Played a six-handed game of Jyhad the other night, and some of the
players attempted a rather creative rules interpretation. I'd just like
to see an "official" posting about this one. Here's what happened:
Player A declares a minion action during his turn.
Player B (predator) declares an attempted block of Player A's action.
Player A declares a block agains player B's block with another untapped
vampire!
These folks were claiming that blocking is an action, and can thus be
blocked. We pointed out that you can only block when it is *not* your
turn (and then only under certain circumstances) and that blocking is
*not* one of the actions that a player's own minion can take during that
player's minion phase. We didn't let it happen.
Another one to watch out for is players who play a political action card,
then try to use Surprise Influence and other reaction cards for
additional votes. You cannot play reaction cards during your own turn.
One other rule I've noticed easily missed is the one that says that
players may not play the same action modifier card more than once during
the same action. I'm guilty of that myself (can't play 2 Lost in Crowds
for +2 stealth).
--
There be that can pack the cards and yet cannot play | a-Henh!
well; so there are some that are good in canvasses and | Brian Wilson
factions, that are otherwise weak men. |
Francis Bacon |
I have further proof for my argument, and once again, it comes from pg.
17.
But it also comes from Eureka. Pg. 17 states "When you play any card
that's not a land, you are casting a spell." and Eureka says "Both players
may take any permanent in their hand and put it directly intoplay. Players
take turns playing one card from their hand..."
See, Eureka causes you to "cast" "permanents". This means that you are
casting "Permanents" and therefor, spells can be "Permanents" and the Ring
really will let you counter the Powersink of your Shivan. (In a much
weirder part of this ruling, you _do_ draw cards for Eurekaed enchantments
while you have Verdurans). But the basic fact of the matter is, there is a
general consensus that Eureka does something, and if spells _can't_ be
permanents, then Eureka doesn't do anything.
To put it bluntly Tom, maybe _you_ were reading the rules wrong.
Lucyred
"Bite me."
On 1 Oct 1994 12:08:01 -0400, Lucyred wrote:
: I have further proof for my argument, and once again, it comes from pg.
: 17.
: But it also comes from Eureka. Pg. 17 states "When you play any card
: that's not a land, you are casting a spell." and Eureka says "Both players
: may take any permanent in their hand and put it directly intoplay. Players
: take turns playing one card from their hand...": See, Eureka causes you to "cast" "permanents". This means that you are
: casting "Permanents" and therefor, spells can be "Permanents" and the Ring
: really will let you counter the Powersink of your Shivan. (In a much
: weirder part of this ruling, you _do_ draw cards for Eurekaed enchantments
: while you have Verdurans). But the basic fact of the matter is, there is a
: general consensus that Eureka does something, and if spells _can't_ be
: permanents, then Eureka doesn't do anything.: To put it bluntly Tom, maybe _you_ were reading the rules wrong.: Lucyred: "Bite me."
Exactly - if it isn't a permanent until it enters play (as some ill-meaning
fools would have it), it would be impossible to have a permanent in your
hand, therefore you could never do anything with Eureka. As to whether
things played with Eureka are still considered spells - I'd have to see
the card, it might say they aren't, but otherwise I would have to agree
that they are. Go ahead with the Verdurans, Iron Stars/etc., and so forth.
OTOH, maybe it's Eureka that's wrong, and it really *doesn't* do anything...
that would be worse than the alternative.
Chris Byler
Brian Wilson <bwilson@gate.net> wrote:
>Played a six-handed game of Jyhad the other night, and some of the
>players attempted a rather creative rules interpretation. I'd just like
>to see an "official" posting about this one. Here's what happened:
>Player A declares a minion action during his turn.
>Player B (predator) declares an attempted block of Player A's action.
>Player A declares a block agains player B's block with another untapped
>vampire!
>These folks were claiming that blocking is an action...
Blocking is not an action; if anything, it is a reaction. Note that
intercept cards are reaction cards, not action modifiers.
Tom Wylie rec.games.deckmaster Network Representative for
aahz@hal.com Wizards of the Coast, Inc.
Lucyred <lucyred@aol.com> wrote:
> I have further proof for my argument, and once again, it comes from pg. 17.
>But it also comes from Eureka. Pg. 17 states "When you play any card
>that's not a land, you are casting a spell." and Eureka says "Both players
>may take any permanent in their hand and put it directly intoplay. Players
>take turns playing one card from their hand..."
> See, Eureka causes you to "cast" "permanents". This means that you are
>casting "Permanents" and therefor, spells can be "Permanents" and the Ring
>really will let you counter the Powersink of your Shivan. (In a much
>weirder part of this ruling, you _do_ draw cards for Eurekaed enchantments
>while you have Verdurans). But the basic fact of the matter is, there is a
>general consensus that Eureka does something, and if spells _can't_ be
>permanents, then Eureka doesn't do anything.
> To put it bluntly Tom, maybe _you_ were reading the rules wrong.
Perhaps, but "my" reading of the rules is based on the rulings handed
down about the cards you mention, among others. The matter is being taken
before the design team to see just what is up, since there does appear to
be some kind of a conflict between the rules and the cards. However,
my opinions are that:
-> Verduran Enchantress, Avoid Fate, and Ring of Immortals are like
Raise Dead in that they *should* say "enchantment spell" or something
instead of just "enchantment".
-> Casting is a very specific process, which begins with paying any
costs of the spell. Permanents put into play via Eureka are not cast -
specifically, you aren't paying anything for them. They just appear.
The "When you play any card..." statement failed to anticipate an effect
like Eureka, so needs revision. If nothing else, remember that cards
can override the rules... this is one case where a card does override
the rules, in that you aren't casting the things you're putting into play.
Perhaps not obvious from the text, but that is how the card works.
-> Furthermore, Eureka also needs "Raise Dead" errata in that it should
talk about "permanent cards" or something, because...
-> Things are only permanents once they enter play. Assuming there is
a conflict between the statements at the end of page 17 and the beginning
of page 18, the one on page 18 is correct. Therefore you cannot, for example,
use Avoid Fate to counter a Power Sink pointed at your Shivan Dragon, since
it is not yet a permanent.
Tom Wylie rec.games.deckmaster Network Representative for
aahz@hal.com Wizards of the Coast, Inc.