rec.games.trading-cards.jyhad

LSJ: WEatehreather conCpontrControl/Elusysium Q

5 messages from 4 participants · 27 March 1998 – 30 March 1998
original thread on Google Groups

rag...@ugcs.caltech.edu

In an ealier post, LSJ stated that the Elysium could not be used to avoid dmg from Weather Control because Weather Control is played at the "beginning of combat", not "before range." However, shouldn't the controller of the Elysium have the *option* to use the Elyium's effect earlier in the round, and so avoid dmg (that, is, use the Elysium power before the opposing vampire *plays* the Weather Control card)? Would this only work if the Elysium controller also controlled the acting minion? For reference: Elysium-The Arboretum Master UNIQUE LOCATION. Tap to end a combat. Only usable before range is determined. Any vampire can burn this card by calling a vote as a political action, which would be at +1 Stealth. Weather Control Combat Thaumaturgy Normal: Only usable at beginning of combat. Both combatants and their retainers suffer 1 damage before range is determined each round, including the first. This damage cannot be prevented. Superior: As above, but the amount of damage dealt increases by one each round. Thanks in advance, -- Robert Granat Lackey of the Schnitzel Industry

LSJ

rag...@ugcs.caltech.edu wrote: > > In an ealier post, LSJ stated that the Elysium could not be used to > avoid dmg from Weather Control because Weather Control is played > at the "beginning of combat", not "before range." However, shouldn't > the controller of the Elysium have the *option* to use the Elyium's > effect earlier in the round, and so avoid dmg (that, is, use the Elysium > power before the opposing vampire *plays* the Weather Control card)? The earlier post: LSJ wrote: > Weather Control gets first opportunity to be played ("beginning > of combat" superceding "before range"). This means that the timing window for "begnning of combat" effects is before the timing window for "before range" effects. So WC gets to be played first. Just like "as combat is entered" is before "beginning of combat", so Thought's Betrayed gets to be played before Weather Control. > Would this only work if the Elysium controller also controlled the > acting minion? If WC was a "play before range" effect, yes. But, it is not. It gets to be played before the "before range" effects. -- L. Scott Johnson (vte...@wizards.com) Official VtES Net.Rep for Wizards of the Coast. (*) - Subject to review by Rules Team

daniel frey

LSJ wrote: > > rag...@ugcs.caltech.edu wrote: > > > > In an ealier post, LSJ stated that the Elysium could not be used to > > avoid dmg from Weather Control because Weather Control is played > > at the "beginning of combat", not "before range." However, shouldn't > > the controller of the Elysium have the *option* to use the Elyium's > > effect earlier in the round, and so avoid dmg (that, is, use the Elysium > > power before the opposing vampire *plays* the Weather Control card)? > > The earlier post: > LSJ wrote: > > Weather Control gets first opportunity to be played ("beginning > > of combat" superceding "before range"). > > This means that the timing window for "begnning of combat" effects is > before the timing window for "before range" effects. > > So WC gets to be played first. > > Just like "as combat is entered" is before "beginning of combat", > so Thought's Betrayed gets to be played before Weather Control. Recently we switched to announcing "pre-range" as a combat phase. A friend and I were trying to figure out how many phases of combat there were in one round of combat. Obviously we missed a few. So can we make the unexpergated list of combat phases? 1. Before Combat begins. (i.e. obedience) 2. As combat is entered (Thoughts betrayed) 3. Beginning of Combat (Weather Control) 4. Before Range is Determined (Elysium, Illusions of Kindred, Torn Signpost) 5. Range Determination 6. First Strike 7. Strike 8. Strike Resolution 9. Damage Prevention 10. Additional Strike #1 11. Strike Resolution 12. Damage Prevention 13. Additional Strike #2 14. Strike Resolution 15. Damage Prevention 16. Additional Additional Strikes 17. Strike Resolution 18. Damage Prevention 19. Presses (if yes goto line 4) Seems to have gotten out-of-hand, doesn't it? Kinda makes me want to start using Thoughts Betrayed. But I know I gotta be missing some other phases.

LSJ

daniel frey wrote: > Recently we switched to announcing "pre-range" as a combat phase. A Yep. We've been saying "I have nothing to play before range" for quite some time now. If any of these other timing stages start getting used frequently, we may have to declare more of them. > friend and I were trying to figure out how many phases of combat there > were in one round of combat. Obviously we missed a few. So can we make > the unexpergated list of combat phases? > > 1. Before Combat begins. (i.e. obedience) > 2. As combat is entered (Thoughts betrayed) > 3. Beginning of Combat (Weather Control) > 4. Before Range is Determined (Elysium, Illusions of Kindred, Torn > Signpost) > 5. Range Determination 5b. Post-Range (Immortal Grapple, Blood to Water) > 6. First Strike > 7. Strike 6+7 -> 6. Strike declaration #1 > 8. Strike Resolution > 9. Damage Prevention These operate slightly differently than two distinct steps, but this is good enough for this list. 9. Heal Damage/Prevent Destruction (preventing damage is done only in step 8). If unreadied (burned/torpored), go to 21. 9a. Post-strike (Taste of Vitae) > 10. Additional Strike #1 > 11. Strike Resolution > 12. Damage Prevention > 13. Additional Strike #2 > 14. Strike Resolution > 15. Damage Prevention > 16. Additional Additional Strikes > 17. Strike Resolution > 18. Damage Prevention 10-18. Better stated as: 10. Repeat steps 6-9a for each additional strike. > 19. Presses (if yes goto line 4) 19. Press-step (Pulled Fangs) 20. Presses (if continue goto 4) 21. Combat ends (Amaranth, sometimes Pulled Fangs) 22. Post-combat (superior Psyche, Hidden Lurker, Fast Reaction) > Seems to have gotten out-of-hand, doesn't it? Kinda makes me want to > start using Thoughts Betrayed. > But I know I gotta be missing some other phases. -- [ quoted text not captured ]

Robert Goudie

LSJ wrote: > > daniel frey wrote: > 19. Press-step (Pulled Fangs) > 20. Presses (if continue goto 4) > 21. Combat ends (Amaranth, sometimes Pulled Fangs) Don't forget "Round Ends": (Drawing out the Beast) -Robert rrgo...@earthlink.net