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papalorax

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  1. Confused
    papalorax got a reaction from Krashwire in Possible errata/changes for a better tournament game   
    Regarding your other issues:
    2. Being locked out for a turn is no big deal. Discarding your hand would be a massive change to the rules if you could do it optionally. I would not like this. It makes people digging for answers even more common. I could see a tweak that would say "In the rare circumstance that you cannot declare a house two turns in a row, you may ignore any ability that is 'forcing you to pick a house' and therefore pick any house that you aren't specifically prohibited from picking. In the even more rare circumstance that you are prevented from legally picking each house for a second turn in a row, you are free to pick any house for that turn"

    3. Horseman rule - dealing with creatures is built into the game. Way too many options exist.
  2. Like
    papalorax got a reaction from saluk64007 in Possible errata/changes for a better tournament game   
    Regarding your other issues:
    2. Being locked out for a turn is no big deal. Discarding your hand would be a massive change to the rules if you could do it optionally. I would not like this. It makes people digging for answers even more common. I could see a tweak that would say "In the rare circumstance that you cannot declare a house two turns in a row, you may ignore any ability that is 'forcing you to pick a house' and therefore pick any house that you aren't specifically prohibited from picking. In the even more rare circumstance that you are prevented from legally picking each house for a second turn in a row, you are free to pick any house for that turn"

    3. Horseman rule - dealing with creatures is built into the game. Way too many options exist.
  3. Like
    papalorax got a reaction from saluk64007 in Possible errata/changes for a better tournament game   
    Let's say this is "going off" third turn.
    Start with 30 cards in reserve...play 4 in first two turns...and draw 4.
    You have 26 in reserve and 4 logos in hand
    Play LA
    Retrieve LA
    Play LA again - draw 1.
    You now have 3 logos in hand and 25 in reserve
    play 3 - draw 6
    Play 2 - draw 4
    Play 1 - draw 2
    So in the most "tame" version - you have drawn 13 cards, played 6 non LA Logos cards, have a hand of 9, and a reserve of 13.
    If you can't find a way to win from that position...your cards are awful.
    I am comfortable saying that situation is not good for the game. LA should either be subject to the rule of 6, or shouldn't Stack, or shouldn't go to the discard pile until end of turn.
     
  4. Like
    papalorax reacted to sabrjay in Possible errata/changes for a better tournament game   
    I've always believed that Rule of 6 should apply to everything. This easily solves any infinite loop problem and doesn't change the game in any major way. 
  5. Like
    papalorax got a reaction from Poposhka in 2 questions about Poltergeist   
    "Poltergeist only destroys an artifact after it has used it. "
    That is not true - it will destroy the artifact selected regardless if it was used or not. Official ruling in the Facebook group from the Game Dev
  6. Like
    papalorax got a reaction from Poposhka in 2 questions about Poltergeist   
    I would say we are still waiting an official answer to the question dperello posted. Whether or not you must choose something that can do more would be a huge change to this game - frankly one that would be a bad decision for simplicity and understanding.
  7. Like
    papalorax got a reaction from JorduSpeaks in 2 questions about Poltergeist   
    "Poltergeist only destroys an artifact after it has used it. "
    That is not true - it will destroy the artifact selected regardless if it was used or not. Official ruling in the Facebook group from the Game Dev
  8. Thanks
    papalorax got a reaction from Brigadierblu in Card: “Key Charge” Clarifcation   
    nope - the "current cost" is normally 6. But some things (Grabber Jammer) can modify that.
    So you lose 1...and if you have 6 remaining (or whatever is current) you immediately forge a key.
    It's REALLY powerful
  9. Like
    papalorax got a reaction from TwitchyBait in Card: “Key Charge” Clarifcation   
    nope - the "current cost" is normally 6. But some things (Grabber Jammer) can modify that.
    So you lose 1...and if you have 6 remaining (or whatever is current) you immediately forge a key.
    It's REALLY powerful
  10. Like
    papalorax got a reaction from TwitchyBait in Do as much of the card as you can   
    Hopefully they will keep the templating to:
    "Play: Heal up to 3 damage from a creature. If you healed 3 damage, gain 1[Æ]."
    but they also have this:
    "Play: Heal 1 damage from each creature. Gain 1[Æ] for each creature healed this way. (Damage is healed by removing that damage from the creature. "Each Creature" includes your opponent's creatures.)"
    Clearly their intent is that to be healed means you remove a token...and to be damaged means you have a token. Somehow claiming you are perpetually damaged for 0 doesn't seem to work
     
    You need to pick two if possible...if you can only pick one. That creature still takes two damage.
    just like with
    If you have 0 creatures and your opponent has two...this card sends those two back to their deck.
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