Raille#
I took a liberty of inserting the transfer of damage from the strike
effects to the damage resolution stage. As such I renumbered your
(LSJ's) additions to keep continuity.
6.4.6 Damage Resolution.
6.4.6.1 Damage resolution has three steps: damage allocation, prevent
damage and heal damage.
6.4.6.2 Damage allocation.
6.4.6.2.1 Bring forward all normal and agravated damage from the resolve
strike step of the combat phase.
---
REFERENCE
X.X.X Play/produce some damage-dealing effect (amount of damage is
calculated at this time).
X.X.X.1 Apply damage (all damage from other, simultaneous, effects
is applied here before moving to the next step).
X.X.X.2 Resolve Damage (see 6.4.6)
___
6.4.6.3 Prevent Damage
6.4.6.3.1 The minion taking damage can play damage prevention cards if
he is able to do so. These damage prevention cards are played one at a
time until all damage is prevented or the minion chooses not to play any
further cards.
[Shouldn't mention Direct Intervention here unless you mention it
wherever
(minion) cards are played.
As always your correct. I mentioned it only for the reference.]
6.4.6.3.2 Damage prevention cards may be selectively used to prevent
aggravated damage before non-aggravated damage.
6.4.6.3.3 Only Minions can prevent damage. Damage to retainers cannot
be prevented.
6.4.6.4 Heal damage
6.4.6.4.1. For each point of non-aggravated damage inflicted on a
vampire,
burn one blood to heal that damage.
6.4.6.4.1.1 A vampire may burn ALL of his blood to heal if needed, and
doing so does not have any other negative effects on the vampire.
6.4.6.4.1.2 If a vampire cannot heal all the damage, having taken more
damge than there was blood to heal, blood is burned to heal what damage
can be healed. The rest is unhealed. (Unhealed damage causes a vampire
to go to torpor after damage resolution.)
6.4.6.4.2 Aggravated damage is damage that a vampire cannot heal.
6.4.6.4.2.1 Since it cannot be healed, aggravated damage causes a
vampire
to go to torpor after damage resolution.
6.4.6.4.2.2 Aggravated damage done to a wounded vampire can burn the
vampire outright.
6.4.6.4.2.2.1 For each point of aggravated damage successfully inflicted
on
a vampire who already has unhealed damage, he must burn a blood to
prevent
his destruction.
6.4.6.4.2.2.2 If he doesn't have enough blood, he is burned.
6.4.6.4.2.2.2.1 OR 6.4.3 Cards that are playable when a vampire/minion
is burned can now be played.
6.4.5.4.2.2.3 A vampire burned by aggravated damage is not considered to
have been diablerized and a blood hunt (6.5.6) cannot be called.
6.4.6.4.3 Each point of damage, aggravated or non-aggravated, inflicted
on
an ally or retainer causes the ally or retainer to lose one life
counter.
6.4.6.4.3.1 An ally or retainer who loses all of his life counters is
burned.
6.4.6.4.4 A vampire that has taken any damage that he has not healed
goes
to torpor.
6.4.6.4.4.1 OR 6.4.3 Card affecting a vampire going to torpor can now be
played.
Taste of Vitae can only be played after strike resolution - not after
generic damage resolution. (Between 6.4.3.2 and whatever comes next:
6.4.3.3, 6.4.4, or "End of Round" (V.E of outline) if a combatant
has been unreadied.)
PF can be played at the end of a round. That is: during 6.4.4 (after
both minions have decided not to play any further presses), or, if the
round ends prematurely (due to a minion becoming unready, for instance),
during the "unReady a minion" step.
Probably there should be a step after 6.4.4 (like step V.E. of the
outline) in which the end-of-round effects (like PF) can be played.
I think that having gone over this in minutia, I can begin to see what
the problem is. Damage resolution really is not in section 6.4.6 is it
a sub step of 6.4.3 also section 6.4.5 might either be better served in
a glossary or added into section 6.4.3
> Still with pulled fangs, (and you thought I'd get away from that!) you
> generate a infinate loop. A easy manner to gain 1 VP in any game is to
> put 60 PFs in a deck, then play them all in the first combat where you
> inflict more damage that the other guy. Any +1 HD vampire will do.
>That won't get you a VP - you still need to successfully withdraw (which
>can't even begin until your next untap phase, after which you'd have to
>avoid losing blood and losing pool and combat until your next untap phase.
True, but if it is early in the game that would not be likely. Point
was only added to highlight a few problems of the sequencing of combat
and damage resolution.
>Even so, how would that be different than just putting 60 Nosferatu
>Putrescences in your 60 card deck and filling your crypt with Koko (and
>playing all 60 NPs on Koko the first time she gets into combat)?
<GRIN> Now thats an evil and funny thought!
>See above. It goes after all strikes have been resolved (or all of them
>that can be resolved), by necessity of the "inflicts more damage"
>requirement. This has been ruled to be "at the end of the round" (without
>regard to how the round is ending).
So the playing of pulled fangs is effectively after damage resolution??
someplace like secion 6.4.3 sub paragraph 2c. That is after resolve
strike, but before additional strikes.
Were getting closer to the actual point or points where it can be
played.
Is you think Im beating this to death, Try thinking of itin these terms.
"If I had to write a program to play jyhad, how would this work."
So the actual point(s) where these effects can or cannot be played
really needs a specific definition.
Perhaps when I'm done the whole rules book will be renumbered in the
actual manner of card sequencing.
Raille.