rec.games.trading-cards.jyhad

LSJ Outside the Hourglass vs Pulled Fangs

26 messages from 12 participants · 30 June 2010 – 10 July 2010
original thread on Google Groups

Vincent

Before range, minion A plays Outside the Hourglass at TEM and sends the opposing vampire B to torpor. Can A play Pulled Fangs? (No effect has been used to set the range to long) Thanks Outside the Hourglass Type: Combat Requires: Temporis / Obfuscate [obf] Strike: dodge. [tem] Maneuver, or strike: dodge, with an optional maneuver. [TEM] Only usable before range is determined. Inflict 2 damage on the opposing minion. A vampire can play only one Outside the Hourglass at superior each round. Pulled Fangs Type: Combat Only usable at the end of a round of combat in which this minion inflicted more damage at close range than the opposing vampire. Not usable by a minion being burned or going into torpor. Put this card on the opposing vampire, and this minion inflicts 1 point of damage. The victim cannot hunt until this card is removed. Any vampire(s) may burn this card with two +1 stealth actions. If the victim must hunt and cannot, he or she goes into torpor. A vampire can have only 1 Pulled Fangs.

LSJ

On Jun 30, 9:12 am, Vincent <v.rip...@gmail.com> wrote: > Before range, minion A plays Outside the Hourglass at TEM and sends > the opposing vampire B to torpor. > Can A play Pulled Fangs? (No effect has been used to set the range to > long) Yes, each round begins at close range. [ quoted text not captured ]

Darby Keeney

On Jun 30, 7:12 am, Vincent <v.rip...@gmail.com> wrote: > Before range, minion A plays Outside the Hourglass at TEM and sends > the opposing vampire B to torpor. > Can A play Pulled Fangs? (No effect has been used to set the range to > long) I believe the answer is no. Outside the Hourglass should create environmental damage in the prerange step, like Weather Control (though the wording is different). Pulled Fangs requires the minion to inflict damage, and environment damage is not counted.

LSJ

[ quoted text not captured ] True, but Outside the Hourglass has the minion inflicting the damage. http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b483fd7d57089f13

floppyzedolfin

[ quoted text not captured ] Damage from Outside the Hourglass is inflicted by the Vampire with TEM. http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/b483fd7d57089f13

echia...@yahoo.com

On Jun 30, 8:44 am, LSJ <vtes...@white-wolf.com> wrote: > On Jun 30, 9:12 am, Vincent <v.rip...@gmail.com> wrote: > > > Before range, minion A plays Outside the Hourglass at TEM and sends > > the opposing vampire B to torpor. > > Can A play Pulled Fangs? (No effect has been used to set the range to > > long) > > Yes, each round begins at close range. I understand the part about the damage from Outside the Hourglass being inflicted by the minion (which the other posts discuss). But I have trouble reconciling the idea that this combo satisfies the close range requirement. Since this is the phase before range is determined, it's kind of odd that range is already at close (before range is determined). If such is the case, would this close range be sufficient to spread a Vampiric Disease? And that cards like Blood to Acid and Blood to Water could get slipped in before range? To me, it seems more intuitive that range is not determined (not close, not long) at the "before range" step, unless something has already set the range. (i.e. you could Selective Silence / Shadow Step the range to close and then use Outside the Hourglass and Pulled Fangs, but without setting the range, you aren't at close range for Outside the Hourglass).

LSJ

On Jun 30, 12:20 pm, "echiang...@yahoo.com" <echiang...@yahoo.com> wrote: > On Jun 30, 8:44 am, LSJ <vtes...@white-wolf.com> wrote: > > > On Jun 30, 9:12 am, Vincent <v.rip...@gmail.com> wrote: > > > > Before range, minion A plays Outside the Hourglass at TEM and sends > > > the opposing vampire B to torpor. > > > Can A play Pulled Fangs? (No effect has been used to set the range to > > > long) > > > Yes, each round begins at close range. > > I understand the part about the damage from Outside the Hourglass > being inflicted by the minion (which the other posts discuss). > > But I have trouble reconciling the idea that this combo satisfies the > close range requirement. Since this is the phase before range is > determined, it's kind of odd that range is already at close (before > range is determined). "Each round of combat is fought at either close range or long range. Close range is the default for each round." [6.4.2] If one minion maneuvers, the range *is* then long. The other can manuever to make the range close again. And so on until no one wishes to change the range again. [6.4.2] again. > If such is the case, would this close range be > sufficient to spread a Vampiric Disease? Clearly not. >And that cards like Blood to > Acid and Blood to Water could get slipped in before range? No: Blood of Acid: "before strikes". Blood to Water: "before strikes".

Chris Berger

On Jun 30, 12:02 pm, LSJ <vtes...@white-wolf.com> wrote: > > "Each round of combat is fought at either close range or long range. > Close range is the default for each round." [6.4.2] > > If one minion maneuvers, the range *is* then long. > The other can manuever to make the range close again. > And so on until no one wishes to change the range again. > > [6.4.2] again. > > > If such is the case, would this close range be > > sufficient to spread a Vampiric Disease? > > Clearly not. > So... that's a wording problem with Vampiric Disease? > >And that cards like Blood to > > Acid and Blood to Water could get slipped in before range? > > No: > Blood of Acid: "before strikes". > Blood to Water: "before strikes". I wasn't aware that "before range" happened after strikes.

Henri K

[ quoted text not captured ] Blood of Acid and Blood to Water are played at close range before strikes are chosen. There is no before range step but cards that say they are played before range is determined obviously override rules because of their card text. If a card is only playable at close range, you can't play it until the range is determined to be close. Pulled Fangs can be played in this situation because nothing has yet altered the default range, and nothing will, but the combat is already at an end.

Robert Scythe

On Jun 30, 1:04 pm, Henri K <stealthw...@gmail.com> wrote: > Pulled Fangs can be played in this situation because nothing has yet > altered the default range, and nothing will, but the combat is already > at an end. By this reasoning a Vampiric Disease counter should be passed as well.

Vincent

[ quoted text not captured ] You get things mixed up. Eric was pointing out that the VD counter should be passed before range is determine (and that we could play Blood to Water etc.) The answer is no, since range hasn't been determined yet. As Henri points out, when the combat ends because of Outside the Hourglass sending the opposing minion to torpor, we can check the range since the "determine range" step is over. And since range is by default close and hasn't changed, it remains close until the end of combat. But maybe you're asking what happens to a vampire with a VD counter that is send to torpor by OtHG? I think the Temporis minion should get the VD counter, since we're still in combat and it's still close range. Name: Vampiric Disease Cardtype: Master Master. Put a disease counter on any vampire. Each time a vampire with a disease counter is in combat at close range with another vampire, the second vampire gets a counter as well. An afflicted vampire cannot gain blood by hunting. When an afflicted vampire untaps, he or she burns a blood or, if unable, burns the disease counter. A vampire can have only one disease counter.

LSJ

[ quoted text not captured ] Except that card text on VD is clearly using the "after range is determined" window.

Vincent

[ quoted text not captured ] What if the opposing minion B is not sent to torpor and someone sets the round to long afterward? Can A play Pulled Fangs since A dealt more damage at close range (before range was determined)? Or are the damage from Outside the Hourglass considered to be dealt at long range? At a undetermined (?!?) range ?

LSJ

[ quoted text not captured ] No. > Or are the damage from Outside the Hourglass considered to be dealt at > long range? Sure. [ quoted text not captured ]

henrik

On Jul 2, 1:28 am, LSJ <vtes...@white-wolf.com> wrote: > > What if the opposing minion B is not sent to torpor and someone sets > > the round to long afterward? > > Can A play Pulled Fangs since A dealt more damage at close range > > (before range was determined)? > > No. > > > Or are the damage from Outside the Hourglass considered to be dealt at > > long range? > > Sure. If minion B would've had an Improvised Flamethrower equipped, would xe take 2 aggravated damage as soon as the range was set to long in the above case? Improvised Flamethrower Type: Equipment Cost: 2 pool Weapon. Strike: 2R aggravated damage, only usable once per combat. If the opposing minion inflicts any damage on this minion at long range (even if it is prevented), this weapon is burned and the bearer takes 2 aggravated (non-strike) damage.

LSJ

On Jul 2, 5:10 pm, henrik <www.hen...@gmail.com> wrote: > On Jul 2, 1:28 am, LSJ <vtes...@white-wolf.com> wrote: > > > > What if the opposing minion B is not sent to torpor and someone sets > > > the round to long afterward? > > > Can A play Pulled Fangs since A dealt more damage at close range > > > (before range was determined)? > > > No. > > > > Or are the damage from Outside the Hourglass considered to be dealt at > > > long range? > > > Sure. > > If minion B would've had an Improvised Flamethrower equipped, would xe > take 2 aggravated damage as soon as the range was set to long in the > above case? > No. (Making the "sure" above an "I guess not -- but the point is that the range is long") [ quoted text not captured ]

henrik

On Jul 3, 12:29 am, LSJ <vtes...@white-wolf.com> wrote: > > > > What if the opposing minion B is not sent to torpor and someone sets > > > > the round to long afterward? > > > > Can A play Pulled Fangs since A dealt more damage at close range > > > > (before range was determined)? > > > > No. > > > > > Or are the damage from Outside the Hourglass considered to be dealt at > > > > long range? > > > > Sure. > > > If minion B would've had an Improvised Flamethrower equipped, would xe > > take 2 aggravated damage as soon as the range was set to long in the > > above case? > > No. > > (Making the "sure" above an "I guess not -- but the point is that the > range is long") If Fear of the Void Below (dai/DAI) would've been played earlier, would Outside the Hourglass then trigger the Improvised Flamethrower? Fear of the Void Below Type: Combat Requires: Daimoinon/Obfuscate Cost: 1 blood A vampire may play only one Fear of the Void Below each combat. [obf] Maneuver. [dai] Only usable before range is determined. Each round of this combat defaults to long range, and this vampire gets an optional press each round, only usable to end combat. [DAI] As [dai] above, and the opposing minion's controller discards one card at random from his or her hand during the initial strike resolution phase of each round. [ quoted text not captured ]

Robert Scythe

On Jul 2, 3:29 pm, LSJ <vtes...@white-wolf.com> wrote: > On Jul 2, 5:10 pm, henrik <www.hen...@gmail.com> wrote: > > > > > > > On Jul 2, 1:28 am, LSJ <vtes...@white-wolf.com> wrote: > > > > > What if the opposing minion B is not sent to torpor and someone sets > > > > the round to long afterward? > > > > Can A play Pulled Fangs since A dealt more damage at close range > > > > (before range was determined)? > > > > No. > > > > > Or are the damage from Outside the Hourglass considered to be dealt at > > > > long range? > > > > Sure. > > > If minion B would've had an Improvised Flamethrower equipped, would xe > > take 2 aggravated damage as soon as the range was set to long in the > > above case? > > No. > > (Making the "sure" above an "I guess not -- but the point is that the > range is long") So, conclusions garnered from this thread: If range has not been determined in a combat and combat ends, the default range is used for card effects whose wording does not require range to have been determined. Hence, Pulled Fangs can be played after Outside the Hourglass torporizes the opposing minion. Similarly, a minion may play Outside the Hourglass (assume at least one damage hits), superior Alpha Glint and then Disarm. Improvised Flamethrower does not have 'after range is determined' text a la Vampiric Disease, Blood to Water, et al, and is more parallel to Pulled Fangs/Disarm. Thus, if the default range is long and Outside the Hourglass is played and combat ends before range is determined then Improvised Flamethrower's negative effect should be applied. If these conclusions are correct then only one discrepancy seems apparent: Pulled fangs cannot be played if Outside the Hourglass hits and then range is determined to be long. coupled with Improvised Flamethrower's effect is not applied if Outside the Hourglass hits and range is determined to be long.

Just Deal

[ quoted text not captured ] > Hourglass hits and range is determined to be long.- Hide quoted text - > > - Show quoted text - I know this is a bit cornercase but it does effect the game in interesting ways, is there a conflict here or is something somehow misinterpreted. I'm alittle confused about what's going on anyway. Is the default range (whether determined or not) significant or should puled fang-disarm not be usable at all?

Wedge

On Jul 3, 7:14 pm, Robert Scythe <tbel...@gmail.com> wrote: [ quoted text not captured ] I am curious what the answers are to these points. LSJ? In addition the thread regarding Outside the Hourglass and Flesh of Marble raises other questions for me. Damage resolution doesn't preclude other effects Does this errata create a damage resolution phase at the end of pre- range If the vampire targeted by OtH plays Alpha Glint before resolving damage does he still have to. Is not combat over?

John McGlynn

[ quoted text not captured ] IANALSJ, but it seems to me that damage must be resolved (one way or another) for combat to end. -- John McGlynn Tremeres do it with Weather Control

LSJ

[ quoted text not captured ] Pulled Fangs cannot be played at long range, correct. > > > coupled with > > > > Improvised Flamethrower's effect is not applied if Outside the > > > Hourglass hits and range is determined to be long. ImpF doesn't go back and check all previously-inflicted damage, correct. It looks at damage as it occurs. > > I am curious what the answers are to these points. LSJ? I thought they followed directly from the previous post and cited post. > > In addition the thread regarding Outside the Hourglass and Flesh of > > Marble raises other questions for me. > > > Damage resolution doesn't preclude other effects > > > Does this errata create a damage resolution phase at the end of pre- > > range No. (And this isn't errata) > > If the vampire targeted by OtH plays Alpha Glint before resolving > > damage does he still have to. Is not combat over? > > IANALSJ, but it seems to me that damage must be resolved (one way or > another) for combat to end. Correct. Rulings: Weather Control: # Weather Control's damage will occur even if combat is subsequently ended before range (by Mariel or Elysium: Arboretum, e.g.) [LSJ 19971110]

Wedge

A minion may play Outside the Hourglass (assume at least one damage hits), superior Alpha Glint and then Disarm. Disarm pot] Only usable at the end of a round of combat in which this vampire successfully inflicted more damage at close range than the opposing vampire. Not usable by a vampire being burned or going into torpor. Put this card on the opposing vampire and send that vampire into torpor. The vampire with this card has -1 strength. He or she may burn this card by burning 3 blood. A vampire can have only one Disarm. [POT] As above, but the vampire with this card has -2 strength. If Fear of the Void Below (dai/DAI) would've been played earlier, would Outside the Hourglass then trigger the Improvised Flamethrower? Fear of the Void Below Type: Combat Requires: Daimoinon/Obfuscate Cost: 1 blood A vampire may play only one Fear of the Void Below each combat. [obf] Maneuver. [dai] Only usable before range is determined. Each round of this combat defaults to long range, and this vampire gets an optional press each round, only usable to end combat. [DAI] As [dai] above, and the opposing minion's controller discards one card at random from his or her hand during the initial strike resolution phase of each round. I assume he meant the vampire with Improvised Flamethrower is sent to torpor as a result of OtH. It seems that Improvised Flamethrower will do this damage outside of combat and be unpreventable as a result burning the vampire. and some more from me 6.4.1. Combat Sequence Combat occurs in a series of one or more rounds. Each round of combat has three steps: * Determine Range. Use maneuvers to set the range to close or long. * Strike. Announce and resolve strikes. * Press. Use presses to continue into another round or to end combat. As usual, the acting minion always gets first opportunity to use a card or effect before the opposing minion at every stage of combat. If range is set as a pre. Is it fair to say, "range has been determined"? Or do you have to wait for the Determine Range Step to be passed, whither skipped or not. If range is set to long and range is not determined until after DRS. If OtH sends the opposing vampire to torpor, you can play Pulled Fangs/ Disarm If range has been determined to be close as a result of a pre, can you play Immortal Prapple(and the like) in the pre-range step? Some of these cards say, "skip Determine Range". Is this just reminder text? Or does it always happen when range is set? Matt

LSJ

On Jul 9, 3:43 pm, Wedge <matt...@gmail.com> wrote: > A minion may play Outside the Hourglass (assume at least > one damage hits), superior Alpha Glint and then Disarm. > > Disarm > pot] Only usable at the end of a round of combat in which this vampire > successfully inflicted more damage at close range than the opposing > vampire. Not usable by a vampire being burned or going into torpor. > Put this card on the opposing vampire and send that vampire into > torpor. The vampire with this card has -1 strength. He or she may burn > this card by burning 3 blood. A vampire can have only one Disarm. > [POT] As above, but the vampire with this card has -2 strength. > > If Fear of the Void Below (dai/DAI) would've been played earlier, > would Outside the Hourglass then trigger the Improvised Flamethrower? Yes. (And Disarm would not be playable, since the range is long) > Fear of the Void Below > Type: Combat > Requires: Daimoinon/Obfuscate > Cost: 1 blood > A vampire may play only one Fear of the Void Below each combat. > [obf] Maneuver. > [dai] Only usable before range is determined. Each round of this > combat defaults to long range, and this vampire gets an optional press > each round, only usable to end combat. > [DAI] As [dai] above, and the opposing minion's controller discards > one card at random from his or her hand during the initial strike > resolution phase of each round. > > I assume he meant the vampire with Improvised Flamethrower is sent to > torpor as a result of OtH. > It seems that Improvised Flamethrower will do this damage outside of > combat and be unpreventable as a result burning the vampire. ImpF does its damage in combat, assuming it is triggered by in-combat damage. > and some more from me > > 6.4.1. Combat Sequence > > Combat occurs in a series of one or more rounds. Each round of combat > has three steps: > > * Determine Range. Use maneuvers to set the range to close or > long. > * Strike. Announce and resolve strikes. > * Press. Use presses to continue into another round or to end > combat. > > As usual, the acting minion always gets first opportunity to use a > card or effect before the opposing minion at every stage of combat. > > If range is set as a pre. Is it fair to say, "range has been > determined"? No. > Or do you have to wait for the Determine Range Step to be passed, > whither skipped or not. You finish "before range stuff" before moving on. > If range is set to long and range is not determined until after DRS. > If OtH sends the opposing vampire to torpor, you can play Pulled Fangs/ > Disarm If at close. > If range has been determined to be close as a result of a pre, can you > play Immortal Prapple(and the like) in the pre-range step? No. [ quoted text not captured ]

Wedge

Thank you > > > If range is set as a pre. Is it fair to say, "range has been > > determined"? > > No. > > > Or do you have to wait for the Determine Range Step to be passed, > > whither skipped or not. > > You finish "before range stuff" before moving on. > Just so I am clear, you are saying, "a pre-range card's effect that sets range is not applied,until pre-range is over". Correct? Matt

LSJ

[ quoted text not captured ] No. It sets range when played. And you still remain in the "before range" window until everyone passes. Then you skip the determine range window.