Author Topic: Siege question.  (Read 4406 times)

Offline Gabe

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Re: Siege question.
« Reply #25 on: June 24, 2009, 09:40:32 AM »
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Card abilities can bypass the rules.  "End the battle" cards create specail circumstances.  It works that way in other situations, why not this one?
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Offline YourMathTeacher

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Re: Siege question.
« Reply #26 on: June 24, 2009, 09:46:46 AM »
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What other "end the battle" cards do not allow a Hero who enters battle to ever begin to activate his ability? If you interrupt an ability, then the ability still had a chance to activate (particularly important for CBN abilities). This is a situation where the hero entered battle but never had his ability activate. I don't see that happening in other situations apart from his SA being negated (i.e. Confusion of Mind).

The fact that everyone enters simultaneously has to be somehow different than other situations. Perhaps not, but I don't think dismissing this example as an easy solution is a fair assessment of all hosts who would have to judge this. I certainly would have been uncertain.
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Offline CountFount

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Re: Siege question.
« Reply #27 on: June 24, 2009, 09:49:43 AM »
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Why wouldn't simple initiative determine who gets to activate his characters special abilities first?
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The Schaef

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Re: Siege question.
« Reply #28 on: June 24, 2009, 09:57:46 AM »
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Which initiative?  Initiative before the play, after the play, or at the time each ability is activated?

Offline Captain Kirk

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Re: Siege question.
« Reply #29 on: June 24, 2009, 09:58:54 AM »
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Quote
What other "end the battle" cards do not allow a Hero who enters battle to ever begin to activate his ability?

It was ruled that is an Ambushed hero is blocked by a Pale Green Evil Character + Two Thousand Horses + Forgotten History, the hero is simply flipped and battle resolution happens.  The hero's special ability never happens.  Therefore, Seige + Gib Trick off of a play next card is not in conflict with the precedent.

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Offline YourMathTeacher

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Re: Siege question.
« Reply #30 on: June 24, 2009, 10:05:33 AM »
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Why wouldn't simple initiative determine who gets to activate his characters special abilities first?

Somehow, somewhere, someone's special ability has to complete first. If Siege is played, no initiative checks would ever apply until after Siege is completed.

I guess my problem is a scenario where a FBTN hero was brought in by Siege, but characters with negatable abilities enter battle simultaneously and are allowed to use their abilities (and perhaps end the battle) before Moses' ability ever activates. That just doesn't sit well with my psyche.  :o

It was ruled that is an Ambushed hero is blocked by a Pale Green Evil Character + Two Thousand Horses + Forgotten History, the hero is simply flipped and battle resolution happens.  The hero's special ability never happens.  Therefore, Seige + Gib Trick off of a play next card is not in conflict with the precedent.

I missed that ruling. Thanks for the info!  ;D
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Offline CountFount

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Re: Siege question.
« Reply #31 on: June 24, 2009, 10:15:12 AM »
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Which initiative?  Initiative before the play, after the play, or at the time each ability is activated?

I guess the initiative as though all were brought in a normal RA order? Hero first then EC. I was thinkin (I know I shouldn't) but you check numbers first and then if there is any s/a initiatives that would give initiative. If there is a Hero and an EC that hold conflicting rights to initiative (one with Helmet of Brass and the other a 2kH [I realize that this could start a whole new thread but I am just trying to develop a scenerio where there might be a conflicting right to initiative]) then the person playing the Siege gets to go first since his card initiated the whole chaotic mess.

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Offline SirNobody

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Re: Siege question.
« Reply #32 on: June 24, 2009, 07:12:47 PM »
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Hey,

"Simultaneously" is a word Redemption has been moving away from for several years.  So basing this ruling on how we interpret that word in a probably pretty old REG statement isn't the best way to go (but props to Gabe for finding and quoting it anyway).

When an ability activates, the first thing it does is declare targets.  When it has multiple targets (like in the case of Siege) the declaration of targets also involves assigning them an order.  The player that plays the card gets to choose the targets; likewise the player that plays the card gets to choose the order.  The effect is then carried out on each target one at a time in order.  When the effect involves adding cards to battle whose abilities activate when they enter battle (characters, enhancements, and multi-color sites) part of carrying out the effect on the target is activating the target's ability.

So when Siege is played all opponent's heroes and all of holder's evil characters must be targets.  The player that played Siege assigns them all an order.  Then the first target is brought into battle and it's ability activates.  After that the second target is brought into battle and it's ability activates.  etc until all of the targets have been taken care of.

If an end the battle ability takes effect before Siege has finished affecting all of it's targets, then the remaining targets of Siege simply are not affected by it and the game goes on as if they hadn't been targeted by Siege in the first place.

Tschow,

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Offline RTSmaniac

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Re: Siege question.
« Reply #33 on: June 24, 2009, 08:11:41 PM »
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+1
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Offline sepjazzwarrior

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Re: Siege question.
« Reply #34 on: June 25, 2009, 01:38:25 AM »
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So your saying it would be possible to to band in all of your evil characters making jeering youths last, with each of their special abilities activating in turn, and then play gib trick before you choose seige to bring in any heroes. I believe that would be legal if i'm reading your post right.

 


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