Does playing Skin of Night at superior, which gains you the ability to
prevent one damage, mean that you must you the damage prevention
granted by the card immediately (even though it sets up a persistent
effect and can be played before any damage is alloted)?
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
XZealot wrote:
> Does playing Skin of Night at superior, which gains you the ability to
> prevent one damage, mean that you must you the damage prevention
> granted by the card immediately
Yes. Card text: "prevent 1 damage."
> (even though it sets up a persistent
> effect and can be played before any damage is alloted)?
It cannot be played before any damage is alloted.
Damage prevention can only be played when there is damage to prevent.
If there is no preventable damage waiting to be prevented, then Skin of Night
can only be played at the normal level, not superior.
On Jan 27, 3:46 pm, LSJ <vtes...@white-wolf.com> wrote:
> Damage prevention can only be played when there is damage to prevent.
> If there is no preventable damage waiting to be prevented, then Skin of Night
> can only be played at the normal level, not superior.
So unflinching persistence cannot be used for a maneuver on the first
round of combat then?
Which brings me to another question. Does that mean that maneuvers
and presses played in an earlier round carry over from round to
round? Eg. If you use superior Flash to maneuver to close range on
the first round, then use another Flash to do it again, you now have
two presses. If you only use one of those presses to push combat to a
second round, do you still have the second press for use in the second
round? Conversely, if you use superior Flash to press, do you get to
use the maneuver in the second round?
On 30 Jan., 09:37, lysande...@excite.com wrote:
> On Jan 27, 3:46 pm, LSJ <vtes...@white-wolf.com> wrote:
>
> > Damage prevention can only be played when there is damage to prevent.
> > If there is no preventable damage waiting to be prevented, then Skin of Night
> > can only be played at the normal level, not superior.> So unflinching persistence cannot be used for a maneuver on the first
> round of combat then?
No, cardtext.
Unflinching Persistence
[for] Prevent 1 damage.
[FOR] Maneuver, and prevent up to 1 damage later this round. Only
usable when choosing range.
You use the maneuver and get a lingering effect to prevent 1 damage
later THIS round.
Nothing carries over.
> Which brings me to another question. Does that mean that maneuvers
> and presses played in an earlier round carry over from round to
> round? Eg. If you use superior Flash to maneuver to close range on
> the first round, then use another Flash to do it again, you now have
> two presses. If you only use one of those presses to push combat to a
> second round, do you still have the second press for use in the second
> round? Conversely, if you use superior Flash to press, do you get to
> use the maneuver in the second round?
No.
By default combat cards count for the current round,
unless cardtext overrides this.
Alf