rec.games.trading-cards.jyhad

1R damage & Lucky Blow

8 messages from 7 participants · 27 February 1999 – 02 March 1999
original thread on Google Groups

lisa

Hi everyone! In a game that I played with my happy gentle *sarcasm* ally deck, one of my ally (Nephandus mage: damage= 1 R) played Lucky Blow to do 2 damage (at close range) to the opposing Vampire that would get some sleep in the precious torpor. But the opponent declared: the damage is 1R so he can deal only 1 with a Lucky Blow because by default his hand damage is 0. >:-[ I believe that a card that deal 1 R damage do indeed inflict 1 hand damage if at close range. Example of cards that deal 1R damage: Aurora Van Brande Paladin-LASOMBRA, Lazarus-TREMERE, ALLIES: The Slashers, Talak the Immortal, Nephandus, Rom Gypsy, Tara The Hollow One, Order of Hermes Cabal, Thadius Zho (2R), Outcast Mage (2R). So the question is: At close range, if I use a Lucky Blow (+1 hand damage) on a minion that normally deals 1R damage, do the minion deal: 1) 1 damage? 2) or 2 damage? ------------------------------ Now, about Nephandus (mage, ally). Am I correct to assume that he reduce the damage an opposing minion will deal to him by 1 during combat: so -1 damage to him at each strike resolution? Mmmmmmm .... Trap ...... :-) ----------------------------- Thanks!

James Coupe

In article <7b8e41$esi$1...@news.quebectel.com>, lisa <bob...@globetrotter.net> writes >So the question is: >At close range, if I use a Lucky Blow (+1 hand damage) on a minion that >normally deals 1R damage, do the minion deal: >1) 1 damage? 1 damage. When allies say nothing about hand damage, or only say about ranged damage, they have 0 hand damage. So 0+1 >2) or 2 damage? >------------------------------ >Now, about Nephandus (mage, ally). > >Am I correct to assume that he reduce the damage an opposing minion will >deal to him by 1 during combat: >so -1 damage to him at each strike resolution? I think so, yes. -- James Coupe (Prince of Mercia, England) Vampire: Elder Kindred Network http://madnessnetwork.hexagon.net http://www.obeah.demon.co.uk

Dhar...@yahoo.com

"lisa" wrote: > So the question is: > At close range, if I use a Lucky Blow (+1 hand damage) on a minion that > normally deals 1R damage, do the minion deal: > 1) 1 damage? > 2) or 2 damage? > ------------------------------ > Now, about Nephandus (mage, ally). An ally is assumed to have 0 hand damage unless specifically stated otherwise...Muddled Vampire Hunter, for example. An ally cannot use a ranged damaged attack if the opposing vampire plays Immortal Grapple. So in the case of Nephandus, a Lucky Blow card will give him a hand damage of 1, because his hand damage is a base of 0. Hope this helps, Noal McDonald Michigan Jyhad League -- "Excuse me. Are you a yuppie?" -woman at a gas station in Detroit -----------== Posted via Deja News, The Discussion Network ==---------- http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

LSJ

James Coupe <ve...@obeah.demon.co.uk> wrote: > lisa <bob...@globetrotter.net> writes > >So the question is: > >At close range, if I use a Lucky Blow (+1 hand damage) on a minion that > >normally deals 1R damage, do the minion deal: > >1) 1 damage? > > 1 damage. When allies say nothing about hand damage, or only say about > ranged damage, they have 0 hand damage. So 0+1 Correct. If he had chosen 'hands' as his strike, he would have dealt zero damage, since he has no hand strike/strength listed on his card (and an Ally's strength defaults to zero). [6.4.5] If he had chosen his innate '1R'-dealing strike, he would not be striking with hands, since a strike that deals R damage is not a hand strike (by default). * Hand Strike: any non-ranged, non-weapon strike that deals damage based on the striking minion's hand damage, or any minion's non-ranged damage-dealing innate strike. [LSJ 970224] Lucky Blow allows you to "use your hand or melee weapon at +1 damage". If you are using hands, your do your base hand damage (zero) +1 damage, for a total of one damage. > >2) or 2 damage? > >------------------------------ > >Now, about Nephandus (mage, ally). > > > >Am I correct to assume that he reduce the damage an opposing minion will > >deal to him by 1 during combat: > >so -1 damage to him at each strike resolution? > > I think so, yes. Correct. Nephandus (Mage) [SAB] - ally (TreA) (2) * Each strike or other damaging effect made against Nephandus by the opposing minion is at -1 damage. [LSJ 970224] -- L. Scott Johnson (vte...@wizards.com) VTES Net.Rep for Wizards of the Coast. Links to revised rulebook, rulings, errata, and DCI (tournament) rules: http://www.wizards.com/VTES/VTES_Rules.html [ quoted text not captured ]

Bryan Nelson

With the logic you supply I have to agree with you. Colin Gunning wrote: > I always thought 1r meant 1 close or 1 ranged...where is this ruling found?If > this is corect then steal blood or guns do ranged only dam ?

Derek S. Ray

On 2 Mar 1999 01:37:59 GMT, ml...@netusa1.net (Colin Gunning) wrote: >I always thought 1r meant 1 close or 1 ranged...where is this ruling found?If >this is corect then steal blood or guns do ranged only dam ? You are correct in your first assumption. 1R means strike: one point of damage, *also* usable at long range. You may be confused because in this thread we're combining it with the effects of Immortal Grapple, which state that "only hand strikes" may be used for the current round. The rules section LSJ quoted clarifies that ranged strikes are NEVER hand damage, and so a strike for 1R, even though not specified what type of strike it is, is definitely not hand damage. It doesn't mean that they can't be used at close range if you AREN'T Immortally Grappled. (Except when card text overrides, such as Thrown Sewer Lid.) -- Derek (replying by email? remove the nospam from my domain :)

Lupus Australis

On Mon, 1 Mar 1999, Bryan Nelson wrote: > With the logic you supply I have to agree with you. > > Colin Gunning wrote: > > > I always thought 1r meant 1 close or 1 ranged...where is this ruling found?If > > this is corect then steal blood or guns do ranged only dam ? Ranged damage *does* work at close range. That is not the issue. The issue is that ranged strikes do not meet the definition of "hand damage". That being the case, an ally who has "1R damage" as his inherent strike does not have any "hand damage". AFAIK, a ruling was made that allies without a specified hand damage have a default value of 0. Such an ally at close range could choose to use it's inherent 1R strike to hit for one damage, but this is not hand damage and cannot be combined with Lucky Blow, or used while immortally grappled. If it used Lucky Blow, it would strike for 0+1=1 damage. Lupus Australis ____ ____ \ \----/ / |()__()| __\ __ /__ / __\()/__ \ |/ \==/ \| | || |

LSJ

lor...@nospam.nineball.org (Derek S. Ray) wrote: > On 2 Mar 1999 01:37:59 GMT, ml...@netusa1.net (Colin Gunning) wrote: > > >I always thought 1r meant 1 close or 1 ranged...where is this ruling found?If > >this is corect then steal blood or guns do ranged only dam ? > > You are correct in your first assumption. 1R means strike: one point > of damage, *also* usable at long range. You may be confused because > in this thread we're combining it with the effects of Immortal > Grapple, which state that "only hand strikes" may be used for the > current round. The rules section LSJ quoted clarifies that ranged > strikes are NEVER hand damage, and so a strike for 1R, even though not > specified what type of strike it is, is definitely not hand damage. > It doesn't mean that they can't be used at close range if you AREN'T > Immortally Grappled. (Except when card text overrides, such as Thrown > Sewer Lid.) Correct. "R" and "Ranged" on a strike mean that the strike is effective at any range - long or close. But a strike that does "R" damage is not a hand strike. [ quoted text not captured ]