texts: Is it possible for a 6-player game of BSG + Exodus to only ever have one Cylon?

texts:
The revised rules for preparing the Loyalty deck when using the "Exodus" expansion say that in a 6-player game, we should build a deck with an additional "You are not a Cylon" card (compared to the core rules for Loyalty deck.

So, in a six-player game, after the first round of dealing the cards, we will have 7 cards, and one of them is the Sympathizer card. So in theory, it is possible that one of the Cylon cards (or the Sympathizer card) will never be drawn. Since one card is added to the Loyalty deck before drawing a new Loyalty after execution, it is possible that even after an execution there will only be one Cylon on the board.

Did I get the rules for this right? Is this indeed a possible situation?


texts:
Our local 'standardized' system suggests we play Walsh. I wanted to know which of the bids under the following sequences are alertable according to WBF alerting policies, given 1C promises 3 and 1D promises 4 unless 4432:

1C - 1D - 1S (promise unbalanced distribution)
1C - 1D - 1NT (may conceal 4-card Majors)
1C - 1H (may bypass longer Diamond unless GF) - 1S (promise unbalanced distribution)
1C - 1H - 1NT (bypass 4-card Spade)


texts:
On BoardGameGeek someone posted a picture of Mongols, Japanese, and Chinese (along with Frederick?) game pieces. It's posted under the game called Khan: The Rise of the Mongols, but that game uses different pieces. Can somebody identify the pieces in this picture? Many thanks. Picture below:

Link to full picture here (the full pic was too big to post so I posted them separately in screenshots).


texts: Surveyor's Map in Agricola Farmers of the Moor

texts: In a game we just finished one player used the Surveyor's Map minor improvement.  When the field came up in round 11, he couldn't place it adjacently to his existing fields.  Should we have allowed him to place it elsewhere?


texts: What happens when Fate Cards become Expendable in Ivory Edition?

texts:
If a Fate card gains the Expendable keyword, as in the example of Holding Cells with Kobi Sensei, does playing the card form hand trigger the Expendable keyword?

Would this affect a Kata or Allegiance with Expendable, as they do enter play?


texts: In bridge, is an "uppercut" a special case of a "forcing game?"

texts:
In a standard forcing game, you the defender, may have four (or more) trumps, and ypu lead a long suit in which declarer is void in order to force him to ruff, thereby shortening his trumps to your number (or less).

In an uppercut situation, you might have something like Qx. Nevertheless, if you lead a long suit in which both your partner and declarer are void, your partner ruffs with a J, and declarer (sitting to your right with AK ) is forced to overuff with a king, you and partner have "shortened" his high trumps enough so that he can no longer capture your queen with AK. So is this a special case of a forcing game?

And suppose you are declarer (South) and the final trumps are Q in your hand, 2 in dummy, JT in East. If you lead a suit in which dummy and East are void, and dummy ruffs with his 2, forcing an overuff with the T, so you can now draw East's last trump, does this work like an uppercut? Is there a special name for this kind of play?


texts: Can Gandalf's jewel conversion ability be used more than once per turn?

texts:
In The Hobbit: Enchanted Gold, Gandalf's ability is as follows:

When you play the Gandalf card, you may (optionally) replace any one jewel required on an Encounter card with two jewels of any other colour – but they must be of the same colour. The jewels may come from your supply and/or from bonus jewels on your defeated encounter cards.

This sounds like you can only use the ability once per turn, since it is "any one jewel". However, the example of play has it being used twice:

You can use Gandalf's special effect to play 2 red jewels instead of 1 of the required 2 purple ones on the Bolg card.
With Gandalf's help (again) you can use the blue jewel in your supply and the blue bonus jewel on the Orcs card instead of the 2nd purple jewel.

Which is correct? The rules or the example of play?


texts: Does the game end if all current investigators are defeated?

texts: Page 11 of the rulebook says the game ends if all investigators are eliminated from the game. Does this mean that if all currently active investigators die, the game ends, or does it mean if the pool of investigators from which we draw new ones gets exhausted as well, then it ends. We had a case where all 4 of our investigators simultaneously lost all sanity, and I wasn't sure whether to fast forward to the end of the mythos and redraw 4 investigators.


texts: Can a 5 year old kid play Legends of Andor?

texts:
My daughter loves stories and games. She plays games like The Magic Labyrinth and Viva Topo! fairly well.

I am thinking about buying Legends of Andor to play with her since it seems to have a nice story line and beautiful components.

Since she does not know how to read yet, I would be doing all the reading, but I don't want to play the game by myself. I'd like her to make her own decisions. Obviously I also want us to be able to beat the game after some effort.

Is she too young for that?


texts: In Game of Thrones naval battles, do land units on the ship count?

texts: If I have moved units on to a ship, and then that ship gets attacked, do I add their points to my defense power?


texts: Would Grave Betrayal give me a Mutavault? I'm guessing no, but enough rules have changed since Onslaught that I'm not going to guess.


texts: Does a card have a keyword if it has the same effect as said keyword?

texts:
I was looking at Contingency Plan and found the effect surprisingly similar to the keyword Surveil. To compare, first the wording of Contingency Plan and then the wording of the Surveil keyword:

  Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.

And

  701.41a To "surveil N" means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.

They quite clearly are the same, so can I assume the card states "Surveil 5" instead? And if so, does it trigger abilities which state "Whenever you surveil ..."?


texts: Are potions and ingredients discarded when crafting spells?

texts:
Or do you get to keep them for scoring, the way you do for spells that you cast?
https://cardlords.com/wp-content/uploads/2019/11/Animalchemists-Rulebook-v6.pdf


texts:
I have Bind the Monster. I really don't see a use for it. Is it useful, and how?
It's an Aura Enchantment for {U} with

Enchant creature
When Bind the Monster enters the battlefield, tap enchanted creature. It deals damage to you equal to its power.
Enchanted creature doesn't untap during its controller's untap step.


texts: Playing Arkham Horror in a counter-players role as the Herald of the Ancient one or something similar?

texts:
For those that have played games like Descent: Journeys in the Dark where an Overlord player is pitted against a heroic party, actively working against the players and laying down traps and other such machinations to keep the game interesting, I thought it might be fun to play the role of the Herald, actively orchestrating the forces of the Mythos to pave the way for the Ancient One's awakening.

Obviously you'd have to be very careful about what rules you alter as the "Herald" to not totally break the game in favor of the Mythos. Has anyone tried this before?


texts: Mage Wars Academy - zone spells : do they attack mages?

texts:
The spell Voltaic Discharge is said in the rules to target every creatures in the play area, including your own. That being said, and including the mages as creature, it seems right that it affects the opposing mage. However, if it attack your own wizard as well, its a rather poor choice of spell.
Am i wrong assuming it attacks your wizard?
if not, how can this card be used intelligently?


texts: How to evaluate this board situation under Japanese or European rules

texts:
In a game, the following board position remained after both parties passed:

$$ -----------
$$ .XO.X.X.OX.
$$ .XO.....OX.
$$ .XOOOOOOOX.
$$ .XXXXXXXXX.
$$ ...........

In the post game analysis it turned out that

Black on the move can create a seki by connecting her two stones inside the white group
White on the move can create a ko to prohibit the Seki. When black wins the ko, the result is a seki.

$$W
$$ -----------
$$ .XO4X1X6OX.
$$ .XO.325.OX.
$$ .XOOOOOOOX.
$$ .XXXXXXXXX.
$$ ...........

White takes the ko first with 7.

But the situation was left as it is on the board, how is it counted (under Japanese rules or European rules)? When playing resumes, who has the first move? Do ko threats on the board count?


texts: When does a special (non-green) die leave your die pool?

texts: I just started playing Elder Sign, and the wording in the rule book made me think maybe there was some way to keep using the yellow/red die beyond the current turn, if it was unused. Is this the case?


texts:
The title says it all.

  Can I destroy my own starbase?

Why would you want this? You might want to 'move' the starbase to another system. By destroying your own starbase you can build a new one at the desired new location. Only of course when you have built all starbases and have none left.

If so, should I have to shoot it? or pick it off the board (is it then a build/move action)?


texts: What Dominion kingdom-card setups tend to lead to the shortest games?

texts:
Most dominion players notice early on that different kingdom sets have GIGANTIC effects on how the game ends up being played. This also means that some games will end fairly quickly, while others will go on longer.

What Dominion kingdom-card setups tend to lead to the shortest games when all players are trying to win? What kingdom-cards specifically tend to contribute most to making games end sooner? Feel free to give specific setups if you like, but I'm also interested in what cards/combos make for shorter games and why/how they do this. For instance, some cards sets encourage players to try for an early lead and then end the game on piles before their opponents can catch up, while some card sets tend to favor strategies where players build up an extremely powerful deck until they get to a turn where they churn out 20+ victory points. What cards cause dominion games at the shorter end of the spectrum to be that way?

Related: What Dominion kingdom-card setups tend to lead to the LONGEST games?


texts: Can the "Gatling" be countered by "Missed!"?

texts:
The following rules are taken from English manual of Italian version of Bang! The Bullet!.

Regarding the card Missed! the interesting part is:

  If you are hit by a BANG! you may immediately play a Missed! - even tough it is not your turn! - to cancel the shot. [...]

Regarding the card Gatling! the interesting part is the note:

  The symbols show "a BANG!" to "all the other players". Note: even though the Gatling shoots a BANG! to all the other players, it is not considered a BANG! card.

This note makes me wondering if the Gatling can be countered by a Missed! or not. Reading the rules I think that the Gatling cannot be countered but in this case the card is too overpowered.

Note that also other characters and cards are influenced by how we interpret the Gatling card.

e.g. These characters of the base game are influenced:

Calamity Janet: she could use BANG! as missed
Jourdonnais: he can draw! when he is target of a BANG!
Slab the Killer: players trying to cancel his BANG! cards need to play 2 Missed!


texts:
The definition of storm (such as in Grapeshot) is:

  Storm (When you play this spell, put a copy of it onto the stack for each other spell that was played before it this turn. If the spell has any targets, you may choose new targets for any number of the copies.)

Does Storm count the spells played by the opponent?

This definition does not specify if the spell are played by the controller of the "Storm-card" or by the opponent. I read this article and it does not clarify my doubt.

I ask this because the owner of my local shop told me that Storm does not count enemy spells and he is a kind of judge.


texts: Correct/Recommended use of Masquerade in Dominion: Intrigue

texts:
According to the rulebook, when using Masquerade, the cards passed between players must remain invisible until each player chooses the card to pass and places it down. I've always assumed it means that the passing itself is also done when the cards are face-down, which makes it the only card in the game that adds uncertainty to the number of VPs each player has. It was strange, but interesting to play nonetheless.

Lately, however, I've begun playing "Androminion", and noticed that when passing cards using Masquerade in this version, the cards are passed face-up. I've checked the rulebook again, and it DOES seem like this is a gray area: the cards to pass should be selected when all the cards are face-down, but what happens later is not specified.

So - which is the 'correct' use of Masquerade? Passing cards face-up, so all the players can fully see the implications of this turn, or passing them face-down, adding a bit of uncertainty to the game?


texts: Does anyone know origin of smaller go boards (9*9,13*13)? When (and where) was first introduced? I looked on Sensei library but didn't find anything about history of go boards.


texts: What are good strategies for deciding which expeditions to start in Lost Cities?

texts:
I've been enjoying playing Lost Cities a great deal, but find it very difficult to decide what to do over the first few turns — in particular deciding things like:

How long is it worth waiting to see if an investment card comes up, if you have some good high cards for an expedition?
What are enough points in a city to make it worth starting?  I've been typically waiting until I have about 15 points, and I'm guessing this is too cautious.
Is it worth starting an expedition if you just have three low cards, say?
How do you deal with having a hand of high cards (which you don't want to discard) but nothing lower to start off an expedition with?

Of course, part of the fun has been in taking a big risk because you don't have any better options, but I wondered if people had any tried-and-tested rules of thumb to help beginners deal with the opening of the game?


texts: Did every booster of Unglued contain basic land?

texts:
So says wiki

On the other hand unglued basics are listed as "Common" (implying shared sheet with other commons) on Gatherer, official product information.

Gatherer shows them as silver-bordered, but they appear black-boredred on actual photos.

Anyone has a definite source one way or the other?

(Unhinged/Unstable black bordered lands which were definitely on a separate sheet)


texts: In Monopoly, Is it OK for a third party to make a trade with a player who is about to lose?

texts:
I play with some serious board gamers, but we have neglected Monopoly for a number of years, so our knowledge is mostly based on high school & house rules.

We played last week and enjoyed it, but there was a piece of contention. There are times where we decide that we don't like one of our friends for some reason and don't want them to win (i.e. we landed on their property a bunch, or they refused to make a deal, etc.).

So when player 1 has some property and player 2 lands on it and cannot pay the rent their assets (houses/hotels get liquidated), their property gets transferred to the other player.
(Please correct me if I'm wrong.) In this case, though, player 3 "traded" the amount of money owing for a piece of property (way overpaid). In this case they did it so that player 1 would not get the properties. Player 2 had no chance of winning the game (all properties mortgaged, no cash to speak of and many of the other properties with 3+ houses/hotels on them).

To summarize:
Is it OK for a third player to purchase/trade property or cash to/from a player who is about to lose?


texts: Is there a normalized scoring format for Scrabble?

texts:
While mostly skill, Scrabble does of course have that chance element.  You could lose to an inferior play or beat a more skilled player based upon tile distribution in the game.  Is there any system out there which adjusts the score at the end based upon the tiles that each player has drawn?

This could be for example one player got all 4 S tiles and both blank tiles and would be expected to score highter.  Or it could be one player played 55 tiles and the other played 45 tiles during the course of a match. Maybe even handicap systems based upon the players respective ratings entering the match where the weaker player gets and additional 10 or 20 points.


texts: Where can I find a printer for a budget game board?

texts:
I'm trying to get a board printed for a game I'm making. Are there any companies/websites that can provide this service relatively cheaply?

Ideally, each board would cost $5 or less. The material only needs to last long enough for people to understand how the game works, and this is only for small scale production and sale of 100 units or so.

The board is a two-sided board for a card-based game, and it can either be one foldable piece or two pieces. The cards will be poker size, and the board should be at minimum six card slots across in dimension, meaning at least 381mm wide.


texts: If I put a copper and add 4 more random cards into my hand from my starting deck, does it change the odds of getting the 5:2 split?

texts:
I was thinking about a situation where someone accidentally reveals a copper from their starting hand while shuffling their deck or discovers that they only have 9 cards in their starting deck (and they are certain they put the required 3 Estates in).

If they added a copper from the supply to their first hand, and drew 4 more of the remaining 9 cards, would their odds of getting a 5:2 or 2:5 hand versus a 4:3 or 3:4 hand be any different than if they drew a normal 5 card starting hand from a normal 10 card deck? (I realize that a 5:2 hand is slightly different than a 2:5 hand, in that it allows you to change your possible 2:5 coin buy after an opponents first purchase. The thing I am wondering though is if it changes the chances of getting a 5:2 split versus the more likely 4:3 split).


texts: Can I cast sorceries in combat phase, or only instants? For example, could I cast Press into service after blockers are declared to take control of a declared blocker?


texts: Do you find that with the Dragon Expansion characters more powerful?

texts: The reason I ask is we like to play by picking characters at random, so maybe we should pick at random from the Dragon Expansion characters or pull them out.


texts:
So I was playing in a standard tournament for fun the other day, I was playing red white black mardu warriors against white blue control.

I played Crackling Doom forcing him to sacrifice his only creature after he assigned his blocker.

He responded to my Crackling Doom by playing an Anticipate. He then proceeded to look at the top three cards, took one (which was a counterspell or something, whatever it was, it countered my Crackling Doom), he said that he could play it on the stack after having drawn it.

I said that he couldn't, but he proceeded to tell me like 3 times it was on the stack, but he didn't believe me. Doesn't the Anticipate have to resolve before he can even look at his top three cards?


texts: How many cubes can the containment specialist remove in Pandemic On The Brink

texts:
The Containment Specialist role card says the following:

  When you enter a city with 2 or more cubes of the same color, remove 1 cube.

We played yesterday with the mutation purple disease, and had a city with two red and two purple cubes.  When the Containment Specialist entered that city we weren't sure whether we could remove one cube in total, or one cube of each colour.

In the instance, we opted to allow the removal of one of each colour, but still ended up losing because we ran out of cubes.

How many cubes should we have removed?


texts: Dixit variations to increase replay value?

texts:
I recently got Dixit, and it's been a big hit with a couple groups of friends, however we're already finding it's replay value to be declining. I'm sure in a few months it would be very fun again (though never again as good as the first time, marveling at the beautiful artwork), but rather than wait it out I thought it might be nice to try some variations.

We played one game where each player had a second hand of the description cards from Apples to Apples, which we used instead of coming up with our own descriptors, and that worked pretty well. (We played that you kept 4 cards in that hand, and when you played one you could discard up to 2 others for new cards.) Has anyone tried anything else to successfully vary the Dixit gameplay?


texts: Floodtide Serpent and Can't Attack Enchantments

texts:
I control Krasis Incubation enchanting my Floodtide Serpent. My mana pool is empty and I have no way to gain more mana this turn. The only enchantment I control is Krasis Incubation. Floodtide Serpent does not have summoning sickness.

Can I attack with Floodtide Serpent by returning Incubation Krasis to my hand?

Here is what I have found so far, to help you guys answer my question.

Rule 508 describes the declare attackers step in depth. 508.1 is broken down into a few steps. Here are the parts I found to be relevant.

508.1c
The game checks for restrictions. Floodtide Serpent has a restriction that I am disobeying. Krasis Incubation has a restriction that I am disobeying.
508.1d
The game checks for requirements. I have none.
508.1g-i
I determine my total cost for attacking. I bounce Krasis Incubation to pay this cost.

If the game backs up at 508.1c, then Floodtide Serpent cannot attack. However, if this is the case, it would appear that Floodtide Serpent could never be allowed to attack, because his cost can never be paid prior to reaching 508.1g-i.

If the answer is that he cannot attack with Krasis Incubation, then I couldn't describe any situation in which he could attack.


texts: Can one use alternate evaluation methods, e.g. "K&R" to defend actions that appear to violate your convention card?

texts:
I'm playing in a tournament, and I fill out a convention card that says I will open with 13 or more points. I pick up a certain 14 "worst" point hand (per Milton Work's 4-3-2-1 count) and decide to pass. The tournament director calls me on it.

I found out yesterday that Kaplan and Rubens (K&R) (or some equally accepted authority) evaluates the hand as barely over 12 points. Is that an adequate defense for my apparent convention violation?

My convention card also says that I need 13 points for a takeout double. I do so with the following "11" point hand: KJT4-5-QJ98-AT93. But K&R evaluate it as 13. Am I OK?

Or is the best idea to write on the convention card: "I reserve the right to base my decisions on alternate hand valuations such as K&R?"

Finally, I make five or so of these decisions in a single tournament. Four out of five are on the money. In one case, I really didn't have my bid (per K&R), because I miscalculated. Would it be seen as such, or would people be thinking in terms of a violation?


texts: Is it possible to not pay a conditional counter with the cost set at 0?

texts:
For example, there's a Cephalid Shrine on the field and someone casts a spell with no copies in any graveyards.  Can someone choose to counter their own spell by not paying 0 mana?

I don't think there's anything in the rules preventing this, but I do know that things like 0 power attacks can't interact with combat damage triggers.  Is there a similar case for costs of 0 being automatically paid?


texts: Can I sacrifice the same permanent for two different sacrifice costs?

texts:
Hi im new the mtg and have a question about the deck im playing.

so I use "Ravenous Intruders" ability (sacrifice an artifact gain +2/+2 until the end of the turn)

the artifact I sacrifice is "Implement of Combustion"

"Implement of Combustion" has an ability where I can pay 1 red mana and sacrifice it to deal 1 damage

would I be able to activate "Implement of Combustion" ability on top of Ravenous Intruder's ability so I can buff him and deal the 1 damage or would sacrificing implement leave no target for ravenous intruder so he does not buff?


texts: Does Republic of Rome usually generate one or more wars per turn, leading to a loss even when cooperating?

texts:
I have played Republic of Rome several (4?) times with a group (usually 4-5 players) without studying the rules myself. We have always started in the Early Republic period, and even when we try to cooperate just to survive the period, we have always lost, generally to an onslaught of wars, often more than one per turn. We always end up facing at least one Punic War and usually four or more in total, and get overwhelmed by one thing or another as a result. The others have played it many more times than I have with them, and they say they have NEVER made it out of the Republic period, due to losing one way or another.

Are we playing the game wrong? I think the main cause is overwhelming random events, specifically accumulating wars. Each game turn, each player draws at least one random event card, and this can and in our games has often resulted in one or more new war about every turn. Does the game have a rule we are missing that at least limits the number of random wars entering play to one per turn at most?

Also, from a historical perspective, it seems like the time scale must be abstract and a bit off. It feels like each game turn is a year, but then obviously there were never new wars coming up every year historically.


texts:
If your opponent has a  standstill on an otherwise empty board, is there a way to remove it without your opponent drawing cards?

krosan grip doesn't work because split-second doesn't apply to triggered abilities, and stifle or trickbind don't work either, because they themselves will trigger the ability.


texts: Is casting a commander from the command zone considered casting a spell?

texts:
For example, say I have God-Pharao's Statue in play:

  Spells your opponents cast cost {2} more to cast.

Would my opponents have to pay the two extra mana when playing their commander from the command zone?


texts: Canceling King Arthurs boosted attack on cards with no effects

texts:
In Unmatched: Battle of Legends Vol 1 King Arthur has a special ability:

When King Arthur attacks, you may BOOST that attack. Play the BOOST
card, face down, along with your attack card.
If your opponent cancels the effects on your attack card, the BOOST is
discarded without effect.

One of King Arthurs cards is Excalibur. There is no effect on the card just a title. If my opponent plays a card that happens to cancel any card effects would a Boosted Excalibur lose the boosted bonus?


texts: Does Dormant Sliver mean Slivers can no longer attack?

texts:
Dormant Sliver

{2}{G}{U}
Creature -- Sliver
2/2.
All Sliver creatures have defender.
All Slivers have "When this permanent enters the battlefield, draw a card."

It would seem if all Slivers have defender then they could no longer attack and would be like a wall. Or am I missing something?


texts:
I just played my first game of BSG (solo using the official fully cooperative rules). I've got the german edition so my card names might be a bit off...

The green skill cards 1 and 2 say something like:

Action: Choose 1 player. This player may move his character and do 1 action OR may keep his character where it is and do 2 actions

Now if it is my turn. Can I move to a location in my move phase, play that card in my action phase, choose myself and do the location's action 2 times? It seems a bit overpowered but I've not seen anything in the rules that forbid this use...


texts: Is moving an existing blockade forward together to form a new blockade on a new space allowed?


texts: How do Dominion tournaments compensate for the luck that's always present in the game?

texts:
Dominion is definitely NOT a game of luck. I'd wager it's at least 90% strategy. But at the higher levels I'm sure the luck comes out as players get better at finding the best strategies available to them. In Bridge tournaments, pairs have to play the same hand and see who does better at it. Obviously in Dominion tournaments you'd have everyone play the same kingdom sets, but how do you compensate for bad shuffles? If there's a Mountebank/Witch/Treasury or any other awesome opening cost-5 card and no good opening cost-4 cards, any player who starts 5-2 is going to have a substantially better odds of winning already. Likewise if you have a lot of villages and terminal actions, but virtually never get them together, you're also at a substantial disadvantage.

How do Dominion tournaments compensate for this? Is it possible to play Dominion in a form where it's 98+% strategy and <2% luck, or is luck of the draw just an essential part of the game? How often does luck determine the winner of a game of Dominion?


texts:
I am very new to the game, and I have a basic question about the mechanics. Some spells have multiple abilities; for instance, the creature Azorius Guildmage has two abilities, and it is my understanding that you can play any one of them whenever you have priority and have enough mana to pay the cost.

However, spells with abilities that cost nothing confuse me. Take Intellectual Offering, for example. Are you forced to play both abilities when you cast the spell? Is that because those are spell abilities, whereas in the first example above they are activated abilities? Is the following outline of what is supposed to happen when you play that spell correct? (Assuming we have priority.)

Pay the mana cost, add Intellectual Offering on the stack.
If it resolves, do as instructed (choose one opponent for each ability and apply the effects).

Since the abilities are both spell abilities, they don't go on the stack. So there is no counterplay possible once Intellectual Offering resolves. Is that correct?


texts: What happens if both players misunderstand the game state until it's too late?

texts:
Let's take two players, Alice and Bob. Alice has a Tarmogoyf. She asks Bob what card types are in his graveyard. Bob fans out his graveyard, they do the math, and conclude Alice's Tarmogoyf is 5/6.

Alice attacks, Bob blocks, and Alice casts Temur Battle Rage. That turns the Tarmogoyf into a lethal double striking trampler. Bob goes into the tank to see how he can possibly avoid dying, and then he notices that the Tarmogoyf is actually 4/5. In other words they miscounted, and not only does he survive, Alice dies in the counterattack. Oops.

What happens now? Can Alice rewind the attack? If so, what happens to the fact that she revealed she's holding Temur Battle Rage? I imagine the answer to this question depends on what the REL level is; if so I'm interested in all RELs.


texts: How well do sleeves protect against spilled drinks?

texts:
People really like to have food around during long gaming sessions, to avoid the discomfort of hunger and dehydration.

Sleeves are pretty useful for keeping crumbs and dirt off your gaming cards. Sometimes, however, a player will knock a drink over onto the table, risking water damage to your hobby materials.

How well do typical card sleeves protect game cards from spilled drinks?

How effective is double-sleeving in this situation?


texts: What would happen to other players creatures upon death?

texts: I have Kalitas, Traitor of Ghet in play. We are playing with 3 people. If i beat one player, would the creatures he own die? So i would get 2/2 zombie tokens from his creatures?


texts: Can an ability be used after my opponent uses an instant?

texts:
Can I use an ability after an opponent uses an instant?

Example: Opponent casts Victim of Night on my creature. It reads:

  Destroy target non-Vampire, non-Werewolf, non-Zombie creature.

Can I use Bubbling Cauldron's ability to sacrifice the creature he just attempted to kill?

  1, Tap, Sacrifice a creature: You gain 4 life.


texts:
I am playing magic with my friends and we have a problem with the ability Aura Swap on a card called Arcanum Wings.

Does it count as casting when you activate Aura Swap and put new aura on the battlefield with Arcanum Wings? If a player uses the Aura swap ability, can I counter the new aura with Nix?


texts: Being in a room with an alien prevents you from walking out, but can you walk through a room with an alien as a 2 room move originating from a room that didn't have an alien?


texts:
The text for Juggernaut reads, in part:

Juggernaut attacks each combat if able.

I'm not sure what this means. The word "combat" isn't defined as a countable noun in the Comprehensive Rules. It usually occurs in expressions as an uncountable noun, e.g. "in combat", "during combat", "removed from combat", "result of combat", "beginning of combat", "end of combat", "rules for combat", and as a modifier, e.g. "combat phase", "combat damage". Here are the only occurrences of "combat" as a countable noun that I found in the Comprehensive Rules:

509.5a An ability that reads “Whenever [a creature] blocks, ...” generally triggers only once each combat for that creature, even if it blocks multiple creatures.
509.5c An ability that reads “Whenever [a creature] becomes blocked, ...” generally triggers only once each combat for that creature, even if it’s blocked by multiple creatures.
701.37a Certain spells and abilities can goad a creature. Until the next turn of the controller of that spell or ability, that creature attacks each combat if able and attacks a player other than that player if able.
702.22b The rampage bonus is calculated only once per combat, when the triggered ability resolves.
702.38a Provoke is a triggered ability. “Provoke” means “Whenever this creature attacks, you may choose to have target creature defending player controls block this creature this combat if able. If you do, untap that creature.”
702.120a Melee is a triggered ability. “Melee” means “Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.”
802.1. Some multiplayer games allow the active player to attack multiple other players. If this option is used, a player can also choose to attack only one player during a particular combat.

Unfortunately, none of them explains what exactly "a combat" is. I see (at least) two possible interpretations. I suspect that the intended interpretation is for "a/each/per/this combat" to be short for "a/each/per/this combat phase". But another interpretation (which my nephew believes is the intended one) is for "a combat" to refer to a combat that actually occurs, as opposed to a combat phase, which is merely an opportunity for a combat to occur. In this latter interpretation, the Juggernaut would only have to attack if a combat is initiated by other creatures attacking.
Do you see any grounds for arriving at a definitive interpretation?


texts: Let's say I have Outpost Siege in play with Khans chosen. I exile the top card of my library during my upkeep, that card being Wheel of Fate. Am I able to play Wheel of Fate for free, or is it exiled since I cannot play it without suspending it?


texts: Is the Go! action card ever worth playing?

texts:
In Monopoly Deal, there is a Go! Card which uses one of your three plays for the turn in order to draw two additional cards. It seems the key to winning in this game revolve around emptying your hand to draw 5. Let's start from that scenario:

turn x  : draw 5, play 3, leaves 2 in hand
turn x+1: draw 2, play 3, leaves 1 in hand
turn x+2: draw 2, play 3, leaves 0 in hand

So with this we have 3 turns, 9 cards, or an average of 3 cards per turn.

Now let's say we play a go:

turn x  : draw 5, play 2 and a go, leaves 5 in hand
turn x+1: draw 2, play 3, leaves 4 in hand
turn x+2: draw 2, play 3, leaves 3 in hand
turn x+3: draw 2, play 3, leaves 2 in hand
turn x+4: draw 2, play 3, leaves 1 in hand
turn x+5: draw 2, play 3, leaves 0 in hand

So now, in six turns, we've instead managed to draw 17 cards over 6 turns, or 2.8 cards per turn. So we see FEWER cards per turn if we play a go, plus one less action.

Should I be using my goes for money instead to maximize the number of cards I see?


texts:
I have a few related questions about Medomai's Prophecy, which has the relevant Chapter abilities:

II - Choose a card name.
III - When you cast a spell with the chosen name for the first time this turn, draw two cards.

Suppose the second Chapter ability triggers twice, perhaps through clockspinning, and that I name the same card both times. Later, the third Chapter ability triggers and cast a spell with the chosen name. Do I draw two cards or four?
Same setup as question 1, except I choose different names. Later, the third Chapter ability triggers again. How many cards would I draw if I cast just a spell with the first name? Just a spell with the second name? Both?
Does copying the second Chapter ability, such as with Strionic Resonator, have the same end result as 1 and 2?
Suppose I have already named a card for Medomai's Prophecy's second ability, and then have Copy Enchantment enter as a copy of it. Does the new enchantment 'remember' the named card?


texts:
Single Color Match Bonus: at the end of your turn you may lay one card from your hand face-up in the Center Row.

  Double Color Match: at the end of your turn you (1) lay one card from your hand face-up in the Center Row and (2) all other players must draw one card from the Draw Pile.

May I choose not to lay down a card for a Single Color Match? It might be better to end my turn with two cards instead of one, and the word "may" implies a decision; further, the word "may" is absent from the Double Color Match passage of the rules.


texts: Rule 506.4a vs 509.3a (removing attackers/blockers during combat)

texts:
I'm returning to Magic after a long hiatus, so my apologies if this question is obvious. I'm trying to understand why both of these rules exist:

506.4a: Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don't remove the creature from combat.

And:

509.3a: During the declare blockers step, if an attacking creature is removed from combat or a spell or ability causes it to stop being blocked by a blocking creature, the attacking creature is removed from all relevant damage assignment orders. The relative order among the remaining attacking creatures is unchanged.

Given what 506.4a says, when would 509.3a ever apply? Browsing other related questions suggests that when a card specifically uses the phrase "remove from combat", 506.4a doesn't apply (because cards overrule the rules), is that the only time you would fall back to 509.3a, or are there other examples too?
Edit for anyone reading this later who is still confused:
The accepted answer does give examples of cases when a creature is removed from combat, however murgatroid99 helpfully points out that 506.4a is much more precise than I initially thought - it only applies to cards that say something like "prevent this creature from attacking/blocking this turn", not literally any effect that could prevent a creature from attacking/blocking.


texts: What happens if a permanent is made to gain and then lose an ability, or vice versa?

texts:
Rayami, First of the Fallen is on the battlefield, and currently has hexproof due to a creature exiled by her effect.
The opponent then activates Shadowspear to remove hexproof.
My questions are:

Would Rayami lose hexproof?

If so, and a second hexproof creature is exiled with her effect, would she regain hexproof?

If she didn't have hexproof before the Shadowspear activation, then a hexproof creature is exiled with her effect, does she gain hexproof?


texts: Does a bid of 'Double' make you the declarer?

texts:
South bids, say 2 spades, then west bids 'double', then all others pass.
Does this mean that south is the declarer with the contract being 2 spades doubled?
Or does west win the contract with 2 spades doubled?

My intuition in reading so far suggests that south would still win the auction, but I have not explicitly read that this is the case.

Also, this is not intended to touch on any bidding conventions either, just simply how this affects who wins the auction. I do believe I understand the consequences in the game play or rather the scoring of a doubled bid, but I am simply uncertain who would have won the auction under these circumstances.


texts: Does ZU.13 Key Master confuse the MU rule?

texts:
It is clearly stated in the rules that Memory Units (MU) only apply to 'installed' programs.  By 'installed' I mean installed on the runner's rig.

Then I read the ZU.13 Key Master card:

  [...] the memory cost of ZU.13 Key Master is 0, even if it is not installed.

This seems to imply that a program's MUs count even when not installed.  As if they would count in your grip. Nothing in the rules supports that.

Can someone explain this card please?


texts: What editions of Acquire have durable pieces?

texts:
I am interested in buying the board game Acquire.  It's available through Amazon, but the reviews state the edition they have for sale is cheap and clumsy compared to previous editions.  Evidently the game has been out for more than 50 years.

For anyone who might know, is there a version of this game that comes with more durable play pieces (wood, etc)?


texts: Does the Terra Mystica app implement the official rules updates?

texts:
I've been playing the Terra Mystica app on Android, and I noticed that the rules description on the Cultists' ability didn't include the updated text (if everybody declines taking power when you could have earned a cult point from it, you gain a power). I played a game as them, but the AI never turned down the power, so I couldn't tell if the rule was implemented without the text update. This update was made after the second edition printing.

This also got me wondering if the game setup includes the errata for the scoring tile setup, forbidding the spade points tile on turns 5 and 6. This update was included in the second edition printing.

Does the app include either/both of these updates?


texts: Interaction between Ethereal Absolution versus Edgar Markov with Captivating Vampire

texts:
Situation
An opponent has the commander Edgar Markov:

Eminence — Whenever you cast another Vampire spell, if Edgar Markov is in the command zone or on the battlefield, create a 1/1 black Vampire creature token.

I play Ethereal Absolution:

Creatures you control get +1/+1.
Creatures your opponents control get -1/-1.

So whenever he plays a vampire, he creates a 1/1 token that immediately dies to my enchantment.
Next turn, he plays Captivating Vampire:

Other Vampire creatures you control get +1/+1.

Interpretations
According to my opponent, whenever he plays a vampire the 1/1 vampire tokens now do survive as they enter the battlefield with a +1/+1 on them (from the Captivating Vampire).
According to me, his vampire tokens still die after entering the battlefield. As soon as they hit the battlefield they become 0/0 creatures due Ethereal Absolution: creatures with 0 toughness go to the graveyard. I say this happens before the tokens get their +1/+1 bonus, since the Captivating Vampire doesn't state that other vampires enter the battlefield with that bonus.
Clearly we were both biased to a ruling that's beneficial to ourselves. We went for his ruling, because he's the more experienced player. But what do the rules actually say about this situation? Is anyone correct?
In other words: when exactly does the "get +1/+1" from Captivating Vampire and "get -1/-1" from Ethereal Absolution happen once a 1/1 vampire gets summoned? And in which order to they happen?


texts:
Would I be able to use cards such as Enduring Ideal to search for Auras?

If so can I then attach them to a creature when they enter the battlefield?


texts: How to self print/self publish card game

texts:
Essentially, I'm working on a little card game. It's my big project for the next two months or so. I've already made quite a few digital designs, and this game would involve nothing but cards, and possibly a playing board. This would all be printed out on an A4 size sheet of something. This brings me to my question.

What is the best material to mass print my card game? I'm already willing to pay a local printing service to print my card game maybe 2 or 3 times at first, and I'm willing to spend the money to print it repeatedly. That isn't my problem. My problem is that I have no idea what to use for the cards themselves. Now, this would be a print and play game, but for my own personal use, for local product-in-hand sales, and for recommendations on the online print and play service, I'd like to know what the best material is. I'm thinking something like laminated cardstock, but I'd like to know other's opinions.


texts:
If an opponent plays Possibility Storm , what would be the best way to destroy it? If I played a card which allowed me to destroy target enchantment, would this destroy Possibility Storm before my card becomes exiled or would I need to rely on one of the cards I need to draw?

Also does Possibility Storm trigger when playing creatures or lands/basic lands?


texts: When is it a good time to offer a draw in chess, and when should I accept one?

texts: Professional players often offer draws in chess and accept them.  While draws can be very common in professional play, they appear to be very rare in casual play.  Naturally, if you're winning, accepting or offering a draw seems silly, but what if there isn't a clear winner?  When is a good time to offer a draw, and when should I accept one?


texts:
What happens if you exile a token with Conjurer's Closet? My understanding is that the token disappearing is a state based action, which is only checked when the ability finishes resolving. Since the closet exiles and returns the token as part of the resolution of a single ability, state based actions are never checked and the token survives. Is this correct?

Edit: I just noticed that the closet specifically refers to "that card". Does that change the answer?


texts: 7 Wonders: Why do resources on the board have colored background?

texts: I'm wondering why the resources on the City boards have colored backgrounds? It is quite confusing when you play cards such as Vineyard, Bazaar or Chamber of Commerce since the starting resources do not count in those cases. Is there any reason for it besides it can be considered more aesthetic this way?


texts: Betrayal at House on the Hill, Haunt 52 question

texts:
This question is about Haunt 52, and you really can't ask it without spoiling the haunt.

  The players have to walk through the house figuring out that the rooms without traps follow a number pattern. However, even if you find the room that is supposed to be the exit, the instructions say nothing to the betrayer that he/she must inform the other players. As the number in the sequence was chosen randomly by the betrayer, it is pure luck if you just happen to be in the correct room at the end, even if you figure out the sequence. Does the betrayer have to tell the players when they find the exit room? Even if everyone is standing in a safe room when the game ends, the exit room was random. There seems to be no way to figure out which room it is... or am I missing something?


texts: Can experts roll dice with non-uniform distribution?

texts:
Is it possible to roll a fair, n-sided die with a controlled throw such that a particular face is landed on with a probability higher than 1/n?  The golden touch craps claims that he can teach you dice control.
EDIT:  Is there a statistical proof that someone can manipulate the dice?  (even only without a cup, without hitting the wall etc...)


texts: In Star Wars: Imperial Assault can all rebels attack multiple times?

texts:
I started my first game last night and my group is confused by one of the rules:

On Page 5 of Learn to Play Guide under Perform Actions #2 states: Attack a Hostile Figure. Only Heroes can use more then one action to attack.

The 'Assault' ability allows more then one attack. Does this mean that all of the heroes have assault? Does hero just refer to any rebel player or is it a specific type rebel player? I'm confused because one of the rebel characters has the assault ability so I need to know how it differs from the rule above.

Due to the use of the word 'assault' which is also in the title I have found this difficult to google.


texts: In a&a 1942 2nd edition, can bombers conducting a strategic bombing raid and fighter escorts retreat?

texts: Im guessing they cant because the book talks about retreats only in the "general combat" section; says nothing about sbr planes retreating, but i am not sure.


texts: When, if at all, does initiative pass between players?

texts:
Just got Star Wars: Armada and we're still just playing the introductory scenario. The rules tell us that each round during phase 4 ("status phase") the player with the initiative token will flip it. In the expanded rules I see that after fleet construction we may have a new way of choosing who starts with the initiative token.

Does the initiative token ever pass from player to player? Or does it just stay in one player possession the whole game?


texts: When the ancient one awakens, do we pass the first player token?

texts: Since the token passes at the end of the turn, and the awakening goes immediately to the awakening, do we skip passing the first player token for the first attack?


texts: Catan : how to play with extension 5-6 players when we are less than 5?

texts:
I bought the game with the 5-6 player extensions :
If I want to play at 3 or 4 players, do I have to remove additional elements of the game ? or is it common to play at 3 or 4 players for a game designed for 5-6 players ?


texts: Do actions that affect all cards also affect cards in your hand.?

texts:
In Smash Up the wording on the cards is often critical to how they play. Unfortunately the rules are very light on certain situations and I haven't been able to find an answer online to a situation that arose at a game last night.

My friend was using Dinosaurs and Pirates, and was attempting to take the Tsar's Palace base. The bases ability is:

  Minions of power 2 or less cannot be played here.

He then played the Howl card from his hand. This states:

  Each of your minions gains +1 power until the end of your turn.

Next he then tried to play a First Mate (Power 2) from his hand onto the Tsar's Palace, under the assumption that it is now Power 3 because of the Howl card.

My interpretation is that the Howl card, and all action cards, will only affect minions already in play on the table, and not minions in his hand. Therefore the First Mate is still Power 2 until it is played and therefore cannot be played on the Tsar's Palace.

Which of us was right? Do action cards that affect every minion on the table also affect minions in your hand?


texts:
I'm on my main phase.

I cast a 1/1 creature, and want to enchant it in the same phase.
My opponent has an enchantment with the ability to pay one mana to give 1 damage to creature or player.

I cast the creature - no counterspell.

I then want to cast a +3/+3 enchantment on that creature.

Can my opponent "counter" that enchantment by using said ability to give my creature 1 damage in response to me casting the enchantment. I think he can, but I'm not sure.


texts: Pocketing the last coin and the striker at the same time

texts:
Only one black (mine) and one white (opponent's) coin are on the board. (All the other coins and the queen have been pocketed)
I pocket my black coin, but accidentally also pocket the striker.

Who will win?


texts:
In the "Play" phase of Cribbage (31's), what is the optimal leading card to play. I have always played a 4 if I had one, because it can't be fifteened and is less likely to result in a run, because an opponent is unlikely to play a 5 or a 6. It is also not as useful as 1s, 2s or 3s at the later part of the Play when it gets close to 31.

However, I fear that this tactic is becoming too predictable, and my fellow players will know that my hand lacks a 4 if I have not played it immediately as a Leading card.

What other cards are optimal leading cards.


texts: What is the name of this tabletop multiplayer card game

texts:
You start with a normal 52-card deck, you then distribute the cards randomly and evenly to all players. First player starts by putting down any number of cards he wants (provided they are the same number) face down,(for example 2 5's), he then says what he just put down.
All other players can either pass and the turn goes to next player, or say bull$***. If they were correct and that player was putting down cards different than what he was saying, he gets the pile of cards that have been played, if the cards matched what was played, the one saying bull$*** gets all the cards. If it is your turn, and you don't have any cards you want to play you can skip.
The player who finishes the cards in his hand wins, sort of like UNO, but without knowing the real cards.
The strategy is to sneak in the cards that you don't have all 4 suits of without anyone knowing and returning the entire card pile to you.
Some obvious no-no's to better explain:

If you don't have all 4 suits of some number in your hand, don't put down a mix of cards and say (4 6's when you don't have the 4 6's)
Start your turn by putting any sets of 4 suits you have as there is no way for someone to win a bull$*** on them
If someone is about to finish his cards, it can be rewarding to claim bull$*** and bring him back to square one

My friends call it bull$***, what is it's common name?


texts: Could I turn Mistform Dreamer into a Shrine?

texts: Mistform Dreamer says I can turn it into any creature type until the end of turn, could I turn it into a shrine for use with any of the Hondens?


texts: Fluxx - Monty Python: Finger of God & Play All

texts: I've just encountered a situation playing this with my daughter where she has played the Finger of God and there's a Play All card in the table. Does this mean she can keep Playing Finger of God until there are no more Creepers on the table? Seems to be a loop.


texts: Is the unique asset deck reshuffled when cards are discarded?

texts:
It is quite clear from the base game rules that normal asset cards are put in a separate discard pile when they are discarded, whereas condition cards and spell cards are shuffled back into the deck when discarded.

Mountains of Madness expansion introduces a new deck of unique asset cards, which have similarities both to normal assets and to conditions/spells. What happens when unique asset cards when they are discarded? Are they put into a separate discard pile, or reshuffled back into the deck?


texts: Rummikub - Maximum number of tiles in hand

texts:
When playing Rummikub, is there a maximum number of tiles that can be held in hand?
Something that I have noticed is while playing online, players just keep picking up tiles until all the tiles are gone and then lay them all down.
It just seems to defeat the intent of the game when that happens. there is no playing off other players, no shuffling tiles around to make new sets.
It feels like its not in the spirit of the game. It doesnt make for a fun game. So I just wondered, if there is a limit to how many tiles a player can have in their hand? or is what they are doing considered ok.


texts: Can you get a single worker for a single die if you can only use one die roll?

texts:
We were playing The Castles of Burgandy.
A player rolled two 5's, and it was late in the phase.  There was a 5 play, by putting a building on a hex, which he did.  But there was no other action he could take with a 5.  He had no worker with which to switch the 5 to a 4 or a 6.  We looked at the rule about abandoning both dice for two workers, but it did not appear clear if one can abandon one die for a single worker.
Is this within the rules: take an action on the result of a single die, and forfeit the action of the other die in return for a single worker?
We house ruled it as 'yes' since it's less frustrating for the players.  We are new to the game and are unsure if that's a good house rule or even a valid one.


texts:
In Mansions of Madness:

On the map room "chasm" there are two spaces (The Chasm room is the lowest left tile). But only one of them has "line of sight dots". Does this mean that the other half (the one with the bridge) is not in line of sight from the "crypt" and "cave" rooms? So when I align them all in one straight line with the chasm at the end, I can shoot from the other end into the chasm piece, but nothing that is on the bridge?


texts: What are the password requirements for the new Planewalker points system?

texts:
What are the requirements for the new planeswalker points login system? I attempted to log in with my DCI number today (which I don't do often) and it informed me I needed to upgrade my account. It was clear on the requirements for the user id but there are none listed for the password on screen and it refuses to accept anything I can think of.

My first instinct was to goto Wizard's support system, but it requires you to be logged in to contact them so I am locked out.


texts: Does "'Collapsing Parallel Worlds" remove Locations that are in play?

texts: The crisis 'Collapsing Parallel World's forces one of the players to exchange their deck and discard pile for a new 10 card deck.  Do they lose the Locations they have in play?


texts: What is the order of Waterfront Bouncer's ability + Basking Rootwalla + Intruder Alarm on the stack?

texts:
I have some confusion about the ordering of specific triggered abilities on the stack which can be summarized with this sequence:

Waterfront Bouncer (no summoning sickness) and Intruder Alarm are on the battlefield under my control.
Basking Rootwalla is in my hand.
I activate Waterfront Bouncer's ability, paying the cost by tapping an Island and Waterfront Bouncer, and discarding Basking Rootwalla.

What is the order on the stack, and does Waterfront Bouncer untap? Can I target Basking Rootwalla with Waterfront Bouncer's ability?


texts: Do chest traps happen before loot is distributed?

texts:
If the player says they're opening a chest, and the overlord plays a trap card, does the trap effect take place before or after the chest is opened?

This is particularly important in the case of death or being monkeyed, as neither monkeys nor dead people can open chests (and hence collect the loot).


texts:
As someone with a 3d-printer and a love of board games I was really excited when I found Z.O.D. by Ill Gotten Games.

The pieces looks great, and I have always wanted to try miniature figure gaming. But how do I play it? I have looked everywhere and I cannot find any rules or anything else on how to play it.

I did have the suspicion that as suchiuomizu answers the pieces are meant to be used with some other established rules/game, so let me modify the question a little bit: How do I play with the pieces? What kind of ruleset or other game can I use them for? Where to start?


texts: Affecting win percentages in turn based games

texts:
In an interview, Ben Brode (former Hearthstone game director) revealed that Hearthstone has very close to 50% win rate for both sides due to the coin and the extra card given to the person going second.

What techniques employed in other turn based games to try and even the probability of winning for the players?


texts: If a base scores and a minion moves to another base, like First Mate or Flying Monkey, and the new base has more power than the breaking point, does the new base score on this turn or next turn?


texts: Do cards like Cranial Extraction, Slaughter Games, and Memoricide get around protection?

texts:
Let's just use Memoricide as an example since all 3 cards have the same effect.
The card's oracle text reads:

Choose a nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. Then that player shuffles their library.

Perhaps it's worth noting that the oracle text is slightly different from the printed card text, which reads "name a nonland card" rather than "choose a nonland card name". I know protection prevents a card from being targeted, but from the text of the card it seems like the target of the spell is the opposing player, not the named card. My question is: Does naming a card count as targeting it? I guess intuitively it should, but I know MTG rulings aren't always intuitive. The main reason I'm asking this question is because I'm wondering if I can throw one of these cards in my deck to deal with my opponent's Emrakul, the Aeons torn. Thanks!


texts:
In my country and in Greece we have three variations of Backgammon. The basic one that is played all around the world and two others. I am looking for the name of on of the two different ones and if it is played anywhere in the world besides my country and Greece.

Plakoto

This is mainly the same with backgammon but instead of hitting the oponent's checker you pin it and it stays there until you move your piece from him. You can also add up to the pinned checker with more of your checkers and your opponent cannot re-pin on top of you.  The setup is also different from the basic backgammon setup as all fifteen checkers are placed in the far edge of the table (left or right depending on the players' preference) and you have to bring all your checkers to the exact opposite one (So more or less if you start from the far right corner you have to bring all your pieces to the close right area and then collect them as with other backgammon games).

Example image

In the above case I am red. The initial setup can be both in the left side or the right side. It does not matter.

So is there a version of this game in other countries? Does any other country play this game? If so what is called?


texts: Can you attack any creature of your opponents with flying if he can't block it

texts: Let's say you have a flying creature and your opponent has nothing with flying or reach. Could you attack any one of his creatures you choose?


texts: Does the result of the last game of Euchre determine who gets to deal first in the next game?

texts: I have always played where a new game gets a new "Jack for deal" scenario.  Playing with my nephew this week he was ADAMANT that since he and his partner won the last GAME, this gave him the privilege of dealing first.  I say a new game has absolutely NOTHING to do with previous games.  Who is right?


texts:
Should Curses always be laid out as a supply pile even when no kingdom cards give curses? Or should the only be available when a curse kingdom card is chose?

An extension of this question could be should Curses be able to be purchased without being forced to get them by a card.


texts:
Say your investigator gets delayed (cannot perform any actions bare "standing up") and then get Detained (for example, via a Mythos card). The Detained condition states that the investigator can only perform one action: roll influence to escape the detention. However, this means that you cannot "stand up" thus are still delayed.

I can see these solutions: (i) Stand up, you cannot roll influence and thus get the full bore of the Detained. (ii) You roll influence thus potentially escaping the detention but are still delayed at the end of your turn. (iii) You cannot have both conditions at the same time.

Is there an official one?


texts: How do I fix the statistical distribution of using 3 dice to handle Chance and Community cards in Monopoly?

texts:
I bought a Grab & Go edition of monopoly and realized they changed the Chance and Community cards.
Instead of physical cards, they have you roll 3 dice, and pick out of a list (3-18) of effects.
Right off the bat, I know this will bell curve the effects toward the middle.
How would I use 3 dice to best replicate the 16 card distribution of the original game?


texts: Who wins when both teams score above 500 in Double Deck Pinochle?

texts:
In Double Deck Pinochle, the game ends when at least one team scores 500 or above.

Suppose the two teams scores are 510 and 520 after the hand is over. Who wins?

I had read at Pagat's Double Deck Pinochle page that "If both sides reach 500 on the same hand, the bidding side wins." I interpreted this to mean that the bidding team was used as a tie-breaking decision. But later someone told me that this is always applied, even if the teams have different scores. I asked about this at the Power Pinochle forum, and someone posted that this "Bidder Out" rule applies for single deck Pinochle.

I'd like to know the definitive answer for Double Deck Pinochle.


texts:
Specifically, if an invading fleet wanted to move from Naples to Rome, but the move was blocked by another fleet trying to move into Rome from the Tyrrhenian Sea, could a third player with a fleet in the Ionian Sea move into Naples, driving the invading fleet trying to move from Naples to Rome into the sea?
Or is that just wishful thinking?


texts: Could Axis and Allies be "balanced" by weakening the US just a bit more?

texts:
In Axis and Allies (as in the real war), Germany and Japan together have more industrial power, represented by industrial production certificates (IPCs) than Britain and Russia combined. Hence The US holds the balance of power.

Although the game is still tilted in favor of the Allies, it is much closer than in "real life" because US industrial capacity has been reduced by almost two-thirds. In fact, bidding systems have shown that if you give the Axis a one-time boost of only 12 IPCs at the beginning of the game, it would be even, assuming that Russia is not allowed to attack the first turn.

Axis and Allies - Is there a best country?

Could the game be balanced by reducing America's strength just a bit more? Specifically by taking away 1, 2, or all three of the 3 IPCS per turn that the US receives from Brazil? (This would reduce her IPCs per turn to 35, 34, or 33 respectively.  Even allowing for the factors of time and distance, might this not be equivalent to the "one time" boost of only 12 IPCs to the Axis at the beginning of the game?


texts: Can I use the Idol during other player's turns?

texts:
If I have the Idol in Betrayal at House on the Hill, can I use it on someone else's turn, say in a defensive roll? Or is it just for your turn? If I used it on someone else's turn can I also use it on my turn?

The text states:

  Once per turn...

And doesn't specify which turn. Should it say round?


texts: Are there any Magic cards capable of generating loops alone?

texts:
My first reaction to this question was "of course not, there is no card which is able to generate such loops by itself". Such a card would be just too easy to abuse; generally speaking, one needs two cards to work together to generate a loop of actions (which can be executed an arbitrary number of times (see rule 720 for more details). Many of these combos require a third card to actually profit from the loop.

But is this actually true? Or are/were* there any Magic cards capable of generating such loops alone? I don't expect the loops to win the game by themselves, of course.

*: cards may have later received errata to prevent loops; I'd be interested in those cases as well.


texts:
An opponent was playing with a Rewards of Diversity, which makes him gain 4 life each time one of his opponents plays a multicolored spell.

I played Probe ({2}{U}) and paid the kicker cost (an extra {1}{B}).

Does Probe count as a multicolored spell? Does my opponent gain 4 life?


texts: Saboteur/survival game with dice mechanics

texts:
I'm trying to remember a game I played a year or so ago.

Traitor/Hidden Saboteur premises with dice based game play.
You are all on a ship or base with various bits that become damaged over time. The good guys are trying to survive to a set round limit (I think) and the Saboteur wants them to fail and the base to break or for characters to die/be eliminated.

Each round there is something to fix and its a skill test you beat with numbers on a dice. On your turn you roll the dice behind a little cardboard screen and you must then select one to put towards the skill check. However the dice have negative and positive numbers and you must play at least one.

This means that placing a negative dice doesn't reveal you as the traitor, you could just be someone who had a bad roll and is putting a -1 because that is the best you can do.

I think the dice colours were blue, black and red.


texts:
The Ozolith has this ability:

Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.

Let's say I control Arcbound Worker, which has Modular 1:

This creature enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.

If I have two Arcbound Workers in play as well as The Ozolith, and one of the Arcbound Workers die, do both The Ozolith and the other Arcbound worker get counters? If not, which one does?


texts:
I'm not a Bridge player, but I've been reading about the game. This part of the rules is surprising to me. From Wikipedia's article on Bridge bidding systems,

  By the rules of the game, the agreed meanings of all calls must be public and known to the opponents. In normal club or home play, the opponents are entitled, at their turn to make a call, to ask the partner of the bidder about the meaning of the call. In high-level tournaments, where screens are used, the procedure is to ask the screen-mate about their calls as well as their partner's calls. In serious online tournaments, the procedure is for the player making the call to self-alert it, but the explanation is visible only to the opponents.

Why would the meaning of a bid be public information? It's unusual and seems to take away part of the preparation that would otherwise have gone into the game. For example, if meanings were secret, then they can be pre-arranged by partners and later used to deceive their opponents. Making it all public seems to detract from the strategic depth of the game. Besides, at that point, why even bother with bidding systems? Let's say the current bid is 1 NT, and I want to know whether my partner is holding the Ace of Clubs. I could just say "I bid 2 Clubs, if you are holding the Ace of Clubs bid 2 Diamonds, otherwise bid 2 Hearts".

What is the advantage to having meanings public? The only advantage I can think of is that there isn't enough scope for strategic play otherwise, but even then this rule seems very artificial.


texts: How well do differently-sized units of Fire Warriors work?

texts:
I've heard varying opinions on the 'best' sizes for FW squads, mostly at 6 or 12 warriors to a unit. Pros and cons of that I've heard for each are:

A unit of 6

Smaller footprint - easier to hide
Large amounts of drawn fire is wasted on a smaller unit

A unit of 12

Benefits from fewer marker lights
May survive more gunfire

I'm not sure if that covers all of the advantages/disadvantages. How do different sized units of FW play out?

edit:

Has anything changed in 7th edition?


texts: What happens to companions when a player dies?

texts:
In Betrayal at House On the Hill, we had a player who died while having custody of the Madman. The Madman omen card states that it can't be "dropped, traded, or stolen", which are actions you can do with items. Companions, however, are not regarded as items, and players have "custody" of them. Usually, when a player dies, items in their possession get dropped in that room.

So what happens when a dead player loses custody of the Madman/Girl/Dog through death? Do they stay in the room, waiting for another player to gain custody, do they go back into the omen deck, or are they removed from the game entirely?


texts: Which board game is the family Banks playing in Fresh Prince of Bel Air S4E19?

texts:
I’m rewatching The Fresh Prince of Bel Air. In season 4 episode 19 “You’d Better Shop Around” the Bankses are playing a board game with cards and pawns. Carlton reads a card to Hilary asking “You’re in a department store and you find $50 on the floor. Do you pick it up?”
Does anyone know what board game they are playing?


texts: If a judge disallows "Direct" spells, can they still be played?

texts:
I'm a bit confused on what to do, here.  My judge specifically disallows "Direct" spells, and his Judgement type is "Eject".  I thought that his disallowing "Direct" spells would just prevent us from using them, but if that's the case, he'll never Eject someone for cheating with those spells because they couldn't be cast in the first place, right?

Per the rulebook, page 6: "Special Effect: Any special effect of the judge.  Some have specific limitations for spells or unique judgements."

OK, that's fine. If we go to page 13 to the section on Judgement, it says "Eject: A more severe punishment, this fighter is ejected from the round.  The fighter's card is turned over, is removed from the round, and has no impact on the result for that round."

So are the players allowed to play "Direct" type spells on fighters, in order to get them forcefully ejected?  Or does the judge's disallowing of those spells mean that they can't be played at all?


texts: Should opener's NT rebids after 1-of-a-Major have different HCP ranges than with 1-of-a-Minor?

texts:
With a balanced 15-17 HCP and 5-card major, I will usually open 1M instead of (strong) 1NT. The traditional balanced HCP for bids are as follows:

12-14 HCP: Rebid 1NT
15-17 HCP: Open 1NT
18-19 HCP: Rebid 2NT
20-21 HCP: Open 2NT

No problem exists for having 5-3-3-2 shape with a 5-card minor, but with a 5-card major and 15-17 or 20-21 HCP, there is no suitable bid (I think) when responder bids a new suit. Should the ranges be more lenient after a 1M opening, such as

12-15 HCP: Rebid NT at lowest level
16-21 HCP: Jump rebid NT

or is there a better way to describe these types of hands?


texts: Double strike blocked by a double strike?

texts: I was recently playing magic the gathering with my brother and it so happened that at a point in a game we each controlled a 4/4 creature with double strike. We were wondering what would happen if one said creature were to block the other. Would they simply both die? I mean, they both, by definition, deal damage first.


texts:
Consider a scenario:

Round 1: I play spirit ghouls and dispatch them somewhere on the map.
Round 2: I make ghouls in decline.
Round 3: I choose the other race (X) and play them according to the rules.
Round 4: I make the race X in decline.
Round 5: I choose another race (Y) and play them.

Considering that:

I can play ghouls actively while they are in decline
I can have two races in decline thanks to spirit property
My spirit race are ghouls making them undead, as I always kill the other race in decline
None of my races (either X or Y) are stout

Questions:

What happens during the round 2? Can I play my ghouls actively when I'm making them in decline? As the rules say that I can do either one or the other I expect the answer would be negative.
What happens if during the round 2 one of my opponent would successfully attack the group of 4 ghouls occupying one of regions, killing one of them and making 3 others coming back to my pool of active troops? Can I dispatch them during the round 3?
The most interesting one: considering my ghouls are spirit and they just won't die, can I play them actively during the round 4? The situation is a bit different than in a question 1 as the rules say that I should play my ghouls before playing the active race so technically I could play them even if during the round 4 I would be wiping them out of the map, while making the race X in decline. However, in this case I won't as because they are spirit they would prevail, which makes the case even more complex.


texts: Magic the Gathering: Hero's Blade vs Lightning Bolt

texts: My opponent has Hero's Blade on the battlefield. He plays Yisan, the Wanderer Bard and attempts to attach Hero's Blade to it. In response, I cast Lightning Bolt and attempt to deal Yisan 3 damage and kill it before Hero's Blade is able to attach. My question is, am I able to do this? Can I cast Lightning Bolt so that its effect will resolve AFTER Yisan enters the battlefield but BEFORE Hero's Blade is able to be attached?


texts: Does a saga's ability resolve in time to save the saga?

texts:
Suppose I have a Time of Ice and Opalescence on the battlefield. My Time of Ice (which is a creature) is at two lore counters and won't untap during my next turn because of my opponent's sleep.

Does Time of Ice's third chapter ability return Time of Ice to my hand before it is sacrificed?

For some reason the rule on this isn't intuitive to me: it appears that the game waits until after a saga's final ability resolves to be sacrificed.


texts: What's the difference between "target creature" and "target creature you control"?

texts:
Ok I'm confused. I have a Built to Last card, it says "Target creature gets +2/+2 until end of turn. If it's and artifact creature it gains indestructible until end of turn."

My opponents tell me that I'm not allowed to use this on my own cards, and I have to use it on my opponent cards, because it doesn't say "in my control." Is this true? My thought was that it could go on any target creature including mine, since there are other cards that say "target creature your opponent controls." Catch my drift?? Help!


texts:
I found this explnation of "Go" on the Bicycle cards website https://bicyclecards.com/how-to-play/cribbage/

"THE GO
During play, the running total of cards may never be carried beyond 31. If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1. After gaining the Go, the opponent must first lay down any additional cards he can without exceeding 31. Besides the point for Go, he may then score any additional points that can be made through pairs and runs (described later). If a player reaches exactly 31, he pegs two instead of one for Go.
The player who called Go leads for the next series of plays, with the count starting at zero. The lead may not be combined with any cards previously played to form a scoring combination; the Go has interrupted the sequence.
The person who plays the last card pegs one for Go, plus one extra if the card brings the count to exactly 31. The dealer is sure to peg at least one point in every hand, for he will have a Go on the last card if not earlier."

So my understanding is...

The Play:

1) Non-dealer lays for first round of Play and cards are layed, counting as play proceeds.
2) If a player cannot add another card without exceeding 31, he or she says "Go" and the opponent pegs 1

What happens if the opponent can't lay a card to bring the score to either 31 or under 31?
What happens if the oppponent lays a card and brings the total to under 31?
What happens if the oppponent lays a card and brings the total to 31?

3) Spent cards are turned over as these can not count towards the next round of Play
4) The player who previously called Go leads for the next series of plays, with the count starting at zero.

What would happen if for example, the player who previously called "Go" has no cards to put down to lead?

Or what would happen if for example, the player who previously called "Go" is the only player with cards left?

Lead's cards to play = A,7,A,6/K
Opponent's cards to play = 5,k,Q,Q

Lead A (1), Opp 5 (6), Lead 7 (13), Opp K (23), Lead A (24), Opp Go.

If Lead 6 (30) then lead pegs 1. Lead now has no cards to play. What happens at this point, as opponent has two Qs left?

However, say where Lead has a K to play instead of a 6, then

Lead A (1), Opp 5 (6), Lead 7 (13), Opp K (23), Lead Go.

At this point, the Opponent can't lay either Q. So are any points given?


texts: We're planning a camping holiday and are expecting to be outside for a fair amount of it.  Most of the board games we enjoy have lots of small pieces, or require cards to be displayed on the table.  Are there any Eurogames that would stand up to a strong gust of wind?


texts: How common are offensive words in tournament Scrabble play?

texts:
There are a number of different 'official' Scrabble dictionaries, but at least for this question I'm primarily interested in North American play, and so I'm interested in two word lists particularly: OWL2, the official tournament word list; and OSPD4, the 'Official Scrabble Player's Dictionary', which is used for school play and is the dictionary you can find in your favorite bookstore.  The difference between the two is that OWL2 includes a number of offensive words that aren't in the OSPD (you can find a good list of the differences here).

My question is, what's the effect of the larger word list in practice?  Scanning through the list I can only see two words that seem likely to get any substantial amount of play: LEZ (just as a short Z word - although note that LE isn't a legal two-letter word, so this doesn't provide a hook) and YID (which is a hook onto ID for playing a Y).  I'm curious whether this has been formally studied at all, and if anyone has any pointers as to how often these words actually come up in practice in tournaments.


texts: In Shadow Hunters, can Bob’s special ability be triggered before damage is reduced?

texts:
If Bob attacks a character equipped with the Holy Robe and rolls a 2 for damage, can Bob's special ability be immediately triggered? Or, does the Holy Robe reduce the damage Bob would inflict before Bob can choose to activate his special ability?

Bob's special ability:

  If you inflict 2 or more damage to a character, you may take an Equipment card of your choice from that character instead of giving them damage.

Holy Robe's ext:

  Your attacks do 1 less damage and the amount of damage you receive from attacks is reduced by 1 point.


texts: Can I strike again if I pocket the queen and my opponents black coin?

texts:
First I pocket queen. Then I pocket my opponents black coin.

Do I get a chance to strike again?


texts: Are starting cards in Principato unbalanced?

texts:
In Principato each player randomly gets one card that allows them to build a facility: a house, a bank, a field or a farm. However, only houses and fields yield resources needed to expand your principality, forcing players that drew banks or farms to exchange them quickly. Additionally, it makes these players late starters in a run for farms and houses, which often happens in 4-player setup.

Is there something I'm missing here, or are the starting cards unbalanced?

Note: I know that you can draw a more or less fitting set of starting action and goal cards, but I'm asking only about the 4 starting action cards that allow you to build something.


texts: Can I pay some of the cost of an activated ability lots of times to get more out of the effect?

texts:
I have a goblin creature that’s ability states, tap: sacrifice a goblin: Tar Pitcher deals 2 damage to target creature or player.
My question: once I tap Tar Pitcher can I sacrifice multiple goblins and deal 2 damage for each creature sacrificed this way? Or can I only sacrifice one goblin and just deal 2 damage?


texts: Is it possible to have a Draw in Stratego?

texts:
If both flags are blocked by bombs, and there are no miners left, The rules state that if you have no movable pieces left you lose the game.
What if each player has one moveable piece left, and the one with the lower piece simply runs away?
If the player can't be caught, he can't lose, and a draw would need to be called, correct?


texts: Dragonlord's Servant reduces the cost to cast dragon spells by 1 and for 1 you can put a +1+0 on Shivan Dragon. Dose this make Shivan Dragon's power infinite???? (Also the spell for Shivan Dragon does not cause it to tap)


texts: Are contractions like "I'm" legal according to the rules of Codenames?

texts:
There are some words on the board, "fine", "good", and "lost". I'd like to use "I'm 3" to hit those words as spymaster. Would that be against the rules?

This is the closest rule I could find in the official rules for the standard edition of Codenames.

  Compound Words
  English has three ways to write a compound
  word. Greenhouse is one word. Pack rat is two
  words. Mother-in-law is hyphenated. Technically,
  only greenhouse can be a one-word clue.
  You can decide to allow any compound words.
  However, in no case should a player be allowed
  to invent compound words. Lunar squid is not
  a valid clue for MOON and OCTOPUS

I'm not sure if contractions are considered compound words though.


texts: Can I remove the targeted creature in response to Lukka, Coppercoat Outcast's -2 ability?

texts:
If my opponent casts Lukka, Coppercoat Outcast and uses its -2 ability to target a creature to be exiled, can I destroy the creature in response to the ability to prevent them from revealing cards until they find a creature etc, since the card reads "Exile target creature you control, then reveal cards...".
So if the creature is destroyed before it can be exiled, the rest of the ability fizzles?


texts: Can a Cloister be scored if one tile is an all-city tile in Carcassonne?

texts: I am a little confused about the scoring in the situations shown. It says the Cloister must be surrounded by land on all sides. In both cases illustrated, one of the six tiles surrounding the Cloister tile is technically an all-city tile. I thought since a solid wall was made that this is okay - the Cloister is still technically surrounded by grass. My partner thought it wouldn't count as no land exists on that tile. Any ideas here?


texts: MTG: Can I use the ability of my Five-Alarm Fire before it getting destroyed? How does priority works here?

texts: Say for instance my opponent uses Demystify against my Five-Alarm Fire ... can I use the counters on it to deal damage before it getting destroyed? Also can I use those counters to deal damage at anytime in any players turn?


texts: Evasion checks for investigator attacking a monster in a space with another monster

texts:
If an investigator is in a space with two monsters (A, B) and attacks one (A) of them, does he have to make an evasion check for the one (B) which he is not attacking?

The rules don't explicitly confirm nor deny this, and it seems sensible to play this way, but I would like to have the opinion of some more experienced keeper.


texts: Are eliminated "Vulture Sam" and "Herb Hunter" triggered by "Ghost Town"?

texts:
In High Noon expansion, there is a card named Ghost Town:

  During their turn, eliminated players return to the game as ghosts. They draw 3 cards instead of 2, and they cannot die. At the end of their turn, they are eliminated again.

Supposing that, when Gost Town is in play, there is an eliminated player with either Herb Hunter or Vulture Sam. When a ghost is eliminated, is the ability of these players triggered? i.e. Should Herb Hunter draws 2 extra cards whenever a ghost ends his/her turn?

For the sake of the question, this is the description of Herb Hunter:

  Each time another player is eliminated, he draws 2 extra cards.

And this is the description of Vulture Sam:

  Whenever a player is eliminated from play, he takes in hand all the cards of that player.


texts: How to effectively moderate an ultimate werewolf game?

texts: I'm hosting a werewolf game (there will be 10-15 people), but I have never played as a moderator. How do I make sure the game is fun for everyone, for example when a good number of people have been "killed"? Would the game be fast paced enough that people don't have to spend a lot of time standing idly by?


texts: Does Lich's Mastery let me spend down to negative life with Bolas's Citadel?

texts: Could I possibly use Lich's Mastery with Bolas's Citadel? Since I have the condition "you cannot lose the game", theoretically couldn't I go negative with my health by using BC to play cards from my library?


texts: A game for two. Should I make it playable by more?

texts:
I am developing a strategy game for two players. It is something
somehow in the line of 1960: The Making of the
President
(but less complicated and with a quicker gaming rhythm…) Both the theme
and the mechanics I have thought are optimised for two players.

Adapting the theme should not be very difficult ; it would mostly be a
matter of choosing another contestant. Adapting the rules would
require substantially more work and I fear that it might lessen
playability.

Do you think that it is worth doing it that restricting
the number of players to exactly two is not too restrictive?


texts: Does Tribal Forcemage benefit from its own morph ability?

texts: If Tribal Forcemage is turned face up and I choose Elf or Wizard as the creature type to get the bonus given by its ability, does it get the bonus +2/+2 and trample itself?


texts: Points of influence gained by Lord power

texts:
In Oriflamme, say you have 4 cards of your family in a row and reveal the second one which is a Lord.
Do you gain 3 points of influence (because the Lord has cards of your family as direct neighbors) or 4 points (because you have 4 adjacent cards of your family) ?


texts: In Magic: The Gathering, how does Ugin, the Ineffable's static ability interact with colorless spells that have X in their cost?

texts:
If I have Ugin, the Ineffable in play and I want to cast Ugin's Conjurant, how does Ugin, the Ineffable's static ability interact with paying the cost?

Can I announce I want to cast Ugin's Conjurant for 5 and then only pay 3 mana because Ugin, the Ineffable's static abilit reads "Colorless spells you cast cost 2 less to cast"?


texts: Is this improvised card game is a known game?

texts:
I'm looking for the name of the improvised card game for two players with the following rules:

Each player gets 13 cards numbered from 1 to 13 (These could also be from Ace to King).
Both players play a card and place it upside down on the middle of the table, and then turn their cards. The player with the higher number wins the round and scores one point. If the values are equal, no one scores a point. The player with the most points at the end of the game wins.

I have tried searching by description (''card game the card with the higher number wins''), but without success.


texts: Is it now a good time to buy rotating Magic Cards?

texts:
There are many cards from the RTR block and M14 that I want just for my collection and not for play (maybe just some casual play), for example, I would like to buy a Domri Rade and a Kalonian Hydra. Right now the prices for these and many other cards are reasonable but I am not in a hurry to buy NOW since I only want the cards for my collection.

In my case, when is the best moment to buy the cards? I have read some people saying that NOW is the best moment, but in other places I also have read that maybe it would be wise to wait until the release or pre release week for Khans, while others suggest to wait until December.

Based on your experience, what do you recommend?

Thank you.


texts: Does Medomai the Ageless + Supplanter of Identity give me infinite turns?

texts:
A few days ago a new card named Supplanter of Identities was spoiled and I was wondering if you would target Medomai the Ageless with the effect of the supplanter you could take infinite turns (if you get through).

A problem I could see with this theory is that Medomai might come back before the Supplanter changes back, making the legendary rule kick in, but I'm not sure if it works like that.

So my question is if this interaction works the way I think.


texts: Does the Retainer card grant $2 on the first Upkeep phase?

texts:
Page 6 of the reference guide says:

  Bless, Curse, Bank Loan, and Retainer cards do not require an upkeep roll during the first Upkeep Phase after an investigator acquires them.

Does this mean we skip the Upkeep instructions entirely or merely skip the roll portion?  Essentially, upon obtaining the card, do we benefit from gaining $2 without needing to roll to see if we discard the card?


texts: Can a resource card be used more than once in a turn when allowed to build more than one structure?

texts:
Scenario:

Player is using Babylon (side B)
2nd wonder has been completed (allows playing last card of each age instead of discarding)
Player has a Mine in play (can produce either Stone or Ore)
Player has no other way to produce Stone or Ore and no money to purchase from a neighbor
It is the 6th turn of Age I
Player has a Barracks and a Baths in hand (resource cost of one Ore and one Stone, respectively)

Can the player play both Barracks and Baths?

The 2nd wonder allows the player to play both the Barracks and Baths (assuming he can pay the costs), instead of having to discard one. The Mine can produce both resources, but the rules regarding cards that can produce more than one type of resource state:

  the player can use one OR the other resource to build a structure (or a wonder phase) but NOT both in a given turn.

Both cards would be played in the 6th turn, so it would seem that the player cannot use the Mine to pay the cost of each card. However, is the limitation on using resource cards only once per turn really meant to be once per construction?

This question really applies to any resource producing card, not just the multi-resource producing cards. It was just simpler to explain this way, and the issue is more fuzzy due to the specific prohibition on multi-resouce producing cards being used more than once in a turn.


texts: Establishing number of secret Pokemon cards per quarterly release

texts:
How is it ever proven or demonstrated as to the final number of secret Pokemon cards in a series? These are the cards that are numbered higher than the set number e.g. 194/192 and tend to be holos, rainbow holos etc.
The cards released on the official website only number up to the "official"  amount.


texts: Say a runner accesses an agenda that already has advancement counters on it, but hasn't been scored. As well as the runner stealing the agenda, what happens to the tokens? Are they trashed, or stolen as well?


texts: When can you cast Flash after casting Collective Voyage?

texts: After you've cast Collective Voyage, do you wait for everyone to pay and then respond with Flash, or do you have to respond immediately?


texts: Avoiding stealing a resource when moving the robber in Catan

texts:
Is it allowed to move the robber, but not take a random resource from another player? Avoiding stealing a resource may sound odd. One reason you might want to: you need to play a soldier card to move the robber, both to block another player from getting resources and to remove the robber from a vital hex for yourself. However, you already have seven cards in hand, and gaining one would put you at risk of discarding if a seven is rolled afterwards.

There are a few more related special cases:

Can you move the robber to the hex with no adjacent settlements (no stealing)?
What if the only player whose city is adjacent to hex of your choosing has no resources - can you move the robber there?
What if there are two cities adjacent from two players, but only one of them has resources - do you have to steal one from him or can you choose to steal from the player with empty hand?


texts: Dominion rule clarification: Repeater actions + choice actions

texts:
When using a "repeating" action, such as Throne room, with a "choice" action, such as Pawn or Nobles, can you make a different choice on each repeated action?

For example, Throne Room states:

  Choose an action from your hand, play it twice.

Nobles states:

  Choose one: +3 cards, +2 actions

After playing these two cards, can you make the choice to get +3 cards from the first play of Nobles, and +2 actions from the second play of Nobles triggered by Throne Room?

Also, if you may choose each time, what order are these actions resolved? Would I gain 3 cards, then the second Nobles choice is made, or are both Nobles actions simultaneous, so both choices have to be made before the first can be resolved?


texts: Gaining control of an opponent's hideaway land

texts:
Suppose my opponent plays a hideaway land (e.g. Spinerock Knoll) and then I gain control of it with Zealous Conscripts.

Can I look at the card that was exiled face down with the hideaway land?
What happens if I attempt to use Spinerock Knoll's ability to cast the exiled card, and I find that it has mandatory additional casting costs that I am unable to pay?


texts: When does the 'Your turn begins' phase end?

texts:
Does a "when your turn begins" action trigger if the card is not in play during the "turn begins" phase but comes into play during the phase?

For example "the supplier" hosting a "drug dealer".


texts: Can I use an instant speed Act of Treason effect to take a Seedborn Muse and use its ability?

texts: Can I trigger an instant speed “Act of Treason” type effect (like with a Vedalken Orrery or Jeering Instigator, for example) to grab a Seedborn Muse before an opponent’s untap and untap all my permanents?


texts: Does Mewtwo-EX's Damage Change exchange or move damage counters?

texts:
Mewtwo-EX from BREAKthrough has a Damage Change attack:

   Damage Change
  Switch all damage counters on this Pokémon with those on your opponent's Active Pokémon.

The Damage Change attack states that the damage counters are switched onto that of the opponent. Does that literally mean exchange or put the counters on?
I think the former, but the phrasing is ambiguous.


texts: Can the overlord immediately place and activate a defeated monster?

texts: When a hero defeats a monster and it becomes the overlord's turn, if the overlord places that monster back on the board where it was defeated, is the monster activated and can the overlord use it during that round that it was placed?


texts: Can I block with Myth Realized if I attacked with it on my turn?

texts: Myth Realized lets you pay {W} to turn it into a creature until end of turn. My question is...  if I turn it into a creature on my turn and attack, can I also block with it on my opponents turn?


texts: Why did black avoid the straightforward capture here?


texts: King of Tokyo: Healing in Tokyo City/Bay

texts: Can players that are in Tokyo City or Tokyo Bay heal themselves on their turn?


texts: How is the current format for an MTG booster draft calculated?

texts:
I know that once all three sets in a block are out, a draft consists of one pack of each; and I know that when only the first set is out, a draft consists of three packs of that set.

What's the format when only two sets are out? Does the format change depending on which sets are large and which are small? And what happened to draft during Lorwyn–Shadowmoor?