rec.games.trading-cards.jyhad

Pondering Block Timing

13 messages from 6 participants · 10 July 2001 – 13 July 2001
original thread on Google Groups

Jason Bell

I've been pondering the timing of blocks, ever since I heard the ruling on Faceless Night and Deflection. I assume that the timing for a blocked action must be: [action declared] bleed for 1 [check for action modifiers] none [check for reactions] none [check for prey's desire to block] blocker declared [check for action modifiers] none [tap blocker] [check for pre-combat action modifiers] none [check for pre-combat reactions] none [begin combat] I'm assuming that it must be the case that if no action modifers are played to a block attempt, no reaction cards can be played by the blocking minion until after the block is ruled successful. If this is not correct, then it seems that the blocking minion should be allowed to play Deflection at this time, thus cancelling the block (as that minion's Methuselah is no longer the target of the directed action), or, as above but: ... blocker declared [check for action modifiers] none [check for reactions] Deflection [check for new target's desire to block] ... Is this legal, or does declining to modify the action by the acting minion skip directly to combat? How about if the acting minion plays a non-stealth action modifier (like conditioning) while searching for stealth? Is it legal for the still-on-target-to-block minion to play Deflection then? How about if the acting minion plays a stealth action modifier which is not sufficient to overcome the still-on-target-to-block minion's current intercept? Is it legal for the minion to play Deflection then? If the answer to all of these questions is no, then the timing must be something like: ... blocker declared [check for action modifiers until block is failing] [tap blocker] ... Or is there another reason that Deflection after an on-target-to-block block attempt is not allowed that I am missing? Hey, what if as the reacting Methuselah, I believe that the acting minion might play Form of Mist at Superior? If the above is true, I assume I am not allowed to play bleed-reduction reactions after a block attempt, even if bleed-addition action modifiers are played. If that's true, that doesn't quite seem fair. - Jason Bell

Sten During

> > it seems that the blocking minion should be allowed > to play Deflection at this time, thus cancelling the block > If you attempt to block then you're stuck blocking unless you fail to do so (Action ublockable, stealtch etc) > > not allowed to play bleed-reduction reactions after > a block attempt, even if bleed-addition action > modifiers are played. If that's true, that doesn't > quite seem fair. > > - Jason Bell Why not fair? You can play wake for free and didn't loose a card during the combat when the acting minion played Form of Mist. If you want to play bleed-reductions it's likely that you're playing vamps with presence or dominate. In the first case you can Majesty at superior and reduce bleed and in the latter Obedience is always an option before combat. I very much like to play reactive decks as wakes are free unlike the one blood Freak Drive. So I get to do a lot of things, but I must admit that those decks usually fail at much more than making me the last man standing. Sten During -- NetGuide Scandinavia AB http://www.netg.se/ Tankegangen 4 in...@netg.se 417 56 Goteborg Phone:+46 - (0)31 - 50 79 45 Sweden Fax: +46 - (0)31 - 50 79 39

LSJ

"Jason Bell" <Jason...@mail.com> wrote: > I'm assuming that it must be the case > that if no action modifers are played > to a block attempt, no reaction cards > can be played by the blocking minion > until after the block is ruled successful. Right. After you declare your block attempt (with sufficient intercept), the acting Methuselah says "OK, I'm blocked" and there you go. You could then play Obedience (or other pre-combat reactions), but not, say, Deflection. > Hey, what if as the reacting Methuselah, I believe > that the acting minion might play Form of Mist > at Superior? If the above is true, I assume I am > not allowed to play bleed-reduction reactions after > a block attempt, even if bleed-addition action > modifiers are played. If that's true, that doesn't > quite seem fair. You can play your bleed reduction cards after the combat. Besides, who ever said that vampires played fair? Combat is certainly not fair, with the way the acting minion chooses his strike first and all. -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to rulebook, card text, errata, and tournament rules: http://www.white-wolf.com/vtes/

Jason Bell

"LSJ" <vte...@white-wolf.com> wrote > You can play your bleed reduction cards after the combat. > Besides, who ever said that vampires played fair? Combat is certainly > not fair, with the way the acting minion chooses his strike first and > all. Yes, but for just about every opportunity to play cards by one player, there is the opportunity for the other player to play cards in response. This is not true for this case, where the blocked minion can play action modifiers, but the blocker may not play reactions in response. That's all I meant, and no, I'm not losing any sleep over it. Yes, I've never really enjoyed having the weaker combat acting minion, and dodging before knowing what the strike is. I'd really like to see a card, maybe a celerity card, that cancels your own strike after your opponent plays a strike and makes your strike a dodge instead (before strike resolution, of course, during the same timing step that allows Claws of the Dead). I don't think that would be terribly broken in any way, it doesn't present any mechanics that don't already exist in the game, and it sort of makes sense. Call it Dive for Cover or something, I won't make a fuss over intellectual property, I promise. Hey, superior could be As above, and recover any costs paid for your original strike, or maybe, Additional strike: dodge, usable after the opposing minion uses an additional strike, or maybe just Strike: dodge all opponent's strikes this round. One blood off the vampire seems fair. - Jason Bell

Jozxyqk

> Yes, I've never really enjoyed having the weaker combat > acting minion, and dodging before knowing what the > strike is. I'd really like to see a card, maybe a celerity > card, that cancels your own strike after your opponent > plays a strike and makes your strike a dodge instead > (before strike resolution, of course, during the same > timing step that allows Claws of the Dead). > I don't think that would be terribly broken in any way, > it doesn't present any mechanics that don't already > exist in the game, and it sort of makes sense. How about this one? Primal Instincts [Sabbat, SW] Cardtype: Combat Cost: 1 blood Discipline: Auspex [aus] Strike: dodge. [AUS] Only usable by the acting vampire after the opposing minion has chosen his or her strike. Cancel this acting vampire's strike and choose a new one.

Derek Ray

On Tue, 10 Jul 2001 19:37:36 GMT, Jozxyqk <jfeu...@eecs.tufts.edu> wrote: [ quoted text not captured ] Or this one? Rapid Thought Combat, Celerity [cel] Maneuver or press. [CEL] Only usable during the Choose Strike step, and only if this vampire would choose his or her strike first. Instead, the opposing minion chooses his or her strike before this vampire. -- Derek Maintenance: Keep the balls dry and clean and prevent them from violent collisions. Disclaimer: We make no claim that use of these balls will improve health.

Jason Bell

"Derek Ray" <lor...@yahoo.com> wrote > Jozxyqk <jfeu...@eecs.tufts.edu> > wrote: > >How about this one? > > > >Primal Instincts [Sabbat, SW] > >Cardtype: Combat > >Cost: 1 blood > >Discipline: Auspex > >[aus] Strike: dodge. > >[AUS] Only usable by the acting vampire after the opposing minion > >has chosen his or her strike. Cancel this acting vampire's > >strike and choose a new one. > > Or this one? > > Rapid Thought > Combat, Celerity > [cel] Maneuver or press. [CEL] Only usable during the Choose Strike > step, and only if this vampire would choose his or her strike first. > Instead, the opposing minion chooses his or her strike before this > vampire. It's just wonderful to see White Wolf responding so quickly to my requests for new cards and abilities. Ahem. - Jason Bell

Joshua Duffin

vte...@white-wolf.com (LSJ) wrote in message news:<eb4eb7f8.01071...@posting.google.com>... > "Jason Bell" <Jason...@mail.com> wrote: > > I'm assuming that it must be the case > > that if no action modifers are played > > to a block attempt, no reaction cards > > can be played by the blocking minion > > until after the block is ruled successful. > > Right. After you declare your block attempt (with sufficient > intercept), the acting Methuselah says "OK, I'm blocked" and there you > go. You could then play Obedience (or other pre-combat reactions), but > not, say, Deflection. > > Hey, what if as the reacting Methuselah, I believe > that the acting minion might play Form of Mist > at Superior? If the above is true, I assume I am > not allowed to play bleed-reduction reactions after > a block attempt, even if bleed-addition action > modifiers are played. If that's true, that doesn't > quite seem fair. > > You can play your bleed reduction cards after the combat. > Besides, who ever said that vampires played fair? Combat is certainly > not fair, with the way the acting minion chooses his strike first and > all. So you're saying that the acting minion can play non-stealth action modifiers while intercept matches stealth (eg Conditioning), but the reacting minion cannot play non-intercept reactions (except Obedience, apparently, and presumably also Shilmulo Deception and anything else with explicit "about to enter combat" text) regardless of whether or not the acting minion has played anything? This doesn't make sense to me. The rulebook is silent as to when a block attempt with intercept >= stealth actually goes to combat, but there is nothing that I can find to suggest that the acting minion should have the ability to play cards during any period in which the reacting minion cannot. I don't see any basis (or need) in the rules to prohibit reactions (or action modifiers) that would invalidate an existing block attempt. Josh enter partition id tag

LSJ

>===== Original Message From duff...@bls.gov (Joshua Duffin) ===== >vte...@white-wolf.com (LSJ) wrote: >> Right. After you declare your block attempt (with sufficient >> intercept), the acting Methuselah says "OK, I'm blocked" and there you >> go. You could then play Obedience (or other pre-combat reactions), but >> not, say, Deflection. > >So you're saying that the acting minion can play non-stealth >action modifiers while intercept matches stealth (eg Conditioning), >but the reacting minion cannot play non-intercept reactions (except >Obedience, apparently, and presumably also Shilmulo Deception and >anything else with explicit "about to enter combat" text) regardless >of whether or not the acting minion has played anything? Yes. >This doesn't make sense to me. The rulebook is silent as to when >a block attempt with intercept >= stealth actually goes to combat, Not true. [6.2.3] [6.2.2.2] [1.6.1.6] taken together lead unabiguously to the current ruling. >but there is nothing that I can find to suggest that the acting >minion should have the ability to play cards during any period >in which the reacting minion cannot. [1.6.1.6] >I don't see any basis (or need) in the rules to prohibit reactions >(or action modifiers) that would invalidate an existing block attempt. There is none. But in this case we're not talking about the attempt. We're talking about the successful block. -- LSJ (vte...@white-wolf.com) V:TES Net.Rep for White Wolf, Inc. Links to revised rulebook, rulings, errata, and tournament rules: http://www.white-wolf.com/vtes/ ------------------------------------------------------------ Get your FREE web-based e-mail and newsgroup access at: http://MailAndNews.com

LSJ

>===== Original Message From duff...@bls.gov (Joshua Duffin) ===== >vte...@white-wolf.com (LSJ) wrote: >> Right. After you declare your block attempt (with sufficient >> intercept), the acting Methuselah says "OK, I'm blocked" and there you >> go. You could then play Obedience (or other pre-combat reactions), but >> not, say, Deflection. > >So you're saying that the acting minion can play non-stealth >action modifiers while intercept matches stealth (eg Conditioning), >but the reacting minion cannot play non-intercept reactions (except >Obedience, apparently, and presumably also Shilmulo Deception and >anything else with explicit "about to enter combat" text) regardless >of whether or not the acting minion has played anything? Yes. >This doesn't make sense to me. The rulebook is silent as to when >a block attempt with intercept >= stealth actually goes to combat, Not true. [6.2.3] [6.2.2.2] [1.6.1.6] taken together lead unambiguously [ quoted text not captured ]

Joshua Duffin

LSJ <vte...@MailAndNews.com> wrote in message news:<3B81...@MailAndNews.com>... > >===== Original Message From duff...@bls.gov (Joshua Duffin) ===== > >This doesn't make sense to me. The rulebook is silent as to when > >a block attempt with intercept >= stealth actually goes to combat, > > Not true. [6.2.3] [6.2.2.2] [1.6.1.6] taken together lead unabiguously > to the current ruling. > > >but there is nothing that I can find to suggest that the acting > >minion should have the ability to play cards during any period > >in which the reacting minion cannot. > > [1.6.1.6] [1.6.1.6]: "...Once she is finished, the opportunity passes to the defending Methuselah (in the cases of directed actions and combat), then to the rest of the Methuselahs in clockwise order from the acting Methuselah." [6.2.3]: "If the action is blocked, then any card played to take the action is burned, and the blocking minion is tapped and enters combat with the acting minion (see Combat, sec. 6.4). Once the combat is resolved, the action is over." [6.2.2.2]: "To see if a block attempt succeeds, compare the acting minion's stealth to the blocking minion's intercept. The action is blocked if the blocker's intercept is equal to or greater than the acting minion's stealth. By default, minions have zero stealth and zero intercept. So a block attempt will normally succeed unless the action has inherent stealth (such as hunting) or a card or effect is used to increase the acting minion's stealth." Based on this, during an action, the defending Methuselah can declare an attempt to block against, say, an action with an inherent +1 stealth. The block is currently failing. The acting Meth can play any number of non-stealth modifiers before the defending Meth can play anything. (Read strictly, 1.6.1.6 seems to indicate that, if a defending Meth wants to play Direct Intervention, she has to wait until the acting Meth plays any number of cards she wants to play - so the defender might not get the opportunity to DI the card that she wants to. Presumably this is not the intent.) When the acting Meth is done playing non-stealth modifiers, the defending minion may gain intercept until its intercept matches or exceeds the acting minion's stealth. At that point, the block is succeeding. The acting Meth has the option to add stealth. If the acting Meth does not add stealth, the defending Meth (you're saying) cannot do anything (the block immediately succeeds and goes to combat when the acting Meth says the magic words "I don't add stealth") *unless* she has an Obedience (or similar) that she wants to play. If the acting Meth adds non- stealth action modifiers, the defending Meth (you're saying) still can't do anything; the block immediately goes to combat when the acting Meth says "I'm done adding action modifiers and none of them increase my stealth". This seems undesirable to me. If it's allowable for a defending Meth to play Direct Intervention on an acting Meth's Conditioning played while the defending minion's intercept matches the acting minion's stealth, it should be equally allowable for the defending Meth to play Deflection at that point. Indeed, it should be allowable for the defending Meth to play Deflection even if the acting Meth doesn't play anything - if there is a "window" in which one player may play cards and use effects, that "window" should be open to every player who wishes to play cards or use effects. > >I don't see any basis (or need) in the rules to prohibit reactions > >(or action modifiers) that would invalidate an existing block attempt. > > There is none. But in this case we're not talking about the attempt. > We're talking about the successful block. But I don't think the block should become successful until everyone agrees (not just the acting Meth) that no one wants to play additional effects before combat. Josh head... spinning...

LSJ

>===== Original Message From duff...@bls.gov (Joshua Duffin) ===== >This seems undesirable to me. If it's allowable for a defending >Meth to play Direct Intervention on an acting Meth's Conditioning >played while the defending minion's intercept matches the acting >minion's stealth, it should be equally allowable for the defending DI is playable as the other card is *played*, by card text, overriding the sequencing rule (by necessity, in fact). All the cards that cancel other cards use this template. That doesn't mean that all cards should use this template. [ quoted text not captured ]

Joshua Duffin

LSJ <vte...@MailAndNews.com> wrote in message news:<3B84...@MailAndNews.com>... > >===== Original Message From duff...@bls.gov (Joshua Duffin) ===== > >This seems undesirable to me. If it's allowable for a defending > >Meth to play Direct Intervention on an acting Meth's Conditioning > >played while the defending minion's intercept matches the acting > >minion's stealth, it should be equally allowable for the defending > > DI is playable as the other card is *played*, by card text, overriding > the sequencing rule (by necessity, in fact). All the cards that cancel > other cards use this template. That doesn't mean that all cards should > use this template. Fair point. But I guess I'm used to multiplayer games enforcing a kind of equality among the players in that generally, if anybody can play effects, everybody can play effects - there may be restrictions on what *kind* of effects you can use on other people's turns, but if the active player can do something, so can the inactive players. This may not be the case in VTES, but I have to say, I kinda think it should be. Interaction between players is the basis of multiplayer games, and prohibiting all but one player from doing things definitely decreases interaction. Josh objection! argumentative! i'll rephrase...