah so then he'd just pick the other 8
2:16 AM
and sam stays in deck
2:16 AM
?
Mark Underwood 2:16 AM
Similarly the first Iron Pan would be set aside, but then the 2nd copy would be protected from coming out, so it would also stay in the deck (so only 7 come out)
sinclair_matthew 2:16 AM
ah
2:16 AM
and the hq of riblah
2:17 AM
that i had 1 out
Mark Underwood 2:17 AM
same thing, the other one would stay on top
sinclair_matthew 2:17 AM
i mean the way you phrase the dupe rule in your announcement made it sound to pertain only to characters
2:18 AM
ah ok
Mark Underwood 2:18 AM
we did focus on them, but it should apply to any unique card that can't be duplicated in play
sinclair_matthew 2:18 AM
well would you mind greatly if i asked you to pm and clarify this directly with mitchrobstew
2:18 AM
that way if he has any further issues
2:18 AM
he can sort them with you
Mark Underwood 2:18 AM
and although I'm sure about the Sam and HQ ruling (since they are in play already), I'm actually not totally sure about the Iron Pan.
2:19 AM
since it wasn't in play to begin with, and since all 9 cards are brought out simultaneously, it could fall into the category of what to do if the duplicate rule is still broken
sinclair_matthew 2:19 AM
ok well i just wanna be sure b4 i might play mitch at nats and he's in your region
Mark Underwood 2:19 AM
in which case 1 of them WOULD be discarded
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Offline Red Dragon Thorn

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Re: Samaritan Water Jar with New rules
« Reply #11 on: May 06, 2012, 10:44:04 PM »
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Creation is searching the deck and looking for characters - SWJ is setting aside a set of cards.

Facedown cards in play are still artifacts/characters/enhancements. Facedown cards in deck are just cards.
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Offline christiangamer25

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Re: Samaritan Water Jar with New rules
« Reply #12 on: May 06, 2012, 10:47:34 PM »
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i understand that much but swj cards are not in play there in set aside
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Offline Redoubter

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Re: Samaritan Water Jar with New rules
« Reply #13 on: May 06, 2012, 10:49:00 PM »
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Creation is searching the deck and looking for characters - SWJ is setting aside a set of cards.

Facedown cards in play are still artifacts/characters/enhancements. Facedown cards in deck are just cards.

Then my rebuttal would be Gates of Hell and Eve (Di), one of which discards cards from deck and deals with them based on type and the other (more relevant) reveals cards from deck and adds human characters to hand.  How can that reveal target characters if they are not characters?  How can Susanna add a good card off her reveal?  How can any of these abilities (and more) add cards to hand off of reveal if they are 'just cards'?  I would very much disagree with this assertion.

Offline Red Dragon Thorn

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Re: Samaritan Water Jar with New rules
« Reply #14 on: May 06, 2012, 10:51:55 PM »
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Does SWJ reveal?

I thought it just set aside - I don't actually have a copy in front of me - If it reveals, then you're probably right. Super lame, but right.
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Offline christiangamer25

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Re: Samaritan Water Jar with New rules
« Reply #15 on: May 06, 2012, 10:53:45 PM »
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ok im so confused
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Offline Redoubter

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Re: Samaritan Water Jar with New rules
« Reply #16 on: May 06, 2012, 10:54:58 PM »
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Does SWJ reveal?

I thought it just set aside - I don't actually have a copy in front of me - If it reveals, then you're probably right. Super lame, but right.

Let's go super-lame then ;)

Samaritan Water Jar (TP)

Type: Artifact • Brigade: None • Ability: None • Class: None • Special Ability: Discard this card to reveal the top 3 cards of an opponent's deck (or 9 if a Samaritan Hero is in play) and set them aside. Put Lost Souls in play instead. When that deck has no cards, return those cards from set-aside to deck

Now I understand where you were coming from.  Interesting thoughts, and I'd tend to agree with you I think without the reveal.  But it does...so lame :D

Offline Prof Underwood

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Re: Samaritan Water Jar with New rules
« Reply #17 on: May 06, 2012, 11:18:17 PM »
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In this case, if characters revealed off of SWJ already have a copy in that player's territory/battle/set-aside, then those cards are only revealed.  They are protected from being brought to set-aside.  They are placed back on the deck in the same order as they were revealed as there is no corresponding place ability.  The same is true if duplicates are revealed; only one may be placed in set-aside, the rest return to deck after the reveal.
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Offline Bryon

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Re: Samaritan Water Jar with New rules
« Reply #18 on: May 06, 2012, 11:49:38 PM »
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In this case, if characters revealed off of SWJ already have a copy in that player's territory/battle/set-aside, then those cards are only revealed.  They are protected from being brought to set-aside.  They are placed back on the deck in the same order as they were revealed as there is no corresponding place ability.  The same is true if duplicates are revealed; only one may be placed in set-aside, the rest return to deck after the reveal.
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Lamborghini_diablo

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Re: Samaritan Water Jar with New rules
« Reply #19 on: May 07, 2012, 12:20:09 AM »
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Does SWJ reveal?

I thought it just set aside - I don't actually have a copy in front of me - If it reveals, then you're probably right. Super lame, but right.

On the flip side of this...

Those unique cards go back on top of their deck. They will then draw them next turn and proceed to clog up their hand with cards they cant use right away.

Offline Prof Underwood

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Re: Samaritan Water Jar with New rules
« Reply #20 on: May 07, 2012, 02:41:59 AM »
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I've been asked whether the above rule about unique characters also applies to OTHER cards that also can't be duplicated in a territory (like fortresses).  I know that the rule didn't spell that out, but I assume that it DOES also apply to those other cards.

If I'm wrong, hopefully another elder will correct this perception :)

Offline SirNobody

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Re: Samaritan Water Jar with New rules
« Reply #21 on: May 08, 2012, 03:09:00 PM »
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Hey,

I've been asked whether the above rule about unique characters also applies to OTHER cards that also can't be duplicated in a territory (like fortresses).  I know that the rule didn't spell that out, but I assume that it DOES also apply to those other cards.

Yeah, I assume the same way.

Tschow,

Tim "Sir Nobody" Maly

Offline galadgawyn

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Re: Samaritan Water Jar with New rules
« Reply #22 on: May 08, 2012, 05:01:01 PM »
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What about artifacts?  I know you can't have multiples in play but you can have multiples in your art pile.  Set-aside is not in play so would both Iron Pans go to set-aside? 

What exactly allow unique artifacts to have facedown copies in play when other card types can't?  I still think it'd be easier to remove the restriction of duplicates on face-down cards, for consistency sake.

Offline megamanlan

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Re: Samaritan Water Jar with New rules
« Reply #23 on: May 08, 2012, 07:44:44 PM »
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Artifacts aren't unique, it's that simple.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline galadgawyn

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Re: Samaritan Water Jar with New rules
« Reply #24 on: May 09, 2012, 12:44:43 AM »
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I'm pretty sure that in fact they are.  You can't have HoH active in a temple and the art pile.  What other reason then that they're unique?

 


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