rec.games.trading-cards.jyhad

[LSJ] - Flesh of Marble and Drawing out the Beast clarification requested

7 messages from 5 participants · 21 April 2000 – 24 April 2000
original thread on Google Groups

Ethan Burrow

We think we figured out how it should work, but wanted official clarification. Acting Minion get's blocked. Plays Flesh of Marble before range. Reacting minion plays 1 Drawing out the Beast (Superior) before range. They each trade hand strikes. Reacting minion prevents 2 damage. Acting minion only takes one damage correct? The 1 damage from DOTB that can't be prevented, but the Flesh of Marble will take care of all other damage? This is how we interpreted it, but since DOTB damage happens after the round instead of during the round, other players argued Flesh of Marble wouldn't work. ------------------------------------------ Ethan Burrow - Prince of Austin et...@ddg.com http://whitestar.ddg.com/vtes/ Sent via Deja.com http://www.deja.com/ Before you buy.

Greg Faulkner

We also had another odd occurance in that game. Blythe is attempting to play Cryptic Mission at the superior against a tapped vampaire with only has one blood. The tapped vampire plays Forced Awakening and fails to block, thus burning his last blood. Does the Cryptic Mission fizzle because there is no longer a target (no blood on the vampire), or does the acting vampire gain one blood from the blood bank? Greg

Ethan Burrow

Hey Greg, There's actually a ruling on Rulemonger for this occurance : The superior version will always give a blood to the acting vampire even if the victim has no blood. [RTR 19941109] I was going to wait until both were answered before I sent them to the list.... :^) In article <u3oM4.3956$S8.1...@typhoon.austin.rr.com>, [ quoted text not captured ] ------------------------------------------- [ quoted text not captured ]

James Coupe

On Fri, 21 Apr 2000, Ethan Burrow wrote: > They each trade hand strikes. Reacting minion prevents 2 damage. Acting > minion only takes one damage correct? The 1 damage from DOTB that can't be > prevented, but the Flesh of Marble will take care of all other damage? The acting minion would take 1 damage from the reacting minion's hand damage, and 1 damage from the DotB, ignoring the Flesh. Flesh of Marble is interesting, in that it prevents all but 1 damage that was not otherwise prevented. If all the damage is done in one go, nothing else happens than that. But if the damage is batched, you have more problems. IANALSJ, but my gut reaction is that the acting minion takes both damage. The first one, the hand damage, has to be taken in order to satisfy Flesh of Marble, which cannot necessarily predict what is going to happen in the future (though one could argue that the round will inevitably end) - so you need to allow it to take 1 damage. Of course, the DotB damage is unpreventable, so is taken. In other matters, the DotB damage takes place at the end of the round, but still inside combat - such that Dawn Operation still works on the damage. -- James Coupe | PGP Key 0x5D623D5D "But I don't have the right to be with you tonight, so please leave me alone with no saviour in sight. I will sleep safe and sound with nobody around me."

James Coupe

On Sat, 22 Apr 2000, Ethan Burrow wrote: <Vampire ends up burning a blood before Cryptic Mission resolves> > The superior version will always give a blood to the acting vampire even if > the victim has no blood. [RTR 19941109] Indeed. The card is two separate things: 1) They burn a blood 2) You get a blood The two happen separately. It is *not* Do 1 TO Do 2. Also, the target of the card is the vampire (or ally), not a vampire/ally with blood. If the vampire/ally had some way of burning itself during the action, or otherwise getting rid of itself, *then* the action would fizzle. I cannot think of such a case at the moment, but it may be possible. [ quoted text not captured ]

Noal McDonald

James Coupe <ja...@zephyr.org.uk> wrote: > Also, the target of the card is the vampire (or ally), not a > vampire/ally with blood. If the vampire/ally had some way of > burning itself during the action, or otherwise getting rid of > itself, *then* the action would fizzle. I cannot think of > such a case at the moment, but it may be possible. Use Infernnal Familiar to play a reaction card. That'll do it. Noal -- "What you cannot enforce, do not command." -- Socrates [ quoted text not captured ]

LSJ

James Coupe <ja...@zephyr.org.uk> wrote: > On Fri, 21 Apr 2000, Ethan Burrow wrote: > > They each trade hand strikes. Reacting minion prevents 2 > > damage. Acting minion only takes one damage correct? The > > 1 damage from DOTB that can't be prevented, but the Flesh > > of Marble will take care of all other damage? > > The acting minion would take 1 damage from the reacting > minion's hand damage, and 1 damage from the DotB, ignoring > the Flesh. > > Flesh of Marble is interesting, in that it prevents all but > 1 damage that was not otherwise prevented. If all the damage > is done in one go, nothing else happens than that. But if > the damage is batched, you have more problems. IANALSJ, but > my gut reaction is that the acting minion takes both damage. > The first one, the hand damage, has to be taken in order to > satisfy Flesh of Marble, which cannot necessarily predict > what is going to happen in the future (though one could argue > that the round will inevitably end) - so you need to allow it > to take 1 damage. > > Of course, the DotB damage is unpreventable, so is taken. Correct. > In other matters, the DotB damage takes place at the end of > the round, but still inside combat - such that Dawn Operation > still works on the damage. Correct. -- LSJ (vte...@white-wolf.com) VTES Net.Rep for White Wolf, Inc. Links to revised rulebook, rulings, errata, and DCI (tournament) rules: http://www.geocities.com/vtesrep [ quoted text not captured ]