rec.games.trading-cards.jyhad

Garou question

8 messages from 5 participants · 29 March 1998 – 31 March 1998
original thread on Google Groups

Scott Halvorson

This came up in a game not long ago. A Renegade Garou was in combat with a vampire. The Garou struck for 2 damage, and the vampire struck for 4 damage. This damage is enough to kill the Garou. The questions is this: does the Garou still get his additional strike? I believe he does, because he doesn't take the damage until the Damage Resolution step, which comes after all strikes are dealt. If the vampire had dealt First Strike damage, then the Garou wouldn't even get his strikes in the first place, would he?

David Gausebeck

>This came up in a game not long ago. A Renegade Garou was in combat >with a vampire. The Garou struck for 2 damage, and the vampire struck >for 4 damage. This damage is enough to kill the Garou. The questions >is this: does the Garou still get his additional strike? I believe he >does, because he doesn't take the damage until the Damage Resolution >step, which comes after all strikes are dealt. Each set of strikes has its own resolution phase. Resolution comes after all matched strikes are dealt. So in this case, both guys deal their first strikes and then they resolve. The garou is dead. So, since there's only one combatant left, combat is over. If the garou had lived through the first strike, he would then get to declare an additional strike. >If the vampire had dealt First Strike damage, then the Garou wouldn't >even get his strikes in the first place, would he? nope. First strike strikes are resolved before normal strikes, and if you're dead or in torpor when your strike is supposed to resolve, nothing happens. It goes something like this: Both minions declare strike #1 (the one everyone gets) resolve #1 strikes with first strike resolve normal #1 strikes both minions declare strike #2 (first additional strike) resolve #2 strikes with first strike resolve normal #2 strikes both minions declare strike #3 (second additional strike) resolve #3 strikes with first strike resolve normal #3 strikes and so on. If, after any of these phases, one or both minions are out of the fight, that's where you stop. Or if both minions are out of additional strikes. -Dave

LSJ

In article <351ec4b7....@news.cso.uiuc.edu>, [ quoted text not captured ] Correct (not counting S:CE and Dodges) -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team -----== Posted via Deja News, The Leader in Internet Discussion ==----- http://www.dejanews.com/ Now offering spam-free web-based newsreading

Troy Montgomery

David Gausebeck wrote: > Both minions declare strike #1 (the one everyone gets) > resolve #1 strikes with first strike > resolve normal #1 strikes > both minions declare strike #2 (first additional strike) > resolve #2 strikes with first strike > resolve normal #2 strikes > both minions declare strike #3 (second additional strike) > resolve #3 strikes with first strike > resolve normal #3 strikes > > and so on. > > If, after any of these phases, one or both minions are out of the > fight, that's where you stop. Or if both minions are out of > additional strikes. So are you saying if I can do multiple strikes because of celerity I can't do multiple strikes if the opposing minion does enough to kill me on his first strike?

LSJ

Troy Montgomery wrote: > So are you saying if I can do multiple strikes because of celerity I > can't do multiple strikes if the opposing minion does enough to kill me > on his first strike? Yes. In general, you cannot do multiple strikes if the opponent's strike "kills" you since combat is over when you are "killed", which makes it impossible to play combat cards (like the ones that would give you additional strikes). Note: "kill" here consists of burning or going to Torpor. VTES Rulebook, section 21. "Advanced Combat Sequence" 1) Establish the range by maneuver. A round of combat can be at close or long range. 2) Choose your strike. Choose how your minion will strike her opponent: with a special attack listed on a combat card, a piece of equipment she possesses, or her bare hands. 3) Check damage. 4) Perform any additional strikes, if possible, and resolve additional damage. 5) Start another round of combat, if applicable. This is called a press. "Check Damage" is more appropriately called "Strike Resolution", but you get the idea. Later in the same section: 4) Perform additional strikes, if possible: [...] Additional strikes are announced and performed only after the initial strikes in the round are completed. [ quoted text not captured ]

Troy Montgomery

LSJ wrote: > 1) Establish the range by maneuver. A round of combat can be at close or > long range. > 2) Choose your strike. Choose how your minion will strike her opponent: > with a special attack listed on a combat card, a piece of equipment she > possesses, or her bare hands. > 3) Check damage. > 4) Perform any additional strikes, if possible, and resolve additional > damage. > 5) Start another round of combat, if applicable. This is called a press. > > "Check Damage" is more appropriately called "Strike Resolution", but > you get the idea. > > Later in the same section: > > 4) Perform additional strikes, if possible: [...] > Additional strikes are announced and performed only > after the initial strikes in the round are completed. AG!!!!! I was taught WRONG!!!!! Ok, here's a question for you then. Can I keep playing strike cards that give me multiple strikes even if my opponent has none left? I.E. Could I play a card that gave me two additional strikes then play a card that gave me 1 more additional strike for a grand total of 4 strikes?

LSJ

Troy Montgomery wrote: > > LSJ wrote: > > > 1) Establish the range by maneuver. A round of combat can be at close or > > long range. > > 2) Choose your strike. Choose how your minion will strike her opponent: > > with a special attack listed on a combat card, a piece of equipment she > > possesses, or her bare hands. > > 3) Check damage. > > 4) Perform any additional strikes, if possible, and resolve additional > > damage. > > 5) Start another round of combat, if applicable. This is called a press. > > > > "Check Damage" is more appropriately called "Strike Resolution", but > > you get the idea. > > > > Later in the same section: > > > > 4) Perform additional strikes, if possible: [...] > > Additional strikes are announced and performed only > > after the initial strikes in the round are completed. > > AG!!!!! I was taught WRONG!!!!! Ok, here's a question for you then. > Can I keep playing strike cards that give me multiple strikes even if my > opponent has none left? Yes, but this is not usually possible for other reasons (below). > I.E. Could I play a card that gave me two > additional strikes then play a card that gave me 1 more additional > strike for a grand total of 4 strikes? No, because you can only play one additional-strike-gaining-effect per round of combat. The only way to play more is with a card that explicitly gets around this restriction - like Jacko (Brujah Antitribu) or Quickness (celerity) - both from the Sabbat expansion. If you use one of the above-named cards, you can gain additional strikes, even if the opposing minion did not get any additional strikes. [ quoted text not captured ]

James Coupe

In article <351FF1...@sympatico.ca>, Troy Montgomery <troy.mo...@sympatico.ca> writes > AG!!!!! I was taught WRONG!!!!! Ok, here's a question for you then. >Can I keep playing strike cards that give me multiple strikes even if my >opponent has none left? I.E. Could I play a card that gave me two >additional strikes then play a card that gave me 1 more additional >strike for a grand total of 4 strikes? No. Only 1 source of additional strikes can be used per round. That includes things like Vial of Garou Blood or Blur. Jacko and Quickness violate that rule, but only they do so far, AFAIK. -- James Coupe (Prince of England) Change nospam to obeah to reply Vampire: Elder Kindred Network madnessnetwork.hexagon.net