texts: When does my new family member occupy a new room?

texts:
I was playing Agricola the other day and an odd situation came up.

I had three rooms with three family members occupying them.  In one round I was able to play these actions in this order:

Family Growth (even without room)
Build an additional room
Family Growth

Now ordinarily when a new room is built, a doubled-up family member would immediately occupy it.  But my reasoning was that my new family member hadn't actually come home yet (as that happens at the end of the round), so the new room I'd just built wasn't yet occupied.

None of the people I was playing the game with had a problem with this (in the end, I didn't win anyway)...but was I right, or wrong?

(I'm aware of this existing question, but I'm asking specifically about whether it makes a difference when these things all happen in the same turn.)


texts: How does Finn Edwards' passive ability affect the directive to discard Unique Assets?

texts:
There is a specific faq item regarding Finn Edwards' passive ability as pertaining to Unique Assets, but I cannot make heads nor tails of it.

Q. What happens if Finn Edwards uses his passive ability to not discard a flipped Unique Asset when instructed?
A. After resolving the effects on the back of a Unique Asset, if the investigator was not instructed to “flip this card”, the Unique Asset is shuffled into the Unique Asset deck.
This occurs most frequently when Finn Edwards uses his passive ability to choose not to discard a Unique Asset, but it could occur in other ways. Regardless of how it occurs, the Unique Asset is shuffled into the Unique Asset deck.

First of all, my understanding of double-sided cards is that any time they are discarded, they are shuffled back into the deck (as mentioned under the Discarding section on page 5 of the Reference Guide).  If this is the case, how is Finn "using" his passive ability doing anything other than what would normally happen anyway? If the answer is implying that he cannot use his passive ability to any positive result, then I would expect the answer to start by saying "Finn cannot use his passive ability to change the outcome etc."
I have read other comments suggesting that any item that is discarded is not done so technically as part of the item 'effect' so the discard doesn't fall under the power of Finn to affect it.  The answer in the faq here still seems unclear to me.  What is it saying?


texts: How does stacking and resolving work exactly?

texts:
I understand that every card that is put onto the stack is resolved in the opposite order that it is put on (meaning the first card to be put onto a stack is the last one to be resolved), but here is my question.

Say I cast a Lightning Bolt. That goes onto the stack. My opponent passes priority back to me. Then, I cast Twincast, and that also goes onto the stack. Would Twincast copy Lightning Bolt, effectively doing an additional 3 damage to my opponent?

Or, would Lightning Bolt Resolve, do 3 damage, then Twincast would resolve and do nothing?


texts: How does DeGray's Pilebunker chip work when trashing Gems of size 2+?

texts:
In Puzzle Strike, the "Pilebunker" chip says:

  Opponents reveal their hands, trash their largest [Gem chip], then you gain that many [1 Gems chip]s.

How does this work when trashing 2-Gem, 3-Gem, or 4-Gem chips?

More specific example: if it's a 2 player game and I play Pilebunker, and my opponent trashes a 4-Gem chip, which do i gain?

1 1-Gem chip, or
4 1-Gem chips?

Edit: As per @lilserf's answer, I had misread the tile completely.  A full list of tiles can be found here. And here is what the chip actually says:


texts: Would Heartless Summoning reduce a spells colorless mana cost?

texts: If I had two Heartless Summonings on the battlefield, and I wanted to play Matter Reshaper, would it be free? Or would he cost one colorless mana. I checked the gatherer for Heartless Summoning for an answer, but it only referred to colored mana.


texts: Is this a case where a figure doesn't have LOS to an enemy because another figure it doesn't have LOS to is in the way?

texts:
While playing Star Wars: Imperial Assult, we had a strange situation where an Imperial had two Rebel figures down the field. One of them was clearly not within Line of Sight because one corner of the Imperial figure could not draw a line to two of the Rebel figure's corners. So the Imperial decided to target the other Rebel.

But that's when we remembered that figures block line of sight. If the other Rebel figure wasn't in the way, the Imperial player would clearly have line of sight. But because this Rebel is where it is, it would appear that a Rebel that the Imperial doesn't have line of sight to is somehow blocking line of sight to another figure.

Is this a correct interpretation of the rules? Realistically, it makes no sense, since the only reason a figure would block line of sight is because it would be hit by a blaster bolt instead.


texts: Rialto starting player and initial order on Doge track

texts:
I have a Czech localisation of Rialto, and I am confused about the initial order on the Doge track. Assume a game of 3 players, with Blue the starting player, followed by Red and then Yellow.

Reading the rules of "Preparing the game, point 11", I see:

  Beginning with the starting player, place one of your marker tokens on the starting square of the Doge track."

(Translation mine)

Thew way I understand this, the Blue player will place his marker first, then Red on top of him, and then Yellow on top of them both. So the starting player will be last on the Doge track, and the last player will be leading the Doge track.

However, this feels wrong, since that way, the starting player is penalised in everything:

According to point 14, the starting player gets the smallest number of coins: the starting player takes coins first, and number of coins taken by successive players increases.
According to point 15, the starting player is the last to choose a building, and so has the least choice: the order of choice is specified to start with the player to the right of the starting player, and proceed counter-clockwise.
Once play starts, cards are chosen according to the order on the Doge track, so the starting player is last again and has the least choice.

To add to my confusion, the illustration demonstrating an initial setup has the Blue player holding 1 coin and being the topmost marker on the Doge track.

What are the rules actually supposed to say? Is this a mistranslation of the Czech localisation, or is the starting player really the worst position to be in?


texts: How do Light Foot attack and defend in Chainmail?

texts:
I've recently purchased the pdf edition of Chainmail, the 1975 wargame by Gary Gygax* and Jeff Perren, and a friend of mine and I want to play a game soon.
One rule which I'd like some clarification on is about how these fatigued rules apply to Light Foot:

A. They attack at the next lower value (heavy foot = light foot)
B. They defend at the next lower value

I'm thinking that either
i. Nothing happens - there is no category lower than Light Foot, so we stop there
ii. They have to spend a turn not moving to lose their fatigued status.
Though I'm confused about how they are supposed to defend at the next lower value in any case.

* Of D&D Fame


texts: Where does Æmber captured from own side go after creature leaves play?

texts:
I've got a card (Mars Needs Æmber) that has the following play ability:

  Play: Each damabed enemy non-Mars creature captures 1 Æmber from their own side.

I was wondering what happens when this creature leaves play? My interpretation of the rules would suggest that the Æmber would then go into the pool of the player who played the Mars Needs Æmber card. Is this right?


texts:
I find myself always purchasing games that have similar game mechanics. I prefer worker-placement games, and railroad tycoon type games. All of these games borrow from each other in terms of how the game plays. I find this type of game suits my strategic style of play.

I now want to introduce something new to my gaming group, and want to know what type of game mechanics I am really missing out on, and why they add to the overall experience of the game.

What I want to know is what other type of game mechanics make a game more interesting to play, increase the strategic element and really make the game what it is. The type of thing I am after is similar comments to a conversation at my last gaming meeting, which was

  I much prefer Age of Steam to Railroad Tycoon, because of the way the resources are replenished. Where as Railroad Tycoon can dry up a city's resource quite quickly.


texts: What happens if you hit a rolling modifier when you have advantage?


texts: Dresden Files Cooperative Card Game promotional/exclusive event cards

texts:
For the Dresden Files Cooperative Card Game, I think I read once that there were about 2 or 3 promotional cards given out at a convention or in a Loot Crate type box. Maybe had a female character on them? Forgot where I saw some for sale.
Can't seem to find the cards searching Google.

Anyone know what the names were or where they were given out?


texts: Chess: Efficient training for recreational players

texts:
What is an efficient way to train one's self at Chess?

I really enjoy playing, perhaps 1-2 times per week. I used to play on an electronic board once per day and at one point I could start to beat it on a regular basis. However, I find it extremely hard to improve myself, and the literature is vast.

If I would like to get to the next level, what is a reasonable approach? Just continue playing, or is there a more systematic approach? Starting to memorize openings? Maybe that's overkill and there could be other things I might do first. I've just glimpsed into Bobby Fischer Teaches Chess, looks like reasonably leveled book. Any other suggestions?


texts: Identify a card game where one player points to cards and the others try to figure out the one they are signalling

texts:
I play this game with my friends but I forgot the name of the game.

First, Player 1 lays out 9 cards on a table face up in the shape of a perfect square. Then player 2 looks away. The other people watching point at a card. Player 1 notes the card picked. Player 2 now looks back at the cards. Player 1 now starts pointing at cards randomly saying “Is it this one?” Until player 2 chooses correctly or incorrectly the card. Once you figure out the rule, you have “the gift”.

Does anyone know the official name of this game?


texts:
Can you still generate more Mushroom Armor while in decline? What about the turn you go into decline? There is a little disagreement about how to interpret the rules.

  For each Mushroom Forest Region you occupy at the end of your Conquest phase, take 1 Mushroom Armor from the tray in your hand. Deploy these Mushroom Armors in any of your Region(s), during your Troop Redeployment phase. Each Armor placed in a Region augments that Region's defense by 1, even when In Decline. These markers do not count as Race tokens (for instance a single Race token with 1 or more Shields in a Region could still be Vampirized). You can stack multiple Mushroom Armor in the same Region. Remove the Armor and discard them back in the tray when you abandon the Region or an enemy conquers it. Otherwise keep it in play as long as your Shield troops are on the board.

Edited for full rules.


texts: Legendary Card Game Kingpin card Pull the Strings

texts:
In the Legendary Card game, there is a hero character Kingpin who relies on new recruits to deal the largest portion of his damage/utility.

The way the card in question reads*

  Whenever a card effect causes you to gain a new recruit this turn, put that new recruit in your hand.

  Gain a new Recruit.

How exactly should a turn with 1 of these cards work, or even with 2. Do you play it, then just put a new recruit in your hand for the 2nd part of the card? then repeat for the 2nd pull the strings? or does your 2nd play the only one that gives you the new recruit to your hand?

I ask, because it seems the wording would just say-gain a new recruit-put any new recruit gained this turn into your hand-and it would be a lot less confusing...


texts: How does Shield Dancer's ability work with a creature that has Trample?

texts:
I have a Shield Dancer, 1/3, whose activated ability states:

  The next time target attacking creature would deal combat damage to Shield Dancer this turn, that creature deals that damage to itself instead.

He blocks a 6/1 creature with Trample, such as Ball Lightning. Trample states that leftover damage carries over to the 'defending' player. With the Shield Dancer's ability activated and the damage reversed, what happens with the left over trample damage?


texts: How do I use the Dominion & Dominion Intrigue Update Packs?

texts:
I purchased the Dominion Update Pack (and the one for Intrigue), but it didn't come with any instructions. There is a new slip that is obviously deaigned to go in the center of the original box, replacing the old one. But there are a two strange things about it:

Several cards in the original are missing from the new strip (e.g. Secret Chamber, Coppersmith)
The Treasure, Curse, and Victory card slots are blank, whereas they had names in the original

Are the old cards not supposed to be used if I am "upgrating" by adding the new second edition cards? And what do I do with the card slots that are blank?


texts: What is the appropriate response to a jump rebid by responder under Standard American?

texts:
Last week, I played my first session of bridge in about five years, meaning that I was "rusty," and I was also at a new club with a partner I had just met, who mentioned "Standard American."

Sitting South, neither side vulnerable, and dealing, I had (s) QT94 (h) A7 (d) K764 (c) AJ6. I opened:

1D  Pass 1 Heart  Pass
1NT Pass 3 Hearts Pass

At this point, I passed, giving my partner credit for something like (s) 53 (h) KQJT32 (d) 93 (c) Q87. That is a six card heart suit, and 6-9 points. Since we would have had 20-23 HCP and only eight hearts between us, I felt that 3 hearts was plenty, perhaps too high, unless he had seven hearts

Partner actually had (s) 53 (h) KQJT3 (d) A93 (c) Q87. He said, "I had an opening hand opposite an opening hand, and you were supposed to bid four hearts with at least three hearts, and 3NT otherwise."

Who was correct under Standard American bidding? (I had taken that sequence to mean an opening hand and 6-7 card suit when made only by the opener (not responder). What do other systems (than Standard American) have to say about this matter?


texts: Sacrifice creature question (Magic the gathering)

texts:
Let's say my opponent plays Diabolic Edict and I have to choose to sacrifice a creature.

I have Insolent Neonate on the board, so can I choose to sacrifice it, and then play it's ability at the same time?

I know that if the opponents card had him choose a target, and that target had an sacrifice ability, I could use it and it would resolve first. But since here I have to choose the target myself, how does the stack work here?

The spell is already on the stack once my opponent plays it, so does me choosing a target to sacrifice resolve the spell, meaning I can't play any abilities in between, or does it stay on the stack still and let me play abilities in between?

Edit: Similarly, if an opponent would play an ability that said f.ex: "Opponent discards 2 cards from his hand" and I had a card in my hand that said something like "Discard this card, draw a card" and a card in play that said "Discard a card, this creature gains +1-+1". Could I choose to discard the draw card to trigger the effect and another card to trigger the creature effect at the same time the opponents spell resolves?


texts: How likely is it to win a game of Barbarian Prince?

texts:
Barbarian Prince is a brutal paragraph based game. Your character must collect 500 gold and return to his homeland to win the game. Unfortunately, there are unfriendly guards, wolves, mobs of peasants, deadly ruins, and worse trying to end your life.

What are your approximate chances of winning a game within 70 days?
What is the best strategy to use when attempting to win?


texts: Can "board wipes" kill creatures with protection?

texts: Can Crux of Fate kill a creature with protection from black? My friend says it can't because protection gives it complete defense from black.


texts: Can I use Hibernation Sliver to return slivers from my graveyard?

texts:
I have a Hibernation Sliver in play which states that all slivers have "Pay 2 life: Return this permanent to its owner's hand."

I have slivers in my graveyard. Can I pay 2 life and return a sliver card to my hand from my graveyard and if I can't, why not?


texts: If I cast All is Dust, does land count as colored permanents?


texts: Can I name cards that are not legal in the format I am playing?

texts:
When using cards like Demonic Consultation or Spoils of the Vault can I name cards that exist but are not legal in the current format I am playing? For example, could I name a uncard like Booster Tutor or one of the conspiracy cards like Backup Plan which even if they were legal could never be in my deck?
Also Demonic Consultation has a ruling saying you must name a card that exists in Magic, I assume this is also true for Spoils of the Vault, which is why I am specifically asking about if I can name cards that exist but are not in the current format I am playing.


texts: When Using Throne room on a Throne room do you need two more action cards already in hand?

texts:
In the base game Dominion, Throne Room lets you play an action card twice.
The Dominon complete reference guide on BGG singles out the Throne room on a Throne room play for some helpful notes.

  When you play Throne Room on Throne Room, this will let you play two other cards (each twice).

What I'm not clear on is if you need to have both "other" cards in hand already to be able to do this, or can the first card played allow me to draw the card I use on the 2nd Throne room?

Is this acceptable?

Hand: Throne Room, Throne Room, Moat, Copper, Copper
Play: Throne Room, Throne Room, Moat (drawing 4), Play Laboratory (which I've just drawn using the Moat), etc...

Or do I have to have the action card already in hand to make use of the "third" Throne Room created by duplicating the second card played?


texts: I played MTG Arena today and I attacked with Zulaport Duelist on which my opponent reacted with Stomp adventure of Bonecrusher Giant and instead of letting me change my Duelist for Zareth it simply passed to damage and destroyed Duelist. I encountered a lot of bugs in Arena so far but I'm thinking this might be right but don't know why, since Zareth ability is instant speed.


texts: How to encourage stealing of gifts in a white elephant gift exchange?

texts: I am arranging a white elephant gift exchange game. In previous years, guests were too polite, refusing to steal gifts from others, so the game amounted to nothing more than people choosing a number from a hat and then choosing a gift from the table in the order of their numbers. Are there any steps I can add to the game to motivate people to overcome their politeness?


texts: Do I loose æmber after plaing Full Moon, then Chota Harzi?

texts:
I've got no æmber and play a Full Moon. Then I play Chota Harzi. What is my æmber count after that and why? Zero or one?
It is obvious that without Full Moon being played I do not lose any æmber: there is no any. But with the Full Moon it is not clear what happens earlier: losing via the Chota Hazri or gaining via the Full Moon.


texts: If the Eyrie does not have enough spare warriors to recruit - does this cause turmoil?

texts:
In Root if the Eyrie can't resolve the decree they fall in to turmoil.

In the case that the Eyrie have territory that they can recruit on - but already have all their warriors out (this can especially happen with the charismatic leader) - does this count as a turmoil trigger?


texts: Are 2 2-card-swishes a valid 4-card-swish?

texts:
I played my first game of Swish this evening and the other player was surprised when I asked if 2 sets of 2 card swishes are a valid 4 card swish. That is - can you pick up 2 pairs of cards that each are 2 card swishes and stack them together into a 4 card swish, so long as every ball swishes into a hoop of the same color and there is no overlapping as you visually see 4 balls in 4 hoops?

The rules don't specifically comment on this, so I am assuming yes. But given the other player's surprise, I wanted to make sure.

Of course, the same question can be extended to 2+3=5, 2+2+2=6, etc. I asked the question with 2+2=4 in order to provide a specific example.


texts: Good game for parents to play with 4 year old son?

texts:
What would the best board game be for mother and father to play with their 4 year old so?

I was recommended Exploding Kittens or King Of Tokyo, but Amazon says that they are for ages 8+.


texts: What's the difference between King of Tokyo and King of New York?

texts: We got King of Tokyo for Christmas and I just found out about King of New York. What's the difference between these two games? Is King of New York just King of Tokyo done "right"?


texts: Can A Wild Rage Card Ever Be Less Than Zero?

texts:
Let's say I play a Wild Rage card and declare it as a 0 of a particular suit.  Later that suit is changed to trump and so my Wild Rage wins the trick.  But what if I made the card a 0 of a suit intending to insure I couldn't take the trick?

I believe we've played with the house rule that a Wild Rage can be declared as a -1 of some suit so it's guaranteed not to take the trick--but is that legal? I think we could drop the house rule but I was wondering if there's an official position on our variation or not.


texts: What happens if a blocking creature is killed with Double Strike before all the damage is dealt?

texts: With an attacking creature with Double Strike, if the first strike deals lethal damage to a normal blocking creature, does the normal damage go to the defending player?


texts: How is Yu-Gi-Oh played with more than two players?

texts:
When I play Yu-Gi-Oh, I want to play with my brother and sister. The problem is that we don't know how to play with more than two people playing. Are there any additional rules I have to incorporate to be able to play this way?

For example, how do I determine whose monsters I can attack? Or do both my opponents count as a single one?
 Just saying, nobody should be on teams*.


texts: I am just now getting started with Warhammer: Age of Sigmar and I have found something that is confusing and difficult to remedy. In the free Warscroll pdfs for The Empire army, it lists several units named with 'Empire' (Empire Greatswords, Empire Pistoliers, etc.), but in the General's Handbook and Skirmish books, it appears those same units have had their names changed to use 'Freeguild' instead (Freeguils Greatswords, Freeguild Pisoliers, etc.). Now, I wouldn't think it is such a big deal, but I cannot find anything that, for lack of a better why to describe it, a simple changelog of units that have been updated with new names, and in some cases new keywords and rules. Is ther any sort of log that exists? If so, where do I need to look?


texts: Is it possible to have more than one active artifact in Redemption?

texts:
I have tried to look on the official Redemption REGEX and site, and have googled but can't seem to find a clarification to this question.

My brother and I got into Redemption recently. There aren't as many player groups around in our area anymore so it becomes difficult to ask rules questions.

What I am curious about is if it is possible (and legal) to have more than one active artifact in play?

Here are the specific scenarios I am curious about:
The Solomon's Temple fortress (and its equivalents like Zerubbabel's Temple, The Tabernacle, etc.). Since the artifact moves from your pile to your fortress, does this mean you can turn up a second artifact (not on the same turn though)? So there is one active in the Temple and one active on the artifact pile?

And what about the Priestly Breastpiece? Since that can be attached to a high priest, does that mean that another artifact can be activated? (For that matter is it possible to have three artifacts, one on the artifact pile, one in a Temple, and one assigned to a Priest?)

Just wondering what the ruling is out there and if there is clear documentation on this.


texts: Go: How is a "suicidal" move that captures enemy stones handled?

texts:
I am trying to get a better understanding of the basic rules of Go. Assume that black has surrounded a white group of stones which has exactly one eye (liberty) inside the group.

What would happen if black placed a stone into this eye? All the white stones will be captured, but what happens to the black one placed into the eye?

I guess my question revolves around the question how capturing is checked after a move. Is it the non-active player's stones first and then the active player's or both at the same time?


texts: This happened during a play online. Why does my partner lead with a trump when I call name suit? I rely on my partner to take a trick but he leads with a trump, drawing mine, and leaves me short.


texts: Does Illusory Gains allow someone to block their own creatures?

texts:
Illusory Gains strikes me as a rather strange card with the potential for some rather unique interactions, one of which I'm hoping someone might be able to explain to me. Take this situation:
My opponent has a Bear Cub and an Baulduvian Bear, I cast Illusory Gains on the Bear Cub and the cub comes under my control. I end my turn.
On my Opponents turn he attacks with the Baulduvian Bear.
I declare the Bear Cub as a blocker.
After blockers have been declared but before damage my opponent flashes in a Ashcoat Bear, so I must attach Illusory Gains to it and lose control of the Bear cub. What happens?

Is the cub removed from combat and nothing takes damage? The only thing that is changed is who controls the creature, so it is still the same card (unlike if it had been exiled and returned).

Do both Bear Cub and Baulduvian Bear take 2 damage from each other?

Or does something else happen?


texts: What is the probability in 4 handed Euchre, with each person getting 6 cards, and my having Jack of clubs, Jack of spades and ten of clubs, that any of the three other hands will have 3 or 4 clubs against me?


texts: Identify this standard-deck solitaire with a 7x7 tableau

texts: This game has 7 cards facing up in the first row and goes into descending order to the last row that has one up and 6 down. There are 3 cards left to use if no moves available. Aces go up when cleared and moves are by suit. Low cards are placed on higher ones if clear. This could mean moving many cards from one row to place on an exposed one. If a row is cleared, a king could be placed there.


texts: I read the basic rules, but they mention nothing about the term "overhang". How does the office work, exactly? Is this explained anywhere?


texts: Does Jourdonnais's ability negate all or half of Slab the Killer's attack on a successful draw?

texts:
The other night we had Slab the Killer in play as well as Jourdonnais. Here are their abilities as listed on the cards...

Jourdonnais

  Whenever he is the target of a BANG!, he may "draw!" : on a Heart, he is missed.

Slab the Killer

  Player needs 2 Missed! cards to cancel his BANG! card.

When Slab the Killer plays a BANG! against Jourdonnais, how is Jourdonnais's ability applied? Obviously if his ability is unsuccessful, 2 Missed! cards would have to be played, but what happens if Jourdonnais successfully draws a Heart? Is the entire attack cancelled out? Or will an additional Missed! card still need to be played?


texts:
I was on a cruise and we were given this quiz and I never got to find the answer.  I can see only 12 tricks.

The Contract is 7NT

The Opening Lead is the King of Spades

North
S A
H KQJ109
D 987654
C 2

South
S Void
H A
D AKQJ10
C A876543

Thanks


texts: Where can I find D4 dice that are truncated tetrahedrons?

texts:
The points are truncated (so it technically has 8 sides). The die cannot come to rest on these small, truncated, sides, which have the opposite large side number printed on their face.

These seem like a much better design for D4s, does anyone know where I can get some?

Here's the sort of thing I'm talking about:

I'm looking for something less ornate and thus much cheaper ;)


texts: Does Humility effect cards in the graveyard? (EX. If Humility in play, can I discard Blightsteel Colossus without the shuffle?)


texts: If using an anagram solver is possible/permitted in Scrabble, what additional strategies should you use?

texts:
Often on online multiplayer apps of Scrabble and Words With Friends, you have unlimited time to make your move. As a result, most people use anagram solvers to "cheat". However, because this "cheating" is so common, it's been the norm and possibly may need to use it to be competitive in the app.
What additional strategies should you use given that you have an anagram solver tool? I would think aiming to get "Bingo" more often, playing 7 letters to get 50 bonus points.


texts: While playing Phase Ten, is it legal to pick up the top card of the discard pile and then immediately discard that exact card?


texts: Is Codenames meant to played in American English, British English, Australian English, or any of them?

texts: I'm playing Codenames online in an iOS app called Codewords, but I do not know the demographics of the game in general. When someone gave me the clue "rob", I picked "nick" because in informal British, nick means "steal" or "prisoner", and it was wrong. I am not British; I'm American, but I assumed the game was meant to be played by all demographics. Unlike playing in real life where you should play it based on where you live like if you live in America, you should just stick to American definitions, this is online, so I was wondering if the game was intended for a certain type of English or it could be any.


texts: How Does The "Franz" L-Deck Occupation Work?

texts:
We played with Agricola: The Goodies for the first time last night, and while it was very silly, it didn't have the negative impact on gameplay that I'd feared.  However, the Occupation cards from the L-deck created all sorts of rules questions for us that we weren't quite equipped to answer.  But that's where this site comes in!

The text of the "Franz" occupation reads:

  At any time, you can give this card to
  a player who has spent too long
  thinking about their turn, and place
  one of your family members instead.
  (This player misses a turn, but can use the Franz card later.) If you
  played Franz during the game and
  passed him to another player, you can
  say "I am not Franz!" and receive 1
  Bonus point.

What happened in our first-ever-time-playing-the-Goodies Agricola game last night was this.  I (to my shame!) was taking way too long over my turn.  One of the other players called me on it and passed me Franz from his hand. I was the last player, and he didn't have a family member to place instead.  To make matters even more crazy, the Simplifier was in play: "Occupations with more than 4 lines of text have no effect for the remainder of the game."

I queried multiple things about this play.  One, can you pass me Franz directly from your hand? Don't you have to actually play an Occupation before you use it? Two, even if Franz breaks the rules and can be played from hand, can he played with the Simplifier effect in play? Three, can you play Franz if you don't have a family member to place instead?  (The Franz-playing player argued that the card wouldn't do anything anyway because of the Simplifier being in play, but that he was still entitled to pass it to me.)

Four, what on earth does the last line on the card mean?  I keep reading and re-reading it and can't parse its meaning. Does it imply that if you actually spent an action playing the Franz occupation (as opposed to just passing it on after getting it from someone else), you get 1 Bonus point every time you Franz someone?  That's the interpretation I'm leaning towards having thought about it for a while, but it seemed very ambiguous last night.

Can someone spell out how Franz works, in a way that will clear up all of the above confusion?


texts: What is the effect of a scout standing at an enemy barracks?

texts:
A barracks add +2 to the owners Combat score and 2 Trade.
A scout allows you to effectively block or steal the benefits of an opponent's buildings by standing on them.

When I have a scout on an opponent's barracks what happens with the Combat score bonus?

Do I steal it? (His score:0 Mine:+2)
He just loses it? (His score:0 Mine:0)
Or nothing, I just get the trade? (His score:+2 Mine:0)


texts: Does Doubling Cube's ability affect the mana used to activate it?

texts: Rules Question: When Doubling Cube doubles mana, does that include the mana used to activate the ability?


texts: Does the "Urgent wish for children" card in Caverna allow construction of all types of dwellings?

texts: The B side of the "Wish for children" card titled "Urgent wish for children" requires you to build a "Dwelling" prior to family growth. Dwelling is written with a capital D on the card. Does that mean that you are required to build the regular dwelling priced at 4 wood, 3 stone that gives you 3 goal points or are you allowed to build any of the different types of dwellings?


texts: Dominion: How exactly do cards "enter play"

texts:
Today we played our second round of Dominion: Nocturne. Quite a few cards (among others: Raider, Magic Lamp) refer to cards being "in play". Even though we are seasoned players of other dominion extensions, we have so far never seen the need to follow the rules too closely with regard to distinguishing between cards "on the hand", "in play" etc, mainly it was "play actions from your hand" and "buy cards with the amount of money and buys at your disposal".
However, today we suddenly realised it became important to do this more conscientously to be able to use the new Nocturne cards.
My understanding of the rules is as follows (though not everyone in our round agreed even on that):

at the start of your turn, the cards in your hand are obviously "on your hand"
at the start of your turn, any duration cards from previous turns are already "in play"
as you play actions, the go from being "on your hand" to being "in play"
at any time before your buying phase, you can lay down money cards, therefore also moving them from "on the hand" to "in play", by doing so, you increase the amount of money available in your buying phase (increased by any text on action cards you may have played)

Is that understanding correct?
Also, it is my understanding that any action card that refers to "cards in play" only takes into account those cards you already moved from "your hand" to "in play", meaning that it matters whether you place your money before or after playing an action card and that there is no fixed time when you play your money (i.e. before or after playing an action). Is that also correct?
Furthermore, as the night cards are played after the buying phase, all actions that were played during your turn and any money played before your buying phase is considered to be "in play". Is that also correct?
After the night phase, any card "in play" goes to the discard pile (except for duration cards that will be kept for the next turn).
Any card not having been played, remains "on the hand" and goes directly to the discard pile, without ever entering play.
The above summarises my understanding of the rules. Is that correct or are there gaps in my understanding?
However, the main point of contention/confusion is if there is any way of bringing "point and/or curse cards" into play, or do they always stay "on your hand" and go straight to the discard pile? This is relevant as it may help to attain the exact number of cards in play for "Magic Lamp".


texts:
Is the Forager's coin bonus counted during Action Phase or Buy Phase?

I am curious as to whether the Forager's "+ 1 Coin per differently named Treasure in the trash" is counted at the time Forager is played during the Action Phase, or whether it is counted during the Buy Phase.

I usually don't have trouble intuitively figuring out what a Dominion card should do when a weird quirk comes up, but this one has me tricked because cards do exist that depend on what you do during your Action phase (i.e. +1 Coin per card discarded, or + Coin based on cards trashed).

On the other hand, it is cool to be able to increase the value of a Forager if you use a trasher after playing it, but I like to think of Dominion cards as being able to be played from top to bottom while keeping a running total of actions and coin. But coin is often counted at start of Buy Phase anyway, so I am again unsure.

What does everyone think of this? Is it actually obvious?


texts:
I have a typically mono red Goblins deck.

My question, are tokens considered Goblins too?

For example, I have 10 1/1 Goblin tokens put onto the battlefield by Krenko, Mob Boss. Can I use those tokens for Skirk Fire Marshal's ability?


texts:
My question is about the second edition, if it makes a difference.

From the Supply section:

  A player is never allowed to take any action in the game that would
  cause him to exceed his actual supply limit as dictated by his
  position on the Supply track (such as mustering, marching or
  retreating, all explained later).

From the Mustering section:

  A player may never muster a unit that would create or  expand an army
  beyond his actual supply limit. In other words,  if mustering a new
  unit would cause a player to have more (or  larger) armies than
  allowed by his position on the Supply track,  that unit cannot be
  mustered.

From the Combat/Retreat section:

  A player may not retreat his defending units to an area containing
  friendly units if this would cause him to exceed his Supply limit. If
  a player’s only option is to retreat to such an area, he must first
  destroy as many retreating units as necessary to be compliant with his
  Supply limit after retreating to the area. After taking such losses,
  he may retreat the remaining units.

So, this all seems pretty cut and dry to me that I can't have more units in a region than would be allowed by supply unless I'm forced to by some situation, in which case I must immediately kill off units until I'm under the supply limit again.

But I'll ask my question anyway, which is: Since the game allows for scenarios in which you must kill units due to supply constraints, is there anything that suggests I can just simply sacrifice units?

For instance, if I wanted to turn an army of four (region A) into an army of three to allow an army of four to form elsewhere on the board (region B) I currently have to march one unit out of A to somewhere else and march a new unit into B; compare this to simply taking footman off the board from A and using a march to reinforce B.


texts: How do undying triggers resolve against exile and other players reanimating my graveyard?

texts:
So I play casually with a sacrifice and undying combo, which plays around with instant speed self sacrificing to avoid pesky control tactics. I'm wondering if it actually works how I think it does. Say I have a Geralf's Messenger that I just cast. I pass priority and my opponent attempts to exile it with Stasis Snare. In response, I pay Viscera Seer's cost to activate his ability sacrificing the messenger. It dies, comes back to the battlefield, does it's enter the battlefield thing, I scry 1, and then the Stasis Snare resolves. I get that typically when an object moves from one zone to another, it forgets what it used to be, but it had never left a public zone, so does 400.7g apply? Am I misinterpreting anything here?

Additionally, my opponent once tried to outsmart my undeath by using the enchantment Grave Betrayal. Both the undying trigger and the Grave Betrayal trigger occur from the same event, but since I control the object(creature), I choose the ordering for the abilities, right? I wouldn't want to get off easy against my opponents just because of confusing wording.


texts: Ticket to Ride trade original destination cards later in the game

texts:
About your original destination cards in Ticket to Ride North America (the three you get at the beginning of the game):

Can you trade them later in the game? Our group is not sure.


texts: What is the difference between Draughts and Checkers?

texts: Other than draughts is British English and checkers is American English, what is the difference between the two?


texts: Can I Special Summon Blue-Eyes Chaos Dragon from the graveyard?

texts:
If it is destroyed and sent to the graveyard, but I Ritual Summoned it before, can I special summon it from the graveyard?

I mean, it says it "must be Ritual Summoned" but unlike Blue-Eyes Chaos MAX Dragon it doesn't say it can't be special summoned by other ways.


texts: Do Go players play to minimize score difference after realizing they cannot win?

texts:
I would expect that players might opt for a strategy with a higher chance of winning despite having a greater chance of losing by a greater point difference. But after they see that they will lose, do they continue to play their best to score as well as they can?

Go appears to be different from e.g. chess, where by contrast the game is typically not played out to checkmate and often ends in forfeit when a player realizes that he cannot win.


texts: In The Crew, if I do not have a color, do I have to play a rocket?

texts:
The Crew – Quest for Planet Nine is a trick taking game where cards can be number of colors or rockets acting as trumps.
If in my hand, I do not have the requested color but I do have a rocket, do I have to play it or can I play anything from my hand ?
Going through the rules, it does not seem to tell that the rocket must be played but as this principle is in most trick taking games I know of, I'd like a confirmation.


texts: "Poker size" cards: layout for easy printing

texts:
Related to this question, I'm making a card game and I'm at the point where I'm designing the card layout.

Since changing this at a later stage will involve a lot of work, I would like to be sure I'm not making a mistake. I want to use "poker size" cards, but I've seen at least 4 different sizes for those: B8(62x88mm), 63x88mm, 63.5x88mm, and 2.5"x3.5" (63.5x88.9mm). The potential need for margins also affects the size of my layout. Several games have layouts that reach the card edge, but I am unsure if that is easily printable.

I'm in Canada if that makes a difference.


texts: Do the Collector's Sets (e.g. Premium Gold) contain/equal booster packs?

texts: Basically, I'm doing a Secret Santa and the person I'm buying for has asked for Yu-Gi-Oh booster packs. I know almost nothing about the game so I just want to get some clarification on what exactly constitutes one, so I don't buy the wrong thing. This is one I came across in the price range that I like the look of, but I want to be sure that this is the kind of thing he's looking for. Thanks in advance!


texts: Does the Tribal card type have inherent mechanical implications?

texts:
Research

(emphasis mine)

  308.: Tribals

  308.1.: Each tribal card has another card type. Casting and resolving a tribal card follows the rules for casting and resolving a card of the other card type.

  308.2.: Tribal subtypes are always a single word and are listed after a long dash: "Tribal Enchantment - Merfolk." The set of tribal subtypes is the same as the set of creature subtypes; these subtypes are called creature types. Tribals may have multiple subtypes. See rule 205.3m for the complete list of creature types.

    Creature Type: A subtype that's correlated to the creature card type and the tribal card type. See rule 302, "Creatures," and rule 308, "Tribals." See rule 205.3m for the list of creature types.

    Tribal: A card type. Whether or not a tribal is a permanent depends on its other card type. See rule 308, "Tribals."

Following these rules, I don't know how to interpret the Tribal card type. So it's not always a permanent (in contrast to creatures). What does the Tribal add to a card as information regarding game mechanics? It comes across as a flavor of cards that doesn't have mechanical connotations, but that strikes me as odd—knowing the wording of MTG (so far in my experience). What am I missing here?

Examples

Let's take Eldrazi Conscription, which is a

  Tribal Enchantment - Eldrazi Aura

and compare it to Archetype of Aggression, which is an

  Enchantment Creature - Human Warrior

So in this case, both cards are a permanent because they're enchantments (in contrast to All Is Dust). The Tribal type confuses me. It does mention Eldrazi, which is a creature, but the card type doesn't say it is a creature. My intuition tells me that an Eldrazi Aura can only enchant Eldrazi creatures, but the card simply states

  Enchant creature

so that means my intuition it wrong.

Does the Tribal card type have inherent mechanical implications, other than not always being a permanent?


texts:
What's a good game for six players? Many games can be played by 6 players, but suffer from a loss of pace, and long waits between turns. What games have parallel planning phases, or lots of interaction during turns?

Only one game per answer please (from now on) for voting purposes.


texts: What to keep in mind when copying a small card game?

texts:
There's an old card game I want, but it's been out of print for 15 years and currently going for >$1000 used. There are just 80 cards in the game, and I've got a friend who does own it.

My plan is just to scan the cards, print them two-sided, laminate them and cut them out with a knife. I could also get plastic pockets and print the front and back separately.

What are some common pitfalls in printing a card game, and what am I likely to have missed?

(Don't worry, of course I'll mail a fit donation to the manufacturers.)


texts: Hapatra, Vizier of Poisons and "enters the battlefield" triggers

texts:
Hapatra, Vizier of Poisons's second ability reads:

  Whenever you put one or more -1/-1 counters on a creature, create a 1/1 green Snake creature token with deathtouch.

Additionally, there are some creatures that enter the battlefield with one or more -1/-1 counters. For example Carnifex Demon, which reads

  Carnifex Demon enters the battlefield with two -1/-1 counters on it.

My question is, does the ETB involve "putting" a -1/-1 counter on that creature and, in turn, trigger Hapatra's second ability? Or does the creature enter the battlefield with the counters already on it?


texts: Can a trauma card meet the requirements for victory

texts:
There is a winning condition for the keeper that states that a Mi Go monster must kill an investigator.

If the Mi Go monster did damage to an investigator and then I trigger a Trauma card that kills the investigator based on the damage dealt by the Mi Go, is that still considered as meeting the winning condition?


texts: Is there a bid that is "forcing to four?"

texts:
The question arises from this example hand:. The whole hand is included for reference, although you get to see only your own cards when you bid.

You are North with (s) AK4 (h) Q98 (d)976 (c) AT86. South bids one diamond, and you respond 2NT (13-15, forcing). Partner bids three diamonds.

The cliche is that an "opening hand opposite an opening hand equals game." That implies that "13+13=26 points and is good enough for a major suit game. But it takes about 29 to make a minor suit game.

Suppose South has a bare minimum such as (s)J7 (h)42 (d)AK8542 (c)K43

Can a forcing bid such as 2NT be only "forcing to four" (of a suit)? That is, not to game in a minor if you can't see your way to the eleventh trick? If you bid three spades to show your strength in the suit, and South signs off at four diamonds, can you pass?


texts: How to make sure a player will not draw their own character card as target?

texts:
In my current design each player needs to kill an other player assigned to them. They have a character card and a target card which shows which character they have to eliminate to get points. Both the identities and the targets are hidden. The players get clues about their target during gameplay.

My problem is I don't know how to make sure during the setup of the game that no one gets themself as target (that is the identitiy and target cards show the same character). Reshuffling every time when someone realizes they got themself would be lame. Especially that in case of n player this is expected to happen in every nth game.

An idea I got is to shuffle the same id and target cards together, then take the first id card (face down) and put it into an other pair, then the original character card of that pair is taken to another pair, etc. until all pairs are done. Finally shuffle them again and give them to the players. This seems a bit long (and maybe overcomplicated?) to me.

A mobile application would be an easy way to solve this problem, but I would rather not force the players to use their phones to play this game.

Is there any better way? Is there maybe any existing game which had a similiar mechanic?


texts:
If Clone (for instance) comes in as a copy of a black creature and attacks and is blocked by a creature that has protection from black, how does it resolve?

What if the blocking creature has protection from blue?


texts: Does the Dread Curse of Azathoth spell stay active for multiple monsters?

texts:
The spell says

  Cast and exhaust to gain +9 to Combat checks until the end of this combat.

Does the spell last until the end of combat with the current monster, or the end of combat for this turn, i.e. when I have 3 monsters on my street location and am fighting them. The wording seems to imply the end of the single current monster.


texts: Does Medical Breakthrough still have its effect when forfeited for rezzing Archer?

texts:
To rez Archer, I need to forfeit an agenda.

Medical Breakthrough has the ability of reducing each subsequent Medical Breakthrough's advancement requirement by 1; whether it's in the runners or corps score area.

Therefore, essentially, I wanted to confirm whether forfeited cards leave the score area, and hence in this case, not have an effect on future cards?


texts: Table for both 2-person and multi-person games

texts:
Is there a type of table that can be arranged for both 2-person games, like chess and then re-arranged for a round-table game like Dungeons & Dragons?

I have looked at trapezoidal tables. They do ok when two are placed together for roundtable, but they do not work efficiently in 2-player mode.


texts: Dealing with homophones when playing "Contact" (Conversation Game)

texts:
During one of the games, we ran into an interesting problem with homophones. The Defender (clue giver) had secretly chosen the word "capital". The given letters at the time were "C-A-P-I-T". A guesser had given the clue "Where US Congress meets", the word this clue refers to is 'capitol'. These words are pronounced that same but possess different meaning and spelling: homophone.

Given this scenario, can the defender counter with "not capitol"?

Reference: Standard Contact Rules


texts: Should we take good cards out for better cards while sideboarding (magic 2014 rules update)?

texts:
It has been announced, among other changes, that you are allowed to increase the number of cards in your deck beyond 60 while side boarding. Meaning you can bring 5 cards in and not have to take 5 cards out.

There are decks and match ups where some cards are just bad, and you want to take them out (e.g. removal against legacy storm combo). Some match ups you have plenty of sweet cards in your deck, you just have sweet cards in your sideboard too. In this situation, it can be very difficult to decide which cards are "least relevant" to the matchup, to cut in favour of the sideboard cards which have a much bigger impact.

With the rules change, are we better off trying to keep our deck count to 60 wherever possible? or should the conventional wisdom be "cut the bad cards, bring in the good cards" and resultant card count being an afterthought?


texts:
I'm looking for the name of this game in English.

It's a drinking game, in which the participants get together in a circle and, with a playing cards deck, draw cards and follow their drinking rules (according to each card value).

E.g.: I drew a Queen, so all the ladies that are playing must drink. My friend then draws a Two, so he chooses 2 people to drink. Etc.

Does anyone know this game?

Thanks in advance! :)


texts: I'm a little confused as to the rules for a Breakthrough gun in Flames of War.  Unlike the bunker buster it doesn't have a dedicated section in the rule book that I can find.  It is mentioned as not allowing infantry saves like a bunker buster, but the rule book doesn't state if it follows the other rules for a bunker buster.


texts: I have an idea for a card game. How can I best start testing it?

texts: I've been playing around with an idea for a card game for some time, and I think I've finally got the idea fairly well in place. How can I best start testing it out to refine it?


texts: Statistically when to stop rolling in Greed

texts:
I want to reduce the level of chance associated with the game Greed (also known as Farkle and Zilch).

Has anyone looked into this or have a source that can give some good stats to answer the following questions.
At what score should I stop rolling:

When I have 1 die left?
When I have 2 dice left?

Edit: ... to maximise my score and minimise risk. Assume that I've entered the game already (scored 500).

In other words: when is it worth rolling a single die to try to get a re-roll.


texts: Is there a way to block MTG sorcery spells that view my hand?

texts:
Sorry if this is an obvious question but I didn't see it asked before and I'm very new to Magic The Gathering.

Is there a way to block sorcery spells in MTG that threaten to view my hand?  For example Thoughtseize from "Theros".  For some reason I don't seem to have a good defense against that.  Can I counter it with a standard "non-creature" counter spell or is something different required?


texts: Ixalan's Binding and Ashiok, Nightmare Muse

texts:
I cast Ixalan's Binding, and its etb targets and exiles my opponent's Rampaging Baloths. Later in the game I use the -7 on Ashiok, Nightmare Muse, choosing to cast my opponent's exiled Rampaging Baloths.

Can my opponent now cast another copy of Rampaging Baloths, since the previously exiled copy is no longer under Binding, or can they still not cast cards named Rampaging Baloths?


texts:
In the Lithuanian historical museum is an old piece of wood with a scratched game board.

The game board consists of a square grid with five lines in each (horizontal and vertical) direction. There are also lines from each corner of the grid to the opposite corner, and lines between the midpoints of the outside of the grid.

Pieces are placed on the intersections of lines.

Does someone know the name of this game?


texts: If you already have a condition or there are none left in the deck, can you gain an effect--that normally induces a condition--for free?

texts:
I believe if all the cards of a certain kind are gone from the deck and you are told to take that condition, you simply gain the benefit of not having to take the condition.  What if you are offered the option to take a condition in exchange for some side effect and either you already have the condition or it is not present in the deck?

I would think you would not be able to gain the side effect because the wording "you may gain a _ condition to _" does not get fulfilled as you didn't gain the condition.


texts: Computer AI programs for Axis and Allies?

texts:
Many classic board and card games have had their strategy studied, formalized, and "digitized," for lack of a better word. For instance, there are a plethora of computer programs that can analyze or play a game of Chess, Backgammon, Connect 4, various games of poker, and so on.

Is there any computer AI program for Axis and Allies? Ideally, I'd like to be able to setup certain scenarios and then watch the computer play against itself to learn new strategies. Also, a single player mode would be nice.

There is a (now serious outdated) Axis and Allies computer game, which I owned several years ago. This game had a single player option, meaning you could play against the computer, but the AI was very scripted and weak and the game lacked the ability to setup a scenario and let the computer play it out  (from what I remember).


texts: Which card combinations are required to score 29 points in a hand?

texts: In the game of Cribbage, which card combinations are required to score 29 points in hand in the game of cribbage? If there are multiple, please list in decending order.


texts:
I recently purchased the Steam version of the board game so I apologize in advance if this is the wrong place to post my question.

I’ve been successful in winning vs the AIs; however, am struggling to keep afloat in PvP games online.

I understand there’s no one strategy to the game but it would help if I can get some beginner level tips to help me during the first few turns of the game.

My basic moves are to build one mine and one farm in the beginning to keep me from increasing my population and also to be able to complete either the Garden or the Pyramid.
But somehow I end up behind and constantly find myself playing catch-up to the other players

Should I just focus on one thing and not try to complete multiple things?
Also when I keep trying to stay above the corruption line, I find myself digging myself in a hole for some reason.

Any and all advice is appreciated, thanks!


texts: Do I have to say how I'm ordering my cards after Scrying?

texts:
When you Surveil or Scry more than 1 card and announce to your opponent "I leave the 2 on Top (or bottom 2)" do you have to announce the order in which they cards are placed?

"I left both on top - In the same order",
"I left both on top - but switched the order they'll be drawn", or simply say that you Top both (or bottom both) and no need to announce the order?


texts: What is the best strategy to avoid large farms in Carcassonne?

texts:
Whenever I play with my housemates and friends, Carcassonne often becomes 'farm wars'; everyone who understands the nuances of farm play gets caught up in playing meeple (or as I call them, 'dudes') whether or not it helps, as we know how much of a game winner it can be.

Often it results in everyone wasting 2-3 farmers when someone gets the super farm at the end, or players who don't place a farmer dude seriously lagging behind. It wouldn't be so bad if we didn't always get one large farm that everyone goes for.

How do we avoid the trap of focusing on farms too much?
(would house rules help us out?)

We're using the third edition scoring rules and no expansions.


texts: Are Magic: the Gathering Conspiracy cards colorless?

texts:
What is the color of the following Magic conspiracy cards:

Advantageous Proclamation
Backup Plan
Brago's Favor
Double Stroke
Immediate Action
Iterative Analysis
Muzzio's Preparations
Power Play
Secret Summoning
Secrets of Paradise
Sentinel Dispatch
Unexpected Potential
Worldknit


texts: Are you allowed to evolve a pokemon to a different type?  For example, I have a leaf Burmy.  I have a leaf Wormadam and a metal Wordamam.  Can I evolve my leaf Burmy to a metal Wordamam?


texts: Can I sacrifice creatures that are attacking before they are blocked?

texts: If I declare my attackers as two 1/1 goblins, and my opponent declares his blockers as two 2/2 cards, before the creatures deal damage to each other, can I sacrifice my goblins to Goblin Bombardment? The 2/2 cards would still have 2 toughness before Goblin Bombardment triggered. None of the abilities require attacking as a trigger, so let's just say I was "testing the waters" and if one of my goblins was blocked, I would have sacrificed it and the other would have attacked.


texts: MTG Gatecrash Simic Strategies for a Prerelease event

texts:
I am going to be playing this weekend at the prerelease of Gatecrash, with the chosen guild of Simic. Now the core strategy of Simic is to grow relentlessly, using the Evolve mechanic (whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature).

There are a couple of problems with this guild type:

Its power level is inconsistent.
Not many creatures in green and blue that have high toughness and power to make it evolve.

To mitigate the issues of running Simic I'm considering splashing red for Gruul might be the most optimum choice.

What other problems, strategy, or card combos should I watch out for when playing Simic?


texts:
Is it possible to use a creature with a surge ability as my commander?
a creature such as Tyrant of Valakut?

If so would this allow me to bypass the cost increase by using the surge ability, or would the surge cost increase as well?

I am new to commander so I am not fully aware of the comprehensive rules on creature abilities like this.


texts: If two things say "You may pay (cost)" and I pay that cost once, do both things happen?

texts: If I own two Flameshadow Conjurings and play a Spawn Of Thraxes, both Flameshadow Conjurings would go on the stack. Once I choose to pay 1 red mana, do I get two copies or one? Since the rules text says "if you do" it seems like both cards would see I did and I'd get two copies.


texts: Common rules or house rules to resolve catching dispute

texts:
In Ghost Catch (Geistes Blitz original name) the idea is that you grab the correct item before any other player can. Obviously the one player having the correct item in hand wins the round. However incidentally we end up with the situation that 2 players each hold one end of the correct item. Or players grab for the correct item but none of them manages to actually get it and it falls off the table. Or even worse, one player grabs for the wrong item but accidentally tips over the correct item and another player therefore doesn't manage to grab the correct item. We have come up with the house rule that then no one wins the round, the card is being shuffled back into the deck, and so the same round will come up again later in the game.

I feel this is not always fair, and if this happens near the end of the game and the deck is very small players can predict what the next card might be and gain an unfair advantage.

I'd like to know whether there is an actual rule or perhaps an errata or a successful (house) rule to solve these kind of situations.


texts:
I attack with Bellowing Aegisaur and other creatures and they choose to block all of my creatures.

Would I, as the attacker, get to assign combat damage, and can choose Bellowing Aegisaur's attack to be first making its Enrage go into effect placing +1/+1 counters on my other creatures before their damage is calculated?

Conversely, if I block with it can I ask them to assign damage in order and if they choose Bellowing Aegisaur before some of my other blockers would they receive their counters before their damage calculation?


texts: What is the timing of the Hidden Pocket effect?

texts:
When does the Virulent Strain Epidemic effect for Hidden Pocket happen? The way the card is laid out, it would seem that it happens after the three epidemic steps; however, that would negate the effect as there would never be any cards in the discard pile. It could happen before step 1, but that could be pretty nasty and seems to go against the title of the effect, as "hidden pocket" would imply only a small amount of the disease.

When this situation arose in a game, resolving the effect before step 1 would have been pretty bad as there were a lot of cards in the discard pile. We chose to resolve the effect after the Infector phase, since there would only be a few cards in the discard pile, but that seems like a stretch.


texts: Is there fan-made version of gbc-version exclusive pokemon cards?

texts:
Are somewhere on Internet available fan-made versions of cards which are exclusive to Pokemon Trading Card Game for GBC? I mean fake cards, which are looking as real-game cards. It doesn't have to be in printing quality, but should be readable on display (but I don't mind if the art is low-quality copy from GBC assets).

I'm searching them for hours, but cannot find any. (Except Imakuni which was AFAIK released as non-gbc card only in Japan, but English fan-made version is easily found.)

Edit: in English, of course.


texts: Can my commander ever not be my commander?

texts:
Once and for all: Is there anything that can possibly be done to my commander that would cause it to cease being my commander?

All of these questions ask the same thing, but aren't general enough to be marked as a duplicate.

If a commander becomes a colorless forest, is it still a commander?

Is a commander still a commander if it gets turned into a forest?

Is your commander still a "commander" if it gets turned face down?

Is a commander still a commander if it gets turned face down?


texts: Does adding a +1/+1 counter count as "gaining attack?"

texts:
The Mystique Main Character has the following Level Up Power:

Bitter Fury
Level Up (10) - Whenever Mystique gains ATK, she gains that much XP.

The rules have this to say about +1/+1 counters:

Many effects put +1/+1 of -1/-1 counters on characters. These numbers alter a character's ATK and DEF until something removes the counters.

Does adding a +1/+1 counter to Mystique cause her to "gain attack," which  triggers her Level Up Power?


texts:
My partner and I have a pretty neat system for bidding against opponents opening a weak 2 (2 in a Major = <11 HCP, 6-card; 2 Diamonds as either the Multi or weak with diamonds). In this system, if North opens and East passes, that pass has a specific meaning.

Does this 'Pass' need to be alerted? Is it reglementary to alert a 'Pass'?

Same goes for Double, we have some specific agreements for Double in this defense as well. Does that need to be alerted?


texts: What does a damage number of "<1" mean in Warhammer 40k?

texts:
I recently bought the Dark Imperium starter set for Warhammer 40k. This set includes two "mini-codices" for both Space Marines and Death Guard, covering only the units that are in the set.

What baffled me was the damage rating for the Bolters for the Space Marine Intercessors. They are written as "<1".

I could not find any information regarding this, neither in the core rulebook, nor in the Space Marine booklet. Furthermore, I could not find a relevant errata for the Space Marines or the Dark Imperium set.

What does "<1" as damage mean? Is this simply a typo and should be regarded as 1?

I finally managed to take a picture of the booklet:

As can be seen, the "Boltgewehr" ("Bolt rifle") has a damage value of "<1".


texts: Can you store cargo on your outfit's "unused" spaces?

texts: In Xia: Legends of a Drift System, you can upgrade your ship with outfits.  These outfits take up several spaces in your cargo hold.  Many of the spaces on the outfits have game-significant features, such as arming points.  However, some of these spaces are effectively blank.  Is it legal to store cargo on top of these spaces in the outfits, or are they considered to be filled space?


texts: Mille Bornes - What is the purpose of the chips?

texts:
What are the 4 chips used for?

The instructions make no mention of them. Some have speculated they are used to mark "coup fourré", or extension to 1000 points.

Any thoughts?


texts: Can I play lands from the graveyard more than once in a turn with Crucible of Worlds?

texts: So I have Crucible of Worlds out and I summon then sacrifice an Evolving Wilds from my graveyard. Can I then replay Evolving Wilds from my graveyard that turn or will it have counted as playing my one land for the turn?


texts: Does Dovescape counter Enchantment Creatures?

texts: I am really curious, does Dovescape counter enchantment creatures (such as Archetype of Aggression), or because they are also a creature, bypass it due to "noncreature spells" being part of it?


texts: Why does BSG's "Assign Vice President" card not affect succession?

texts:
In the Battlestar Galactica game, the quorum card "Assign Vice President" can be given to a player, and causes that player to be the only viable target for the "Administration" location that picks a new President.

Clearly, from the card, this is the only effect the card has, and it does not affect who becomes President if the current President is revealed to be a Cylon (or executed). It seems cooler thematically, however, for the Vice President to take the next spot in the succession.

Does anyone know why this wouldn't work? Is there something I'm missing where game balance would be affected by this rules tweak? It just kind of bugged me that the VP wouldn't take the Presidency.

(I realize this is slightly subjective in that we don't know Fantasy Flight's reasoning here, but I'm hoping some folks will have some insights I'm missing)


texts: Enchant artifact used to enchant Artifact creature

texts:
I'm somewhat new to Magic the Gathering and my friend is slightly more experienced than me, so I gave him this one, but am questioning it:

He has a card called Ensoul Artifact which says

  Enchant artifact

  Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types.

He always puts this card on an Artifact creature with a gazillion power/toughness, to make it a gazillion +5 power and toughness.  Is this possible?  Isn't there a difference between Artifact and Artifact creature?

Also, what does "In addition to its other types" mean?  I always assumed that my friend is wrong, and you can only place it on an Artifact which gives it 5/5 in addition to whatever else the Artifact does.


texts: Is there a "consensus" definition of what constitutes a "strong" or "weak" deck?

texts:
In various Magic the Gathering posts, I've seen references to "strong" and weak" decks, and specifically to decks that are "too strong" or "too weak" to be "playable.

Is a deck that is "too strong" one where a player can win after a trivial number of turns based on luck, without much skill? And deck that is "too weak" one with which a game will drag on endlessly because no one can get the upper hand?

Even if people reasonably disagree as to what constitutes "strong" or "weak," deck is it possible to measure "stronger" or "weaker" (e.g., a strong deck will allow a resolution in fewer turns and a weak deck will allow a resolution in more turns)? That is, can these terms be defined comparatively?


texts: Boggle: What is the dice configuration for Boggle in various languages?

texts:
This is the dice configuration for the English Boggle:

Other variants and discussions concerning letter distributions for English can be found here:

The Boggle cube redesign and its effect on the difficulty of Boggle,
Boggle - Everything2.com,
Letter Distribution | BoardGameGeek,
Talk:Boggle (Wikipedia).

I am interested in the 16 dice configurations for also other languages (Spanish in particular) and I am unable to find it anywhere online.

Versions I have managed to find so far:

Czech 16 dice version,

English 25 dice version:

Spanish 25 dice version:

Italian 25 dice version:


texts: Help Identify this game: place wooden barriers try to get across

texts:
When I was younger I had a cool game, that I forget the name of, and would like to re-acquire.

It was a small wooden board, with a grid of squares on it. There were two players, and each turn, you could move your piece, or place a barrier in one of the slits. You couldn't completely block your opponent, but you had to try to get to the other side of the board before they did.

Does anybody know what this game was called?


texts: Why to use Kuikae rule in Riichi Mahjong?

texts:
What is the reasoning beyond Kuikae (喰い替え) rule in riichi mahjong?

What exactly are the situations that this rule prevents?


texts: On Facebook's Board Game Revolution Community page, someone wants to know if the board game pictured in a television ad is a real game or a jumble of game parts.


texts: What happens when I deal lethal damage to everyone at the same time?

texts: In an EDH game, I was able to get infinite mana, and I used it to cast a Squall Line with X = 1,000,000. What is the result of this decision? Do I win, or does everyone lose and thus tie?


texts: In Robinson Crusoe Castaways Scenario, will the hatchet and snare keep after camp has been moved?

texts:
In Robinson Crusoe, players can build a hatchet item in the Castaways scenario to add a +1 wood token to the island tile with their camp.  As long as the camp remains on that island tile, the players will receive one additional wood during the production phase.

Players can also opt to move their camp at night to an adjacent island tile.  There is no mention of what happens to the +1 wood token on the island tile of the previous camp after the players have relocated.

Another token, the shortcut token, that provides an additional resource during the gathering phase, does get removed when the camp is relocated, forcing players to rebuild it.  Do the players, after moving the camp:

a)  move the +1 wood token from the hatchet,
b)  lose the +1 wood
token but keep the hatchet,
c)  lose the +1 wood token and lose the
hatchet (forcing rebuild), or
d)  keep the +1 wood token on the
previous camp's island tile and let it as act an additional wood
resource for collection during the gathering phase?


texts: What are the differences between Deadlands: Doomtown and Doomtown: Reloaded?

texts: On first glance, Doomtown: Reloaded (2014) looks pretty similar to Deadlands: Doomtown (1998) and they are both published by AEG. What differences are there between each other? Are they compatible?


texts: In Pathfinder ACG, what happens if I must encounter the Villain because of another effect?

texts:
In a recent game, I encountered and defeated a henchman at the Swallowtail Festival location. The location card reads:

  When Closing
  Defeat or acquire the next card in the deck. If there isn't one, you may close this location automatically.

When I revealed the next card, it was the villain. What should I do in this scenario?

Treat it as a villain. All other players may temporarily close locations, then I encounter the villain. If successful, the villain flees to another open location or I win, as appropriate. The location is (double!) closed.
Treat it as just another monster. I encounter the villain. If I succeed, the location is closed because I completed its requirement, but the villain does not flee. Because the location contains the villain, the location actually remains open and all non-villain cards are banished.

I ruled it as the second option in play, but in hindsight, the first one seems increasingly plausible, though I'm still not convinced which is right.


texts: Stack resolving with planeswalker and instants

texts: I play Nissa, Voice of Zendikar a planeswalker. When it's in play my opponent plays Devour in Flames to deal 5 damage to my planeswalker. I want to use my effect "put a +1/+1 counter on each creature you control" what will be resolve first? Does my creatures get +1/+1?


texts: What are some card in MTG that can change a creature's color?

texts: I was creating a deck on deck builder and I wanted to make a Corrosive Mentor combination in which I can change a powerful creature's color to black so that it can have the wither effect. Anyone know any cards that can do that? Thanks.


texts:
I usually break them as soon as I can't follow suit but others have told me that's not "appropriate."

Also, when is it appropriate to play the Queen of Spades? I usually do the same, play it when I have my first opportunity to do so.


texts: What are the best ways to manage challenges to the storyteller?

texts:
The rules list various subjective ways players can force a storyteller to end her turn when she:

Gets stuck
Contradicts the story
Rambles
Is too silly
Introduces unimportant elements

What have you found are the smoothest or best ways to handle these challenges? Do you simply put it to a majority vote, a unanimous vote? Are there problems that often occur like spirited agreement to the challenges by people simply wanting to get more of an edge toward winning?

I'm looking for insights on what people have found works better and what sort of stumbling blocks they encountered with this aspect of a game that clearly requires people to be on the same page and somewhat sporting of each other to truly make it work.

Or drunk.


texts: How to interpret the reward after defeating an monster

texts:
The manual states that after a monster is defeated, e.g. a gor, the players receive  2 gold and/or willpower. We assumed this means one of the following:

2 gold
1 gold and 1 willpower
2 willpower

to be divided between the players fighting and defeating it. However, based on the wording we aren't completely sure.

Is this assumption correct?

What if we look at other monsters, for example a skrall? The reward is then 4 gold and or willpower.


texts: Biome/nature board game- collecting animal cards from different environments

texts:
My sisters and I have been trying to remember the name of a board game we used to play in the late 90s but have had no luck. Here are the details we remember:
1. Players had their own board themed for a biome/environment. I am really confident there was a rainforest board, and pretty confident that there was a savannah, grasslands, or prairie board.
2. Players had to collect the cards for their board. I think there were either 6 or 8 animals per board.
3. There was definitely a poison dart frog card (my sisters and I gave special weight to that card... we were weird kids haha).

I tried to Google the game but couldn't find it, probably because we remember so few details about it. I have already ruled out the game Explore.

Any suggestions would be greatly appreciated!


texts: Are there disadvantages to the house rule that you always end before the starting player?

texts:
Once an end condition is reached, I like the house rule where you play until just before the starting player.  It seems more fair to me.

Are there any counterarguments?  It seems like the game designers have had ample opportunity to amend the rules or suggest this alternative in one of the expansions, and haven't.


texts: Can the "Sacrifice (this card):" activated ability be placed back on the stack?

texts:
This is a broad question so for simplicity I will use Seal of Fire and Naturalize.

Scenario 1: Common exchange- creating a baseline.

Player A uses Naturalize on Seal of Fire
Player B Sacrifices SoF in response. SoF is highest on the stack and goes off first.
This leaves Naturalize without a valid target.

Scenario 2: Complicated exchange- Is this legal?

Player B Sacrifices SoF.
In response Player A targets it with Naturalize.
SoF is on the stack and it's ability has not resolved. Player B (as above) sacrifices SoF in response to the Naturalize.

Can Seal of Fire be placed back on the stack by re-activating its ability, potentially with a new target?


texts: Can I use Sir William Brinton's ability immediately after discovering I have to lose Stamina?

texts:
The Ally Sir William Brinton say

  Discard to immediately restore your Stamina to its maximum.

Can I choose to do this after I've learned I need to lose Stamina, but before I actually deduct that stamina? While the card lets me immediately restore Stamina, it sounds like it shouldn't be used to interrupt something that seems to happen immediately. For instance if a location card I read says "Lose 2 stamina" I would think you cannot use Brinton to heal first, then apply the loss. If it says to do a Fight check and lose 2 stamina if I fail, I would think the same restriction holds.


texts:
My version of Machi Koro is not in English and none of the online manuals I found contain the building names.

Can anyone provide a complete list of card cost and names? Card text would be helpful as well.


texts: What game mechanic can be used for evenly selecting other players but not yourself?

texts:
I am looking for a game mechanic for a game I am designing,  that would let players randomly select other players, but that by the end of the game all the players were selected equally.

My first instinct was the destiny deck from Cosmic Encounters.  In that game there is a deck with a few cards representing each player.  On their turn the player draws a card, and interacts with the selected opponent.
The limitation of this solution is that sometimes players select themselves.  Cosmic encounters solves this by having rules for how to interact with yourself, but my game lacks this.  Even if i was to simply put the card on the bottom of the deck and draw a new one, there is a chance with the last card being left of the last player who must take the last turn.  At this point selecting another player randomly would unbalance the game, giving them an extra time they are selected.
Is there any other mechanic that can be used to solve this?
(I am in no way set on using cards.  Any mechanic would be OK)


texts:
It's called Devil's Delight by the people I know but I can't find any google results for it. Does any one know what people call this?

The game is played with two decks and everyone gets seven cards passed to them. Then the deck is put into the middle of the table with the first card placed up. The person after the dealer takes the first turn.

EDIT: At the start of a turn, a player is passed a card from the previous player. They can either take the card, or pass it to the next person who must pick it up along with another card. Then you must discard a card, and the next person can either pick it up or pass.

The goal of the game is to make sets and runs depending on the round. First round is three sets, next round is one run with two sets, the round after that is two runs etc. Twos are wild and can be played anywhere. After you get your required sets and runs you can put them on the table (go down). Once you do you can play on other players who are down and take their 2s that are down. Also, sets are three cards and runs are four cards of the same suit. One hand has a seven card run in it.

The round ends when someone has no cards in their hand. Then players add up their cards which turn into points. number cards (3 through 9) is 5 points, 10 and any face card is 10 points, an A is 15 points and a 2 is 30 points. The player with the lowest score at the end of seven rounds wins.


texts: How long can the spells exiled with Lukka, Coppercoat Outcast be cast?

texts:
The question is simple when does a creature exiled by Lukka, Coppercoat Outcast's first ability lose "You may cast this card from exile as long as you control a Lukka planeswalker" ability? Is it when it is cast from exile? Is it when it gets put back in exile? Or is it when the game is over? On the off chance it is the last one then one could recycle a creature like "Farfinder" if it was one of the creatures marked by Lukka's first ability, right?
The thing tripping me up is that normally cards that give abilities like this state something like "until end of turn" or "until the beginning of your next upkeep" but this one doesn't which is throwing me off and making me feel like it must be something or that it must be affected by a rule I am that is along the lines of one that states something along the lines of "...when a card changes zones it is treat as a new copy of the same card...".


texts: How do mutate and ownership rules interact?

texts:
Assume this state: I have Anax, Hardened in the Forge, which I own, on the battlefield. I've attacked with Robber of the Rich and exiled Chittering Harvester. Chittering Harvester has the "standard" mutate text on it:

  If you cast this spell for its mutate cost, put it over or under target non-Human creature you own

To select a valid target I'm looking at the rules. Rule 109.5 says:

  The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller).

Rule 601.2a says:

  To propose the casting of a spell, a player first moves that card (...) from where it is to the stack. It becomes the topmost object on the stack. (...), and that player becomes its controller.

According to these you on the Chittering Harvester should refer to me and I should be able to target Anax.

On the other hand rule 702.139a forbids this:

  (...) targets a non-Human creature with the same owner as this spell

And based on 112.2, Chittering Harvester's owner is my opponent:

  A spell’s owner is the same as the owner of the card that represents it.

According to the above two rules you on the Chittering Harvester should refer to my opponent and I can't target Anax.

So do rules 109.5 and 601.2a contradict rules 112.2 and 702.139a?


texts: With Thornbite Staff, do you need to pay two mana to untap this card if a creature is put into the grave yard or is the mana cost only for doing one damage to target creature or player?


texts: What is the name of the following chess opening? What are its pros and cons?

texts:
At some point, when I was young, I learned an opening that involves the following moves: possibly after moving queen's pawn to the centre (d4), move out king's knight to above the bishop (Nf3), move knight's pawn up one (g3), move bishop up behind knight's pawn (Bg2), castle on king's side (O-O).  This results in a very tight and turtle-like defensive formation that was sufficiently aesthetically pleasing to my young self that, in the years since, I've found it quite hard to get out of the habit of using it as my opening.  (I'm not a chess expert in any way, I hasten to point out if it's not already obvious, though I do usually beat other casual players.)

Is this a well-known opening and does it have a name?  Given my apparent overwhelming predilection for playing it, what are its advantages, and what weaknesses does it have that I should watch for my opponent being able to exploit?  Any recommendations for taking my opening game to the next level would also be appreciated!


texts: Is each card equally likely to be a Maverick?

texts:
I have been reading a bit on deck composition and this question popped up in my head: can any card be a maverick or is it only few, "exciting" cards?

Obviously the maverick rate is minuscule compared to the deck combinations, so it's hard to say factually but is there a pattern to mavericks at all?


texts: Does a monopoly in a commodity in Sheriff of Nottingham gain both bonuses?

texts:
In the end-game scoring of Sheriff of Nottingham the majority holder of each legal commodity gets a bonus, as does the 2nd-majority holder.

If one play happens to be the only trader of a commodity do they get both bonuses or just the 1st-majority one?  Not covered by the rules.


texts: If Anger of the Gods kills a creature, does it still trigger death effects?

texts:
Let's say I control Athreos, God of Passage and my opponent casts an Anger of the Gods. I'm fairly sure any creatures I own that die this turn are just exiled without Athreos' ability triggering, but I can't bring to mind a concrete explanation of exactly why that's the case.

Can anyone explain how abilities that trigger when a creature dies interact with effects along the lines of "If X would die this turn, do Y with it instead"?


texts:
I am looking to learn Go.  I learned the rules a few years back, but there is a mindset that the game rewards.  I want to try to capture that mindset.

I have read many Go books, but they are static.  They certainly have a place in my plan for learning go, but they are not everything.

I intend to play in the online Go communities, and that is where my question is focused.  What is the best way to practice Go in a competitive community?  Obviously I can play on varying board sizes and try to constantly win while they try to win, but is there a better way?

I play Starcraft 2, and follow the advice of Day[9].  He recommends practice games where one focuses on a particular aspect of the game (such as being observant, never slowing down your economy, or constantly attacking).  This focus allows one to practice small aspects of the game independently, then put them together when you actually wish to perform (as opposed to practice).

Are there recommended ways to practice Go in this sense?  I am looking for the kind of practice approaches which may hurt my chances of winning but increase the likelihood that I learn something.  I have less use for practice techniques that are dependent on a willing partner, for most of my partners I expect will be out to win.


texts:
According to the Spin Uno instructions, if the last card played is a Spin card, the next player must spin the wheel and that action must be resolved so that any cards drawn or discarded also affect the points totaled.

Notice the part that states "...so that any cards drawn or discarded also affect points totaled."  This tells me that if the person spinning the wheel lands on Almost Uno, then they discard all but their last two cards and only the points from the last two cards count.

If my opponent's last card is a Spin card, then I must spin the wheel and that action MUST be resolved.  So, my spin lands on Trade Hands.  That action MUST be resolved.  Does that mean my opponent has to take my hand, which resolves the action, and what happens to those points assuming the scoring method used is getting "caught" with points in your hand?

My opinion is that those points count against my opponent.  My opponent chose to use a Spin card as their last card, which required me to spin the wheel.  My spin landed on Trade Hands and the rules state I MUST resolve that action.  I have to trade hands with my opponent for that action to be RESOLVED; therefore, my opponent gets my remaining cards and I get no cards from them as they used the Spin card as their last card.  That means my opponent gets "caught" with those points.  Thoughts?


texts: Munchkin Combat Rules Clarification: Do you lose one-shot items played if later forced to run away

texts:
Say a player is level 6 and faces a level 10 monster, the player decides to play a one-shot +5 card, making the player level 11. After that card is played, another player enrages the monster making it level 15.

The player in combat cannot defeat the enraged monster and is forced to run. Does the player have to discard the one-shot item, even though it was not used to defeat the monster?

Seems to make sense that the player must discard all one-shot items played even if they were unsuccessful. However I do not believe this was specifically covered in the rulebook.


texts:
"My wife and I play a version of best of minors that was questioned by a friend as "I never heard of such a thing." We open best of minors seeking a four card major, but by opening with one club we offer three clubs, maybe four, and expect a two club response by partner if she has five clubs, thus giving us eight or nine clubs altogether. Or, when we open one diamond we promise four diamonds, expecting a two diamond response from partner if she has four or five diamonds thus giving us eight or nine diamonds altogether.

Does this make sense, or are we out of touch? What should we tell our friend?


texts: In what order are replacement effects chosen with respect to damage prevention?

texts:
How are replacement effects handled in multiplayer? Here's a concrete example.

Player A, B, and C are seated around the table. It is Player A's turn.
Player A has a Furnace Of Rath (double all damage), and Hostility (prevent damage to opponents, and create 3/1 tokens instead) in play.
Player A casts Volcanic Fallout (2 damage to each creature and player).
Player B responds with Hallow (prevent all damage from spell, gain life equal to damage prevented).
No one has any more responses, no other permanents are in play.

What possible different life totals and 3/1 tokens are generated when the stack resolves?
Who gets to make the choice(s)?

Do the possibilities change if Player B or Player C are the active player? What are
the possible results?


texts: How does Golos, Tireless Pilgrim interact with double-faced cards?

texts:
From the Ixalan set, we received double faced cards with lands on the back.  I believe they count as all types on both sides while not on the field.  Therefore:

When Golos, Tireless Pilgrim activates his ETB and I pick Gold-Forge Garrison as my land, which side does it enter as?


texts: When a card instructs an opponent to do something, how does that work in a multi-player game?

texts:
Using "Demonic Hordes" as an example, since that's the card that made me think of this:
https://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=1154
If I have two opponents and don't pay the upkeep cost, who gets to choose which land I sacrifice? Is it simply the next player in turn/APNAP order? I can't imagine what else it would be, but is there a specific section in the comprehensive rules where this is explicitly stated?


texts: Can't find the answer to this anywhere, it happened to us last night. I got the bid and didn't make my run. BUT, the opposing team did get a run in Trump. Is their meld 150 points? Or just a marriage and dix?


texts: Can units support a battle if they came from the same march order that started it in Game of Thrones?

texts:
I'm wondering about quite an unusual resolution of March and Support orders. Let's say I have one footman on land A and one knight and one footman on land B. I assign a support order to the footman on land A and a march order on the knight and footman on land B. I decide to split my forces, and I order the footman from B to move to A (so I got two footmen on A now), and the knight from B to move to some land C that lies next to both A and B. There are enemy forces on C, so a battle ensues. My question is: can the footman I moved to A (on which there is a support order) still support the battle on C even though it came from the march order that started this attack? The total strength of my force will be:

one supporting footman from A + knight from B = 3 or
two supporting footmen from A + knight from B = 4?


texts: Does the red riding hood card allow you to move forward and use the path tokens again?

texts: The rules state that when you draw a riding hood card you leave the path tokens on the cards after you flip them over and move forward.  Does this mean you get to use the tokens again, say, if you were to decide to stop gathering right away?  The rules imply this but do not explicitly explain that this is the intention of the card (to grant the ability to reuse gathered path tokens).  I only ask because being able to do so kind of breaks the story (doesn't make sense you could gather the same path items twice, really, but as a game mechanic helps a good deal.


texts:
I was wondering if anyone has had any success in playing board games with remote players? I have a few friends that live too far away to make a regular game night with however they really enjoy board games.

We were thinking that we could have a screen for the remote people, a webcam on the local players, and an overhead one on the play area.


texts: How do I allocate variable damage to multi-wound models?

texts:
Let's say my grav cannons (D3 damage) shoot at some crisis suits (3 wounds each) and the suits fail 3 saves. I roll damage and get a one, a two and a three. Should I have rolled the dice in order? Or can I roll them together and allocate? Or do I roll them together and the other player allocates?

To see how different this could be:

If I allocate, I'll apply the three first, then the one and the two, killing two models
If the target player allocates, he'll apply the two, then the three, killing one model. The one then gets applied to a fresh model, leaving it with two wounds.
Or, if applied in order, I might have rolled the one first, then the three, then the two. That would kill one model and leave another with one wound remaining.


texts: How would the Imperial Player use the scouted card? (Imperial Assault: Jabba's Realm)

texts:
In the Jabba's Realm expansion to Imperial Assault, the Imperial player can get the Scouted upgrade:

  Exhaust this card while a hero with a Bounty token is attacking to reroll 1 defense dice. If you do convert all [complete miss] results to [cancel surge] results.

Card image at BGG.

I don't see how this would be a benefit to substitute the best defense dice roll with an OK one. How can the Imperial Player use this card to their advantage?


texts: Link Summon Vorticular Drumgon with another Link monster as material?

texts: Can I use a Link-2 Dark Dragon monster and another Dark Dragon monster to summon Vorticular Drumgon or do I need the 3 Dark Dragon monsters?


texts: In Texas Holdem, Is it possible to have a full house and straight flush in same hand with only two players?


texts: What is this game with pegs in holes, jumping and capturing each other?

texts:
The rules we've guessed so far are:

Each move is a peg jumping over another peg in its immediate proximity.
The peg that gets jumped over is removed.

The goal is to clear as many pegs as possible. Ideally, leaving just one peg at the end.

Here is a board before before first play-

And where does the empty hole start out at? Ive been playing with it at the bottom but it doesn't seem right, because every game can be the same, no?.


texts: Can something have multiples of the same aura?

texts:
Can I have duplicate enchantment auras on the same creature?
Example: I enchanted my Kor Spiritdancer with Ethereal Armor, can I cast another Ethereal Armor on her?

Yes or no, and what's the ruling reference?