On Sep 2, 4:37 pm, Wedge <matt...@gmail.com> wrote:
> > Meaning the original answer for Paulo was correct: The blood drains
> > off before it can be moved.
> > (REVERSAL of the REVERSAL above).
>
> > Sorry about that.
>
> No worries, but I am confused again.
>
> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/209a...
>
> I hope I got the link right this time.
It's got a "print me" embedded in it, but at least it's usable.
What you want is the URL behind the: "more options" -> "individual
message" link.
> It seems to me that this contradicts. I believe this implies "as
That's because you're paying attention. :-)
> played" is before both capacity check and contesting.
> Nothing in 4.1 or 7.0 of the rulebook lead me to think otherwise.
>
> 4.1. Contested Cards
>
> Some of the cards in the game represent unique resources, such as
> specific locations, equipment or people. These cards will be
> identified as "unique" in their card text. In addition, all crypt
> cards represent unique minions. If more than one unique card with the
> same name is brought into play, that means control of the card is
> being contested. For the duration of the contest, all of the contested
> cards are turned face down and are out of play. If another unique card
> with the same name is brought into play, it is **immediately**
> contested and turned face down as well.
>
> 7. Influence Phase
>
> At the end of your influence phase, any vampire in your uncontrolled
> region with a number of blood counters on him equal to (or more than)
> his capacity becomes controlled. The vampire is turned face up and
> moved to the ready region, untapped. The counters are kept on him to
> represent his blood (counters in excess of his capacity drain off
> immediately as usual). Other types of crypt cards are handled
> similarly.
>
> Who cares if, someone can choose to pay 3 for a 2cap with 1 blood.
> When they could pay 4 for a 4cap with 2 blood and fortitude.
Well, I'm sure someone cares. But that's not exactly the whole issue.
I think the best solution to make everything non-conflicting and
rulebook-matching is to make the over-capacity blood get handled
first, as part of the "play the crypt card" mechanic.
(Which would be a REVERSAL of the ruling you cited above, whose basic
link is
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/2f817387ca526e2d
)
So:
Influence (Discipline cards don't apply at this point.)
Drain excess (Discipline cards' capacity bonuses support blood at this
point.)
Do "as played" stuff.
Begin contesting.