texts: How can I put custom symbols on the side of blank foam dice?

texts:
I have designed a game that requires custom dice. Specifically, I've wanted to create dice approximately 3" in size, for party games. My first round of making dice used styrofoam and paint. After several games, the dice chipped - as to be expected.

The second attempt at custom dice used foam dice from Oriental Trading painted over to fit the needs of the game. These, too, had paint coming off.

As Oriental Trading and other retailers have proven, however, it is possible to have permanent images affixed to faces of a cube on foam dice. Wood, metal, and other hard surfaces are undesirable as they are too hard for use indoors. What ways are there to create dice that look like those found on Oriental Trading?


texts: What is "Playing For Top or Bottom" In Bridge?

texts: Apparently it relates to duplicate bridge. Initially, I thought it meant playing the hand in a risky way to score overtricks, and taking the chance of sacrificing a potential game. But then someone said that you could "play for top or bottom" by making a safety play that others don't make. The term he used was "going against the field." What did he mean by this?


texts: Kingsbridge Scarlet: trade 1 cloth for 3 VP

texts:
In Chapter 4 long-term (blue) event card, there's one that says:

Each player may trade 1 cloth for 3 VP

If this were a one-time card, there wouldn't be any issues. However, as this is a blue permanent card, there might be different ways to interpret this text.

You can do this once in Chapter IV, does not matter when.
You can do this once per turn, may be at a specified time, such as after an event card is placed, and before the personal income is resolved (i.e., at the time when the grey one-time cards are usually resolved)
You can do this as many times as you want on your turn.

Well, Option 1 is not really compatible with the concept of a permanent card, and tracking who used it, and who has not, is difficult. Options 2 and 3 seem to give too much to the player who happened to have the wool and/or cloth in Chapter 4: otherwise, one cloth would be worth 2 points if you sell it for money, the second cloth would be worth 2 points if you played "Privilege" to sell it, as well, and others would not be worth anything. One of the players managed to get 12 or 15 points with this card though in our recent game (although she still lost to a powerful project builder); we played it as Option 2. I was unprepared enough to discard my "Cloth production" in the first turn of Chapter 4 before this blue card appeared.

Are there any official explanations for this card? What are the existing house rules for this card? One possible way to mitigate its power is to say that you can trade cloth for VP in place of your action, for instance -- nothing except for "Build project" can give you 3 VP at once, and one, obviously, is not allowed to play it four or five times in a row.


texts: Soul-Scar Mage and Nin, the Pain Artist with lifelink

texts:
I control a Nin, the Pain Artist (without summoning sickness) equipped with a Basilisk Collar (or anything else which gives her lifelink) and a Soul-Scar Mage.
When I activate Nin's ability and deal e.g. 3 damage to an opponents creature, will I gain life, or will the Soul-Scar Mage with his replacement effect "put that many -1/-1 counters on that creature instead" prevent me from gaining life.
Also, will the replacement effect prevent the opponent from drawing cards? (I suspect not, since the card draw isn't tied to the damage)


texts: Is the Merchant ability mandatory if you have two identical tiles?

texts:
In Libertalia, the character card Merchant says:

  Discard two identical booty tiles to gain 3 doubloons, or 3 identical booty tiles to gain 5 doubloons.

Is the ability mandatory? (I.e. If you had 2 chests and 3 treasure maps, would you have to discard at least two of one type?)

The rules note that booty tiles in your den remain hidden until needed. If you don't discard any identical booty tiles, are you required to reveal all your tiles to prove you have no duplicates?

An official FAQ, or designer response is what I am looking for.


texts: In Midway, how do I manage the "inferior" Japanese fleet on day 1?

texts:
This is a reference to the Avalon Hill board game.

Historically, the Japanese fleet approached Midway in four waves. The first wave (a strike force of four carriers and supporting ships) was slightly inferior in power to the American forces (three carriers, cruisers, and a "fourth" carrier on Midway). On the second day, the Japanese receive two more waves of reinforcements of surface ships that give them a decisive superiority over the Americans at sea (but not in the air).

As the Japanese, how do I hide/avoid combat on the first day until my reinforcements arrive, given the Americans' full board "search" capabilities?  Or should I accept the possibility of combat, hope for a more or less even result, and then hope that my second-day reinforcements can overwhelm the Americans?

Would your answer change between the Basic game (air combat only, on more or less even terms) and the Advanced game (which allows ship-to-ship combat that favors the Japanese)?


texts: What happens when this situation occurs in Tsuro?

texts:
There are two empty sepetated spaces left and the person going does not have a card to play but the next person does.

Does the first person lose because they are out of cards to play or does the second player lose because they still have a card to play afterwards that will move them off the board?


texts: What are good reasons to lead dummy's first bid suit?

texts:
The most obvious time is when partner has made a lead-directing double, showing strength, perhaps a tenace, in dummy's suit.

But even when partner hasn't doubled, there may be other reasons. For instance, if dummy has only a few high card points, forcing dummy to take its winners early may cause declarer "transportation" problems. If your hand lends itself well be being squeezed, hammering at dummy's high cards early may be a form of anti-squeeze defense.

If you have something obvious to do, like cash a long suit or lead partner's bid suit, you'd do that. But suppose you have scattered values and no bids by your side. What would make you lead dummy's suit? Are the reasons I listed in the last paragraph valid ones? And are there others that I have overlooked?


texts: Cuba Libre: Is Cash Laundered by another player earmarked for a particular LimOp?

texts:
In Cuba Libre by GMT Games, Rule 2.3.6 (Launder) has the following clause that allows another player to Launder Cash in another's favor:

  ... Alternatively, a different Faction may remove its own Cash marker to enable the 1st or 2nd Eligible Faction to execute such a free Operation. ...

Suppose another player wants to Launder their Cash to give me a free LimOp for a particular purpose. Which of the following happens:

a) The other player spends the Cash, and I choose any LimOp I desire as if I had Laundered the Cash myself, allowing me to trick the other player into financing a different operation than they intended

or

b) I choose the operation, and the other players can choose whether or not to Launder for it, enforcing honesty?


texts: Do starting positions make a significant difference in Senji?

texts:
I had my first game of Senji a couple of days ago, and it's clear that the starting positions for each player are very different. (Senji map: http://goo.gl/LuHTA)

In a 6 player game it seems to me that the Yellow player and the Black player have a bit of an edge since their territory is easier to defend. On the other hand the Purple player is surrounded by 4 out of 5 players, so seems more likely to be attacked.

Do you think it is easier to progress in the game depending on your starting position? Does this mean your starting position will determine your strategy?


texts:
Despite having what I feel is a fairly solid understanding of most rules and timings, I can't figure out Archangel of Tithes, and I'm clashing with intent and wording.

Archangel of Tithes says "As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays {1} for each of those creatures." Some of this confusion affects other cards, like Oppressive Rays.

Which of the following is correct?

1: You have to pay every time you attack (as long as AoT is untapped), no matter what's happened previously. Because of AoT's wording, it doesn't mention that it has to happen each attack, nor does it put a duration on how long paying allows you to attack or block. However, is there a part of the rules I've missed that explains this? Can I pay the cost at any time, or does something in the rules make it trigger on each attack?

2: You only have to pay once. This is a static effect that prevents a creature from attacking unless its owner has, at some point, paid, because there's no duration on the "unless".

3: You have to pay at least once, but not any more until AoT becomes tapped and then untapped. Because "as long as it's untapped" puts a duration on the freedom-from-not-attacking.

4: I have AoT completely misunderstood and you have to pay totally. Strictly by the wording, I could interpret AoT as meaning that I have to pay for all of my creatures. It says (creatures can't attack) unless (controller pays for each), so even if I want to attack with 1 of my 5 creatures I still pay 5. The alternate wording would be (each creature can't attack unless its controller pays 1).

I feel like 1 is the intent, but I can't totally justify it based on its wording with my current rules knowledge.


texts: Interaction of Pyxis of Pandemonium with Altar of the Brood

texts:
I play Pyxis of Pandemonium in a mill deck. I also run Undead Alchemist and Altar of the Brood. I understand that when Pyxis's 7-cost ability resolves, all relevant permanents enter at the same time, so does that mean the mill that would happen would only be a result of any Altars already on the field?

In addition, what of the zombies resulting from that mill? Would they be a separate resolution following the Pyxis ability or would they resolve during the Pyxis? Also would they then include any Altars and Pyxis that entered the battlefield by the ability of Pyxis?


texts: What factors should I consider when choosing card sleeves?

texts:
There seem to be a lot of options when it comes to card sleeves.  What factors do I need to consider about different sizes, materials, and quality of sleeves when deciding which to purchase?

How much larger should the sleeves be compared to the cards?
What different materials are available, and how do they effect how well the cards are protected and shuffling?
What sleeves seem to be the best quality?


texts: How long does the copyright for a game last, after it is out of print?

texts:
I was digging round trying to see if the copyright for Warhammer Fantasy Quest was still held by Games workshop who stopped producing the game 14 years ago. I don't know how long the copyright would last even if it was still held, in the UK.

Who owns the copyright for a boardgame that is out of print?

How long will copyright last for?


texts: How can I defend against Pokémon Cinccino “Fluffy Tail”

texts:
I’m trying to learn how to play the Pokémon tcg and can’t find an answer that makes sense online. My opponent used Cinccino’s Fluffy Tail attack, which does 30 damage, and also puts the defending Pokémon asleep.

Without a slew of cards that can wake up my defending Pokémon, I don’t understand how to defend against this kind of attack. They can just keep wicking 30 hp off my Pokémon, and I can’t attack back, turn after turn. It’s both frustrating and boring, as far as I understand the rules.

Is there any defense against this that doesn’t require me to have a very particular helper card handy?


texts: How does one make foam inserts for games?

texts:
I've got several games that have all the pieces rattling around in the box, each set of pieces stored in its own Ziplock bag. But I'd really rather have my own custom inserts.

I looked into making vacum-formed inserts out of plastic, but construction of such a machine was too much work, and in my area there are no companies willing to make a  "run" of a single formed piece.

So I thought of getting foam and cutting it to shape around all the bits, but I haven't found a good guide about how to measure the cuts, and what types of foam are better for this.

Any advice? I'm willing to accept "You're wrong! You have to be doing [something else] instead!"


texts: Can neutral cards be used as a resource?

texts:
Very straightforward question, can neutral cards be added to a domain as a resource?

I can't seem to find anything that says you cant, but just wanted to make sure.


texts: If my opponent Confiscates my permanent and I can cast my own Confiscate, should I target my permanent or their Confiscate?

texts:
There exist a number of auras that allow a player to take control of a permanent on the board. The earliest of these to my knowledge is Confiscate, but my question applies to any of these effects assuming they have legal targets.

The context is that you and your opponent are both playing Confiscate effects and your opponent has taken control of your MVP (most valuable permanent). It's now your turn and you have the mana available to cast your own Confiscate (or equivalent). Because control effects are applied in timestamp order, you can regain control of your permanent by targeting it—but you could also regain control of your MVP by targeting the opponent's aura.

Are these targets necessarily equivalent? If not, is there any compelling reason to consider targeting the opponent's aura instead of your own stolen permanent?


texts: Retreat in case of slide trap in Dungeon!

texts:
In a game of Dungeon! there is Slide Trap in Level 3 which says:

Gain 1 Treasure and move to any chamber on Level 4

What happens when I encounter a monster in the level 4 chamber, attack it insufficiently, the monster hits back, and I have to retreat a step? Where do I retreat?


texts: How balanced are the character powers in Colt Express?

texts:
Colt Express (rules) has six player characters with different powers.  After a few plays it seems like some of the powers are significantly better than others.  I would like to know if there are any stats showing how each of the characters rank?

Obviously weaker players can gang up on the strongest to mitigate this, so maybe two player results would give the fairest comparison.  The downside of two player is that there's probably less games played (Colt Express isn't as good with two) and the rules are slightly different (each player has two characters).


texts: How does Ashaya, Soul of the Wild interact with Blood Moon?

texts: What happens when you play Blood Moon while your opponent controls Ashaya, Soul of the Wild? What happens when you play Ashaya, Soul of the Wild and the opponent already has a Blood Moon out? How do the layers work?


texts: Is there custom boardgame leaderboard online?

texts:
Let me quickly set up a scenario: Me and my cousins all play 7 Wonders. We want to keep track of who is the last person that won and how many wins/losses we each have.

Is there a current online resource (outside of Google sheets) that can allow me to do this?


texts: Am I understanding the China Card right in Twilight Struggle?

texts:
I want to make sure I understand this right.

Most cards, I can either choose the Event, or use the OPS Points in the top-left corner.  If I choose the Event, then the OPS points in the corner is irrelevant to that specific card play (unless the Event tells me otherwise).

However, for the China Card, if I choose the Event, I actually do use the 4 OPS points for that card.

Is that correct?  I am under the impression that OPS Points are only relevant if I ignore the Event.  But the China Card was throwing me off.

On a side note, I understand the concept that if I am holding a card that helps my enemy, and I choose to use the OPS points, the Event triggers anyway.


texts: Does MTG have a card with a mana-generating ability that has a target and is thus not a mana ability?

texts:
Just out of curiosity: The rules say:

  605.1a An activated ability is a mana ability if it meets all of the following criteria: it doesn’t have a target, it could add mana to a player’s mana pool when it resolves, and it’s not a loyalty ability. (See rule 606, “Loyalty Abilities.”)

So, are there currently abilities on cards that do have a target, but could add mana on resolve and are no loyalty abilities, thus using the stack?

I'm asking because until recently I falsely believed that all abilities that generate mana are mana abilities and are thus exceptions to the "abilities go to the stack" rule. But it wouldn't be MTG if rules didn't have exceptions to exceptions, so it'd be good to know which cards to look out for. Even if some of them are joke cards like Unglued it'd be nice to know them just for the sake of knowing.


texts: Effects depending on an impossible effect?

texts:
Sometimes, when a spell or ability resolves, part of what it does is impossible to do. In these cases, the following rule applies:

  609.3. If an effect attempts to do something impossible, it does only as much as possible.

I understand that. But what if some effects on the card depend on what you did, when you didn't do what you couldn't do. Most of these effects will not do anything, because you cannot do anything with a card you couldn't reveal from an empty library. But some have effects that you could still perform.
An example: Merfolk Branchwalker reads:

  When Merfolk Branchwalker enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

So what if this effects resolves, when you have an empty library? Obviously no card is not a land card, but is the +1/+1 counter put on it? Or is this effect just skipped because it depends on an effect that could not be done? What about cards that care about any values (cmc, power,...) the card has? Are they just interpreted as 0?

Some other examples include Counterbalance and Candles of Leng. There might be examples outside of effects that affect the top of your library, but I didn't find any unclear ones.


texts:
I'm relatively new to deck building, but I have noticed that sometimes players name their decks. What are the things to consider when I come to name decks?

Here are a few things that I consider (specifically regarding MTG):

It should bear some resemblance to what the deck does. Song of ice and fire would be relevant for a Red/Blue siren deck, but does not make sense for a ramping green deck.
Some decks make reference to a card that the deck has been built around.
You do not want to give too much about your deck away (disagrees with point 1 and 2). A name like Mill-ion cards in your graveyard really gives away that you will try and mill them, and may affect what they choose as an opening hand.

Maybe a good middle-ground is if your opponent can see why you named your deck what you did after you have played.

Clever names are more interesting and everyone loves a good pun, right?


texts: Can I use a Planeswalker's ability when I took over its control this turn?

texts:
My opponent controls a Planeswalker and uses its ability. End of turn.
I play In Bolas's Clutches and target that Planeswalker. It comes under my control (right?).
Can I now use this Planeswalker's ability or do I have to wait another "round" because its ability was already used this  "round" by my opponent? (by "round" I mean two turns)

  In Bolas's Clutches

  Types: Legendary Enchantment — Aura Card
  Text: Enchant permanent / You control enchanted permanent. / Enchanted permanent is legendary.


texts: Do Interrupt cards work against players playing as the aliens?

texts: If a player dies and takes control over the aliens can you use the "Interruption" card against them? The card it states you cancel a "player" action. Is the person controlling the aliens still a player?


texts: Eater trashed during the run: still can't acess card during the run?

texts: A runner makes run on a server protected by two ices. The second one is Nebula. The runner uses the Eater to break all subroutines on the first ice. Than runner encounters Nebula and it destroys eater. What happens with the Eaters effect "you cannot access more than 0 cards for the remainder of this run". Nothing?


texts: Card game, off color write-in responses.

texts:
Ran into this game at a brewery out of state. Can't find it in stores, and internet searches have turned up nothing.

It involves a player drawing a card, and the respondents writing an off-color or silly answer on sheets of paper (that come with the game).

The player then chooses funniest/most creative amongst the responses.

Any help is appreciated!


texts: Can I build several connected roads on the same turn?

texts:
If I have enough resources to build several roads, can I build them connected to each other on the same turn without any other of my settlements or roads to connect to them (excluding the first road)?

For example, if I have enough resources to build four more roads and get Longest Road, can I build a long chain of roads that only connect to each other (excluding the first road)?

If I have enough resources to build one or more roads and a settlement, can I build them connected to each other on the same turn without any other settlements or roads to connect to them (excluding the first road)?

For example, if I have enough resources to build a road and a settlement, but cannot build a settlement without breaking the Distance Rule, can I build a road to be farther away from other settlements and then build my settlement only connected to the new road on the same turn?


texts: How should I approach teaching Magic:The Gathering to a new player?

texts:
I've been playing MtG since Ice Age (mostly with friends) so I'm now sitting on a massive duffle bag of cards, plenty of decks, and quite some experience of the game.

I want to teach the game to someone completely new. I know there once was a set called Portal which was designed exactly for that purpose, is it a good resource for teaching?

It seems like a lot to explain mana, phases, the stack, capabilities, planeswalkers, and all that at the same time using a full compliment of modern cards :-)  Which terms are key and must be taught?  Which can be avoided for a few games while I get them hooked?

I'm happy to buy starter decks or to print out some proxies to get my friends started.

So, what's the "recommended" way to teach someone MtG starting from the basics ?


texts: How can I reorder triggered abilities in Arena?

texts:
Suppose I have Goreclaw, Terror of Qal Sisma and Bishop of Binding in play. When my creatures attack, I want the Bishop's ability to resolve first (targetting himself), so that he's big enough to get Goreclaw's bonus.

How do I make that happen in Arena? The Oracle rulings on Goreclaw seem to say it's possible ("If another creature has an ability that changes its power when it attacks […] you may have that ability resolve before Goreclaw’s last ability."), but I haven't figured out how to actually accomplish it.


texts: Does Double Strike mean you count as Attacking twice?

texts: Does Narset, Enlightened Master's ability trigger twice if she has double strike, since she has an ability that says "When (she) attacks"?


texts: What is your average VP score rolling 2 versus 4 dice after an initial 3322xx roll?

texts:
King of Tokyo has a die rolling mechanic similar to Yahtzee, where you get three rolls and may choose to hold or reroll any die you previously held. At the end of third roll, you must keep the resulting die faces. In King of Tokyo, there are three number faces, '1', '2', and '3' and three non-number faces. You only score Victory Points (VP) if you get a 3-of-a-Kind or more, scoring the die face and no points for non-number die faces or numbers with pairs or less. You initiallyscore the die face of the 3-of-a-Kind, and 1 additional point for each matching die face. For example:

-3 '1's score = 1 VP

-4 '1's score = 2 VP

-4 '2's score = 3 VP

-6 '3's score = 6 VP

-3 '3's and 3 '2's score = 5 VP

You have an initial roll of 3322xx, where 'x' isn't a number. Assume that for your third roll, you always choose to roll dice that will result in the greatest average increase in VP.

What is your expected average VP after your third roll if you choose to roll 2 dice versus 4 dice for your second roll? (i.e. Is it better to roll '22xx' or 'xx' if you want to score the most points on average?)


texts: Hierarchy of dying - Is this Venn Diagram accuarate/complete

texts:
UPDATE

Latest version of diagram, based on feedback in Answers below.

Original Question

Considering a creature card that is currently on the battlefield, is the following diagram accurate?

"Accurate" in the sense of determining triggers etc.:

Indestructible doesn't prevent Sacrificing, or dying from reducing toughness, but does prevent death from damage.
"Destroy Target Creature" doesn't require dealing damage.
Everything mentioned so far does count for a "when dies" trigger.
etc. etc.

Are there anything missing that would fit nicely into the diagram?
Are there other ways to leave the Battlefield?

Suggested Text representation for use in answers:

> Left the Battlefield
>> Exiled
>> Entered the Graveyard
>>> Died
>>>> Sacrificed
>>>> Toughness-Damage <= 0
>>>>> Dealt Lethal Damage [#1]
>>>>> Toughness = 0
>>>> Destroyed [Includes #1]


texts: In Terraforming Mars, do special tiles count as tiles you own when placing greenery tiles?

texts: When placing a greenery tile in Terraforming Mars, you have to place it next to a tile you own. Let's say all you own is the "Mining Rights" tile and you are now playing a greenery tile. Do you have to play your greenery tile next to it?


texts:
Foiling has changed over the years, and it made me wonder about all of the types and processes of foiling, and when they happened.

The big thing that made me wonder, is that older foiling is considerably different than modern day foiling. Along with using different types of foiling, they also appeared to have extra symbols, such as a comet going along the bottom.


texts: What are rules for an overcall that have wide acceptance?

texts:
This question was inspired by this link, http://www.jazclass.aust.com/bridge/br14.htm which required a five card suit with two honors, at least one of them a queen or higher, for a one-level overcall. Hence, QTxxx was acceptable, but not Qxxxx or JTxxx.

A variation of this rule is that you need five cards in a suit (headed by two honors) for a one level overcall, and six cards in a suit (headed by two honors) for a two level overcall.

Another rule I've heard is that the number of honors plus the number of cards in a suit ought to at least equal the number of tricks. Marty Bergen, at least, in "Points, Schmoints" would allow a one level overcall (seven tricks) with four cards in a suit if there are three honors. Likewise, he and his partner, Larry Cohen, would allow a two level overcall (eight tricks) with a five card suit if it were headed by three honors. They would, of course, want two honors (however defined), for one and two level overcalls with five and six cards in the suit respectively.

Are there any rules that most experts agree on regarding overcalls?


texts: When can abilities be used in Elder Sign?

texts:
Some Elder Sign abilities seem really powerful in big groups.  One of them allows you to re-roll 2 dice every turn, and several others do things like switching a die from Terror to Scroll, or similar.

When can these abilities be used?  Are they only for the current player, or can they be used on other players' turns?


texts: Can you use jokers to change which noble visits at the end of turn?

texts:
A player cannot refuse a visit from a noble.

But can you choose to use jokers to change which noble visits if you don’t have the gem colors required at end of turn?


texts: Bang! Elimination Award For Henry Block and Backfire

texts:
Two similar questions:

If an outlaw with 1 health left targets another player and that player plays backfire which causes the outlaw to be eliminated, does the player who played backfire draw 3 cards?

If an outlaw with 1 health left targets Henry Block with a Panic and Henry Block's ability causes the outlaw to be eliminated, does Henry Block draw 3 cards?


texts: When someone dies who controls a permanent but does not own it, what happens?

texts:
In a multiplayer game, if I were to give someone a permanent with Donate and they were to die while controlling that permanent, then would I get that permanent back? Or would the permanent get put into a graveyard?

I am specifically wondering for Celestial Dawn but I figure it would be the same with any other permanent.


texts: What happens if you reach the gold with both (blue and green) doors?

texts:
If you construct a path from a ladder to an end card with a blue or green door in the path, the end card is flipped. If the card is the gold, all dwarves on that colored team (blue or green) win, as does the boss and profiteer.

What happens if you construct a path from a ladder to an end card while both doors are in the path?


texts: A Thirst For Knowledge - 3 Player - Is It Imbalanced?

texts:
Playing the Thirst for Knowledge scene, it requires you to flip over and seize tokens, where 4 tokens (number-side down) are placed on each of 4 tiles, at least 2 spaces from each other. You have 6 turns to gather pieces that match numbers.
The number of tokens or turns doesn't seem to scale with the number of Thornwatch players, so it feels like with 2 players, it will be much harder to grab enough tokens in the time, even with less enemies, because you will only have 2 "move and grabs" a round compared to potentially 4. In fact, if the tokens are dealt out so each number is evenly spread, it seems like it may become impossible to gather enough tokens with 2 players unless you play perfectly.
Is this correct, so with less players your only option is to defeat the Husks instead?


texts: Do I need Magic Wisdom to defeat the Spectre in Pathfinder ACG?

texts:
In the Pathfinder Adventure Card Game, the Spectre monster card's check to defeat says:

Combat 11 OR Wisdom Divine 7

The card text says (in part):

If the check to defeat does not have the Magic trait, the Spectre is undefeated.

Does this mean that I must somehow magically augment my Wisdom to defeat the Spectre, or does that clause only apply to a Combat check?  Will my Wisdom only scare it away for a while, or can I defeat it permanently?  Is there any way to add the Magic trait to a Wisdom check?

I didn't find any mention of this in the errata, but maybe I didn't look hard enough.


texts: How likely is it to get a complete set of commons from a single booster box?

texts: I am looking at getting into MTG again. Thinking about just playing pauper and maybe some EDH. However it's kind of fun opening packs. My thoughts are I buy a box at the release of a set and just use it to build play sets of the commons.  Sell off everything else except perhaps a couple cards that may work with EDH or something. Not asking if this is the cheapest way, just whether or not it would be viable to get a full common play set from a single box or maybe two.


texts:
I found these dice, but I dont know which game they belong to... any help is appreciated.

The red dice has only D's (in yellow) and 0's on it; The green dice has -2, -1, 0, 1, 2 on it and only one 3 with a circle around it (as shown); The black dice has two symbols on either end and the following numbers: 10, 20, 25, 30, 35, 40, 45, 50, 55, 60


texts: What is the optimal strategy to solve Hanoi Solitaire?

texts: I recently discovered for the first time a variation of Solitaire called Hanoi (sometimes spelled Hanoy or Hanoii). My Solitaire app says it's rated easy, but I have never solved it because I only get so far before I get stuck. Is there a simple strategy I can employ to finally start winning?


texts: When do I play with the full board in Neuroshima Hex?

texts: I have just bought Neuroshima Hex and read the rulebook. It mentions just using the hexes in the centre of the board, but that the other spaces around the outside are included incase a scenario is played. What are these scenarios? And will I need to use the bigger board in a 3 or 4 player game?


texts:
In The Resistance the rules state that everyone votes on the team selected by the team leader, and then reveals their votes.

However I was taught by a friend that the votes are randomized by the leader and then revealed to hide who voted what. This second way makes much more sense.

Is this a typo?
Has anyone played it both ways?


texts: In Dungeon Run, is there ever a reason to assist another player if you have full health?

texts:
In Dungeon Run, when another player is on your tile, you can assist them. If you do, you are allowed to rally which means to remove a single damage from your character.

Since any other player will eventually be an opponent, does it make any tactical or strategic sense to assist them if you don't get a benefit?


texts: Why Do People "Pre-empt" With Seven Of A Suit In Bridge?

texts:
One advantage of a "pre-empt" is quite clear: You take two levels of bidding away from your opponents with a "three" bid. But could that be cutting off your nose to spite your face?

Recently, I had something like KQxxxxx, and a side queen (I forget how the other suits were distributed but was told it didn't matter). My partner was disappointed I didn't "preempt" (in "third" seat). My response was "with seven points?"

My understanding is that people often bid three of a suit with seven cards and this little. Sometimes even less, particularly when non-vulnerable vs. vulnerable. In its extreme version, the mantra is "with any seven (suited) cards."

Isn't this risky? What if we're doubled and only make three or four tricks?


texts: If my opponent makes me discard a card and I choose a creature card with the Bloodrush ability, can I pay the cost during the forced discard in order to activate the ability?


texts: Can I use Helm of the Hosts to copy artifacts enchanted by Ensoul Artifact?

texts: If I used Ensoul Artifact to enchant an Artifact, forcing it to also be creature, can I use Helm of the Host to have multiples of that artifact?


texts: What happens to "usable once only" cards when Illusion is played?

texts:
In a Munchkin game yesterday, a level 8 player (let's call her "Jennifer") was fighting a Hippogriff. After counting gear bonuses, Jennifer's combat strength was 15 and the Hippogriff's was 16.

If Jennifer won the combat, she would have won the game, so people started unloading cards that affect combat. The following cards were played:

Jennifer used a "+3 to either side, usable once only" (+3 UOO) card to help herself, making the fight 18/16 in her favor
Another player used a +3 UOO card to help the Hippogriff, making the fight 18/19.
Jennifer used a +2 UOO card on herself, and another player used a +2 UOO card for the Hippogriff (20/21)
Jennifer used a +5 UOO card on herself, and another player used a +5 UOO card for the Hippogriff (25/26)
Jennifer used a "-5 to monster" card on the Hippogriff, and another player used a +5 UOO card for the Hippogriff (25/26)
Jennifer used a +2 UOO card on herself, making the combat 27/26 in her favor

At this point, another player threw down Illusion and Plutonium Dragon to replace the Hippogriff. The relevant part of Illusion is

  Discard any one monster in this combat, along with any cards that have been played to modify it, and replace with a monster card from your hand.

We then had a long argument about which cards remained in play.

All of us immediately agreed that the "-5 to monster" card was a modifier for the Hippogriff, and disappeared with the Hippogriff.

For UOO cards played to help Jennifer, half of us thought that they were gone, because they had already been "thrown," "fired," "drunk" or otherwise used up. The other half thought that the cards remained in play, because it was still the same combat and Illusion didn't explicitly say that anything should be done about cards played to help the munchkins' side.

Most of us argued that the UOO cards played to help the Hippogriff's side of the combat also went away. Some of us cited the wording of Illusion; others thought they too were used up. A few of us maintained that UOO cards are not technically "modifiers," and therefore should have remained in play.

What should have happened in this combat (assuming no further cards were played)?


texts:
I have some questions about which of these are legal plays when attacking a creature that has the mimicry attribute.

  Setup: I have a creature that only has mimicry on it. It is attacked by another player who has a creature that only has carnivore on it.

Let's say I have:

A creature that only has the swimming attribute.
A creature that only has the burrowing attribute, and is FED.
A creature that only has the high weight attribute.
A creature that is protected by its symbiont.
A creature that only has the camouflage attribute.
A creature that only has the hibernation ability attribute, and is using it.

Are these legal plays to force a player to attack an invalid target?

I understand the camouflage one possibly being OK, since we thought about how chameleons aren't always camouflaged, but what about animals that violate the theme more expressely, like swimming?

I heard arguments while playing that playing mimicry to force a player to attack a high body weight creature was ok because "animals puff up all the time to look bigger than they are", and hence, avoid getting eaten.


texts: In Dominion Intrigue does Bridge Stack with Itself

texts: If I play the card "Bridge" twice, which says to reduce the cost of items by 1 (minimum of 0), does this reduce the cost of all items by 2?


texts: In Android: Netrunner, is there a bias towards a particular sub-type of ICE in corp decks?

texts:
I'm looking to put together a runner deck that takes advantage of Tinkering and Paintbrush. I'm also considering cards that care about ICE or breaker sub-types, such as Kit for my identity, or supporting cards like Lockpick. After looking over some corp decks on NetrunnerDB and seeing the quantities of different types of ICE, and keeping in mind click management, I'm trying to decide if my primary breaker should be a decoder or a different sub-type.

So, in general, do corp decks tend to have a bias towards a particular sub-type of ICE?

Expected answers do not have to be exhaustive and can be as detailed as you want. At a high level, I'm hoping to discover which ICE sub-type is more numerous in corp decks. Do sentries tend to outnumber barriers or code gates? Or, can you expect an even distribution of sub-types?

Some detailed information could break things down based the corporation or even the type of deck itself (such as NBN fast advance or Jenteki flatline), if available.


texts:
I always thought that Go was played by trying to place 5 of your pieces in a row while blocking your opponent from doing so, but I just recently looked up the rules, and it's completely different.
Is the game I was playing real? What is its name?


texts: what if you an your opponent die at the same times

texts: Suppose my opponent and I have a life total of 1. I play a blood toll harpy. And we each lose one life. What happens?


texts:
If a gatling is played by player A and player B uses a backfire (as it counts as a Missed!), is player A the target of a Bang! ?

Thanks


texts: What are the advantages and disadvantages of going first

texts:
Going first, you have 9 cards to take out, and going second you have 8 cards to take out. Here are some of my ideas:

Going first better:

If the average turn of the setter/guessers is 2 cards except one of
the turns (probably the first turn where it's the easier with 9
cards) is 3 cards, is it better to first because 2+2+2+3 cards.

Going second better:

If the average turn of the setter+guesser is 2 cards correct, then it
is better to go second because 2+2+2+2=8 cards. Sometimes, aiming for
2 cards a turn is a safer play and strategy because when you try to
hit 3 cards, it's very frequent that one of them may overlap an
opponent's card or at worst a black card. If you have 4 animals on
the board, 3 of which are yours "bear" "donkey" "crow" and 1 of which
are your opponent's "dog", it can be quite difficult.

Not sure what else.


texts: Are you allowed to not block and let the damage slip through?

texts:
Is it allowed for you to not defend with any creatures at all when the opponent is attacking (even if you have untapped creatures) and take the damage yourself?

For example, I have a sliver deck and I want to build up on slivers to take down my opponent, but my opponent attacks me and the creature she uses is capable of taking out my sliver. Am I allowed to ignore that creature and not assign defenders to defend the damage and just take the damage myself?


texts: Do spells targeting Daring Thief follow it after control is exchanged?

texts:
Suppose I have Daring Thief out. My opponent attempts to kill it via Doom Blade or another kill spell. In response I untap Daring Thief with Thassa's Ire, and attempt to gain control of, say, my opponent's 4/4 token. There are no responses, and the exchange happens. I now control a 4/4 token, and my opponent controls Daring Thief.

Does Doom Blade "follow" Daring Thief and kill it on my opponent's side of the board?


texts: Chairmain Hiro: Can a corp have more than 1 'Chairman Hiro' rezzed at the same time?


texts: For master rule 4, why can't I occupy two extra monster zone?

texts:
I am a beginner at the Yugioh card game. I use sky strikers. Based on the link monster, I can summon the monster from the extra deck to the place where the monster point. Here is a figure:

However, I cannot do this in my practice. Am I  missing something?


texts: If a player loses, do any emblems they create for other players disappear?

texts: If one of my cards like Chandra, Roaring Flame creates an emblem on every opponent, do the emblems disappear from the game if I lose?


texts: What is the probability that a player is dealt 3 kings in a single euchre hand?

texts:
In the game of euchre, the deck consists of the nine, ten, jack, queen, king and ace of each suit. Players are dealt a five card hand.

What is the probability that a player is dealt 3 kings in that hand of five cards?


texts: My daughter and I have been playing this game, and disagree on what happens if riots occur and you can’t pay. Yes, you have to put a card back under the stack. BUT, can the person who returned the card immediately pay to exchange a card and look through the stack and get that card back (assuming the riots occurred on their turn)?


texts: Can I get help identifying these models?

texts: These models were for sale on a site and I was wondering if anyone could help me identify what these models actually are before I decided to buy them.


texts: Can a Guildgate be tapped for colorless?

texts: Can Izzet Guildgate be tapped for colorless mana? For example, could I tap 7 Guildgates to cast Karn Liberated?


texts:
An army is being convoyed, with a force of 2, into a coastal region where there is an opposing fleet.
The opposing fleet(moving) is attempting to dislodge the convoy, with a force of 2.
The convoying fleet is supported adequately so that it is not dislodged.
Do the units bounce or does the army land successfully?


texts: Does "Urborg, Tomb of Yawgmoth" work on lands in libraries?

texts:
Legendary Land

  Each land is a Swamp in addition to its other land types.

Does Urborg, Tomb of Yawgmoth work on lands in libraries?

I.e., does it allow me to fetch any land using a Swamp-fetcher?


texts: Initial card house rule for Kingdom Builder

texts:
I noticed in Kingdom Builder that the later players have a noticeable disadvantage if they have a card for the same terrain, because there is usually only one good spot to start with (see the question on initial placements), and that will be taken.

Therefore I have suggested and played with this rule:

  During the first round, if you draw a card with a terrain that one of the players before you has had already, you draw again.

I did not play it often enough for it to occur often enough to assess whether this helps, and whether later player still have a too-large disadvantage. Have you tried that or similar rules before, and how did it go?


texts: In Dominion, can I play my treasure cards first, and watchtower last to gain more cards? I tried this last night, and my friend read the rule that says you only play treasure cards in your buy phase.


texts: What happens if the Starting Tile gets a 6?

texts:
If one of the 4 rooms of the Starting Tile gets a 6 and explodes what happens?
I suspect it's game over but I couldn't find any documentation about this one way or another.
It is possible that the game just becomes extremely hard (until you POSSIBLY get the Dinghy placed) but there's no hinting that 1 room exploding causes the remaining 3 to, except inferance by the fact the Starting Tile contains 4 rooms that I see.  I am also skeptical that if players are on those tiles they're just out of the game (seems against the spirit of the game or games of the "players keep playing genre").


texts: Is Mr. Jack a balanced game, or do experienced gamers tend to win more often with either the Inspector or Jack the Ripper?


texts: How long does it take to play Le Havre with different numbers of players?

texts: BoardGameGeek says Le Havre takes about 150 minutes, but I'm curious if the time varies with the number of players as it does in Puerto Rico and Agricola. Approximately how long does it take to play Le Havre with 2, 3, 4, and 5 people?


texts: In two- and three-player Citadels, how does the Bishop's ability work?

texts: In two- and three-player Citadels, if I have Bishop, am I always protected from the Warlord?  Or, am I only protected if my second character is the Bishop (i.e. I was most recently the Bishop during the Warlord's turn)?


texts:
In a recent question, a link was posted to a BGG member that attempted to objectively measure whether skill exists in the game Fluxx. This wasn't published in a peer reviewed journal, but was just a small project by a dedicated Fluxx fan. This got me thinking about the methodology used to determine if Fluxx should be considered a game of luck.

200 games were played, resulting in a 71%-29% split. Is this significant? (What would a statistical analysis tell us the Confidence Interval (CI) was for 200 games, Chi^2 analysis, etc.)
This game was played only 2-players. Would a 3-player+ game result in similar two times more likely for a thinking player to win?
This Basic Player still made random plays, unless taking those actions would immediately win them the game (example if the standard rules, Draw 1 and Play 1, a basic player would not play one of the cards Keeper:Dog, Keeper:Tree, and the Goal:Walk the Dog even if all of them were in their hand, because they wouldn't win immediately.) Are the results of this experiment similar to the results you would have from a game with no luck, but similar 2-card win goals?

To expand on the last point, imagine a game where each player had access to all of the cards in the Fluxx, and was allowed to "draw" the card of their choosing. Would a Basic Player in this game of no luck have a similar win percentage?


texts: I assume Walking Ballista does not need to survive for the damage on the stack to resolve. Also I assume that you can remove multiple 1/1 counters before letting any of them resolve


texts:
Please explain to me why I can Ron the opponent's discard? (see screenshot)

I suppose I'm in furiten.

But I don't understand why - I tried to read the rules, it states that I can't win on an oppenent's discard when I have discarded the winning tile before. But I didn't discard a 2-character tile yet? Or are even other tiles involved for the furiten (chi'd on 6-bamboo)?


texts: Settlers Cities and Knights + Fish: Cost of a commodity

texts: When using fish, the card states that 4 fish are used to buy a resource.  What is the cost, in fish, of a commodity?


texts: When is it worth playing around "s" in Scrabble? I.e., trying not to spell words that "s" can be appended to for a parallel word

texts: I often find myself in situations where I have to choose between a high scoring word where the opponent can stick s to score highly, or if I should pick a lower-scoring word that you can't add "s" at the end of to make a parallel word. I suppose it's different for every board, like depending on tile position and lead, but as a general rule, what cases, if any, should I play around "s"?


texts:
I have just started learning Japanese Mahjong and I am a bit lost as to why this hand failed.

I did several pons and chis over the course of a hand, having a total of three open melds (one set and two sequences).

Apart from these I had an incomplete bamboo sequence of II and III as well as a pair of dragons, therefore I was on a single wait for I or IV bamboo stick tile. When the IV tile appeared in one of the discards of other players, I was given a choice to do another chi and declare another open meld, but I couldn't win with a ron. Why was that?

Am I wrong that winning by ron guarantees a single needed yaku to win a hand, just like Closed Tsumo does?

After declaring the chi I was offered with, my hand was left with a single pair of tiles, one of which I had to discard.

Eventually the round finished with a draw.

Why couldn't I win this hand with a ron on the IV bamboo tile, and why was I given only the choice of chi instead?


texts: Are "three way" trades allowed in Catan?

texts:
My basic understanding is that all trades must involve the player whose turn it is.
Alice, whose turn it is, has ore and wants wheat. Bob wants ore and offers brick, which is not acceptable to Alice. Carol wants brick, and is willing to give wheat for it. So a three way trade would have Alice sending ore to Bob, Bob sending brick to Carol, and Carol sending wheat to Alice. Put another way, Alice gives ore to Bob and receives wheat from Carol.
Would such a trade be permitted under the rules? Looked at one way, Alice has dealt with both Bob and Carol. Looked at another way, there was a Bob to Carol leg (Bob sends brick to Carol) that did not involve Alice.
That is unless Alice first trades ore for brick with Bob, then brick for wheat with Carol. Can these two trades be made "simultaneous" through an "escrow" type arrangement? Or is this feature only reserved for say, "house rules?"


texts: What variations are there on Solo whist?

texts:
This was the second trick-taking game that I learned as a kid and it involved bidding and gambling (we played for tiddlywinks). Needs 4 players and you can play to lose. It was used as a  training-wheels simple introduction to the concepts of contract bridge (my dad was a bridge-player).

Since childhood, I've never heard of anyone else playing the game - is it known as something else? I've found it in the odd card game book, but the rules were slightly different to what I recall.


texts: When using Fenians' benefit, do they also add their bomb value?

texts:
In the second edition of A Study in Emerald, Fenians have a one-use benefit that allows you to have agents count as two Bomb points instead of one. They also have a Bomb point on them.

The rules for assassination say:

  Each card that you play that has symbols on is worth Bomb points equal to the number of such symbols on the card.

Since you are playing the Fenians card to use their benefit at this time, does it also add its own Bomb point, or do cards played for Bomb points have to be played exclusively as such?


texts: What do you do about contradictory rules of Pit?

texts:
The rules of Pit are oddly contradictory. For n players choose n commonities, add in the Bull and Bear, shuffle and deal out the cards. The rules state that everyone gets 9 cards. Doh! With the Bull and the Bear added in that doesn't work.

The way we reconcile this is two people have 10 cards which gives them a significant advantage, e.g. they can simply hold a single card of a commodity to effectively eliminate whoever ends up going for that commodity.

Are there better solutions to this?


texts: What are the odds for a “19” (zero pt) hand in Cribbage?

texts:
I am doing a math paper for school using Cribbage.  I know how to use factorials to calculate the odds of getting the perfect 29 hand.

My question is, how many 5 card hands (4 in hand and turn up card) add up to zero?


texts: Can an investigator ever have more than 1 of a kind of condition

texts:
The Growing Madness rumor says

  the lead investigator gains a madness condition then discards 1
  eldritch token from this card for each madness condition he has

I would have expected the card to simply say

  the lead investigator gains a madness condition. Then, discard 1 eldritch token from this card.

The wording makes it seem like there are situations where one might have to discard more than 1 token. Is this possible considering the  quick reference says, under Conditions:

  An investigator cannot have multiple copies of the same condition. If he would gain a condition he already has a copy of, he does not gain another copy of that condition.


texts: If a chariot dies, does the character die also?

texts:
In warhammer fantasy. If I put a character into a chariot and the chariot dies in combat, does the character die with the chariot?

For example, putting a necromancer into a corpse cart and the cart dies in close combat.


texts: What is the card type Phenomenon and Ongoing?

texts: Gatherer has the Card Type "Phenomenon" and "Ongoing". Does anyone knows what those two refer to?


texts: Catan and Seafarers 5-6 player expansion

texts: I have both standard Catan and Catan Seafarer, thinking about buying the player extension to expand both games to 5-6 players. If I only buy the Seafarer's player extension, can I also use it onto my standard Catan to play with 5-6 players? Or do I have to buy the 5-6 player extension for each game?


texts: Why is the Pandemic starting position always Atlanta?

texts: Why did the creators of the game Pandemic decide that the starting position for each game would be Atlanta rather than any of the other possible cities on the board?


texts: How can I deal with indestructible shrouded slivers?

texts:
So, here's the thing. My dad plays Slivers for his Commander deck with Sliver Overlord as his commander. When he plays this deck, he always seems to get out Sliver Hivelord and Crystalline Sliver, thus making it impossible for my Green/Elves Commander deck (base deck is the Guided by Nature 2014 Commander but it has been pretty intensively editted) to be able to beat him from that point on.

Is there a green or colorless card that I could incorporate into my deck in order to beat this combo, or is my deck just not going to be able to counter this?


texts: How was "komi" re-set in the past 50 years?

texts:
"komi" represents a number of points added to White's score at the end of a game of Go to compensate White for the fact that Black moves first. It is usually X.5 points (e.g. 7.5) to prevent a tie (points on the board are always integer values).

When i started learning the game forty years ago, komi had been "recently" raised from 4.5 to 5.5 points. The latter was probably too little, based on the fact that White won less than 50% of the games, and 4.5 was clearly too few.

Today, komi is set at 7.5 points, at least in games monitored by artificial intelligence, and all the computers reckon Black's chances at about 43%, at the start of the game, given an adjustment of that size.

The intermediate number which probably gives the most balanced game, appears to be 6.5, but that is a number that hasn't seen much use. Why is that, and how does the governing body (e.g. in Japan) set komi?


texts: How does casting a Storm spell on Zada, Hedron Grinder work?

texts:
Related Question: How does each copy of a spell cast to Zada, Hedron Grinder count towards Storm abilities?

If I cast a storm spell that targets only Zada, Hedron Grinder (like Astral Steel) then I will have a copy of it for each of my creatures. However, If spells had already been cast this turn, then I will have more than one copy of the Storm Spell, a nd I could have each copy target Zada. Would the additional copies of the storm spell also trigger Zada's ability, thus giving me more than one copy of the spell per creature?


texts: Multiplayer priority and passing priority

texts:
I have a question about priority in multiplayer games. The scenario: In multiplayer, someone board wipes and all creatures die and have a 'leaves the battlefield effect' and some of us want to play instants or trigger abilities of creatures about to die. Do we go clockwise or counter-clockwise (solved, clockwise) from the active players turn to put spells and abilities onto the stack to resolve before the board wipe resolves and we all have effects when creatures die or would enter the battlefield?

To summarize,
Board wipe cast, players go clockwise casting spells. If a player casts a spell, can others respond before he casts another spell or do we have to follow clockwise order from the first active player? (CAN ACTIVE PLAYER CHANGE??)
The other part of the scenario, the creatures leaving the battlefield, do people cast on that and can people cast within spells resolving on the stack in the same, priority, order?


texts: What happens if there is both a tapped and untapped Archelos, Lagoon Mystic on the battlefield? (Commander Legends spoilers)

texts:
Archelos, Lagoon Mystic is a creature recently spoiled in the Commander Legends set.

Archelos has two abilities on him.

As long as Archelos, Lagoon Mystic is tapped, other permanents enter the battlefield tapped.

As long as Archelos is untapped, other permanents enter the battlefield untapped.

What happens if there are two Archeloses on the battlefield, one tapped and one untapped?


texts: Where/how does the Magic: the Gathering Quick Start Guide booklet actually get distributed in the physical world?

texts:
Magic: the Gathering has a basic rules PDF, aka the Quick Start Guide, that was instrumental in my understanding the basics of the game (like the stack and spellcasting). The M15 version is available from the Wizards site.

Despite being such a great resource, I've never actually seen this in the form of a physically printed booklet even once. It explains so much about the game, and if every MtG player had one of these, I bet we wouldn't have half the confused beginner questions we get. I've heard from several sources that M:tG intro decks used to come with basic rulebooks, but that's no longer the case.

Instead, the only physical rules printing I've ever seen are these little fold-outs that come in the intro packs and fat packs, which are good enough to get you started but skip many vital details:

(photo credit: youtube)

I live in Australia, I started shortly after M14 was released, and at various points I've opened booster boxes, fat packs, intro decks, and duel decks and been to pre-release events and the M:tG booth at a couple of Penny Arcade Australia Expos. All of that, and I've never seen even one of the Quick Start Guide booklets.

So: Where and how do the Basic Rules booklets actually get distributed, if at all? Where would I expect to find or see one in real life?


texts: Does transforming keyrunes count towards Evolve?

texts: Suppose I animate my Simic Keyrune into a 2/3 artifact creature. Will it evolve my 1/1 Fathom Mage?


texts: Are you allowed to attack creatures instead of a player?

texts: Are you allowed to attack creatures instead of a player during the combat phase? Because it seems to me it's much more easier to block (because you can actually choose what you attack) than to just throw all your critters at the player and hope the right ones don't get blocked.


texts: If my commander's mana cost is colorless, but it has an ability that includes another mana type, what cards can be in my deck?

texts: Morophon, the Boundless has a mana cost is 7 colorless mana, but he has an ability that includes all mana types. If he is my commander, what cards can be in my deck?


texts: What happens when a military token is placed on a conquered location during a Competitive game?

texts:
Conquest of Planet Earth is an homage to every bad science fiction movie: bug-eyed aliens are trying to take over Earth, ostensibly because their Overlords said so. (Personally, I think it's just that Mars Needs Women, or possibly Mars Needs After-Dinner Mints.) You play as the aliens, crushing the Hunam resistance and conquering various bits of the planet.

During the game, various events can place tokens belonging to the human military on top of locations. Because the Random Number God hates you, those tokens can appear on top of places that you've already conquered, but don't have any units in.

What happens when a Hunam military token lands on a location you've conquered? I couldn't find any rules stating that the location is un-conquered. There's rules about starting a combat immediately if you have a unit there (which might kill the alien), but nothing about changing the state of conquest if you lose the combat. The battle rules make the implicit assumption that the aliens are invading the human space.

(As a side note, there are rules for Resistance Counters un-conquering Locations, but only in the Cooperative game where the aliens work together and the Hunam Resistance is weak. In the Competitive game, where the aliens are competing to get to 8 victory points first, there aren't any rules for this. The Cooperative rules are explicitly not part of the Competitive rules.)


texts: BRIDGE - What to do with 5 or more trumps in my partners (opening) major?

texts: While playing Standard American, If my partner opens 1 of a Major and I (as responder) have 5 cards in the same Major and 4/5 POINTS, what do I respond, 4 of the Major or something else ? Thanks.


texts: Prateor's Grasp - Can Opponent Determine Taken Card Before Shuffle

texts:
I had a ruling on this by a L2 Judge at a TCG event in San Diego 2 weeks ago. I believe his ruling was wrong.

I played Praetor's Grasp

  Mana Cost: 1BB
  Types: Sorcery
  Card Text: Search target opponent's library for a card and exile it face down. Then that player shuffles his or her library. You may look at and play that card for as long as it remains exiled.

I searched the opponent's library and pulled a Snapcaster Mage. The opponent asked if he could look through his library to determine what card was taken. I told him he could not, card doesn't say so and it violates the spirit of the card. The head judge was called and ruling was issued that a shuffle takes place in a hidden zone and that while cards are in a hidden zone they may be looked at by the owner as long as it doesn't take too much time.

I believe that the RTFC rules don't say anything about the opponent searching his deck.


texts:
The instructions for the warrior state:

  For each Traveller you have in play (including this) each other player
  discards the top card of his deck and trashes it if it costs $3 or $4.

So let's assume I have played some card that gives me +2 actions and I also have two warriors which I play for those two actions.

Does the attack on the first warrior take the second warrior into account (i.e. there are two travellers in play on both attacks, forcing my opponents to discard (and potentially trash) 4 cards)?

Or does the first attack only have the one warrior in play and only the second attack counts both warriors, forcing my opponents to discard 3 cards (1 + 2)?


texts: Can exiled players only increase an unused die once if they spend a Food 2 card?

texts:
Page 14 of the rules under Exile says

  The exiled player cannot spend food tokens to increase his action die results, but may play food cards to increase an action die result by 1 for each food card played rather than carrying out the effect listed on the food card

The literal reading seems to imply I can only increase a die by 1 for even a Food 2 card.  Is this true or can they increase a die twice or two dice once each with this sort of card?


texts: What is the most balanced/competitive character set in Citadels?

texts:
In Citadels, most versions that are currently available for sale also include the Dark City expansion.  Since those extra characters are available, what arrangement of characters do you find the most balanced and competitive?
Please clarify your response by indicating why you've chosen to add or remove these particular characters to balance gameplay.


texts: Formal Format for Documenting the Game Design Process

texts:
Is there a formal format for documenting the game design process?

Before you answer with "The Game Design Document (GDD), of course!", in my opinion (and lots of people's opinions as well, I think) a GDD is used for presenting a finalized product, and not documenting the actual game design process.

What I need is a tool to aid me in the process of designing a game. It has to have some sort of categorization of ideas (e.g. in the set of elements that Greg Costikyan has proposed, it could have sections for goals, resources, challenges, etc., although it doesn't necessarily have to fit Costikyan's ideas), it has to be aimed towards the iterative design process (which means that it has to have inherent non-linear capabilities, non-existent in the GDD format) and it has to be as universal as possible (suitable for both video games or board games).

If such a tool doesn't exist, I propose to start a collaborative effort from the game designer community, working towards creating it, producing a tool that's as standard and universal as possible.

P.S. Although the formalization of the game design process has been proposed several times, the closest I could find to a formal format is this document.


texts: Can I deal just one card at a time in Klondike?

texts:
I installed Microsoft's Solitaire Collection, but in Klondike I cannot set any option to deal only one card in every 'turn'.

Is it possible somehow?

Update: Ian Hutchinson pointed to an important thing: in the game there is two different "Settings" menu. One is available from the front page, after you logged in (automatically) and game chooser menu is displayed. The second one is available only after you already started a game (Klondike in this case). So, if you want change, it will generate a loss in the statistics if you do not finish a 3-card game.


texts: Will clone effects copy extra abilities applied to a creature? If not, why does Twinflame work?

texts:
Let's say my opponent has out Akroma's Memorial, Asceticism, Darksteel Forge, or something similar that uses the word "have" to give abilities. If I use a Clone effect to copy a creature my opponent controls that has any of these extra abilities, will my clone also have Indestructble, Hexproof, or similar?

If not, why does the Clone of a token produced with Twinflame have haste?


texts: Cthulhu flux metamorphosis/ madness clarification

texts:
If one of these two cards are attached to an investigator, is it no longer an investigator? (not talking about the powers the investigator has)
E.g. if Madness is attached to Pickman, is it still an investigator?

Madness: You cannot win if you have this unless conditions say otherwise. If you have any Investigator Keeps in play, you must choose one to attach this to. Any special powers of the Keeper become ignored. Both cards stay together until discarded.
Pickman: ???


texts: In Settlers of Catan: Explorers and Pirates, who gets the gold when the pirate is paid?

texts: In SoC: E&P, one can pay the pirate gold in order to move one's ships. Who receives that gold? The pirate owner or the bank?


texts: Are counters the same as a creature's power/toughness?

texts:
I put 4 +1/+1 counters on a 1/1 creature, so now it is a 5/5. My opponent casts a spell that says to remove all +1/+1 counters from target creature. Is my creature now a 1/1? Or are all creatures 0/0 with +1 counters on them?  If they are 0/0s, then since all counters would be removed, is my card dead?

Related, can I use Sage of Hours, again and again, or would it be dead after the first time I use it due to removing all counters?


texts: Do bridge champions retain their abilities to a later age than those of chess or go?

texts:
My understanding is that bridge champions can continue winning tournaments into their sixties, and even later in life. On the other hand, chess champions often seem to lose their crowns in their forties and fifties, and Go champions seem to make no further progress after their thirties. And of course, most sports champions are "done" by age 40, if not before.

Do bridge masters in fact last longer at or near the top than those of other games? And even so, would it make sense to have top bridge partners of very different ages where the older one might have better bidding judgment, and the younger one, greater endurance for the cut-and-thrust of "play?"

Source for Go: "The 1971 Honinbo Tournament," by James Davies. Source for others: Various Wikipedia biographies.


texts: In Carrom, does the winner of a board automatically start the next one? If not does the starting player, play white Carrom men?


texts: When moving an Agent from a non-local Faction, what is the correct orientation?

texts:
This came up in a three player game, but I think it'd be even worse in 4 or 5.  One of the Free Agents ("The Interloper" maybe?) has the power "Move one Agent from any Faction into a neighboring Faction."  I think it was neighboring, it might have been to any other one.

Since you could (and probably would) be moving from a non-adjacent faction, how would you preserve the orientation?  If the command faces a player on one side and you move it to a neighboring faction, the command still has to face that player, yes?

What if the card did say move from "any faction to any faction?"  How would orientation be preserved then?


texts: Is an Enchantment Creature card an Enchantment card?

texts:
is it possible to return an enchantment creature card (like
Baleful Eidolon) with Dawn to Dusk from the graveyard? I'm not sure if an enchantment creature is a special type or just two types (enchantment and creature).

I appreciate your help!


texts: Can you prep a spell outside your main phase in Aeon's End?

texts:
The Aeon's End rules say, that if you focus one of your breaches, you may prep a spell onto that breach. Are you also allowed to do that outside of your own main phase?

For example an ally might focus one of your breaches. Can you immediatly prep a spell onto that breach?
Or if you cast Jagged Lightning in your casting phase and choose to focus one of your breaches, does this allow you to prep one of your spells and even cast it in the same casting phase?


texts: Would it matter if I mark a Star Realms deck on the front?

texts:
I bought a pair of Star Realms decks to allow play with up to 4 people. To make it easier to separate the decks for 2-player play, I was thinking I'd mark one of the decks on the front, with a small mark.

However, does this somehow convey any information that wouldn't be available with unmarked cards? Or is knowing which deck the card came from irrelevant in gameplay?


texts:
Unlike regular ishi that come in full-convex shape, Chinese stones are flat on one side. I found those stones difficult to work with, as they are not easy to pick up from the board. Granted, they lay more solid on get shifted out of place less easily.

Is this the only reason, though? Why do only Chinese people use this kind of stones? Is use of those stones in decline, possibly?


texts: Do you get an extra turn at the end of the age?

texts: If you build a wonder that gives you another turn as the last turn in an age, and there are no cards left, do you forfeit the extra turn?


texts: Can multiple doom tokens be removed in one hit in the final battle?

texts: If I have two players and my investigator is blessed and has a resultant fight of 11 and rolls 8 successes, do I outright take 4 doom tokens off the ancient one? We spent 2-3 hours slogging through the game and getting hurt at every turn, but when the final battle came, it was quick and short due to this situation, surprising me that it was so easy to defeat the ancient one after all that.


texts: Related to this question, I'm wondering also whether using Vassal on a netbook (=small screen) is a good idea.  Are there any tricks helping in such a case, like zooming in/out etc.?


texts: What does it mean when the Animator "counts as" the Finger of God?

texts:
In Monty Python Fluxx, the Animator reads:

  Counts as the Finger of God if the real Finger of God is not on the table.

Does it mean that the Animator has just the nominal value of the Finger of God or does it have its ability too?
Suppose I have the Animator and the Finger of God is not on the table. Someone plays a goal which requires the Finger of God. Am I 50% winning?
Suppose I have the Animator and the Finger of God is not on the table. Someone plays a goal which requires the Animator. Am I 50% winning or do I have to wait for someone to play the Finger of God so that my Animator is just the Animator again?


texts:
In Words with Friends, a Scrabble clone for the iPhone, slang words - such as the following - are permitted:

za, slang for "pizza,"
lez, slang for "lesbian,"
And so on...

Are slang words allowed in official Scrabble games / tournaments?


texts: Betrayal at House on the Hill If it's meant to be card

texts:
Last night I was playing with a group of friends. The player on my right had a "if it's meant to be card" with a dice roll he made of 5. So he can change the roll later in the game. When it got to me. I picked up a event card that the person on my right rolled a might attack of 4. And I had to roll dice equal to my might to battle it. He happened to have the spear as well so that if he won the roll it would increase his might by 2.

When I read the card aloud he changed his roll from 4 to 5. I said that the card says the roll and he can't change the roll that is on the card. But the whole table said that he can change the roll. Is that an actual rule?


texts: What is the tallest Jenga tower ever created?

texts: Under the standard rules of Jenga, what is officially recognized as the tallest Jenga tower ever created?


texts: Too many Tech-Victories seen in 2-player rules for Civilization

texts:
I have been playing Civilization The Board Game some times with my girlfriend, but each time, the game quickly becomes a race for the tech-victory. Since it is a large advantage to research tech in general, this victory is easy, and we do never even attack each other, since the tech victory is easier.

Can you propose some alternative rules which would change this behavior? We thought about just removing the possibility to win by tech, but my prediction is, that this will just make culture-victory the new tech-victory.


texts: How do Sphinx of Foresight and a discard effect on the first turn interact?

texts:
My question revolves around Sphinx of Foresight and any discard effect targeting the Sphinx on Turn 1. I'll take Thoughtseize as an example.

Sphinx of Foresight has the following effect:

  You may reveal this card from your opening hand. If you do, scry 3 at
  the beginning of your first upkeep.

Imagine the following Scenario:

Player A plays first, Player B draws first.
Player B reveals Sphinx of Foresight.
Player A plays a Swamp and casts Thoughtseize targeting the Sphinx of Foresight.
Player A ends his turn.
Player B gets to his upkeep. Is he allowed to scry now?

I couldn't find any remarks regarding this topic in the gatherer.


texts:
When I was young in the 1960s, a friend had the following game (my memory is rusty so take this description with a grain of salt).  It was a small square pegboard, with two sets of pegs (silver and gold), one for him and one for me. The interesting part: his job was defense (to protect the center) and my job was offense (to get to the center). I forget the moves, but somehow we could take each other's pegs until someone won.
Can anyone identify this game?


texts: Can I use Trait Doctoring to to make a Circle of Protection monocolor or multicolor?

texts:
Can Trait Doctoring be used to change a Circle of Protection (whatever color) into protection from mono or multicolor? Trait Doctoring reads

  Change the text of target permanent by replacing all instances of one color word with another or one basic land type with another until end of turn.

  Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Do monocolor and multicolor count as "color words"? I sort of assumed so but I'm not really sure.


texts: How is it that websites like SCG or CFB created their card database inventory. How would i be able to do this myself now? I want to create a similar website where a user can search and find any card with images. Obviously entering manually into a sql server is not feasible. Any help on easiest way to get this done?


texts: Can I Ghost Quarter to fetch basic land, while tapping my Gemstone Mine for mana using its last counter?

texts: My Gemstone Mine has 1 counter left. I tap it, remove 1 counter to produce B. Is the sacrifice effect a triggered ability -- meaning I have time to Ghost Quarter it and fetch a basic land?


texts: Can the Diplomat power be used against a player without an active race?

texts: Tonight I gained Diplomatic Sorcerers, two of the other 3 players were in decline so had no active race.  A reading of the rules implied to us that the Diplomatic power could not be used against those two players as they had no active race.


texts: Identify this strategic, war board & card game about Italy (not Carcassonne)?

texts:
The name of this game was a word I'm not familiar with, probably an italian word, starting with a C and around 8 to 12 letters long (it wasn't Carcassonne!)

The goal of the game was to conquer 3 adjacent or any 5 territories in Italy by going to war with your fellow players.

Players would have a hand of 10 cards. The cards had point values that, when played, determined whose army was most powerful that round. Some of the cards were yellow, some red. Some of the cards were: Cardinal, Spring, Winter, Female Hero (ala Joan of Arc?).


texts: What is this game that is about connecting streams?

texts:
A few years back, my parents had this game about connecting streams, or rivers. The goal was to connect the streams which started at your side of the board to the other side, and deny the streams of your opponent (in some way, bit foggy). It most probably had a Japanese name, or Japanese sounding to us Europeans (so basically "an East Asian name").

Board
The board was like a small basin, with a large area surrounded by a tiny wall (or, better to say, the main area was slightly lower than the edges of the field), about a tile deep. On the part of the edge where players started there were tiny knobs, presumably meant as the sources of the streams. The main area in the center was shaped as a grid, so the tiles would not be able to move (too much).

Tiles
A tile is a rectangle of size 2x1 if we take the squares in the grid for measure. On each tile a stream is shown, having at least two ends "flowing" to the edges of the tile, but there were also tiles with more than two ends (where the stream could split). The tiles were coloured red, with the streams being white lines painted on them (and maybe slightly pressed in).

Gameplay
Two players play one tile per turn, alternating between the two players. The goal, as said before, is to connect your stream to the other side. Based on this, I presume one player plays horizontally and the other plays vertically on the board. Tiles can be laid down in any orientation, as long as it connects to at least one stream and does not block/abruptly end existing streams. First player to have some amount of knobs on the other side connected to, wins (I guess, may just be any amount of streams reaching the other side).


texts: How does Underrealm Lich interact with Sylvan Library during your draw step?

texts:
In the new Guilds of Ravnica set Underrealm Lich is a creature that changes how you draw cards.

  If you would draw a card, instead look at the top three cards of your library, then put one into your hand and the rest into your graveyard.

I am wondering how this card interacts with how Sylvan Library modifies your draw step.

  At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.

For example, during my draw step:

I look at the top three cards of my library, put one in my hand and the rest in my graveyard.
I look at the top three cards of my library, put one in my hand and the rest in my graveyard.
I look at the top three cards of my library, put one in my hand and the rest in my graveyard.
I then do not put any of those cards on top of my library.

In this situation where I have not returned any cards to my library, How much Life will I have to pay? Also do I even have the option to return cards to the top of my library?


texts: Catan setup order different than playing order

texts:
When I get with my friends to play Catan (normal Settlers or Catan), we first roll the dice to decide who is going to put the settlement first.

The one that got the highest number goes first, the second highest number goes second and so on. When everyone finished their first settlements the order goes backward, which means the one with the smallest number puts the second settlement first and so on until the one with the highest number.

But at this point, everybody is already seated so we are not going to change seats to have the same order as we established our settlements, so what we do is, the one with the highest rolled number goes first and then the game continues to the right of that player.

I have 2 questions:

Are we playing correctly according to the rules?
If not (and this is a house rule), how does this procedure affect the game?


texts: What factors should be considered before doubling pawns?

texts: I know the basic strength of double pawns is that it may open up a rank for a rook, and that the weakness is that the pawns can no longer defend one another.  Other than an obvious material advantage, what are the long-term strategic factors to consider when you're faced with the decision of doubling your pawns?  I know that specific openings accept doubled pawns, but beyond memorizing openings, what should influence my decision?  For example, are doubled pawns more acceptable in the center than near the edge of the board?


texts:
We have a dwarf player who got Dwarven Ale as curse that gives him +4 on battle (only for Dwarfs). But he got temporary amnesia on the next turn. And he forget that he is a Dwarf.
Our question is: will Ale give him +4 on this turn or not ?

We have a heated debate around this question. Does amnesia eliminates Ale effect ?


texts: Is the rule of not paying rent if you aren't asked for it, in the rules of Monopoly? Or is this something that people have made up? When is this ok?


texts: In Texas Hold'em, who is awarded second and third place in this scenario?

texts:
Consider the scenario where there are three players remaining:

Player A has 1,000 chips
Player B has 200 chips
Player C has 50 chips and is the dealer

The hand starts and Player C goes all in. Player A calls and Player B goes all in. Player A calls Player B's all in. At this point everyone is all in and turns their cards over.

In the end, Player A's hand beats both Player B and Player C. Clearly, Player A has won first place. And if Player B's hand beat Player C's hand then clearly Player B would have won second place, and Player C third.

But what if Player C's hand beats Player B's hand - who gets second place and who gets third place in that scenario? I wager one of the following three outcomes is what should happen, but I'm not familiar with the rules to know what the "official" outcome should be:

Player C wins second place because his hand beat Player B's hand, even though Player B had more chips at the start of the hand.
Player B wins second place since she had more chips at the start of the hand than Player C.
Player A wins first place and gets to go off and roll around in the piles of money he has won. Player C gets 50 of Player B's chips, since he went all in with his 50 and won the hand and the two stay at the table and play heads up to determine second and third place.

Thanks


texts:
I've been playing tournament chess for 20 years. Recently I started playing checkers (the American version).

In chess, tactics is about calculating the next few moves ahead. Strategy is the long-term kind of thinking, what to do when there is nothing to do tactically. I tried to apply these methods of thinking to checkers too.

After I read some books on checkers, I was pretty disappointed. While they all claim to teach strategy, all they contain are some openings and tactical positions. Nothing about strategy, positional guidelines or how to select your candidate moves. Only "if white moves here then red moves here" and so on.

The only strategical guideline I found was: "try to control the center", but again with a concrete game as an example. During a game, most of the time I have absolutely no clue who has the advantage, because I am missing a set of theoretical guidelines.

So, my question is: Is checkers "just" tactics, or is it more and I have overlooked something?


texts:
There is a "Sky Hook" ship upgrade which "Counts as TRANSPORT" and "Requires Pilot to use". What exactly the rules of its use are? I see several possibilities:
1. It should be "equipped" by a Pilot going on a mission (like gear)
2. A Pilot should stay on the ship (because the ship is acting as a transport)
3. It always counts as a transport if you have a Pilot in the crew.


texts: What is the win ratio of spies and resistant in The Resistance?

texts: I have been playing that game for a while now (mostly the wikipedia version), and I have the impression that the game is extremely imbalanced. In my circle of friend, the win ratio is about 80% for the spies. Is there any statistical data that gives a broader win ratio?


texts: Does Diffusion Sliver protect from boardwipe spells and sacrifice spells?

texts: If I have a Diffusion Sliver out, are my Slivers protected from Wrath of God? What about Chainer's Edict?


texts: How can I make Kids of Catan less luck based?

texts:
My almost-5-year-old is loving Kids of Catan, and to be honest I've grown to like this game too, even with just two players. It's all about luck, but it's fast and a really good foundation for more advanced games.

What rule would allow young players of this game to begin to exercise more control over their chances of winning, given that they are experienced and comfortable with the core rules?

Has anyone had success in transitioning children from Kids of Catan to a more strategic game by adding house rules to KoC?


texts: Weight and dimensions of Hive game pieces?

texts:
What are the exact dimensions and weight of the bug pieces used in the game Hive?

What are they made of?


texts: Exploding kittens - playing cards between attacks

texts:
Related, but not a dupe: Exploding kittens. How many turns can an attack card "really" skip?

That questions discusses this scenario:

Player A plays Attack.
Player B takes a turn, draws an Attack and plays it.
Player C has to take three turns.

That is clear. But in this scenario:

Player A plays Attack.
Player B plays some other cards (Favour, See the Future or whatever).
Player B plays Attack (so does not draw a card).

Does Player C now have to take four turns or three? Or should Player B have played the Attack as his first card?

An argument for Player C taking four turns is that Player B could have done exactly the same thing whilst not being under the influence of Player A’s Attack and force Player C to take two turns, so they are just stacking those two into the two from the first Attack. However, I felt that by playing cards, Player B was essentially taking a turn which should be completed by drawing a card. He could then play the Attack as his second go and force Player C to take three turns.


texts:
This question is about the card game bridge :

How many points can N/S have in a par-zero deal ? (Only consider the high
card points)

In a par-zero deal, no player can make any contract assuming perfect play and
full information (all hands are visible).

In most par-zero deals , N/S have at most 23 high card points.

What is the limit ?

            S 973
            H K5
            D QJ864
            C KQJ
  S 2                 S AQJ854
  H T87               H A42
  D T53               D A97
  C 987543            C 6
            S KT6
            H QJ963
            D K2
            C AT2

is an example with 25 HCP for N/S. I found this deal by slightly
 changing a random deal from pavliceks deal finder which was close
 to par-zero.

                  S A75
                  H KJ2
                  D AJ63
                  C 762
   S 986                         S JT2
   H 86                          H AQT9
   D T854                        D 972
   C AQ53                        C T98
                  S KQ43
                  H 7543
                  D KQ
                  C KJ4

is an example with 27 HCP-points for N/S

Even with 28 points, there is an example :

                      S 2
                      H QJ73
                      D KQJ
                      C J8743
   S AQT98                          S 73
   H T9542                          H 8
   D -                              D T98765
   C 652                            C AQT9
                      S KJ654
                      H AK6
                      D A432
                      C K

And finally, I found an example with 29 HCP for N/S

                    QJT9
                    942
                    QJ
                    QJ64
      87654                    32
      A3                       T865
      AKT98                    3
      T                        987532
                    AK
                    KQJ7
                    76542
                    AK


texts: When I put the robber on someone in Settlers of Catan, does the resource I take HAVE to be random?

texts:
Say I have 3 ore, 2 wheat, and a wood, and player B has a wheat, a wool, and a brick. Player B puts the robber next to one of my settlements and has to take one resource at random. Player B wants to get my wood so they can build a settlement, and I actually want them to take the wood so I can upgrade one of my settlements to the city. If they had to take a resource at random, they might get something else that would be sub-optimal for both of us. If I could just give them the wood, it would be to both of our advantages.

Is the resource taken with the robber required to be random? If they want a specific resource and I want to give them that resource, can we just do that instead of player B having to pick randomly, possibly resulting in a situation that would hurt both of us, me by losing some I needed and them by not getting what they wanted?


texts: Can another instant be used to buff an attacking creature, after another instant was cast that would kill the creature?

texts:
Specific example: Attacking player sends a 3/2. Defending player plays Shock to deal 2 damage to the creature. Attacking player then attempts to cast another Instant which would lend the attacking creature additional +/+.

I was under the impression the Shock would resolve first, and the attacking player can’t then buff a 3/0 creature since it would be dead.


texts: Does Gustcloak Savior's ability leave the door open for blockers to be reassigned?

texts: I'm using Gustcloak Savior in my token commander deck because I'm assuming after I remove my blocked creatures from combat that my opponents can't reassign their blockers. Am I incorrect? If so, it totally defeats my purpose of having it in there and I'd like to open up the spot for something more productive with my theme.


texts: When turning in a mission, do you have to be on the mission hex to complete a mission, or is anywhere in the system acceptable?

texts: In Xia, Legends of a Drift System, one can receive missions to go to certain locations and do such things as conduct negotiations or pick up contraband.  In order to achieve this step of this mission, is it necessary to go to that system's "mission" location, or is it sufficient to enter that system's tile?


texts: How many of the same artifact can be on the battlefield at once? For example, could I play more than one Dragon's Claw or Angel's Feather?


texts: Contract Bridge and the short club convention

texts: When playing the short club convention I thought a one diamond bid shows that I  hold five diamonds. Is that true?


texts: MTG: Indestructible creature with both damage and -1/-1 counters

texts:
If let's say a 3/3 indestructible creature takes 2 combat damage and then 2nd main gets a -1/-1, does the creature die?

Am assuming no since its still technically a 2/2 indestructible with 2 damage on it and NOT a 3/1 indestructible with a -1/-1


texts: What would casting a card with Sunburst do with an effect like Jodah's?

texts: If I cast a card with sunburst, like Clearwater Goblet with an effect like Jodah, Archmage Eternal, how many charge counters would it get?


texts: Placing advancements on non-advanceable cards

texts:
I know you can't advance something that is non-advanceable, but what about the Runner?

In the new Opening Moves Data Pack, there is a card called "Queen's Gambit" (according to the pics). It says:

  Place up to 3 advancement tokens on an unrezzed card in a remote server. Gain 2[Credits] for each advancement token placed.

Can anyone say that works? The Runner doesn't know what can be advanced or not..


texts:
It is quite clear that an investigator can only use one item that gives the highest bonus in combat,  even if they have multiple items (i.e. Multiple weapons)

However,  what about spells such as Wither? We must first test Lore to see if we get a bonus and then flip the card and fulfil additional effects based on our results.  Its possible that you don't get the bonus due to failing the test.

Does this count as the component that you used for combat and you cannot use any other items, even if you failed? Or is it special since the spell doesn't give a plain combat bonus like regular items?


texts: Are there any rules differences between the two versions of Unexploded Cow?

texts:
Cheapass Games' first game was Unexploded Cow, which like many of the company's early products, consisted of just the basic cards and required players to scavenge other game components from elsewhere (e.g. getting money from Monopoly). Recently, they released Unexploded Cow Deluxe, which includes color cards and all of the game pieces.

Are there any rules differences between these two versions? Or is the only real difference the components included?


texts: Does the discard get shuffled into the deck when adding the heat up card?

texts: When adding the heat up card to the boss deck, do you shuffle in the discard pile as well, or just shuffle it into the remaining cards that haven't been revealed?


texts: Canceling a creature spell during combat

texts: Ok, so I play Shaman of the Pack (I'm using an elf deck) whilst having a few elves (6 or so), and my opponent takes the damage. His creatures are tapped out, and I have a 5/4 elf with an artifact equipped that gives +1/+1 for each creature that shares a type with it, and I begin to declare attackers. At this time, he decides to counter Shaman of the Pack. Is this a legal move or is he in the wrong?


texts: Can you look at a Bonus Marker before placing it on the board?

texts:
In Hansa Teutonica, I know that for the initial three golden Bonus Markers (I think that's the right term for the English version), you place them on the specified beginning locations face down, then flip them up. When you claim a route and take the Bonus Marker that is on that route, you immediately draw one from the pile of Bonus Markers, where they lay face down.

Are you allowed to look at the Bonus Marker before you place it on a new route on the board? Our group couldn't find anything in the rules explicitly addressing this, so we've been playing under the assumption that we're allowed to look at it before deciding where we want to place it, but I'd like some confirmation, as it would impact tactical play.

We're playing the Dutch version (Hanzesteden), in case that may account for a missed translation or somesuch.


texts: In Arctic Scavengers, should the players' discard pile face up or down? It seems that the rulebook does not specify this.


texts: How would Master of the Wild Hunt be worded if it targeted multiple creatures?

texts:
Master of the Wild Hunt says:

  [...] {T}: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.

The way that MotWH works is that you choose a single target creature, and when it resolves you tap all untapped wolves you control and they deal damage to the single target creature amd that creature divides its damage among the wolves.

How would you word the ability if you wanted each wolf to be able to target a different creature?

Does a template already exist for this functionality?

For example Raiding Party allows you to choose plains (not exactly targeting)

  [...] Sacrifice an Orc: Each player may tap any number of untapped white creatures he or she controls. For each creature tapped this way, that player chooses up to two Plains. Then destroy all Plains that weren't chosen this way by any player.

and Living Inferno is only a single creature that is splitting its damage (the wolves would each target a single creature, but their might be multiple wolves)

  {T}: Living Inferno deals damage equal to its power divided as you choose among any number of target creatures. Each of those creatures deals damage equal to its power to Living Inferno.


texts: What are "Implied Odds" in Texas Hold'em Poker?