texts: Domaine - Can you expand into an opponent's domain if your domain and his have no knights?

texts:
According to the Domaine rules, you must have more knights in your domain than your opponent's domain to expand into his.

If both domains have no knights, does it mean that neither domain can expand into each other?


texts:
I've been playing Lord of the Rings Risk, in the variant where the Ring moves one territory per turn, requiring a roll of 4 or higher to leave certain territories, and the game ends when the Ring reaches Mt. Doom and is destroyed. At the game's end, victory points are allotted for:

Territories owned
Complete regions (="continents") controlled
Strongholds owned
Adventure cards played throughout the game

The problem is that once the Ring reaches Mt. Doom, the next player to go has a strong incentive to abandon strategic position and defensibility and just expand as much as he possibly can in order to maximize his points. If the Ring isn't destroyed, then the next player to go does the same thing. If this happens several times, the endgame has a tendency to become a series of ridiculous expansions and contractions that obliterates whatever strategic shape the board had beforehand.

What house rules have others used to avoid these problems?


texts: Agricola question about minor improvement and occupation cards

texts: Every time I want to play a minor improvement or occupation do I need to pay what is on the top right hand side every time i play that card? or is it just one time pay and then i can use it for the rest of the game?


texts:
Is there a online backup of the Masters Edition II FAQ (EN_MTGME2%20FAQ%20080918.txt from https://magic.wizards.com/en/articles/archive/news/masters-edition-ii-faq-2008-09-23) and Masters Edition III FAQ?
The WotC links seem to be broken.


texts: What happens when I redirect multiple large sources of damage through the en-Kor ability to Mogg Maniac?

texts:
The situation is this:

I control a Shaman en-Kor and a Nomads en-Kor and a Mogg Maniac. During my opponent's turn, I cast Inferno, dealing 6 damage to all creatures and all players.

Is it possible for me to redirect the 6 damage done to the shaman and the Nomads to the Mogg Maniac AND have the Mogg deal a total of 18 damage to my opponent before the Mogg Maniac dies?

or...

Will the Inferno kill the Maniac before I can redirect any damage to it from my en-Kor creatures?

I'm confused about the timing of this combo since the shamans and the nomads en-Kor ability is an activated ability that allows me to redirect 1 damage for 0 mana.

Can someone help me understand this?  (Is the combo even possible?)


texts: What happens if I double Mangara's Tome ETB?

texts: If I have Yarok, the Desecrated on the battlefield and play Mangara's Tome, what happens? Do I get one ten card pile that the tome can rummage through? Do I get two five card piles that I can pick between?


texts:
I design a board game. It has a Middle Eastern folklore theme.

It’s a casual family board game for 2-6 players.
It takes about 90 minutes for each level to play. There are total 5 levels and more than 25 scenarios.

I have no idea how much paid marketing will really work.

need feedback where and how do I (self) promote to make a reasonable audience?


texts:
My friends an I have tried playing this game a few times now and have come to the conclusion that going a green never wins. Green cards do not seem to be more powerful than red cards and yet red cards have victory points attached to them. This gives players who go red an automatic advantage over those who go green. Going balanced doesn't seem to work well either since then you do not have the power or token generation to get boss loots.

So the question is why would you ever go green, or more exactly why would you ever not go red?


texts: In Diamonsters, what happens to the cards on your monster board at the end of a round?

texts:
The rules are very unclear on this. Do we take these cards on hand for the next round? Are they discarded? Or shuffled into the draw pile?

And do I keep the current 5 cards in my hand, or do I start over with cards 1-5?


texts: What are the differences between Dwarves Brets and Empire in WHFB 8th ed

texts:
I'm trying to choose an army for Warhammer Fantasy. Over the last few weeks I brought it down to 3:

Dwarfs
Bretonnians
Empire

I like their lore and models and the possible coloring, but I can't decide on one. I'm a total beginner at Warhammer, but maybe someone can help me out by providing strengths and weaknesses of these armies.

What should I know to help me choose which of these armies I should start building?


texts: Do I have to take mana from my deck or hand when tapping a dual land?

texts: I have a land card, for example Stone Quarry which reads "{T}: Add {R} or {W}." Do I take the mana from my library or my hand?


texts: What kind of power grid plant deck would be nice for newer players?

texts:
Power grid has 2 plant decks; the basic deck, and the "new plants" deck. You can also mix and match: combine cards from two decks. The "new plants" conveniently have green backgrounds, so you can rule that greenback cards rank as higher than greybacks for the purpose of establishing the turn order and even have cards with the same value in the deck.

New players tend to buy weird plants on their first play. It's hard to evaluate how good a plant is when you only have played this zero or few times before. It doesn't help that there's "duds" in the deck, things you shouldn't want, or that an experienced player will memorize the deck to auction more strategically.

In order to prevent the above, I thought to add some extra randomness to the game, I've been making random selections of cards, basically shuffling the decks together (excluding any card above 50) and taking out however many cards are used in the game. This gets you interesting games, but I'm not too impressed with the results. I think a well-tuned designed deck can improve on this method.

What would you suggest is a good mix of cards to use for a first game?


texts: Does Prowler's helm effect makes an unblockable creature blockable by walls?

texts: Full question in title. Do equipment effects always override creature effects even tho the creature effects are superior?


texts: Revealing a card in Harry Potter Hogwart's Battle

texts:
A dark arts event and villain abilities will have a player "reveal the top card and if value is X discard and [something else bad happens]".  What happens with the card if the outcome is NOT discarding, ie. the value is less than X?

We have been playing that it goes into the player's hand.


texts: Do cards like Giant Growth create a one-shot or continuous effect?

texts:
I'm curious as to how a card like Giant Growth works. I'm not sure if the effect on it is a one shot effect, a continuous effect, or something else.

If I had to guess, I think it works as follows: When Giant Growth (legally) resolves, a one shot effect is enacted. This one shot effect generates a continuous effect that lasts until end of turn and while the continuous effect lasts, the continuous effect gives the targeted creature gets +3/3.

Can one clarify as to whether or not I am correct, or if not, explain what really happens?


texts: Using Skinshifter's ability when Skinshifter Attacks

texts:
I was wondering what happens when I attack with  Skinshifter. Imagine the following situation.

I attack with Skinshifter and in the assign blockers phase my opponent blocks Skinshifter with Runeclaw Bear. Can I say that I use Skinshifter's ability to turn him into a Rhino?

Another situation. My opponent attacks with Runeclaw Bear. I block it with my Skinshifter. Can I turn him into a Plant when I assign my blockers?

I assume that Skinshifter haven't used his ability in that turn.


texts: Send Evil Troy back to the hell that he came from! Oh, wait it's gone already?

texts:
Sorry for the click bait title, but I have a rules query about Evil Troy as a necromancer. His card states:

  When killed, put him back in his Spawn Zone and don't remove a Spawn Token, unless a Damage 3 (or more) Attack or Dragon Fire was used.

Emphasis is mine.

From the rule book, when you kill a necromancer, you can:

  Killing a Necromancer slows the invasion . If you manage to kill it, choose a Spawn Zone (including its own Necromancer Spawn Zone) and remove it from the board . If the Necromancer Spawn token is still on the board after this removal, replace it with a standard one.

Suppose I have killed a necromancer other than Evil Troy and I decide to remove Evil Troy's spawn zone. What happens if I kill Evil Troy after his spawn zone is removed? What happens if I used a weapon with a damage of less than 3?


texts: When is it optimal to purchase a Mint on a 5/2 split?

texts:
Every now and then, what seems like a golden opportunity comes up: you start the game with five coppers, and the Mint is in play.  By purchasing this, you can instantly trash five of your starting copper.  However, this leaves you with only two copper in your deck: not enough to purchase a silver.

Say your second buy is the third copper you need for the silver.  Now there are seven cards in your deck: three copper, three estates, and a mint.  This means there is about a (correct me if my math is off) 30% chance that you'll only draw two coppers on your third draw.

If some 2 cost cards are in play, this is less of a problem.  Having a Moat or Cellar, for instance, could draw out coppers, and Secret Chamber or Lighthouse could provide the necessary money to obtain the first silver.

This has already been discussed a bit on Dominion Strategy, but there doesn't seem to be much of a consensus.

When, if ever, is buying a Mint for your first or second buy an optimal move?


texts: In Settlers of Catan, what are ways to "hide" your strength until the end?

texts:
For instance, is accumulating cards less visible/threatening than accumulating resources, settlements or roads?

Conversely, is building "basic strength" (e.g. settlements and cities) less provocative than going after a single resource? Yet could this be more effective (because it allows you to pursue multiple resources) than obviously trying to "corner" one?


texts:
I crew a Vehicle to block. Once it's a creature, I cast Supernatural Stamina, targeting the Vehicle. Text for Supernatural Stamina:

  Until end of turn, target creature gets +2/+0 and gains "Whenever this creature dies, return it to the battlefield tapped under its owner's control."

If my Vehicle dies, does it return to the battlefield because it met its trigger by dying, or does it remain in the graveyard because the effect checks for a creature, and it's an artifact in the graveyard? If it does return, does it return as a creature until end of turn, or as an uncrewed vehicle?


texts: Do Lands count as permanents? Did I find a bug in Magic Arena?

texts:
I played a match with Chromatic Orrery on the battlefield.
I had no creatures, no enchantments or anything else on the field but around 10 Lands of 7 different types. 7 mixed and 2 single colors and one radiant fountain
I activated the ability of Chromatic Orrery "Draw a card for each color among permanents you control"
Nothing happened.
Are Lands colorless, not permanent or is this a bug?


texts: How does murder interact with a creature being sacrificed?

texts:
if I cast murder on my opponent's creature that has a tap to sacrifice creature after he uses it's ability, does the activated ability happen?

My friends and I had a game where one of them used a tap ability to sacrifice this creature to deal 2 damage and I played murder.

In response does my creature die or his ability not go off since the sacrifice was not a part of the cost?


texts: Can I run two different dual lands that produce the same colors of mana?

texts:
I have Thornwood Falls and Simic Guildgate.

Am I allowed to run four of each of these cards in one deck?

I cannot find a ruling on this, maybe my google-fu is a bit off though...


texts: What is this board game with black & white pieces and criss-crossing lines called? or how is it played?

texts:
I found this image on Pinterest with description "Ancient board game".

There are more than 15 black and white pieces, some of them are placed on the intersection of 3 vertical lines and other criss-crossing lines.

What is it called and how to play?


texts: How do pump spells interact with damage at end of turn?

texts: My friends recently got into a heated argument over a rules interaction. One player had a 2/2 creature, and responded to the opponent's Lightning Bolt targeting it with a Mutagenic Growth. The player casting Lightning Bolt claimed that the creature died later, because the pump spell wore off at the end step, but damage was not removed until the cleanup step. I am the most experienced player of our group and told him that is sort of right, but state based actions are not checked at that time, so the creature lives. What actually happens here?


texts: Making 6H (declarer: 54, AKQJTx, -, 98765)

texts:
Apparently 6H (small slam with hearts as trump) can be made on this hand, irrespective of the distribution of opposing cards.

How?

You are south (holding 54, AKQJTx, -, 98765) . Dummy is north, the lead (by West) is a diamond.

AK32
652
JT
AKJT

54
AKQJT4
-
98765

For those who might be unfamiliar:

This is a bridge hand and the hands are written as spades, hearts, diamonds, clubs or

spades
hearts
diamonds
clubs

So north hand is actually:

  Spades:    AK32
  Hearts:    652
  Diamonds:  JT
  Clubs:     AKJT

Writing as spades,hearts, diamonds, club has become the standard practice.


texts:
Is there a way to access passage 2,600 in The Book of Tales through normal play?

Passage 2,600 in The Book of Tales appears to be a humorous easter egg referencing the fact that it is the last passage in the book and congratulating you for reaching it.  Can this passage be accessed through any adventures in the game, or is it simply a joke to be found by those who happen to read it (by accident or otherwise)?


texts: What does the skull mean on the wheel of heal points?

texts: What does the skull mean on your point card in the heal points?  It goes to 12 and then the next is a skull.


texts: Can Sid Meier's Civilization (2010) be played cooperatively?

texts:
Is it possible to play Sid Meier's Civilization as a team game?
Are there some specific rules that must be thought about?

As I can see this:

play by normal rules.
two players will both win if one of them wins.
only open communication is allowed.


texts:
What is an LCG?

I was looking at Lord of the Rings board games and came across Lord Of The Rings: The Card Game.

I saw that all of the expansions were marked with LCG. I've done some Google searches, but there doesn't seem to be anything like a Wikipedia entry for LCG.

Is LCG a genre?
How does it compare to Magic (CCG)?
Or Dominion (Deck Building)?


texts:
I am writing an algorithm to ask for the most optimal suggestion (murderer, weapon, place). I would like to hear your opinions about this method, possible improvements, or limitations.

In order of importance:

Never use a card that you already know another player has: You won't gain any information.
Never use a card that another player knows I have: That player could potentially gain as much information from my suggestion as myself.

For example I own the dagger, and player B knows that. Additionally he has the kitchen, and I don't know that. I then suggest it was Plum, with the dagger, in the kitchen; when somebody disproves my accusation player B would know that the other player had to show me Plum.

Use my own cards a maximum of one time throughout the entire game: The entire point of using one of your own cards is to suggest that somebody else has it, or that it is one of the cards in the envelope. If I repeat one of my cards then this would happen:

I use my card no.1: The person that disproves me now possibly has no.1 (according to all the other players). But then I use no.1 again and this same player is now not able to disprove my suggestion. (All the other players now know he didn't have it; this gives them extra information that either I have it or it is in the envelope)

Never use a card that you know is in the envelope: This only gives the other players information about other people not having that card.
If you have used all your cards once, make suggestions about 3 unknown cards.


texts: Can The Haunted Tower be played without the base game?

texts:
My girlfriend received Dungeons & Dragons: The Haunted Tower for Christmas. Can it be played without the The New Easy to Master Dungeons & Dragons?

I figure that it would be possible to create tokens for characters and such. Though I'm not sure how much The Haunted Tower relies on materials from the base game.


texts: Starting out in MTG, but core sets are being phased out, so what to do?

texts: I've played MTG casually a couple times, built some starter decks, but gave all my cards away in a purge a couple years ago. I want to get back into Magic, but after reading about all of the upcoming changes at the end of this summer (so, a month from now?), I'm not sure how to pick it back up. Should I buy a core set anyways to start building decks, or hold off?


texts: How to resolve spawning two monsters on one tile in Castle Ravenloft

texts:
Castle Ravenloft is a new game, but already it's struck a chord with me.  I enjoy playing it.

One problem with it being a new game is that the rules and errata haven't quite been fleshed out .

What happens when you spawn two monsters on one tile?


texts:
In King of Tokyo, you gain victory points for entering (and starting your turn in) Tokyo, but it's very painful to stay there - all of the other monsters are trying to kill you. Can you leave Tokyo voluntarily? If so, under what circumstances?

This came up because there's a demo video that shows players leaving voluntarily, but the rules don't seem to have anything about it; I don't see any way to leave Tokyo except by yielding after taking damage.


texts: Adding an additional same phase? Nothing in the rules?

texts:
For example, it says 1 set of 3::1 run of 4

But if I have 2 sets of 3 can I put down a second set of 3?

I could find nothing in the rules on this and nothing in any of the questions here?

Thank you!


texts: In Catan, why do knights allow you to move the robber and steal?

texts: What do knights have to do with making a robber go where you want and steal from your competition for you? Are they all corrupt knights in league with the same robber?


texts: How does the Feedback Loop card work in Gloomhaven?

texts:
I've seen a lot of FAQ's about the Feedback Loop Card in Gloomhaven, but they always refer to the augment portion which seems straight forward to me. However I am a little confused about the bottom portion of the card:

Is this like saying "all the enemies I moved through I now target with muddle"?

Or is it like saying "the enemies I moved through are muddled and I now target them with this attack"?

Or another way to phrase it. Do I get to attack my freshly muddled targets? Or do I get to muddle my freshly moved through targets

This would help my upcoming scenario any help greatly appreciated.

Edit: Can I use the bottom half of this card to target and the top half of another card to attack those targets


texts:
Ork codex says that Ork Boyz has the following option:

  For every ten Orks in the mob, one Ork may exchange his slugga or shoota for:

  big shoota (+5 points per model)
  rokkit launcha (+10 points per model)

Lets say I have a 30-Ork mob. Does that mean that I can have 3 big shootas AND 3 rokkit launchas in it or I can only have 3 of either big shoota or rokkit launcha?


texts:
In Gin-Rummy, when you and/or the opponent getting close to the winning score (usually 100), how one should modify her play?

For example, I think, that if you just need few points in order to win then trying to Gin is a waste, better to go for a fast knock.

An answer might be divided into three cases:

I am close to Wining
Opponent is close to Wining
We are both close to Wining

The end-game might change the play in the following decisions:

Pickup/Pass
Pickup/Draw
Which card to discard
Knock fast / Gin


texts: Can a non-instant or sorcery ever have flashback?

texts:
Normally the Flashback ability only exists on instants and sorceries. But with all the various strange combinations and rules quirks that exist in MTG, I was wondering if there's anything that can cause a creature or enchantment or land to have Flashback.

If so, then what would happen if you cast it for the Flashback cost? Flashback rules say that the card is exiled after it is cast, so I'm guessing that the card would never enter the battlefield at all; rather it would just resolve and be exiled immediately. Is this correct?


texts: The Absol Doom News attack states that the Defending Pokemon is knocked out at the end of the Opponent's turn. If the Active Pokemon is switched, does the Defending Pokemon stay the same, or does the new Active Pokemon become the new Defending Pokemon? Is this attack unstoppable?


texts: Is pocketing an opponent's coin considered a foul?

texts: While playing Carrom, if I accidentally pocket (clear from the board) one of my opponent's pieces (coins), is this considered a foul?


texts: Does creating a token copy count as having cast a spell?

texts: If I have Prototype Portal copy an artifact but I have Paradox Engine, would Paradox Engine’s abilities activate every time I copy?


texts:
According to the Magic Tournament Rules, one of the accepted shortcuts is that when player A puts something on the stack, they automatically pass priority unless they specifically state they're holding priority. A corollary to that is if player A says they want to put multiple things on the stack (eg. "I activate Shivan Dragon's ability X times"), what they actually are proposing is to do it once, pass priority, and repeat X times.

An opponent, player B can interrupt the latter shortcut by saying "After the Yth activation, I do Z", in which case whatever player A planned on doing after the Yth activation is dropped, and they can respond how they wish. These shortcuts exist to stop play from turning into a painful slog of explicitly passing priority over and over, without those annoying "GOTCHA" moments where someone assumes you stacked a bunch of activations and try to blow you out (sidenote: these rules are relatively obscure so it's worth remembering them and not letting yourself get screwed).

This brings me to my main question, which has to do with Arcbound Ravager in modern affinity. The scenario often comes up where one wants to sacrifice all of their artifacts to Ravager, and it seems similar to the above shortcut, but unlike on Shivan Dragon, the order in which the artifacts are sacrificed matters. Of course if the opponent just says "Ok", then I sacrifice my board and carry on, but what if they don't?

If I'm in a tournament and I say "I sacrifice all of my artifacts to Arcbound Ravager", not knowing my opponent has a response, what will happen?

A) My opponent asks me to specify order, and I must give an order including ALL the artifacts I wanted to sacrifice. Then, if they decide they want to respond, they say which sacrifice they will respond to, and we carry on as normal. If they decide they don't want to respond, my board is sacrificed (I can't take it back!) and we carry on. This is the answer I gave my befuddled friend the other day, and the one that makes the most sense to me.

B) My opponent asks me to specify order, and now suspicious, I say I only want to sacrifice one artifact (say, Darksteel Citadel) to Ravager. My friend was arguing that this shortcut rule is bad because stuff like this can happen, but I believe that the rules don't allow for this kind of take-backsy silliness.

C) It's too late, my opponent calls a judge, and I get a warning for misrepresenting gamestate or miscommunicating?

D) Some other unlisted thing occurs?


texts: Spark Double copying my planeswalker - do I have to sacrifice?

texts: So when I play Spark Double and copy one of my own planeswalkers, do I have to sacrifice one of them because they are the same planeswalkers or do I keep both because it says the copy is not legendary?


texts: Are there a limited number of counters that can be used?

texts: Poison Spit adds poison counters to other players. If I run out of poison counters, can I keep giving them, ie use other tokens to represent them?


texts: Recommended strategies for Mercante in Fiera?

texts:
Last night I played a traditional Italian card game, Mercante in Fiera (Merchant at the Fair) with a big group of friends. While everyone had a great night, as the auctioneer was very entertaining, and everyone was very committed to having fun, the game itself struck me as being mostly random luck. I couldn't figure out a reasonable strategy, and in the end chose to be very conservative in order to minimise my losses. Some players lost huge amounts of money, having bought as many cards as possible. Of course, the fun in bargaining and bidding for cards has its value, but if you are focused purely on winning, what is the optimal strategy?

In our group, there was around 20 players, who paid €5 each for the first card, and then everyone bid on the remaining 20 cards. The final pool was over €500, divided into 5 prizes (ranging from €25 to €250). I would estimate that the average price paid during bidding was €20 per card (the prices rose as the game went on and people became more excited).

What strategy recommendations would people make?


texts: In Betrayal at the house on the hill, can you have more than one companion with you such as dog, girl, madman. Or do you have to discard one of the companions once you draw a second one?


texts: How long does it take to play Arkham Horror?

texts:
BoardGameGeek says 4 hours, I've heard a lot of people say 5 hours, but some of my friends say they've played it several time in less than 2.

How does the game time vary with different numbers of people?
How does the game time vary with player experience? What's the difference in the length of time between a group's first game and their games as they gain more familiarity with the rules and strategy?
Should I not buy the game if I doubt my group will be able to have 4 hour straight sessions very often? Is it possible to shorten the game length if need be, or break it up into shorter sessions?

Right now the length of time required and the complexity level are the biggest factors affecting whether I buy this game, and I wanted to get some second opinions. :D


texts: Do Monster Surges Count as a Prevented Gate Opening for the Purpose of Increasing the Deep One Rising Track?

texts:
Does a token get added to the Deep One Rising Track for a Monster Surge?

Rule in question:
"There are two primary ways for the Deep Ones rising track to advance.  Each time a Gate is prevented from opening, such as by an elder sign token, or an investigator ability, add one uprising token to the Deep One Rising track"


texts: In Bonanza: Gangsters, can the mafia steal more than one card during phase 4?

texts:
In Bonanza: Gangsters, the mafia can steal cards during phase 4.  You pick 3 cards, and if they match a mafia's bean field, they take that card.

The rules state that if the bean drawn matches a mafia's bean field, they take it and you immediately draw a card to replace it.  If that card also matches a mafia's bean field, is it also taken?

I ask because in the next rule, regarding pulling cards from the discard pile, the rules are very explicit about repeating the process until the top discard card no longer matches the currently drawn card.  They are not as clear for the mafia rules.


texts: Can legions in Cardfight!! Vanguard be broken/un-legioned?

texts: I am new to Cardfight!! Vanguard, and I was wondering if legions be broken or become un-legioned?


texts: Saint Petersburg: What happens when you upgrade a full warehouse?

texts:
In Saint Petersburg, if you own a warehouse you can hold an extra card in hand.  What happens if you have four cards in hand and then upgrade the warehouse?

Do you keep the fourth card, but can't take another fourth in hand
after you've played it?
Do you discard one?
Are you just not allowed to do the upgrade?


texts:
If I Bile Blight a Chronozoa which had no counters on it, thus sending it to the graveyard, triggering the second ability and creating two tokens that are copies of it, do the copies which come into play also get -3/-3 because they're copies and Bile Blight says "until end of turn"?

A friend and I were discussing this and he seemed to think that it wouldn't since the token copies which came into play wouldn't haven been there when Bile Blight resolved, But I'm almost certain they would die since the card says "until end of turn", Bile Blight doesn't specify the creature as having been in control, and the ruling that "The name of a creature token is the same as its creature types, unless the token is a copy of another creature or the effect that created the token specifically gives it a different name."

But you never know, I could be wrong. Anyone have a certain answer?


texts: In Risk Legacy, when are the "come-back" powers active? (Spoilers)

texts:
I have opened the packet with "come-back" powers and assigned a new (blue) ability to one of the factions.

Is this ability now active for this faction all of the time, or only when the player has been knocked-out and re-joins the war?

Please restrict discussion to this packet, since players may not have openned the other packets.


texts: Power Grid Deluxe - Discard Power plant in market

texts:
I need clarification on a rule in Power Grid Deluxe

  If, at any time during the game, there is a power plant in the current market with a number equal to or lower than the number
  of cities any player has, immediately remove it from the game and replace it with a new power plant from the power plant
  stack. It is also possible that newly drawn power plants must be immediately discarded and a new card drawn. As usual,
  rearrange the power plants in ascending order. This rule does not affect power plants owned by players.

If I understand correctly, let's say I got 5 cities. Therefore all power plant from the power market and the deck that can power 5 cities or less will be discard? By that matter when the game enter in step 2 where a player has more than 6 cities, there is not power plant left to be bought?


texts: Doubts with the "before a base scores" part

texts:
I don't fully get the "before a base scores" mechanic. When a base is about to score, can I use EVERY card I have in my hand that allows me to do something before a base scores? And if that card allows me to place a minion which allows me to play another minion when it's put in play can I apply that too?

The only time I played I was using Ninjas + Zombies and I played the "Hidden Ninja" card on a base that was about to score and used it to play the Zombie King card (at least that's how it's called in Spain, I mean the card with 5 power). The Zombie King card says you can put another minion in play when you play it and I didn't know if it applies in that scenario.


texts: Shard of Greed - Clarification about counters and usage

texts:
There is a spell card called Shard of Greed which has the following effect:

  Each time you draw a card(s) for your normal draw in your Draw Phase, place 1 Greed Counter on this card. You can send this card with 2 or more Greed Counters to the Graveyard; draw 2 cards.

After reading the effect of this card, I have planned to make the following steps during a duel (in my turn):

Summon Card Guard in attack mode to activate its effect: place 1 Guard Counter.
Place another card or use a copy of Card Guard already placed in my field which adds one more counter.
Activate Shard of Greed on my side of the field.
Give Shard of Greed those counters and send Shard of Greed to the Graveyard and in my next turn1 draw 3 cards.

Basically, I'm trying to emulate the effect of the spell card called Pot Of Greed.

I'm wondering if the steps mentioned here in my question are valid. I already checked the rulings of this card, but the page doesn't mention certain things related to my question. I also sent some tweets to users who have more knowledge about Yu-Gi-Oh!, but I haven't received answers so far.

1 I'm not sure if the effect of Shard of Greed is activated immediately after sending this card to the Graveyard or if I have to wait for my next turn.


texts: Is voluntarily revealing a card from your hand considered proposing?

texts:
Inspired by some comments on this question where someone might play two sorceries at the same time, a different question arose. Namely, if someone is to reveal cards from their hand (without an obvious reason like "reveal a card at random from your hand") does this count as casting? Or more accurately, does it count as proposing as laid out in rule 601.2a which is the first step in casting?

I'm unable to find any clarity on the matter, though that may be more to do with a restrictive internet filter I'm behind at the moment than the lack of availability of an answer out there on the Internet.


texts:
I would very much like to know the correct ethical procedure for the following play. Hearts are trump.

West led a small club
North played a small club
East played a small spade
I as South played a Jack of clubs thinking I was taking the trick
Then, East said "Oh, I have some clubs" and played the Queen of clubs.

I had the King of clubs and would have taken the trick given the opportunity. It didn't seem fair for me not to get to play it after East's card was changed.

Do I get the chance to take the trick I would have taken or does this trick belong to East?


texts: Is there a canonical way of placing the scoring meeple to signify having gone round the scoring track?

texts:
Newer versions of Carcassonne (or perhaps it's one of the expansions) contain scoring tiles, to track how many times a player's score-keeping meeple has gone round the scoring track, so that 50 or 100 points need to be added to the score the meeple indicates.

Before that, I've seen (and used myself) an alternative way of tracking that: placing the meeple in another position than both feet down. Either balancing on one foot and one hand, balancing on one hand and its head, or lying  flat.

Is there an established rule of which position indicates what?

I've always used hand+foot: +50, hand+head: +100, lying flat: +150.


texts: What are all the previous Oracle text revisions for Time Vault?

texts:
On Gatherer, I can see the original wording for Time Vault:

  Tap to gain an additional turn after the current one. Time Vault doesn't untap normally during untap phase; to untap it, you must skip a turn. Time Vault begins tapped.

And I can see the most recent errata:

  Time Vault enters the battlefield tapped.
  Time Vault doesn't untap during your untap step.
  If you would begin your turn while Time Vault is tapped, you may skip that turn instead. If you do, untap Time Vault.
  Tap: Take an extra turn after this one.

Using Google, I was able to find a few more revisions:

  Time Vault comes into play tapped.
  Time Vault doesn't untap during your untap step.
  Skip your next turn: Untap Time Vault and put a time counter on it.
  T, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability if only there's a time counter on Time Vault.

  Time Vault comes into play tapped.
  Time Vault doesn't untap during your untap step.
  At the beginning of your upkeep you may untap Time Vault. If you do, put a time counter on it and you skip your next turn.
  T, Remove all time counters from Time Vault: Take an extra turn after this one. Play this ability only if there's a time counter on Time Vault.

  Time Vault comes into play tapped.
  If Time Vault would become untapped, instead choose one -- untap Time Vault and you skip your next turn; or Time Vault remains tapped.
  T: Take an extra turn after this one.

... But are there any more versions? For the sake of historical curiosity, I'm interested in seeing every revision listed in one place.


texts: How many artifact lands can I play a turn?

texts:
I bought the 5 artifact lands from Mirrodin to add to my artifact deck; it works with the artifact theme (having all of my cards be artifacts) and goes well with my Darksteel Juggernauts.

The thing is, the other day a friend told me that, because they are artifacts and not basic lands, I could play a basic land and as many artifact lands as I have in my hand in a single turn. Is this true?

I find it hard to believe as that would make then overpowered and everyone would use them.

Can anyone verify this or point me to an article where artifact lands are discussed?


texts:
When a creature with Infect and Lifelink puts poison counters on a player, does the controlling player gain life? Do all abilities that trigger on combat damage still occur?

A link to an official ruling would be helpful.


texts: There are plenty of chess tactics trainers online, to improve your chess skills, but I cannot find a single one for go. Is studying tactics useless for go?


texts: Is chest loot in "real gold" or "gold tokens"?

texts: I looted a chest and looked up the reward in the back to find "10 gold". Does that mean that I add 10 gold to my character right away, or do I get 10 "gold tokens" which are multiplied based on the difficulty level at the end of the scenario?


texts:
After you've played Ren Faire with the same group for a while, the performance requirements seem old.  All of us have had to bellydance, act like a hyper kid, etc, etc.  I suppose we could crank out some more ideas for performances, but I'm wondering how others have kept it fresh.

How do you keep the performances from being "same old thing?"


texts: When and how do you use suit preference signals in bridge?

texts:
One example is when you (West) lead a singleton against a trump contract, hopefully to your partner's ace, s/he takes it, and then East leads back a spot card in the suit for you to ruff.

Besides the led suit and the trump suit, there are two side suits, so partner will lead a high spot for a return lead the higher side suit, and a low spot spot for the lower side suit?

In what other situations would people would use a suit preference signal. I once read a Marty Bergen book that said the suit preference signals are used mainly by Easts. Is that true?


texts: what does "you control enchanted creature" mean

texts: I'm confused. Corrupted Conscience has an ability where it says you control enchanted creature. Does that mean you can put it on an opponent's creature and use that creature to attack the other player? Can I use it to capture a Humble Defector and gain its draw 2 cards ability?


texts: How concise can I get the Soulbond boilerplate in a homebrew card without functional changes?

texts:
The Soulbond ability represents a couple of very long and wordy abilities:

When this creature enters the battlefield, if you control both this creature and another creature and both are unpaired, you may pair this creature with another unpaired creature you control for as long as both remain creatures on the battlefield under your control
Whenever another creature enters the battlefield under your control, if you control both that creature and this one and both are unpaired, you may pair that creature with this creature for as long as both remain creatures on the battlefield under your control.

Suppose I want to make a card with Soulbond, but I want to give it a way to pair with creatures other than these two ETB triggered abilities: specifically, I want to give it an activated ability that pairs it with something. I'd need to recreate Soulbond's rules text for the activated ability, but that's quite a lot of text to put on the card.
Sometimes, however, rules text is deliberately redundant just for clarity's sake — for example, Ashcloud Phoenix had a few words added to its first ability that only served to remind players of what the rules already did — so maybe not all of those words are strictly necessary, and just add clarity.
Under current rules infrastructure, if I'm homebrewing a card that has Soulbond and an activated ability that pairs it up, how much of the Soulbond boilerplate can I drop from that activated ability's text?
Or in other words, are these all functionally equivalent? At what point have I taken out enough that I've fundamentally changed the nature of Bonding? (Assume these are on a creature with Soulbond.)

Full template:

{T}: Choose a creature you control. If you control both the chosen creature and {this card} and both are unpaired, you may pair the chosen creature with {this card} for as long as both remain creatures on the battlefield under your control.

Dropping most of the "if":

{T}: If {this card} is unpaired, you may pair an unpaired creature you control with {this card} for as long as both remain creatures on the battlefield under your control.

Dropping the "as long as":

{T}: If {this card} is unpaired, you may pair an unpaired creature you control with {this card}.


texts:
Obviously an interesting card. A few rules I'm trying to clarify here, all regarding fetching an equipment as an instant for some other attacking creature.

Note Stonehewer Giant is not attacking here.

1) After declare blockers step (say defending player said no block), and before damage, can you use the Stonehewer Giant's ability to go fetch a Worldslayer to blow everything up, without a chance for defending player to announce blocks?

2) After declare blockers step, say defending player has announced blocking with a black creature, can you then to use the ability of Stonehewer to go fetch, Sword of Feast and Famine (give protection from black), and completely void the blocker?

and 3) After you announce attacks, and they announce a blocker, can you then use Stonehewer to go fetch Argentum Armor and have its ability trigger? Basically after the blocker is announced, and if I then attach Argentum Armor to the attacking creature as an instant, does the ability trigger (Whenever equipped creature attacks, destroy target permanent.)?


texts: When do you draw loose tiles in Chinese Mahjong?

texts:
I have been playing with English rules with a dead wall or ruin, which you can only access through flower/season tiles or Kongs.

We end up deadlocked often, so I wanted to try the Chinese style where you have no flowers or seasons, can have more than one Chow and no dead wall, so you can access the whole wall directly for a larger chance of finishing.

From this rule description I understand you still have two 3rd layer or loose tiles from where you break the wall, but how/when do you draw them, just when you encounter that wall column?


texts:
I understand that in Gomoku the overlines (lines of 6 or more) do not count for a victory in most tournament ruleset, but may count in casual play. Fine.
WHY in Gomoku there is the rule of "overlines do not count"?
Is this a purely historical reason, like "this is the way", or it actually brings in some benefit to the game?


texts: Can you identify this likely chess variant?

texts:
I frequent a thrifting board game thread on BGG (BoardGameGeek). Recently a nice copy of a supposed chess variant appeared and we cannot seem to identify it.

From that post the game is described thusly:

The board has nine slots on both sides for pieces and it came with 9 pieces for each player. Pieces look like chess pieces with two rooks, two bishops, a king, and 4 pawns per side.
Did determine the designer is Arne Basse and the game appears to be from the 60's.

Designers name doesn't appear to help much other that to affirm that is is likely on of their designs as it is similar to regular chess board in material composition. That does lead to the only only other mention of this game, I could find, from chessvariants.com

It was passed onto me from my parents, They said it was called "Viking Chess", but I haven't been able to find it among the variants at your website under that name (perhaps I have not looked hard enough).
It has 9 pieces per side (king, two bishops, two castles, 4 pawns). It has a spiral board with 36 cross shape places and a star in the middle.
I am trying to remember the rules as the original set are lost. My faint recollection was that each piece "entered" the spiral from the sides.

Between the two posts it was surmised that this is not the following:

Viking Chess
a Morra-Board
Byzantine Chess
Circular Chess

Determination based on board layout and piece composition.
Can you identify this game?


texts: Check for adjacency after or before using a moving tile?

texts:
I'm white player and I draw a desert card.

I place my three settlements there:

Now I use my special ability to move any settlement to a desert field:

I choose the settlement on the right:

Now my question is: Can I place this settlement on a different desert terrain OR do I have to place it on the same place where I took it from?

I haven't built on (or next to) any other desert fields yet. So the only adjacent desert field would be that one.


texts: In Mahjong , what is the chance to get a hand that allows a player to finish on their first turn?

texts: Made hands are very rare in mahjong. Is there a table that lists the possibilities of starting with a complete hand?


texts:
I'm trying to find the name of a Tree-themed Trick taking game I played a few years ago (say around 2014). Unfortunately I don't remember much more about it. I thought it was Arboretum as the artwork style was similar, but when I was trying to get more information I realised that Arboretum was published after I'd played this game, and the mechanics were totally different.

If I recall correctly the cards were in suits of species of tree, each card then had a value (say 1 to 10). I think players would have a changing hand of 5 cards, and you'd play to win a "trick" like in bridge, the player with the highest on suit card would win the round. But I can't remember why you would want to, or how scoring was done.

I've a vague recollection of the box art being green. And yes, I'm aware how lame that is.


texts:
Will Karlov of the Ghost Council gain its counters if I use extort right after playing it?

E.g.: I play him, then I use extort because I played him, will it gain its counters?


texts: How do I handle a gameplay error when I have an equivalent play available in a tournament?

texts:
For example, suppose I have 3 Mountains. I play another Mountain, cast Koth of the Hammer, use the +1, and attempt to attack for four. However the Mountain I target is the one I freshly played (discernible since it has different art). Can my opponent call a judge and stop the attack, since Koth does not give haste so the mountain should be summoning sick?

I'm wondering if there are rules around these kind of "it doesn't matter situations". Since I have four Mountains, I could clearly have targeted another Mountain. I'm clearly not trying to cheat, but I'm also playing loosely. Do I get to hit for four after all?

If the answer to this depends on REL, I'm interested in all REL levels.


texts: How to teach strategic thinking to non-gamer players?

texts:
I have some players in my gaming group that seem to have a bit of a problem with devising their strategy. How can I help them improve?

First of all, I want to clarify - I don't need gateway games recommendations. We play various types of games, from Dobble or Times Up through Settlers of Catan and Discworld to Cyclades and Power Grid. Answers found here didn't help me one bit.

I'll elaborate on my problem:

We have a quite diverse gaming group. We have some hard-core thinkers and gamers, myself included, who like to plan, devise a strategy, have an idea for their play. On the other hand, we have some more casual players. They like to think about their moves, sometimes to the point of reaching Analysis Paralysis, choose what they think is best for them, but they have a problem with long term planning.

They tend to think in terms of the turn at hand, weighing immediate outcomes of their actions against each other. For example in a game of Catan, they will think what's best for them in long term, they will cut someones longest road when possible, they will take the best spot available when building a new city.

If there is no single move that brings immediate gain better than any of the other options, they get stuck. If they can build a road in one of two or three places, they wont think "hey, Mike has a long road and is cut off on the north. He will probably build it down south in a few turns, so I could cut him off too if I go there now". They have a few similar options in their hands and have a hard time figuring out what to do. Sometimes they even mumble "I dont know what to do" during play.

That is fine in some less strategy focused and/or complex games. But when we play games that reward some long term planning or too many options, they have problems or dislike the game. When we play Thunderstone, I tend to win, because I plan out what can I possibly draw from my deck and when will I reshuffle my library. I also tend to buy things with a plan for a deck, I seek out a combo or think what sort of hand would I like to have during the game and build a deck that delivers them. Some of our players tend to just buy the best card around. If the best cards are all bought out, they just randomly buy some of the other options, not having a plan for them. Yesterday I won two or three games in a row, and it was kind of a bummer.

We wanted to try some new board games, and we got Eclipse. I really loved the game and have LOTS of fun, but some of our players felt overwhelmed by the options. It's not like they didn't grasp the rules - we made some mistakes, but that was not the issues. They knew what they could do and how to do it. They just couldn't devise a plan. They had a problem getting an idea of what they would like to do/accomplish in a given round, so deciding what to do in every turn was annoying for them - they chose kind of randomly, because they felt they couldn't make an informed decision. All in all, they decided they didn't like the game very much.

So, my question is: How could I help our casual players better at developing a strategy? They are fine on the tactical level. They experiment and play with tactics. How can I help them transfer that attitude and abilities to a more strategical level?


texts: I need some good mechanics for how the player's character can enhance their tool kit

texts: So I am blanking on the word for this, but the goal is for the character to get stronger over time (power curve), where the character gains levels/items. What I am looking for is different ways a player can add new spells to their kit (imagine every one is a wizard, and they need to create a spell book and add to it through the game). I don't want to have a level up system. for example, things like every few turns, they draw a new spell card and add it to their inventory, killing an enemy and it drops loot. What other way can the player add to their kit to handle more difficult enemies?


texts: Why do some decks run only one of a card?

texts: This Death and Taxes deck, for example, has 1x Cavern of Souls, 1x Horizon Canopy, and 1x Ancient Den. Since it's a 60 card deck the odds of drawing any one of them is 1/60. ie. quite slim. So why do they include cards they likely won't be drawing? Why not run 4x of each card? Gives you less versatility, I suppose, but what good is versatility if you don't draw the cards you need?


texts: Where do I get the mana from for cards that give me mana?

texts: If I have a card like Heart Warden or Llanowar Elves that says if I tap this card, I add one green mana to your mana pool, from where I can get this card green mana?


texts: Do experience counters remain when the card creating them leaves the battlefield?

texts: For example, my Mizzix of the Izmagnus created two experience counters but then gets destroyed. What happens to the counters? Do they leave as well, or stay?


texts:
I'm going for a very expensive but hopefully good assault marine setup, but I require advice. The setup is 5 marines total in the squad with one wielding an evicerator, two wielding flamers and the sergeant wielding a power fist, a lightning claw, melta bombs and being a veteran. The cost of this squad comes out to 175 points. My questions are as follows:

Is this a gross over use of points for an ultimately useless squad and what would be improved in it?
As far as I am aware, the box doesn't contain a lightning claw. What would be the best method for getting a single lightning claw to match with the power fist in the box?


texts: Can Heliod's Intervention destroy X artifacts AND X enchantments?

texts:
Heliod's Intervention is a white instance for {XWW} with this wording:

Choose one —

Destroy X target artifacts and/or enchantments.
Target player gains twice X life.

How should this be interpreted? It's the and/or that confuses me.
Can I destroy up to X artifacts and up to X enchantments, for a total of 2*X permanents? Or can I only destroy up to X permanents, all of which have to be artifacts or enchantments?
If the last interpration is correct, targeting is easy. If X is 4 I can target for example 1 artifact and 3 enchantments.
If the first interpretion is correct, how does targeting work? I have to declare targets when casting the spell, so for each {1} in X, I have to have a legal target. If I wish to destroy 3 artifacts and 2 enchantments, can X be 3?


texts:
I was thinking of creating a custom player board for Eclipse as a gift for a friend of mine.

Looking it up online I found an image of something quite similar to what I wanted:

I have three questions.

Where would I find original graphics to modify?
How can I produce good quality boards?
Is this legal?

Note: This is not the exact board I want to make.  I will not use a Star Trek theme; I am planning to use another theme that is not trademarked.


texts: What game did these black and yellow dice come from?

texts:
I found these in Australia: A set of six six-sided dice, black with yellow markings. The dice are identical. The sides are the numerals 1, 2, and 3; an unfilled pip and a filled pip; and a weird tentacle thing. (From different angles the tentacle thing looks like a witch's hat or a pitcher plant.) There's a certain gothic flair to the forms of the numerals: The "1" doesn't have a flat bottom, for example.

These are third-hand dice, so it's hard to say whether they're separated from other game pieces or somehow constitute an entire game on their own.


texts: How quickly does a player have to say "Uno" to avoid drawing extra cards?

texts:
I was playing with my fiancée and some friends, and she's adamant that if you can yell Uno before someone who has just played their second to last card, they are required to pick up the penalty amount of cards.

Is this kosher?


texts: How does Hazoret's Undying Fury work with Aftermath cards?

texts:
I cast Hazoret's Undying Fury, and of the four exiled cards, one of them is Appeal//Authority, which, according to the April rules change, now has a CMC of 3. I cast Appeal, placing it in my graveyard at resolution.* Can I now also cast Authority for free? The Gatherer rulings on this don't seem that clear to me. If it has a combined set of characteristics in any zone except the stack, then would Hazoret's Undying Fury see both halves as valid free casts? When Appeal//Authority moves from exile to the graveyard, does the zone change cause Hazoret's Undying Fury to see the card as a different object?

*Note that I'm not asking whether the Aftermath half of a card can be cast from exile. It's clear in the Aftermath reminder text that it can't:

  (Cast this spell only from your graveyard. Then exile it.)

This is specifically asking whether after resolving the top half of an Aftermath card using Hazoret's Undying Fury a player could cast the Aftermath half from their graveyard for free.


texts: Civilization - Through the Ages with old game

texts:
I own the 'old' version of Through the Ages: A Story of Civilization from 2006.
There is also a new version (Through the Ages: A New Story of Civilization) from 2015.

Some rules have been added and cards have been changed (among others).

I'm wondering if I can play the new rules, or some adapted rules with the old game.

It's too much work creating/altering the cards, but if there are not many changes it might be worthwhile. Or can some or all rules of the new game be played with the old game as well?


texts: Can I select which ability to use on my second card after using the first card?

texts:
Say I pick the two ability cards for my turn in Gloomhaven. One of them has an attack action on top and the other card has an attack action on the bottom. I'd like to perform the top action first and there's a chance it will kill the monster I'm targetting, but this could still be prevented by the ability modifier deck.

Is it possible for me to use the bottom ability conditionally? To use it as an attack action if my first action doesn't kill the monster, but use it as the standard Move 2 action if it does kill the monster?

I had a look at the rule book (p 18) to see if it would be of any help, but couldn't find anything addressing this situation:

  On a character’s turn, he or she will perform the top action of one of the two ability cards played and the
  bottom action of the other. The leading card designation used to determine initiative is no longer significant.
  Either card can be played first for its top or bottom action. When playing a card’s action, the abilities of the
  action must be done in the order written and can’t be interrupted by the action on the other card. As soon
  as the action of a card is completed, it is immediately placed in the appropriate area (discard pile, lost pile, or
  active area) before anything else happens. Players are typically free to choose not to perform any part of the
  action on their card, however, they must perform any part that will cause a negative effect (e.g., reduce hit
  points, lose cards, or cause a negative condition) on themselves or their allies.

The next section on the Move 2 and Attack 2 actions isn't much help either:

  Players can also use any card they play as an “Attack 2” action
  on the top half or a “Move 2” action on the bottom. If a card is
  used this way, it is always discarded, regardless of what is printed
  on the card. On their turn, before, during, or after performing
  their two actions, players can use any number of items they have
  equipped.

Is there any more information clarifying this?


texts: Can the robot play duplicate developments in solo-play?

texts:
The base set rules state a player may have only one of any given development in their tableau yet the solo rules don't say anything about what happens when the robot attempts to play a development it already has in its tableau.

Can the robot play a development when it has previously placed the same development previously in its tableau?

As an example: Investment Credits.


texts:
In Android: Netrunner, Djinn is a program that reads:

  Djinn can host up to 3 [Memory Units] of non-icebreaker programs.
  The memory costs of hosted programs do not count against your memory limit.

Parasite is a (non-icebreaker) program that reads:

  Install Parasite only on a rezzed piece of ice.
  Host ice has -1 strength for each virus counter on Parasite and is trashed if its strength is 0 or less.

I'd like to play and install a Parasite such that it is hosted on an opponent's ICE (for it's main benefit of reducing that ICE's strength) AND hosted on Djinn (to reduce MU costs).

Is this legal? Can one card be "hosted" on two other cards at once?


texts: I just got the Sacred Pool expansion which adds a bunch of war horses to the game for the Dread Knight's sake. If you obtain two war horses, is there any reason their effects would not stack? May I add my craft to my strength in battle twice?


texts: Card game with animated and holographic cards

texts:
I recently remembered a card game that I saw couple years ago, here are the things I (vaguely) remember:

most of the cards being holographic and animated.
It came in big plastic container that opened up into a little area to put your cards.
The little area the container opens to has a little card holder that makes the cards both animated and holographic, it had a see through film.


texts: Mono-Green Deck: Responding to Sorceries/Instants?

texts:
I'm working on a mono-green overrun deck but I'm having some trouble responding to my opponent's non-creature cards.

Against another creature-heavy deck it does very well, but up against anything with creature removal, control, discard, milling...it just gets stomped and I feel like I really don't have a response to this.

I've played a lot of blue in the past so I'm used to being able to have access to "Counterspell" to handle situations like this.

Does green have a response to sorceries/instants that target you as a player, not your creatures?


texts: In blackjack, card deck is reshuffled once there are less than 60 to 75 undrawn cards left in the deck. Are these cards included in next shuffle session and then cut again, or are these particular cards thrown away for all deals in the session?


texts: When playing bridge which bids need to be pointed out/alerted?


texts:
Yesterday we played village when an uncommon situation occurred which I couldn't find a description for in the manual.

I had only one family member alive which was on the farmyard. All the other family members of mine did already pass away or where not born yet or where in the black cloth bag. Then I sent the remaining family member into church so that he was in the black bag too.

When it was my turn again to take a new cube I took a black one which made my marker pass the bridge and usually one of my family members has to die now. But I had none visible in the game who could have died.

In the manual they say:

  A dying family member must be visible at the time of his death. This means that he must be either on the game board or on your farmyard (Family members still in the black bag cannot die, nor can ones that have not yet entered play.)

Since I had no family member matching these requirements my question is: What do I do in this particular situation?


texts: Pretty new to playing magic, even newer to building my own decks. When playing multicolored, which and how many dual lands should be played? Also, if putting let's say 4 dual lands into a deck. Do I then take out 4 lands of the one color it produces and 4 of the other (or do I then have to little lands in my deck)?


texts: What are the criteria for the best move in Scrabble?

texts:
Suppose you're playing (classical, not duplicate) Scrabble and it's your turn. My question is:

  What would be a good general defintion of a best move for you?

The definition could be of a theoretical interest only, but I'd prefer a definition which could be translated (at least partially) in program code in order to generate automatically the list of your best moves.

Some constraints of objectivity

It might be argued that the concept of best move is a subjective one. In effect, when choosing your move, you might take these factors into consideration:

Your opponent last moves, in order to evaluate the probability that he has certain letters in his current rack. Note that in general, you can't know for sure what his letters are, except if there's no letters remaining in the bag.
Your opponent strength. Note that in general, you can't know for sure if your opponent will know particular words or if he will see particular variations.
Your opponent style (open or close).
Your opponent psyche. This is what you exploit when you bluff.

The three last factors apply only if you play against a human. Indeed, a program would theoretically be of the greatest strength and it would only care about playing a good objective move.

I think that it is reasonable, therefore, to distinguish between two types of best moves: subjective ones and objective ones. My question asks for a definition of the objective one, since it is the one which can be used . In other words, we must not


texts: Do you remember the game we played growing up where you would try to find a red ball, roller skates, ball glove, and teddy bear? There was a clubhouse I think as well. It’s definitely a children’s game. Maybe it had dice as It was a board game.Everyone plays as kids and if you find everything you first you win.


texts:
I recently committed to memory the likelihood of "Entering from the Bar" in a game of backgammon. i.e.

1 point defence - 97%
2 point defence - 89%
3 point defence - 75%
4 point defence - 56%
5 point defence - 31%

Besides the usual likelihood of "throwing a number x", what other statistics are there that I can learn to improve my backgammon game?


texts: What happens if an action card makes another queued action card impossible?

texts:
Last game, the situation arose where I scored a hit on a dreadnaught and played Direct Hit!. My brother then quickly grabbed his Emergency Repairs card.

Direct Hit! reads:

  Play: "Immediately after the ship has been damaged in a Space Battle in which you participate."

Emergency Repairs reads:

  Play: "At any time"

So this resulted in an argument: "Direct Hit! means that the hit was a kill shot so you can't do Emergency Repair" vs "I repaired first, so you can't play Direct Hit!".

After consulting the rules we found out that you always have to announce that you are going to play a card. Then other people can announce they also want to play a card. Then the cards are resolved in order of play.

So what would have happened in our situation if both action cards had been announced? If either is played first, the other cannot be played any more.
Is the action card then discarded? Does it go back into the player's hand? Does the player have to reveal what it was? If not, can he just decide not to play it any more even though it would still be possible (i.e. to repair/direct hit another ship)?


texts: Open lead in a variant of Spades, where players must play a winner if able (CallBreak)

texts:
CallBreak is an Indian variant of Spades, The rules differences from normal Spades are:

Solo (no partnerships)
Possible bids are from 1 to 8  (no Nil bids)
Players must play a stronger card than the current trick winner, if able.
Can lead first trick with a spade (No “spades broken” rule).
No bags penalty.
Game ends after 5 rounds.

My question is, what is a strong open lead in CallBreak?
While this question could be seen as opinion based, it is not so since I have access to a simulator of the game which allows me to compare clones of the same AI-agent that differ solely in the open lead, thus finding which open lead is better.

It is available to play in many mobile game applications and also at http://callbreak.com/.


texts: Where can I find examples of Game Mechanics?

texts:
I'm prototyping a game, but I'm not very schooled on board games. I'm looking for a list of game mechanics so that I can

Describe my game in terms of mechanics
Find other uses of the mechanics to learn from
Pick and choose what mechanics I want to have in my game.

(If there are any books about this sort of thing it would be freaking awesome!)

This is similar to some other questions, but with some differences:

What set of attributes can be used to describe, compare and contrast various board games? - but I need only the mechanics, not whether it is easy to carry etc.
Board Game Mechanics - nice question, but the answers with examples of games people likes, are not very helpful (I don't have access to the games or the time to understand them all).


texts: MTG: Modal cards and graveyard targeted effects

texts:
In regards to modal double-faced cards there are many effects which allow you to "Cheat" in one side or another.

If an effect allows you to play a land or cast a spell from among a group of cards, you may play or cast a modal double-faced card with any face that fits the criteria of that effect.

However does this effect apply to targeting abilities? If one has a Birgi their graveyard (Birgi, God of Storytelling / Harnfel, Horn of Bounty). Her flip-side is an artifact. Would one be able to Sacrifice an artifact (a Myr token lets say), with something like Goblin Welder or Daretti, Scrap Savant 's -2 to reanimate either side of Birgi?


texts: Would Loyalty Abilities be negated by Pithing Needle?

texts: In doing research on how to counter activated abilities (See here) I found the Pithing Needle and I wondered: do Loyalty Abilities count within the activated abilities targeted by Pithing Needle's text?


texts: Can you be visited by more than one Noble in Splendor?

texts:
In Splendor, after you have collected enough bonuses to receive a visit from a noble, can you receive a visit from a second noble with the some of the same bonuses as the first, or do you need additional bonuses?

For example: say there are two nobles that both require 3 diamond bonuses, can you receive both nobles if you only have three diamond bonuses, or would you be required to have at least 6 diamond bonuses to receive them both (3 for each)?


texts: Kolaghan, The Storm's Fury dragon attacking ability

texts: Does Kolaghan, The Storm's Fury's ability trigger for every dragon attacking or any dragons attacking? For reference it says "Whenever a dragon you control attacks, creatures you control gain +1/+0 until end of turn". If I attack with two dragons, do my creatures get +2/+0?


texts: Is there a limit to the maximum number of each card in a Netrunner deck?

texts:
In collectible card games there is usually a maximum number of each card one can use in a deck for constructed formats. As a reference, take Magic: The Gathering where most formats allow for 4 of each card (except basic lands) to be played in each deck.

Is there a similar limit to the number of cards in a Netrunner CCG deck?


texts: Do the 'Charizard EX' sets automatically come with a Mega Charizard EX card?

texts:
My nine-year-old has asked for a 'Mega Charizard EX set' of Pokémon cards. I googled that. I found the individual Mega Charizard EX card for $20-$25 and I found the Charizard EX set of Pokémon cards. He battles other kids with the cards, of course.

Do the Charizard EX sets automatically come with a Mega Charizard EX? Or do I have to buy the individual card to be sure he'll get THAT particular card?

I want to get it for him for Christmas. It would be a bummer to get the set and not find that card in it on Christmas morning, right? Or am I wrong? Of course, I'd rather not pay so much for a single card...


texts: I have an Ivy Lane Denizen, how does targeting work?

texts: I have an Ivy Lane Denizen, it says that he may put a +1/+1 counter on target creature whenever a creature enters the battlefield under my control. Does the counter go on Ivy Lane Denizen specifically or on the creature that just entered? Or does "target" mean I choose any creature of my choice?


texts: Karlov of the Ghost Council and multiple counters

texts:
when I have Karlov of the Ghost Council and Righteous Cause on the battlefield and I attack with three creatures, does Karlos get six +1/+1 counters or only two counters since the creatures attack simultaneously?

Not sure whether the word "whenever" triggers for each creature or whether the attack counts as one trigger.

Thank you again!


texts: What is the effect of filling the Dragon Ball Meter?

texts:
What is the effect of summoning Shenron?

The rules regarding what happens when the Dragon Ball Meter is filled seem inconsistent.  The rulebook states the following (emphasis mine):

  Once the meter is completely filled, at the end of that round all active Z-Fighters are healed to their maximum health, and all KO'd Z-Fighters are revived and healed to their maximum health.

However, the character cards, which have quick-references explanations of some of the rules, state (emphasis mine):

  Place 7 Dragon Ball results on the Dragon Ball Meter to heal all Z Fighters to full HP, or revive a fallen Z Fighter.

(sic regarding one spelling "Z-Fighter" with a hyphen and one not)

The first ruling states that this effect heals everyone to full health, including all KO'd characters.  The second ruling states that you have a choice of either healing all non-KO'd characters, or healing one KO'd character.  Which wording is correct?

My assumption is that the second wording is correct, because the first wording from the rulebook is awkward; there would be no reason to say "heal all active characters AND heal all inactive characters" when you could just say "heal everyone, regardless of active status" if that is what you meant.  On the other hand, rulebooks are generally a more authoritative source than a quick-reference card.


texts:
One of the appeals of traditional games such as Chess, Go, Backgammon, or Poker is the depth that they have acquired over the years; long-standing communities and traditions, wide range of players from different backgrounds, depth of strategic analysis that has occurred over the years, and wide range of skill levels with very strong top players that comes about from years of study and training.

Many newer games are mere flashes in the pan; fun for a while, but ultimately replaced after a few years with something newer and shinier. Many of them have the potential to gain such depth, but they are crowded in a field of other games, and do not really develop their own independent communities nor a significant pool of people to put in the time and dedication to create a strong competitive system.

What recent games (defined as having been invented within the past century or so) have managed to achieve this sort of durability; their own cultures and communities, high-level tournament play, strong strategic analysis and a broad range of player skill? What games have not yet had time to (past 10 years or so), but do you feel have the seeds of such depth?

Here are some criteria that can help determine if a game has reached this level. Not all criteria need apply, or may not apply exactly, but the more the better.

Significant tournaments with professional or semi-pro players; or large amateur tournaments at a national or international level.
Official rating or ranking system (or more than one) with hundreds of players and a wide range of abilities represented.
Significant coverage in mainstream media, not just passing references or coverage in game-specific media.
Multiple independent publications discussing the game specifically (not as one of many, but dedicated to the game in question). Books, magazines, professional level blogs or e-zines, etc.
Professional on-line or software implementations dedicated to this game, or many independent computer implementations in systems which cover multiple games with hundreds of active players.
Popularity in groups of people outside of of traditional gamer groups; cultural relevance of the game outside of the gaming community.
Multiple clubs (regional, city, or university) dedicated to this game in particular, not gaming or a particular genre of gaming in general.


texts:
I've played a couple of Pandemic games with 2, 3 and 4 players.

From my point of view, the game should be harder with only 2 players since it will be more difficult to get a medic and both players will have to stay virtually close to each other most of the time in order to share knowledge, therefore cover less ground.

On the other hand, with more players, obviously the deck will run out faster.

From my experience our group WIN/LOSE ratio is very similar and does not depend that much on the player count.

Is it really harder with fewer players?


texts: Does Upper Deck maintain an official errata for Legendary: A Marvel Deck Building Game?

texts: Given that there are errors on some cards, as indicated by this question, is there an official errata list from Upper Deck? The closest I could find is on Board Game Geek, but this list is a collection of notes from their forums and hasn't been updated since February of 2014.


texts: Does being removed from a location via a character ability or event count as "leaving"?

texts:
If a character is moved from one location to another via an event (e.g., Airlift) or character ability (e.g., the Administrator ability, which lets you move a pawn to a location with another pawn), does that count as the character leaving the location?

Spoiler pertains to the Cairo recon, and provides context:

   With the introduction of the Hollow Men, a character gets exposed when leaving a location that contains 1 or more Hollow Men figures.
 Does that happen only when doing any of the normal movement actions (Drive/Ferry, Sail, Charter Boat) or any time you are no longer in the location with Hollow Men?


texts: If I forfeit Breaking News, will the tags stick?

texts:
Breaking News is an agenda that reads:

When you score Breaking News, give the Runner 2 tags.
When the turn on which you scored Breaking News ends, the Runner loses 2 tags.

If I find some way of forfeiting it during the turn I score it, does the second "clause" fail to fire, so the Runner keeps the tags?
The reason I think it's ambiguous is because the two effects are listed as separate paragraphs, with separate "when" statements, suggesting they may trigger separately, rather than being both-or-neither. If the card is no longer in play because it's been forfeited, the card text no longer has an effect on the game. (Compare a card like Joshua B, which has a "when this turn ends" effect as PART of the main effect, suggesting it would have already triggered regardless of whether the card remains in play or not.)


texts: Counting a surrounded non-alive carpenter's square

texts:
I was playing against Crazy Stone and we ended up with (essentially) this corner situation:

$$W
$$ -------------
$$ | . . 5 X O .
$$ | 4 1 3 X O .
$$ | . 2 , X O .
$$ | X X X X O .
$$ | O O O O O .
$$ | . . . . . .

This certainly taught me (black) a valuable lesson about what I learned is called the "Carpenter's Square" and how I should not let W1 happen.

What I did not understand was the counting of this situation. I would have expected this to be counted under seki rules (as far as I can tell, Crazy Stone uses Japanese scoring), which in my understanding means all stones are alive and the four empty intersections are dame, so this corner is worth zero for either player.

The program however marked the black stones as dead and counted the corner as white territory, making the above diagram worth 22 points for white.

Is my understanding incorrect? Or the computer's? How should this situation be counted?


texts:
I just have some questions about the rules of UNO, since me and my cousins are relatively new to it.

Assuming we're only 2 players left, and I already placed my last card (Example, a +4 Card), but then my opponent also played a +4 on top of my +4 card, is it invalid? Or do I get to draw 8 cards?
When I play a +4 card, can I immediately place another card on it? (Example, I played a +4, then called out YELLOW, then placed a yellow "5" on top of the +4 without shifting my turn)
Also the same question as #2, but if I get to place a "Skip/Stop" card on top of my +4, will that pass the +4 effect to the next player? (Example, I placed a +4 then a skip on top of it. The +4 is dedicated to Player B. By putting a stop, the +4 gets passed to Player C instead.)


texts:
This was a 4 player game ( I think tops ). Each player had their homeworld in their own galaxy separated in different sections on the board. You could attach boosters and rockets on your ships to make them more powerful. There were scouter ships and big battle ships because each ship could hold many cannons or no cannons at all in some cases. One of the ways to win was to destroy everybody but there was 1 more way to win that I cannot remember, I think it was to boost to the middle of the board.

There was also crystals on planets in your galaxy and each planet was connected with a blueish line between them you could travel. Playing certain cards would create additional paths that were permanent. You could also set up defending turrets on bases you've explored and captured. I remember you could require resources from worlds and things would end up in your scrapyard which was your own player board.

I believe there was battle with NPCs to capture small planets in a territory and all battles were a combination of dice rolling and card play.

The main board came in a few pieces but it was in a circularish with a center piece that may have been empty / space in the center. I'm not sure when this came out or what the title could have been. The board was a very unique piece of it I think.

I'm fairly certain it was not Star Wars, Star Trek, or Battlestar Galactica.


texts: Can a Bristling Hydra activate Hexproof when an instant is cast?

texts:
I summoned the Bristling Hydra and it was killed instantly before I declared I was making it Hexproof. Could I have prevented it's death if I had said it was Hexproof before the other player cast his spell?

The additional reason for asking this is due to the energy production of the card and the energy requirement for playing the ability.

When bristling hydra resolves it provides 3 energy and the ability requires 3 energy therefore this question has some additional implications about how the spell could potentially resolve i.e. does the energy resolve in time for the player to use the ability or do you need an additional source of energy


texts: What are the rules for the card game "High Nines"?

texts:
A long time ago, my cousin taught me a card game he called "High Nines":

It was a trick-taking game, similar to Euchre, though it used the full card deck.
Trump cards were worth one point, except for the 9s, which were worth nine.
The 2s would stay in the score pile of the person who played them, even if they didn't take the trick.
There was a rule that let you double your score for the round, but it could be turned against you, somehow.

Does this game seem familiar to anyone, and can they point me to a full set of rules for it?


texts: How do creature that exile themselves interact with Whip of Erebos?

texts:
I've recently been told that a revived Obzedat, Ghost Council can escape Whip of Erebos's exile effect because you can exile it while the whip's effect's is on the stack, but wouldn't that trick (or the activate ability on Aetherling that can theoretically be used in the same way) merely run afoul of the whip's continuous effect that applies to the revived creatures?

  If [the returned creature] would leave the battlefield, exile it instead of putting it anywhere else.


texts: Can I use an altered art card in tournament?

texts:
I have investigated a lot but I'm still not sure if I can use an altered art card in a tournament. I know that the golden rule is: The head judge will determine if the altered card is legal or not. But I don't want to paint my card if it will obviously be rejected.

To be more specific I want to make a border extension of my commander. The tournaments in which I am interested are mainly FNM and local shop little tournaments.

If someone doesn't know what border extension is, here is an example:

Here, Iona, Skithiryx and Thundermaw Hellkite have a pure border extension with no further modifications.

I have read a related post in this site but it doesn't clarify if this can be done or not because for one side it says:

  If the card is legal then the card has black or white borders

and then it says:

  Artistic modifications are acceptable in sanctioned tournaments, provided that the modifications do not make the card art unrecognizable, contain substantial strategic advice, or contain offensive images. Artistic modifications also may not obstruct or change the mana cost or name of the card.

Moreover I've read that if I use sleeves the card is most likely to be accepted by the judge. Considering that Commander is a more casual format and the commander(or general) almost never go into the deck I would like some help to decide if I do this art extension or not.  Maybe one judge can point me in the right direction.


texts: How should we be keeping track of secret doors?

texts: How are players keeping track of which doors a player has uncovered? Once you have discovered a door you do not need to roll again to find it. It seems like a lot to memorize or are we playing this game wrong?  Do all four get the knowledge of the door once uncovered?


texts:
Consider Final Countdown:

  Pay 2000 Life Points. After 20 turns have passed (counting the turn you activate this card as the 1st turn), you win the Duel.

I know that Final Countdown has been limited to 1 and I recently read somewhere on this site that that was because some decks were abusing it (i.e. some decks were enable to exploit Final Countdown in a way that almost assured victory against most decks at the time).

How can this be achieved? 10 turns of each player is a very long time and some decks run out of cards before that, in addition Final Countdown has to be drawn first. It may be a 39.4% chance to draw in first turn (6 out of 40) when three times in the deck, but there is also a 37.0% chance not to draw it within your first 5 turns, in which case the duel would have to last at least 20 turns. I know there are some cards that can simulate phases, but I cannot imagine them to be enough to justify limitation.


texts: What strategies can you use as a Renegade in 4 player games to maintain your cover?

texts: So in 4-player Bang!, there is a Sheriff (wins when all others are dead), a Renegade (wins when all others are dead) and 2 Outlaws (win when the Sheriff is dead).  So your typical game opens with the two outlaws shooting the Sheriff, the Sheriff shooting the Outlaws, and the Renegade being forced to shoot the Outlaws so that they don't kill the Sheriff too quickly.  This has the effect of telegraphing to all players involved who the Renegade is; the resulting game devolves into a shootout with no subtlety or strategy;  everyone knows everyone's situation and there are no surprises.  Are there better or more optimized strategies for these situations?  Or does the game only hit its stride with more players involved?


texts: Wagon movement on completion of a feature

texts:
The rules for the Wagon state that when the feature it is placed on is completed, it can be move to an unclaimed, incomplete connected feature.  To my reading, this means that the feature it is moved to does not need to be directly connected to the feature just completed, as it does not explicitly say this.

However, in the Annotated Rules, it says the wagon may only be moved to a feature directly connected.  I'm wondering how this conclusion is reached, and whether my interpretation of the rules in the box is valid?


texts: Black card ability - all players exile a creature - does it work on the one with protection from black

texts:
Let's assume I have black card with "player must exile a creature" and one of mine opponents have only one creature on the battlefield, but it has "protection from black".

Does mine card affect his?


texts:
Would it be feasible to create an opening book for Scythe, analogously to chess openings?

It would have 7 factions x 7 starting boards = 49 parts, which would be further subdivided depending on game conditions and opponent replies
It could feature an agreed-upon shorthand notation and simplified board maps
It would be a community effort, so be continuously updated and contain ratings
It could also feature something like chess' endgame quizzes, like "here's a board at a given move, win in 2 moves by getting 40 coins (expansion rules)".

Are there any existing frameworks or tools that can help with this?


texts: Certain lands, such as Coastal Tower, state that they can add two types of land, but when does that happen? When I cast it, it enters the battlefield as just one land, right? So does it add the additional land when tapped?


texts: Removal of red camp cards from the camp board

texts: In Castaways, the red camp cards stay in the camp board until they are "dealt with". There are some camp cards, such as #51 (Argument), that have no clear condition stating how to "deal with" the card. Does this means that the card stays forever in the camp board, or that after a player triggers its effects it should be removed?


texts: Do Law Offices affect ties you're not part of?

texts:
If you own a Law Office tile and two other players are tied for a goal (but you are not), do you win that goal?

Do you have to be one of the players that is part of a tie in order to win that tie with Law Office?  From the way that the tile reads, it does not seem to clarify whether it refers to only breaking your own ties, or if you can benefit from goals that any other players are tying.

My base instinct is to assume not, but I was reminded of a similar ruling in Eminent Domain, which had the same situation on the promo card Exclusive Victory (see left card in the image below).

In that game, the card does allow you to win the game if any players tie for first place, even if you're not one of them, resulting in you taking first instead of them.  Online rules clarifications confirm this.

  Effect: If the game ends in a tie, you win the game. (Even if you're not one of the tied players)

Does the Law Office tile in Suburbia work the same way as the Exclusive Victory card in Eminent Domain?


texts: What has changed in the new edition of Junta?

texts:
I have the 1985 WEG version of Junta (that I rescued from a second-hand store years ago), and while it's a favorite of mine, I'll easily admit that it's not the clearest game for explanations or text on cards.

I see that Alderac is printing a new edition - is it just a cleanup, or are there mechanical differences?


texts: Princess & Dragon with Traders & Builders

texts:
Does the dragon eliminate only followers or does it also eliminate builders, pigs, etc?

If the dragon eliminates a follower but leaves the builder in a city, what becomes of him?


texts: Why do cards use the "(ability) / Other creatures you control have (ability)" wording?

texts:
The card Bellowing Tanglewurm has the following two clauses...

  Intimidate
  Other green creatures you control have intimidate

...and Felhide Petrifier has these two clauses...

  Deathtouch
  Other Minotaur creatures you control have deathtouch

It seems to me that the two above cards are needlessly wordy. Instead of Bellowing Tanglewurm's two clauses, I'm thinking it could just be shortened to

  Green creatures you control have intimidate

since Bellowing Tanglewurm is also a green creature.

Same would apply for Fellhide Petrifier,

  Minotaur creatures you control have deathtouch

since Fellhide Petrifier is also a Minotaur creature.

Is there a reason that the former two wordings are used instead of the latter two? Is there some rule I'm missing that requires the former two be used instead?


texts:
When I was young, there used to play a game where we traded cards.

Two people used to split one pack of cards, these cards usually had information on cars. you would then compare specifications, and the one that had the highest spec, could take the other person's card.

For the life of me I cannot remember the name of the game.


texts: Can the campaign mode for Star Wars: Imperial Assault be played if one player is not always able to attend?

texts: We are starting an Star Wars: Imperial Assault campaign and one member of our group is not "always available". Will this be a problem? Do the rules support this and will it unbalance the game if the number of players varies between sessions?


texts: Can I use Jyn Odan's Quick Draw if I don't have line of sight normally, but do with Trick Shot?

texts:
Jyn Odan's Quick Draw works as follows:

  2 Strain: Use at the start of a hostile figure's activation. Interrupt to perform an attack with a Pistol targeting that figure. Limit once per round (twice if you have 2 activation tokens).

For 4 XP, Jyn can buy the Trick Shot skill:

  1 Strain: Use before you declare an attack with a Ranged weapon. You can draw line of sight from any space within 3 spaces.

It's not clear to me: can these two can be used together? Can I use Quick Draw against someone I don't normally have line of sight to, but do with Trick Shot?


texts: What happens if the Heliod/Spike Feeder combo meets the Heliod/Walking Ballista combo?

texts:
Alice's board: Heliod, Sun-Crowned, Spike Feeder equipped with Swiftfoot Boots

Bob's board: Heliod, Sun-Crowned, Walking Ballista, 2 mana to activate Heliod

The turn prior, Alice played the infinite life combo and went to "infinite" life. By the rules she can't actually go to infinite life, just some very high but finite number (let's say 1 Googol). Then she passed the turn. Bob played Walking Ballista for 2, activates Heliod, and starts shooting. What happens now?

Bob: shoot you for one? (Alice says OK) Gain life, pump my Ballista, shoot you for one? (Alice says OK) Loop 1 Googol times?
Alice: OK, after your 1 Googol activations, with the 1 Googolth activation on the stack, I activate my Spike Feeder and gain 2 life?
Bob: Okay, after you gain two life, shoot you 1 Googol times?
Alice: In response, gain 1 Googol life?

... and repeat.

Looks related: What happens if both players have the ability to pump their creature an unlimited number of times? However the two infinite combos above might never lead to the same state, e.g. Bob can say "I shoot you half a Googol times", and it's not clear what life total Alice has afterwards (if she survives).


texts: Is "finesses wrong for declarer" a good reason to double a (bridge) contract?

texts:
Suppose you have a hand like (s) KJx (h) xxx (d)Axxx (c) xxx, sitting "West."

The (Standard American) bidding has been S 1 spade, N 2 hearts, S 2 spades N 4 spades. You and partner have passed so far, and E and S pass to you. Vulnerability is equal.

A book I read opined that this is a good time to double because "finesses were wrong for declarer." You have a minor spade tenace behind declarer, declarer did not support dummy's hearts, meaning your partner has "some."

I count two trump tricks and one side trick in your hand; one heart trick and one other side trick for partner, a potential two-trick "set."

Is this, in fact, a good time to double? Or are there reasons against doubling that I've overlooked?


texts: How much control does the first player have when placing multiple monsters?

texts:
When drawing multiple monsters and placing them is there a choice in which monsters go to the outskirts?

Do we get to pick what monster goes on what gate?


texts: What's the difference between "exile" and "destroy"?

texts:
There is different terminology on MTG cards: "exile" and "destroy"? I do not quite understand the difference. When a card (like Angelic Purge) states:

  Exile target artifact, creature or enchantment

Does this mean that that card is going to the graveyard, or it goes to the "exile zone", i.e. can not be played this round anymore and any circumstances?


texts: In Unstable Unicorns, does the Pandamonium card cancel unicorn card effects?

texts:
Scenario:

A player (John) has the Queen Bee Unicorn card in their stable. The effect of the Queen Bee Unicorn card is that basic unicorns can no longer enter the stables of other players:

  "Basic Unicorn cards cannot enter any other player’s Stable."

Another player (Jane) plays the Pandamonium card into the John's stable. All of John's unicorns are now considered to be pandas:

  "All of your Unicorns are considered Pandas. Cards that affect Unicorn
  cards do not affect your Pandas."

The Pandamonium card is a downgrade card. It has a pretty powerful downgrade in that a player with it in their stable would be unable to win (since they need seven unicorns, not pandas).

However... does the Pandamonium card cancel out the effects of the existing unicorn cards? Does the effect of John's Queen Bee Unicorn card cease simply because it's now a Queen Bee Panda? Or does the effect continue?

NOTE: I would suggest from reading the descriptions that the effect would continue. But does anyone know? or have thoughts?


texts: Would it be possible to play through Pandemic Legacy more than once?

texts:
I am about to start a Pandemic Legacy campaign. I have managed to avoid spoilers so far, but I have read enough to know that the game is essentially designed to be played through once - changes are made during the campaign that are not easy to reverse (e.g. stickers added, components destroyed). How practical would it be to modify the process so that the entire campaign could be replayed? I realise that the experience a second time around would be less exciting since you would know what was coming, but I can still see potential value in trying out different decision paths, trying a different number of players, etc.

Rather than adding stickers, could one just keep a written record of the relevant information? Or could the stickers be peeled off afterwards?
Rather than destroying components, could one just put them to one side?
Are there any other changes required to the game components that would be irreversible?

No spoilers please!


texts: Does a dashed creature return to my hand at the end of the turn after an opponent takes control of it?

texts: If I dash a creature (e.g. Goblin Heelcutter) and my opponent activates the ability of Captivating Vampire on my dashed creature, will the creature still go back to my hand at the end of the end step?


texts: Can I cast "Find Gate" when delayed in Other World?

texts:
In Arkham Horror, while delayed, can I cast "Find Gate" in Other World?

The spell 'Find Gate', reads:

  Movement: Cast and exhaust to immediately return to Arkham from an Other World.

Can I, for example, cast this immediately after being drawn through a gate during the Arkham Encounters phase? This would effectively skip the Other World Encounter that is about to happen this turn, in addition to the one that would happen next turn.