Author Topic: Wheel within a Wheel Territory cards refresher  (Read 1257 times)

Offline The_ARk

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Wheel within a Wheel Territory cards refresher
« on: September 19, 2011, 05:32:22 PM »
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Wheel within a Wheel/Territory cards refresher

This came up Saturday at a district and the judge ruled that the effect of Wheel within a Wheel, while it remained placed on the OT Angel, was only active in battle. Being unsure we went with it that way. 

The "While it remains there" phrase leads me to believe it is active while the OT Angel is in the territory. Is this correct?


Wheel Within a Wheel (FF2)

Type: Hero Enh. • Brigade: Silver/Green • Ability: None • Class: Territory • Special Ability: Search deck or discard pile for an O.T. angel and put it in play. Place on your angel: That Hero is protected from opponents’ Dominants and has Site access. • Play As: Search deck or discard pile for an O.T. angel and put it in play. Place on your angel. While it remains there, protect that Hero from opponents’ Dominants and has Site access. • Identifiers: None • Verse: Ezekiel 1:16


Does the same hold true for Herod’s Treachery? We ask because we have a player who would like to play any evil brigade on Herod with High Places in the territory 

Herod’s Treachery (TP)

Type: Evil Enh. • Brigade: Multicolor • Ability: None • Class: Territory • Special Ability: Place on a Herod. That Herod may use evil Enhancements regardless of brigade. You may discard this card to force X Heroes to withdraw from battle. • Play As: Place on a Herod. That Herod may use evil Enhancements [use other enhancements] regardless of brigade. You may discard this card to force X Heroes in battle to return to owner's territories.

Are territory cards generally ongoing abilities while they remain placed in the territory unless stated otherwise like Isaiah's Call?

Isaiah's Call (FF2)

Type: Hero Enh. • Brigade: Silver/Green • Ability: None • Class: Territory • Special Ability: Search deck or discard pile for Isaiah and put him in play. Place on Isaiah: While in battle, Isaiah has Site access and negates Lost Souls, Sites and Evil Characters. • Play As: Search deck or discard pile for Isaiah and put him in play. Place on Isaiah. While it remains there, while in battle, Isaiah has Site access and negates Lost Souls, Sites and Evil Characters. • Identifiers: None • Verse: Isaiah 6:8

Proverbs 3:6

Chronic Apathy

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Re: Wheel within a Wheel Territory cards refresher
« Reply #1 on: September 19, 2011, 05:40:00 PM »
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I will only comment on WWaW, but it's definitely active all the time.

Offline Minister Polarius

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Re: Wheel within a Wheel Territory cards refresher
« Reply #2 on: September 19, 2011, 05:48:22 PM »
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All ongoing abilities are ongoing. The REG has a list of what types of abilities are ongoing. Isaiah's Call's ability is always active, it just doesn't do anything unless Isaiah is in battle.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline The_ARk

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Re: Wheel within a Wheel Territory cards refresher
« Reply #3 on: September 19, 2011, 05:57:50 PM »
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All ongoing abilities are ongoing. The REG has a list of what types of abilities are ongoing. Isaiah's Call's ability is always active, it just doesn't do anything unless Isaiah is in battle.

I get that. Its ongoing and battle is the trigger.  It was just an example I am throwing out for comparison.

So HT is also always active and allows the character to play any color territory card or "place" cards from high places in the territory?


Proverbs 3:6

Offline Minister Polarius

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Re: Wheel within a Wheel Territory cards refresher
« Reply #4 on: September 19, 2011, 05:59:24 PM »
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That is correct.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline The_ARk

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Re: Wheel within a Wheel Territory cards refresher
« Reply #5 on: September 19, 2011, 06:07:41 PM »
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One more then.

Protection of Jerusalem (FF2)

Type: Hero Enh. • Brigade: Silver • Ability: None • Class: Territory • Special Ability: Place in your territory: Protect your good O.T. Fortresses from opponents. When you discard an evil Assyrian from play, you may negate and discard an evil card. • Play As: Place in your territory. While it remains there, protect your good O.T. Fortresses from opponents. When you discard an evil Assyrian from play, you may negate and discard an evil card. • Identifiers: OT, Depicts a Weapon • Verse: Isaiah 37:35

So if they have a territory full of unprotected Assyrians and this is active you can discard them all if you discard one. Correct?

Proverbs 3:6

Offline Minister Polarius

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Re: Wheel within a Wheel Territory cards refresher
« Reply #6 on: September 19, 2011, 06:08:43 PM »
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Yes.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline The_ARk

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Re: Wheel within a Wheel Territory cards refresher
« Reply #7 on: September 19, 2011, 11:43:55 PM »
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Thats the way we been playing it. It just seems so powerful against Assyrians.
Proverbs 3:6

Offline Isildur

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Re: Wheel within a Wheel Territory cards refresher
« Reply #8 on: September 20, 2011, 01:04:23 AM »
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Why is there a play as for Protection of J.? lol It reads almost the same word for word as the original version. ::)
3 Prophets Packs ftw

Offline SomeKittens

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Re: Wheel within a Wheel Territory cards refresher
« Reply #9 on: September 20, 2011, 09:49:08 AM »
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Why is there a play as for Protection of J.? lol It reads almost the same word for word as the original version. ::)
It's a new rule, every card must have a play-as.
Mind not the ignorant fool on the other side of the screen!-BubbleBoy
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