texts: Are Plenty Of Ammo cards discarded after using them?

texts:
A friend who recently bought Zombicide: Invader was pretty sure that you have to discard "Plenty of Ammo" cards after using their ability. He said he also checked online and found rules stating this (no idea where he found those). He stated that the word "once" in the card text was supposed to mean just that.

Is he right, though?
Do you have to discard a "Plenty of Ammo" card after using its ability?

Here is an example from Zombicide: Black Plague (but the wording is the same for all Zombicide editions, afaik)


texts: Maecenas and Rome (B): are the extra Leaders also free?

texts:
The Leader Maecenas allows to build Leaders for free (Leaders, page 6):

  As soon as Maecenas enters play, his controlling player can recruit all of his or her future Leaders for free (during the Recruitment Phase), without having to pay their coin cost.

The Wonder Rome (B) allows in its second and third stage to build additional Leaders (Leaders, page 12):

  The second stage is worth 3 victory points and the player can immediately put in play an extra Leader (by paying 2 coins less than its printed cost).
  The third stage is worth 3 victory points and the player can immediately put in play an extra Leader (by paying 2 coins less than its printed cost).

If the Rome (B) player has recruited Maecenas, can the additional Leaders (from the 2nd/3rd stage) be built for free?

I wonder because it says "during the Recruitment Phase", but when building the wonder stages, you are not in the Recruitment Phase, are you? So this would mean that Maecenas’ effect doesn’t work for the extra Leaders, unless this is an oversight, or am I missing something?


texts: Who wins when everyone takes lethal damage simultaneously?

texts:
I am building an edh deck for about 5 dollars and was wondering,
If I cast Sickening Dreams dealing more than enough damage to kill my opponent and I at the same time, who wins?


texts:
I have a question about the ending/scoring of a Go game. Specifically regarding territory inside of territory. For example, in a position like this:

$$ ---------------------
$$ | . . . . . . O . . |
$$ | . . X . . . O . . |
$$ | . X . X . . O . . |
$$ | . X . X . O . . . |
$$ | . . X . O . . . . |
$$ | . . O O . . . . . |
$$ | O O . . . . . . . |
$$ | . . . . . . . . . |
$$ | . . . . . . . . . |
$$ ---------------------

How would the scoring work, Would white get all of the upper-left territory, or would he get all but the territory inside of blacks stones? Thanks!


texts: What card game is popular today, fun for kids, and is a worthy investment at a reasonable cost to my wallet?

texts:
So my son, who is 8 years old, is just noticing his friends getting into card games like Pokemon.  I collected sports cards when I was his age and still do.  I never got into the card games like D&D, Magic, Pokemon, etc.

I'm trying to figure out the balance between what's popular today, fun for an 8 year old to play, and what would be a good investment for him down the road, if he were to collect them as a hobby as well as play.

Can the Card Game Gurus enlighten me as to what card game is popular today, fun for kids, and is a worthy investment at a reasonable cost to my wallet?


texts: Is a player forced to cast a spell which originally had an illegal target?

texts:
Say a couple of turns prior, NAP played a Temporal Mastery and instead of exiling it as instructed, put it into his or her graveyard. Consider AP as a beginner to the game and does not know NAP should have exiled their Temporal Mastery. This error is not caught as it happened and turn(s) have elapsed since.

During the current turn, AP attempts to use a Surgical Extraction targeting NAP's Temporal Mastery (which I should remind is in their graveyard). NAP now realizes their error and calls a judge.

Is AP forced to pick a new target for their Surgical Extraction, does Surgical Extraction fizzle, or does the judge instruct NAP to exile their Temporal Mastery and AP to return Surgical Extraction to their hand? What are the violations each player has made?


texts:
I've recently begun memorizing totals of common multi-run combinations to help score cribbage hands.  I've seen some others do this as well.

Short-Hand Examples:

AS AC 2H 3H | 6D - A double-run of three for eight.
AS AC 2H 3H | 4D - A double-run of four for ten.
AS AC 2H 3H | 3D - A double-double-run for sixteen.
AS AC AD 2H | 3D - A triple-run for fifteen.

The alternative methods of counting these hands can be rather long and cumbersome, and can add to what might already be a rather complex hand if there's also fifteens involved.

Long-Hand Examples:

AS AC 2H 3H | 6D

A run of three for three, a run of three for six, and a pair makes eight.
Two runs of three for six, and a pair makes eight.

AS AC 2H 3H | 4D

A run of four for four, a run of four for eight, and a pair makes ten.
Two runs of four for eight, and a pair makes ten.

AS AC 2H 3H | 3D

A run of three for three, a run of three for six, a run of three for nine, a run of three for twelve, a pair for fourteen, and a pair make sixteen.
Four runs of three for twelve, and two pairs make sixteen.

AS AC AD 2H | 3D

A run of three for three, a run of three for six, a run of three for nine, a pair for eleven, a pair for thirteen, and a pair makes fifteen.
Three runs of three for nine, and trips make fifteen.

Nightmare Example:

7S 7C 7H 8D | 9C

Really Long:  Fifteen two, fifteen four, fifteen six, a run of three for nine, a run of three for twelve, a run of three for fifteen, a pair for seventeen, a pair for nineteen, and a pair makes twenty-one.
Somewhat Short:  Fifteen two, fifteen four, fifteen six, three runs of three for fifteen, and trips make twenty-one.
Short-Hand:  Three fifteens for six, and a triple-run makes twenty-one.

Is it a commonly accepted method to use the above short-hand combinations to announce your score?  Are there any tournament rules for or against this?


texts: Does Master of the Veil work on Megamorphs?

texts: Assuming I have Master of the Veil face down and Stratus Dancer face up, can I flip Stratus Dancer back over with Master of the Veil? I do not know of Megamorph falls under Morph. Are they completely different, or is Megamorph and instance of Morph?


texts:
I play Magic: The Gathering, one of my son's plays Pokemon, and the other plays Yu-Gi-Oh!

I got a deck building tool for my iPad to build Magic decks, but I am curious if there is an app for building decks for all three card games. Ideally one that knows the rules about different styles of decks and card games too.

The ideal tool would sync the decks between my iPad, Mac and Windows computers, but that may be asking to much.


texts: Hadana's Climb / Winged Temple of Orazca - how to apply The Layer System?

texts:
A friend and I were trying to work out how to apply the Winged Temple of Orazca's ability: "Target creature you control gains flying and gets +X/+X until end of turn, where X is its power."

We're both quite new to MTG, so were wondering whether "where X is its power" meant:

Power value printed on the creature card (aka Base Power); or,
Power based on all combined effects currently applied to the creature.

We settled on Power based on all combined effects. But since then, I found out about the Layer System aka Interaction of continuous effects. If I'm reading this correctly, it says that +1/+1 Counters are applied after the +X/+X ability of Winged Temple of Orazca (because the ability would come under "Effects that modify power and/or toughness" in Layer 7c, whereas Counters are Layer 7d)...

Here's an example, listed by time of casting:

Creature      Thrashing Brontodon           3 /  4
Aura          Oakenform                    +3 / +3
Equipment     Short Sword                  +1 / +1
Counters      from Hadana's Climb     3 x (+1 / +1)
Ability       Winged Temple of Orazca      +X / +X where X is power

So, if we assumed +X/+X is applied based on all combined effects, the Brontodon would be 10/11 at the point the Ability takes effect. So X would equal 10 and the Brontodon becomes 20/21.

But, if the Counters aren't applied until Layer 7d - and the Aura, Equipment and Ability are all in Layer 7c - then the Brontodon is 7/8 at the point the Ability takes effect. X equals 7 and the Brontodon becomes 14/15. Then the three +1/+1 Counters are applied and the Brontodon ends up as 17/18.

Is that a correct interpretation of the Layer System?


texts: Game with many black and white pieces and 3 red

texts: I played this game a while back and thoroughly enjoyed it but forgot the name. It consists of a board, 3 red pieces and a ton of black and white pieces. Each player can move a piece in any straight line in their turn, even onto opponent pieces, but cannot end on an empty space. Stacks are owned by the player with the colour on top of the stack, and each stack can only move the same number of spaces as pieces in the stack. If a piece is not directly connected to one of the red pieces (which I believe have the same name as the game), it is removed from the game. The winner is the player with the largest stack at the end of the game.


texts: Exchanging control of creatures that have since left the battlefield

texts: If my opponent casts Switcheroo targeting my 3/3 and his 1/1 and I immediately cast Shock to kill his 1/1 will he still gain control of my 3/3?


texts: With "Boink" and "Crab Legs" robots can move sideways. Can they push other robots then when not facing them?


texts:
Tidal Warrior has an ability which says:

  {T}: Target land becomes an Island until end of turn.

If I use this ability to change an opponent's land to an Island, then attack with a creature that has Islandwalk, would this mean that creature can't be blocked?


texts:
In the fishing addition to Settlers of Catan the robber can be removed from the board by using two fish. The question then is can a knight from the pack of Development cards be used to bring the robber back into the game by putting it on an opponents resource?

My question is not answered by the first respondant as in the fish game the desert is replaced by a lake and the robber is move completely off the board with two fish. The question then is can the knight bring the robber back into play from this position?


texts:
If a weak creature with death touch attacks a tougher creature, does my own creature die as well?

If I have a 2/2 with death touch that attacks a 4/4, the 4/4 will die but what will happen to my 2/2?


texts: How can I use Board Games to help learn English?

texts:
I have set two goals here:

Introduce my wife to board gaming
Improve her English.

Does anyone have personal experience with similar goals that could recommend a best course of action?


texts:
I'm trying to remember the name of a board game based on the phone game 'snake'  This hasn't been easy to google as 'board game' and 'snake' return Snakes And Ladders.

I recall playing the game approximately 8 -10  years ago so would be at least as old as that.

Each player had a snake made up of wooden pieces.  Players gave snakes movement orders with cards to go forward, left or right.  I think you laid them face down in front of you for next three turns so all players would execute there first move and then lay a card for move in three turns time.

The objective I think was to collect 'apple tokens' which appeared on the board.  As you did this your snake grew by adding a wooden piece to the end of it.  I think each snake had a head piece which you moved and then just picked up the last part of the snake and moved to to the front to connect the head.

In terms of design I recall the board being a grid shape and decorated in forest/grassland green colours.

Hopefully this rings a bell with someone.


texts: Does Aligned Hedron Network exile creatures that enter after it does?

texts:
In conjunction to my previous question here, I created some confusion for myself. I want to know how this scenario would pan out:

My opponent casts 2-3 huge creatures (say Eldrazi Devastator, Ruin Processor, and Ulamog, the Ceaseless Hunger)
On my next turn, I play Aligned Hedron Network, exiling these three creatures.
On my opponent's next turn, he is unable to destroy AHN.
I play Ulamog's Despoiler, and choose to send Ulamog and Eldrazi Devastator to the Graveyard from Exile.

After this process, if my AHN is still in play, will my Ulamog's Dispoiler be exiled? I think not, because of the text, "When Aligned Hedron Network enters the battlefield exile ...". However, the last bit threw me off "until Aligned Hedron Network leaves the battlefield."

Which of these interpretations is correct?

Until AHN leaves the battlefield, all creatures with power 5 or more are exiled whenever they enter the battlefield.
All creatures on the field with power 5 or more at the time that AHN enters are exiled until AHN is destroyed.


texts: What is the mass (or density) of the average Jenga block?

texts:
I am attempting a project in which a robot needs to carry 5 layers of Jenga pieces around a course, while following a line and without dropping the stacked blocks. Figuring out the static frictional force needed to move the Jenga blocks off of one another requires certain values.

I already have the coefficient of wood on wood, which is 0.35, but I need either the average mass of a Jenga block, or the typical density of the wood used to make Jenga blocks.

Thank you in advance!


texts: What's a good way to shuffle small decks of cards?

texts:
In the Pathfinder Adventure Card Game, there are a lot of small deck of cards to shuffle: 1 to 6 15-cards character decks and 3 to 8 10-card location decks, depending on the number of players. Due to the way these decks are prepared or reset, cards usually end up in clumps of the same type.

With such a small deck, it's hard to riffle shuffle the cards and overhand shuffles don't separate the clumps too well. What's a good way to shuffle my cards?


texts: Are the (player) cards in your hand supposed to be face up or not?

texts:
In playing Pandemic, I've always played where the cards in your hand are face up - i.e., visible to everyone. It is a cooperative game after all, and looking at another player's cards is easier than asking everyone what they have each turn. Certain actions require you to have knowledge of other player's cards (e.g., Share Knowledge), so it doesn't seem to be prohibited that you do know what cards the other players have.

In watching a video of BoardGameGeekTV playing Pandemic (well, Pandemic Legacy), they keep their hands face down. The Pandemic episode of Tabletop had the players' hands face up. Which is the correct way to play?


texts: Do good bridge players memorize all cards played?

texts: Certainly, they track the quantity of each suit and the high value cards, but I'm curious if good bridge players also remember, say, whether someone ducked the ace using a 7 of spades vs a 6 of spades.


texts: Can Goblins conquer Lost Tribe regions for one less token?

texts: The goblins race power is to conquer in-decline regions with one less token. Do Lost Tribes count as in-decline regions? Are Lost Tribes considered an in-decline race?


texts: Making 2-player Starcraft more enjoyable

texts:
In theory and according to the rules book, Starcraft can be played by 2-6 players. From my own experience and what I heard from others, it does not work at all for 2 players. The random factor gets really high and the game--which takes quite some time to set up--is over within a few moves if one party attacks early on. It is not fun that way.

I have heard from others that it starts getting interesting with 4 or more players. Unfortunately we don't have that many players available, so I am looking for ways to make the game more enjoyable for 2 players. Can anyone provide such house rules or strategies?


texts: Are "Gods" indestructible even when they are not yet creatures?

texts:
As long as the card Nylea, Keen-Eyed -
(or the parallel red card, or Purphoros, Bronze-Blooded, or Athreos, Shroud-Veiled, or other specular cards, often with the subtype "God") -
is not yet a creature, since his devotion to the indicated color has not yet reached the sufficient value, does he still possess the indestructible ability? I'll explain better.

For example, since it's a card that's also an enchantment, could it be destroyed by a Disenchant as long as it's not a creature; or is the indestructible ability active even when it's not yet a creature?


texts:
Opponent melded and at same time picked the discards. Subsequently she finds out she has too few points to meld and therefore picks up her meld and returns the discards. I believe at that point the ten point penalty is applied.
On the same turn she then picks a joker and can meld if the ten point penalty is not applicable. It is her belief that since she picked the joker on the same turn, no penalty is applicable. I believe that the penalty is incurred because she had to pick up her meld and at that time she had no other cards in her hand to add to the meld to reach the required point total.

Is there a set of rules addressing this issue?


texts: When would you "slot" points in backgammon?

texts:
In backgammon, substantial value is placed on making consecutive points in your home board. So much so, that some players would use say, an opening 6-2 to place a lone, exposed, man on the five point, slotting it, and hoping to cover it on the next turn.

Suppose you got an opening 3-1 and "made" your five point. Would you then slot the four point with a 6-3 or 5-4, the way one might have slotted the five point with a 6-2?

I like to play an early 5-3 to the three point, because it increases the value of slots to the five and four points. Would many authorities recommend this play? Would they use 5-3 to slot the five point (like a 6-2)? Or would they play "safe" by taking two builders from the midpoint and putting them on the eight and ten points.


texts: MTG -- Search for a sorcery -- Green -- EDH

texts:
I am building an EDH/Commander deck and my commander is mono green...

I want a card or a combo that allows me to search my library for a sorcery card (or something similar).

Do you guys know something about this? I searched on scryfall and didn't found anything relevant


texts: Player draws a card before the previous player discarded

texts:
A player drew a card before the previous player placed down their discard card.

Does that card get forcefully removed from the player and shuffled back into the draw deck? Do they keep it if they decide it works with them? Do they get another chance to decide on the discard card vs the random card?


texts: What is the actual name of this card game similar to Go Fish, but with teams and complications?

texts:
I'm looking for the name of a game that my friends call Fish (note: not Go Fish). I have reason to believe this isn't the real name of the game, because I can't find a game called Fish (that isn't Go Fish) anywhere, even on Pagat. (It may be actually possible, in this case, that this game is uniquely new, created where my friends play it, but I still find this unlikely.)

The game setup works as follows:

The cards are grouped into half-suits: one low, one high, of six cards each. Low is 2-7, high is 9-A. There is a ninth half suit: the eights, and two jokers.
An even number of players four or more sit around a table; every other person is on the same team.
The cards are dealt out to completion to each player.
Players may not communicate about the game.

The gameplay works as follows:

When any player thinks the players on their team collectively hold all the cards in a half suit, they may say so. Cards in that half-suits are revealed, and if they're right, the team scores a point. If they're wrong, the other team scores a point.
The player whose turn it is may ask an opposing player for a specific card - suit and number - under the following conditions:

They must have that half suit in their hand.
They must not have the card they ask about in their hand.
If the player guesses correctly, the opponent hands them the card, and the player guesses again.
If the player guesses incorrectly, their turn ends and the opponent they asked the incorrect question to takes the next turn.

Game ends when one team scores five points.

There are another couple smaller rules, but hopefully this is enough to figure it out. It's mostly complete.

What is the actual name of this game?


texts: Do rules revert to 4 player rules midgame if someone gets eliminated?

texts: When playing a 5 or more player game of Twilight Imperium and someone is completely removed from the game, do you revert to picking two strategy cards each as per a 4 player game?


texts: Do you have to select a zombie before you roll a d6 for Shamble?

texts:
One of the zombie cards, known as 'Shamble', has the following card text:

  Play this card to move a Zombie D6 spaces instead of its normal move.

  "Look out!"

Do you pick the zombie, then roll to see how far it moves?  Or do you roll a d6, and then pick a zombie to move that many spaces?


texts:
With the new card Bruvac, the Grandiloquent, and the reformatting of mill as a keyword, I have a couple questions.
It specifically defines "if an opponent would mill one or more cards." Are they errataing things such as Tome Scour, which is clearly "mill?"
In the case that they are errataing, what about cards that are a little more unclear? For example, Tunnel Vision reads "If it is, that player puts the rest of the revealed cards into his graveyard." Because this does not directly read "puts the top N cards of their library into their graveyard," does that mean this is not "mill," and won't be affected by Bruvac?


texts: What variables should a Zendo game contain if it's being played with new players?

texts:
The game Zendo is an icehouse game of inductive logic. There are many different variables possible in the game (size, shape, orientation, pointing, etc...). One way of limiting rule difficulty is to limit the number of variables allowed in the rule.

What is your favourite set of variables when playing with new players? What's the best way to introduce new variables to escalate difficulty? What variables have caused more problems then they're worth?


texts: Can a well-timed Twisted Image kill a player using Tree of Redemption?

texts:
What happens if my opponent activates Tree of Redemption and I cast Twisted Image with the life-exchange ability on the stack?

Looking at the comp rules, these seem most relevant:

  701.8a A spell or ability may instruct players to exchange something (for example, life totals or    control of two permanents) as part of
  its resolution. When such a spell or ability resolves, if the
  entire exchange can’t be completed, no part of the exchange occurs.

  Example: If a spell attempts to exchange control of two target creatures but one of those
             creatures is destroyed before the spell resolves, the spell does nothing to the other
             creature.

  112.7a Once activated or triggered, an ability exists on the stack independently of its source.    Destruction or removal of the source
  after that time won’t affect the ability. Note that some    abilities
  cause a source to do something (for example, “Prodigal Sorcerer deals
  1 damage to    target creature or player”) rather than the ability
  doing anything directly. In these cases, any    activated or triggered
  ability that references information about the source because the
  effect    needs to be divided checks that information when the ability
  is put onto the stack. Otherwise, it    will check that information
  when it resolves. In both instances, if the source is no longer in the
  zone it’s expected to be in at that time, its last known information
  is used. The source can still    perform the action even though it no
  longer exists.

Is the entire exchange ability countered because the Tree is dead by the time it resolves? Or do we use the "last known state" (toughness 0), thereby killing its controller?


texts:
First off I'm not sure what a Rotate Dial is actually called. I am thinking of something similar to a HeroClix base (a rotating top piece with a hole, which reveals different stats on the bottom piece as it rotates), but I'm trying to make them out of cardboard. So a 2 circle pieces of chipboard, one with a notch cut out, and somehow attached.

I was thinking I can attach them together with a plastic (or metal) rivet. However since my pieces are smallish ~1.5in, I'm having a hard time finding a small enough rivet.

Is there a name for this?

Is there a known good way to make this thing?


texts: What happens if I pocket both players' last C/m and the Striker in one shot?

texts: Suppose I pot the last red C/m, the last white C/m and the Striker together. The Queen isn't on the board. Is that a win for me or do I return the C/m with a penalty?


texts: PDS II space cannons of third-party players

texts:
The PDS II upgrade allows your PDS units to use their Space Cannon abilities on adjacent systems (as does the Xxcha Flagship).  How does this work for third-parties involved in the combat?

For the sake of example, the L1z1x control Mecatol Rex and the Federation of Sol attacks Mecatol Rex (anyone getting deja vu?).  The Xxcha player have Space Cannon (x3) in an adjacent sector that can be applied to Mecatol Rex.  Which of the following is the Xxcha allowed to do?

Not fire their space cannons
Fire against the Sol ships (the active player)
Fire against L1z1x ships (the inactive player)
Split their space cannon dice among the Sol and L1z1x ships


texts: If I use a trainer card that removes damage, can I remove less than that amount of damage?

texts: If a trainer card states that it removes 60 points of damage, can you use it to remove 50 points or less of damage?  I have one card that says up to 30 points of damage, so I know I can use it to remove 10, 20, or 30, but this card states 60 and does not use the words "up to".


texts: Do professional-level Go players memorize a list of endgame positions as part of their training?

texts: As in this question there were two questions, I extract the second question here.


texts: Should players recount their moves during deliberation in Werewolf? What if no werewolves?

texts:
I've only played about 10 games of ONUW and during deliberation on who to vote out, a trend emerges: we often discuss what we did and try to deduce who is who.

Say there was a Seer, Troublemaker, Robber, and Village Idiot, each one would tell everyone else which cards they looked at/swapped around, so much so that by the end of the deliberation, we usually have all of the players correct. Is the game meant to be played this way? Is there any benefit to a villager telling a lie?

What if no player has a werewolf (say they're all in the middle). Is there a way villagers can even win the game? A villager must be voted out (unless there's a draw?).


texts:
I've been playing magic on and off for a long time. The most recent time, however I've been taking a closer look at rules and action orders.

The main thing that I've been doing now is cloudshifting allies in and out of play. I need explanation on returning to exile at the end step. Blessed vs. Cused spotlighted a card that exiles all creatures I want that I control and sends them back at the end step. I didn't know it was any different from returning during the rest of the turn, until a buddy said something about it being different. He basically said that instead of returning one by one and triggering separately each time, they all hit at once and only trigger once.

Is this true? If it is can someone explain the ruling and process?


texts: Spoons - How to evenly distribute the spoons when playing in a rectangle

texts:
When you're playing the game of Spoons, it's a really good thing to have all the spoons distributed in way where they're all equidistant from the players.  This is easy to do at a round table.  However, at a rectangular table, it seems like it's hard to keep it balanced.  When I've played at a rectangular table, we usually have the spoons laid out like this:

However, this gives players at/near the ends a disadvantage.  When someone grabs a spoon and the free-for-all starts, players in the middle have a wide selection, even after several have been grabbed.  But players at the end have farther and farther to reach as the spoons on the ends get taken.  Often, the player without one is on an end.  Is there an better way to keep things balanced at a rectangular table, without giving anyone an advantage/disadvantage?


texts:
I've been playing Hold 'Em for a while, and I've considered a variety of different strategies.  However, one thing that's always left me a little baffled is "donk" betting.  Rather, betting into the pre-flop raiser on the flop (before he/she had the chance to bet).

What's the purpose of this play?  When might be a good time to "donk" bet?

This play seems to have a bad reputation, but what is so bad about it?  Rather, how do bad players misuse the "donk" bet?


texts: Typical situation: you fly into an enemy sector and pin some ships there with your ships. Now the enemy builds some starbases to pin your ship and let them be pinned so he can move his ships out of the sector (and into yours). Is this legal?


texts: How should your strategy in Power Grid change after about 10 to 12 cities?

texts:
This episode of The Little Metal Dog Show has an interview with Friedemann Friese where he talks about the design of the Power Grid: The Robots, and mentions that the robots can do well up to about 10 to 12 cities, but after that do very poorly because that's the point in the game where typically human players have to change their strategy in order to win.  (That part of the interview begins at 20 minutes 50 seconds.)   However, he doesn't go into any detail about what this change typically involves.

I'm interested in how experienced players of Power Grid would say that their strategy changes at this point in the game?  (I'm a very inexperienced player, although I've loved the games that I've played.)


texts:
After popping cards in play, the 2nd to last thing in your turn is to replace the cards you popped on the board.

When replacing them, are they required to be in the same orientation as the ones you popped originally?  We have been playing that you do, but I was not able to find (maybe just blind) a rule expressly stating that one way or the other.


texts: How works exactly the bonus tile that gives you '+1 river shipping'

texts:
There's a bonus tile with a +1 river shipping distance. On the official rules on appendix IV: bonus tiles, talking about the shipping half of the tile it reads (translated from Spanish) 'Moreover, your distance shipping value adds 1 during second phase. On last round, it doesn't counts on final point count'. It seemed quite clear untill we actually played it. The question is:

Does the uses of this tile means you add +1 automatically without investing resources?
Does this implies you must use one of your phase 2 actions in order to use it?

For the sake of gaming balance on our gaming group, we have established the house rule that you must use the first action on phase 2 using this tile, so you add the +1 for free.
But, there's an official position about using an action or not?


texts:
In Spades, the variant "Spades mirror" means that each player must bid exactly the number of Spades cards she got.

This variant remove the bidding phase of the game and leaves only the playing.  Sums of bids are always 13 and players have knowledge of how many spades each player poses.

My question is, what are the main differences in the game play from the regular Spades, I mean how my strategy should change?


texts: Carcassone scoring for a city with a mayor and a cathedral

texts:
How do you score a city that has both a mayor and a cathedral? We ended up making each tile worth 3 points for the cathedral plus 1 point for each shield/banner in the city for a total of 6 points per tile.

Was that correct?

I'm playing with the Inns and Cathedrals and the Mayors and Abbeys expansion packs.


texts: Can having a short break help improve at Go?

texts:
I'd like to know if taking a little break can be a good idea in go.
I've read several threads saying that people became stronger after a short break.

Can it be true ? Is there some subconscious learning while not practising ?
Is there a possibility to forget bad habits during this period ? And how long should the break be ?


texts: If I play a card as part of a start/end of a turn effect, do I apply their start/end of turn effects as well?

texts: Say that I have a start or end of turn effect that requires me to play a card (such as La Capitan's La Paradoja Magnifica, where at the start of the villain turn I play the top card of the villain deck). In the event that the card I play also has a start or end of turn effect, do I activate that too?


texts: Does the Visionary's Mass Levitation power apply to Scum and Villany?

texts:
In the Sentinels of the Multiverse card game, the Visionary has an ongoing card Mass Levitation with the power:

  Until the start of your next turn, reduce damage dealt by environment cards by 3.

The Scum and Villany environment card from the Rook City expansion states:

  At the start of the environment turn, the villain character card deals each hero target H minus 1 melee damage and destroys this card.

So, if I had four heroes, Scum and Villany would result in all of my heroes taking three melee damage.  Can Mass Levitation's power prevent this damage?

My assumption is that even though the environment card triggers the villain card dealing damage to the heroes, the villain card is the actual source of damage for calculating effects, damage reduction, nemesis damage, etc.  Is this assumption correct?


texts: What is the order of permanents destroying via "Destroy Them All!"?

texts:
An opponent has a creature "powered" by the Backup Copy. I play Destroy Them All! and target both the upgrade and the creature. Does the creature go on the top of the opponent's deck and why?
In other words, what is the order of destroying? Upgrade, then creature → creature goes to the discard pile? Creature, then upgrade → creature goes on top of the deck? In the latter case, the upgrade does no get destroyed by the Destroy Them All! effect actually.


texts: Shuffling cards causes uneven mana distribution - ways to fix that?

texts:
I am a newbie Magic player who is suffering from frequent bad luck with mana distribution in the deck.

I am shuffling cards regularly between rounds and matches, and I use mixture of overhand and pile shuffle (4x2). After game, I drop 1-2 cards from graveyard or play on each land in play, and I put the block in the library. I do few overhand shuffles, and before match I do pile shuffle. However, having multiple lands at the bottom of my library after a mana-screw game has happened twice in two weeks.

What am I doing wrong, and is there a better way to ensure land randomization in the deck?


texts: How many of each type of path cards are there in Saboteur?

texts:
I lost 4 Saboteur path cards, and want to print my own versions as substitutes. However, I don't know which 4 cards I lost. How many of each type of path card are there in the game?

Edit
I managed to find a Saboteur card breakdown image with a count of each type of card (see link).

Here is my count based on that image.
Here is how to interpret the ASCII art: each card is represented by a 3x3 square, with x denoting that part of the card is filled with rocks.

x x         x x         x x         xxx         xxx
x x = 4     x   = 5         = 5     x   = 4       x = 5
x x         x x         x x         x x         x x

xxx         x x         x x         xxx         xxx
x x = 1      xx = 1      x  = 1     xx  = 1      xx = 1
x x         x x         x x         x x         x x

xxx         x x         xxx
  x = 1         = 5         = 3
xxx         xxx         xxx

x x         x x         xxx
xxx = 1         = 1      x  = 1
x x         xxx         xxx

This gives a total of 40 path cards. However, my manual indicates that there are 44 path cards, 27 action cards, 28 gold nugget cards, 7 miner cards and 4 saboteur cards. I only counted 40 path cards (excluding the start card with the ladder, and the 3 destination cards). Am I indeed missing 4 cards, or is the count given in the manual wrong?


texts: Do I draw a card in this situation with Oblivion Ring in MTG?

texts:
Situation:

My opponent has an Oblivion Ring exiling my Wirewood Savage. I play Beast Within targeting the Oblivion Ring.

The following things will happen:

The oblivion ring will be destroyed
A beast will be put on the battlefield
My Wirewood Savage will come back

But in what order? I want to know whether or not I'll be able to draw a card by Wirewood Savage's effect.


texts:
If Angelic Wall (0/4) blocks a creature with a power of 5, would Angelic Wall die? My brother is playing Magic 2013 on his iPad, and basically when his creatures with Defender (the ability) blocks a stronger creature, the defenders never die.

I keep telling him they do die in the actual card game but every reference I find just says they do not attack but not whether or not they die. His reasoning is that they just absorb damage to lessen the affect of trample, for example.


texts: When should I start collecting Victory Points in Dominion?

texts:
When is a good time to start collecting victory points... is it good to wait until toward the end, or seldomly through the beginning of the game?  The tradeoff too early is they can clog up your deck, but too late then you can't acquire enough victory points to win the game...

Any strategies?


texts: How do I deal with 'take backsies', particularly in Twilight Imperium?

texts:
I was playing twilight-imperium with an opponent who would often 'take back' or 'adjust' moves.

In general I'm OK with this if:

The player is new to the game
It is a minor tweak on a part of the board that doesn't effect me directly (e.g. changing your mind on what planets to exhaust to pay for units)

The problem is that this player doesn't satisfy either of my criteria, because:

The player actually owns the copy of twilight-imperium that we're playing
The 'take backs' involve changing how many units to commit to battle after that combat has been resolved

During the game I expressed my displeasure, which was heard by the table. It's the only time I've seen a player be eliminated from the game. Obviously the player didn't like this, so 2 of the 6 players didn't have a great time.

So, my question is how can I encourage a 'no take backsies' policy in the game?


texts: Do wounds carry over between chapters (Mice and Mystics)?

texts: The rules are unclear, and the FAQ on the Plaid Hat website does not address this issue. Does anyone know if any wounds on the mice carry over between chapters when playing Mice and Mystics as a campaign?


texts: Let's say I have a god in the battlefield for more than one turn. And this turn I summon a creature that "completes" my devotion to the god. Can the god attack this turn? or it is affected by the summon sickness?


texts: Space Marine Attack Bike Twin-Linked bolter

texts:
According to page 62 of the Codex: Blood Angels (5th), the Space Marine Bike are equipped with twin-linked bolter.

According to the army list, neither Attack Bike Squad nor Bike Squad mentions this option.

My understanding is that even if not mentionned in the army list (and not errata has been written on this), the attack bike will thus have the TL bolter + a heavy bolter. Both SM on the bikes also carry a bolter pistol.

My understanding is that during the shooting phase I can fire both TL bolter and heavy bolter (same target)? Or that I can fire the heavy bolter and a bolter pistol, or even just two bolter pistols.

Am I correct?

Now, if an attack bike loses a life point (out of two), can I still fire both TL bolter and heavy bolter?


texts: Why does a Thunder hammer have Concussive?

texts: In the Space Marine Codex, the Thunder hammer has the Concussive rule, allowing it to force the model it hits to Initiative step 1 during that Assault Phase. However, it also has the Unwieldy rule, meaning that it hits on Initiative step 1 in the first place. Is this some sort of hiccup in the rules, or am I forgetting something?


texts: How does this interaction between Black Sun's Zenith and Geralf's Messenger resolve?

texts:
My opponent has a Geralf's Messenger in play with a single +1/+1 counter on it. He also has a  Diregraf Captain in play. Due to the combined effects, the Messenger is a 5/4.

When I cast a Black Sun's Zenith with X declared as 3, what happens to the Messenger?

From a first glance, the messenger would die while it still had a +1/+1 counter on it. Is this correct?


texts: What are the differences between the oldest (EON) version of Cosmic Encounter and the newest (Fantasy Flight)?

texts:
I played hundreds of games of the EON version of Cosmic Encounter when younger but have not played the Fantasy Flight version, which is now the 5th version of this game. Including the expansions from both sets, what are the differences between the two versions?

I'm most interested in any changes in strategy, rules, feel of the play, and types of powers. No need to discuss the specs of the game (numbers of cards, numbers of powers, etc.) which are easily found online.


texts: I was wondering whether there is a card that can make a creature a horror in addition to its other types. The card type does not matter. Is there a card like this?


texts: We totally don't understand how to start playing Shadows over Camelot. I only have three total players. We each have a die, 5 white cards, 1 loyalty card, and a coat of arms & have placed our respective miniture at the round table & have placed each a white card from our individual hands face up on the round table. All display fight 2 are numbered 2 and the other is number 1. What do we do now? We are all first-time players.


texts: In Dos when is it too late to shout "Dos"?

texts:
If a player lays out all their cards during their turn without calling Dos (technically ending the game), can another player call Dos on the player if they don’t notice during the time they are laying down the cards?

The game specified exact steps for when to move cards over and when to lay down bonus cards. We’ve been playing that we have until discarding to call Dos, but this doesn’t really give the other players an opportunity to call Dos in this situation. It’s happened a couple times now that Dos hasn’t been called because we’ve allowed that leeway for all other plays.

Now some feel this is unfair even though that was what was agreed in the beginning. However, cards are not moved to discard until the laying down is done so it really doesn’t work when going out. We see that needs to change, but the real question we are asking is:

Can someone call Dos after the game is technically over?
If they don’t call before the cards are laid down is it too late?


texts: If I cast Fling, can I deal damage to my opponent equal to the sacrificed creature's Power or does it only target Creatures/Planeswalkers?


texts: Is giving away items as bribes to other players restricted to table cards?

texts:
Under "trading" in the Munchkin instructions it states that:

  You may trade Items (but not other cards) with other players. You may only trade Items from the table - not from your hand.

but in the following paragraph it says:

  You may also give Items away without trade, to bribe other players - "I'll give you my Flaming Armor if you won't help Bog fight that dragon!" You may show your hand to others. Like we could stop you.

In the "Asking For Help" section it says:

  You can bribe someone to help. In fact, you'll probably have to. You may offer your helper any Item(s) you are currently carrying, or any number of the Treasure cards the monster has.

And at the beginning of the "Turn Phases" section it says:

  At the start of your turn, you may play cards, switch items from "in use" to "carried" or vice versa, trade items with other players, and sell items for levels

This would mean that carried items are those in your hand and would cause bribes to function differently than standard trading. Does this mean that "bribes" can only be given from you hand?


texts: Whenever you gain life put a counter. At the end of turn or by each time you gain life?

texts: I control an Archangel of Thune and a Seraph of Dawn. My opponent attacks and I block with seraph of dawn. I gain life, do I put the counter right away on my archangel of thune so I can block the other creature as a 4/5 archangel of thune instead a 3/4. Or the life gain effect triggers at the end of the turn?


texts: How the game actually end for Carcassonne?

texts: There are 71 (excluding starting tile) playing tiles available and this number seems not equally divided by 2,3,4 or even 5. According to the rule we have to finish all the tiles. Does this mean the player who starts first get the advantage of playing more tiles?


texts: Activating Field of Ruin's ability without a target

texts:
The activated ability of Field of Ruin states:

  Destroy target nonbasic land an opponent controls. Each player searches his or her library for a basic land card, puts it onto the battlefield, then shuffles his or her library.

Can I use this ability to make all players search out a basic land card even if the first part has no valid target, for example because there is no nonbasic land to destroy?

I am assuming the period matters, and the next section is a different effect that is not contigent upon the first resolving.


texts: How does removing +1/+1 counters during combat affect abilities granted from having that counter?

texts: If I block a flyer with a non-flying non-reach card granted reach by having a +1/+1 counter and the card longshot squad on battlefield and then remove the counter with retribution of the ancients before damage is dealt, is that card no longer able to block?  Or if the same creature attacks with abzan falconer and then has the counter removed after blockers are declared?  Would they be able to redeclare a blocker?


texts: How does Valakut trigger with a card like Harrow or Scapeshift putting multiple mountains into play?

texts:
Valakut, The Molten Pinnacle has an effect that triggers when mountains enter the battlefield.

  When a mountain enters the battlefield, if you control 5 or more other mountains, Valakut deals 3 damage to target creature or player.

If a player has for example 4 mountains and 3 forests in play, and casts a spell such as Harrow, sacrificing a forest to fetch 2 mountains, bringing the total count up to 6, does Valakut trigger?

How does this work with a card like Scapeshift, which would allow you to sacrifice all of your lands and fetch a valakut and 6 mountains?


texts: How to deal with Avenger and Overload Pulse

texts:
In my last game of Star Wars Armada, I flew an ISD II as Avenger and an Interdictor equipped with Overload Pulse and Disposable Capacitors.
My commander was Darth Vader, ensuring the OP trigger and an unfriendly result for the ISD attack.

The effects on the rebel ships were... exciting (took one attack from both ships to blast the MC80 out of space). After deciding to not use this combination again for a long time (my rebel player refused to fight this combination again) I was wondering what one might do against this commbination, as it appears to me to be overpowered.

So what would be a strategy to fight this combination.


texts:
There are some reasons in Monopoly that your piece might be moving backward.  Picking up "Go back to Xyz Road"
The word "Pass" doesn't have an implicit direction, it just means to go from one side to the other side.
Its possible you might pass GO while doing so, but in reverse.  Since you're passing GO, do you collect the $200?   Or only while travelling clockwise around the board?
Inspired by In Monopoly, if your Community Chest card reads "Go back to ...." , do you move forward or backward?


texts: Is there any good cure in Midway for Japan's lack of search capabilities?

texts:
In Midway, the Japanese player gets only three (airborne) searches per turn. What's worse, he only only gets to search "areas" within 12 zones of his ships, while the American's Midway based planes get four searches per turn, across the whole board.

That means that the Americans can track the Japanese player's progress from the beginning of the game (first day), while the Japanese player doesn't have a chance find American ships until the middle of the first day at the earliest. And only if the American player isn't any good at hiding his ships.

One proposal was to give the Japanese player a fourth search. A second rule of the game is to allow "ship" searches. That is to say, that the Japanese player can search any area in which he has ships. Late the first day, he receives a reinforcement of four weak cruisers that are almost useless for defense, but can be used the second day (and later) for ship searches. That's potentially four more areas that can be searched by ships, to complement airborne searches.

A house rule that I played with years ago was to allow area searches by combat squadrons, that is one torpedo or dive bomber squadron per area searched. These units had to be put in a separate group, and could not be used for combat the same, or the following turn. And they were subject to the seven square distance rule. Nevertheless, they afforded the Japanese player the chance to "blanket" a portion of the board with searches.

What means have players used to compensate for the problem of the Japanese player having so few searches? Or are the better players so good that three searches is "enough?"


texts:
If I am eliminated by an exploding kitten, the instructions say to discard all my cards, including the kitten. So they go to the discard pile.

Now, if I play a combo of five cards, can I take the kitten from the discard pile? And if so, what happens with it? There is nothing in the rules prohibiting me from taking the kitten, and also nothing about what happens with the kitten. Is it just dead weight, or does it actually explode?


texts:
I'm trying to design a new game, where one of the key mechanics of the game is to make decisions (or let the dice make them for you). I'm trying to figure out how best to design this into a card, and make it look understandable, and not require too much space. Essentially what the players have is a decision tree, for those not familiar this would be an example:

I expect to have many of these tree (1 per card) and I need to figure out how to present them. I can think of two options, I can either:

Provide a visual representation of the Tree like above. My tree would most likely just contain numbers rather than captions on it and would have a textual section to accompany it.
Just provide a textual representation which for the example tree might be:

  1) Is the picture clear? Yes (goto 2), No (goto 3)
  2) Is there sound? Yes, No (goto 4)
  3) Is the Screen Blank? Yes (goto 5), No
  4) Check the mute button
  5) Is there sound? Yes, No (goto 6)
  6) Check power cord

So to try and keep this on topic, have you seen any other games that provide a decision basis like this and how've they accomplished it? Additionally do you think one of these is better than the other (and why)?

EDIT

Freekvd raised some good questions so I'll incorporate these in:

What kind of tree complexity are you considering?: Generally I'm trying to keep them simple, sharing nodes as much as possible. Nodes would normally converge (I wouldn't really expect more than 2/3 at the same level).

Does a node always have two branches? Yes, essentially success or failure.

Do you have a maximum tree depth in mind? – A maximum of 5 items (including a terminus deep), although they tend to be quite narrow.

Here's an actual example of one of medium complexity at present:


texts: If a player sets a monster that is revealed to be invalid when it is flipped face up, what happens?

texts:
Say that a player sets a monster. It sits there for a few turns and then the opponent attacks it, flipping it face up. Unfortunately, it turns out that it couldn't have been set. Perhaps it was a Link Monster (which can never be put in Defense Mode) or a Tribute Monster that was set without the proper tribute.

What happens? Given that a few turns have passed, it may be impossible to "rewind" to a point where the monster was set, so I'm not sure how the game can continue. In a tournament, would the player who illegally set the monster be required to forfeit the game?


texts: If I activate the effect of Hand Destruction but I send Kidmodo Dragon to the graveyard, can I activate Kidmodo Dragon's effect?

texts: Lets say I have a hand consisting of: "Kidmodo Dragon", "Red-Eyes B. Dragon", and "Hand Destruction". If I activate Hand Destruction and discard Kidmodo Dragon, can I activate Kidmodo dragon's effect and summon Red-Eyes B. Dragon before discarding the Red-Eyes B. Dragon?


texts:
Of all keywords, fight is the most confusing to me.

Whan creature X fights creature Y, do you only count plain power/toughness? How do you count enchantments, counters, static abilities of other creatures? Can you activate abilities? Can you cast instants?


texts: Gideon Jura vs an opponent with multiple combat phases

texts:
Say I've played Gideon Jura's +2 ability:

  During target opponent’s next turn, creatures that player controls attack Gideon Jura if able.

My opponent has attacked with Combat Celebrant and exerted them for another combat phase:

  If Combat Celebrant hasn’t been exerted this turn, you may exert it as it attacks. When you do, untap all other creatures you control and after this phase, there is an additional combat phase.

On their first attack step, they attack Gideon Jura and he dies. Then on my second end step, what can they do?


texts:
In Splendor there is a max coin limit of 10. If I exceed that limit by one, Would I need to return the most recently acquired coins, or could I return any in my hoard?

The rules:

  A player can never have more than 10 tokens at the end of
  their turn (including jokers). If this happens, they must return
  tokens until they only have 10 left. A player can return all or
  some of those they’ve just drawn.


texts: Is it worth it to buy booster boxes or singles to collect 4 regular and 4 foil Cards

texts:
Suppose I wanted to buy 4 of each card in both foil and regular quality near the time when a set comes out. Which would be more cost efficient? Buying booster boxes or pre-ordering singles? Or maybe a combination or the two?

How would you go about collecting playsets of foil and regular cards?


texts:
There is a card in the Battlestar Galactica: Exodus expansion called "Best of the Best".  It says:

  Play before a piloted viper makes an
  attack.  Instead of rolling the
  attack, roll the die and destroy that
  many raiders in the viper's space
  area.

Question is:

Can this card be used to destroy heavy raiders in the viper's space area?

Can it be used to destroy heavy raiders in the viper's space area if a 7 or 8 is rolled on the die?

Can it be used to destroy heavy raiders in the viper's space area if Samuel T. Anders' "Longshot" ability is used to declare that the die result is an 8?


texts: Is it possible to use ritual effects to pay for Propaganda?

texts:
Is it possible to use ritualistic effects, i.e. instants that add mana to your mana pool, to pay for combat costs incurred by Ghostly Prison, Propaganda, etc.?

For example, if I have two copies of Battle Hymn in my hand and my opponent has a Propaganda, I could generate the two mana per creature needed to attack with all of my creatures. But if I cast them during Beginning of Combat, my understanding is that the mana drains before I can pay as I declare attackers. Is this correct, or am I missing something?


texts:
I played this game when I was younger but I cant remember its name, its a 2 player game,  3 cards in your hand, and then deal 2 cards face up in front of each person. You then have to each add a card from your hand to the face up card, with the aim being to have the highest combined numerical value (jack = 11, queen = 12, king 13 and ace 14). If you win, the face up cards on the table are discarded and you get a point (if there is a tie, then you both add another card from your hand and a third time if it is still a tie. if its a tie after the 3 hand cards then nobody gets a point). The unused cards in hands are added back to the draw deck and shuffled, the face up cards are discarded.You continue until there are not enough cards left in the draw deck to complete everyone's hands.
I'm trying to introduce it to friends , but I cant keep calling it "A card game I really like" does anyone know what its called?


texts: With regards to an effect that triggers when a creature attacks, how does it entering the battlefield tapped and attacking apply?

texts: Lets say I have Kaalia of the Vast on the battlefield. I attack with her, and cheat out Aurelia, the Warleader or Tyrant's Familiar. Would I get their "on attack" trigger? Or are they skipped.


texts: If I fail to defeat all defenders of a fortified site, does this count as a forced withdrawal?

texts:
Discussing combat, the rules (p.9, Combat Outcomes) say

  If you failed to defeat all the defenders of a fortified site, you have to withdraw back to the space you were attacking from. If it is not a safe place, Forced withdrawal rules apply.

The Forced withdrawal rule (p.9, *End of the Turn") says

  You must end your turn on a safe space.

  a) If you are not on a safe space, you must backtrack your move until you arrive at a safe space.

  b) For each space you move while backtracking, add a Wound to your hand.

Obviously, the fortified site with enemies remaining is not a safe space, and I am told to withdraw to my original space. On the other hand, the wording isn't explicit that this is a forced withdrawal.

So, do I automatically take a wound for failing to capture the site?


texts: What happens to Element cards spent when acquiring a new Element card?

texts:
In the co-op game The Big Book of Madness, the rules say the following about when you acquire a new Element card:

  As long as one is available, you can acquire 1 Element card of value
  2 or 3 from the middle of the table. You must spend Elements of the
  same type as the Element card you wish to acquire. [...] When you acquire an Element card, place it in your discard.

So you spend several Element cards to acquire a new Element card of the same combined value. The new card goes in your discard.

Do you destroy the spent Element cards or do they go in your discard as well?


texts: Difference between a knight and a meeple

texts: What is the difference between a knight and a meeple in carcassonne? What about the big Meeple? Can he count as a knight?


texts: Can an enchantment creature with hexproof be targeted by destroy target enchantment card?

texts: Can an enchantment creature with hexproof be targeted by a spell that destroys enchantments. For example, can Archetype of Endurance be targeted by Naturalize?


texts: What elements of Arkham Horror balance the difficulty across the number of players?

texts: I know the number of open gates that triggers the awakening of the Ancient One reduces as the number of players increase, and the number of roaming monsters in Arkham increases as well, so there is the crowdedness factor that seems more perilous. Also, there are two monsters per gate opening when there are 5+ investigators. Are there other factors? These factors don't seem as significant or maybe as linearly ramped as the balancing factors in Eldritch Horror where clues, gates, surges, and mystery requirements scale with every 2 added investigators.


texts:
If Cloudform is in play and is attached to a face-down (manifested) creature card, what happens to the face-down creature card if just the Cloudform enchantment itself is destroyed by another spell?

Does the face-down manifested creature remain in play, and can it still flipped up by paying its casting cost, or is the face-down card destroyed along with the enchantment?,


texts: Can Arlinn Kord's -1 ability target planeswalkers?

texts: Can Arlinn Kord's -1 ability (deals 3 damage to target creature or player) target another planeswalker?


texts: Can a phase requiring two colored sets be completed with the same color?

texts:
In Phase 10 can a phase requiring collecting x of one color and y of one color be completed using x+y of the same color?

E.G.
Can Candy Castle / Mountain Vista Phase 7 (4 of one color + 6 of one color) or Phase 8 (5 of one color + 5 of one color) be completed with 10 of the same color?

or

Can Cocoa Canyon Phase 3 (4 cards of one color + 5 cards of one color) be completed with 9 card of the same color?


texts:
One of the most commonly asked questions of beginners. How do ranks work in Go for amateurs?

Why do we start backwards? And why do we suddenly count upwards again? What is the difference between 9d and 9p? How is this related to rating? What are the basic differences between ranks used in different countries and different servers?


texts: Activate Aura of Dominion's ability on a creature Island

texts:
My Island becomes a creature which then I enchant with Aura of Dominion:

Can I pay the ability's cost of the Aura of Dominion with only the creature Island, because of some mana ability speed rules while declaring and paying costs?

We know that the deck KCI abuses this kind of trick to sack two artifacts simultaneously while declaring the payment:

  Scrap Trawler and Myr Retriever can sacrifice to return each other.

So wouldn't it be possible to simultaneously:

Declare the Island tapped for the part Tap an untapped creature you control
Pay the mana cost (1) with that same Island


texts: Can a Dimir Keyrune receive a Cipher, and does the encoded spell stay?

texts:
Here's the scenario (I hope I get this right by the rules): last turn, I summoned my Dimir Keyrune onto the battlefield. This turn, if I transform it into that "2/2 blue and black Horror artifact creature", I'll be able to attack with it. It will be unblockable, making it a good candidate for a Cipher spell. The transience of it being a creature, however, is a problem.

Whilst it's temporarily a creature, can I cast Paranoid Delusions and then encode it onto the Dimir Keyrune using Cipher?
When the Dimir Keyrune stops being a creature, what happens to the Paranoid Delusions encoded on it? Does Dimir Keyrune remain encoded? This would mean, I think, that in the future, transforming it back into a creature would mean I could attack with it and potentially cast Paranoid Delusions.


texts: I don't have as much information about the game as I wish.  I played it back in the 80's so it is at least that old.  It was a board game typical size and had squares around the edge of the board that you moved around with real life pictures of people.  I believe each person was assigned one of the people and they had a role and you tried to either figure out who the spy was or who everyone was.  I loved playing at my Aunt's as a kid but last time I went there and thought about it I couldn't find it.  Any help would be appreciated.


texts: In King of Tokyo when playing with 5-6 players, what happens when monsters die?

texts: When you get down to 4 or less monsters do you go back to only occupying Tokyo City and not both Tokyo City and Tokyo Bay?  I played my first game with 5 players and after few of us died we continued occupying both until it came down to 2 players and we realized it would not work with 2 players in Tokyo at the same time.  I could not find anything in the rules, but I suspect once you get down to less than 5 players, you only occupy Tokyo City.  However, I would like to know the actual rules around when you go from 5 to 4 monsters.


texts: In the final round of Lancaster do you only have to pay a ransom for knights involved in a battle that has been lost twice?


texts: Are there ways to estimate the value of development cards in Catan?

texts:
In Catan, a development card costs one sheep, one wheat, and one ore, three resources in all. Here are development cards that you might be able to get for those three resources:

Year of plenty. Two resources of your choice. This is a 3- for -2 trade, but you get two "scarce" resources for three that are (presumably) abundant. If you are playing an ore-wheat-sheep game, you are probably short of brick, and/or wood. This may be close to a "breakeven" trade.
Two roads. Two brick and two wood. Four resources for three. Plus the fact that brick and/or wood is likely to be scarce resources for you as discussed above.
Monopoly. Depending on when and how it is played, it can be an "explosive" card, both for helping your own development, and hindering all of your opponents.' Arguably the best card in the deck.
Victory point. Establishes a "basic" trade ratio of three resources for one victory point.
Largest army. Requires at least three knights, sometimes four or more. Let's say an average of four. Then you need 12 resources to get two victory points. That works out to six resources per victory point. The difference between knights and the above is that in addition to getting you two victory points, the four knights save you resources (and hurt opponents' production) by moving the robber away from you. These can be valuable if relatively few sevens are rolled in the game.

Are there experts (tournament players or at least bloggers/you tubers) who have created tables analogous to mine that can be used for a "check?" How do these tables differ from the above? Have I missed or overlooked anything?


texts: Can I steal a creature then block my own attack with it?

texts:
My opponent casts a creature. During my turn, I attack and cast Temporary Insanity on the creature and want to force it to block my attacker.

My opponent claims that since I control the creature and it is my turn, I cannot force the creature to block, since when I am attacking, only the other player gets to designate blockers. That does not make a lot of sense to me, since it seems that the entire point of the card is to put the creature in a disadvantageous position (such as force it to block a creature you know will kill it), but we wanted to find out how this actually works.


texts: Will Awakening let me tap all my lands and get them immediately untapped?

texts: With the card Awakening, could I tap all lands immediately after my untap step and then have them untap upon entering my upkeep? I ask this because I'm trying to maximize Omnath, Locus of Mana as my commander.


texts:
The Pillaging Skeletons could pick everything up, take over 4 territories, get 2 extra monsters, still get 8 gold because of pillaging, have 4 large stacks of monsters (large investment to only kill 1 skeleton), and the 8 gold/turn was still good because the player held EVERYONE else down to less than that by getting rid of 4 enemy tokens every turn.

Dragon Elves were the only combo we found to keep the Pillaging Skeletons from running away with the game, killing 2 skeletons a turn easy (sometimes 3 with a good roll), and never losing any. Are there any other counters?

Extra Kudos for staying away from "Everyone cooperatively attack the skeletons!", as my group doesn't like to just gang up on someone :)


texts: "At the beginning of the end step" versus "Until end of turn"

texts: If Deceiver of Form is used to copy my Biovisionary, does his "at the beginning of the end step" ability resolve before Deceiver of Form's "until end of turn" ability expires, thus making Deceiver of Form a fairly easy way to "win the game"?


texts: How does Life and Limb interact with Conspiracy

texts:
I control a Sporesower Thallid, Retreat to Emeria and a Kalastria Healer. Then I play Conspiracy and I choose Ally as Creature type. Then I play Life and Limb.

Now my questions are:

1) Will future Saproling tokens, made by the Sporesower Thallid, trigger both the Retreats Landfall ability, and the Healers triggered ability, when allies enters the battlefield?

2) Will future played forests do the same?

3) What will happen to forests already in play under my control?


texts: Mutate is a new mechanic in Ikoria. A lot has been said about how it works, but cloning is something I can't find mentioned on the net. Not sure if the comp rules have been updated yet, but my impression is that as it is one creature, a clone would get all of the mutated abilities. Is this correct?


texts:
In the rules it states that after each player chooses their Alien Sheet, it is placed "face down" in front of them.

I can't find in the rules when players should then reveal their alien powers. Do players reveal their alien powers after all have chosen one at the beginning of the game, or are alien powers kept hidden until their powers are used?


texts: I'm looking into playing Munchkin with only two players. According to the box and the rules the game was made for a minimum of 3 players (probably for good reasons), but I haven't been able yet to understand what specific aspect it is that implies this minimum. What are the limitations of playing with only two players that make the game unplayable with it's current rules set?


texts: Do I get cards from Rebel Cantina even if another player played Produce?

texts: The card Rebel Cantina gives you cards during the Produce phase for every rebel world in your tableau. But what if another player plays the Produce? Does it still count?


texts:
I came across a great milling combo, however before I invest in the deck, I wanted to make sure it's legal. A rep at my LGS thinks not, but I wanted a 2nd (and more) opinion.

Turn #1: Land + 1 generic 1 drop flyer.
Turn #2: Land + Mindcrank
Turn #3: Land + Duskmantle Guildmage
Turn #4: Land + Protection/Removal. Activate the DG's 1st ability via attack, Tome Scour, Thought Scour, etc. This will create an infinite milling loop and win by turn 4 if everything goes right. If opp has artifact removal, I can thrown in a Padeem or Orbs of Warding. Then even if opp has creature removal or board wipe, I'll have 4x each.

To simplify this inquiry, I have precisely, squarely, meticulously narrowed the specific questions that are the basis on my query...

1 - Will this combo work?
2 - Have you personally tried it and to what extent of success did you achieve?
3 - What modifications would you suggest?

Thank you.


texts: Can Unity play Mechanical Golems when she gets to play a card outside of her turn?

texts:
All Mechanical Golems in Unity's deck say the following:

  This card cannot be played during your play phase.

It's pretty clear that this means that during your turn, you cannot play a Mechanical Golem card as the card you play after resolving start of turn effects and before using a power (that's the Play Phase).

I presume that this means that you can't also play a Mechanical Golem card through something like Inspired Repair, which lets you play another card (since you would have played Inspired Repair, and resolved its effects, during your Play Phase).

But say that during another player's turn, you are given the opportunity to play a card. For instance, say that Fanatic is defeated and uses her "One player may play a card now" ability. Since it is not happening during Unity's Play Phase, could she play a Mechanical Golem straight from her hand and bypass the regular restriction?


texts: On the "Reign of Terror" event, do you lose one worker from the worker pool or the population bank?


texts: Can a creature with deathtouch be killed by a creature that it is killing?

texts:
If I attack with a Gifted Aetherborn (2/3 deathtouch and lifelink) and my opponent blocks with a creature that's a 3/3 (no abilities), does my Gifted Aetherborn die?

Without deathtouch it would, but since the Gifted Aetherborn only needs to deal 1 damage to kill the other creature, he should live, correct?


texts: In Risk Classic, are territory cards drawn by players kept face-up or face-down?

texts:
The Risk Classic rules do not seem to specify if territory cards drawn by players are kept face-up or face-down. I can't seem to find anything about this from my research and I was wondering if anyone could clarify on this?

Edit:
Thought I'd add some quotes from the official rules for reference.

"Earning Cards" doesn't seem to specify if the cards are drawn face-up/face-down and if they are then proceeded to be kept face-up/face-down.

  Earning Cards. At the end of any turn in which you have captured at
  least one territory, you will earn one (and only one) RISK card.

The only reference to face-down cards I can find are when the player has traded them in.

  For quick reference, keep traded-in cards face down under the bottom edge of the game board
  to mark the value (in armies) of the next trade

The only advantage I can see to having open-information card drawing is you know if they will be getting reinforcements on their next turn since the number of reinforcements you get scales according to the number of traded sets which is open-information.


texts: What are the name and rules of this hand signing spell game?

texts:
I remember finding the rules to this game on the internet, oh, 15 years ago or so. The players (typically (or necessarily?) two) sit around a table. At every "turn" - for advanced play indicated by some clock or so, but for beginners like me when all players agree that they have worked out what to do next - each player simultaneously reveals two hand signs out of an alphabet of five or so, independently with the left and right hand. Hand signs were things like a wavy line, pointing with your index finger, or a fist. Then there was a dictionary of ten or so sequences of three to five hand signs that form spells; you look for each hand if the last couple of signs match any of the spells exactly, and if they do then that spell takes effect - for example, if "fist - wavy line - fist - point" would be "lightning bolt" according to the dictionary, then if for the last five turns your left hand had done "wavy line - fist - wavy line - fist - point", that would trigger a lightning bolt. I believe players started with a certain number of life points; there were damage spells, healing spells, counter spells, maybe a shield spell as well?

The fun of the game was, of course, that you'd have to figure out what your opponent was building up to with both her hands, and evaluate if you could afford to carry out your own plans or whether you needed to do something to counter it. Also, sometimes you could come up with nice combinations: the last few hand signs of one spell might form the first few of another, so you could make them overlap for higher efficiency.

I'm pretty sure this was never a commercially published game - since there are no physical objects to sell, that would be a tricky proposition anyway.

Ideally of course I'd like to find the game rules as they were available back then, but I'd be happy to just hear from people who remember this as well. I would even be open to trying to recreate it collaboratively, if anyone is up for that sort of thing.


texts:
The mid war card South African Unrest seemed perfectly clear to me, until I read the Twilight Strategy article on it. How, exactly, can the event be played?

South African Unrest reads:

  USSR either adds 2 Influence in South Africa or adds 1 influence in South Africa and 2 Influence in any countries adjacent to South Africa.

The confusion comes in from the Twilight Strategy article:

  Despite a possible interpretation of the event’s text otherwise, you cannot use this for 1 in Angola and 1 in Botswana: it has to be 1 in South Africa plus 2 in Angola or 2 in Botswana.

Prior to reading Twilight Strategy I thought the following 4 options could be played:

Place 2 Influence in South Africa.
Place 1 Influence in South Africa, and 2 Influence in Angola.
Place 1 Influence in South Africa, and 2 Influence in Botswana.
Place 1 Influence in South Africa, 1 Influence in Angola, and 1 Influence in Botswana.

I think the Twilight Strategy note is saying that #4 is out. Is that right? If that was so, shouldn't the card read "In any one country adjacent to South Africa"?


texts: How does Engine Room work with Roslin’s Religious Visions ability?

texts: If the Engine Room is used during Roslin's turn, would either Crisis Card she chooses automatically have a jump icon, or just the first one drawn?


texts: Are older copies of current standard-legal reprints playable again?

texts:
As far as I know, standard format allows cards released within the last two year before the release of the current edition e.g. for now, Rivals Of Ixalan.

During the Ixalan edition, there was a new Duel Deck edition (Merfolk, Goblins) containing re-prints of much older cards. Are they legal in standard format although they were firstly released more than two years ago from now on?


texts:
What happens when a player reaches one beyond the maximum possible value on their individual board's economy or ecology tracks ?

Do energy and ecology values start being tallied beyond 7 ?


texts: If you wanted somebody to discard a card, it seems advantageous to lie and say it's something that is obviously not playable. Do you have to tell the truth about the card you are giving a clue about?


texts: When another player builds next to you, you can choose to taken power (and lose the #power-1 points). But when the number of power you can take is greater than the number of tokens you can move to your third power bowl, can you immediately convert power into something else?  Or do you lose the rest?


texts:
So recently in a four way battle a weird situation came up that I would like clarification on. This was casual as it gets so I'm not concerned about the outcome; I just want to learn from the situation to play my deck better.

Anyways here's the setup: It is currently my turn, and I plan on playing three spells this turn: starting with Insult, then Lightning Strike, and then another Lightning Strike. During this I am also dealing damage to the remaining two players due to Electrostatic field, which brings one opponent down to 6 life.

In the midst of all this, specifically between my first and second Lightning Strike, that player taps Tree of Redemption, a monster that switches his life total with it's toughness (13). So that stack would be Insult, LS, Monster tap, LS (I'm assuming). Due to the double damage on Insult for the turn would the first resolved LS deal 6 damage, effectively killing that player? Would this also mean his tap to switch his monsters toughness with his life works because it's still on the stack? Thanks for any help hopefully this makes sense.


texts:
My friend and I have played several games of End of Times now and I was re-reading the rules for summoning units. I am sure that you can only summon something from the undead legions list... however I can't find it in the rules!

Is it legal for a wizard using the Lore of Undeath to summon a unit/character/monster (depending on the spell) from an army other than the Undead Legions (with a few exceptions Vampires/Tomb Kings)?

If not where does it state restrictions on what can be summoned?


texts: Do players make rolls with the dice simultaneously or just make a mad dash of individual rolls?

texts: When the players begin rolling in Escape: The Curse of the Temple, do they all pick up the dice they want to roll and roll all at once, then wait for everyone to be ready to roll before all rolling again, or does everyone just roll as fast as they can on their own?


texts: Is there a best time to play Tablet of Time's Dawn?

texts:
The card Tablet of Time's Dawn (ToTD) states:

  You may banish this Construct to take an additional turn after this
  one.

Is there a best1 time to use the card's ability? I see three possibilities (my definition of the three phases are somewhat vague):

Early game (basically as soon as possible): if you're trying to thin your deck (e.g. by using Shade of the Black Watch, which lets you banish a card in your hand or discard pile), playing ToTD now might get you a more effective (more runes or power per card) deck than your opponent.
Mid-game (you'll get several opportunities to use cards bought in this phase): playing ToTD now, will give you two shots at buying good cards in the card row, thus denying your opponent them.
Late-game (your last, or second-to-last round): playing ToTD late in the game will give you two chances to use your deck to the best of its ability.

This is of course barring the occasion that you get e.g. Hedron Link Device and Reclamax in addition to ToTD, for the possibility of infinite turns. Let's assume the game is played with 60 VP and you're playing against one opponent.

1. Where best is defined as what gives you the greatest likelyhood of winning the game.


texts: Sacrifice create before it gets destroyed

texts:
Let's say, I have played Altar of Dementia (some rounds ago), which allows me to sacrifice a creature (at any time) to force a player to put a number of cards from the top of his or her library into his or her graveyard. Now an opponent casts Terror (or any similar card) to destroy one of my creatures.

My question: Is it possible to sacrifice my creature before Terror applies to force the opponent to put the accordant amount of cards in his or her graveyard (in respone of Terror)?


texts: If I'm rolling dice in King of Tokyo, I get what I want after 2 rolls, and I choose not to take my 3rd roll. Another person has a card that says they may make someone reroll a die once each turn. If they make me roll a die after those two rolls, and I don't like the result, may I then take my 3rd roll?


texts: If I exile Rout with Narset's ability, when can it be cast?

texts:
Let's say I control Narset, Enlightened Master and attack, exiling the top four cards of my library, including Rout (alt link). Rout's first ability states that I can cast it any time I could cast an instant by paying an additional {2}.

I think I've narrowed this down to two possible scenarios:

Rout's first ability defines an alternative cost (like Bestow or Overload) and thus can't be paid as I'm already casting it using an alternative cost ("without paying its mana cost").
Rout's first ability is an optional additional cost (like Kicker) and can be paid to allow me to cast the spell any time I could cast an instant.

Which, if either, of the above interpretations is correct?


texts: Can a runner make a run on an "empty" remote server?

texts: A runner has "Bank Job" ( https://netrunnerdb.com/en/card/01029 ). Can he (or she) make a run on a remote server without any installments (ice, asset, upgrades, agenda)? In other words, can a runner just spend one click to take all the credits from bank job? Reference on the rules will be great!


texts: What techniques do high level SET players use when looking at a layout of cards?

texts:
I've played SET a few times now and have noticed some general strategies arise. At the beginning, I try to take in the distribution of the 4 characteristics so I can figure out if I should be looking for sets that are all different or all the same in each of them. If there are a lot a purple cards, some green, and 3 or less red cards, the most likely sets are going to be either all purple, or involve those red cards, so I should probably either look for all purple sets or look at the red cards, see what green cards I could combine with them, and finally see if the final purple card is present. If the distributions are pretty even, then I should probably look at another characteristic or look for 3-different color sets.

However, beyond this, I am at a loss of how to advance my strategy. I could try to do a more thorough analysis of each of the 4 characteristic distributions, but this takes time and only tells me where the most likely sets are to be found, so I sometimes wonder if I would be better off just looking randomly for sets from the very beginning.

What are some good strategies for SET? Specifically, how can I tell when I should look for sets randomly rather than try to use intuition?


texts: Does the Jol-Nar promissory note allow the recipient to research faction technology unit upgrades?

texts:
The promissory note for the Jol-Nar in twilight-imperium (4th ed) reads as:

After the Jol-Nar player researches a technology that is not a faction technology:
Gain that technology.
Then, return this card to the Jol-Nar player.

Many races have faction technologies that happen to be unit upgrades, e.g. Sol's carriers/infantry, Saar's space docks etc.
Let's say that one of these factions has Jol-Nar's promissory note. The Jol-Nar research a unit upgrade. Can the holder of the promissory note gain their faction version of that upgrade?

Note, the game that inspired this had Muaat swap their promissory note with Jol-Nar's. The Muaat note says:

Action: Remove 1 token from the Muaat player's fleet pool and return it to his reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat player.

The idea being that Jol-Nar gains War Suns the easy way, and Muaat gains Prototype War Sun II too.


texts: Clarification of "spirits" on "Devouring Greed" card

texts:
Devouring Greed states:

  As an additional cost to cast Devouring Greed, you may sacrifice any number of Spirits. Target player loses 2 life plus 2 life for each Spirit sacrificed this way. You gain that much life.

Does this only apply to cards that have a type/class of "Creature - Spirit" or does it include cards with a class of "Dragon Spirit" or "Demon Spirit"?

I have tried to research this but can't figure out the correct terms to search for.


texts: Can a unit use a markerlight token to fire a seeker missile at BS 5 after jinking?

texts:
The rules say that skimmers who have jinked can only fire snapshots (BS 1) on the next shooting phase. On the other hand, the markerlight seeker rule says that one can spend a markerlight token to have a unit carrying a seeker missile fire that missile, resolving the shot at BS 5 and not counting as having shot a weapon.

If my skimmer has a seeking missile and had to jink in the previous opponent turn, will it still resolve the seeker missile shot at BS 5 if I spend a markerlight to use the seeker rule and fire it? Don't I have to fire the missile as a snapshot because the skimmer jinked?


texts: From which expansion is this magic the gathering card?


texts: In Bridge what happens if a player has more points than their bidding suggests

texts:
For example:

              NORTH
            ♠: KJ10986
            ♥: QJ9
            ♦: K
            ♣: Q106
    WEST (Dlr)            EAST
  ♠: 75                 ♠: Q43
  ♥: AK7642             ♥: 1083
  ♦: 8762               ♦: 54
  ♣: 8                  ♣: A9752
              SOUTH
            ♠: A2
            ♥: 5
            ♦: AQJ1093
            ♣: KJ43

Or, for those desiring accessibility assists;

(S, H, D, C)

W: 75 AK7642 8762 8

N: KJ10986 QJ9 K Q106

E: Q43 1083 54 A9752

S: A2 5 AQJ1093 KJ43

W opens bidding with 2H which usually shows 6-10 points and 6+ hearts and then N/S bid to game in 3NT.

East leads [to West's] A then K of hearts and exits on a 3rd heart. You can guarantee the contract by making the Q of hearts, A & K of spades, and 6 diamonds. However you can make +1 by giving up the A of clubs early. The only danger in doing this would be if West turned up the A of clubs and ran the rest of their hearts.

Giving the bidding you should be safe to assume East has the A of clubs since if West had it they would have to have 11+ points. If you played to this assumption to make +1 (important for match points) and West did turn up with the A of clubs making the contract go down then is there anything you can do? Would you need to have asked what their preempt means during the bidding?


texts: Where can I find Magic: the Gathering puzzles?

texts: The Duelist used to publish MTG puzzles by Mark Rosewater in which you were placed in the last turn of a game and had to figure out the correct play to win.  I remember these puzzles being extremely fun and a great way to improve skills.  I know that these puzzle were collected in Magic: the Puzzling, but with the M10 rules changes, these might be outdated/broken.  Is there any other place I could find something similar?


texts: Is the combat move and the conduct combat phase always necessary to execute?

texts: I am in Karelia with a couple of infantry and tanks. The german territories are heavily fortified. I don't want to lose what few units I have. Do I have to conduct combat or can I skip to noncombat move phase?


texts: What happens when you stack "unblockable" and "unblockable except by"?

texts:
During a recent game meetup I used Teleportal to give all my creatures unblockable. Another player responded by targeting one of my creatures with Shriek of Dread to give it "can't be blocked except by artifact creatures and/or black creatures."

We decided (reluctantly in my case) that this might override the unblockable. Our reasoning was that because the revised wording of unblockable is so similar (can't be blocked) the exception would apply to both instances of it.

Are we right?


texts: Does Father Joseph take a wound if Strength of Spirit fails?

texts:
Father Joseph has the Strength of Spirit ability:

  take a wound to cancel any Zombie Card on the roll of 3+

Does this mean that Father Joseph only takes a wound if the roll is successful, or does he still take a wound if the roll fails?


texts: Do I take one card in a room or take all?

texts: When I investigate a room, do I take one card per action turn at a time or do I take them all on that action turn?


texts: Do I get copy of my opponents creature with Helm of the Host?

texts: I know I can't equip Helm of the Host to my opponents creatures. The scenario I was wondering about was, if I somehow get control of my opponents Trostani Discordant, like with The Eldest Reborn, I equip it on my first main phase. At the beginning of my combat step, I get another copy. In the end step, Trostani triggers and my opponent gains control of it, still equipped with Helm. What happens next? I would think, that on my opponents combat step nothing happens (since I am the controller of the Helm), and that I get another copy on my combat step, but I am not sure.


texts: Is it possible to get a stalemate in Checkers?

texts:
Possible Duplicate:
  What is the term for a stalemate in Checkers?

I was going to post this in StackOverflow, when I realized it really has nothing to do with programming. If it has a better home, please say so, so I can move it there.

I am making a basic Checkers game, and was setting up the game manager when I got to the method that gracefully ends the game. It would have taken in a boolean value, true signifying that player 1 has won, false signifying that player 2 has won. However, I realized that, in most games, there is the possibility of a stalemate, so I changed it to a byte, where x < 0 is player 1, x == 0 is a stalemate, and x > 0 is player 2. After that, i started contemplating whether Checkers can even have a stalemate. It seems like it's possible, but for the life of me, I can't come up with a scenario where the game ends and neither player wins. Is there any scenario, in the game of English Draughts (North American Checkers), where neither player wins the game, yet the game ends? Note that a forfeit on one player's part means that the other player wins.


texts: How many monsters should be drawn in a 5 player game during an encounter?

texts: When playing with 5 or more players, you should draw 2 monsters when opening a gate during the Mythos phase. Should you also draw 2 monsters when an encounter says that "a gate and a monster appear"?


texts: In Betrayal Legacy there are some tiles that are eat and drink. Drink is an action so the question is whether or not these tiles are mandatory when you enter the room?


texts: Can you play any amount of lands with future sight?

texts: If you play Future sight, you have already played a land during your turn, and you have a land on top of your library, can you play the land that is on top of your library without infringing the "one land per turn" rule?


texts: Heliod, Sun-crowned combo with Walking Ballista

texts: I've recently picked up the Heliod Collected Company deck and I'm not sure how the opponent can interact with the combo. Obviously counter spells will prevent me from playing the cards and hand disruption can take the cards before I play them. But if the situation is that I've got Conclave Mentor and Heliod, Sun-Crowned on the battlefield and turn 4 I have four mana and a Walking Ballista in hand, can a kill spell stop me comboing off? (I play Walking Ballista for 1 with 2 mana, add a counter with Conclave Mentor, give Walking Ballista life link from Heliod for 2 mana, ping opponent for 1, add two more counters on Walking Ballista and continue until the opponents life is zero).


texts:
Conversion states (among other things) that "All Mountains are Plains.".

My question is...  how does this work with dual lands? If you have a Plateau (a RW dual land), for instance, does it, hence forth, only produce W mana, or does it still produce R or W mana at it's owners discretion?


texts:
Guttersnipe's ability states:

  Whenever you cast an instant or sorcery spell, Guttersnipe deals 2 damage to each opponent.

Now, Planeswalkers are classed as "Players". I found this ruling that someone's interpreted:

  306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied.

Does this mean Guttersnipe can hit a Planeswalker that opponent's controlling instead?


texts:
I have a Laquatus Champion who entered the battlefield while there was a Torpor Orb on the field (and thus it's first ability didn't trigger). What happens when it then leaves the battlefield ?

The second ability reads "When Laquatus's Champion leaves the battlefield, that player gains 6 life." But which player gains life is chosen in the first ability (in this case it never happened).

My guess is the ability doesn't trigger/can't resolve and nobody gains life, but I'm not sure.

PS : a similar situation may happen if all players have shroud when the Champion comes into play.


texts:
Let's say that a TIE fighter moves first and his final position causes an overlap with a X-wing fighter. Then the X-wing fighter moves and in its final position is no longer touching that of the overlapping TIE fighter's first move.

Is this still considered an overlap for the TIE fighter?


texts: Game I thought was called "By Popular Demand"

texts:
Where I work we have a quiz every Friday.  I'm trying to find a quiz like game we can do by email instead whilst many of us are working remotely.
I'm trying to find online rules to a game that I thought was called By Popular Demand.  I recall playing it online in the early 2000's I think on the now defunct psychozine website.
The rules as I recall:

Players are given categories.
They write down a (correct) answer in each category
They score 1 point for every one else who gave same answers.
Highest overall scores win

There was also an opposite game that I thought was called By Unpopular Demand.  Same rules except lowest score wins.
Have I dreamt these or are they real games known by a different name?  I'm trying to find an online rules link to send with the game tomorrow or I will just write rules out for my fictional game.


texts: How can I best assess the quality of a game of Scrabble?

texts:
As a child, I played Scrabble with my grandmother. At the end of each game, she would tally the total score (i.e. both players' combined), and consider the game a good one if the total was high, a worse game it was lower.

Is that a common way to determine whether a game of Scrabble is good? Is it the common way?
Are there any other common ways to determine a good game? (Perhaps — and, as a novice player, I'm just guessing — number of bingos, number n-ple-word squares covered by tiles, how many times the expensive tiles were used (across and down or just once), how many tiles were left unused at the end, how many squares were used along the edges of the board, vel sim.)

Either of those may depend on the level of play, in which case I'd like to know answers both for the novice level I played her at and for more advanced levels.


texts: Settlers of Catan : "Can we build after rolling a 7"

texts:
In Settlers of Catan (base game or the 5-6 player expansion). Can we build after  rolling a seven.?  As per the FAQ here: http://www.catan.com/faqs/93?page=3

I know I can't trade with others and can play any one development card, but what about Maritime trade?.

I was confused because on the same above mentioned FAQ page it said : You can continue with your normal turn after rolling a 7. If you can't trade with other what is this "Normal" here. Please help on this


texts: Does Thassa, God of the Sea's "devotion to blue" clause count when it's not in play?

texts:
The first Theros god card was unofficially spoiled today. Although it may change, it currently reads:

  Thassa, God of the Sea {2U}

  Legendary Enchantment Creature - God

  Indestructible

  As long as your devotion to blue is less than five, Thassa isn't a
  creature. (Each U in the mana costs of permanents you control adds to
  your devotion to blue.)

  At the beginning of your upkeep, scry 1.

  1U: Target creature you control can't be blocked this turn.

Looks pretty insane. Anyways, my question is would this clause only matter when Thassa is actually on the battlefield? For example if my "devotion to blue" is zero, can I still discard it to  Lotleth Troll or return it to my hand with  Corpse Hauler?