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Messages - exid

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16
Rules Discussion / Re: enchantments
« on: August 19, 2018, 11:52:01 PM »
"It  is  possible that  both  players  may  attach  an  identical  enchantment  to the same target. If an enchantment is revealed on an object which   already   has   an   identical   revealed   enchantment attached to it, the newly-revealed enchantment is destroyed without effect."

rulles can't forbid 2 players to attach the same hidden enchantment (they don't know what the other player has cast). the question is how this situation is treated.
as written, the 2 enchantments stay on the object/zone until both are revealed.

that makes possible:
1) you have a revealed bear strength on your bear, i can cast another one (hidden) making you think it's a nullify that will forbid you to teleport your bear
2) you have a hidden bear strength on your bear, i cast another one (hidden), when you reveal yours, i can dispel it and reveal mine. (i can't think now of a better example... sorry)

is that right?

17
Rules Discussion / Re: enchantments
« on: August 19, 2018, 01:22:56 PM »
i allways played it this way, but in the rules (page 18) it's written that both player could attach the same enchantment to an object (no mention of revealed or hidden)...
hence, as i read it, a player could cast the same enchantment as an opponent's revealed enchantment. the new enchantment would be destroyed when revealed, but it can be useful as a bluff.

18
General Discussion / Re: The Killer Bees
« on: August 19, 2018, 01:14:51 PM »
 :D
we could debate... does the power come from the personality of the dead or from the talent of the embalmer?

19
Rules Discussion / enchantments
« on: August 19, 2018, 09:35:40 AM »
i can't find the answer to that: can a player cast an enchantment on an object that allready has the same enchantment revealed from the other player?

20
General Discussion / Re: The Killer Bees
« on: August 19, 2018, 08:07:13 AM »
why high level?
you can get a mummy of a servant or a cat, not only pharaos!

21
is there a particular problem of attack/attack actions with academy cards?
'Problem' perhaps depends on your point of view, but yes the terms behave differently, and some cards from Academy behave other than how you'd expect sometimes.
can you give me examples? (i always prefer to think before the game than discovering the problem during the game!)

22
No rule problems or none that you are aware of?
well... i can only speek for what i'm aware of!

Try looking at things like Attack vs Attack Action...
is there a particular problem of attack/attack actions with academy cards?

23
General Discussion / Re: The Killer Bees
« on: August 17, 2018, 10:56:34 AM »
i think key words are very important.
i often criticise the fact that MW has many very similar keywords that should be replaced by one (example: "critical wound" for burn, bleed, rot, etc.).

what they did in academy is eliminate keywords... that brings a lot of problems...

24
General Discussion / Re: Gen Con Academy pre releases
« on: August 16, 2018, 12:35:50 AM »
well, i love this "swarm" trait. the idea to have many tiny creatures in one is complicated and beautifull: so MW!
but they seem to have balanced it badly... that not usual in this game...

should be errated quickly.

25
Anyone have any ideas for making academy card interactions more clear in Arena? Some of the cards can be kind of confusing sometimes because of the different game terms.

i play the academy cards "as written" and there is no rule problem... but i meet bad situations...
to eliminate them, it would be necessary to "errate" a lot of cards: gain of life that should be regenerate, defences that should trigger during defence step, etc.

26
I think this is a good idea. Compiling all of the rules into a single document would be very useful, and it will be easy enough to indicate any rulings that are still pending official clarification.

Isn't that what the Codex was for? How many different locations do people have to look for rules?
the codex is a compilation of all the codex that are in each  core&expansions rulebooks. it shouldn't bring anything new.

for now we have the core&expansions rulebooks and the supplement. since the supplement isn't updated any more (it was never complete in my opinion), we could create a supplement's supplement.
i tried to bring this idea a few years ago (http://forum.arcanewonders.com/index.php?topic=17282.0)... but since nobody followed, i created my own doc (above).

27
And if you have 7 creatures to your opponents 1. You're going to wind up in the same situation at some point.
that's what i meant.
creatures and objects that give a free action are both objects that give you an effect each turn (in opposition to on shot spells like attacks and incantations). the creatures have specials rules (activation turns) to decide when you can use them when free actions can be used more freely, but it doesn't make a huge difference for me (less than the fact that a balista won't move when an archer will).

28
disciple of radiance (once per round or any time)

29
Hear Hear! Sometimes it takes rules lawyering outside the game to prevent rules lawyering during a game.

totally agree with that!
if i hadn't heard of that problem now, it would have appear once during a game with an infinite range spell (thanks Puddnhead!) and we would have to rule it as written: LoS accros the Steep hill.

30
here it is:
(all the "Fs" mean that the rule was aproved on the Forum)

RULES

    1. Attack modifier : if a modifier that applies only to the first attack of an attack action is mooved to another object after the first attack and mooved back, it will apply again. (F)
    2. Befor or after an action phase : events that take place during these periods can occure in any order (c.f. Initiative). (F)
    3. Burn : does flame damages. (F)
    4. Caster : when a card or rule refers to the "caster" it is the object that casted the spell, but "you" is the mage (the caster's controler if it is not a mage). (F)
    5. Conditions : if a creature recieves a condition that should be processed or removed at the end of its action phase during its action phase, it will be processed or removed at the end of its next action phase. (F)
    6. Damages : to recieve or deal 0 damage is not recieve or deale damage. (F)
    7. Duplicates : you can't have more than one copy of an object attached to the same thing. (F)
    8. Enchantments: hidden enchantments have no trait (exceptions : cantrip, decoy). (F)
    9. Formation :
        ◦ both effects are only in the zone. (F)
        ◦ second effect can be used only once per trigger. (F)
    10. Imunity : a creature can't intercept an attack it is imune to. (F)
    11. Imunity : a creature can't melee attack in a zone if all guards are imune to its attack (except if it is elusive). (F)
    12. Incapacitate : if a creature becomes incapacitate after the declare attack step, the attack stops. (house rule)
    13. Initiative : (F)
        ◦ The player with initiative goes first if both players want to act simultaneously.
        ◦ The order of resolution of simultaneous effects from the same cause is choosed by the controler of the cause.
        ◦ Special upkeep: during the upkeep it's the controler of the objects affected who chooses the order of the effects.
        ◦ Problem : if the normal rules don't solve the timing issue, the player with initiative chooses who plays.
            ▪ For example, during upkeep, if an object A, that should be destructed during upkeep, affects an opponent's object B. The player with initiative can choose A's controler (who must destroy A without effect) or B's controler (who must resolve A's effect on B befor A is destroyed).
            ▪ For example, during upkeep, if an effect on object A affects an opponent's object B too. The player with initiative can choose A's controler (who can resolve the effect on A, what forces B to resolve it simultaneously) or B's controler (who can resolve another effect befor A's controler forces him to resolvee the first effect).
    14. Intercept : the interceptor becomes the target. (F)
    15. Intercept : a creature can't intercept an attack that tagets it. (F)
    16. Mage's ability counter : If the object's controler changes, the abilty's doesn't (F):
    • Pet receives +1 Melee with his first controler
    • Bloodreaper is able to heal his first controler
    • Eternal Servant can be reanimated by his first controler
    • Holy Avenger gets bonus for the creatures and holy conjurations friendly to his first controler
    • Bonded tree is still bonded to his first controler
    • Veterans continue as usual
    • Runes : Fortification and Precision go with the object // Power, and Shielding are useless // Reforging is bound to the owner
      ERRATA : if the equipment is stolen, the rune stays on it but has no effect for other controlers (house rull)
    17. Numbers : negative numbers don't exist. (F)
    18. Reach : reach doesn't affect flying creatures (except with sweeping: a flying creature with a reach + sweeping attack can attack a flying and a non flying creature in the same attack action). (F)
    19. Spell level: a "3x & 2y" spell is a level 5 spell of school x and a level 5 spell of school y, but a mage trained up to level n in school x will pay the x level simple when building if [x level]<=n. (F)
    20. Spellbind : when changing the bound spell, you can take another card of the same spell but not the same card. (F)
       ERRATA when the spell is cast, it's discarded (house rule)
       ERRATA a new spell can be bound during planning (house rule)
    21. Trample : a trample attack is « a contact attac but no melee attack », many situations must be   decided.
        ◦ Elusive creatures can't ignore guards when trample (F)
        ◦ ERRATA Flying creatures loose flying during trample (house rule)
        ◦ +x/-x melee don't affect trample (F)
        ◦ ERRATA a defense that doesn't affect melee doesn't affect trample (house rule)
    22. If 2 effects trigger on the same condition, both resolve. (house rule)
    23. V'Tar orbs : when an orb is turned on by a mage who is part of a team, this mage gaines the "residual" mana or healing. (F)
    24. V'Tar orbs - Faulty Orbs variant : the orbs are turned on by controling the zone too. (F)
    25. Walls : walls are at range 0 and at range 1 from an adjacent zone. Adjacent zones are at range 1 from the wall. (F)
    26. Walls : walls of a certain type affect objects imune to this type in matter of LOS and passage block. (F)

CARDS

    1. Arcane ward : triggers during the declare step. (F)
    2. Enchantment transfusion : there must be LOS from the ET to the new target of the enchantment. (F)
    3. Flank attack : the piercing bonus is only for one attack (not for the whole attack action). (F)
    4. Forcefield : counters a damage barrier. (F)
    5. Force orb / sword : isn't affected by conditions, or incapacitated or restrained. (F)
    6. Gurmash : uses warlord's orders as he would have the same text on his card. (house rule)
    7. Izimbila : has the subtype befor casted. (F)
    8. Joined strength : the damage's source doesn't change. (F)
    9. Mana prism : the loss can be caused directly by the spell or ability, or by an upkeep cost or a mana drain/transfer effect caused by the spell or ability. (F)
    10. ERRATA Quicksand : can't target uncontainable creatures. (F)
    11. Reverse attack : the reversed attack can't be avoided. (F)
    12. Reverse magic : the reversed spell can be countered (but the countering is non-mandatory for a nulify). (F)
    13. Seedlingpod : is sacrificied as part of the casting of the spell. (F)
    14. ERRATA Steep hill : cuts LoS that goes accros his zone diagonally. (house rull)


(and I should add, that we announce our mages before building)

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