texts: Does a daikaiju kill off a player if it appears next to them?

texts: According to the rules of Tsuro of the Seas, when a daikaiju moves adjacent to a player's ship, that player is eliminated. What if another player rolls a 6 to put a daikaiju on the board, and the square rolled is next to a player's ship? Is that player eliminated, or are they unaffected and have a chance for the daikaiju to move before their turn?


texts:
I'm a little unclear on the The Magic the Gathering card Hickory Woodlot

Hickory Woodlot enters the battlefield tapped with two depletion
counters on it.
Tap, Remove a depletion counter from Hickory Woodlot:
Add {G}{G} to your mana pool. If there are no depletion counters
on Hickory Woodlot, sacrifice it.

The card is a land, so can it be tapped without removing a depletion counter to produce mana as normal?
Do you sacrifice it immediately after removing the counter? In other words do you have to have counters on it to use it's ability or can you use it one last time without?


texts: Munchkin Dungeon of Comprehensive Curses Technical Difficulties

texts:
So this dungeon says any curse that affects someone happens to everyone, unless the curse already does so. Most curses are pretty cut and dry, but what does "effects everyone" technically mean?

example: What happens when I play "Curse of Generosity"? Does this only affect the player I played it on, because he gives something to everyone? Or, Does everyone have to be "generous"?


texts:
I am building an online version of the game of Set, and I want to get my vocabulary straight. So far, the words I have are "card", "deck", "(card) feature", "set", "player" and "dealer".

I am missing words describing:

the initial laying of 12 cards (lay out? initialisation?)
the addition of 3 cards when a set has been found (add on? filler?)
the set of cards that are face up, on the table (board? table?)
the attempt made by a player to demonstrate a set (move? call? attempt?)
the different types within a feature (variations?)

What are the technical terms used in card games, such as Set?


texts: When on New Caprica, can a crisis effect move a player from Detention to the Medical Center?

texts: When on New Caprica in the Pegasus expansion, can a crisis effect move a player from Detention to the Medical Center?  The Cylon players allowed it in the individual instance to try and keep the game running and fun, but we had some doubts about whether or not it is legal to be forced out of Detention simply by a crisis forcing the current player to move someone on New Caprica to the Medical Center.


texts: This is mostly for curiosity, I've been thinking of board games from a publishers' point of view lately and was wondering if there are any games out there that have been published to pursue some other agenda (political, religious, etc.)? I specifically mean a game where a sponsor would want to remain anonymous, wouldn't want the board game to be branded with their visual brand.


texts: Dice worker placement game about terraforming a planet

texts:
I'm looking for a game I played about 3-5 years ago. It was set in space and centred around terraforming a planet (possibly Mars?).
It is a dice worker placement game where you roll dice and each dice is an action that you can use at one of the stations surrounding the planet, depending on the restrictions on numbers at that location.
Any ideas?


texts: What are the changes in the Revised Edition of Curse of the Dark Pharaoh?

texts:
I recently picked up a copy of the Miskatonic Horror expansion. In the rules, it says

  Note: Miskatonic Horror is designed to be used with the revised edition of The Curse of the Dark Pharaoh. If using the original edition ... (that is, if the expansion does not say "Revised Edition" on the lid of the box), use only the new Exhibit Item cards.

This is the first I've heard of a "Revised Edition", and I'm a little annoyed that my version of the expansion (which I got quite recently) isn't fully compatible.

What are the differences between the original and revised versions of The Curse of the Dark Pharaoh? Was the original substantially broken in some way(s)? Is it really worth buying a second time?


texts: Do dice finish resolving before yielding Tokyo?

texts:
When does yielding occur in relation to dice resolution? Simultaneously? After all dice have resolved? After attack dice are resolved?

For example (A for attack die, H for heart):

Alice is outside Tokyo, Bob is inside. It is now Alice's turn.
Alice rolls: 3, 3, 3, A, A, H
? Handle VP and hearts?
Alice attacks Bob
Bob chooses to yield

Now consider the possibility Alice has a single shrink ray token, so she only rolls 5 dice:

Alice is outside Tokyo, Bob is inside. It is now Alice's turn.
Alice rolls: 3, 3, 3, A, H
? Handle VP and hearts?
Alice attacks Bob
Bob chooses to yield

She must choose if the heart is applied to heal for one, or if it will remove the shrink ray token. In this case, order of resolution for the attack/yield and heart matters (more/less information for Alice & Bob, inability to heal in Tokyo). Is there an order to the dice resolution (eg hearts then attacks), or is the yield not declared until after all dice have resolved?


texts: This came up in a game.  I controlled Prossh who has an ability that gives him +1/+0 whenever I sacrifice a creature.  After I sacrified 6 creatures to Prossh's ability (+6/+0), my opponent cast Snakeform which turns it into a 1/1 with no abilities for the turn.  My question is, what is Prossh now?  Would it have been different if I used Prossh's ability in response to the Snakeform cast?


texts: Which Game of Thrones LCG house/expansions best reflect a play style similar to 'blue' decks in MTG?

texts:
I've recently committed to buying the Game of Thrones Living Card Game from Fantasy Flight so I can play with a number of friends who also have it.

At this stage, I know will be buying the Core set, but am a bit overwhelmed at all the available expansions and chapter packs. To be competitive amongst my friends (not tournaments), I know I need to get additional cards beyond those in the core set.

I really enjoyed playing 'blue' decks in Magic due to their control of the field and 'tricks' up their sleeve by being able to cancel or negate the effects of my opponents.  I really dislike rush/monster heavy decks as well.

So, my question is, which Game of Thrones LCG house/expansions best reflect a play style similar to 'blue' decks in MTG as described above?


texts: Can I buy a development card in the special building phase?

texts: Can I buy a development card in the special building phase that occurs between player turns?


texts: Does activating Priest of the Forgotten Gods ability trigger Korvold's last ability twice?

texts:
If I use Priest of Forgotten Gods' ability to sacrifice two creatures, does it proc Korvold, Fae-Cursed King's ability twice? My doubt stems from the fact that the sacrifice of the creatures occurs simultaneously.

I think it should proc twice since I believe to have seen Mayhem Devil's ability proccing twice under similar circumstances, but I'd appreciate some explicit reference to relevant rules if possible.


texts: Playing Pokemon TCG with more than two players

texts:
I want to play Pokemon with my brother and sister. The only problem is that there will be three people playing,  which means it would be hard to alter rules so that they do not give other players an unfair advantage.  What additional rules do I have to incorporate in order to play this way?

Note that I would like it to discourage teaming, and it is FFA. Also, as mentioned below, I would not like two headed giant as there is only three decks between us.


texts: How many squares is this rectangle on the Clue board?

texts:
See the photo for context. My boys had a dispute about moving through this rectangle, whether it counts as one square or whether it should be thought of as containing smaller squares.

Do the rules address this?


texts: Does anyone have a way to modify Ticket to Ride to accommodate six people?

texts:
I recently bought Ticket to Ride to play at our monthly game night, which consists of three couples, i.e. six people. Stupid me, didn't read the five player limit before ordering the game. I've played a few times now, and I really like the game, but can't think of any way to accommodate an extra player.

So, am I stuck making someone sit out or putting two people on one team if we want to play this with six people? Or has someone else come up with some modification to make this work with one extra person?


texts: Is giving resources away for free allowed?

texts:
Motivation: I once had one surplus card on my hand, and knew the robbers would come soon. So I gave it to someone for free, to avoid losing more cards when they hit.
I was surprised by how badly this was received. Two of the three other players (the hosts of the game) acted upset, like I had tried to cheat. I had to take the card back, get robbed the next turn and 'giving cards away for free' was banned immediately. (Oh, how I hate mid-game additions to the rules. But that's beside the point.)

So now the question: Is this really illegal in Settlers of Catan? Is it generally considered underhanded in any way? If so, why?

My reasoning was like this:

  Consider players A and B.
  A wants to give B a sheep.
  A trades a sheep and one rock to B, in exchange for wheat.
  A trades the received wheat for the (formerly his) rock.
  A and B now both have the same resources they had in the beginning, only the sheep has moved from A to B.


texts:
I've been hearing about the double-deck version of solitaire, played by Winston Churchill, that's way harder than normal solitaire. I can't seem to find the rules posted anywhere. Anyone know the rules?

I watched a video showing the iOS game which is useless to me since I don't use iOS and I'd rather play card games with actual cards. I was able to figure out some of the rules but considering the fact that I beat it the first time I played my make-shift version of it I suspect I was not playing correctly.


texts: In Star Fluxx, how does the game end with Play all?

texts:
I know that there has been complaints about other cards being overpowered, but after playing a few games with my sister, who had never played before, she won almost every game by strategically using the play all card.

Her strategy was to remove the hand limit, increase the draw limit and decrease the play limit so that she could keep her cards in her hand. She would then wait until she got the play all card and a goal that matched two of the keepers in her hand. Then she would win the game by playing the play all rule and then playing only the cards she needed to win.

I thought that perhaps the rules required for all cards to be played first and then determine if she had won, but she reminded me that I had told her "The game ends when the current goal conditions are met".

So what's the actual verdict on this situation?


texts: Is there a standard name for the card game "Elevenses"?

texts:
My mother taught me a simple single player card game called Elevenses when I was young. I'm wondering: does my card game have a standard name? I have not met many who have known of the game.

You start with a suit 3x3 grid of playing cards from the top of a shuffled deck. The aim is to get rid of the cards in the deck by placing them over 2 cards on the grid that equal eleven when added together. The player can also place cards over three face cards on the grid. This must be done at least once and an odd number of times, otherwise you will be left with one card in the deck at the end.

Ace has the value of 1, and face cards have the value of 10.


texts: How can I beat Germany in Axis & Allies: Europe?

texts:
I've played Axis & Allies: Europe BGG quite a few times now. It seems that Germany always wins by rushing for Moskva in all the games I've played. Usually USA never plays an important role, coming late to Europe.  By the time England is strong enough to invade Germany, the race is more or less over.

What good counter strategies against Germany am I missing?


texts: Strongest early-game counters for a Modern deck?

texts:
Magic's Modern format has a rather large card pool, including 90-ish counterspells with a good variety of mana costs and limitations. Assume you're playing a control deck that can fairly reliably take over the late game, but really wants early disruption to get there, as well as occasional protection for your big controlling power play (whether it's a combo, a powerful fatty, or just a wrath to buy you more time). Given the constraints on counterspell power represented by the Modern set, which of the counter cards available make the strongest inclusions for early-turn defensive play, and why?

(I scoped this question to Modern because it's an "eternal" format with many options but no access to the early-edition uber-counters like Mana Drain and Force of Will.)


texts: Anyone have these 7 cards from The Fortune Teller Board Game by Pressman 1989

texts: I found this game (The Fortune Teller by Pressman from 1989) but it's missing 7 cards. I was wondering if someone would share insight of those missing 7 cards and I'll make the missing cards so I can play the game (?) the 1st card is a Titled Card for Change So I would need the other side which lists 6 words from top to bottom. The other 6 cards start with these words....Accomplishment, Affection, Illness, Interference, Materialist and Momentum, with then their other 5 words on that side of their cards. Maybe you could take a photo of the back of the cards with the words and email those or attach them to this message, whatever would be the easiest.


texts:
My feeling is that, until my characters are boosted quite significantly with bonuses, re-rolls, and preferably a blessing, many of the monsters are at best a coin flip to beat in a single monster encounter and on average can take multiple turns, taxing precious moves/options, and at worst tax the player's health and sanity. Usually I simply avoid monsters and "live and let live" when possible, and I turn to using Tokyo encounter cards which lean toward "defeat monsters" to surgically remove threats. Camping at Tokyo seems the way to go to address monsters unless efficiently save for specific cases such as having a ridiculously boosted character or someone who can execute powerful moves to local monsters.

I'm looking for opinions on this and also other general tactics toward dealing with monsters.


texts:
For instance Mr. Grumpers from the Kitty Cat faction says

  Choose a minion. It has -2 power until the end of the turn

Can a minion be rendered with negative power, or is it always at least zero as one might expect in a realistic attack situation--you know, one of Zombies, Pirates, Dinosaurs and Kitty Cats attacking an alien home world.

Glymmer from the Fairy faction has this power

  Talent: Until the start of your next turn, either another minion has -4 power (minimum power 0), OR this minion has +1 power.

Can I play Glymmer, and then, on my next turn, use his talent to force another minion to 0 power, then play Mr Grumpers to send him to -2 because there is no "minimum power 0" clause in Mr. Grumpers?


texts: Would "destroying" Wurmcoil Engine prevent its tokens from being created?

texts: I attacked with Wurmcoil Engine and my friend blocked with Stinkweed Imp which has the ability "Whenever Stinkweed Imp deals combat damage to a creature, destroy that creature." My friend argues that it destroys Wurmcoil Engine and does not "die" and is instead moved directly into the graveyard. I argue that the tokens will still be created because the creature hits the graveyard and no matter how it got there, it still counts as a "death" so it gets the tokens. We're still confused, what's the rule?


texts: Fury of Dracula 3rd ed. - Defeated Hunter and Skipping Actions

texts: In Fury of Dracula 3rd edition, when hunter is defeated, he/she is temporarily removed from the board, and placed at the nearest hospital at the next dawn (as per Rules Reference). This means that if it was a combat at dusk, the hunter skips their night action, and if it was a combat at dawn, the hunter skips both their day and night action, right?


texts: Are "East trading post" and "West trading post" considered identical structures?

texts:
The rules state that a player can never build two identical structures - with the same name/illustration.

Since both "Trading post" cards are called just "Trading post" on the "Forum" card (which could be build through chain construction), are they considered identical, according to the "same name" rule?


texts: Is it possible to change or destroy goods that a scout is sending?

texts:
In the rulebook of Civilization (p.26) it says that

  The player declares which of their cities the scout is "sending" the
  square to during the Start of Turn Phase, and all the icons in that
  square (including trade, production, culture, coins and resources) are
  then considered to in that city's outskirts for the rest of the turn.

Is it possible to disturb the acquisition of the "icons"? (or to change the icons?)

I'll give you some examples, when you might get into thinking of this question

1) The scout is moved

The scout might be moved by a culture card, such as Disoriented, Lost or Out of Position (Played in the City Management Phase). Will the scout still send the "original" icons, or are the icons changed?

2) The square is changed

a) .. by a culture event card:

Drought (Played at the Start of Turn Phase) would make the square a desert square (One trade icon on it). Would the scout send the original icons, or would you get the trade at the trade phase?

Deforestration (Played at the Start of Turn Phase) can be used to make a square a grassland square.

Flooding (Played at the Start of Turn Phase) can be used to make a square a water square.

Sabotage, Catastrophe or Disaster (Player at the Start of Turn Phase) can be used to destroy a building. If the scout was on a building, would it be sending the icons on the building, or on the square below the building?

b).. or by a technology

Gunpowder (City Management Phase) can be used to destroy a building or ancient wonder.

c) .. or by a player action

If the scout is in outskirts of another player, and that player builds a building/wonder/great person on it. Will the player with the scout receive the original or the new icons?

Also, the scout might be in the outskirts of a city A, and a player might want to have more hammers in his another city (city B). Now, if he builds a building/great person with hammers below the scout, will the scout send these new hammer icons to the city B (or the icons below the new tile, assuming that the scout is paired with the city B)?


texts: My Tau Codex features a strategy rating. I've not seen this before. What is this used for?


texts: Are multiple Cloak of Confusions redundant?

texts: If I put two Cloak of Confusion on a creature card and it is not blocked, can I have my opponent discard two cards at random?


texts: Captive Audience vs. Teferi's Time Twist

texts:
In a MTG Arena match, my opponent played Captive Audience on me, which I exiled/blinked using Teferi's Time Twist. I expected CA to return under the opponent's control, but it entered on my side.

The relevant wording on Captive Audience:

  Captive Audience enters the battlefield under the control of an opponent of your choice. ...

and on Teferi's Time Twist:

  Exile target permanent you control. Return that card to the battlefield under its owner's control at the beginning of the next end step. (...)

What do the rules say about this kind of interaction?


texts:
The rules for retaliation state:

When exactly does retaliate trigger?
Retaliate triggers after all effects of an attack have been applied. If the retaliating figure dies from the attack, the retaliate does not trigger because the figure is removed from the board beforehand. If the retaliating figure is pushed out of the range of its retaliate, it also does not trigger. However, if it is pulled into retaliate range, it would trigger.

But does a zero-damage attack (after modifiers) count as an attack?
For context, I had a Bandit Guard (attack 2) draw a -1 Attack action and a -2 Attack Modifier card, resulting in a final damage of 0 against my Brute who was using Eye for an Eye.  If I had been using a Shield enhancement, I would ignore the attack and not expend a Shield charge since it's a zero-damage attack.  But in this case, I have a Retaliate ability up which plays by different rules.
Is my Brute able to retaliate against his attacker, even though the attacker essentially missed?


texts: Star Wars: Rebellion - How many mission cards can have leaders assigned to?

texts:
The rule book says regarding the ASSIGNMENT PHASE:

"During this phase, players assign their leaders to missions."

Is there a maximum number of missions that can be played during this phase? If I have 5 leaders, por example, can I assign them to 5 different missions on a single turn?

Thank you!


texts: Monopoly: The Mega Edition Bankruptcy rule for distribuiting properties of creditor

texts:
Lets suppose player "A" goes bankrupt to player "B".

B owns 3 properties of red color and has built hotels on each of them.

A has the 4th property and it goes to B as part of bankruptcy.

Should B evenly distribute the hotels / houses on all 4 of the red colored properties.

Suppose if A had that property mortgaged
2. Should B unmortgage it and distribute the hotels/houses on all 4 of them?


texts: How does the timing work on damage redirection?

texts:
In Sentinels of the Multiverse, the villain Apostate has a card called the Orb of Delirium.  This card has 12hp, and it says: "Whenever a Villain Relic other than this card would be dealt Damage, redirect that Damage to this card."

Suppose that Apostate has the Orb in play and has three other relics.  Suppose that I use a power (for example, Tempest's area-of-effect attack) that deals 6 damage to each non-hero target.  Does this damage any relics other than the orb?

In other words, do I do this:

deal 6 damage to the orb
deal 6 damage to relic 2, redirect damage to the orb, orb dies
deal 6 damage to relic 3
deal 6 damage to relic 4

Or do I do this:

deal 6 damage to the orb
deal 6 damage to relic 2, redirect damage to the orb
deal 6 damage to relic 3, redirect damage to the orb
deal 6 damage to relic 4, redirect damage to the orb
the orb dies

If any relics other than the orb do get damaged, do I get to choose which ones, or does it happen in a specific order?


texts: Can an on buy effect move the bought card?

texts: As I understand it, you buy a card, and that subsequently triggers a gain for non-Event cards. Am I correct in assuming, then, that an on-buy effect could not move a card due to it not being under your control yet?


texts:
"You should know better than to pick up a duck in a dungeon."

Should I, really? Most of the cards in basic Munchkin are humorous references to Dungeons & Dragons or other tabletop RPG culture. I'm fairly familiar with both, though my history of personal involvement in them may not be long. But I just don't get the joke here.

Is this meant to be an "inside joke" for D&D/RPG fans, or is it just some random humor made up for the Munchkin universe? If it is an existing cultural reference, what is it referring to?


texts: Whats the perfect set for Agricola solo series using E, I, and K decks?

texts:
Agricola solo series is all about your occupations.  Often I have a great card that will help my current game, but I am always thinking about what is the long term significance of keeping it forever.  I've found the biggest problem with solo series games is the lack of wood.  Without a fence builder or extra wood card, you will never be able to build 15 fences and 4 stables (which you need to keep the max number of animals).

Ideally, these are the best categories of cards I've found so far:

Tutor (played first) - worth up to 6 bonus points
Lord of the Manor - worth up to 8 bonus points
Church Warden - worth 3 bonus points and gives 4 free wood to start the game
Merchant (critical to give opportunity to play as many improvements as possible)
Either Hedgekeeper, fence deliveryman, forester, or some other sort of extra wood, extra free fences, or free stables card
At least 1 card giving additional actions (like Adoptive Parents, which gives an extra 3 actions throughout the course of the game for the low cost of 3 food)
1 card that provides either extra goods (like pieceworker) or extra plowed fields (like field watchman) or extra goods on your fields (like fieldsman).  These cards save actions which I consider to be the most valuable currency in the game
Extra stone is very very helpful through stone carrier or similar
Extra clay is very helpful or a card that makes all clay improvements and rooms cheaper (like clay mixer, clay deliveryman, or bricklayer)

As you can see I'm listing 9 categories, and we only get 7 so you can't obviously do EVERYTHING and you may get improvements that take the place of these occupations from time to time.

Any thoughts?


texts: Parcheesi dice roll of double when all pawns still in nest

texts: We are in debate as to the roll of a double on the dice rule when the player throwing the dice has all of the pawns still in the nest.  Since this does not appear to be 100% clear in the rules, it is being debated that regardless if all pawns are in the nest or not, that if a double roll is thrown, then that player is allowed to throw the dice again.  The contention is that if all pawns are in the nest, then that player has no pawn in the field of play and should not be allowed to roll again.  We have searched for a ruling on this and have not found any clear answer.  Please give some clear ruling on this!


texts: How to count a word covering both triple and double word cells?

texts: In my game I managed to produce a word womanizers which covers both "double word" and "triple word" squares. Should I myltiply final count by 2, 3 or 6?


texts: Sorry! question regarding moving within safety zone

texts:
Scenario:
Red has two pawns in home and two in the safety (pawn-a on 5, pawn-b on 2). Red draws a 3.

Question:
Must red move pawn-a up to pawn-b, thus killing pawn-b, or is Red allowed to forfeit this turn?

Rule 6: Moving Pieces
Once pieces have been entered they are moved forward in the direction of the arrows on the board, unless otherwise directed by the cards.  Pieces may pass each other, whether or not they are of the same color.  The occupied square counts like any other.  Pieces of the same color may not occupy the same space.  If a player is unable to make a move, for this or any other reason, he forfeits his turn.  However, a player MUST make any move directed by the cards drawn if possible, whether or not this is to his advantage.  A player may move 1 piece (or divide his move among 2 pieces if he draws a "7"), or enter a piece at each turn as the cards allow.  When a move ends on a square occupied by an opponent the latter is sent back to his START.


texts: Permanent to let a creature tap for two mana?

texts:
I know there are cards like Gemhide Sliver which let slivers tap for mana. Convoke lets all creatures do this once. Paradise mantle gives a creature this ability. But these examples only let the creature(s) tap for one mana.
Is there a permanent that lets creature/creatures tap for two mana rather than one?
I know there are creatures that can tap for 2 or more mana (like Incubation Druid and Gyre Engineer) but I want to give a creature the ability rather than have a creature with the ability.


texts:
We played Last Night On Earth yesterday and got a little confused as to whether or not the Signal Flare was a gun.

I had Father Joseph in the Gun Shop and I thought that the Signal Flare was a gun (it looks like a gun, you fire it) which meant that I could pick it up but not use it. My opponent thought it was not a gun which meant I'd have to go to the Airplane Hanger to pick it up, but Father Joseph could use it.


texts: Can I tap a creature in response to it being tapped?

texts: My buddy uses Dromoka Dunecaster to tap my Humble Defector.  Can I in response activate Humble Defector's ability?


texts:
I have some concerns about the Relinquished, the effect of which is

  You can Ritual Summon this card with "Black Illusion Ritual". Once per turn: You can target 1 monster your opponent controls; equip that target to this card. (max. 1). This card's ATK/DEF become equal to that equipped monster's. If this card would be destroyed by battle, destroy that equipped monster instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent.

Concerns about the Relinquished itself

As I understand it, once the Relinquished has targeted a card it can no longer be used by its original owner. And the equipped monster's original owner can't get his card back. Is that true? If it's true, the original owner won't be able to use the effects of his monster, right? What about the Relinquished's owner? Can he use the stolen monster's effect?

Since the effect of the card mentions that the Relinquished can equip itself with a monster once per turn, I imagine that the monster equipped until then must be returned to its owner. In this case, in what position should the monster be returned to the opponent?

Concerns about the Relinquished against other cards

The Relinquished is a complex card and in some situations I am a little confused.

Against Giant Trunade

Giant Trunade is a Spell card having the following effect :

  Return all Spell and Trap Cards on the field to the hand.

A monster equipped to the Relinquished is no longer a monster but considerated an equip Spell/Trap card. Therefore, it will be returned to the hand. But whose hand?

Against ''if a monster equipped with this card'' effect monster

Like Rider of the Storm Winds, some monster cards have an effect that allows them to be equipped to other monsters. This concern joins the first one on whether the Relinquished's owner can use the effect of the equipped monster. As an example, the effect of Rider of the Storm Winds reads

  You can target 1 Dragon Normal Monster you control; equip this monster from your hand or field to that target. If a monster equipped with this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If a monster equipped with this card would be destroyed, destroy this card instead.

If the Relinquished is equipped by this card, will it be able to inflict piercing battle damage?


texts: If I control a  Reveillark and a few other creatures of power 2 or less and my opponent uses Wrath of God, can I get back creatures that are dying to the wrath or do they have to have been in the graveyard before the wrath was cast? I'm unsure how the stack should work here


texts: What are the dice modifiers for bunkers in Risk Legacy? Can you give some examples of dice rolls and how they are modified by the presence of a bunker?


texts: Can an instant spell deal damage to a creature after responding with hexproof?

texts:
For instance I want to cast Shock on Barkhide Troll during my main phase. Then my opponent can respond to it with Troll activated ability.
If I understand it correctly - he had to use Troll's Active Ability before my instant had targeted the creature. So it means my instant should deal the damage.

It is like when you want to use an ability which says "your creature can't be blocked until the end of the turn" and if you use such an instant after an opponent blocked your creature - an instant won't work because you had to use it when you assigned attackers


texts: Can you re-use millitary power to conquer two worlds on the same turn (with Improved Logistics)

texts: Does Improved Logistics allow you to re-use your military power to settle two new worlds in the same turn?


texts: Is there a budget version of Collected Company for this Modern elf deck?

texts:
I wanted to buy a Modern deck (a competitive one) for a private tournament which will be in a nearest future. I'm bored with the ones I already have so I wanted to build a new one... I'm currently working on an elf deck and I need some budget alternative to a Collected Company if there are any of those... I can afford to add only 2 Collected Companies at this moment but I think that something more consistent as a 4 of will be better. Any suggestions?

My deck also contains:

4 x Arbor Elf
4 x Elvish Mystic
2 x Joraga Warcaller
4 x Elvish Archdruid
4 x Imperious Perfect
2 x Ezuri, Renegade Leader
4 x Elvish Clancaller

That's what I came up with for now. I'm thinking of having 16-17 lands here and I need any suggestions about it.


texts: ticket to ride new york - do I have to pick destination cards?

texts:
I just claimed my final route and now have 2 cars left, so everyone gets one last turn, including me. Must I pick new destination cards on my final turn and then lose those points in the final tally?

Or more to the point, must you pick new destination cards when you have fulfilled all your routes, no matter what turn you are on?


texts: Why the insistence on who has the most dice after removals?

texts:
In Ninja All-Stars, combat is resolved by each player throwing the amount of dice specified by the combatants' stats and any bonuses coming from the conditions, then matched dice are removed, then the one who has the most dice remaining chooses which of their dice to be the result.

Except... the rulebook is insistent that the decision of who gets to decide is made after the dice pairs are removed, but since those only ever remove one dice from each player, that shouldn't ever change anything - what am I missing?


texts: What happens if the last Shadow and Hunter die at the same time?

texts:
What happens win condition wise if the last shadow and hunter where to die at the same time? This could happen if a dynamite was to go off and kill them both or a neutral had the machine gun and did enough damage to kill them both with one attack. Would this mean that both hunters and shadows lose or would it mean they both win?

Since Shadow have the win condition of all Hunters dead and Hunters have the win condition of all Shadows dead--they don't specify that at least one Shadow/Hunter has to be alive.


texts: What to do in long games with players who are way behind?

texts:
When our group plays longer games (6+ hours), we usually choose games where players who fall behind still have chances to recover, so all players remain interested in and engaged with the game.  (Examples: Advanced Civilization, 7 Ages, the crayon rail games.)

Sometimes we want to play games where, once you fall behind, you're pretty much out of luck -- games like RuneBound or Titan, for instance.  But our gaming has a social component that is as strong as the gaming itself and we don't want to break that.  Even if dropping out of the game doesn't appreciably change the game for the remaining players (not always a safe bet!), "go read a book until someone else drops out and you can play another game on the side" is no fun.  This is particularly frustrating for people who get knocked out an hour or two into a game that's going to run for several more hours.

Sometimes when we find ourselves in this situation we call the game early, but that means we miss out on the end-game.  What other general approaches to this problem could we take?  Or are there no general approaches, and we should look within each game for house rules that allow one to continue playing at some ultimate scoring penalty?


texts: How to counter an aggro deck with massive +1/+1 counter packing

texts:
I recently played with a guy who had a deck full of vampires and whenever one of his vampire attacks/deals combat damage/etc that vampire or all of his vampires get +1/+1 counters.

How can I effectively counter that strategy? I was thinking about cards like Hex Parasite. My deck is mainly green/red but I'm open to new ideas.


texts: Can I start with my identity card unrezzed?

texts:
The rules state

  There are six types of Corporation cards: identities, operations, agendas, ice, upgrades, and assets... Corporation cards are installed facedown, and are inactive unless rezzed.

Does that mean if I'm playing as the corp I can start with my identity card unrezzed (and therefore inactive and providing no bonus), or must I reveal my identity to the runner immediately? Or is it special and not technically "installed"?


texts: Can I target any number of creatures, even if the ability would have no effect?

texts:
Aurelia's Fury and other spells like it allow me to choose any number of targets. As written, it implies I can choose more than X targets.

Can I, for instance, cast Aurelia's Fury where X = 5 and target 5 of my opponent's creatures, as well as all of my heroic creatures, and then choose to deal one damage to each of my opponent's creatures (leaving my creatures unharmed)? Or am I required to choose targets in some way such that the spell affects them (if possible)?


texts: Can Russia make a truce with Japan (without USA/UK knowing)?

texts:
Just played a 16 hour game of Axis & Allies (classic). I thought the guy playing Russia just didn't know what he was doing, but it turns out he had made a deal with Japan to just leave him alone. Thus it basically became Russia kept to himself while the UK battled Germany and the USA fought Japan. Needless to say the Allies lost handily.

Is this allowed? Can a player basically switch teams or have a truce with the other team? Without any other players knowing?


texts: When referring to "every location" in Dead of Winter does this include the colony?

texts:
When a crossroad card says that something happens at every location does that include the colony? Does the colony by itself count as one location or do each of the numbered entrances count as a location?

Specific case: A card offers to draw two zombies away from every location. How many of them will be gone from the colony? Zero? Two? Up to twelve?


texts: Responder' rebid with unbalanced hand (system: Simple SAYC)

texts:
I have 1S-4H-4D-4C, 15 PTS. I open 1D -- Partner: 1S --> Now my options are:

I can't bid 1NT (no nt distribution).
I want to show that I have more than minimum (12-14 pts), so I don't want to bid 2C, so I bid 3C. Is my reasoning correct?


texts: Buying 36 booster packs for a magic the gathering set

texts:
On amazon, there are plenty of listings for 36 booster packs that are part of the same set. Given that there is one land card in each booster, and each pack comes with 15 cards, you would receive 14*36 = 504 non-land cards. Given there are generally 180-275 cards in a set and the distribution of cards is mostly skewed towards commons, isn't there a very high likelihood of getting more than 4 copies of the same card in a purchase like this, especially for sets with lower card counts?

If so, do folks typically buy these sets for reasons other than deck building (drafting perhaps, or other reasons?) or would these boxes still be good purchases for those looking to get into deckbuilding for kitchen table games?


texts: If I activate Shambling Vent's ability after it has been 'awakened', what happens at the end of the turn?

texts:
Let's say I control a Shambling Vent and then cast a spell with Awaken 3, targeting the Vent. The Shambling Vent becomes a 0/0 Land Creature - Elemental with 3 +1/+1 counters on it, no problem there.

I then activate Shambling Vent's second ability, turning it into a 2/3 white and black Land Creature - Elemental with lifelink and 3 +1/+1 counters on it. I know that the new P/T setting ability overwrites the first so I effectively have a 5/6 Land Creature, still no problems here.

However I'm not sure what happens when the turn ends and Shambling Vent's ability wears off. Does it go back to being a 0/0 elemental or does it stop being a creature entirely?


texts:
The die appeared in my old room, lying perfectly on a table, and nobody knows where it came from.

I would be thankful if you would help me identify this die.


texts: Are there any cards that can boost my gate deck

texts: I'm currently making a gate land-based deck. I was wondering if there are any cards that would be able to either duplicate or copy any of the lands. Also if there were any cards that could possibly change another lands typing to gate.


texts: In Bridge, When and Why Do People Sacrifice Overtricks to Be Sure of Making Game?

texts: Most players I've seen will often sacrifice potential overtricks in "rubber" bridge to be sure of making game. Apparently, that's not the case in "duplicate." Why is that?


texts: Use case for Plough Driver, Groom, & Manservant in Agricola

texts:
Plough Driver: Once you have a stone house, you can pay 1 food at the start of each round to plough (at most) 1 field.
Groom: Once you have a stone house, you can build 1 stable at the beginning of each round at a cost of 1 wood. You do not need to place a family member on an action space to do this.
Manservant: When you build a stone house, place 3 food on each remaining round space. At the start of these rounds, you receive the food.

Pros: These cards become powerful once you have renovated to stone
Cons: Renovating to stone too early can limit the creation of additional rooms and thus family size.  This will severly constrain your ability to score points/win.
Typical rennovation to stone typically happens late-game, (round 11-14) meaning you only get the cards' use two or three times.
It seems the only realistic way to use these cards is if you happen to draw at least two of them
and you also have either:

Clay Starter: When you play this card, if you only have 2 rooms in your wooden hut, immediately pay 1 food to renovate it to clay for free.

or

Conservator: You can renovate your wooden hut to a stone house without first needing to renovate it to a clay hut.

Question: Are there any other viable (competitive) use-cases for these cards?


texts: Are there any side effects if am supposed to draw a card but have no cards to draw?

texts:
I was playing Hero Realms this weekend with a friend. He ended having a combo that made him able to virtually draw endless cards.

He was able to draw his full deck within one turn, shuffle his discard pile drawing that one empty, too and he would have still been able to draw additional cards, but his whole deck was being played out in this one turn, until there were neither cards left in his deck, nor in his discard pile.

We agreed if there are no cards left, he can't draw any cards anymore.

Do the rules state any side effect about drawing cards, if there are no cards to draw left and the discard pile being empty as well?


texts:
I've just read the paper Better Computer Go Player with Neural Network and Long-term Prediction which seems to make a big step in direction of getting a better algorithm playing Go than any human.

Source: xkcd.com/1002

Now I was wondering how the game could be changed to something which is well-defined and where humans are still much better than computers.

Does a Go variant on an infinite board exist?

One would have to play it with a computer, of course. Having such an infinite board (of which only the parts which were looked at are calculated, of course) isn't really a programming problem.

As the boundaries seem to be important, one could add random borders to the game. The winning criterion could be an absolute / relative difference in points. What would be the implications of such a game?

Another idea would be to make a (pseudo-)fractal board.


texts: Is this Barbarossa token used in a boardgame?

texts:
I found a few of these Barbarossa tokens in the back garden - similar to those depicted here.

  BARBAROSSA - CORSAIR KING OF ALGIERS
  SCOURGE OF MEDITERRANEAN AS PIRATE AND ADMIRAL OF THE TURKISH FLEET FROM 1536

It's aluminium and just feels to me that it might be part of a treasure chest piece on a board game, or a tacky souvenir from a Turkish tourist trap!


texts: Can you force your opponent to cast one of your own spells, using only the cards in your library?

texts:
Is there an effect that would allow you to force an opponent to cast a spell you own, without relying on cards from their library? A similar effect exists with Word of Command which forces them to cast a spell they own.

One way I can think of is using Sorin Markov's ultimate and make them Spelljack one of your spells, but it requires the use of one of your opponent's cards.


texts: “Repeat this process” infinite loop rulings

texts: I am theory crafting a deck for the new legendary planeswalkers/commander Grist, the Hunger Tide and I was wondering how his first ability works in an infinite loop. The scenario occurs when I force all creatures become insects using a card like Maskwood Nexus and then reducing my library to be just Vigor. I then activate Grist’s +1 ability and as far as I’m aware what would happen would be vigor gets milled and then when put into graveyard either the ability tried to mill again and then fails and once it resolve vigor is shuffled back in or vigor is automatically shuffled back in and it becomes an infinite loop. If it’s the first scenario then would I be correct in saying that if I had somehow created a working infinite loop that having a wincon such as Ayara, First of Locthwain or Impact Tremors on the field would not result in a victory and would instead end the game in a draw due to an infinite loop? Thanks :)


texts: Dark angels legion praetor in cataphractii size

texts:
I know that some heresy models are smaller than the 40k models, so I was wondering for a friend building a dark angels company.
How big is the dark angels legion praetor in cataphractii armour? Is he around the right size around 40k models or would he be laughably too small?


texts: Miniature wise what is the size comparison between a centurion and a crisis battlesuit?

texts: Size wise how different is the height of the tau crisis battle suit and the imperium centurions?


texts:
We have played a few times (5-7 probably) and every time single game takes around 6 hours for someone to win. It's not even finished at that point, but somewhere around 6th turn.

Is there a way to reduce time spend on the single match?


texts: Can you place units in an Industrial Complex the turn you place it?

texts: Me and my friends were playing Axis and Allies: spring 1942 and one player placed an industrial complex on a country and then placed their units there, in the same turn. We looked through the entire rule book and we couldn't find it. We looked under the section for placing units and the appendix for Industrial Complex. Are you allowed to to this in Axis and Allies?


texts: Bridge Responders Jump shows a preempt or points...Playing Standard American

texts:
I am back, played a club level tournament recently.  Got creamed in it.  I think I couldn't deal with the pressure.  MY question is that my partner (an old timer) to my opening bid of 1 Club responded 2 Diamonds.  I thought it was a sort of a preempt bid but she had 14-15 points and 5 diamonds.  She was trying to say show a big hand which I failed to comprehend.  Needless to say we missed game.

as always many thanks for your time.


texts: Did the British employ a reasonable strategy in "Bismarck"?

texts:
This is a reference to another Avalon Hill Board game, this time the chase of the German superbattleship Bismarck.

The British put out "hunter groups" of two surface capital ships, for instance, the battleship Prince of Wales and the battle cruiser Hood, the battleship King George V and the battle cruiser Repulse (supported by fleet aircraft carrier Victorious), the battleship Rodney and the battle cruiser Renown (supported by aircraft carrier Ark Royal), etc. This reflected their "real life" strategy.

The dynamics of the game were such that the British could win if they sank the Bismarck at the cost of one ship, but would lose if it cost them two or more.

Was this an adequate strategy that would give the British a chance to win? Or should they have used a different strategy (groups of three battleships instead of two, etc.)?

(I played one indecisive game, and therefore have the experience of playing, but not winning.)


texts:
The Loser wild flare lets the player declare that both sides lose the encounter. The actual text is:

  As a main player, before encounter cards are selected, you may declare
  that both sides lose, sending all involved ships to the warp.

I am not clear on how exactly to resolve this. The loser flare must be played before encounter cards are played, but it doesn't explicitly state that encounter cards don't get played even though the outcome is already determined. Should the main players still play their encounter cards? This could matter for example for the Oracle super flare:

  As a main player, you may end an encounter after your opponent reveals
  his or her card. Your opponent takes back his or her card, all ships
  in the gate return to colonies, and play continues as if a deal had
  been made.

or perhaps for the Vacuum wild flare:

  For each main player other than you who reveals an attack card, you
  may retrieve one ship from the warp.

and the Chosen super flare:

  You may keep any non-encounter cards drawn from the deck while drawing
  for divine intervention.

If cards don't get played, is there still a Reveal phase? I haven't read every card in detail so it's possible that this actually doesn't matter, but I would still like to know.


texts: In bridge, are "sequences" more valuable than non-sequences of similar point count?

texts:
In backgammon, for instance, sequences of "points" are more valuable than the same number of points out of sequence. That is the 6-5, or 6-5-4 points, are more valuable than the 6-4, or 6-4-2 points respectively. In "hold 'em" (poker), a T-9 is more valuable than a J-9, even though the J is higher than the T (because of the greater potential of the T-9 to make a "two-sided" straight.

Similarly, are sequences of cards considered more valuable in bridge than non-sequences with similar higher HCP? That is, could KQJxx of a suit be more valuable than AQxxx of a suit, even though they both amount to 6 HCP? And could QJTxx be worth more than KJxxx (x being seven or less in both cases), even though QJT is nominally 1 HCP less than KJ?


texts: I have my board completely filled with mekk-knights and world legacy key is face-up on the field. My opponent activates fiendish chain on one of my mekk-knights. Does the effect of fiendish chain resolve? I thought it wouldn't but my duel simulator let it resolve.


texts: Game flicking chequers knocking opponents off

texts: My brother and I play this game using 8 white checkers and 8 black checkers on opposite sides of the board. We take turns flicking the checkers across the board to knock the opponent's checkers off the board. Once all the opponents checkers are gone, you win that round. We called this game "Chinese Checkers", but apparently Chinese Checkers is a different game using a star shaped board rather than a square one. So, what is this game supposed to be called?


texts: When and how do I use token and checklist cards?

texts:
I have a little problem. I just started playing MTG and in booster packs (4, 2 for each intro pack) I found two token cards (creature - 'Wolf' and artifact - 'Thopter'). Also, there was a checklist in two of them.

When and how should I use the token cards? What are the checklists for?


texts: Can I use Improvise to pay for activated abilities?

texts:
The card Inspiring Statuary states:

  Nonartifact spells you cast have improvise.

From the Comprehensive Rules (Ixalan (September 29, 2017))

  702.125a Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic
  mana in this spell’s total cost, you may tap an untapped artifact you
  control rather than pay that mana.”

From the Comprehensive Rules I understand that I can tap artifact to pay {1} of the spells cost. However does the same apply for activated abilities with {X} mana cost on permanents on the field. Example: Mirage Mirror

  {2}: Mirage Mirror becomes a copy of target artifact, creature,
  enchantment, or land until end of turn.


texts: What are great gamer games that are still great for uncompetitive groups.

texts:
I play games almost exclusively with my wife and older children. They learn and enjoy playing games like Puerto Rico, Diplomacy, 7 Wonders and Dominion so I am looking for gamer games, not Apples to Apples.

However they don't play most of these games very competitively. Rather, they will often change plans just to be nice to another player.

I have read that some highly recommended gamer games, like Power Grid, really lose a lot if the group isn't playing in highly competetive mode. What are great gamer games that stay great even if the group playing is pretty generous toward each other?

Obviously all great cooperative games would qualify so I am asking about non-cooperative games.

Edit: Certainly having extra players is sometimes a factor (we have 8 children, though only our oldest 3 can play these games with us at this point - of course, that will change in time). However simplified rules is really a non-issue from what we've played so far (Puerto-Rico being the most complex so far). Also we have no qualms about editing a game for family (or for ourselves). e.g. some of the cards in 7 wonders.

Edit. I made part of the question bold just because people kept missing that part and I've noticed those that do are getting downvoted.


texts: Page 29 of the rules discusses the area icon and refers to the arc diagram below the attack icon, but what is the symbol to the left of the image?  Is that the area icon and simply serves to denote that attack is an area attack, and serves no other purpose?


texts: What happens if I give double strike to a creature right after the combat damage is dealt?

texts:
The rules sais

  702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

So the scenario is the next:

If I attack with a normal creature, let's say is a 1/2, and it's blocked by another 1/2, the combat runs normal, attackers -> blockers -> combat damage.

Right after the damage is done, I play a Boros Charm just after the damage is dealt, giving my 1/2 double strike until the end of turn...

Will it create a second combat damage step?
If so, will all the creatures do damage again? (because as said in the rule The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began)
Or no other creature do damage because they are not the remaining creatures?


texts: Does Pillar of Flame exile creatures with undying?

texts:
Let's say Pillar of Flame is used on a creature with undying, such as Butcher Ghoul, when it doesn't have any counters on it. If Pillar of Flame deals enough damage to kill it, and therefore exile it, will the creature get exiled? Or will it come back with a counter on it?

I've been playing it so that it does get exiled and doesn't return with a counter on it. Am I right in doing this?


texts: In Elder Sign, why do multiple locks have to be resolved in order?

texts:
The rules on page 12 say

  For example, if there are two effects in play that lock the yellow die, the locks are addressed in the order in which they came into play: after the yellow die is freed from the first lock, it is placed on the second lock. After the die is freed from the second lock, the players may add it to their dice pool after using a common item that adds the yellow die to the pool.

This implies to me that two separate adventures that lock the yellow die must be resolved in order of appearance, but I'm skeptical that they mean to say we cannot simply resolve the second adventure first. Is there another way to interpret this rule as described?


texts: Are there online variants to "Path of Glory"? WH40K

texts: I've been watching a handful of this extended campaign type for a while now and I just saw a video where someone created an Ork war-band by using a dice-roll sheet prepared from custom rules. Can anyone tell me where to find such custom rules, or how to create a dice-roll sheet for a specific faction? I find Path to Glory more in-depth than the core game modes, but I only have regular space marines.


texts: Protecting the surface of your board games...

texts: Is there something anyone knows of that you can apply to the surface of a board game to protect it against wear so that it lasts longer?


texts: Has Ash ever appeared on any Pokémon TCG cards?

texts: Ash Ketchum is the star of the Pokémon anime. Has he ever appeared on any TCG cards to date? I know the cards tend to follow the game universe, but I'm wondering if over the 20+ years the lines blurred at some point.


texts: When does Adam choose and install Directives?

texts: Adam's ID ability is, "You start the game with 3 different directive cards installed (these cards are not considered part of your deck)." Now (since Escalation) that there are more than 3 options for Directives to install, when does the Runner choose which ones to use, especially in a tournament situation? Must it be consistent between games? Can it be done after seeing the Corp ID?


texts:
I am at -10 life from Ad Nauseam but I don't lose due to Phyrexian Unlife. If my opponent attacks me with all their creatures (for infect-> poison counters) and I use Angel's Grace what happens to my life total? I know it doesn't go back to 1 but do I get poison counters or just one poison or does nothing happens?

Similarly,

If my health is already below zero and I don't have Phyrexian Unlife if my opponent keeps attacking on the turn I'm still using Angel Grace what happens?

thanks


texts: What should I study for designing card game?

texts:
I need to design a point-based card game to teach something in the classroom.

Which mathematical area discusses the principles of card games?

Is it "Game Theory"?

What I understood is, game theory analyzes existing games such as Poker and so on. Does it give clues to designing new games?

It would be helpful if someone supplies me with any book for getting started with desiugning card games.


texts: What are these wooden dice with X's and O's on 2 sides?

texts:
I have a handful of dices like this but I do not have an idea what should I do with them. Could you help me with the name of the game, or with the rules?

Faces on the dice are, 1 side with an X, 1 side wit an O having a small dot and 4 sides are blank.


texts: What's a good table-topping material for tile-based games?

texts: On my polished wood table any disturbance (and I have kids, so you can imagine the disturbances...) can shift tiles around, which I then feel compelled to try to adjust to be flush with those around them. I want to get a mat to fix this, and was wondering if anyone has had experience doing this, and can offer advice. Thanks!


texts: What happens when you play Cloudshift on Borderland Ranger?

texts:
I believe that when I play Cloudshift which reads:

Exile target creature you control, then return that card to the battlefield under your control.

On Borderland Ranger which reads:

When Borderland Ranger enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

Then Borderland Ranger's triggered ability triggers. Is this correct?


texts: Does the game end immediately when one player reaches 0 life?

texts: Player A is at 6life, Player B at 20 life. Player A resolves a Scapeshift and sacrifices 9 lands for 3 Valakut, the Molten Pinnacles and 6 Mountains. This will trigger 18 times 3 damage (I think). In answer to that, Player B resolve Divine Deflection where X=6 targeting Player A. Is this game a draw, player A or player B wins?


texts: If you block an attack, can the blocker be killed with an instant before you can sacrifice it?

texts: Let's say I control a Brindle Boar. If I block an attacking Nessian Courser with it and then activate the ability of Brindle Boar, can my opponent interrupt it with say, a Shock to kill it before I can sacrifice it? And in this case, would the full damage go through to me?


texts: Catan cities and knights has four colored circular tokens.  There is a yellow, blue, and green to indicate when someone has acquired the metropolis for trade, politics and science respectively.  There are also a white and grey one.  My question is what are the white and grey one for?  I couldn't find any reference to it in the rules.


texts: In One Night Werewolf: Monster, does the master play?

texts:
I got the ruleset for One Night Werewolf:Monsters and it mentions that it can be played with 3-7 players.
However, I don't think it is clear if the Master is also a player or just narrates the game and does not actually play?


texts: Can I cast a Slaughter Pact on a Spellskite after I played Lightning Storm and I already discarded some lands?

texts:
My opponent has a Spellskite on board. He is at 17 life, has one blue mana and one land in hand. I just resolved Ad Nauseam + Angel's Grace and I have my entire deck in my hand.

I have 2 Slaughter Pacts, 15 lands, and a Lightning Storm in hand.

Now because I'm a dumb I forget to cast Slaughter Pact before I play Lightning Storm.

After playing Lightning Storm, when I'm deciding how many lands I'm going to discard to add charge counters, is there any way to win the game? Let's say I'm in the situation where I can't play any more Slaughter Pacts in answer to Lighting Storm, but Lighting Storm is still on stack.


texts: How do I complete the immunologist's request? [spoilers]

texts:
My gaming group is playing through Pandemic Legacy Season:1.  We've just completed August and located the immunologist.  Now, we have a card full of items to retrieve for the immunologist.  We can't figure out how to get them.

Should we be able to tell how to locate these items? Or will this be revealed in future months?  It feels strange to be given a task that we can't attempt yet.


texts: Are there any online courses like codecademy.com or teamtreehouse.com for Board Games development? Or something similar where you can learn BG development? Also if you know any other useful resources like books, videos and similar things, please share


texts: Is a Ritual Summon still considered a Tribute Summon?

texts: I ask because I was summoning my Blue Eyes Chaos MAX Dragon with Chaos Form. And it requires to either remove Blue Eyes White Dragon from the game or to sacrifice monsters from my hand whose levels are greater than or equal to it's level. Now while it is a special summon, is it still a tribute summon since the ritual requires me to tribute monsters for it?


texts: Survival of the Fittest activations and priority

texts:
Can someone please explain the ability of Survival of the Fittest and the stack?

Let say I have Survival of the Fittest out, and I have 1 creature in my hand, and I have priority.  Assuming I have unlimited mana, can I keep discarding a creature card and search for a creature card without an opponent casting any instant spell?

In other words, I will discard a creature card and have not pass priority, can an opponent cast instants like disenchant on the survival to stop me to continue searching?  If an opponent can cast disenchant before priority was pass, would I still need another creature card in my hand to be able to discard and search again?

I am unclear of how this would work.


texts:
What are the options for creating a game board (like Monopoly) where the pawns hold on to it?

You know the situation... one player pushes the board by mistake and all items fall over. I'd like to avoid this in my game.

I'm designing my own custom board game, of which I will produce just 1 item.

As a child I had a wooden travel chess, and the pawns had a magnet glued at the bottom. I don't know how the wood was made magnetic, there was nothing visible.

I plan to get my board printed on foldable carton by a specialized custom board game printing service. But if it's a better solution then I can also have just the design printed by a local print shop, and fabricate the carton myself.

The side on the pawns is clear, I'll glue magnets at the bottom (or magnetic stripes from tape). That's doable.

What I don't know yet is the counter part on or under the board.
The options I've figured out so far are:

magnetic paint, magnetic paint spray

It's actually paint with metallic particles, to attract the magnets.

The reviews I have read about these products are bad. The magnetic force is very weak. The products are expensive. And I don't plan to glue the board myself, so I can't apply the paint directly under the design but above the carton.

galvanized steel under the carton board

Would it work to glue something like this http://www.amazon.com/dp/B014X6WGZI?psc=1 under the carton, would that be attractive enough for the magnets through the carton?

Or should I use hinges to combine 2 plates (foldable), and use it as the base, and glue the design on top directly, no carton?

Any theoretical and practical (from-experience) answers much appreciated.


texts: Name of card game of lowest sum in four cards with half-blind trading

texts:
Each player is dealt 4 cards face down, 3 cards are placed in line and the fourth card is placed horizontally on the top of the other 3. Each player will take a card from the deck and replace any of the 3 bottom cards from left to right.
The goal is to keep the lowest value in these 3 cards, Joker is -1, and starting from number 10 each hand this number will be zero, in the first hand 10=0, second 9=0 and so on. Once the deck of cards is empty, each player shows the total value in the 3 cards, the fourth card then is shown by putting in your forehead, and then negotiate to exchange your card from the other players. trying to steal the lowest nomination, the player with the lowest amount of points wins and the number of cards for this player decrease by one. The player who finishes with 1 card wins.


texts: What happens to captured heroes when the fight text to gain them is nullified?

texts:
Some villain cards like Dracula (from Underworld) and Skrull Queen Veranke and Skrull Shapeshifters (from Skrulls) will capture a hero card beneath them upon entering the city. The fight text says, "Fight: Gain that hero."
If someone attacks that villain after playing Mr. Fantastic's Ultimate Nullifier card, and uses its ability to cancel the fight text, what happens to the abandoned hero? This seems like a legitimate use of that nullifying ability to me, if you want the villain's victory points without adding that hero to your deck.
I've searched online errata and not found anything. Is there any right answer to this? Thanks!


texts: What is the difference between 'passageway' and 'regular door' links?

texts: In Munchkin Quest, what is the difference between 'passageways' and 'regular doors'? They both cost 1 movement, and I don't think monsters are affected. So, how are they different?


texts: Can you prevent a permanent from untapping with a tapping ability?

texts: In a match against someone (a professional), I was faced with a Tyrant's Machine. He tapped my best creature and he said that my permanent never untapped, not even during my untap step. Needless to say, I lost. Was he correct?


texts: In Puerto Rico, what is the significance of coins being put each round on people that are not chosen?

texts:
Does this pretty much ensure that every role will be chosen after two or three rounds? (Unless there is a huge surplus of roles to players.) Coins are valuable (in most aspects of the game) after all.

Put another way, is there ever a role so lacking in value that an inducement of two to three coins would not be enough to entice players to take it?


texts: Help identify a game with a vampire and his servants

texts:
A friend asked me quite a question yesterday. She was trying to remember a game that she saw in a game shop when she was a child, in the 80s-90s. On its cover was a vampire at a table, ready to eat, with two servants bringing plates and one trying to trip the other.

I guess by the description of the box that each player tries to bring the vampire's food first, or perhaps as many times as possible, and prevent other players from doing so.

Can anyone help identify this game?


texts: Dead of Winter - Too easy with no betrayer/co-op?

texts:
Co-op variant (hardcore) or games where the betrayer is obviously absent seems easy after playing the game a couple of times. Even with the betrayer, we find we can keep the morale 7+ consistently.

We usually start off getting weapons from the police station then arming the the few colony guys (e.g janitor/bev), while sending the rest to search at locations depending on objective/crisis, leaving them there and using the colony guys to attract the zombies back and kill them; playing outsiders sparingly.

The problem is we are never really moving after the initial first/second rounds, and we rarely need too much food (unless playing the food objective). And the guys in the colony get armed with like double sniper switchblades as we keep searching the police station without penalty.

Are we doing anything wrong?


texts: Can I give a creature First Strike in order to prevent it dealing any damage that combat?

texts:
This is getting into some nitpicky corners of the rulebook.

First Strike damage and normal combat damage are dealt at separate times, and I believe there is a chance between the two resolving to play instants and other effects.

Does this mean that Swift Justice (for example) can be used to cause a creature to deal no combat damage in a turn?

First Strike damage is assigned and resolved (my opponent's creature does not have first strike, and therefore deals no combat damage during this step).
I cast Swift Justice on my opponent's creature.
Normal combat damage is assigned and resolved (my opponent's creature does have First Strike, and therefore deals no combat damage during this step).

Does this work if there are no creatures in combat that have First Strike normally? (i.e. Do we skip the First Strike damage step if no creatures have First Strike?)


texts: Do I play a hero's ability every time I draw it?

texts:
When I buy a hero and put it into my discard deck, then shuffle it and draw it in my hand in a later round, do I always have to / get to play the hero's ability?

For example, each time I draw Seer of the Forked Path, do I get to draw an additional card from my deck?


texts: Magic: The Gathering - Are there behavioral rules for sanctioned MTG games?

texts:
FNM is least stringent Rule Enforcement Level (REL) sanctioned Magic game there is.  My question is that at that REL, are there any behavioral rules, and if so, what are the consequences?

Example: Your opponent gets pissed that he didn't notice one of your viable blockers, you double block and kill his creature creating an outcome he didn't prepare for and decides the proper course of action is to accuse you of cheating and sweep your non-deck cards (sideboard and Dual-Faced Cards) off the table in a huff.  Should you call a judge in this case?


texts: How does Necromantic Selection work with Adarkar Valkyrie?

texts:
Ran into this situation, and we were not sure how to resolve it.

Player A has Adarkar Valkyrie on the battlefield, and an awesome creature, say Sun Titan. Adarkar Valkyrie has this ability:

  Tap: When target creature other than Adarkar Valkyrie dies this turn, return that card to the battlefield under your control.

Player B casts Necromantic Selection, which reads

  Destroy all creatures, then return a creature card put into a graveyard this way to the battlefield under your control. It's a black Zombie in addition to its other colors and types. Exile Necromantic Selection.

Player A responds to Player B casting Necromantic Selection by activating Adakar Valkyrie's ability, targeting the Sun Titan. Is it possible for Player B to get the Sun Titan instead of Player A?


texts: Does the camel caravan gives points at the edge of the oasis?

texts: In Catan Traders & Barbarian expansion, if I place a settlement at the initial point of the caravan convoy, and it has a camel going through it, does it give an additional VP or not?


texts: In a two-player Texas Hold'Em poker hand with blinds, which player posts the small blind?

texts:
In a small-blind/big-blind poker game (I'm thinking of Texas Hold 'em, but I guess this question applies to any similarly structured poker game), how does the structure change when the games gets to the final two players?

So, for four+ players, it's:

[D] [SB] [BB] [UTG]* (pre-flop)

For three players, it's:

[D/UTG] [SB] [BB]

So, for two players, is it:

[D/BB] [SB/UTG]

*
[D] = Dealer
[SB]=Small Blind
[BB]=Big Blind
[UTG] = Under The Gun, i.e. first to act.


texts: When none of the opening bids are suitable - what do you bid?

texts:
Let's say I have a 4-4-4-1 distribution. I have somewhere between 20 to 22 points.

What do I bid in this case? 2NT is not possible because of the singleton. 2C is not possible because what would be the rebid after the partner responds - any response promises a 5-carder.

What would be the right bid in this case?

I play Standard American 5 Card Major or 2/1.


texts: Can somebody continue a road after it has been cut off/separated from its nearest city?

texts:
I have - - - - - o (a settlement at the end of my road).
Now an opponent builds -- x ---o (a settlement along my road).
Can I do o - - x - - - - o (build a second settlement at the other end), or do I lose my road once it is cut off from my original settlement?


texts:
My family enjoys playing Boggle. Usually it's all adults that play, but come the holidays it's not uncommon to have elementary and junior high aged cousins, nieces, and nephews interested in playing but lack the vocabulary (and practice time!) the adults enjoy.

Any suggestions on how to handicap the adults to make the game more balanced when younger players join?


texts:
Hostage Taker reads:

  When Hostage Taker enters the battlefield, exile another target
  creature or artifact until Hostage Taker leaves the battlefield. You
  may cast that card for as long as it remains exiled, and you may spend
  mana as though it were mana of any type to cast that spell.

Inspiring Statuary reads:

  Nonartifact spells you cast have improvise.

Can I pay {X} to summon the Hostage Taker's exiled permanent using Improvise (tap a artifact permanent to pay {1} of its cost) up to {0} cost.


texts: What does it mean to "control target player"?

texts:
I'm looking for a nice Sorin card, for in my commander deck. I found Sorin Markov, which states:

  -7: You control target player during that player's next turn.

What does this mean? Do I command the player to take certain actions which they can't refuse, such as forcefully attacking another opponent and/or themselves? Or do I actually play their hand, library and board as if it was my own (during that one turn)? Something else perhaps?


texts: Oath of Teferi targeting Oath of Teferi?

texts: So I know that ETB happens before the legendary rule kicks in, and you have to choose a target for sacrifice before ETB. So if I play a new Oath of Teferi, I first choose to sacrifice the old Oath of Teferi, then target Oath of Teferi for exile until , then would the legendary rule fail? And if so, can I just sit there and juggle the Oath of Teferi's until I find a better target for it?


texts:
What I've found is:

First Player If N Is Odd (non-misere): The player takes the center
piece and symmetrically imitates every one of the opponent's moves.
Second Player If N Is Even (non-misere): Player copies opponent's
moves symmetrically. You will eventually take the last piece and win.

But what should I do when N is even and I go first, or when I go second and N is odd?
My best guess is I should count amount of rectangles and alone "chips" and, based on that, make moves, but the problem is that I'm not sure that this will work and maybe you have a better strategy for this game.


texts: Help identify card game with teams and secret signals?

texts:
Years ago I played a card game with a Swedish friend with a standard deck of cards and two spoons on the centre of the table. There were teams of two, with the team members sitting opposite each other.

I can't remember what had to happen for you to be 'out', I think it was that you had to get a pair, but then you had to make a predetermined, secret signal, say pulling on your ear lobe, to your team mate. When it came around to your go again you both grab a spoon from the centre of the table each, but if a member of the other team guessed you had made a signal they can intercept it and win the game.

Any idea of the name of the game? I would love to remember the rules properly?


texts: What happens if you are unable to draw because your library is empty?

texts: In Magic the Gathering, what happens to a player if they get their draw phase, but are unable to draw a card because their library is empty?


texts: For Goblin Grenade can you sacrifice a creature that attacked?

texts:
My boyfriend plays a Goblin deck that absolutely destroys. But he has a combo that he does where he will attack with all of his creatures, and then sac one off after it has dealt damage to the player, and use Goblin Grenade. Can he do that? That just seems too op to me, because if he has multiple goblin grenades in one had he could sac all creatures that just dealt damage and that just doesn't make sense to me.

If there is a specific rule that says he can't do that, would you mind linking it for me?


texts: Does "Sacrifice a creature" trigger "sacrifice this creature"

texts:
When choosing a creature to sacrifice (originated from a "sacrifice a creature" instruction), if the creature that is being sacrificed has "sacrifice this creature (for whatever result)", does it trigger?

Does it make any difference if the target creature is a forced sacrifice instead of a volunteered sacrifice?

Example scenario:
I play Altar's Reap to draw 2 cards and target Bile Urchin as the sacrifice. Does this trigger Bile Urchin's "Sacrifice Bile Urchin: Target player loses 1 life."?

I may have thought about this for too long and confused myself, so a little clarification would be great.


texts: Can players use cards from a core set in a Block Constructed tournament?

texts:
What are the rules regarding playing DCI sanctioned Block Constructed formats with cards from a core set such as M15? (I'm thinking of Innistrad-Avacyn Restored block).

Do all players in a game have to use the core set? Can they use blocks that are different from one another's?


texts: How do the Dragon and Monster Packs affect Monster Deck size?

texts:
There are two bonus packs which affect the monster decks in Margraves of Valeria.
Are they purely additive, to the original monster decks? That would be a 40% increase in deck size, so it seems extreme to me, but maybe it's balanced to account for that?
(The Monster Pack rules note to "just shuffle them into the four Monster cards above the Lair card in each monster stack". And the dragon rules, which are not online, also don't mention removing anything.)
Alternatively, should some original monsters be removed, when playing with at least one of these packs?


texts: Pandemic Legacy: Question about missions (Spoilers)

texts:
We just played a game where a mission card says : destroy it if you completed the mission. We completed the mission, but we lost the game.

For the second try do we have to do the mission again? Or does it count as 1 already finished task and we have to complete only 2 more? Or do we now have to finish all the other 3 missions?

The rules are not so clear: The mission card says we should destroy it once we found him, but in the rule book it says that we should start the second try for the month with exact same briefing and missions as the first one.


texts:
I'm interested in buying Nemesis but in my country's only place that sells it it is listed as a pre-order for Nemesis 2.0 (2020).
Link (in Bulgarian): https://boardgames-bg.com/nemesis-2.0-2020-board-game.html
Does anyone have any idea if there IS such a thing as "Nemesis 2.0" as I didn't find anything about it on The 'Net?


texts: Can Enchantment Creature play its enchanted ability?

texts: When I play Nylea's Emissary and decide to not pay its Bestow cost, does that mean that it is a 6/6 Enchantment Creature with Trample? Does the enchanted creature spell only work if I pay the Bestow cost to enchant another creature?


texts: Does the first spell from Possibility Storm go on the stack before being exiled?

texts:
I'm staring at the card Possibility Storm coming out of Dragon's Gate and thinking about cards such as Hive Mind that would add some additional chaos. The wording on Possibility Storm says

  Whenever a player casts a spell from his or her hand, that player exiles it, then exiles cards from the top of his or her library until he or she exiles a card that shares a card type with it.

This wording makes me think that the initial spell makes it onto the stack before being exiled, since when it is cast it would hit the stack. It doesn't use the replacement wording "instead," which might indicate that the original spell is never cast.

Does Possibility Storm put the original spell on the stack before casting the second spell from the library? If so, does this mean that Hive Mind would trigger for the first card (assuming it was an instant or sorcery) because it was cast? Would it also create copies for the second card, since it is also cast?

Quick note: I'm also assuming that a player couldn't use Replicate or Reiterate to copy the first spell since all effects of the Possibility Storm would need to happen before someone has priority to do so. The first spell would have been removed from the stack when it gets exiled, so someone wouldn't be able to sneak in a copy spell at that point. I'm also curious if I'm correct here, although it seems like if this is true, then Hive Mind wouldn't be able to sneak in a copy, either.


texts: Can I tap permanents if it's not a cost?

texts:
Blinkmoth Urn has an ability that only works if it is untapped at the start of a player's main phase. It has no activated abilities.

Can I, on my turn or any other turn, tap the artifact just to tap it, so it won't become untapped until just before my main phase? Is it legal to tap a permanent even if you are not paying a cost nor resolving a tap effect?

(If possible, a citation from the rules would be helpful, as the answer affects a coworker's main Commander deck.)


texts: Do Untap triggers still trigger when the creature is untapped?

texts:
I control an untapped Goblin Sharpshooter, My opponent controls a 3/3 Beast Token, I Cast Lightning Bolt on the Beast, to kill it. Do I have to tap my Sharpshooter before the beast dies to get the trigger allowing me to untap it? Or will it trigger regardless, allowing me to ping with the trigger on the stack?

This is relevant as being able to wait gives me the opportunity to know that my sharpshooter will definitely untap before I tap it.


texts: Munchkin Warhammer 40k - Running Away - Automatic Escape vs Automatic Failure

texts:
I recently played a game of Munchkin Warhammer 40k.

In the middle of a fight I was losing, I was cursed with a "Can't Locate the Astronimican"  which I responded by playing a "Tactical Rearward Advance".  This lead to great disagreement within the group.

Card Text:

  Curse! Can't locate the Astronimican. Automatically fail your next run away attempt.

and

  Tactical Rearward Advance. Play before rolling the die to Run Away from the first monster in your combat. You automatically escape from all monsters.

My argument was that

I was still allowed to play the Tactical Rearward Advance, as I had not rolled the die to Run away yet; and,
it would negate the Curse entirely as my escape was "automatic" - ie I was not making a "Run Away Attempt" as explicitly stated on the curse card

My opponent argued that the Curse would have effect immediately as there is no "stack"

In the event, we negotiated a compromise and moved on with the game, but I am curious as to other peoples interpretation of those two cards.


texts: Quacks of Quedlingburg Crow Skull Set 2 Keep Drawing

texts:
The Crow Skull Set 2 bonus allows you to receive Victory points and Coins even if your pot explodes within the next 1/2/4 draws.

Does this mean you can make that full number of draws even if your pot explodes straight away?

To be clear, I draw a 4 value blue chip, then the next chip is white taking me over 7 Cherry Bombs. Can I draw and place the next 3 'safe' chips anyway?


texts: Is Gleam of Authority's bonus constant or one-time?

texts:
I am looking for some clarification on the card Gleam of Authority.  The wording on the card is

  Enchantment - Aura

  Enchant Creature

  Enchanted creature gets +1/+1 for each +1/+1 counter on other creatures you control.

There is also a tap ability to bolster and vigilance. My question is on the enchanted creature get +1/+1 for each +1/+1 counter on other creatures you control.  Is this text a one time application?

For example, if I have 3 +1/+1 counters, my enchanted creature gets +3/+3.  If I add another +1/+1 counter to the board later, will the enchanted creature now have +4/+4 or will it remain +3/+3?

Thanks!


texts: Does a Seeker of the Way affected by Arcbond deal one batch, or multiple sets, of damage?

texts:
What follows is a question wrapped in a word problem.

Facing an opponent attacking with an undefined, yet non-lethal, number of 1/1 tokens, I block one of them with Seeker of the Way. Once I am able to cast a spell during the Declare Blockers step, I cast Arcbond targeting my Seeker of the Way. (Recognizing Process trigger and lifelink gained.) Combat damage happens.

One damage is dealt to Seeker of the Way, triggering the Arcbond. Seeker of the Way deals 1 damage to each other creature, and each player. Lifelink causes me to gain life for each point of damage dealt.

Now, for the purposes of accounting +1/+1 counters gained by a Ajani's Pridemate, is the damage dealt by Seeker of the Way one blot of damage to the all the creatures, or separate spats of damage done to each creature? Would the Ajani's Pridemate gain one counter, because I've gained life, or multiple counters, because I've gained life multiple times?


texts: Does Slithering Behind You cause the encounter deck's discard pile to be shuffled into it?

texts:
Slithering Behind You reads:

  Revelation - If Hunting Horror is in play, add 1 doom to it. If Hunting Horror is not in play, search the encounter deck, discard pile, and the void for Hunting Horror and spawn it at your location, engaged with you. Shuffle the encounter deck.

Does it cause the encounter deck's discard pile to be shuffled into it at the end?


texts: Are Risk 2210 A.D 3.0 MODs considered as 1 unit or 3 units?

texts:
In the rules it says you can trade three 1.0 MOD for one 3.0 MOD and that the 3.0 MOD is worth 3 armies.
In the rules of Invading territories you roll 1, 2 or 3 dice, and you must have atleast one more unit than the number of dice you roll.

If I have one 1.0 MOD and one 3.0 MOD and attacks, is that 1 or 3 dice rolls?
Or are armies and units different in the context?


texts: Speeding up complicated games by limiting player interaction

texts:
Without changing "the official rules" of the game, what sorts of house rules can be imposed on player interaction to speed up game-play for games that generally encourage players to discuss options (in cooperative games) or cut deals with each other (in competitive games).

For instance, I imagine adding a rule to some board games which makes secret deals more difficult that says "once per turn, you may pass a note to someone else at the table.  Otherwise you can't discuss anything in secret."  To make it more interesting, one might even add a die roll:

1 <- Throw away the note
2-5 <- Successful pass
6 <- Reveal the note for everyone else at the table to see

But I imagine such a rule might backfire and slow down the game even more; especially if people start trying to come up with systems to encrypt their notes.

Although my friends would probably tell you that this is a lie and that I'm usually the worst offender, I'm not thrilled with sacrificing game-pace for the sake of over-analyzing.

EXPLANATION:
This question is meant to be general, but the Game of Thrones board-game was the particular example I had in mind.  I played this game with a group which had added the (IMHO awful) house rule that anyone may look at anyone else's house cards still in hand.  Supposedly this rule was added to keep people from writing down which cards everyone else had played already and to minimize the advantage more experienced players have.  What it did was ensure that everyone spent time analyzing all possible outcomes of each battle before the battle is even fought.  Unsurprisingly, the same group had to also add a house rule that the game only lasts 5 turns rather than 10.


texts: In Magic, is the player going first advantaged?

texts:
It seems to me that the player going first has a considerable advantage in the game.

How does the game balance that out for the player going second?

I'm new to the game, there might be something I'm missing.


texts: How do SBAs interact with the sacrifice of a creature enchanted with Gift of Immortality?

texts:
I am not very au fait of how state based actions work, so I'd like to understand an interaction. Say I have Brindle Boar enchanted with Gift of Immortality. There are basically no simple ways (barring graveyard hate or Stifle-like effects) to prevent both permanents from returning?

I mean, if they target Gift or Boar with removal, I sacrifice the boar, but (this is the part I'm not sure) SBAs will send the Gift to the graveyard before the removal can hit it, right (and same if they target in response to my sacrificing the boar)?


texts: Me and my friends are playing phase 10 and we all grew up playing it two different ways and we don’t know what the correct way is. After you put down your phase and are trying to get rid of your cards do you just discard without drawing or do you have to draw and try to put it onto yours and other people’s phase that is down?


texts: How do I Decide to Sacrifice or Preserve "Smaller" Naval Units  (E.g. Subs) In Axis and Allies?

texts:
In the Pearl Harbor attack, people like Don Rae advocate sacrificing a battleship or bomber (instead of a cheaper fighter) as a "second" casualty as a "gambit" just to get American air forces to head for the Pacific instead of the Atlantic. Can one also make a case for electing NOT to take the sub as a (first) casualty?

Likewise, in a first turn Med naval battle, should Germany use its sub off France as "cannon fodder" in an attack against the British battleship off Gibraltar? Or should it have the sub try to take out the U.S. convoy off the Atlantic and let larger units deal with the battleship (and suffer the consequences).

Basically, is it sometimes better to take big warships or planes as potential casualties over a smaller, but more strategic unit such as a sub? Or is the loss in IPCs too much to bear (12 or 15 versus 8)?  How do you make these choices?  And, how, if at all, would your answer change if you had "super" subs.


texts: Do I only discard down to 10 after drawing 2 cards on my turn?

texts:
If at any time outside of my turn I end up with more than 10 cards, for instance from having cards returned to my hand by another's action, do I keep and play from them on my turn only to discard down to 10 cards after I draw two cards on my turn?

The only mention of discarding down to 10 is on page 4 where it explains drawing two cards: "If you have more than 10 after drawing, discard down to 10."


texts: Is there a Saint Petersburg strategy that doesn't involve buying Aristocrats?

texts:
Is there a viable strategy in Saint Petersburg that involves focusing on buildings (blue cards) while buying at most, say, one or two aristocrats (orange cards)?

Please clarify whether your analysis is with or without the expansion.


texts: Is responders suit change after 1NT rebid by opener forcing? (System: simplified SAYC)

texts:
Auction: 1C - 1H - 1NT - ? (opener has 3 hearts, 12 pts ; responder has 5 hearts, 13 pts)

In case of responder having 13+ pts yet lacking NT distribution, how does partnership get to game with 13+13 total points and 3+5 major fit, after 1NT rebid by opener?

P.S. This is an unfinished question, I might edit it in the future to further elaborate my inquiry on partnership getting to game with 12+13 points by both partners and 1nt rebid by opener.

P.S.2. The inquiry is about the very basics, as this page says: http://larryco.com/BridgeArticles/ArticleDetails.aspx?articleID=462 -- paraphrasing: "The worst mistake I see: Not reaching game when there is enough for game.  If your partner opens the bidding and you have 14 points, please don't ever make any bid which your partner can pass"


texts: If you knock, but actually have a gin hand, is it valid to change it after you've knocked?

texts:
I was playing a game of gin rummy when I knocked for a non-zero amount. As I laid out my cards, I noticed that I could have rearranged to cards and gone gin.

Now this isn't a question about whether or not changing my declaration of knock to gin was in the spirit of fairness, just whether or not it is allowed by the rules.

We consulted the wikipedia page on gin rummy, read the section on knocking, and found:

  Once a player knocks or declares gin the round is over and scores are tallied, players cannot draw.

The purpose of this sentence could be interpreted as:

Saying that when either knocking or declaring gin, the had is over and a declaration cannot be changed
OR simply that the sentence is trying to point out that a draw is no longer possible at this point
OR both (the two are not, necessarily, mutually exclusive)

The knocking section does not seem to state clearly whether or not a knock hand can be changed to gin if the knocking player realizes their mistake.

And to add spice to this question, the interpretation of the rules is especially important, because the defending player, had I only knocked, would have been able to undercut me. So it wasn't just a question of whether I was going to receive X or Y points, it was a question of whether I would win the hand or be undercut.

Not looking for opinions, as we could create our own house rule out of this scenario going forward. Looking for any kind of official reference on the matter if one exists.


texts: How can I play a bot with expansion cards in Dominion Online?

texts:
Dominion Online noob here. I'm trying to play a bot with expansion cards, but it seems to only allow me to select base cards.

I've added familiar cards by adding expansions I own, but can't seem to select any of them.

I wondered if this was even possible, but I spectated a game in which a user was playing a bot with expansion cards, so it's definitely possible.


texts: How can I store hexagon tiles in a stack?

texts:
I have been steadily ordering/printing armies for Neuroshima Hex, and now army storage is becoming a problem:

As you can see, there is a small mountain of plastic bags.  The current situation is necessary in order to make everything fit (including two game boards and some reasonably large army reference cards), which this leads to a packing problem at the end of game night. The boards and reference cards must be arranged into a pyramid:

And then all of the plastic bags must be meticulously and artistically layered to fit within the box.  I think the 'meticulous layering' step could be improved if I could store pieces in a stack, like a quarter roll. That would take up much less space:

I looked into other questions on storage and saw suggestions to use tackle boxes and toolboxes, but the compartments I've seen don't have the dimensions to fit an entire army.  I printed unofficial armies on thick hexes, meaning an army in a single stack is 5 inches, and an individual hex is 1.5 inches measured from one corner to the opposite corner.

Another consideration is that I would like to be able to give players the compartment the army is stored in, so that they can discard into it over the course of the game and progress towards a cleaned-up state.  This means rubber bands and similar options won't work.

This finally leads to the question: How can I store sets of hexagonal game pieces in a stack?


texts: First Auction Power Plant in Power Grid?

texts:
Ok, let's say we just started Power Grid game for 4 players: A, B, C and D. We will be focusing on Step 1st/Phase 2nd, which is the first Auction Power Plants phase in the game. We have (randomly) determined initial player order, which we can assume is now ABCD.

  Exception: In the first round of the game, each player must buy a power
  plant.

Ok, so let's assume that this is what happens in the first round's Auction Phase:

A selects Power Plant, D wins the first auction.
B selects Power Plant, B wins the auction.
C selects Power Plant, C wins the auction.

Now, this would be D's turn to select the Power Plant, except he has already bought one, so he cannot bid nor offer a plant at auction.

  Once a player has purchased a power plant in a round, he cannot bid in
  another auction in the same round, nor can he offer a plant at
  auction.

Does that mean we are back to A, and he selects Power Plant as the last player this round and therefore buys it at a starting price? Or was he obligated to choose plant again after D won the first auction?

Side note: I was quoting Official Rules found on RioGrandeGames.com.


texts:
If someone has assembled the Deceiver Exarch/Splinter Twin combo, and they say "make a bunch of dudes and kill you", without telling me the number, what happens?

The problem with asking him is that this is a situation where the player is committing a minor rules violation — he's not proposing a proper shortcut — and he gets rewarded for doing that by getting free information: he knows that I'm interested in the number of Deceiver Exarchs that he's making

Is there a way to handle this situation without rewarding my opponent with free information?