rec.games.trading-cards.jyhad

Stealth dumping question

20 messages from 10 participants · 09 May 1997 – 10 June 1997
original thread on Google Groups

L. Scott Johnson

Pheersum wrote: > > I seem to be reading that people think they can dump stealth cards after > the attempt to block has failed, and before the chosen action plays out. > How is this possible? I thought you could only play stealth cards > between the time the action is announced, and the time it is blocked, or > the block failed. I know some stealth cards are also combat cards, and > can be played at this time, but I can't really cycle a handful of > Bonding just because an action isn't blocked, anymore than I could dump > them immediately after leaving my master phase. "Minion phase, now I > dump unwanted stealth!" Action modifiers can be played at any time during the action. Reaction cards can be played at any time during the action. There is a rule that stealth can only be added when the acting minion needs stealth to overcome a block. And there is a similar rule that intercept can only be added when it is needed to match the acting minion's stealth. Recently, the Rules Team ruled that these two rules only apply during block attempts. Thus: If someone is attempting to block, then stealth can only be increased if needed to overcome the blocker's intercept. If no one is attempting to block, then the restriction doesn't apply and you are free to add stealth. Likewise for intercept. Incidentally, you still can't dump a handful of Bondings, since each one increases the bleed, and they all have text disallowing their use after the bleed has been increased. You can't dump unwanted stealth at the start of the minion phase because you have no acting minion. As soon as you start your first action, however, you are free to dump as much stealth as you like (subject to the rules on repeating action modifiers) before anyone gets a chance to block. And reacting minions can increase intercept beyond what is needed to block simply by doing so without attempting to block. -- L. Scott Johnson (vte...@regency.wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team

Pheersum

I seem to be reading that people think they can dump stealth cards after the attempt to block has failed, and before the chosen action plays out. How is this possible? I thought you could only play stealth cards between the time the action is announced, and the time it is blocked, or the block failed. I know some stealth cards are also combat cards, and can be played at this time, but I can't really cycle a handful of Bonding just because an action isn't blocked, anymore than I could dump them immediately after leaving my master phase. "Minion phase, now I dump unwanted stealth!" -- --------------------------------------------------------------------- pheersum is eric schultheis. no commercial e-mail will be tolerated. this computer is attatched to a printer with a fax program. any spam will be subject to federal prosecution of fax machine fraud. ---------------------------------------------------------------------

James B. Floate

L. Scott Johnson wrote: <snip> > And reacting minions can increase intercept beyond what is needed > to block simply by doing so without attempting to block. Isn't this the same rules team who at one stage in the game's evolution decided that dodging cannceled the opponents strike? 'Why didnt my bomb go off?' 'Some guy with celerity ran away real fast' 'Phew, that was lucky, I didnt really want to blow myself up anyway.' __ New Example of Play, Acting Minion; 'My strike is a FoM.' Blocking Minion; 'Damn it where are the 6 fast reactions I put in this deck? Hang on, Im _not_blocking with Dorian and he gets to throw away the eagles sight, spirits touch and the enhanced senses which were clogging my hand. Ahah! okay, I'll use my other enhanced senses to block with Kallista.' Acting Minion (now slightly confused); 'I play another FoM' Blocking Minion; 'Alrighty then! Anneke will play a fast reaction and shoot you full of holes.' I dont think I'll be using this when I run my next officially unofficial tournament. James B.

Mike Mirathe

James B. Floate wrote: > Isn't this the same rules team who at one stage in the game's evolution > decided that dodging cannceled the opponents strike? > > 'Why didnt my bomb go off?' > > 'Some guy with celerity ran away real fast' > > 'Phew, that was lucky, I didnt really want to blow myself up anyway.' We made a houserule concerning a dodge: you cancel the EFFECT of a strike for (only) the dodging minion, not the strike itself. So if the acting minion pushes the red button on the bomb and the victim runs away: bad luck for that apprentice terrorist. The bomb will be burned (he pushed the trigger) and the attacker takes 5 damage. The dodging minion makes a Hollywood-like escape and takes no damage. It is the same with grenades. If you throw them, they'll explode, regardless if the enemy stands still or dodges. -- Michael Beer, Dortmund, Germany ------------------------------- Life is founded on Chaos. So if you find your living room became disordered: Don't panic! It's natural... :)

L. Scott Johnson

James B. Floate wrote: > > L. Scott Johnson wrote: > <snip> > > And reacting minions can increase intercept beyond what is needed > > to block simply by doing so without attempting to block. > > Isn't this the same rules team who at one stage in the game's evolution > decided that dodging cannceled the opponents strike? > > 'Why didnt my bomb go off?' > > 'Some guy with celerity ran away real fast' > > 'Phew, that was lucky, I didnt really want to blow myself up anyway.' That "ruling" (from the Darkness Unveiled FAQ) was corrected immediately when it was pointed out. Tom said that it was intended to describe what happens when the opponent used a S:CE to avoid the Bomb. > New Example of Play, > > Acting Minion; 'My strike is a FoM.' > > Blocking Minion; 'Damn it where are the 6 fast reactions I put in this > deck? Hang on, Im _not_blocking with Dorian and he gets to throw away > the eagles sight, spirits touch and the enhanced senses which were > clogging my hand. Ahah! okay, I'll use my other enhanced senses to block > with Kallista.' > > Acting Minion (now slightly confused); 'I play another FoM' Acting minion wouldn't get a strike after Fast Reaction. (At least, not on the first round). [ quoted text not captured ]

L. Scott Johnson

Mike Mirathe wrote: > We made a houserule concerning a dodge: you cancel the EFFECT of a > strike for (only) the dodging minion, not the strike itself. This is near to the official rule: Dodge cancels the effect of the opposing strike on the Dodging minion and any non-Retainer cards on the Dodging minion. > So if the acting minion pushes the red button on the bomb and the victim > runs away: bad luck for that apprentice terrorist. > The bomb will be burned (he pushed the trigger) and the attacker takes 5 > damage. > The dodging minion makes a Hollywood-like escape and takes no damage. > It is the same with grenades. If you throw them, they'll explode, > regardless if the enemy stands still or dodges. These examples both match the official rulings. [ quoted text not captured ]

JlB1925

>Dodge cancels the effect of the opposing strike on the Dodging minion >and any non-Retainer cards on the Dodging minion. Just checking. Does dodging cancel effects at long range that are targeted at retainers of the Dodging minion? (presumably not from what your careful omission implied) --- Liam Burke "So when are they coming out with Golconda by Day, anyway?" -overheard

DOUGDWISE

Hello? Is this the group for TGFKAJ? I haven't been around much for a couple of months but this seems very different than when I left. So, a sneaky bleeder CAN dump stealth without limit to clear that hand jam? So much for not trying to block those big bleeds to jam that Malk. I'm going to leave the room now and when I come back I hope everything will be back to normal. Very puzzled, Doug

L. Scott Johnson

In article <19970524085...@ladder01.news.aol.com>, jlb...@aol.com (JlB1925) wrote: > > >Dodge cancels the effect of the opposing strike on the Dodging minion > >and any non-Retainer cards on the Dodging minion. > Just checking. Does dodging cancel effects at long range that are > targeted at retainers of the Dodging minion? (presumably not from what > your careful omission implied) Correct, Dodge does not protect a Retainer. [ quoted text not captured ]

L. Scott Johnson

In article <19970525020...@ladder01.news.aol.com>, [ quoted text not captured ] Welcome back, Doug. Yes, this is the group for the Game Formerly Known as Jyhad. And, a new ruling (from 3/28/97, I believe) makes it allowable for a sneaky bleeder to dump stealth without limit to clear a hand jam. The ruling comes in the form: "The restriction against adding stealth/ intercept when you don't need it only applies during a block attempt". Therefore, if there is no current block attempt, the restriction doesn't apply. The ruling came about in response to the observation: "Form of Mist superior cannot be played to continue a successful bum's rush because the stealth is not needed." The ruling answers this observation so as to maintain the ruling that FoM *can* be played on a successful Bum's Rush (thereby backing up and restarting the Bum's Rush action). The ruling also overturns many prior rulings: Like playing 2nd Tradition when you don't need intercept and playing Fata Morgana when you don't need stealth. [ quoted text not captured ]

Algustas

Welcome back LSJ, L. Scott Johnson <vte...@wizards.com> wrote in article <5munuh$k...@news.wizards.com>... > And, a new ruling (from 3/28/97, I believe) makes it allowable for a > sneaky bleeder to dump stealth without limit to clear a hand jam. > > The ruling comes in the form: "The restriction against adding stealth/ > intercept when you don't need it only applies during a block attempt". This brings up an interesting point. I assumed that this was just a horrible oversight by a non-attentive rules team. Yet a couple of months have gone by, and no attempt has been made to fix this mess. This completely destroys the possibility of intercept as a defense if not repaired. Is the rules team even considering repairs? Algustas -- Good, bad, I'm the guy with the mouse...

L. Scott Johnson

Algustas wrote: > > And, a new ruling (from 3/28/97, I believe) makes it allowable for a > > sneaky bleeder to dump stealth without limit to clear a hand jam. > > > > The ruling comes in the form: "The restriction against adding stealth/ > > intercept when you don't need it only applies during a block attempt". > > This brings up an interesting point. I assumed that this was just a > horrible oversight by a non-attentive rules team. Yet a couple of months > have gone by, and no attempt has been made to fix this mess. This > completely destroys the possibility of intercept as a defense if not > repaired. Is the rules team even considering repairs? I had passed along all of my observations and concerns about this new ruling (as well as the main comments on the new ruling from the posts in this newsgroup) to the Rules Team. When I get a response, I will relay the message to this group, of course. [ quoted text not captured ]

Demos

Welcome back...Scott... In regards to "The ruling also overturns many prior rulings: Like playing 2nd Tradition when you don't need intercept and playing Fata Morgana when you don't need stealth." More specifically, if I understand this ruling, I can not play 2nd Tradition Domain in response to a bleed because there is no stealth modifiers. Is this correct? -- Respectfully, Demos Ventrue Elder

L. Scott Johnson

Demos wrote: > > Welcome back...Scott... > > In regards to > > "The ruling also overturns many prior rulings: Like playing 2nd Tradition > when you don't need intercept and playing Fata Morgana when you don't need > stealth." > > More specifically, if I understand this ruling, I can not play 2nd > Tradition Domain in response to a bleed because there is no stealth > modifiers. Is this correct? No. That was the way things worked before the ruling. Now, since there is no block attempt at the time 2nd Tradition is being played, the restriction against adding unneeded intercept is notin effect, so 2nd Tradition can be played even if the intercept is not needed. [ quoted text not captured ]

salem christ....

Demos wrote: > More specifically, if I understand this ruling, I can not play 2nd > Tradition Domain in response to a bleed because there is no stealth > modifiers. Is this correct? that used to be correct, until this recent-and-quite-silly ruling on stealth dumping (but, look at the bright side, it's also an INTERCEPT dumping rule, too. mind you, i think the advantage to being able to dump stealth could (and has been) far more abusive than the ability to dump intercept.) Before, you couldn't play intercept unless you needed it to block a stealthy action. with the new ruling, the restriction on only being allowed to play stealth and/or intercept that you need only applies during a block attempt. so, now you're allowed to play 2nd trad, because you're not trying to block until AFTER you've got the intercept. which also means, if someone is doing an action at zero stealth, you can play precognition at superior (because you're not trying to block, so you're not restriced from playing it), and THEN attempt to block, and you get to prevent one damage in the resulting combat. i've just thought that maybe now intercept combat is a lot more viable than before. only problem is, i don't know anyone who uses the new bollocks rule. salem christ......

Dave Green

L. Scott Johnson (vte...@wizards.com) wrote: : Correct, Dodge does not protect a Retainer. How about in the case of strikes which do damage to retainers as well as the minion (Body of Sun does, I believe). If you dodge Body of Sun, does the retainer still buy it? : -- [ quoted text not captured ]

L. Scott Johnson

Dave Green wrote: > > L. Scott Johnson (vte...@wizards.com) wrote: > > : Correct, Dodge does not protect a Retainer. > > How about in the case of strikes which do damage to retainers > as well as the minion (Body of Sun does, I believe). If you > dodge Body of Sun, does the retainer still buy it? Yes. Dodge does not protect a Retainer. The effect of dodge is no more and no less than "cancel the effect of the opposing minion's strike on the dodging minion and any non-Retainer cards on the dodging minion." [ quoted text not captured ]

James B. Floate

salem christ.... wrote: <lotsa stuff> > i've just thought that maybe now intercept combat is a lot more viable > than before. only problem is, i don't know anyone who uses the new > bollocks rule. Damn right bud. I dont use it at all. Boycotting, damn your eyes! Just thought I'd give you some moral support. James B

salem christ....

[ quoted text not captured ] yes! let's hear a universal protest! boycott, i say! everyone, reply yo this message voicing your agreement! (assuming you agree) my fix: the stealth/intercept thing about only being allowed to play what you need should apply to the whole minion phase, BUT only to action modifier and reaction cards. (i can't see anyone abusivly tapping their krcg news radio when they don't need the intercept.) this makes FoM playable, without stuffing the game.... salem....

DOUGDWISE

Greetings to all and Bravo! I see that the residents on this newsgroup are still as outspoken as ever. :-)= Thanks for the response to my little article, Scott. It is great to have you on the inside working for us. Yes, the ruling looks pretty foul to me, but as with the other rulings we didn't like, the gaming community will just ignore it. The only problem is in "Official" tournaments (and how many of those are we going to see?) Anyway, it is nice to know that the folks here are still trying to make their game better and are really passionate about it. Slouching toward Gehenna, Doug Dunaway (Artistically Inept Torreador)