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Messages - Arcanus

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16
Rules Discussion / Re: Wizard on guard and Suppression Cloak
« on: April 12, 2013, 06:37:22 PM »
B)  is correct.

It may not feel good to the Timber Wolf player, but the Wizard is going to be happy!

17
Rules Discussion / Re: Mind control
« on: April 11, 2013, 03:14:12 PM »
Mind control cannot be revealed during an Action Phase of a creature. We had to do this because it can create a weird anomaly when control changes hands while acting.

18
Rules Discussion / Re: Reveal Several traps
« on: April 11, 2013, 03:12:08 PM »
Yes!  Now it looks like a Trap!  :)

19
Rules Discussion / Re: Enchantment Cast/Reveal/Range/LOS
« on: April 09, 2013, 10:31:48 AM »
There is currently only one way to counter an enchantment being flipped over and revealed:  Mind Shield.  

We do plan at some point to have a reveal action defined into steps as mentioned above, because future spells will allow you to forcefully reveal an opponent's enchantment, or counter its being flipped.  But, for the time being, it was easier to just put the special text directly on Mind Shield and wait for similar spells to come into play later.

20
Rules Discussion / Re: Counter strike when dead
« on: April 03, 2013, 09:25:52 AM »
Hello all,

Realism and flavor are our top concerns. Ideally and realistically the counterstrike and damage barriers are supposed to be simultaneous.  

During development we had to make some tough choices as to when to sacrifice realism in order to keep the game simpler and easier, and this was one of them.  We decided to break up all events and actions into steps, and try to keep things from happening simultaneously.  For example, with Counterstrike and Damage Barrier, it creates weird anomalies when they are simultaneous.  A simple example is with Vampiric trait - when does the creature heal back his damage if he dies simultaneously from a Damage Barrier? It keeps the game system cleaner, and paves the way for interesting abilities later that function better where events are sequential.

Once we decided it was going to be best to go with sequential events, we had to decide where to place the damage barrier step. Initially it was at the beginning of the attack  "you have to step through the barrier to reach your target". But, that made damage barriers even more powerful (and they are already extremely powerful) so we moved it to after the attack occurs.

On counterstrike, although the original intention was to be simultaneous, we felt it was not too much of a stretch to say that the attacker strikes first, and the counterstrike is a reaction to that attack, occurring a split second later.

However, there are exceptions:  We have a coming High Elf guard with a long halberd that can strike first when guarding.  His text reads, "When guarding, Temple High Guard gains Melee +2 and may counterstrike first (the Counterstrike Step is moved to just after the Declare Attack Step)."

Hope this helps!

21
Thanks guys!  Yes, Divine Intervention created a world of anomalies for us, but by making the rules function correctly for it, we have other opportunities we can add in the near future.  

The Whirling Spirit was a great example.

We are working on a Blink spell for the Wizard, which enables him to temporarily teleport out of the arena, and then reappear back again a moment later.  This will enable him to escape attacks or spells, and will be one of his most useful signature spells.

22
Rules Discussion / Re: Invisible and Guard
« on: March 30, 2013, 10:59:07 AM »
A new updated FAQ is being prepared and will be sent to the playtesters for review.  There are about a dozen minor additions awaiting approval!

23
Rules Discussion / Re: Charm
« on: March 29, 2013, 02:06:49 PM »
They just cannot attack the Mage.

24
Rules Discussion / Re: Invisible and Guard
« on: March 29, 2013, 01:17:26 PM »
Hi Pixelgeek!

It is intended that the Stalker be able to elude guards.

First he declares his attack, and then he loses the Invisibility. He actually loses the Invisibility at the end of the Declare Attack Step (immediately after the attack is fully declared).

Should we add this to the FAQ?

25
Rules Discussion / Re: Warlord Barracks and Channel
« on: March 27, 2013, 08:21:58 PM »
Hi Baronzaltor,

It can be higher than 3 with harmonize.  Its base value, which comes from Outposts, cannot exceed 3, but other factors can increase or decrease it's total mana output. Think of Harmonize as being X + 1, where X is still 3, but with Harmonize it is now 4.

26
Rules Discussion / Re: Poisoned Blood Reveal
« on: March 25, 2013, 09:01:03 PM »
Absolutely, and it is a fantastic sneaky play!

Casting a spell has 3 steps to it:

1) Cast Spell Step
2) Counter Spell Step
3) Resolve Spell Step

You can reveal an enchantment after any Step or Phase.  

So, the opponent casts a Minor Heal spell. After the Cast Spell Step, reveal the Poisoned Blood.  When the Minor Heal gets to the Resolve Spell Step, the target can no longer heal and the spell is discarded without effect!  The opponent pays the full mana cost or Minor Heal and loses the spell and action!

27
Rules Discussion / Re: Bashed
« on: March 23, 2013, 01:01:35 PM »
And, since the Push is in his zone, he gets to choose the direction, making it very effective with walls.

28
Rules Discussion / Re: Bashed
« on: March 23, 2013, 01:01:24 PM »
And, since the Push is in his zone, he gets to choose the direction, making ti very effective with walls.

29
Rules Discussion / Re: Alright... weird enchantment question.
« on: March 19, 2013, 11:48:20 AM »
Hello all,

Wow! Great discussion!  One of the longest threads I've seen!

Were at a trade show, so sorry for slow response.

The original intention of the no duplication rule is as follows:

Players should not knowingly put a copy of an enchantment (same name) on the same target.  For example, if you have a face-down Block on your creature, you cannot put more face-down hidden Blocks on him.  If your creature has a revealed Bear Strength, you cannot put a second Bear Strength on him face-down asa "backup plan".

If you reveal an enchantment (pay its reveal costs and flip it over), and discover that there are any other revealed enchantments in play with the same name on that target, then you have to destroy the new one you just revealed.

Players cannot reveal enchantments on a target to destroy the new enchantment which was just revealed.  So, you cannot use a face-down enchantment to counter a new one (as a "vaccine").

The first revealed enchantment take precedence.  Any others revealed later are destroyed when they are revealed.

That should be fairly clear, and I believe the original intent is in line with what most fo you seem to feel makes good sense.

What is not clear is: If someone reveals an enchantment and you know you ave a face-down one wit the same name - do you have to reveal it right away and destroy it?

Or, are you allowed to keep it there face-down, hoping to use it later if the revealed enchantment goes away? Of course, it is assumed it was placed on the target legally (before the other one was revealed and without knowledge of the duplication).

We can rule either way on this, and would appreciate feedback to add to the FAQ. I feel like the face-down duplications should be revealed and destroyed because they are "illegal".  And without mana refund (simpler). However, lets get some feedback on this.  

The good news is that this should very rarely occur, so the ruling we make should have little impact on the game.

Thanks everyone for the great feedback and well presented ideas!

30
Rules Discussion / Re: Magebane
« on: March 17, 2013, 03:24:16 PM »
The Magebane only takes effect when a spell is cast and resolved. When an enchantment is cast and placed face down on a target it triggers Magebane.  Revealing an enchantment is not casting a spell, so Magebane is not triggered.

Side note:  If the spell is countered, say by a Nullify or Jinx, the Magebane does not trigger. The spell has to successfully resolve.

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