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
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 <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.
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.
In <34o242$j3c@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes:
>Cards only stay in play if something indicates they do. The three telltale
>signs are:>1. The card is a location, skill, retainer, ally, or equipment.
>2. The card says to place it on something (typically a vampire).
>3. The card gives some condition for being burnt or stolen.
You forgot one, Tom
4. The card has an effect which requires tapping
>This covered all the master cards... I think it should cover all the
>minion cards as well. Effective management doesn't meet any of the
>above terms, so is burned immediately when used. Note that some cards
>have a lasting effect but technically aren't in play (Gangrel De-evolution,
>for example). This means there's no way to get rid of their effects,
>other than to burn the affected card.
Dave
dbbrow00@mik.uky.edu
"Let me tell you the tales of your life
Of your love and the cut of the knife"
-Jethro Tull, "Thick as a Brick"
In <34o242$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 <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 <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.
In <34qnpc$sb0@perv.hal.COM> aahz@hal.COM (Tom Wylie) writes:
>david bingham brown <dbbrow00@mik.uky.edu> wrote:>>>Cards only stay in play if something indicates they do. The three telltale
>>>signs are:
>>>1. The card is a location, skill, retainer, ally, or equipment.
>>>2. The card says to place it on something (typically a vampire).
>>>3. The card gives some condition for being burnt or stolen.>>You forgot one, Tom
>> 4. The card has an effect which requires tapping
4/5. The card is identified as "Unique"
>I was pretty sure that all the master cards which required tapping also
>met one of the other criteria (almost always #1, and often #3), and was
>trying to keep the list as minimalist as possible, so I didn't list
>that as a condition.
Unless I'm mistaken, there are a couple which only talk about tapping, such
as Mob Connection (ok, so it is a Unique Master... that's another big hint.).
And triple-A (Al's Army Apparatus) which don't have any conditions on the card
dealing with it being a location, or being burnt....
Dave
"Closing my dream inside its paper-bag
Thought I saw angels but I could have been wrong"
-Jethro Tull, "To Cry You a Song"
In <34qnpc$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 <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.
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.