texts: Can I resolve this effect that has been destroyed, banished, or sent to the deck?

texts:
Scenario 1:
I activate "XYZ Effect". My opponent activates Mystical Space Typhoon. XYZ Effect is destroyed. Does XYZ Effect resolve?
Scenario 2:
I activate "XYZ Effect". My opponent activates Cosmic Cyclone. XYZ Effect is banished after he pays 1000LP. Is "XYZ Effect" resolved?
Scenario 3:
I activate "XYZ Effect" My opponent activates a card that returns my card to the deck. Is "XYZ Effect"  activated?


texts: How do zombies win in Last Night on Earth: Timber Peak?

texts:
My friends and I played Last Night on Earth extensively. Games were always very close, and tough for both sides. We liked it so much we got the Timber peak sequel/expansion.

However, we find now that the heroes are having a ridiculously easy time.
After about halfway through the game, the heroes become so powerful they are literally running into hoards of 5+ zombies, and killing every one without a wound.
I'm starting to think we are missing a trick or new rule, as I can't believe other people would consider what we've seen as balanced. The only buffs to the zombies are generally to fight cards, and only after they wound. Problem is, after a certain point, it becomes almost impossible to wound a hero.
Yet the heroes now get triple bandages, triple ammo, triple gasoline, police shotgun, very powerful upgrades like winning on ties and extra fight dice. The Ed Baker guy, who can take 4 wounds, and starts off with an upgrade, always becomes an unstoppable tank every game.
I once had 6 zombies on him, and I was only able to roll to see if I might win once, and needed a 6.. but if I had got a 6 he could have made me re-roll it..

Anyone got any tips/strategies for how zombies might win in Timber Peak?


texts: What Programs Work Duing a Jak Sinclair Run

texts:
Jak Sinclair has the following ability:

  When your turn begins, you may make a run. You cannot use programs during this run.

This pretty clearly prevents the use of paid abilities such as icebreaker abilities.  But what about other programs like Snitch or Au Revoir?


texts: Does new target need to be chosen after the original has become invalid?

texts:
Hypothetical situation:
Player A has one creature and player B has also one creature. Now the player A casts a black spell to destroy the creature  and targeting player's B creature. If creature B gets protections from black does the player A need to target the only possible target left in the game and that is his creature? What if the creature B would be returned to hand instead? Is it the same?


texts: Are there any good intermediate deck building resources available in magic

texts:
I've gotten to the place where the run of the mill 'basic deck-building' guides offer no more help to me and yet the advanced deck building resources are still a little out of my reach. I am wondering if anyone can recommend any good resources to me that might help.

I realize this is sort of a relative question, so I will provide a hypothetical question I might ask, given the level I am at in my current proficiency-

(this next paragraph is the set up for my hypothetical question)
Say, for example, I want to build a strong enchantment deck: I am at the point where I realize that enchantments have their weaknesses, most notably, a removal spell can completely ruin all the momentum you have built up in the game with a single card. So, when building this deck, an important aspect of it should be built around either countering or protecting against such a event. So I should think about something like hexproof or being able to return cards from my grave yard.

Question: Whether I go for either hexproof or graveyard return, how many cards in my 60 card deck should I dedicate to this protection?

That's an example of the type of question I would be likely to ask at my current skill level. I would love to know any resources that would be good for someone at my stage in the game.

I am not looking for an answer to this hypothetical question and I am not looking for an answer such as, 'Put some in your deck and play it until it works."
*I'm looking for a resource that provides, basic, guidelines for this type of thing, at this level.*


texts: Does a "lose your turn" card cancel doubles?

texts: In Monopoly, if I roll doubles and land on Chance/Community Chest and receive a "lose your next turn" card, does that cancel my doubles and I get to take my next turn? Do I take my doubles and lose my next turn? Do I lose both?


texts: Can you trump the first trick in Spades?

texts:
I just played a game of Spades with some family. The Ace of clubs was led on the first trick, and I was out of clubs. Needing quite a few tricks, I chose to trump. My fellow players instantly responded with complaints about a rule that the first trick cannot be trumped.

Obviously, house rules can always be in play. My question is whether this is a common rule to play by, or if this is relatively unheard of. I've been unable to find any sources online that indicate forbidding this action. Is this a common rule to play by?

Mainly I'm looking for grounds for opening the next game with stating explicitly, "Trumping the first trick is legal, as long as you meet the normal requirements," hopefully adding, "That is the way almost everyone plays," to avoid this sort of dispute again.


texts: Can creatures abilities target that creature itself?

texts:
Can Spikeshot Goblin have itself as a target with its ability: "Tap: Spikeshot Goblin deals damage equal to its power to target creature or player"?

Yes or No?

I'm unsure as I read some things like "Rule 114.5. A spell or ability on the stack is an illegal target for itself." But I don't know if that Goblin's ability is on the stack or if it is an ability meant by that rule. Also for me an ability is another thing as a creature - so "itself" would mean the ability is targeting the ability, not "the ability is targeting the Goblin which has that ability".

That's why I ask for a simple answer as Yes or No to the Spikeshot Goblin example above.


texts: Citadels: Wishing Well card 'every other purple district' clarfication

texts:
In the Citadels: Dark City expansion the Wishing Well purple district card reads as follows:

  At the end of the game, you score one point for every other purple district in your city

The italicization is actually printed on the card.

Does the means "every purple district that is not this card" or "every second purple district"? If you had this and 3 other purple districts at the end of the game, would you have 3 extra points or 2?

I'm leaning toward the first one, because it seems more balanced and the second would suggest a bit more clarification.

Feel really stupid but asked anyway. Does anyone think this questions is valuable enough to leave up?


texts: Does card-counting work in online Blackjack?

texts:
I realize that card counting is strongly discouraged.

Are there systems in-place to prevent card-counting in online blackjack?


texts:
I am trying to remember the name of a old haunted mansion game I played.  I remember you started in the Foyer and built the mansion as you explored out of mansion tiles.  The tiles were unique because they were elevated to have several different heights.  You were looking for chests/treasure with gold in them.  Once you found them you had to escape the mansion.

I thought it was just called Haunted Mansion but that doesn't seem to be it :)


texts: consequence for illegal double word plays

texts: When a player uses tiles that do not properly spell an acceptable word and their opponent successfully challenges, the offending player loses their turn.  What is the consequence when a player makes two or more words without remaining in the required row/column that they started?


texts: Can you sacrifice yourself to use an Elder Sign in Arkham Horror?

texts: The cost to use an Elder Sign to seal a gate is 1 Sanity and 1 Stamina. If you are at 1 on either one of these (or both), can you essentially sacrifice yourself in order to use it? Will the sealing occur before you become insane/wounded/devoured?


texts:
If I use The Scarab gods activated ability on a commander (regardless of whose commander it is), if the owner of the legendary creature in question sends their commander back to the command zone will I still get the token copy?

The activated ability says

  {2}{U}{B}: Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie.

Pretty sure I do in this case since the replacement effect occurs AFTER I exile with the scarab god.


texts: Losing the player board ability in the middle of the turn

texts:
In a game the other day we came up in a situation where the blue player ended up in a complex situation:
He had selected the player board ability that lets him take the board action and also attack ghosts on the same turn. He took the board action that was to move a player, then a ghost. He moved a ghost to his own player board, and thereafter wanted to attack the ghost he moved. Then we realized that the ghost he moved was a ghost that blocks the player from using his player board ability. At this point, we ruled that he could not attack, as he had lost the player board ability in the middle of his turn.

You could argue that in most cases the player could have attacked first, then moved the ghost - but in this case he wanted to attack the ghost that was moved, and he could not reach it before it was moved.

We could not find a clarification for this. Did we rule it correctly?


texts: Drafting without being able to look at your picks?

texts:
I love drafting, but most of my experience with it is watching MTGO videos or playing on MTGO myself. There you can see your picks during the whole drafting part, sort your cards several ways, and even sideboarding the worst cards as the draft goes on, ending with a deck almost ready.

Where I draft IRL, we are only allowed to look back at our picks between boosters, and not during a very long time (casual, but still). Can I maybe separate my picks in (face-down) piles, so that I can at least see how many colors/creatures/whatever I have (possibly going to the extreme, with piles for each color/card type/cost) ? I have limited memory and have a hard time figuring if I should prioritize medium 2-drops, because of curve reasons and I already have too many removals anyway, etc, all of which would not be a problem if I could look at my cards.
Things I've considered focusing on remembering (all at once is out of the question) :

How many creatures/non-creatures
How many in each color
How many 1-2, 3-4 and 5-6 drops
How many removals/spells that do nothing if I don't have a creature on the battlefield

What should I focus on ? Is there a better way to draft IRL compared to MTGO ?


texts: How does flicker relate to a card like Ulamog's dispoiler

texts: I was wondering how a card like Flicker and a card like Ulamog's Despoiler would work together. Since Ulamog's Despoiler returns a card from exile and flicker exiles a card snd then returns it would flicker return the card that was put into a graveyard to the battlefield or would it just stay in the graveyard? I tried to look at rule 400.7 but I got confused on if it would work. If anyone could help me I would be very grateful.


texts:
Shapesharer is a creature (shapeshifter) with changeling (this card is every creature type at all times) that, for 2U, states "Target Shapeshifter becomes a copy of target creature until your next turn."

This makes me wonder several things.

Say you have Coat of Arms in play. Coat of Arms says "each creature gets +1/+1 for each other creature on the battlefield that shares at least one creature type with it". So let's say you have two Shapesharer's in play. Shapesharer A gets +1/+1 because it shares the sliver type with Shapesharer B, it gets +1/+1 because it shares the elf type with Shapesharer B, +1/+1 because it shares dragon type, etc. So it seems two Shapesharer's in play with a Coat of Arms could make each one have infinite power and toughness? Of course if that's the case than it seems like Shapesharer's would each also simultaneously be Legends and kill each other.
Say you cast a creature and that creature has summoning sickness. It seems like Shapesharer could copy that creature and that the summoning sickness wouldn't copy over so you could use that creatures abilities on the turn it was cast, albeit with a different creature. Is that correct?
Does Shapesharer still retain the Changeling ability after it's copied another creature?


texts: How do Isochron Scepter and the Fuse mechanic interact?

texts:
The split cards in the expansion set Dragon's Maze contain a new mechanic "Fuse". This mechanic allows you to cast both sides of the spell, a new option for cards of this type.

Isochron Scepter allows you to imprint any instant card with casting cost 2 or less, and then produce copies of that card once per turn.

The interaction of Isochron Scepter and instant split cards is a highly useful one, in that you can imprint a split card providing one side meets the requirements of Isochron Scepter, and then cast either side of the card using Isochron Scepter's linked ability.

The fuse mechanic allows you to cast both sides of the card. How does this mechanic interact with Isochron Scepter? This is relevant so far to Turn // Burn and Far // Away.


texts: What edition of Empire Builder do I have?

texts:
My family has an old edition of Empire Builder by Mayfair games, and the box I have isn't listed on Boardgame Geek's edition list.

I found an image of the box on that site. It is pre-fourth edition, as it doesn't have Mexico in it, and very little of Canada. The rulebook lists a copyright of 1982. It comes with a bunch of metal trains, the rule book is black and white, and the cards are black and white front with red 'M's on the back.


texts: Can Reveillark bring itself back from the graveyard?

texts:
Can Reveillark's leaves-the-battlefield ability target itself?

For example, let's say its power and thoughness are turned to 0: it is destroyed (so its ability triggers) and its power is 2 or less (so it can be a target).


texts: Solitaire game where you deal four up, four down

texts:
What is the name of this solitaire game I learned when I was a kid?

You lay out 52 cards (1 deck), dealt four up, four down.

You get 8 piles:

on the left, four face-up (arranged so you can see all of them).
on the right, face downward except for the top card on each which is face-up.

This makes 7 cards per pile on the left and 6 per pile on the right.
To play, you stack cards on top of each other according to suit, in descending order (like jack of diamonds on queen of diamonds).
You move any cards on top along with the card you're placing on a higher one of the same suit.
Kings can go into empty spaces and aces go in a row above the cards you dealt out.
You must turn up all the face-down cards and you win if you get all 4 suits from ace to king in the piles above.

I have been searching the internet and nobody has mentioned a solitaire game laid out like this.


texts: What does "play this ability only if you could play a sorcery" mean?

texts: This is a stretch and in no way am I trying to dull the game. However, I recently ran across this potential issue. Many cards have an ability that may read, '...Play this ability only any time you could cast a sorcery.' and some that say '...Play this ability only if you could play a sorcery. Now bear with me. Since the second example included the word 'if', would this mean that IF I do not have a sorcery in my hand, I cannot play a sorcery, hence, I would not be able to play the ability. As opposed to the first example which states I can use the ability any time a sorcery could be cast instead of 'if' I can play one, which I cannot if I don't possess one in hand. This is flimsy as I know the intended purpose is for the ability to only be cast during your turn as a sorcery. Any thoughts?


texts: In MTG, can you counter a spell that requires cards to be revealed after they are revealed?

texts:
My friend and I had a very long (and incredibly close) Commander duel last night which I barely won, and one of many crucial moments hinged on a counterspell I used.

My friend and I both are basically out of creatures.  They cast Jarad's Orders, and search their library for two creatures.  They decide on Sheoldred, Whispering One and another creature, and want Sheoldred to enter the battlefield, so they can retrieve the other later.  I have plenty of swamps, so obviously I am displeased with this.  In response, I cast Countersquall  after they have chosen the creatures, revealed them, and decided where they were going.

Was this incorrect?  Was it too late at that point for me to do something about it?  Because honestly, were it not for that counter, I might very well have lost.  I got wrecked in the previous two matches we had so I don't feel too bad, but I want to be upfront with them.

Thank you for any help.


texts: Can you block with a creature and then sacrifice it?

texts: I block a Territorial Allosaurus with a Brindle Boar. I sacrifice the Brindle Boar. Does the Territorial Allosaurus still do damage to me?


texts: Level 1 sock puppet says players may not play cards from hand to aid or help this combat. May they use the cards that are in their unequipped zone?


texts: Liege of the Tangle with awakening counter - how does it work?

texts:
I just got a MTG card named Liege of the Tangle: card details.

I'm a little confused here. What does that "awakening counter" mean? How long will it remain? Can it be removed from the land?


texts: What happens if you roll a 7 before the barbarians reach the island?

texts:
Accordingly to these rules, when you roll a 7 before the first barbarians' arrival, you have to drop half of your deck, if you have more than 7 cards.

The rules in the Italian version of the game say that nothing happens when you roll a 7 before the barbarians arrival.

Which is the correct one?


texts: Playing Patchwork. There seems to be so many button tokens, but we do not seem to be able to end the game with more than 10 buttons in the pocket. All the 10s, 20s just sit there, unused. Are we missing something? How to accumulate more “money”? :)


texts:
In the monopoly board game cheat edition, there’s a chance card that says roadblock. This allows for a player to put that card on he/she’s chosen property and if someone reaches that property, they must stop and pay the rent.
My question is what happens if a player lands directly on that property? Would they pay just once or double the rent?


texts:
Suppose I am bearing off and have two checkers left, one on the 6 point and one on the 4 point. If I roll 5 and 3, is it legal to move the checker on the 6 point to the 3 point and then bear off the checker on the 4 point? Or am I required to make full use of my dice by moving both checkers to the 1 point?

Where can I find a reference to indicate which of these is correct?


texts:
Sudden Spoiling reads

  Creatures target player controls become 0/2 and lose all abilities until end of turn.

Can someone help me find a list of abilities that they lose?


texts: How often do you have to move the outbreak marker in a chain reaction?

texts: So if an outbreak occurs, I do move the outbreak marker one forward. If this triggers a chain reaction in one city, I move it forward once more. But what happens if I have several chain reactions? Would I have to move the outbreak marker up to 8 times? The rule book is a bit ambiguous about this.


texts: Twilight Struggle: When are we allowed to do a Realignment Roll?

texts:
I know this sounds like a silly question, but the rules are kinda awkwardly worded and I've seen some videos of Twilight Struggle where this restriction is overlooked.
From the rules (section 6.2.1):

To attempt a Realignment roll, the acting player need not have any Influence in the target country or in any adjacent country — although this improves the chance of success greatly.

This sounds perfectly clear, except the added last bit which confuses me. However, the next section (6.2.2) says:

Each player modifies his die roll:
• +1 for each adjacent controlled country,
• +1 if they have more Influence in the target country than their opponent,
• +1 if your Superpower is adjacent to the target country.

Why claim it's "each player"? And then the following example says:

The US player targets North Korea for Realignment. There are 3 USSR Influence points in North Korea, while the US player has none. The US player has no modifiers—he does not ￼control any adjacent countries and has less Influence in North Korea then the Soviets.

Why mention it at all? Shouldn't the example say "the US player has no modifiers because as the acting player he may not have any influence in that country or adjacent countries"?
Section 6.2.2 is even more confusing by stating:

Each player rolls a die and the high roller may remove the difference between the rolls from their opponent’s Influence in the target country.

Shouldn't one of the players (the acting one) not have any influence at all in the first place?
Obviously the wording here is poor. But how should we play this?


texts: Is it a good idea in TI:3 to play with fixed alliances?

texts:
Whenever we play TI:3, we play free-for-all. Of course, during play you can make agreements with fellow players whom you are still free to backstab later. I was thinking about playing with fixed teams, like 3 vs 3, just to try it out. The problem is that my buddies have never agreed to it.

So now I was wondering: has anyone else has ever done this? And did it work out or not?


texts: Can we use both the hands while thumbing the coins in carrom board or are we limited to single hand only.


texts: I often see good players note on their convention cards that 1NT may contain a 6 card minor. Depending on the strength on the 1NT range, I would bid such hands 1m - 2m (12-15) or 1m - 3m (15-18). What are the benefits of opening 1NT with 6 card minor? What are the characteristics of such hands?


texts: Do abilities interrupt transform effects?

texts: I've recently had a debate with someone on how interrupting works for transform cards. Let's say I have just played an Ulrich of the Krallenhorde, and the opponent has a Scorpion God, as well as enough mana to put as many -1/-1 counters on Ulrich to kill him. If I interrupt his using of Scorpion Gods ability to play Waxing Moon, transforming Ulrich, will Ulrichs Transform effect be interruptible by further use of Scorpion Gods ability?


texts: Are unused Start Worlds shuffled into the card supply?

texts: When you begin play and randomly hand out the start worlds, do you shuffle the remaining start worlds into the deck?


texts:
Tonight I'll be playing Power Grid for the second time with my game group. It's the second time for all of us.

What key strategy or tactic should I focus on to give me the best chance of winning?


texts: Lifelink interaction with triggered abilities on creature's death

texts:
I had this scenario with my wife and we couldn't figure out how to properly progress:

1.) Wife declares attackers (creature names are irrelevant)

2.) I declare blockers with one Vampire Nighthawk and two Epicure of Blood creatures.

When damage is dealt, one of my Epicure of Blood will die due to her attacking creatures. However, it says: "Whenever you gain life, each opponent loses 1 life." Do both of my Epicure of Blood's trigger from lifelink despite one of them dying? Or does the triggered ability not occur due to it being dead and removed from the game before it can check if life gain occurred?

My thought was that damage gets dealt, lifelink triggers, but only my remaining Epicure of Blood will trigger. Thanks for your help!


texts:
Are there examples of expert-level games where the King is used as an attacking piece early in the game?  I.e. brought out into the center of the board behind the bishops, pawns and knights, to gain a superiority of attacking force over the opponent?  Certainly there would be great risks in doing this: the opponent can check you any time he wants - but do you think, if handled with care and expertise, this strategy could work?  As another example, maybe developing the King would become desirable if a player loses his ability to castle.

Thank you very much.


texts: When testing a deck, what % of rejected hands is acceptable?

texts:
Good deck construction minimizes luck. I am about to enter my first tournament (Pauper). In addition to testing my deck against other decks in actual games, I simulate initial hands and first few cards using deckbox.org to help to fine tune it.

It is clear from simulation that I would have to mulligan at least a quarter of my hands. I would assume that beyond a certain mulligan percentage, a deck cannot possibly be competitive in a Pauper tournament.

While there may be special cases where a mulligan does not confer much of a disadvantage, let's assume for the purpose of this question that this deck is average in the sense that each time the initial hand is decreased by a card, it hurts chances of winning quite a bit.

Beyond what percentage of hands requiring mulligan would a deck be considered non-competitive? If someone has actually studied this question statistically, please provide a link to the study.


texts: What happens if I exile an HOU God from the graveyard?

texts:
The Gods from Hour of Devestation (The Scorpion God, The Locust God and The Scarab God) have the following clause: "When [God Name] dies, return it to its owner's hand at the beginning of the next end step.

If I were to kill a God, then exile it from its owners graveyard (for example using The Scarab God's activated ability), does it still return to its owners hand at the beginning of the end step? The card did die, which fufils the clauses requirement, but I'm not sure if it still happens when the creature is exiled.


texts: When you don’t have to move (bonus card), do you pick up your separated assistant or do you have to separate another one?

texts:
My question is about this bonus card:

When playing it at the beginning of your turn, you don’t have to move your merchant (and you may use the field’s action).

The rules say that you "again" have to use one of your assistants for this, but I’m not sure if this always applies (i.e., not following the normal movement rules), or if it only applies if you would have to use an assistant as if you had moved normally.

Situation after the first turn:

Situation A: Your merchant is on top of all his assistants (from that field), because you have picked the assistant up that was left there.
Situation B: No assistant was on the field, so you had to separate one assistant. Now your merchant is on top of 1+ assistants, and next to them is one assistant.

Second turn begins and you play the bonus card, so you stay on this field:

In situation A: You have to separate one of your assistants and he will be left there when you move on in your third turn.
In situation B: Do you have to separate another assistant (so leaving two assistants when moving on in the next turn), or do you pick up your previously separated assistant (leaving no-one when moving on in the next turn)?


texts: Axis and Allies 1941: Who, when and to where can you retreat?

texts:
Official rules only, not house rules.

How and when are you allowed to retreat, both in an amphibious landing and a land battle?

The rules say that you can't retreat in an amphibious battle.  What happens if the battle ends with both sides taking one casualty? Does the attacking force fall back to the transport from once it came and the defender stays put?

In a land battle, can the defender choose to have all (land and air) units retreat to an adjacent friendly/unoccupied territory? Or is the option to retreat restricted only to the attacker?


texts: Are white bordered cards allowed in DCI sanctioned tournaments?

texts:
Everywhere I look has specific ban lists for Magic. I have heard that "all white border cards are banned in DCI sanctioned tournaments" But my 'Stream of Life' is white bordered and not listed on the modern banned list.

Are all white bordered cards banned in DCI events?


texts:
I am very newbie to Dominion. Looking at
Smithy Village strategy
which has the following buying script

$8 or more to spend: Province (if you have 5 or more Smithies)
$5: Duchy (if there are 3 or less Provinces left)
$2: Estate (if there are 2 or less Provinces left)
$6: Gold (max 2)
$5: Market (max 5)
$4: Remodel (1), otherwise Militia (1), otherwise Village (if you have
less Villages than terminal actions), otherwise Smithy
$3: Village $2: Cellar (max 2)

what does it mean if you have 5 or more Smithies? Does it mean 5 Smithies in my discard pile?).
Similarly when it says if there are 3/2 or less Provinces left are these in the supply pile? And max 2 or max 5 means 2/5 in the discard pile?
And if you have less Villages than terminal actions  means in the discard pile?
Finally this is a buy strategy. What should the strategy be as far as which actions to play?


texts: How are + Action cards used in Dominion?

texts: We were confused by the + action cards.  It says you have to start at the top of the card and work your way down. so when do you play a second action card and are you allowed to play another action card if you havent done everything on the first action card.  Also, can you total up all of the extra coins on all of your action cards and combine them for one buy?


texts: I have the card Hadana's Climb and Riddleform in my deck, if I add the +1/+1 counter on Riddleform while it's on it's creature form from my Hadana's Climb will it stay there until the next turn that my Riddleform changes or will the +1/+1 counter disappear after then end of turn?


texts: MTG What happens if a creature's toughness is reduced to 0 but immediately raised?

texts:
I've been playing MTG for a while and I just ran into this problem.

Example: Let's say I have a 3/3 Grove Rumbler and my opponent uses a Lightning Strike to deal 3 damage to it making it a 3/0, but I immediately use a Titanic Growth to give it a +4/+4 making it become a 7/4. So my question is which happens?

A. Lightning strike puts Grove Rumbler down to 3/0 immediately putting it into the graveyard due to state based effect and Titanic Growth is wasted.

or

B.Lightning strike puts Grove Rumbler down to 3/0, but Titanic Growth resolves before state based effect putting Grove Rumbler at 7/4.


texts: Can i get infinite mana from Krark-Clan Ironworks and Welding Jar?

texts: If i play Krark-Clan Ironworks and Welding Jar, can I sacrifice the Jar to activate the Ironworks, and then use its ability to regenerate itself? If so, this process could be repeated infinitely, to generate an infinite amount of mana?


texts:
We recently found a game entitled "Paul Heath's New Battleship Game", 1935 buried in a box. It appears to be a resin board and the board contains rows of holes and the game includes many colored wood pegs.

I can't seem to find anything about this particular game online. Does anyone have any information about it?


texts: Phase 10 Twist, If I lay down a phase how will I get enough cards to continue?

texts:
I was given Phase 10 Twist as a gift.

Most of the rules seem straight forward enough, but when trying to play it I'm confused on one point.

There came a time I laid down a phase and had 5 cards left. When my turn came I drew one card and discarded one as you are supposed to, but I still only had 5 cards.

How am I supposed to get enough cards to complete the next phase if every time I have to draw one card and discard one?

The rules aren't making any sense on that to me.


texts: Playing Settlers of Catan with a D12 instead of 2D6

texts:
Has anyone tried this?
Does it break the game?
Does it make it easier/quicker?

Assuming a 1 gave no resources to anyone and a 7 still invoked the robber how different a game would this make Settlers?


texts: what is a storage counter on a land card and how do you use it?

texts:
I have a card called Calciform Pools. It uses something called a storage counter. What is it and how do you use it?

Card Text:

  Tap: Add {1} to your mana pool.

  {1}, Tap: Put a storage counter on Calciform Pools.

  {1}, Remove X storage counters from Calciform Pools: Add X mana in any combination of {w} and/or {B} to your mana pool.


texts: In Elder Sign, after rolling, can I do both - complete a task AND use any dice previously secured by a spell to complete a second task?

texts:
For example: I have secured dice by a spell which can complete a full task on the adventure, but, it is an adventure with an order arrow, and the secured dice are needed for the last task. Now I roll my remaining die/dice and get exactly what I need to complete the first task, however, now I have used up all my dice. But I still have my secured dice, which would perfectly fit to complete the last task. Can I complete the last task using the secured dice, even though I can't roll any dice before moving on to the last task.
Thank You!


texts: Does anyone know the card game "King Up"?

texts:
I used to play a card game called "King Up" with my nana and siblings, but my nana has passed and my siblings and I have forgotten how it's played. I'd be grateful if someone recognises it and can remind me of the rules!
Things I remember:

in the centre of the table there was a face-up Jack of Diamonds, a blank space, and a face-down mystery card, each of which we would bet on - there were therefore three possible "pots" to win each round
there was a dummy hand
it was a run-based game, NOT a trick-based game
whoever held the 2 of Diamonds would start
the Jack of Diamonds "pot" could be won by playing the King of Diamonds
the blank space "pot" could be won by getting rid of all your cards
the "pots" carried over into the next round if no one won them

A previous query on here (Does anyone know the name of this card game?) is very similar, but doesn't actually explain how the game is played.
I hope someone can help!


texts: What happens when two Ochran Assassins are attacking?

texts:
What happens if I attack with 2 Ochran Assassins? Which Ochran Assassin must be blocked?
Also, can my opponent cast spells (respond) after the Ochran Assassins have assigned damage?


texts: I know of pagat for games with multiple players, but is there anything similar for solitaire?  I prefers to play with real cards so I am only looking for the sets of rules.


texts: Will I lose the game if I dip below 0hp whilst there's a spell that'll heal me on the stack?

texts:
Take the following situation

I'm at 2 life, I cast Sphinx's Revelation for 2 life gain on the stack.
My opponent casts something like Warleader's Helix which deals 4 damage to me
I then cast another Sphinx's Revelation for 1 life gain.

Stack wise my life would go like this:

Start with 2 life
Gain 1 life, for 3 total life
Take 4 damage, go to -1 life
Gain 2 life, ending in a total of 1 life.

So I end up at 1 life, but at one point, my life total was -1. My question is this: Does the stack continue to be carried out until it's complete, or would the game end the moment my life becomes 0 or less?


texts: Do effects that can destroy a Commander and generate a token prevent the Commander from being put in the Command Zone?

texts: If the Commander is turned into a 3/3 monkey, or another type of token creature by a different effect, can it still be put in the Command Zone instead of in the graveyard?


texts: How to "dematerialize" a deck in the Magic Assistant card manager?

texts:
(I'm hoping that a question about a utility related to Magic: The Gathering is on topic here, otherwise I apologize.)

I am trying to organize my collection using the open source Magic Assistant program. Since much of my collection is already built into decks, I've created a number of them and added cards from the database. The remainder of my collection has been added into my "main" collection area, so every card I physically own is accounted for exactly once. Now, I want to break down a few of those decks and use the cards elsewhere, but I don't want to lose the card lists.

It seems like I want to use something called a "virtual deck" here, but I'm not sure exactly how these work. I have figured out how to build a virtual deck from scratch, and later "materialize" it into a real deck. This moves the cards from "main" collection into the deck and converts it to a physical one.

What I can't figure out is how to go the other way and "dematerialize" a deck. I have a physical deck, and I want to move all the cards back into the "main" collection, but I don't want to lose the deck list. So far, everything I've tried has resulting in either:

The card disappearing from the deck and moving back into my "main", or
An extra copy of the card ending up in my collection.

Is this something that's supported by Magic Assistant? If not, is there any way to do it manually, other than moving all the cards out and re-creating the virtual deck from scratch?


texts: Where can I find strategy discussion about Dots?

texts:
!!! Before reading the post, I'm not talking about Dots and Boxes, but Dots (a paper-based game).

I've been playing the game for some time and to become better at it, I started to search for different strategies for the game, but as this game is not so fame/popular there is only one (wikipedia) article to it. Can you share some different experience you've had with the game? Eventually how would you place more and more dots?

This game is pretty similar to go, the only difference is, that you don't have living points (I guess they're called breathing points?), but the only thing that counts is to circle the enemy. You start in a position where in 2x2 dots the opposite corners are of one player, and the other two dots are from the other.

Can I just assign Go-strategies here? Because it looks like I can't use them.

PS. Add 'dots', 'paper-based' tags for the forum, if possible. (Or if this forum is strictly for board games, are paper-based games board-games?)


texts: Suppose one of the taboo words is "Chinese"; could the player say something like "Someone from China..."? We had a disagreement because the word is clearly a very close mutation but there aren't any subwords which match (like "baseball"<=>"ball"). We decided that it's technically allowed by the rules but I'm wondering if that is correct.


texts: What is the proper way to set up a Jenga tower?

texts:
I've always been rather confused about how to set up a Jenga tower. There is a cardboard piece that comes with it that covers two sides and either the top and bottom of a completed tower. It's clear to me that this is supposed to help in setup, since doing it free hand leads to a less stable tower.

But how do you actually use this insert? If you use the horizontal side is on the top, it gets in the way of placing blocks and doesn't help much with stability (you would obviously take it off before playing).

If it's on the bottom, it's more stable, but you can't get it out when it's time to play.

So how do you properly set up a Jenga tower with the cardboard piece?


texts: When playing the Rumble in the South variant, what adjustments should be made to the neutral forts?

texts:
I'm playing the Game of Thrones board game in a group that only has four players.  To fix some of the balance problems with the original four-player game, we tried using the Rumble in the South variant suggested by pandorym:

  In this variant, Stark and Greyjoy are unplayable and their lands are impassable. The impassable regions thus include: Bay of Ice, Flint's Finger, Ironman's Bay, Seagard, The Mountains of the Moon and The Narrow Sea. This variant is excellent at creating a true 4-way battle with shifting alliances! However I tend to make the win condition only 6 castles instead of 7 to speed up the game.

However, while this description makes it easy to mark off which territories are out of play, it is a little unclear on how neutral forts change.  Normally, there are a whole bunch of neutral forts in the southern lands, but the middle of the board ends up being fairly empty and open for rapid conquest.

If all four players are playing in the south, do the southern neutral forts need adjustment as well, or do they still serve a balancing purpose?


texts: Anastasia "Dee" Dualla Once-Per-Game Ability Timing

texts:
The text on Anastasia "Dee" Dualla's once per game says:

  Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them to either the Skill check or your hand.

When is that ability meant to be played in timing?  Before Investigative Committee?  Before Reckless?  Before any players play any cards?  Before Dee plays any cards?  When is it too late to trigger her power in a given skill check?


texts: Can players respond before vehicles are declared as blockers?

texts:
My question concerns players receiving priority.

My opponent has a Void Stalker, and attacks with a flying creature. I have a creature with protection from blue and a flying vehicle. During the declare blockers step, I crew my vehicle.

Is there a time between me crewing my vehicle and declaring it as a blocker where my opponent could void stalker's ability to shuffle my vehicle back into my deck?


texts: What is the name of this fantasy game with cards and little treasure counters?

texts:
I don't remember the name of this game I played with a friend many years ago (more than 15 years).

It had something to do with dragons and the game had each player draw cards and used round wooden tokens that I think represented your "hoard". I remember very clearly that there was one card that allowed my friend to "steal" from my hoard when I wasn't looking; which he did and admitted after the game (I still won!).

Does anyone know what this game is called?


texts: When the Stock is Exhausted, I know each player is supposed to take the Discard Pile if he can add the top card to an existing meld. Is it possible to Go Out when the Stock is Exhausted before your turn and if so what are the rules for that? Thanks!


texts: Does the "Deputy of Arkham" card count as an item, for the purposes of counting up your total items when forced to lose half your items?


texts: Are there guaranteed winning strategies for Quarto?

texts:
As we all know in standard tic-tac-toe the game can't be won if both players play optimally. So:

Is Quarto a game that will end in a draw if both players play optimally?
If yes, what are the most common drawing strategies?
If no, are there one or more strategies that guarantee a player's win, as in games like Nim for example?

I'm a math teacher creating a course on math games and mathemagic tricks, so I'm looking for games that have optimal strategies that are explained with mathematical arguments, and stuff like that. I'm open to suggestions, but will most likely post a separate question when the project gets more concrete.


texts:
I revoked on trick 11 and the trick was played out. On trick 12 I was second to play and the revoke was pointed out. I was told to correct the revoke and we would sort it out at the end. I won the last trick.
I know we did not proceed correctly but should I have been penalised?


texts:
Last several games of munchkin were won via "divine intervention". All agree that the win is less satisfying than normal.

Does any have good house rules to make the card less onerous?


texts: When two card texts confict, which takes priority?

texts:
Let's suppose there are creatures in play and someone plays Humility.

It's clear that all the creatures lose their abilities.

How is this situation changed if True Conviction were in play?  Is the situation changed if True Conviction were played after Humility?

Is the solution to this question that the card with the newest time stamp is in effect?


texts: Are 1/1 creatures sent to the graveyard from one damage before Rite of Passage's ability activates?

texts:
Rite of Passage gives creatures I control a +1/+1 counter whenever they are dealt damage.

If a 1/1 creature was dealt one damage, would it be sent to the graveyard first or would the creature be saved by getting a +1/+1 counter? Is the same true for being dealt one damage by combat?

My opponent and I had 1/1 spirit tokens and I also had rite of passage under my control and whenever I blocked his spirits with mine, he insisted that they have been dealt damage, therefore their toughness is brought to zero and they die before receiving a counter, but I argued that rite of passage's ability triggers instantaneously and they become 2/2 with a given counter, then he said "if that were true, that would be op". Which version is correct?


texts:
In Risk (or Risk Legacy), is there an established way of playing the game by mail/email/..?

I'm considering setting up a game between friends, but am struggling to work out how the moves can be played out in a manner whereby the game doesn't take forever. Is there perhaps some kind of well-established rules that would allow players to send in their moves simultaneously, without being aware of the other's actions? (ie a bit like Diplomacy, whereby the moves could be sent to an independent arbitrator who could resolve the winners of those conflicts)


texts:
I have done numerous Google searches, and come up with nothing remotely definitive for the reason for the name MUD given to MUD decks.

The definition of MUD appears to be, an artifact deck, that uses Mishra Workshop, AND Metal Worker.  If the deck doesn't use Metal Worker the name to the deck is a "shop" deck.


texts: Magic the gathering number of cards in a hand

texts:
In the quick reference paper they say:

  Shuffle your deck, then draw a hand of seven cards. The player who takes the first turn won’t draw a card that turn.

That means, both players will draw 7 cards, first player will start with 7, second player will draw a card, that is 8.

In the rules, they say :

  402.2. Each player has a maximum hand size, which is normally seven cards. A player may have any number of cards in his or her hand, but as part of his or her cleanup step, the player must discard excess cards down to the maximum hand size.

So, if the first player plays one card, what is the number of cards in the hand, will he draw 1 card next turn to get to maximum hand size (7) or will he draw 2 cards, to get to maximum hand size (7) plus one?

Because second player began the game with maximum hand size cards (7) plus 1 (the card he drew on his first turn).

So, will the player who goes first always draw cards to have 7 cards in a hand, and the player who goes second will keep the advantage of having 8 cards in his draw step until the end of the game?

Or, will the maximum cards at the clean up step be 7 in the hand, but the number of cards in hand during the player's turn (except first turn for the player going first) is 8. That is to say both players have 7 cards at the start of their draw step and draw one card to have 8? It is little bit chaotic.


texts: What are "other" ways you can prevent your opponent from winning in magic the gathering, given the "right" decks?

texts:
In a game, if you can prevent your opponent from winning, there are only two possible outcomes: 1) You will win or 2) Your opponent can also force a draw.

This question outlined how you can prevent your opponent from winning in magic the gathering by obtaining "infinite life." What are other ways you can achieve this result, at least in various situations? According to an answer to the question, getting "infinite turns" is not a way for the opponent to avoid defeat, or is it?


texts:
Errors prior to the beginning of the game have a less disruptive option—a forced mulligan—that
  is not available at any other point during the game.
  ...
  If more than one
  excess card was drawn (for example, eight cards drawn during a mulligan to 6) his or her
  opponent continues removing cards until the correct number has been reached.

When I played in FNM I accidentally drew 7 after I took a mulligan. My opponent forced me to mulligan down to 5. After reading the Infraction Procedure Guide and seeing that it says to go down to the "correct number," was I supposed to be forced to mulligan to 6?

Question: How do I handle this situation for Regular REL and Competitive REL? Would I go down to 5 at Competitive?


texts: How far can you safely extend from your own wall?

texts: When extending into what is basically open territory, how far can you extend to increase your influence/moyo, without inviting an invasion?


texts: Playing a Wild Draw Color Card on top of another Wild Draw Color Card to get out of drawing cards in UNO FLIP

texts:
If a player lays down a Wild Draw Color Card, can the next player lay down their own Wild Draw Color Card to get out of drawing cards.
I argued that this should be allowed since it's like in UNO playing a Draw Two Card and the next player then plays another Draw Two Card.


texts: In Fluxx, the Draw X cards state that the current player may draw more cards so as to have drawn that number of cards on their turn.  Does the same thing apply to Play X?  For example, if the current Play rule is for 1 card, and the player plays a Play 2 rule, does that very play get a second play on that turn?


texts:
What is the jack-out and rez timing of upgrade traps that need to be rezzed.

For instance, let's say the runner has passed the last piece of ice.  Does the corp rez Hokusai Grid after the runner has committed to succeeding at the run, or when they say they will access?

The gist of it is: when should you rez Hokusai Grid or Bernice Mai to force the user to take the net damage or trace without the opportunity to jack out?

Is it when the runner states that they wish to "continue" or "access"?  What is the official step name that I can use to make sure they have committed to whatever it is that they need to commit to so that they cannot jack out and I have time to rez?


texts: When does Tiana, Ship's Caretaker check card type?

texts:
At what point does Tiana, Ship's Caretaker's last ability check if a card that went to the graveyard is an aura or equipment? Is that determination made when the card is on the battlefield and going to the graveyard, or when the card enters the graveyard?

In my specific example: I control a Bludgeon Brawl, Liquimetal Coating, and Tiana. I use liquimetal coating to turn Bludgeon Brawl into an artifact, and it then becomes an equipment because of bludgeon brawl. My opponent Shatters it. Does Tiana's second ability trigger because it was an equipment when it died, or not because it is an enchantment in the graveyard?


texts: Bridge simple open bid for 7♠, 2♥, 1♦, 3♣?

texts:
With the following hand should I open with 3 spades to let my partner know I have a 7 spades?

This is my hand

♠ AK87642
♥ T3
♦ 4
♣ JT8

I am a beginner.


texts: Magic the Gathering: Chaining Instants during combat phase

texts: Say it's the start other player's combat phase, and I have Aethersquall Ancient out on the field, whose 2nd ability's cost is to spend 8 energy to bounce all other creatures besides it off the board. I have 5 energy. Could I cast Harnessed Lightning, an instant that gives 3 energy, and not spend any on its effect and instead spend the new total of 8 energy on the Ancient's ability before the blocking step?


texts: What happens with trample when a boost is cast during damage assignment?

texts:
So imagine this:

My 5/5 with trample attacks.
It's blocked by a 1/1 and a 2/2.
I assign damage as 1 to the 1/1, 2 to the 2/2, and 2 to the player.
And then they play a card to boost their 1/1, making it a 5/5.

What happens?


texts: In Pinochle, what is the probability of a thousand aces and a double run in one hand?

texts:
What are the odds of getting a hand containing:
A♣ A♦ A♥ A♠ A♣ A♦ A♥ A♠ Tx Kx Qx Jx Tx Kx Qx Jx for some suit x, and another four unspecified cards.

Rules Background

Double-deck Pinochle is a four player game using a deck of 80 cards (four lots of ATKQJ in each of ♣♦♥♠) (cf. Wikipedia and this rules page).

A double run is two sets ATKQJ in whichever suit is declared trumps. Trumps is decided by a bidding mechanism, but for this question we'll assume that the bidding was won by the player in question, and trumps were chosen to match the hand. Consequently we're interested in the chance of being dealt two sets of ATKQJ both in the same suit.

"A thousand aces" is a term from standard (single-deck) Pinochle, and refers to two "rounds" of aces (i.e. A♣ A♦ A♥ A♠ x 2). In standard Pinochle this is all of the aces in the deck and is worth 1000 points. In double-deck Pinochle this is only half the aces, so is much more common and is only worth 100 points.

Melds in Pinochle are allowed to reuse cards (as long as they are different types of melds), and so the aces for the runs can be reused for the double run. Consequently the required cards for the hand are A♣ A♦ A♥ A♠ A♣ A♦ A♥ A♠ Tx Kx Qx Jx Tx Kx Qx Jx for some suit x, which leaves four cards unspecified.


texts: Legend of Drizzt "Cavern Tile" triangle color

texts: In the D&D Adventure game, The Legend of Drizzt, the cavern tiles have small triangles on them used to tell the players which edge of the tile will face the exploring hero.  These triangles are either black or white.  The rule book says the colors are "used to distinguish between less dangerous and more dangerous tiles."  I could not find any more information on what this really means.  I noticed they are often on tiles with volcanic vents and tiles with lots of exposed edges.  Are the colors just to tell me that tile is generally more dangerous due to exposure to surrounding tiles or volcanic explosions, or is there some specific rule(s) I am missing that pertains to their color?


texts: Abilities with the "until" clause and the stack

texts:
If an effect or ability (are these two different cases?) lasts "until" a certain effent occurs, does this "delayed" condition use the stack? For example:

I remove the Banishing Light is there a trigger placed on the stack afterwards? Or is the permanent placed on the battlefield while the spell/ability which removed the banishing light resolves?


texts: How many possible starting hands are there in Texas Hold'em?


texts: Can I use a Corpse Cur to get a Vector Asp back from the graveyard?

texts:
I attack with a Vector Asp and use his activated ability to give him infect until the end of the turn. It's blocked by a 2/2 creature and goes to the graveyard.

If I cast Corpse Cur next, can I return Vector Asp to my hand from the graveyard?

On the one hand, the Vector Asp did have infect until the end of the turn. On the other, he may have lost that by going to the graveyard. Which is it?


texts:
If you cast a card with Madness by discarding it in the cleanup step, are you able to pay for it's alternate casting cost with a Dark Ritual?
From my basic knowledge of the game, you wouldn't be able to, as neither player gets priority before the cost of the discarded card needs to be paid, and as Dark Ritual isn't a mana ability, you cannot pay costs with it. Though reading through the comprehensive rules gives me a headache, and it's not obvious to me what the answer is.


texts: Can a player respond while a spell is resolving?

texts:
I cast Wistful Thinking on my opponent, whose hand has two Mountain cards. Wistful Thinking resolves and my opponent draws a Shock and another Mountain.

Can my opponent cast Shock before discarding it?


texts: In chess, may a player resign, offer a draw or claim a draw at any time, or not?

texts:
My question is mostly about pure rules and not about etiquette.
I wonder if during a chess game I am allowed to resign, offer a draw or claim a draw at any time. But I want to ask about two specific situations.

My opponent has just put my king in check. It is not a checkmate though. According to the rules of chess, instead of making a move, do I have the possibility of resigning, offering or claiming a draw? (If I do so, my king will remain in check in final position, but the game will end.)
The game is still in its opening. Suppose my opponent, who is a very strong player, put me in the situation where checkmate is inevitable, for example, he/she captured my queen and both rooks, or activated Légal trap etc. May I resign (it's the opening)? Or must I let my opponent checkmate me?


texts: Good set for building several casual level decks

texts:
I want to build several decks for casual playing. My plan is to choose a set, buy 6-7 of each common, 3 of each uncommon, maybe some cheap rares, a stack of basic lands plus whatever tokens I need and use this to build a deck for each single colour and for each pair of colours. As I have never played Magic a lot, I don't know the sets so choosing the set to build this from is hard for me.

I am looking for the following:

coherent theme (I was thinking about Modern Horizons but cards from all over the place drove me off it)
good availability (easy to buy, not very expensive, a lot of bulk rares)
possibility to build 15 decks (mono and two colours) of similar power and playing differently, with all major Magic deck archetypes represented

Which set would you recommend for this?


texts: Contract Bridge: Revoke first noted by dummy

texts: Declarer is awarded bid for 3 hearts.  Opponents double and declarer redoubles. He is not vulnerable and makes seven tricks. However, dummy looks at one of the defender's hands and during play and calls a revoke.  Should play have stopped at that time and the hand thrown in because of the dummy not following the guidelines of Rule 43.  Instead declarer and dummy invoke a two trick penalty on us and claim they made the redoubled bid.  How do I score that hand?   Help, someone, please


texts: Can I use Decoy Dragon's effect after Dream Sprite's effect?

texts: Both Dream Sprite and Decoy Dragon can change the attack target of a monster and if Dream Sprite was used to change the attack to Decoy Dragon would Decoy Dragon be attacked or would Decoy Dragons effect take place?


texts: What cards or types of cards are substantially more/less useful in Two-Headed-Giant than in 'normal' Magic?

texts:
I'm just getting into Two-Headed-Giant games, and have noticed that some cards become far more powerful while others become much less powerful. For instance, landwalk cards become better because your opponents control more land, mass damage prevention cards like fog improve because your opponents attack with more creatures, and cards that require a longer amount of time to work better improve because the matches tend to last a greater amount of turns. On the other hand, weanies become slightly weaker because it's more likely your opponent has at least a few blockers than can kill them off, and cards that counteract a specific color tend to weaken because your opponents are very likely to have other colors that are immune to its effects.

What cards or types of cards become significantly better or worse in THG than in 'normal' magic? How can I recognize a card that will be strongly affected by the switch to THG rules? What factors of THG tend to cause these changes in usefulness?


texts: How do you place your initial settlements in Settlers of Catan?

texts: Initial settlement placement in Catan can really affect the outcome of the game.  What strategy do you follow in Settlers of Catan for initial settlement placement.  Does this strategy change if you have first, or last placement?  Also, when playing Seafarers, do you alter your placement strategy?


texts: About mine movement: can I move from a mine where I am to any other mine in the map? or only to the closest one?


texts: What are the mechanical differences between Adapt and Monstrosity?

texts:
If we compare Incubation Druid with Ill-Tempered Cyclops, we see respectively:

  Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

  Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.)

Now I'm curious about the mechanical differences between the two abilities.

I can think of one difference: Monstrosity has more flexible prerequisites than Adapt: A non-monstrous creature could have other counters on it already (from a different source) and still become monstrous, while a non-adapted creature couldn't become adapted if it already has a counter on it.

Are there more mechanical differences between Adapt and Monstrosity?


texts: Do all the haunts in Betrayal at House on the Hill follow a pattern?

texts:
So, I've recently received Betrayal at House on the Hill, and I'm smitten. I'm also learning Java in my spare time. I thought it would be pretty cool to team up with my friend, who's had more experience with this, and make a very similar game in Java.

The issue we have is that we don't know all of the Haunts yet, so we can't program them either. My though was that all of the Haunts follow one of a set of patterns we could emulate:

Find items before X happens
Find items AND do Y before X happens
Kill Monsters X (and/or y)
Kill Monster X with Weapon Y
Destroy item

Granted I haven't played more than a handful of haunts, but they all seem to play along a pattern.

Is there a full list of all the ways haunts play out?


texts: Can I cast Quarantine Field with Brisela in play for my opponent?

texts:
Can I cast Quarantine Field with Brisela, Voice of Nightmares in play for my opponent?

I just tried, Magic Online wouldn't let me.

But with X as 2 Quarantine Field has a CMC of 6.

Is this right?


texts: What regions count towards support of another region?

texts: When attacking from a region into another region, do supporting units from territories connected to the region the attackers are coming from count toward their total strength? Or is it only supporting units from regions connected to the defender's region?


texts: Shortening Harry Potter the Battle for Hogwarts while keeping the difficulty

texts:
My wife and I like the deck-building game harry-potter-hogwarts-battle.  Games 1 to 3 where too easy for us; Game 4 is challenging to our liking.

However, playing game 4 means having to battle all villains from levels 1 though 4.  Which takes time.  It takes us more time than our two sleeping children allow us (our baby sleeps in 45 minute block, some times 1h 30m if we are lucky).
In addition to battling villains, building a deck also takes plenty of rounds of play.

Are there house-rules for playing that both keep the game at our desired level of challenge (with the option to increase challenge if we grow) and shorten the time it taken to play a game?

(We prefer playing an complete game on one evening over pausing the game and continuing an other evening)


texts: Do you get to draw a card if you rotate a tile?

texts: In Eruption, one gets to draw new tiles by connecting lava flows to cities. If there is already a tile connected to a city, and it is rotated using a Aftershock card, and the lava is still connected to the city in the same way, can one draw new cards?


texts: What does "if there are previously drawn cards in your hand, rearrange the hand so that four cards are visible" mean?

texts:
In one-handed solitaire, after discarding cards the rules state "If there are previously drawn cards in your hand, rearrange the hand so that four cards are visible."

What does this mean?


texts:
You cast Meddling Mage which has you name a card as a replacement effect. An opponent responds with Gather Specimens which takes control of Meddlig Mage as a replacement effect. Who gets to name the card?

Do you get to decide who, by ordering the effects?
You always have to name the card (the "you" is locked in when you cast it)?
Or is it something else?


texts: What's the difference between the different Bohnanza expansions? How do they change the game?

texts:
My friends have grown to love Bohnanza for its simple rules and constant negotiations, so I've grown curious about the expansions. Here are a few of the higher ranked:

Bohnaparte
high-bohn plus
ladybohn
mutabohn
several more here

Here's my questions:

What does each one add to the game?
How does each change the strategy and gameplay?
How does each one change the overall feel of the game, in terms of competition, complexity, etc.?
Which are your favorites and why?

Any other differences or recommendations would be awesome. :D


texts: Does the Waymoot get 4 VPs if it shows up on the 1st round?

texts: At the start of the first round, if The Waymoot is one of three starting buildings, do you put 4 VP on it (i.e. 3 from the building description and 1 from the VP on the 1st round area)?


texts: What spaces are considered not 'in Arkham'

texts:
For the action "All Cthonians and Dholes in Arkham are returned to the cup," does this include the outskirts and sky spaces?

Edit: since these creatures cannot fly, this question is more about whether such monsters in the outskirts would be returned, i.e. whether they are considered "in Arkham". Short of finding some rules reference, I would think the fact that gate closing affects monsters from the outskirts would make it likely removing creates "in Arkham" implies the outskirts as well.


texts:
When starting a game of Battlestar Galactica: The Board Game, the three players selected Roslin, Tyrol, and Apollo. Per page 5 of the rules, none of us are the Admiral. Then we got a Crisis card that clearly expected someone to be the Admiral, as the Admiral makes a choice.  The rules have a full line of succession for Admiral on page 28, but no text makes it clear that this list applies for game setup when determining who the Admiral is.

Is there supposed to always be an Admiral, and if so how are they selected?


texts:
My parents years ago cleaned the house and donated a lot of things that didn't see use, one of them was this game, never saw use because I didn't have a play group the right size.

I remember it being a village with a castle on one end, the buildings and castle were cardboard forms, the village buildings would come off the board when players entered. I remember the game had expansion potential, you could buy another board that would play inside the castle, and I believe another one that would be before the village (seem to remember this being a bridge) though I don't know much about either.

The most notable thing about the game for me was the initiative system, the player characters and the one enemy player would each be a color and in the middle of the town was a clock/monolith, with colored balls. You would take that off the map, shake it to mix the balls and put it back to determine turn order.

The game was in English, in North America. The figures were plastic/resin for the player characters, and weapon items would slot into their hands like how action figures worked. I remember some of the weapons were in a gold colored plastic, the others I think were grey. Each player also had a plastic tray to hold inventory (extra weapons and potions are all I remember) and money. I do not remember if monsters were plastic or standees, though I remember their bases had space to put little cardboard tiles to mark what the monster drops on death.


texts:
I need to understand the rulings on this card, as it seems to form an infinite mill and draw combo all on its own!

I will explain:

The rule states:

  If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.

Now my my thinking is that the text in bold and the text in italics sets off an infinite loop if a player draws a card other than their first.

The steps:

Player A draws a second card on their turn
COM triggers, Player A discards a card
COMs second ruling makes Player A  draw a card, again triggering
COMs first ruling and so on to certain death...

Am I missing something with this card or is it actually as ridiculously broken as I am making out?

Card Link: Chains of Mephistopheles

Edit

On closer inspection, it appears it would only make the person discard their hand completely if they draw a second card at all... this is really confusing me.

My thinking on this is that Player A would have to discard a card instead of drawing it... then try and draw again and discard till his hand is gone then mill the top card. Is this how this card works?


texts:
We combined Abbey & Mayor with Bridges, Castles & Bazaars for the first time last night, and one situation cropped up for which I want to clarify the rules.

I created a small city (with no banners), as defined for the Castle requirements, but only had a Mayor to hand.  The Mayor rules state:

  When a city containing a mayor is scored, ...

IE the banner / number of followers rule doesn't come into play here as the city -> castle is specifically not a scoring event.

The Castle rules state:

  ... the owner of the city chooses whether to score 4 points, as normal, or to make it into a castle.

The CAR changes "owner" to "occupier", but otherwise is more or less the same.  Since I'm not scoring, my reading is that the Mayor is the owner/occupier.

Is my interpretation correct - can a Mayor become a lord in a castle?


texts: How do Butcher of Malakir and Extractor Demon interact with Barter in Blood?

texts:
Suppose my opponent has a Butcher of Malakir and an Extractor Demon on the field, and they have no other creatures, and I have a Nuisance Engine and let's say, oh, eight 0/1 colorless Pest artifact creature tokens on the field, and then I cast Barter in Blood, which says that "each player sacrifices two creatures".

Nuisance engine is tapped and has no passive abilities, so it's irrelevant here, except that it created the Pests.  Butcher of Malakir says that "Whenever Butcher of Malakir or another creature you control dies, each opponent sacrifices a creature," and Extractor Demon says "Whenever another creature leaves the battlefield, you may have target player put the top two cards of their library into their graveyard."  Extractor Demon also has an Unearth ability, but I think that's also irrelevant here.

Now, I've read the card texts, I've read the rulings, but there's a lot going on here, so I just wanted to make sure I got this right.  When I cast Barter in Blood, it is not countered and is allowed to resolve, I choose two of my Pests to sacrifice, and my opponent chooses to sacrifice Butcher of Malakir and Extractor Demon.  So then all the creatures are sacrificed, and Butcher of Malakir's ability goes on the stack twice, because Butcher and Extractor Demon died, and Extractor Demon's ability goes on the stack three times (with my opponent targeting my library), because Butcher and two of my Pests left the battlefield, and these all go on the stack simultaneously, so my opponent chooses to put both of the Butcher abilities on the stack first, then all of the Extractor Demon abilities.  The Extractor Demon abilities all resolve, one after another, and result in a total of six cards being milled from my library, and then Butcher's abilities resolve, and I have to sacrifice a Pest, twice.  And since Butcher of Malakir is no longer on the field, there are no more active effects, or passive abilities, or whatever they're called, and that's the end of that.

tl;dr: So if I got this right, my opponent sacrifices both of his creatures, I wind up sacrificing a total of four Pests over the course of this mess, and losing six cards off the top of my library, and have four Pests remaining, as well as my tapped Nuisance Engine.  Did I get this right?  This was a lot to process.


texts: Can an opponent kill Undercity Informer before you can sacrifice it?

texts: If I have four open mana, one of which is {B} to cast Undercity Informer with one mana remaining, if I go to sacrifice it, can the opponent respond with a kill spell to stop me sacrificing it? In this case is it better to wait till I have two mana open after casting it?


texts: Can you play the Village Well (minor improvement) even if you don't own the Well?

texts:
The card says "Return Well" in the top left hand corner, but that doesn't state whether you can only play that card if you own the well, or if in fact, anyone who has already bought the well must "Return Well" when you play the improvement.

If it is only you who must return the well (assuming you own it), then can you still play the card if you don't own the well or is it only playable once you have already bought the well? (in which case, it is a very specific card to the point that it is invalid, useless and unusable if anyone else gets to the well before you!)

Any thoughts?


texts: Can Scientific Cooperation happen when there's no science to share?

texts:
The text for the Scientific Cooperation Pact reads:

  Every time one of the civilizations plays a technology, it pays 2
  science less and the other civilization pays 1 science.

What happens if the other civilization has zero accumulated science? Does the tech-playing civilization still get the 2 science discount, or does the pact have no effect?


texts: How big is a Consuming Aberration after it is stolen with Act of Treason?

texts:
Suppose I take a Consuming Aberration with an Act of Treason. Consuming Aberration says: Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.

Therefore, which graveyard do we count to determine how big the Consuming Aberration is in this instance?


texts:
I am trying to learn how to play the Game 7 Wonders. How many of what resources do each of the wonders start the game with?

The instruction manual never actually tells you how to know what resources each wonder starts out the game with.


texts: Specific standard measurements and info necessary for making a standard Shogi set (board and koma)

texts:
Anything I figure out I will X out in the list of things I need. Solution will be at the bottom section named "RESULTS".

I've been searching the Googles for a bit now, but I'm not able to find any (english) information on it. I'm planning on making my own board since I am in Mexico, and I can't find anyone selling a Shogi board around here.

Any answer that contains the details of your Shogi set is enough. Just remember, it has to be a genuine Japanese Shogi set, not plastic or anything like that. Basically if you could get these measurements from your personal Shogi set, I would really appreciate it.

So what are the standard measurements for a Shogi board?:

X Width (from black's perspective, left to right of board)
X Length (from black's perspective, top to bottom of board)
X Height (of entire board)
- Size of each square/space (where the piece will be put)
  - Width (from black's perspective, left to right of space)
  - Length (from black's perspective, top to bottom of space)

That's for the board, now I need for the individual pieces as follows, of course we're talking about if the piece was "standing up" in front of us:

X Height
X Width (widest point, bottom)
X Thickness (the whole piece)
X Degree angles
  X The angle from the bottom to the top (81 is the angle I believe)
  X The angle for the little "roof" of the top of the piece

Now, of course, these measurements are different from piece to piece, so the sizes are different, unless I put them on the same group, so you only need to find out the sizes of the pieces listed first:

x King
X Rook, Bishop
X Gold, Silver
X Knight
X Lance
X Pawn

Of course, I would also like the standard size for the komadais, in case there is a standard size. If there isn't, what's the normal average size for it?

These are all the measurements that I need in order to be able to make a full set. They should all be provided in mm/cm, because it's the most exact, and the measurement style used in Mexico.

Now, the calligraphy, of course. A full example of all the pieces in the "Kinki-Sho" calligraphy. Basically, an example of the calligraphy, how it should look, so that I can carve it to the wood. No pieces needed, only the calligraphy for each piece on a white background.

That is all the info I need, if you can provide necessary links I would highly appreciate it.

One last note, the website can be in Japanese, just be sure to provide some kind of translation, or give the info and the link as a reference.

RESULTS:

All the good references that I've found since opening this question:

THE MAKING (１５４）将棋盤ができるまで | サイエンス チャンネル
How to play Shogi(将棋) -Lesson#38- Shogi Board as Arts and Crafts - YouTube
How to play Shogi(将棋) -Lesson#39- Shogi Pieces as Arts and Crafts - YouTube
駒博士のＱ＆Ａ and What is the normal size of shogi pieces

Some things I might have figured out since opening this question:

All the sizes, measurements, specifications, angles etc. I have figured out can be found in this private Gist: https://gist.github.com/3763b7d9d5c1d6a4916f


texts: In Arkham Horror is it possible to exchange items during the movement phase? What are the rules? (people on same place?)


texts: Pandemic Legacy, February, and Epidemics

texts:
In Pandemic Legacy, February gives you

   Quarantine tokens. During the infect phase, if a city card is pulled and there's a quarantine token on that city, you remove the token instead of placing a disease cube.

But what happens if you have an epidemic outbreak on a such a city?  That is, when you draw a card from the bottom of the deck to infect,

   You normally place 3 cubes in that city.  But what if the city has a quarantine token in it?

What happens?

   Does the epidemic take effect as normal? Do you place 1 fewer cube per quarantine token? Does the epidemic simply not take effect and remove the quarantine token instead?


texts: Can I pause a game of Magic: The Gathering to read and understand a card?

texts:
Can I pause the game before I use a counter target spell?

For example, they play a spell and I don't know what it is, so I say "hold on", take 7 seconds to read it, then decide to counter - or, do I have to skip the time to read it and decide whether to counter it without even knowing what the card does, sort of like a guess.


texts: Are cards of the same "rarity level" really equally rare in MTG?

texts:
In Magic the Gathering there are 4 rarity levels: common, uncommon, rare and mythical rare. In a booster pack you usually get 10 commons, 3 uncommons and 1 rare or 1 mythical rare. In Innistrad that changed a little. Instead of 10 commons you only get 9 and a dual-side card of random rarity. In addition you have the chance to get an additional foil card or a land or a token. As far as I know the cards who actually fill those card-slots are chosen randomly from the card-pool.

I wonder if all cards of the same "rarity level" are really equally rare within this card-pool. Lets take "Army of the Damned" and "Liliana of the Veil" for example. Both are mythical rare. When I buy a booster pack, are the changes of getting "Army of the Damned" the same as "Liliana of the Veil"? Did Wizards of the Coast ever made a public statement about that or are there statistics available?


texts: Does a heroic trigger still resolve if the heroic creature is gone?

texts:
Having read When does Heroic trigger? I think the answer is yes, but I'd just like to double check:

I have Akroan Crusader and I cast Nyxborn Rollicker for its bestow cost so my stack looks like (LIFO):

heroic trigger (token creature)
Rollicker

My opponent then casts Disperse on my crusader:

Disperse targeting crusader
heroic trigger (token creature)
Rollicker

That's the final play, so after the stack resolves the creatures I should have are a 1/1 red soldier with haste (token) and a Nyxborn Rollicker. Is that correct?


texts: What's the missing white card in this New Phyrexia cycle?

texts:
There's a cycle of instants and sorceries in New Phyrexia that have an effect and adds at the end a loss of life to the targeted player or the targeted permanent's controller: Vapor Snag, Geth's Verdict, Victorious Destruction and Glissa's Scorn.

Or, at least I think it's a cycle. Problem is, I can't find the white one! Is there one, and I'm missing it? Was this lack of symmetry intentional by WotC?


texts: Can Gideon, Champion of Justice be exiled the moment he becomes a creature with his 0 ability?

texts: Here is Gideon, Champion of Justice. After using his +0 ability to become a creature, can he be removed with something like Final Reward?


texts: Do progress tokens carry forward in the Lord of the Rings LCG?

texts: If you've successfully quested during the quest phase and come out +7, but you only need 3 more quest points to finish the current stage, do you put your extra 4 progress tokens on the quest card for the next stage or can you only make progress through one stage per round?


texts: This question came up in my game group.  A player had a completed plot quest that gave him 2 victory points every time he played an intrigue card.  Is it possible to play an intrigue card and not resolve the action (either because he can't or doesn't want to) just to earn the victory point bonus?  This doesn't seem right to me, but I'm looking for supporting rules.


texts:
My father and his friend were playing cribbage today and ran into a dilemma trying to score their hand properly.  Could you let me know what you think so I can straighten this out for them.  The hand was 3 Aces and 2 Sevens.  How is this hand scored?

I do not play cribbage and therefore could offer no help to their situation.


texts:
I was playing MTG with a friend last night when we had a slight disagreement about the wording of some cards. Sometimes cards will be marked as having a special ability "for each forest you control" ... and other times cards will be worded as having a special ability "for each forest in play". There is quite the difference in the wording between those.

My belief is that when a card explicitly says "for each forest you control"  I thought they are actually talking about individual forest cards, not the mana produced from those forest cards but the actual number of forest cards. So if I had a forest with Wild-Growth enchantment attached to it (which gives an extra forest mana when it is tapped) even though it produces TWO mana when tapped, it is still counted as ONE forest that I control. Is that correct?

If I were to play a card like "Howl of the Nightpack" which lets me place a two/two wolf creature token on the battlefield for "each forest I control" ... if I had a forest with wild-growth on it, would that allow me to put TWO wolf creatures down because it produces two mana, or ONE wolf creature down because it is only a single forest??

I might be completely wrong which is fine but to me it seems like the words "Forests-in-play" means that the spell works with any forest-mana that has been generated by whatever means (un-tapping / re-tapping lands, wild-growth, etc). But that "Forests you control" means the literal number of forest-cards you have no matter what enchantments or untapping/retapping of those lands takes place.

I read "forests-in-play" (or sometimes I read as "X" amount of mana) as allowing any extra special shenanigans the player might invoke to their lands to generate the final total of mana.

This has big implications for spells like Cabal Coffers and others that directly specify "lands you control" and not "lands in play".

Can anyone help point me to the section in the rule-book that addresses this? Thank you


texts:
Suppose I have a Sharktocrab and my opponent has a Cavalier of Thorns in play. They attack with the Cavalier, and it becomes tapped. On my turn, I Adapt my Sharktocrab, putting a +1/+1 counter on it and causing its ability to trigger.

Can I target their Cavalier with this ability, preventing it from untapping during their next untap step? Or is it an invalid target, because of rule 701.20a:

  To tap a permanent, turn it sideways from an upright position. Only untapped permanents can be tapped.

(Emphasis mine.)

Arena lets me do this, but it seems like it should be forbidden.


texts: When a card modifies how many copies of that card a deck can have, does that affect the sideboard?

texts:
I'm using MTG Cardsmith to design custom cards for a casual tournament with friends. My goal is to design some cards that make sense within the current rules of the game, while still being flavorful and interesting; one of my ideas is for a card that can only be played as a singleton (one copy per deck), in any format. But I'm not sure how best to write the rule text when sideboarding is taken into account.

I thought I'd follow the wording of Persistent Petitioners, which reads:

  A deck can have any number of cards named Persistent Petitioners.

The problem with this is that it's ambiguous whether "a deck" is inclusive of the sideboard or not. It doesn't really matter for Petitioners, because if the point is you can play as many as you want, a) you don't really need the sideboard and b) if you wanted to somehow side into Petitioners, it would be inconsistent with the spirit of the card not to allow you to add 15 of them.

But if you're limiting the card to one copy, then it becomes important to know whether that's one copy in the main deck plus another one (or three) in the side, because of things like wishes.

I check the comprehensive rules and it seems they define a deck as follows:

  100.2. To play, each player needs their own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.

  100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.
  100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.

And a sideboard as follows:

  100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify their deck between games of a match.

  100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.

(And so on.)

The implication of "combined deck and sideboard" in 100.4a is that the word "deck" technically refers to what we more loosely call a "main deck" and is exclusive of the sideboard.

Furthermore, the four-card limit of 100.2a explicitly applies to the "combined deck and sideboard." However, 100.4a does not explicitly state that any restriction on the number of copies of a card that may be played is necessarily applied in this way.

So, my gut feeling is that the rules text of the card should be worded like this:

  A deck can not have more than one card named [this card].

If Wizards were to print a card with that wording today, would the limitation apply only to the (main) deck as defined by 100.2, or would it apply to the "combined deck and sideboard," consistent with 100.4a? Is there some basis for an official ruling here, even though the wording is essentially hypothetical? Or should I resign myself that this needs to be interpreted as a house rule?


texts: What GSM of paper should I use for reprinting cards to use in deck sleeves

texts:
UPDATE: Not knowing how the forum worked, I asked a question and, in retrospect, I should have provided more detail on work I had already done / was doing when it occurred to me to ask the question!  With very kind intention, my post was edited to ask what people assumed would be easier.  However, I've already spent ages scanning the old card fronts and purchased the card sleeves for how I'm resizing the cards, it really wouldn't be easier (or definitely not cheaper) to do anything other than to press ahead at this stage.

An old favourite game (the Judge Dredd Board Game if anyone remembers or cares) has gotten to the stage when all of us can recognise half the cards from the back by the staining and marks on the cards.  This is the second time I've bought the game as it happened before as well.

I had considered re-buying again and getting deck sleeves but (perhaps erroneously considering answers given) I didn't believe that I could get the right size of cards.  So I have scanned all the different sets of cards (this afternoon since posting), redesigned the card backs (less solid black) and have resized the cards slightly to perfectly fit the card sleeves that I have already ordered.

I only really want to know if this world work with a lightweight card (say 150GSM) or whether something like 270GSM would work better.


texts: How To Play Coup: The Resistance with more than one set of cards?

texts:
I recently purchased 2 sets of Coup: The Resistance So that I could play with more than 6 people. However, The included rules don't state how many of each card to use when dealing with more than 6 players.

I know the developers intended for more than 6 players to be able to play with additional cards but I can't find the recommended numbers anywhere.


texts: Can I mix same races but different factions in one army 40k

texts: Please forgive me but I am incredibly new to warhammer and the other answer didn’t really make sense, could I mix Drukhari and Harlequins?


texts: Can a single event trigger more than one triggered ability?

texts:
Heart-Piercer Manticore has an ability that reads “When Heart-Piercer Manticore enters the battlefield, you may sacrifice another creature. When you do, Heart-Piercer Manticore deals damage equal to that creature’s power to target creature or player.”

If you cast two of these creature spells and then sacrificed one creature would that trigger the abilities for both creatures as they enter the battlefield?

Second example is two permanents say the same thing; “Whenever an opponent loses life, you gain that much life.”  So would the event the opponent loses life trigger both permanents so you would gain two life , or would the event only trigger one meaning you would only gain one life?


texts:
We played chapter 3 of Mice and Mystics.

We defeated Brodie on a tile who appeared as the result of the special surge.

On the next tile, the clock wheel was again full of cheese and the special surge was again Brodie. Should he appear again, even if he has been defeated just before ?

Also, when a mouse or a minion attacks and there is no sword or bow appearing on the dice, is it necessary for the opponent to defend ? (and to obtain possibly some cheese).

Finally, after the dice game, if no rats were defeated, do we agree that 2 elite rats and 3 regular rats are on the tile ?


texts:
Is it OK to mix Colony Wars and Frontiers for a 2 player game? Would there be any balance issues?

One main worry is that the trade row might just have high value cards for a while and you are just sitting there buying explorers for a long time


texts: When the haunt begins, shall the betrayal reveal to everyone their stats - might, speed, etc. or they should keep them secret?


texts: Will Exquisite Blood trigger even if the life loss eliminates the player

texts:
We are trying to workout a ruling for a multi player game of mtg involving 8 players and a 1 player with an Exquisite Blood.

So lets say there are eight players. Player #3 has Exquisite Blood. Player #5 hits player #8 for 100 damage. Player #8 dies and Exquisite Blood triggers (For 100).

The confusion comes in for when Exquisite Blood resolves. As the opponent that lost 100 life not longer exists, will Exquisite Blood still resolve?


texts:
The card Land Parcel states that:

When you play this card, you receive 1
forest tile that you must immediately
place on an empty space in your
farmyard.
At the end of the game, you
receive 2 bonus point if you have 1
unused farmyard space, you receive -1
bonus point if you have 2 unused
spaces, and you receive -3 bonus point
if you have 3 or more unused spaces.

At the end of the game, say that I have 1 unused farmyard space.
Does this mean that I will get 1 net point (+2 from the card bonus points and -1 because I have 1 unused farmyard space) ?


texts: MTG reacting instant speed on creature entering game

texts:
When I play MTG, sometimes I can't kill creature which entered the battlefield under opponent's control right away. To give example Lurrus of the Dream-Den entered the battlefield but I could not kill him instant speed even when I had both mana and spell. But at other occasions (if I remember correctly) I could kill a creature which entered the game before it could activate its ability (not ability activated "When entered" but something like use mana to deal damage so similar to Lurrus).
Should not I be able to react instant speed on Lurrus and since his ability is casting from graveyard which is not instant speed he should not even be able to react with it on my instant removal?


texts: Phyrexian Swarmlord's last ability is that you create infect tokens based on the number of poison counters on your opponents. Let's say I'm playing a 1v1v1 and I have him on the battlefield with opponent A having 2 poison counters and opponent B having 9, and I proliferate. If I choose player B's poison counters as part of my proliferate that player loses from having 10 poison counters, but as the game continues, would I still get 10 tokens from them where the player lost with that many counters on them? Or should I exclude them from proliferate as long as possible to continue getting 9 infect tokens because they need to be alive in the game to get the tokens?


texts:
I know that a a region with a player's last army cannot be invaded.

However, I played a solo game and the dummy player kept starting wars with their last army. I consistently won those wars and played so that they retreat to the nearest empty region, whilst paying the relevant food cost.

My question is, was I playing this correctly and a player can never lose their last army (even if they suicidally throw it away)?


texts: Has there been known of a board game that co exists with a GM?

texts:
I was curious to know if there was a RPG themed boardgame (or a RPG in a box)
that could use GM's as a primary mechanic, or just in there.
Kinda like to GM as much as I like to play a board game doing both would be amazing, even if what you narrate is decided by dice or cards.

Would you know of any titles by any chance?

(the reason for mice and mystics is that its commonly known as a RPG in a box)


texts: How can I move the potion explosion ingredient dispenser?

texts:
When I play Potion Explosion, I want to turn the ingredient (marble) dispenser so the current player can easily see it and choose ingredients. But when I lift it, it comes apart.  I have tried gripping it from the lowest supports, but pieces still come off, marbles go everywhere, and they don't end up in the same place they were at the end of the last player's turn.

Is there a good way to pick up the dispenser and move it without it falling apart? Does glue help?  What kind of glue should be applied, and where?


texts: Clarification on the rules of Top Trumps when two or more cards win

texts:
The rules state:

  If two or more cards share the top value or data is not available for that particular subject then all the cards are placed in the middle and the same player chooses again from the next card. The winner of the hand takes the cards in the middle as well.

However, what they don't make clear is:

Does every player continue to play in this case?  (If two players have the same top value and a third player does not, does the third player continue to play – and possibly even win the hand?)
What happens if this situation occurs on a player's last card?  They cannot carry on but have not yet lost the hand!

Is there some de facto rule that's used in each of these circumstances?  Or is there an official rule that is just hard to find?


texts: Why is Bang! so predictable when I play it?

texts:
Bang! gets rave reviews from every source. However I can't see how to play it other than in a very predictable and routine manner.
It seems like every game generally follows this routine:

Everyone waits for the first shot.
Outlaw shoots at sheriff.
Deputies/Renegades shoot anyone who shoots Sheriff
Renegade eventually turns on Sheriff

People say "try to figure out who people are", but how? There's no information, you just wait until they shoot, and then you know for certain.

The only divergence in the strategies I've found is for the Renegade, pretending to be a deputy at first.

I'm sure this is a great game, and I want to convince my friends of it, but I just don't know how.


texts: MTG - Cards that share names stack abilities?

texts:
Ability: When Aether Poisoner enters the battlefield you get {E}{E}.

Does this mean if I already have one aether poisoner on the field and I play a second that the ability will stack and I'll get {E}{E}{E}{E}?

If the answer to the previous question in yes, then consider the following:

{U}: Dukhara Peafowl gains flying until end of turn.

Does this mean that if I have 2 Dukhara peafowls I merely have to pay {U} once in order to give both flying?


texts: Are there partnerships that win major events by using unpopular systems?

texts:
There are some bridge combinations that most players shun, at least when possible.
One of these is the so-called Moyesian or 4-3 trump fit.

The result is that there are bidding systems that require "five card majors" just to avoid such Moyesian fits. But are there successful, world-class partnerships that court these, or other "unpopular" situations that everyone "knows about" but few want to play?

I remember reading that one backgammon player became a world champion by pioneering "back" games (which were originally unpopular). Has a similar thing happened from time to time in bridge?


texts: King of Tokyo, effects of cards after monster death

texts: In King of Tokyo, when a monster dies does the effects of shrink counters or poison counters placed by that monster still apply, or do those counters fall away with the eliminated monster ?


texts: Can I always sacrifice a permanent whenever I want, without anything telling me to do so?

texts: Can one sacrifice any permanent at any time for any reason, or is "permission" to sacrifice only granted by other cards?