rec.games.trading-cards.jyhad

JYHAD: Card burning

12 messages from 3 participants · 08 September 1994 – 13 September 1994 · rec.games.deckmaster
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Robert J. Shmit

Well, I also have a question on which cards get burned after use. From the manual, it seems like all minion cards get burned immediatly, yet that doesnt make sense with a lot of cards, and i dont think master cards get burned, but does that mean you can use Effective Management forever? -- ----------------------+-------------------------------------------------- cully@ritz.mordor.com | Send me your poor, your lonely, your crippled masses ----------------------+ of Atogs. I will still accept them at NO CHARGE to Brian Cully | you! Email me for information about my home for

Robert J. Shmit

Well, I also have a question on which cards get burned after use. From the manual, it seems like all minion cards get burned immediatly, yet that doesnt make sense with a lot of cards, and i dont think master cards get burned, but does that mean you can use Effective Management forever? -- ----------------------+-------------------------------------------------- cully@ritz.mordor.com | Send me your poor, your lonely, your crippled masses ----------------------+ of Atogs. I will still accept them at NO CHARGE to Brian Cully | you! Email me for information about my home for

Tom Wylie

Robert J. Shmit <cully@ritz.mordor.com> wrote: >Well, I also have a question on which cards get burned after use. From the >manual, it seems like all minion cards get burned immediatly, yet that >doesnt make sense with a lot of cards, and i dont think master cards get >burned, but does that mean you can use Effective Management forever? Cards only stay in play if something indicates they do. The three telltale signs are: 1. The card is a location, skill, retainer, ally, or equipment. 2. The card says to place it on something (typically a vampire). 3. The card gives some condition for being burnt or stolen. This covered all the master cards... I think it should cover all the minion cards as well. Effective management doesn't meet any of the above terms, so is burned immediately when used. Note that some cards have a lasting effect but technically aren't in play (Gangrel De-evolution, for example). This means there's no way to get rid of their effects, other than to burn the affected card. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

Tom Wylie

Robert J. Shmit <cully@ritz.mordor.com> wrote: >Well, I also have a question on which cards get burned after use. From the >manual, it seems like all minion cards get burned immediatly, yet that >doesnt make sense with a lot of cards, and i dont think master cards get >burned, but does that mean you can use Effective Management forever? Cards only stay in play if something indicates they do. The three telltale signs are: 1. The card is a location, skill, retainer, ally, or equipment. 2. The card says to place it on something (typically a vampire). 3. The card gives some condition for being burnt or stolen. This covered all the master cards... I think it should cover all the minion cards as well. Effective management doesn't meet any of the above terms, so is burned immediately when used. Note that some cards have a lasting effect but technically aren't in play (Gangrel De-evolution, for example). This means there's no way to get rid of their effects, other than to burn the affected card. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

david bingham brown

In <34o242$j3c@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes: >Cards only stay in play if something indicates they do. The three telltale >signs are: >1. The card is a location, skill, retainer, ally, or equipment. >2. The card says to place it on something (typically a vampire). >3. The card gives some condition for being burnt or stolen. You forgot one, Tom 4. The card has an effect which requires tapping >This covered all the master cards... I think it should cover all the >minion cards as well. Effective management doesn't meet any of the >above terms, so is burned immediately when used. Note that some cards >have a lasting effect but technically aren't in play (Gangrel De-evolution, >for example). This means there's no way to get rid of their effects, >other than to burn the affected card. Dave dbbrow00@mik.uky.edu "Let me tell you the tales of your life Of your love and the cut of the knife" -Jethro Tull, "Thick as a Brick"

david bingham brown

In <34o242$j3c@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes: >Cards only stay in play if something indicates they do. The three telltale >signs are: >1. The card is a location, skill, retainer, ally, or equipment. >2. The card says to place it on something (typically a vampire). >3. The card gives some condition for being burnt or stolen. You forgot one, Tom 4. The card has an effect which requires tapping >This covered all the master cards... I think it should cover all the >minion cards as well. Effective management doesn't meet any of the >above terms, so is burned immediately when used. Note that some cards >have a lasting effect but technically aren't in play (Gangrel De-evolution, >for example). This means there's no way to get rid of their effects, >other than to burn the affected card. Dave dbbrow00@mik.uky.edu "Let me tell you the tales of your life Of your love and the cut of the knife" -Jethro Tull, "Thick as a Brick"

Tom Wylie

david bingham brown <dbbrow00@mik.uky.edu> wrote: >>Cards only stay in play if something indicates they do. The three telltale >>signs are: >>1. The card is a location, skill, retainer, ally, or equipment. >>2. The card says to place it on something (typically a vampire). >>3. The card gives some condition for being burnt or stolen. >You forgot one, Tom > 4. The card has an effect which requires tapping I was pretty sure that all the master cards which required tapping also met one of the other criteria (almost always #1, and often #3), and was trying to keep the list as minimalist as possible, so I didn't list that as a condition. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

Tom Wylie

david bingham brown <dbbrow00@mik.uky.edu> wrote: >>Cards only stay in play if something indicates they do. The three telltale >>signs are: >>1. The card is a location, skill, retainer, ally, or equipment. >>2. The card says to place it on something (typically a vampire). >>3. The card gives some condition for being burnt or stolen. >You forgot one, Tom > 4. The card has an effect which requires tapping I was pretty sure that all the master cards which required tapping also met one of the other criteria (almost always #1, and often #3), and was trying to keep the list as minimalist as possible, so I didn't list that as a condition. Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

david bingham brown

In <34qnpc$sb0@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes: >david bingham brown <dbbrow00@mik.uky.edu> wrote: >>>Cards only stay in play if something indicates they do. The three telltale >>>signs are: >>>1. The card is a location, skill, retainer, ally, or equipment. >>>2. The card says to place it on something (typically a vampire). >>>3. The card gives some condition for being burnt or stolen. >>You forgot one, Tom >> 4. The card has an effect which requires tapping 4/5. The card is identified as "Unique" >I was pretty sure that all the master cards which required tapping also >met one of the other criteria (almost always #1, and often #3), and was >trying to keep the list as minimalist as possible, so I didn't list >that as a condition. Unless I'm mistaken, there are a couple which only talk about tapping, such as Mob Connection (ok, so it is a Unique Master... that's another big hint.). And triple-A (Al's Army Apparatus) which don't have any conditions on the card dealing with it being a location, or being burnt.... Dave "Closing my dream inside its paper-bag Thought I saw angels but I could have been wrong" -Jethro Tull, "To Cry You a Song"

david bingham brown

In <34qnpc$sb0@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes: >david bingham brown <dbbrow00@mik.uky.edu> wrote: >>>Cards only stay in play if something indicates they do. The three telltale >>>signs are: >>>1. The card is a location, skill, retainer, ally, or equipment. >>>2. The card says to place it on something (typically a vampire). >>>3. The card gives some condition for being burnt or stolen. >>You forgot one, Tom >> 4. The card has an effect which requires tapping 4/5. The card is identified as "Unique" >I was pretty sure that all the master cards which required tapping also >met one of the other criteria (almost always #1, and often #3), and was >trying to keep the list as minimalist as possible, so I didn't list >that as a condition. Unless I'm mistaken, there are a couple which only talk about tapping, such as Mob Connection (ok, so it is a Unique Master... that's another big hint.). And triple-A (Al's Army Apparatus) which don't have any conditions on the card dealing with it being a location, or being burnt.... Dave "Closing my dream inside its paper-bag Thought I saw angels but I could have been wrong" -Jethro Tull, "To Cry You a Song"

Tom Wylie

david bingham brown <dbbrow00@mik.uky.edu> wrote: >>I was pretty sure that all the master cards which required tapping also >>met one of the other criteria (almost always #1, and often #3), and was >>trying to keep the list as minimalist as possible, so I didn't list >>that as a condition. >Unless I'm mistaken, there are a couple which only talk about tapping, such >as Mob Connection (ok, so it is a Unique Master... that's another big hint.). >And triple-A (Al's Army Apparatus) which don't have any conditions on the card >dealing with it being a location, or being burnt.... AAA is a unique location, so meets one of the terms. Mob Connections can be burnt with a directed action, so meets one of the other terms. Good point that being unique would imply sticking around ;) Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.

Tom Wylie

david bingham brown <dbbrow00@mik.uky.edu> wrote: >>I was pretty sure that all the master cards which required tapping also >>met one of the other criteria (almost always #1, and often #3), and was >>trying to keep the list as minimalist as possible, so I didn't list >>that as a condition. >Unless I'm mistaken, there are a couple which only talk about tapping, such >as Mob Connection (ok, so it is a Unique Master... that's another big hint.). >And triple-A (Al's Army Apparatus) which don't have any conditions on the card >dealing with it being a location, or being burnt.... AAA is a unique location, so meets one of the terms. Mob Connections can be burnt with a directed action, so meets one of the other terms. Good point that being unique would imply sticking around ;) Tom Wylie rec.games.deckmaster Network Representative for aahz@hal.com Wizards of the Coast, Inc.