texts: Are you able to build a settlement from a separate ship?

texts:
Let's say that I have a boat from island A, after a few turns I move boat to island B, now can I start a settlement on island B? Or do I have to make a full shipping line from Island A to Island B or can I just move one ship to island B and start a settlement?

I have read the Seafarers rules booklet, but I have not been able to find any information on this.


texts: Victory point counting and Sanguinary Priests

texts:
Up to 3 Sanguinary Priests (Blood Angel Codex) count as a single unit choice, but how must we count the victory points for killing them?
Do all 3 must be removed for it to count as 1 VP? Or do each causality count as a single VP?


texts: For the Call of Cthulhu LCG, what is the release order of the expansions?

texts: I would like to know where I can find a list of all the expansions to the core set and the release dates.


texts: How do I put a double-faced card in my deck?

texts:
I was reading recently about double-faced cards. Basically, they are cards that are otherwise typical creature cards, but some condition allows you to flip them over so that they become a new card.

Meld cards, introduced in the Eldritch Moon set, are one fairly noteworthy example. For instance, this

Becomes this when you flip them over

How do you actually put double-faced cards like this in your deck, given that they do not have Magic: The Gathering card backs? Is it only playable with sleeves (requiring you to pull it out and flip it over)? Or is there some other aspect that I'm unaware of?


texts: Is exchanging life the same as losing life?

texts: So say I'm playing a Rakdos, Lord of Riots deck and I tap Tree of Perdition exchanging a life total of 40 from one of my opponents with Tree of Perdition's toughness of 13. Do the opponents count as having lost 27 life, or was it different because it was just exchanged? Could I cast a 27/27 Endless One, just to name one example, or was there no actual loss of life?


texts: Who takes extra turns first when I copy someone else's "take an extra turn" card?

texts: What happens when a player copies an opponent's Time Stretch? Does the copyer take two extra turns then the owner? Does the owner even take two extra turns? What about Part the Waterveil? These spells say take X extra turns after this one, so my playgroup is confused.


texts:
This book states that "If a claimed tile is not taken within the next two opponents’ turns, i.e. before another two discards has been made, the player has a dead hand."

What is a dead hand, and how does it affect the game?


texts: Taking counters from Hangarback Walker with Fate Transfer

texts: If I cast Fate Transfer onto Hangarback Walker taking it's counters, does it just die or create Thopters?


texts: How do you count troops in Shogun when they fall off the tower?

texts: We have a problem regarding how to count the troops that fall from the tower in every battle. From what we understood from the English and Spanish rulebooks, there is no way a player could get more troops that he throw in the tower. Also, from what we understood, green defends if there is no revolt mark. (The revolt mark is another topic!). But what happen if red has 4, yellow has 2 and, after throwing, fall 6 reds and 3 yellows? All are count and red receive 3? What about greens (somewhere said that green die first?) or the max used is the max throwed inside the tower?


texts: Taking, searching, and managing card decks

texts:
After reading various sections on Eldritch Horror's deck management, namely the sections on Searching, on Gaining Possessions and Conditions, and on Discarding, I've tried to sum up some aspects of deck management.

Spells and Conditions (the 2 sided cards) never have a discard pile. Cards returned to them are shuffled right back in, while other deck types reshuffle their discard piles once the deck runs out. This is likely to keep the possible multiple outcomes of spells/conditions as varied and unpredictable as possible.
Random cards are drawn from the top of single-sided card decks and from the bottom of 2-sided card decks. If a repeat (such as for a condition/spell card) is found, the drawing continues and, once finished, this "temporary" discard pile (i.e. the cards passed to find a valid card) is shuffled right back in. This approach is done to minimize the possibility of having to shuffle.
Searching for a specific card or a kind of card (i.e. Madness) is done from the bottom of the deck and always followed by shuffling, but discard piles in the 1-sided decks are not shuffled back in. I don't know what rationale there would be for searching through the double sided cards from the bottom up as it seems marginally faster to search top to bottom.

Are there any other obvious or helpful guidelines and rationale to managing the decks?


texts: Can a “flung” creature that is destroyed still deal damage?

texts: I pump my Longtusk Cub up to make it a 6/6 and use Fling to deal 6 damage to my opponent. He responds with a Fatal Push on my cub. Does my cub still get through to deal 6 damage or does my fling spell fizzle and he takes no damage?


texts: Is there an equivalent of Deep Blue in the Go world?

texts:
Deep Blue was a chess-playing computer developed by IBM. On May 11, 1997, the machine won a six-game match by two wins to one with three draws against world champion Garry Kasparov. Kasparov accused IBM of cheating and demanded a rematch, but IBM refused and dismantled Deep Blue. Kasparov had beaten a previous version of Deep Blue in 1996.

Is there an equivalent program that challenged and won the top Go masters (on the standard sized board)?

Is there a specific research project like this in progress?


texts: What to do if I do not have any Link Monsters?

texts:
I understand that recently, there has been a change in the Yu-gi-oh! game mat. It now has another two zones called the Extra Monster Zones, and the Pendulum Zones have been removed.

The new rules regarding these changes mean it is a massive holdback for those people who don't have Link Monsters. If I don't have Link Monsters, that means that I can only play a certain amount of Extra Deck Monsters at a time.

Usually, my opponent would have Link Monsters, and that means that I am at a disadvantage.

What should I do to make it more even? By this, I am asking for either:

A change in the rules and/or the game mat to make it fairer
A few cards that means that I have a lesser disadvantage to my play or makes my deck counter those disadvantages

And yes, as you may have guessed, I do not have any Link Monsters, nor do I want to buy any.  When I ask for those card recommendations, I have NO intention of buying them, but just to add them to my deck if I have them.


texts: Where can this FAQ be found on an official site?

texts: On this site, there is a list of crayon rail games FAQ and accompanying answers, presumably from Mayfair games.  I don't want to doubt the authenticity of that list.  Rather, I'd like confirmation that the information given in there really is from Mayfair Games.  Ideally, I'd like an FAQ from an official source, but confirmation that this is really from Mayfair would work.


texts: In {American, Bios} Megafauna, how can we improve showing who has what traits?

texts:
In American Megafauna and its newer version Bios Megafauna, each of up to four players has up to four species in play.  Each species has several traits, and some traits can be multiplied (values up to 3).  I've found the visualization of this information, so that all players cna easily inspect all the species currently in play, to be deficient in both games and am looking for advice on approaches we might take, including developing new play aids.

In American Megafauna each trait is represented by a little cardboard tent, and you put these tents on your playing mat (which sits in front of you).  If you have more levels of a trait you use extra tents.  This can sometimes be hard for even the player himself to see, let alone people sitting across the table; the tents are small (but if they were bigger they wouldn't fit on a reasonable table because they're numerous), and if you're viewing a tent closer to edge-on you can't read it.

Bios Megafauna acknowledges this problem and tries to fix it.  However, what it does is to split the information up: the central playing board has tracks for some of the traits (you place your species markers on the appropriate tracks), and some traits come from cards that you play on the table in front of you, and if you've spun off a species from another one you might have chits on your mat indicating whcih traits were inherited.  Each individual piece of this -- track, card, chit -- is easier to see than the tents from American Megafauna, but now you have to look in three places.

What playing aids would help us solve this problem?  I'm currently thinking in the direction of stackable, color-coded markers -- or it's possible that good old paper and pencil is the answer.  What have others tried for either of these games?


texts:
It's a game for 4 players. It has a board similar to Crib, but shaped differently. Each player has 4 pegs that start off the board.

You deal cards to each player. You can get your peg into play if you get an A, 2, or J. You then try to move the pegs around the board to get them safetly into your house. Other players try to land on your peg to knock them off the board.

If you get a K, you can kill someone else's peg by putting your peg there. Once you safetly get your pegs into your house, you are the partner of the player kitty corner to you. The team that gets all 8 pegs safely into their houses win.

What is this  game called?


texts: Does Supernatural Stamina return a creature token to the board?

texts:
Supernatural Stamina reads:

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

If I cast this on a creature token, and it dies (say through combat damage), will it return to the battlefield? Or will it disappear as soon as it dies?


texts: Betrayal at House on the Hill, Haunt 42: can Explorers be used if they are killed by an event? (spoiler)

texts:
For Haunt 42, Comes The Hero,

   the Traitor needs a 'sacrifice' to open a gate to Hell, consisting of an Explorer

If an Explorer is killed by an event, can they be used, or does the Traitor have to be responsible for the kill?


texts: Designing a 8x8 grid game, looking for example rules

texts:
I am designing a very simple board game, the intention is that it will be played by providing an AI script, rather than played directly (though you could play it.)

Basic idea:

8x8 board
each player has a single board piece
pieces face in a direction (N / S / E / W)

At each turn players:

optionally rotate their piece 90 degrees either direction
take an action, one of

move one tile in the direction faced
shoot in the direction faced

When a player is 'shot', the other player wins.

The rules of this game are so simple I feel there must be a lot of other examples. Can someone point me to other similar example rulesets like this?


texts: Is there a way to search for which models I can play in which Warhammer army?

texts:
Say I wanted to field an Inquisition army with Grey Knights and... Lets say Astropaths. I want to do that because I've read some of the lore, and I want a fluffy army, not strictly an optimised army.
Or maybe I found Vespid, and I want to know what army they are meant to be played with?
Is there a way to search for keywords by model name, or the reverse, all models that have a keyword?
This is important as keywords are how you determine which models can synergise in a detachment, with some exceptions.


texts: Without breaking the game, how can I fix Memoir 44's problem with having no cards to order units in a certain section?

texts:
I find Memoir 44 very interesting and exciting, but it seems everyone I introduce it to has the same gripe. They (and I) don't like having a unit getting pummeled by the opposing force without being able to fight back. It doesn't fit in with the game's realistic/historical feel, and/or it weakens the game's element of strategy.

I'm not sure how to fix this issue with a rule modification without undermining some of the basic elements of the game like the luck of the draw.


texts:
Say I play Valeron Warden and then play Knightly Valor, enchanting Valeron Warden. Valeron Warden now has +2/+2 and Vilgilance.  On the next turn, I play Archangel of Tithes, a much stronger creature. To make it stronger, can I move the enchantment, Knightly Valor from Valeron Warden and enchant Archangel of Tithes?

All I can find on this is that it must have a target and that it can be sent to the graveyard if the target is sent to the graveyard.


texts: Reduce toughness and cast dmg spell - cause of death?

texts:
Let's say on the board is a creature with toughness 6. I reduce the toughness of this creature by 3 until end of turn. After this spell resolves, I cast a burn spell which does 3 dmg to that creature. Now the creature has 0 toughness and dies but what is the cause of death?
And how does this interact with regeneration? As fair as I understand the rules, if a creatures dies because of 0 toughness it cannot be regenerated because its not lethal damage nor a destruction event that causes death.


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

texts:
Does your commander still count as being your commander if it is turned face down?

For example, I have my commander on the battlefield and my opponent plays Ixidron. Ixidron then turns my commander face down.

From Gatherer:

  Creatures turned face down by Ixidron are 2/2 creatures with no text,
  no name, no subtypes, no expansion symbol, and no mana cost.

Will my face down commander still:

deal commander damage?
enable "Lieutenant" abilities?

Is the result different if my commander is turned face down by another means?


texts:
For Christmas, I received Agricola - The Goodies. It's a fun expansion that provides new themed farm boards, shaped resources and animals, stickers for your people, and four interesting decks of cards. One of the decks is called the X-Deck, and adds random events that trigger when you take stone. Here's one of them:

Carbonite Cousin

  The family member taking this Action is frozen in Carbonite. He will be rescued during the Returning Home phase 3 rounds from now. At that time, place a Claim marker on any Action space of your choice. At the beginning of the following round, put the Family member on that Action space and carry out the action before the starting player takes his or her first action.

I have three questions.

Does my Carbonite Cousin need feeding each harvest that he's not in my house?
Does he still take up a space in the house (e.g. for family growth)?
If the game ends before he is rescued, what is his status? Does he still count towards my people score at the end?


texts: Where can I find the offical rules to the Dominion promo cards

texts: I have the Black Market, Envoy, Walled Village, Governor, and Stash promotional cards for Dominion. They didn't come with any rules. Where can I get the official rules from Rio Grande Games?


texts: How does Phasing work with aura enchantments?

texts:
If I have a creature enchanted with Vanishing and any other enchantment, what happens if I activate Vanishing's activated ability?

I assume it works like: The enchanted creature does not count as existing, but the enchantments are still sitting around and are still target-able.


texts: How does losing a turn work in Arkham Horror?

texts: Lost in time and space says I lose my turn but then also says I am delayed and stand up during the movement phase. Does this mean I stay out of an entire turn of the game ignoring upkeep, movement, encounters and then in the movement phase after that I stand up in the movement phase?


texts: Does spreading a bite effect at the colony affect helpless survivors?

texts: Does spreading the bite effect end at the colony if the last player survivor dies, or does it spread to helpless survivors?


texts: What does Masquerade do when you have no cards in hand, library or discard?

texts: If you play the card Masquerade, and you have zero cards in hand, library and discard, what happens? I assume the person to your left will still have to pass a card along. Do you have to pass a card from play (potentially the Masquerade itself), or does the player to your left receive nothing, essentially reducing his or her deck by one card?


texts: If I put down a draw 4 card and call uno out, can another player place a draw 4 ontop?

texts: My last card was a wild draw 4, I knew my friend had one but I had to put it down. I called uno out and he put his draw 4 ontop of mine. Can he do that?


texts: Tri-dimensional board games: How does the additional dimension extend possible player requirements & game structure?

texts:
Recently I saw the Star Trek chess game in a serial and looked it up on wikipedia. It exists as a real game, but it seems it's not too popular, too tricky, too unwieldy to carry and play everywhere, and the rules are too complex (?). There seem also to be no world-wide championships or other questions on boardgames.SE ;)

Does anyone know of a good scientific site/report (maybe a topic in neuroscience experiments) describing different rule sets for e.g. 3D-chess which covers a bit the theory how in general 2D games differ from 3D games? Differences might include more possible game moves, the role of spatial perception (afaik men and women have different strong faculties here - so maybe 3D games are not gender-neutral and less popular besides hardly portable/digital playable?), or mappings of well-known game strategies from 2D.

PS: My first question here. I have no idea if this question is too open, so please reformulate if so. I'm more asking for some good links shedding some light on the general differences in game theory/structure between 2D and 3D.


texts: How do Heartless Hidetsugu and Gisela interact?

texts:
Let's say that I have Gisela, Blade of Goldnight in play and my opponent controls Heartless Hidetsugu. We both have 20 life.

When Heartless Hidetsugu is tapped, each player takes 10 damage, which is half of their life. Gisela doubles the damage my opponent takes, so that 10 becomes 20. Gisela also halves the damage that I take, so I take 5 instead of 10.

Is this correct, or am I missing something? If this works, the Heartless Hidetsugu will always kill opponents with even life totals while Gisela is in play. If they have an odd life total, then they will be reduced to one life instead.


texts:
The below is from the help section of the Monopoly Deal

Sly Deal
Steal a property card or a property wild card from any other player and add it to your property collection. You cannot steal a card from a full set of properties. Can also be banked as money. Bank value: 3M.

Question: Can I still take the property wild card using Sly Deal if none of my property cards are displayed on the table?


texts: Survive Escape from Atlantis: whales and sharks setup

texts: In  Survive: Escape from Atlantis, are the whales and sharks left out of the map during setup? Do they only appear when flipping "play immediately" whale or shark tile?


texts: Does anyone know a good way to play Forbidden Island with one player

texts: Noone wants to play board games with me and I was wondering if you would need to change the rules at all to play with one player in Forbidden Island


texts: Is there any "simultaneous-turn" based game where all players play till the end of the game?

texts:
I use to play diplomacy with my work mates, the good thing of this game is that we can play with long turns (36 hours) so anyone can play whenever they can, and the turn is resolved when the time passes or when everybody has declared their movements. We use http://webdiplomacy.net/ to manage the movements.

The bad thing of diplomacy is that the usual thing is that around mid-game some players are destroyed and they stop playing, having to wait till the end of the game (what can mean even weeks) to start playing again in a new game. Playing more than one game in parallel is not an option, we tried that and is a bit crazy, and requires much more time every day.

Do you know any game with similar turn-based rules but where the players can keep playing along the whole game?

UPDATE: After some discussion, more explicit requirements:

All turns are played asynchronously (each player can choose all
their actions for the turn at any time).
All actions of each turn are played simultaneously.
All players can play along the whole game (no player elimination).

Nice to have:

During the turn time some type of negotiation is encouraged between players.
Web version.
Game for more than 4 players.

As an example, Diplomacy would fit with all requirements except the third one, and also with the nices to have.


texts: I died, what can I do until the world ends?

texts:
The other day whilst playing betrayal at house on the hill, I died early on and didn't get back on the board as a monster in any way.

What can I do to contribute without 'over doing it'?


texts: Rules to decide which wonder side (A or B) to play in 7 Wonders?

texts:
In the rules it is recommended for the first games to use side A of the wonders only. After these first games (if I understand the rules correctly) players play the side that is at the top of the wonder card they draw. So some would play side A and some side B (probably). This question discusses if the two sides are balanced.

I wonder if this is really the best way?

I see several possibilities how to handle which side to play:

randomly drawn wonder cards, but all players use side A (recommended for the first games)
randomly drawn wonder cards, but all players use side B
randomly drawn wonder cards, all players use the side that is at the top when the card is revealed (the normal rule)
randomly drawn wonder cards, all players use the side they like more

I feel like variant 4 would be the best (each player may select the side) for a casual playing group, as otherwise some side A players might feel that the side B players have an "unfair" advantage (as the special abilites on B seem to be better). Would it be problematic/unbalanced to use variant 4?

How does the side get selected in tournaments?

EDIT: The rules also allow that players (if all agree) can choose which wonder to play. In this case, variant 4 is probably used (variants 1 and 2 would be possible, too), while variant 3 would be rather pointless (you'd select a wonder yourself but randomize which side to play). Anyhow, this question is about randomly chosen wonders.


texts: In the first mission Crossfire, is it better to end the scene just before the starting player takes his turn?

texts:
In the Crossfire mission, there are 3 scenes where you face off with N, N+1, and N+2 obstacles in turn.  The Crossfire card is drawn at the start of the turn of the player who started the game (not the player who started the scene necessarily). I.e., if there are 4 players, the crossfire is drawn every 4 turns, and if the scene ends after 3 turns, the crossfire isn't drawn until the second turn in the next scene.

Is it more advantageous to end scenes as soon as your team can or to align the ending of a scene with the drawing of a crossfire event?

The benefit of ending as early as possible is that you can have a number of turns with no crossfire event active, particularly useful when you have a fresh batch of obstacles that could be pressuring or hindering your team in any number of ways.

The benefit of waiting is that the scene you are wrapping up could be very light on obstacles and offer a few turns of low or zero damage where you could draw 2 cards into hands with 3 or less cards and potentially heal allies, buy cards (although arguably not a benefit since you buy cards at the end of the scene), etc.

I lean toward ending the scene as soon as possible as the unpredictability of the crossfire puts me on edge, but I find I'm very close to being on the fence when tempted with giving my hand an extra two cards.  Because cards are drawn after one's turn, there is very little unknown when the obstacles are revealed, so it seems pretty important to have at least 3-5 cards in your hand if possible when the obstacles are drawn. The greatest likelihood, I'm thinking, is that this is simply best a judgement call given the state of people's hand sizes and health levels when the end of a scene is visible.


texts: Last night in euchre, 4 times in a row around the table we all turned up the Jack of spades. All good shufflers and we had 2 splits and 2 no splits. I know there are many variances in determining the odds of a given situation in a euchre game, but, is there anyone whiz out there that can break it down? What are the odds of 4 different dealers flipping up the same card consecutively?


texts: Where can I find other adventures for Castle Ravenloft? So far I've only found the two bonus adventures that WotC released.


texts:
In josekipedia, they state that this exchange is a mistake

See http://www.josekipedia.com/#path:pdttpfqcpcqdqepbobrbpaqaqb for the full sequence they argue with.

But, I think that their argument is wrong! Why would white not follow making this shape, which is alive?

It is true that there are perhaps better possibilities for white's second move (in terms of points, not life & death), but the followup of the "mistake" and argument they present doesn't seem right for the above reason. Or did I miss something?

EDIT: actually, this shape works in the following joseki: http://josekipedia.com/#path:qettodqcpcqdperb


texts: Can the doctor still save someone else if killed?

texts:
In games that have more than one type of killer (werewolf, vigilante, hunter), what is the outcome if:

werewolf attacks villager, doctor heals villager, vigilante attacks doctor

Is only the doctor dead? Are both villager and doctor dead? Can the doctor heal the villager but then die later?

Hunters (shoots another player when killed) and vigilantes (hunts for werewolves) are not uncommon in the game, but I've never seen the issue of killing a doctor brought up in any forums.

In my version of the game, a vigilante dies of guilt if he kills an innocent, so in this scenario the villager, doctor and vigilante could all potentially die in one night.


texts: MTG - Priority and timing between activated abilities and instants

texts: If I have got a creature with "inflatable abilities" - just like Frozen Shade, or Granite Gargoyle - I want to know what happens when activating it. Since inflatable abilities are activated abilities, if I activate three times Granite Gargoyle's ability ({R}: +0/+1 until end of turn) in response to each other, they go on the stack one after the other, and my opponent may respond to this with a Shock targeting the Gargoyle. So, in such a situation, the Gargoyle dies, and goes to the graveyard  before his ability comes to rescue. Is this correct?


texts: Do effects that reduce a spell's casting cost also reduce its converted mana cost?

texts: If I have Grand Arbiter Augustin IV in play, can Zur the Enchanter's triggered ability pull a card like Æther Storm from my library, which would originally have a converted cost of 4, but which is lowered by the Grand Arbiter's ability?


texts: Mother of Dragons, Walder Frey, and Vassals

texts:
The Dance with Dragons expansion for the Game of Thrones Board game includes a Walder Frey combat card, whose text reads:

  Any player (other than your opponent) who grants support to your opponent must grant that support to you instead.

When playing with the Mother of Dragons vassal rules, could this card be used to affect your opponent's vassal that is supporting them in the combat?

For example, say the Arryn player enters combat with the Stark/Bolton player, and Baratheon, who is a vassal of house Arryn, has a support order in an adjacent zone. If Stark/Bolton plays Walder Frey, do they receive Baratheon's support instead of Arryn?


texts: Does Increasing Devotion create 10 tokens if cast from the graveyard without flashback?

texts: Increasing Devotion creates 5 tokens, or 10 tokens if it is cast from the graveyard. While the "normal" way to cast this from the graveyard is with its own flashback ability, do I still get 10 tokens if I cast it from the graveyard in some other way, for example with Yawgmoth's Will?


texts: Does one have to travel by sea with boats to an island in order to build a settlement? Or can you build a settlement with road or with boat on any turn?


texts: Opened Legendary Dragon Decks; wrong card order?

texts:
Hi guys I’ve bought the Legendary Dragon Decks pack from Amazon.

My problem is the order that the cards were in when I opened the pack was not the right order. For each deck the first few cards were in the right order. However after that the spells & traps came up before monsters. Most the monsters were at the end of each deck.

I have picture showing on the left the fake card and right the real one. As you can see the left on is lightly coloured.

Are these cards fake?


texts: Can the active player choose the order of simultaneous effects?

texts:
I am the runner.

I have a Femme Fatale that targets a Data Raven and make a run on a server that is protected by that Data Raven.

When I encouter the Data Raven, both cards trigger (When you encounter that ice.../When the Runner encounters Data Raven...).

Can I choose in which order the effects apply (so I can choose to take the tag from Data Raven, then bypass it with Femme Fatale)?

Or is the order of effects fixed (first the effects of runner cards, then the effects of corporation cards, since it's the runner's turn)?


texts: Does the Medic need to wait until their next turn to remove cubes when another player researches a cure?

texts: Say Medic got to Paris with 3 blue cubes but didn't have enough action to remove cubes, and a next player cures blue. Do we get to remove those blue cubes from Paris right away or do we wait till Medic's next turn?


texts: Does Ashiok, Nightmare Muse's ult allow affected adventure cards to be cast as adventures?

texts:
This is a spoiler for Ashiok, Nightmare Muse, a planeswalker in the upcoming expansion. Their ult reads:

  You may cast up to three face-up cards your opponents own from exile without paying their mana costs.

Certainly, this applies to adventure cards the opponent has exiled by playing them as adventures.

The question is, may the controller of Ashiok cast those adventure cards as adventures, or does the restriction to the non-adventure part from exile apply to all players?

The rules on adventure cards say:

  715.3d Instead of putting a spell that was cast as an Adventure into its owner’s graveyard as it resolves, its controller exiles it. For as long as that card remains exiled, that player may cast it. It can’t be cast as an Adventure this way, although other effects that allow a player to cast it may allow a player to cast it as an Adventure.

The first half of the third sentence says

  It can’t be cast as an Adventure this way

Does "this way" refer to "anyone casting it from exile", or does it refer to "that player [the player who put it into exile by casting as adventure] casting it from exile"? I am not sure because the second half of the sentence says

  other effects that allow a player to cast it may allow a player to cast it as an Adventure.

which refers to "a player" rather than "that player".

So does that "other effect" specifically have to allow casting the card as an adventure, i.e. Ashiok would only allow the non-adventure part to be cast?


texts:
I have a Mutavault on the battlefield, which has been animated so it is temporarily a 2/2 creature. My opponent has a Shipbreaker Kraken, which has the following monstrous ability:

  When Shipbreaker Kraken becomes monstrous, tap up to four target creatures. Those creatures don't untap during their controllers' untap steps for as long as you control Shipbreaker Kraken.

If my opponent uses the monstrous ability while my Mutavault is a creature and taps it, will my Mutavault untap on my next upkeep (since it is no longer a creature)?


texts: I wondered if someone could explain what properties define "pyramid games"?  Someone suggested that I have a look at icehousegames.org but it's not clear to me from that site what are the the things that those games have in common.  (Obviously, I assume they involve at least some pieces that are shaped like pyramids, but there are lots of interesting features mentioned in the description of Icehouse and it's not clear to me which (if any) of these are to be found in other games of that type.)


texts: What is the most life you can have at the end of your first turn with only three cards?

texts:
You start this game with 3 cards of your choice in hand.
Your opponent starts with 0 cards in their hand.
Both libraries do not contain any other useful cards.

What is the highest life total you can end your turn at?

Assume you start at 20 life points. Beyond that, the rules can follow any of the official two-player formats by Wizard of the Coast.

Extra Challenge: If you want a personal challenge (although this is not what I am looking for in the answers to this question), try to find the 4-card infinite-life combo that made me restrict the puzzle to 3 cards only.


texts: Supporting Routed Units in A Game of Thrones

texts:
In FFG's A Game of Thrones boardgame, can routed units be supported?

In a recent game, one player (the aggressor) attacked another (the defender) but was defeated. His routed units had to retreat into the area they started from and were turned on their sides - exhausted.

The defender had a March order on the newly-victorious units, and used it to attack the routed units in their original area. But the aggressor had an adjacent supporting unit, and a third party did as well.

It seemed to me (I was neither the aggressor, the defender, nor the interested third party) that units have to be able to give battle in order to be supported.

But we couldn't find a rule that said specifically either way. We found rules that said that battles ensued when one player moved units into an area with another player's units already in it. We found rules that said that routed units have no combat strength and must be lost if they would be forced to retreat again while exhausted. But nothing specifically relating to whether an exhausted force can be supported and therefore have a combat strength.


texts: How does Blood Scrivener work if I "draw 2 cards"?

texts:
Blood Scrivener reads:

  If you would draw a card while you have no cards in hand, instead draw two cards and lose 1 life.

If I cast  Divination as my last card, how many total cards do I draw?


texts:
In Gin Rummy, what happens when one knocks but the opposing player has a lower deadwood?

E.g. I knock placing everything but a 6. My opponent was able to place everything but a 4.
So, my opponent had a lesser amount of points she couldn't place than I, but I knocked.

What does one do regarding points when this happens?
Does she get the difference, or does no-one get points?
Or does she get points like she would if she had successfully gotten a Gin?


texts: What colors of mana can Exotic Orchard produce in Commander if my opponent has a Command Tower?


texts:
I just tried a fight that ended up this:

Can the black stones be killed? It's whites move.

First, let's assume that white's chain is safe and look at it as tsumego. I tried several sequences but it seems that black is dead:

Second, is this fight naive or realistic? I was just trying to cope with black invasion stone at F3 and tried to seal it. Maybe there is a better approach how to treat it? Let him live peacefully and just build wall on the 4th line?


texts: Help me identify this card game with secret, changing rules

texts:
A while ago, I played this card game with a handful of my friends. We used regular poker cards. We started playing the games without being told the rules. The only thing we were told was that it was like UNO in that:

You wanted to get rid of all your cards in your hand
When it was your turn you can put a card down
You put cards down corresponding to their suit and/or number.

Any time we did something wrong we were penalized with a card. The point of the game was to figure out the rules of the game, by seeing how everyone was penalized. At the end of the game, when someone won, that winner got to make up his own rules which would be added to the next game. The rules would not be announced and would have to figured out by everyone who didn't know the rules.

Here are some of the penalties that I remember:

Being an idiot
Asking about the rules
Touching your cards in "Court of Order"

Here were some of the rules (that I remember):

When a Jack was placed, the next card had to be the same suite.
When a Queen was placed, you had to stand up and say "Hail the Queen"

I know there were more rules, but I can't remember them. I also can't remember the name of the game. I want to know what the normal default rules that you start out with, but I can't remember them all/I would like to introduce this game to some of my friends who haven't played it. I would Google it and get information online, but I can't remember the name of the game.

Does someone know the name of the game and/or some of the rules used in the beginning of the game?


texts: Do pre constructed decks refresh standard rotation?

texts:
I'm a starting player, so I'll be getting the Fate Reforged Clash Pack coming next week to hopefully get playing into Standard. I get this clash pack can be made into a BG Dredge deck, which seems nice for starting a deck but I also noticed most of these cards are from Theros, which comes out of rotation soon, also the logo in these cards is different, also different from Khans of Tarkir or Fate Reforged logos.

So my question is if where are this cards found in the standard rotation, and when would they go out. Thanks.


texts: Does Celestial Crusader also boost my opponent's creatures?

texts: I have a Celestial Crusader card that says other white creatures get +1/+1. Does that apply only to my white creatures or will it apply to my opponents white creatures as well?


texts: What ways are there for a Standard Werewolf deck to handle Ratchet Bomb?

texts:
What can a Standard (M12, Scars, Innistrad) Red-Green werewolf deck use, either in the main deck or the sideboard, to handle a deck with Ratchet Bomb?

Some back story: When a werewolf is in its transformed state, its CMC is 0.  So an opponent can cast Ratchet Bomb, then tap and sac it for 0 and destroy anything with a CMC of 0, which hits all transformed permanents (and all non-land 0 cost permanents).


texts: Can I look at my deck before playing the Zombie Mason

texts:
The text on the zombie mason says:

  Trash the top card of your deck. You may gain a card costing up to $1
  more than it.

Is this a "blind play", i.e. do I make my decision to play the zombie mason without knowing what the top card in my deck will be (potentially trashing a really valuable card like a province)? Or can I look at the top card and then decide if I want to trash it or not (basically deciding if I want to play the zombie mason or not)?

From normal rules, I would expect that it is a blind play, as typically we are not allowed to look at cards in our deck, unless instructed to do so and the zombie mason does not give this instruction.

However, if it is a "blind play", it seems far too risky to ever actually use it (or at least not in later stages of play where valuable cards are in the deck).


texts: How can I keep track of things, in Discworld: Ankh-Morpork?

texts:
I'm lost. Flummoxed and worse, confused by this game.

I consistent fail to set up any sort of set piece, or notice when someone else is doing even the least sneaky, sneak move. I'm often in last place because I can't think tactically or strategically in this game (though in others, I'm OK). The one time I won was due to bluffing my way through as Vimes.

I think my main issue is keeping track of all the players, their pieces, and everything else. How can I get better at doing this?


texts:
I have a question regarding MTG rules and how can be applied. In this case, it's about lands that can become creatures. I was checking this one-mana EDH deck, and I saw that the Commander has this ability:

  Horde of Notions {W}{U}{B}{R}{G}

  Legendary Creature — Elemental (5/5)

  Vigilance, trample, haste

  {W}{U}{B}{R}{G}: You may play target Elemental card from your
  graveyard without paying its mana cost.

  Even the oldest treefolk was but an acorn when Lorwyn’s first
  mysteries were born.

I was wondering: if the land was killed and sent to the graveyard while being a creature by any X reason (say "Lightning bolt"), is it possible to retrieve it back using this ability? For example, Celestial Colonnade can turn into an Elemental until end of turn.


texts: Do you need to reveal which specific tunnel you’re attempting to claim?

texts:
In Ticket To Ride, if you want to claim a tunnel path, you go through the process of laying out your cards for the tunnel and drawing 3 cards to determine if you’re required to pay more cards. My question is: are you required to say which particular tunnel path you’re trying to claim, or do you only say the color and length of the tunnel, revealing which particular tunnel only once you’ve successfully claimed it (after drawing the 3 cards and paying up if needed)?

The rules don’t specifically mention this, but it seems like an important distinction to make. If the player fails to claim the tunnel, then his opponents either will or won’t have an additional advantage, depending on whether or not they know which tunnel it was (assuming there are multiple tunnels of the same length/color still available).


texts: Would it be viable to play pandemic with an "eradicate all diseases" win condition?

texts:
I have played several games of Pandemic, and have found it to be a really enjoyable game with a lot of challenge.

I was wondering about the possibility of modifying the rules such that the game is played to eradicate all diseases, rather than merely cure them, as a means of varying the difficulty further, and adding extra depth to individual games.

I was wondering if this win condition is achievable, as I suspect there may not physically be enough cards in the player deck to allow you to eradicate all the diseases.

Has anyone else considered a variant like this?


texts: Ochran Assassin vs simultaneous First Strike and Non-First Strike blockers

texts: Ochran Assassin has deathtouch and the ability: "All creatures that are able to block Ochran Assassin do so". My opponent attacks with Ochran Assassin, and I am forced to block with a 3/3 creature with first strike, and a 3/2 with no abilities. Does my 3/3 first strike creature kill Ochran Assassin and send it to the graveyard before it can assign damage to (and kill) my 3/2?


texts: Who wins if the game ends with one player having 6 colonies and 1 or more players with 5 colonies?

texts:
It is possible to end a game of Cosmic Encounter with 6 colonies (i.e. Parasite wild flare). The rules for the FFG version of Cosmic Encounter state that:

  The winner(s) are the first player(s) to have five colonies on any
  planets outside his or her home system . . . It is possible, through
  alliances and successful negotiations, to have more than one player
  gain five colonies at the same time. In this case, the players share a
  win.

This could be interpreted to mean 5 or more colonies, but the rules do not specifically say that. A devious tactic could be to invite someone along as ally to each achieve a 5th planet simultaneously, but then because the parasite flare was played the attacker ends with 6 colonies vs. the ally's 5 colonies.

So . . . who wins if the game ends with one player having 6 colonies and 1 or more players with 5 colonies?


texts: Betrayal at house on the Hill: Widow's Walk - Blueprint item

texts: The Blueprint item from the expansion Widow's Walk states that you can move between rooms with dumbwaiters. Does this mean you can move between any room with a dumbwaiter even on a different floor? If so that makes several haunts unplayable if the Traitor has it.


texts:
It’s near the end of the game but I still don’t have 6’s, my bonus or a Yahtzee.  I roll all 6’s for a Yahtzee.  I’m reluctant to put that in the Yahtzee slot because I need at least four 6’s to get the bonus.

When this happens, and it’s happened to me a few times, why not put the Yahtzee in the 6’s?  That way, I get 65 points as opposed to 50 (30 for the 6’s, 35 for the bonus).


texts: If you look at the full card list for Magic 2015, at Gatherer or elsewhere, you'll see a bunch of cards listed with collectors number 270-284. What are these cards, and why are they listed as being part of Magic 2015? I played enough M15 Limited to be pretty sure that they aren't actually present in packs, and they're listed after the basic lands, which is very unusual. Is there some secret, bonus release of M15 that had these extra cards?


texts: Can a lone transport pass through an enemy submarine occupied sea zone with nothing happening or would it be considered a naval attack?


texts:
On the monster cards, there are dials for both hearts and stars. The start dial goes up to 20 because that's the point at which a player would win.

Does a player need to hit 20 stars exactly to win? Or can they have more?
How high does the heart dial go?


texts: Can anyone identify board game with 2 rows 2 holes wide each and 2 upright metal pins?

texts: The Gatorade bottle has been placed for scale


texts: Do you get a gold when playing Trading Post?

texts: The symbols for Trading Post show a one gold symbol above the symbols for the resources.  Does this indicate that playing the card gives you a gold (in addition to getting a discount from it), or is it just supposed to remind you that you now only have to pay one gold for the resources shown?  We've always played that you get a gold for playing it, but the rules don't seem conclusive either way.


texts: Can Desert Island's 'Trap' card be used on multiple targets affected by fate?

texts:
In the game Desert Island, the Trap Scavenge Card reads:

  Expend when a Bear, Monkey, or Rat Fate event happens. The target
  gains 3 food instead of suffering the Fate consequences.

If multiple targets are affected by the fate, can the card be use to convert the fate to food for all of the targets?


texts: In Risk, what if territory cards earned by invading finish?

texts: We are playing Risk and after getting 60 extra troops, there are no territory cards left, so no one able to create new sets to exchange. Should we re-flush the cards and continue building sets?


texts:
Spine of Ish Sah's rulings appear to say it can't be sacrificed:

  Spine of Ish Sah’s last ability doesn’t allow you to sacrifice it. You
  must find another way to get Spine of Ish Sah into the graveyard.

Does that mean it can't be sacrificed to Breya, Etherium Shaper or
Emrakul, the Aeons Torn?


texts: Why does Spell Queller prevent spells from resolving?

texts: Why when a spell get "Spell Quellered" the spell does not resolve, even though it's not written that it "counters" but instead "exiles" the spell? Is there a special ruling or am I missing something? (I'm still kinda new to Magic.) I've been told numerous time that a card effect still resolves (if not countered) even if it's removed from the stack, like for example if I play Stasis Snare on a creature that has a "enter the battlefield" effect that effect will still resolve unless it is "countered."


texts: How bad would it to be to allow partial house renovation in Agricola?

texts:
In explaining this game to people over Christmas, several people independently balked at the idea that the whole house must be upgraded at once.

Is there a strong reason to enforce this rule? After a few games, it seems like it'd be pretty harmless to allow renovation one room at a time. (New rooms would always be of the highest type, and cards requiring a clay or stone house would only function after complete conversion.) The scoring already supports this easily, and I think the major consequence would be increased availability of expansion-after-renovation. Because each upgrade costs a reed in addition to the materials for the rooms, and because actions are always the most precious resource, it'd still be much more efficient to upgrade all at once.

So, given that people felt strongly that a piecemeal construction should be allowed, how problematic of a house rule would this be?

As a bonus, what about allowing individual rooms to be constructed of any material at any time? (With this, unless all of your rooms are converted to clay, new clay rooms would also cost some amount of wood, and similarly going straight to stone would cost additional wood and clay.) This idea adds some complication for not much real gameplay gain, but for some reason people found the arbitrary rules of home construction more jarring to the immersive game story than, oh, say, the idea that only one person in a community can sow a field on the same day.


texts: How it is physically possible to play ONUW with 10 players?

texts:
We were playing with only 6, and we found it is virtually impossible to reach for cards across the table without making a lot of telltale noise. I opted for crowding in and keeping my arm raised on my elbow so that I could reach any card just by lowering it.

How can 10 people gather around the cards and take their actions without most of the table knowing?

What do you do?


texts: Why do so many people play out of turn on the last lead?

texts: Is this a common play say in bridge or some other euchre where players just randomly throw their last card in. I notice its commonly done during a lone hand but also on regular play and I have to always defend that it was my lead.


texts: Taking Discard Pile with One Natural Card in Hand

texts: When the Discard Pile is not frozen and the top card matches a single natural card I have in my hand, but I know there is another marching card lower in the Discard Pile, may I take the Discard Pile?  Or must I have 2 natural cards in my hand?


texts: Does Yig's awakened reckoning effect spawn a cultist on each space fulfilling the requirement, or just 1 on a space of your choice?

texts:
The reckoning effect is

  Spawn 1 Cultist Monster on a space containing a Mystery token, Eldritch token, or Epic Monster.

Does this mean 1 cultist on each space with any of those items, or 1 cultist on a space of our choice that fulfills the requirement? The literal reading seems to imply the latter.


texts: If I have two Parallel Lives, and I have a Doomed Traveler that just died, how many Spirit tokens would I put into play?


texts:
Does the Medic remove all cubes of cured diseases from the cities he travels through? Let's say he:

drives to one city (3 cured cubes)
drives to another city (2 cured cubes)
drives to another city (1 cured cube)
drives to another city (1 cured cube)

does he remove all 7 cubes on the way or just at the last city?


texts: Are there "established" systems where "Five Card Majors" isn't a strict rule?

texts:
In "Standard American," I must open a major with 65432 while refraining from opening a major with AKQJ.

IMHO, there are five card majors that are too weak to be opened and there four card majors that are too strong NOT to be opened.

I've created a system where "An extra trump is worth a king," and the minimum opening standard is Qxxxx. Thus, xxxxxx "maps" into Kxxxx, and qualifies. xxxxx < Qxxxx and doesn't qualify. KQxx "maps" into Qxxxx and qualifies, but not KJxx, which "maps" into Jxxxx.

I'm not sure Standard American is right for me. Are there any established systems (other than Standard American) that operate along principles similar to mine?


texts:
In the context of a precision system, the 1D bid is nominally 11-15 high card points and could be one of the following hand types:

Unbalanced with 3+ diamonds, no 5-card major, no 6-card club suit (balanced hands and minor-major 5422s are opened 1NT)
2=2=4=5 or 2=2=5=4
A semibalanced hand with 6+ diamonds
A 6-5 (or more distributional) hand with clubs or diamonds as the longest suit, not strong enough to open 1C (note: this hand type may have 0-2 diamonds)

The last hand type makes it difficult to alert completely and succinctly. I don't think it's reasonable to have a 1-minute explanation of such a common bid as an opening 1D, but I want to make sure to inform my opponents of our agreement.

As a secondary question, do you think that this opening is legal under the ACBL general chart (presumably under the rubric of "all-purpose opening bid
(artificial or natural) promising a minimum of 10 high-card points").


texts: When can sea units support land battles, and vice versa?

texts:
In the 1st edition rule book it is explained that ships can support an adjacent battle:

  Ship units may support adjacent combat in a sea area or a ...

But what if I'm attacking from a spot that touches water, into a spot that does not touch water? The rules don't ever specify what the battle area is. It makes intuitive sense that the ships wouldn't actually be able to cross land, but since the rules don't specify the answer it has become a question for my gaming group.

This would also be the question for land units. Do the units need to be touching the defending land/sea area? Or would they be allowed to be called in from areas adjacent to the attacking land area?


texts: When can you change a monster's position?

texts: Can I change a creature from attack position to defense position or vice versa only during either of my Main Phases, and only once per turn per creature? Is that correct?


texts: Can a player use only the communal cards when selecting their best hand?

texts:
In Texas Hold'em, there are 5 communal cards that are shared by all players, and 2 hole cards, that are private and may only be used by the player that the cards were dealt to.

Can we just select all the 5 communal cards for creating our best hand, or do we need to keep our 2 hole cards and only choose 3 communal cards out of 5 communal cards to make a hand?


texts: Will Neglected Heirloom ever transform back again?

texts:
Neglected Heirloom says:

  When equipped creature transforms, transform Neglected Heirloom.

However, on the other side of this sword, there is nothing about transforming the equipment back. Does the transform rule exist, and keep transforming the equipment back and forth with the equipped creature, or does it stay on the once transformed version until stated otherwise by another effect or removed from the battleground?


texts: Catan Junior: When drawing the "pirate ghost" Coco (parrot) card to move the ghost, do you recieve resources?

texts:
The rules for Catan Junior, for the "Coco" card with the Ghost Captain state:

  Move the Ghost Captain as if you had rolled a ‘6’

The description of rolling a 6 says you move the ghost captain and take 2 resources.  Do you take resources when moving the captain in that case?

Its not clear from the wording for the Coco card whether you should take two resources as you normally would with the ghost.

If you do take resources there is almost no downside to building Coco cards.

(Sorry about the incorrect tag - I just joined, so I couldn't create a catan-junior tag)


texts:
Shadowfeed card has following text:

  Exile target card from a graveyard. You gain 3 life.

Does it mean my graveyard, or any graveyard, including my opponents'?


texts: "Put into graveyard" versus "exile graveyard"

texts:
Does the ability "Exile all cards from target player's graveyard" counter "When ~ is put into a graveyard from anywhere, its owner shuffles his or her graveyard into his or her library"?

For example: if Emrakul, the Aeons Torn is put into the graveyard, will activating Tormod's Crypt counter its effect?


texts:
Is there somehow I can find an RSS feed of daily chess problems at different difficulties? I like chess and would like to get reminded to practice now and then.

Update: I've found Brian's Daily Chess Pouzzles, but they're all too easy, almost all of them 2-3 moves to mate or win heavy material.


texts:
On tcgplayer.com (can anyone verify they are legit? Never bought anything from them. Might as well ask) there is a planeswalker for sale that is from the set "Oversize cards" (picture below). There are other planeswalkers for sale with the name being "Name (Oversize)".

Is the below pictured card actually different in size or any other aspect than a normal Planeswalker?


texts:
We recently purchased a copy of the original Escape From Atlantis as it was a game I used to love as a child. Playing it last night, however, we came across a couple of situations that the rules didn't seem to clarify.

If a player has an Atlantian on the same tile as a dolphin, and is using that dolphin for travel, can I 1) move a swimmer on to that tile and "steal" the dolphin away from them on a later turn, or 2) when rolling a dolphin move, cause their dolphin to "abandon" them and swim away?

We're unsure as to whether that dolphin effectively becomes "theirs" or not, where only a shark or a sea monster can get that person, or if stealing a dolphin is fair game.


texts: Using an omen card, can you kill yourself?

texts: Let's say I have Sanity 3, the last Sanity step on my character sheet, and I choose to use the omen card Mask. I roll a 4+, which means I can put on the mask to gain 2 Knowledge and lose 2 Sanity. Did I just kill myself when I have only one Sanity step left? Does my Sanity level drop to a minimum? Or does it drop to 0, killing me? Can I decide after rolling 4+ that I don't want to use the mask?


texts: How can I play Mystic Sanctuary and not auto-lose to Boil?

texts:
Mystic Sanctuary is one of the best cards from Throne of Eldraine in eternal formats, because it can be fetched with fetchlands and guarantee a strong draw step. The cost is that it requires islands, which means everything dies to Boil. It's especially bad since Boil is instant speed.
Is there a way to play Mystic Sanctuary and not automatically lose to Boil if it resolves? Right now all the options I'm seeing are subpar:

Force of Negation could counter Boil (it must be Force of Negation since Boil is instant speed, it can cast in response the blue deck doing whatever at the end of the Boil player's turn), but it is obviously not a good solution since it's an inherent 2-for-1, and it's often not great against the rest of the Boil player's deck either.
There are a variety of blue-producing lands that are not Islands, e.g. Glacial Fortress. But they don't trigger Mystic Sanctuary.
Mana rocks such as Talisman of Progress could produce blue mana, but they're also not ideal because blue decks typically do not want mana rocks.

I'm looking for cards that can be played either maindeck or sideboard that will help the Mystic Sanctuary deck beat Boil. The format is Modern.


texts: In what order does Scale Blessing place counters?

texts:
I have two creatures in the field:

2/2 creature
2/2 creature with 2 +1/+1 counters on it,

I then play Scale Blessing. Does it work on the creature that has more than one +1/+1 counters on it? With the result being:

2/2 creature w/ +2/+2
2/2 creature w/ +2/+2

? Please help!


texts: What happens if a target becomes ineligible after a card has been cast?

texts:
Let's say I cast
Strangling Soot on Llanowar Elves.

Before this resolves, my opponent casts Giant Growth on the Llanowar Elves.

Giant Growth resolves, making the Llanowar Elves a 4/4. When the Strangling Soot resolves, is it able to destroy the Llanowar elves, or does it do nothing because Llanowar elves no longer has a toughness of 3 or less?


texts:
Chaos Emperor Dragon - Envoy of the End:

  Cannot be Normal Summoned/Set. Must be Special Summoned (from your
  hand) by banishing 1 LIGHT and 1 DARK monster from your GY. You can
  pay 1000 Life Points; send as many cards in both players' hands and on
  the field as possible to the GY, then inflict 300 damage to your
  opponent for each card sent to the opponent's GY by this effect. You
  cannot activate other cards or effects during the turn you activate
  this card's effect.

Does material cards attached to monster are counted to inflict 300 each?


texts: Are there any house rules for combining Munchkin and Fluxx?

texts:
It occurred to me that the Fluxx and Munchkin are quite similar games in that they are casual games that derive their fun from their theming.

Is it possible to combine the games?


texts: What is the best version of Settlers of Catan for a group of people who have never played before?

texts: I am trying to get our family to try out Settlers of Catan, and am wondering which version would be the easiest to begin with.  I figured the original, but some sites say that some of the other ones may be better since there is a fixed board.  Any advice is greatly appreciated, thank you!


texts:
My son and myself have just started playing Cribbage.
In our game this evening the following cards were played with me leading -
My cards - 2,3,4,5. His cards - 5,2,3,A
My understanding was that that the maximum you could score in Cribbage was 29 but I think he scored 40 when he played the Ace - am I correct or am I adding up incorrectly?


texts: Combining Ascension expansions: tokens and boards

texts:
The original Ascension (CoTG) includes 50 tokens/beads and is playable by 4 people. Expansions such as Immortal Heroes include 30 more tokens, allowing for up to 6 players. Storm of Souls is said to be a complete game for up to 4 players, including a new board and 50 more tokens.

My questions are:

is it possible to group two expansions and play with 8 people, or that's just too crazy / impossible?
buying two expansions, can I simply trash the additional tokens and keep a number around 80 for the 6 players? On average it seems 50 tokens/4 players would turn into 75/6 players, but I'm unsure if token rules change.
Do I need the new board from Storm of Souls or can I keep the original one? It seems it has a space for the new Event cards, but little besides that - unsure, though.


texts:
I'm reading the text of Caged Sun carefully and comparing it to Gauntlet of Might/Power.

Gauntlet of Might (cost 4)

  Red creatures get +1/+1.
  Whenever a Mountain is tapped for mana, its controller adds R to his or her mana pool (in addition to the mana the land produces).

Gauntlet of Power (cost 5)

  As Gauntlet of Power enters the battlefield, choose a color.
  Creatures of the chosen color get +1/+1.
  Whenever a basic land is tapped for mana of the chosen color, its controller adds one mana of that color to his or her mana pool (in addition to the mana the land produces).

Caged Sun (cost 6):

  As Caged Sun enters the battlefield, choose a color.
  Creatures you control of the chosen color get +1/+1.
  Whenever a land's ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool.

It seems that the Caged Sun's ability prevents my opponents from benefiting, while providing the benefits of either of the Gauntlets.  Further, it seems like Caged Sun could be interpreted to work with lands of any sort, including non-basic.

Given the cost of this card is $1-$2 and the other two command moderate to large premiums, is there a drawback to this card that I am overlooking?  Surely the 2 mana difference cannot be the overriding factor here, can it?


texts: What is the name of this game involving racing to the other side of the board and putting down barriers?

texts:
Does anyone recognize this game, where players take turns in a square board, each turn a player can move his pawn or place a wall and the objective is to reach the other side of the board before the other player.

Here is a picture of a near end game.


texts: If there are two Lighthouse Chronologist with three players, will one player be pereptually skipped?

texts:
If you would play a game with 3 people (let's call them A, B, and C) and A and B have a Lighthouse chronologist, will this make A get a turn after B, and make B get a turn after A without C getting a turn in between?

So the turns would go:

A end turn: B gets an extra turn from his Lighthouse Chronologist
B end turn: A gets an extra turn from his Lighthouse Chronologist
Repeat.

Is this correct and will this put C out of play (assuming he has no mana or instants)?


texts: What happens when additional costs can't ultimately be paid, but the spell is on the stack?

texts:
I have a question that bothers me after reading a part of the big book of rules :).

It's about the rule 717, illegal actions.

  717.1. If a player realizes that he or she can’t legally take an action after starting to do so, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. The player may also reverse any legal mana abilities activated while making the illegal play, unless mana from them or from any triggered mana abilities they triggered was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, or caused a library to be shuffled.

For example, player A plays a Goblin Grenade.

  As an additional cost to cast Goblin Grenade, sacrifice a Goblin.
  Goblin Grenade deals 5 damage to target creature or player.

It goes on the stack. Player B gains priority and casts a Terror on the only goblin of Player A.

  Destroy target nonartifact, nonblack creature. It can't be regenerated.

The terror goes on the stack. Then both players agree to resolve the stack. The terror kills the last goblin standing and then the Goblin Grenade can't be cast because of the additional cost which can't be paid. So in my opinion that leaves two possibilities:

The Goblin Grenade returns to the zone it was previously from (the hand of Player A)
The Goblin Grenade becomes illegal and gets countered, so it goes to the graveyard

Based on rule 717 I think it goes back to the hand but I'm not quite sure. :)


texts:
I recently had an argument with my wife about a "correct" bridge in triominos.

I got a "bridge" figure, but with a flaw: the numbers at the tops of the two tiles didn't match. (see image).

So my questions:
1. is this allowed?
2. does this qualify for "bridge" extra points?

My suggestions:
1. Yes, it's allowed, since my printed rules do not forbid it.
2. No, allowed but no extra points, since it's not a "real" bridge.


texts: In Dice Masters, does an opponent's active character trigger your effects?

texts:
For example, Robin has the card text

  While Batman is active, each of your Robin dice gets...

Does this apply when my opponent fields a Batman die, or only when I do?


texts: Will Shipbreaker Kraken cause creatures to stay on the battlefield when hit by Scourge of Fleets?

texts:
If I use Shipbreaker Kraken on my opponent and tap four creatures. The next turn I use Scourge of Fleets.

Do all cards go back to their hand or do the cards I picked stay on the battlefield when I used shipbreaker kraken?


texts: Untapping with a spell or ability remove summoning sickness?

texts: Basically the title. If I summon a creature, use an ability to "untap" it before my combat step. May I attack with the creature?


texts: Are two Indestructible creatures safe from each other, or do they somehow cancel each other out and destroy each other?

texts:
My friend attacked with Colossus of Akros (Monstrous 20/20 indestructible) and I blocked with my Xenagos, God of Revels (6/5 indestructible). I believe that our creatures are safe since indestructible prevents them from dying by combat damage.

My friend though believes that the indestructible ability would cancel each other out and his Colossus would destroy my Xenagos. Are there any rules that explains what happens in this situation?


texts: How to expand Love Letter to accomodate more players?

texts:
Love letter was a surprise hit in my group. Everybody enjoys the fast pace and player interaction. It's just a shame that it only allows up to 4 players, because it seems like it would be better for say six players. I would have no problem buying a second copy of the game to shuffle the two decks of cards together, but I'm wondering if it would work in theory.

Has anybody got any suggestions as to how to try and increase the player limit?


texts:
What happens when player A casts Walking Ballista (costing xx) for 170 colorless mana(meaning 85 for each x).

Then player B casts Aethersnatch to gain control of target spell?

Does it resolve under their control with counters or does it die when it hits the battlefield because it’s natural power and toughness is 0/0?


texts: Is Flesh Allergy combined with Grave Pact counterproductive?

texts:
I need a little help again.

Imagine the following situation: I have Grave Pact, Bloodthrone Vampire and 9 other creatures on the battlefield. The opponent has only one creature on the battlefield but can prevent all combat damage - no chance to deal damage at the moment.

Then I draw Flesh Allergy. Great since the opponent has 11 life left over! I want to cast Flesh Allergy, sacrifice 10 creatures (using Bloodthrone Vampire for the remaining 9 creatures, one is sacked through Flesh Allergy itself) and deal 11 damage to my opponent (my 10 creatures including his 1 equals 11 damage).

~ Question 1: Does my Grave Pact make it impossible to "destroy target creature" (Flesh Allergy) since my opponent would have sacrificed his creatures?

~ Question 2: What if I first cast Flesh Allergy and after the spell has resolved I (as an interrupt so to speak) sacrifice 10 creatures to deal maximum damage? Then the second ability would resolve?

An educated answer would be much appreciated.

Cheers!


texts: What is the use of the return label in Pokémon TCG?

texts:
In the image below, the trainer card "Return Label" states that you can put a card from your opponent's discard pile on the bottom of their deck.
What is the use of this card?
You wouldn't want your opponent to have a card from their discard pile back into their deck. Is there a strategy on how to use this card?

If so, please tell me how.


texts: Is there a simple strategy for re-learning Magic the Gathering?

texts:
I began playing MTG around Beta/Unlimited but haven't played MTG since about 4th Edition/Fallen Empires/Ice Age.

I have been considering picking the game back up, and could use some suggestions on how to re-learn the game.

I already know that I can pick up a fair amount of commons/uncommons very inexpensively so I'm not concentrating on deck building but rather picking up the rules.

The biggest change I see is the concept of the stack, and the formalization of the rules (which I have a great link to and am browsing through).

I feel I'm probably best off ignoring the plethora of new cards/combos that have appeared on the scene and getting a feel for the flow ... the cards/combos will come from playing and being active again.

I also know that the best way to reinforce this information will be by playing, learning a game is rarely simply academic.

Is there a fairly straightforward strategy for re-learning MTG beyond these steps I've already identified?


texts: Move Adrenalash says add 50 damage on next turn. Does that mean every other turn or every next turn while he's active?


texts: Is there a quick comparison list of the different Warhammer 40k Space Marines Chapters?

texts:
As per the title, I'm wondering if there is a comparison list/tool somewhere that show the difference between the different Space Marines Chapter.

I'm starting Warhammer 40K with my son and I understand each chapter has different special abilities. Obviously we can't buy ALL the different codex to find out.


texts: Game where you construct a line through the board blocking the other player?

texts:
This is a two-players game, where each players construct a line.
The first player has to join the top and the bottom of the board whereas the second has to join the left and the right. The two lines cannot intersect.

Do this game has a name?
Where I could find other informations about it?

PS:
I’m currently writing an HTML5/Canvas implementation here (only in French for now, and the “AI“ plays at random, the smart AI is not finished yet), so you can see more precisely what I’m talking about.
I’ve called it “Percolation” because this looks a little like percolation, but this is probably not the “official” name.


texts: How can I tell what has changed in a Comprehensive Rules update?

texts: As an example, the Comp Rules were updated February 1, 2012.  I know that a reference to "Fateful Hour" was added to 207.2c since I know to search for fateful hour, but how do I know what else changed?  Does Wizards of the Coast release an official list of changes when they make a revision?


texts: Are cloned cards considered as "tokens"?

texts:
My question relates to 706. Copying Objects, more specifically 706.1 which states:

  706.1.: Some objects become or turn another object into a “copy” of a spell, permanent, or card. Some effects create a token that’s a copy of another object.

Does this mean that a "copy" is not a "token"?

The scenario was that I had an Anointed Procession which states:

  If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.

Then I cast Clone which states:

  You may have Clone enter the battlefield as a copy of any creature on the battlefield.

So my question is simply, would I only get one copy of that creature? Or 2 because it is a "token"?


texts: Can an opponent make me discard a Miracle card before I cast it, after it is revealed?

texts: For example, if my hand is empty and I draw and reveal Temporal Mastery, can an opponent cast Funeral Charm and make me discard it before I have a chance to cast it for its Miracle Cost?


texts: Does drawing a card still end your movement after the haunt has begun?

texts: After the haunt does your turn still end in a newly discovered room that has an event or omen? If so this seems to make it very difficult to get away from monsters.


texts: If I am going to start playing Magic The Gathering, what set should I start with?

texts:
I know how this site works so I'm going to try my hardest to ask questions that have answers and aren't too open to interpretation.

I'm considering getting (back) into Magic. My son is 12 now and he loves tabletop games.  I remember playing Magic in my college years and while my grades suffered, I had a blast.  I'm not looking to get into competition play.  Just fun with the family and friends.  I basically have 3, hopefully, simple questions:

Does it matter what block you start with when starting from scratch?
If the answer to the above question is yes, then which blocks should I pick up a couple of starter decks for?
Do all blocks work together or do you have to build block based decks?


texts: How do Mana Flare and Mana Reflection interact?

texts:
I've been thinking about integrating Mana Flare and Mana Reflection into a deck.

As far as I can tell, by reading the Layer's rules (rule 613).  They resolve in timestamp order.

That is, if Mana Flare is played first, and Mana Reflection is played second, each mountain I tap would give me {R}{R}{R}{R}.

However, if Mana Relfection is played first, and Mana Flare is played second, each mountain would  give me {R}{R}{R}.

Is this interpretation correct?  I'm still new to this layer stuff.


texts:
I’m trying to figure out what game this piece comes from. I only have two pieces, but apparently they are different shapes and colors. It almost looks like a rock. Size is about half of dime:

Thanks!!


texts: Does a hero suffer wounds from new minions as Darkness Spreads?

texts:
In the Defenders of the Realm rulebook, the Suffering Wounds section (p. 7) says

  If a hero ends a turn in a location with enemy minions, the he suffers a wound for each minion at that location.

On first reading, I thought that meant that once a hero's actions were spent, they would suffer a wound for each minion present on their location. But, a player's turn is divided up into three segments (p. 5): Daytime(hero actions), Evening(draw cards), and Night(darkness spreads) and new minions are placed during Night.

Does a hero suffer wounds if minions were placed on their location during the Night as darkness spreads?


texts: Can I choose difference house card without discard two power tokens?

texts:
I have an issues with my play group that When I use this card, Can I choose difference house card without discard two power tokens or discard only one if I have only one power token or dont discard any power token ?
There 's one player in my group understand that he can either choose to discard two power tokens or not and take "choose difference house card" effect. Is he right ?


texts: Lets say my friend attacks with Chief of the Edge and two other Warrior creatures, and I declare three blockers, one on each creature. If Chief of the Edge dies due to combat damage from blockers, when do the other Warriors lose the +1/+0? Is it instantly and now his 2 other creatures are normal again?


texts: Can the last 2  players in Texas Holdem agree to split  the pot equally after the river without showing their hands. is this legal or ethical?


texts: Can Echidna's ability be used during the turn in which it is purchased?

texts:
An interesting scenario came up while playing Five Tribes this weekend.

In Five Tribes, the djinn Echidna's ability states

  Double the amount of GCs your Builders get this turn.

Tribe actions are done before tile actions, so if I dropped a blue meeple on a tile with other blue meeples and a scared place, I get the GCs from the blue meeples first. I then have the option to buy a djinn, and activate its ability immediately if desired (and if I have the necessary resources to do so).

All of the other djinn's abilities specifically call out when the ability may be used (e.g., "When placing a palm tree") or the actual timing is irrelevant within my turn (e.g., "Draw the top resource card").

However, Echidna's ability refers to the GCs my Builders get this turn, which technically does include the Builders that acted before I had even bought the djinn - that was part of my turn. Is this reasoning correct?


texts: What are some house rules to improve Pokémon Master Trainer?

texts:
This past week's game of the week was the '99 (first) version of the Pokémon Master Trainer board game.

It was not the strategic challenge that I am used to, does anyone have any knowledge of variants to the game?

We personally came up with a few:

Type effectiveness: super-effective attacks do 1.5x damage against
weak Pokémon
Gym leaders: NPCs that are needed to be defeated before
entering new areas
Removal of the Trade Cards: they are horrible and
mean
Raise (or remove) lower limit to enter Indigo Plateau: players
enter the "final battle" far too unprepared

Does anyone else have any other variants?


texts: Why doesn't Relentless Assault work if it is not cast during a main phase?

texts:
Inspired by this question; the gatherer rulings for Relentless Assault say that if it is not a main phase when it resolves, then there will not be additional attack and main phases. Is there a rule that explains this interaction?

I think I can understand why it works this way thinking about it logically, (it refers to "this main phase", and since it is not the main phase, "this main phase" simply isn't a thing that exists, therefore there is nothing after "this main phase"). But usually MTG comprehensive rules are more specific.

The only rule I found dealing with this in general is 500.8:

  500.8. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.

This doesn't mention what to do if the specified phase doesn't exist.

To clarify, I'm well aware that you cannot normally cast Relentless Assault unless it is your main phase, because it is a sorcery. But there are plenty of effects that would allow you to cast it during combat.


texts: Do you still score a Go if you end with a pair or sequence?

texts: While playing Cribbage with a new acquaintance, I led the 9H he played 6D for 15-2 I followed with the 10H for 25, Pone called GO. I then played the 2H and 2D for 29, then called Go.   I then counted two for the pair of 2s and one for go.   He argued that after a pair or sequence to end the play you could not count the one for go.  Is there such a rule that I may have missed?


texts: Does the "housing shortage" rule suggest that you should often refrain from buying hotels in monopoly?

texts:
There are 32 houses in Monopoly. That's only enough to cover eight properties with four houses each, or two full (three property) monopolies, plus one two property monopoly, either Boardwalk-Park Place, or Mediterranean-Baltic.

So if I own two full monopolies, and cover them with four houses each, there are only eight houses left, meaning that except for either Boardwalk-Park Place, or Mediterranean-Baltic, no third monopoly can go up to the crtical three house level on all three properties.

Does this mean that I should keep four houses each on my two monopolies and NOT upgrade them to hotels? Or if someone wants houses, maybe I should at least force them to give me another Monopoly (or railroads or cash) in order to agree to free up houses by upgrading to a hotel? (This might come into play if another opponent and I both had four houses each on our respective monopolies.)

I remember playing years ago with two house rules:

if someone could cover all their properties with hotels outright they were allowed to do so without buying houses (if they could afford to do so)
if someone had four houses on a property, you could force them to free up houses by paying for their upgrade to a hotel

What I find puzzling is that  there are 12 hotels, enough to cover all the properties from four full (three-property) monopolies. And taken together, the hotels and houses can cover six full monopolies, plus a seventh, either Boardwalk-Park Place, or Mediterranean-Baltic, with either a hotel or four houses.

So was it the intent of the game designers that the board be covered this way? Or is a housing shortage just another "monopoly" that creates a further shortage over and above the physical building limits?


texts: Jeskai cards that will let me draw off of either scrying or spell cast or creature entering the battlefield?

texts:
I have just finished a rough deck using Gnostro, Voice of the Crags as the commander. The deck works by using Emissary's Ploy (choosing 1) to cast the deck's creatures(most of which are 1-drops) to bulk-cast spells, then use Gnostro to scry and put more spells on top. If an opponent is causing grief, you can stall a few turns and use the other abilities to gain life or remove the problem creature. Once you've amassed an army and drawn into Flying Crane Technique, swing and most likely win.
One problem I knew I was going to find is running out of cards in hand, so I tossed in a dozen draw spells(winged words, drawn from dreams, preordain, etc), and a Clear the Mind/Izzet Chronarch combo so I could keep a decent hand and theoretically always have draw spells in my deck. This works okay...until you don't draw one. Another noteworthy card that helps with hand size is Dragon Mage, but he becomes useless if there's a card you need to hold on to(like Flying Crane Technique).
I want to not have to worry about running out of spells, so I'm looking for a permanent that will let me draw when I either play a spell, play a creature, or scry. Any suggestions?
Note- thought about it a moment, and in case it's causing confusion, it does not have to be red-white-blue, it just has to be legal in a deck with a Jeskai commander.


texts: How does the graveyard work in citadels?

texts: Does the graveyard/cemetery card allow a player to take any destroyed building/district (i.e. including other players destroyed districts) into their hand or can they only redeem their own detroyed districts?


texts: Is there an API to find Warhammer 40K model pictures by name?

texts:
I'm writing a roster editor and it would be very helpful if there's something like Magic the Gathering's Gatherer but for Warhammer 40,000 models.

Something like: http://www.site.com/?model=Ork+Boyz


texts: What are the differences between the various versions of Stratego?

texts:
I've only played the classic version of Stratego from the 1970s but it looks like there are at least 3 fundamentally different versions as of 2012. What are the differences between the various versions and how do they impact the overall feel of the game?

If some versions have identical rules but only differ cosmetically, please indicate that. If versions have been produced with minor rule changes over the decades, that would be useful to know as well.


texts: Can you put a wild card back in your hand when no longer needed in Monopoly Deal?

texts: If you have a wild card on the table within a set, and you later pick up a true color needed for that set, can you return the wild card to the cards you are holding in you hand, or must you leave it on the table?


texts:
Suppose I cast Oblivion Ring and have it target the Pacifism which is encumbering one of my creatures. What happens if the Oblivion Ring is subsequently destroyed?

Pacifism re-enters play enchanting the same creature as before
Pacifism chooses a new target when it re-enters play
Nothing -- Auras can only exist while enchanting a creature, so Pacifism disappears in a poof of smoke when it's exiled, similar to what tokens do.


texts: Penalties for forgetting to draw/discard cards

texts:
What is the penalty when a player forgets to draw card?

What is the penalty when a player forgets to discard a card and has six (6) or seven (7) cards in his hand?


texts: In Trajan, can a player get a bonus tile with zero votes on the senate track?

texts: In Trajan, if nobody advances on the Senate, do the top two discs get the bonus tiles?


texts: What are effective strategies for passing cards in Hearts?

texts:
In Hearts, before three out of every four hands you get to pass three cards to another player. Some people seem to always pass the Queen of Spades while others like to keep her under certain conditions. Some people like to drain themselves of a suit, while others seem to like ditching hearts as a top priority.

What strategies/considerations do you evaluate when deciding what to pass, and why? Does your decision depend on if you're passing left, right, or across?


texts: Are equip cards destroyed when you attack the equipped monster twice

texts:
In duel links equip cards like Intrigue Shield and Amazoness Heirloom are destroyed when the equipped monster is attacked twice.

I want to know does this happen in the real game of yugioh or just in the game?


texts:
So I am reading the rulebook of magic the gathering. I haven't played it but I am curious about the game. In the rule book, I didn't see how much mana you start off with. For example Naga Vitalist.

If you have one forest land card on the field can you summon her? My understanding was that you had to have 2 land cards on the field since she requires two mana. Do you start off with a certain number and type of mana in your mana pool? How much mana does a land produce and how is that determined?


texts: Nekusar and the new damage redirection to planeswalkers

texts: So to be clear, Nekusar, the Mindrazer only hits players with the newest rules change and no longer can hit Planeswalkers?


texts: Is there a penalty for constantly calling a revoke to disrupt the play?

texts: A player in duplicate bridge constantly calls a revoke to disrupt the play. Is there a penalty to this player's side for this discourtesy?


texts: In Go, what is the Superko rule, and is it used universally?

texts: What is the Superko rule in Go?  Is it used in most scoring/online systems, or only in certain ones?


texts: If my creature has shadow and flying, can it only be blocked by creatures with shadow AND flying?

texts: My understanding is that creatures with shadow can only block or be blocked by creatures with shadow, and creatures with flying can only be blocked by creatures with flying. If I have a creature with shadow and cast a spell that gives it flying (say, Jump), can it now only be blocked by nothing but a creature that also has both those abilities?


texts: Are there any card games that enforce "Dealer's Respect"?

texts:
When playing card games like President at school, the dealer often declared "Dealer's Respect", which required that no player pick up their cards before the dealer had finished dealing, because the dealer could not do the same.

Is this actually a rule, custom, or convention in any games?


texts: Auction when player has not enough money to buy?

texts:
A player puts a power plant up for auction.
Is that allowed if he doesn't have enough money to buy it himself?


texts: Do Fireplaces and Cooking Hearths count as a Bake Bread Action Space?

texts: Does the Fireplaces and Cooking Hearths count as a Bake Bread Action space? Can I put a worker on those cards to bake bread or can I only bake bread using the respective action space on the main board?


texts: Do i have to have a spell target to tap a wizard creature with Patron Wizard?

texts: Patron Wizard says I have to tap an untapped wizard. That is before the ":", which means that is the cost. However, does there have to be a spell to target to use this ability, or can I just tap an untapped wizard and let the ability fizzle?


texts: How can I make Shadows Over Camelot play better with 3 or 4 players?

texts:
I recently bought Shadows Over Camelot and its a great game, but it seems a shame that it only really works well with 5+ players. Is there anything I could do to combat this and make 3-4 player games more optimal when playing at home? Here's some ideas I had so far:

With 3 players, each player gets to control 2 knights and alternates which one he plays. He plays them as if they were separate eg. he can't swap cards between their hands. Don't use the traitor when playing this way.
With 4 players, one knight is played by all the players. His hand is face up the entire game, and the players make decisions as a group. The collectively played knight cannot be a traitor, but the other players might be.

Does anyone have experience with improving the game with 3-4 people or suggestions to offer?


texts: Can quarantine marker be refreshed as an action in Pandemic State of Emergency?

texts:
Can I upgrade a quarantine marker from its “1”-side to its “2”-side as an action?

The rules only mention placing a fresh marker (on its “2”-side), and that it is not possible to place two markers...


texts: Is it okay / does it make sense for another player to join a running game of Munchkin?

texts:
In a "just for fun" session of the card game Munchkin, would it be okay to join a game in progress? Of course the joining person would be in a disadvantage.

Arguments against this, as far as I can think of for now:

The current order of the players is disturbed by adding another player.


texts: Application of DOS Penalty vs. Definition of Victory

texts:
In the card game DOS, the sequel to UNO, there is a rule stating:

  DOS RULE: If you ever have EXACTLY TWO CARDS in your hand, you must shout out "DOS!" (meaning "two"). If you forget to do so and another player calls out "DOS!" before you do, you must immediately draw two cards as a penalty.If this happens during your turn, do not add the penalty cards to your hand until the end of your turn.

There is another relevant rule:

  Ending the Round: The round ends when one player goes out by getting rid of all the cards in his of her hand. That player earns points for the cards left in the other players' hands (NOTE: IF THE PLAYER EARNED ANY DOUBLE COLOR MATCHES ON THE TURN THEY WENT OUT, REMEMBER TO HAVE THE OTHER PLAYERS DRAW CARDS BEFORE SCORING).

If I forget to say "DOS!" and am caught by an opponent during my turn, I do not add the cards to my hand until the end of my turn. If I play all of my cards on that same turn, what hapens? Do I end my turn and take the two cards (and I must then also immediately say "DOS!" at risk of additional penalty)? Or have I won the game (the rule never specifies that I must have gotten rid of the cards after the end of my turn, so at one point I had zero cards)?


texts: Feather and spells turning permanents in to Creatures

texts: If I have Feather, the Redeemed and I cast an Instant or Sorcery that turns a target permanent into a creature (Say Siege of Towers for example) Will that trigger Feather's ability to return that to my hand?


texts: Which tracks on Formula D / Formule Dé has the greatest straight line?

texts:
On Formula D/ Formule Dé, one's speed is determined by the dices you use. The Sixth dice, allows one player to move to a maximum of 30 spaces. This is the greatest dice available. Formula D/Formule Dé uses the same "tracks" as one can use any tracks of any given edition, it'd work freely.

I'm wondering which tracks has the longest straight line, in order to use this sixth dice.


texts:
I understand a good number of rules, but there is still one that I can't find the answer to:
Let's say I have a Civilized Scholar and Ulrich, Uncontested Alpha in play.
I activate Mirrorweave or Cytoshape and target the Civilized Scholar. Ulrich, Uncontested Alpha become a copy of Civilized Scholar.
I understand the example in rule 711.5.

Rule 711.5
Only permanents represented by double-faced cards can transform. (See rule 701.26, “Transform.”) If a spell or ability instructs a player to transform any permanent that isn’t represented by a double-faced card, nothing happens.
Example: A player casts Cytoshape, causing a Kruin Outlaw (the front face of a double-faced card) to become a copy of Elite Vanguard (a 2/1 Human Soldier creature) until end of turn. The player then casts Moonmist, which reads, in part, “Transform all Humans.” Because the copy of Elite Vanguard is a double-faced card, it will transform. The resulting permanent will have its back face up, but it will still be a copy of Elite Vanguard that turn.

This means that Ulrich will be a copy of the Scholar even after he flips. And another rule does allow me to use Ulrich as Civilized Scholar to discard a creature and flip him. But does Ulrich get his transform triggers? Or are these triggers missed because Ulrich's name is still Civilized Scholar?
I'm trying to break the game here. =P
I want to tap Ulrich as Scholar, discard a creature, untap, flip, trigger fight, tap, discard a creature, untap, flip, trigger buff, and repeat. This should result in Ulrich eating every creature in play, growing bigger and bigger, to prepare for a lethal swing. All in one turn.


texts:
The STOP card in bridge is used in order to help all players keep their rights, as far as thinking is concerned. However I have some questions.

When do we have to use the STOP card. Should STOP be used before ANY jump bid? I find logic to use stop in bids like 1S-3S or 1H-(2S). But how about 1NT-3NT. What is the official rule?
The second  question is about HOW to use the stop card. Here are some options.

This is what i think that should happen

Show STOP card
make your bid
Remove stop card (no waiting)
(opponent waits 5-8 seconds)
opponent makes his bid

This is what most people think that should happen

Show STOP card
make your bid
wait 5-8 seconds
Remove stop card
opponent makes his bid

Which one is the official way according to the rules?

The reason why I think that the second option is not "correct", is because the player who used the STOP could wait 10-20 (or more) seconds before removing it. What should the opponent do?


texts: Can Jelava cast a creature if it has Flash?

texts:
If I cast Jeleva, Nephalia's Scourge and exile a creature with flash, could I cast that creature when she attacks and triggers her ability?

Flash is defined as follows, which makes it sound like the answer is "yes":

  702.8a Flash is a static ability that functions in any zone from which you could play the card it’s on. “Flash” means “You may play this card any time you could cast an instant.”

But the following rule for activated abilities makes it uncertain:

  602.5e Activated abilities that read “Activate this ability only any time you could cast an instant” mean the player must follow the timing rules for casting an instant spell, though the ability isn’t actually an instant. The player doesn’t actually need to have an instant card that he or she could cast.


texts: What happens if you roll doubles 3 times then land on "Go to jail?"

texts: Do you have to serve two jail sentences? For example, you go to jail the first time and use your "Get out of jail free" card, and then go right back to jail for another sentence without rolling the dice.


texts: What are the rules of 10x10 Draughts? How many pieces are on each side?

texts:
A Checkers board has 64 (8x8) squares and 12 pieces on each side.
A 10x10 Draughts board has 100 (10x10) squares.

How many pieces are used on the 100 square board?


texts: How does Goad interact with Archangel of Tithes?

texts:
A new card Disrupt Decorum says: Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)

Now, I know if you have to pay a cost to attack with a creature, you don't have to attack with it.

However, if you are unable to attack all non-goad players, your creature must attack the goad player (if able).

So, if Player A goads my creature, and Player B has an Archangel of Tithes untapped (As long as Archangel of Tithes is untapped, creatures can't attack you or a planeswalker you control unless their controller pays 1 for each of those creatures. ...), can my creature not attack at all, or does it attack Player A?


texts: How should we setup Settlers of Catan for three players?

texts:
Settlers of Catan for three players suffers slightly from too much space. I find the four player game much more enjoyable because of the tense competetion for places to settle.

It seems that this could be easily solved, though, by using fewer hexes. I can replace some resource hexes with ocean hexes from my Seafarers game. Of course, it could take some experimenting to figure out what works well, and I'm wondering if others have gone down this road:

How many hexes should be used?
What combination of resources is best?
Is it better to vary in a different way, say, starting with three settlements, and playing to a higher number of victory points?