texts: If I untap all my attackers, do they stay attacking?

texts: I have declared attackers and tapped them as stated in the rules. After the defending player has declared blockers, I cast Tenacity ("Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures.") Can I now Untap them while they remain being attackers? Or do they stop being attackers? While the mechanics of this spell are clear when cast as a defending player before declaring blockers, the attacking side confuses me. I have been unable to find an answer over the internet.


texts: In Forbidden Island, can a Navigator move an Explorer diagonally?

texts:
My wife and I played a game of Forbidden Island last night.  She got the Navigator adventurer, and I was the Explorer.

The Navigator's special ability is that it can move any other player up to 2 adjacent tiles.  "Adjacent" usually means up/down/left/right, however the Explorer's special ability is that it can move diagonally too, so: Can the navigator move the explorer to adjacent diagonal tiles, or just the standard up/down/left/right?

(I hope the answer is 'yes', as we just managed to win assuming 'yes' to the above with just 2 tiles left when we got off Fools Landing!)


texts: Is it possible to play a just say no on a just say no? Will the second just say no cancel out the previous just say no?


texts: How do Panglacial Wurm and Imoti interact?

texts:
Let's say I control Imoti, Celebrant of Bounty. I then cast Panglacial Wurm while searching my library. Panglacial Wurm will have cascade.
Since the library is kept in the same order while searching, I will know exactly what Panglacial Wurm will cascade into, and I will have access to this information before making the decision to cast Panglacial Wurm, is this correct?


texts: Does "Max 1 per conflict" mean per player, or in total?

texts:
Some neutral cards have the text "Max one per conflict" on them. Does this mean that a player is only allowed to play one per conflict, or does it mean only one of the players is allowed to play this?

For example, Court Games has this. If my opponent plays Court Games, am I allowed to play my own Court Games later during that conflict or do I need to wait for a new conflict to happen?


texts: Does Deserter's Quarters get overriden by Horizon Boughs?

texts:
In a game of Planechase, suppose we're on Horizon Boughs, which says:

All permanents untap during each player's untap step.

I have Deserter's Quarters out, tapped using its second ability to keep another creature tapped.

You may choose not to untap Deserter's Quarters during your untap step.
{6}, {T}: Tap target creature. It doesn't untap during its controller's untap step for as long as Deserter's Quarters remains tapped.

Would this mean I can choose not to untap Deserter's Quarters during the untap step, and keep the other creature tapped, or do both of them untap anyway?


texts: Do movement cards need to be played continuously?

texts:
In Quest for El Dorado can movement from cards be interspersed?
For example with a 3 machete and 1 sailor could I move forest-forest-sailor-forest?


texts: To what extent do mobile adaptations of board games change the games?

texts: Some board games tend to have a lot of complex rules, and many also have several official variants.  Sometimes the mechanics of a mobile device (iPhone, Android, iPad), make implementing some rules cumbersome.  In these cases, do the mobile versions take liberties with how faithful of an adaptation they implement?  Do they tend to also implement rule variations?  When things are changed, are the changes generally received well, or do gamers, in general, feel let down by the changes?


texts: What is the interaction between Muraganda Petroglyphs and Humility?

texts: Are all my creatures 3/3 with both Humility and Muraganda Petroglyphs in play?


texts: Does Argothian Elder and Maze of Ith really produce infinite mana during the attack phase?

texts:
According to a comment in the discussion of Argothian Elder:

  Argothian Elder plus Maze of Ith provides infinite mana during your attack phase.

How is that? In order for Argothian Elder to attack it has to tap, per rule 508.1f, and if Argothian Elder is tapped it can't be tapped again to activate the ability.

If you could attack and tap to active abilities simultaneously, it'd work, but I don't think you can.

So is the comment wrong or am I wrong?


texts:
Does Chain of Smog behave like Chain Lightning?

I mean I target an opponent, he copies the spell and targets me, then I copy the spell and target him back, etc...
More, can I target myself and copy the spell to myself and again?


texts:
At the weekend I was playing Agricola and played the occupation Outrider.  The rule for the outrider is "Whenever you use the most recent Round card with one of your people, you receive 1 additional grain".

In round three "Sow and/or Bake" was turned over, and so I wanted to pick that card and sow the grain I would receive from it immediately.  I wasn't sure about the legality of this move and so I asked for general consensus on it.  Everyone agreed that I couldn't play the move, and so I didn't, but I'm still interested to know whether our ruling was correct.

I'm looking for an answer which either cites a rule that we didn't find or an official clarification about this situation.  Failing either of those, I would be interested if there is a similar situation that has a definitive answer that might suggest a ruling here.  Cheers!


texts: Can nonbasic dual lands such as "Azorius Chancery" be destroyed by the card text "destroy target land"?

texts:
My cousin and I play MtG together sometimes. He has many years of experience, and I just started playing recently and we have had an argument when I tried to destroy his nonbasic dual lands such as Azorius Chancery, and Boros Garrison, with cards like Poison the Well, and Wrecking Ball, that have the card text "Destroy target land," and "Destroy target creature or land." He says that dual lands with the type/subtype "Land" and card text like...

  Azorius Chancery enters the battlefield tapped.
  When Azorius Chancery enters the battlefield, return a land you control to its owner's hand.
  Tap: Add {W}{U} to your mana pool.

are nonbasic lands and can't be destroyed by cards with the text "destroy target land". So contrary to the card type/subtype being "Land" he says I can't destroy it. Is he right or wrong?

The way I see it, if I can destroy, for example, a mountain with a type/subtype "Basic Land" using an instant/sorcery that has the text "destroy target land" (which he allowed me to do) then why can't I destroy a nonbasic land that has the type/subtype "Land".

I would appreciate if you show some hard evidence or state your MtG experience, such as been to tournaments and have seen that it is or isn't legal to make your answers more credible when I show my cousin the responses if I'm right.


texts: Can I play countered sorcery speed spells with Guile?

texts:
During an opponent's turn, I had Guile and used Rethink to counter a permanent spell (in my case, it was a Deathbringer Thoctar).

Guile's second ability states "if a spell or ability you control would counter a spell, instead exile that spell and you may play that card without paying its mana cost" which makes no mention of timing.

There's no ruling posted on The Gatherer, but some forum posts around the web suggest I can play it out of turn. Can anyone provide rule snippets or examples from sanctioned tournaments to provide a definitive answer?


texts: If you land on a space that requires payment, do you load resources before making the payment, or the other way around?


texts: Do permanents reenter the battlefield tapped with Brago, King Eternal?

texts:
Let's say I have Brago, King Eternal, and a tapped artifact on the field, and I deal combat damage to the enemy player. Brago's ability reads:

  Whenever Brago, King Eternal deals combat damage to a player, exile any number of target nonland permanents you control, then return those cards to the battlefield under their owner's control.

So, using Brago's Ability, I exile and return the artifact I control. Would it still be tapped, or would it return untapped?


texts: Interaction between Carcassonne: Bridges, Castles, and Bazaars and other expansions

texts:
Last night we played with the Bridges, Castles, and Bazaars expansion for Carcassonne.  We also played with a few other expansions, but ran into several situations where we weren't sure of the rules.  Previously, for unfamiliar expansions, we have used the annotated rules by Matthew Harper, but they don't go as far as this expansion.

Does anyone know of a list of interaction rules for this expansion?

Edit to give examples: We weren't sure about the effect of builders in a bazaar round, from which tiles dragons can eat knights in castles (if at all), whether the castles can be used over two tile cities where the tiles aren't simple curves. Also whether the bazaar breaks the road and how to do bazaars near the end of the game when there's not enough tiles left (these last two aren't to do with interaction with other expansions).

Edit to give another example: Also do castles count as cities for the purposes of scoring the king?

Note: I'm fairly certain I've missed off lots of combinations here, but the annotated rules has cleared up all the questions we've had with previous expansions.  I'm really after a reference like it for this expansion.


texts:
This is a problem from the "Card Play 101" column from the Feb 2021 ACBL Bridge Bulletin (page 44)
South holds: (S) 6 3; (H) A K 9 8 5 2; (D) A K 4; (C) 7 6. (West deals, E-W vulnerable, matchpoints)
The bidding goes

West
North
East
South

1 S
Pass
Pass
3H

Pass
4 H
All Pass

West leads a low spade, and the dummy (North) comes down with:
(S) 7 5 4; (H) J 10; (D) Q J 10 9; (C) K Q 10 9
East wins trick 1 with the spade A, and returns the spade 2. West wins with the K. West leads the club A which wins. West leads a low club, won by dummy's K. The question is, how should the declarer (south) continue.
South cannot afford to lose a heart trick to the Q, so should south finesse against East, or play for the drop against west?
The column author argues that since west opened with 1S, and east has already shown the  spade Ace, if East had the QH as well, east would have had six HCP and would not have passed. Further, that the defenders only have 17 HCP between them, and if East had the spade A and the H Q, West would not have opened at the one level with only 11 HCP. Therefore the proper play, says the column author, is to cash the AK of H in an effort to drop the Q, as the finesse is hopeless.
However I disagree with this reasoning. If I were west and held the QH singleton or doubleton, I would discount it and pass.  If as West I held KQJxxx; xxx; x; AJx; I would open 1S, even without the HQ. Therefore, it is not exactly assured that W will hold the H Q in my view. Given this, should south finesse or play for the drop? why?


texts: Can the Researcher transfer cards to another player on her very first turn, in other words, while still in Atlanta? Seems like this gives too much of a head start at beginning of game.


texts: Are 'tiles' that are part of the coastline counted when scoring?

texts: In Carcassonne: New World, the game doesn't start with a single start tile but with a board representing a coastline, that of the East Coast of the USA. It is divided by lines to mimic tiles, against which the players' tiles are placed. When scoring a feature that contains these starting 'tiles', are these counted?


texts: Does anyone know the name of this card game?

texts:
The game is played with a standard 52 card deck.

I start by dealing cards to each player plus a dummy hand next to the dealer and the last card goes into the middle.
Then three pots are made up.

Pot one is first person to get a three card run.
Pot two is the queen pot of you play the queen that matches the card suit in the middle at the end you claim the pot.
Pot three is first person to be out of cards.

Dealer looks at his hand and decides if they want to keep it or change to the dummy hand. This continues around the table until someone accepts the dummy hand.

The game then starts by someone playing an ace but I can't remember which one, then the game continues in suit order.

That's roughly what I remember.


texts: For a Fleecemane Lion when you pay and place a +1/+1 on it making it monstrous.  Is the counter targeting Fleecemane Lion.  If someone casts an effect or activates an ability to change the target does this mean Fleecemane Lion is not monstrous?


texts: Dark Magical Circle vs Masked HERO Blast

texts:
My friend and I were playing Dark Magician vs HERO. I had Masked HERO Blast on the field and he activated Dark Magical Circle (DMC). I chained Blast's effect to return the Dark Magical Circle to my opponent's hand. I thought that since DMC has to remain face up on the field for its effect to resolve, he wouldn't get to look the top 3 cards of his deck. Since DMC states that a player may only "USE" each of its effects once per turn, even if my friend had played the circle again, he wouldn't have been able to use the first effect to look up the top cards of the deck because he had already used it once (and it resolved without effect).

The question is, was this interaction ok? Or would he had been able to look up the top 3 cards anyway (by activating circle immediately after being returned to the hand). Thanks!


texts: When I use Scion of the Ur-Dragon's ability and put a dragon card from my library into the grave yard, does that trigger Grave Pact?


texts: Drawing an event that moves you, do you still do tile text?

texts:
For example, I just discovered the Attic, which states:

  When exiting, you must attempt a Speed roll of 3+. If you fail, lose 1 Might

Now I draw The Left Hand as the event card for this room,  and choose this option:

  Keep your hand. Lose 2 Sanity, gain 1 Might, and move to the nearest room with an Omen symbol and draw an omen card.

Do I still have to make the Attic's speed roll to go to the nearest room?


texts:
Our group has recently started playing Eclipse (without any expansions), however we have been having trouble with Plasma Missiles. More specifically, simple "nothing but plasma missiles and possibly a computer" ship designs have been completely dominating combat, which is making the ship-building aspects of Eclipse somewhat uninteresting in the late game.

I believe that the main problem is just that we haven't found a suitable counter yet, and that if we found a way to counter these designs they would become less common (or we would at least have some more interesting battles), however at the moment our group is yet to come up with an effective way of fighting these ships other than "more plasma canons with higher initiative" (so your plasma canons fire first).

If another player starts building a lot of Plasma Canons, what should I research / build / upgrade in order to counter them?


texts: Killing planeswalker before taking out the player?

texts:
So I have heard a few different things and wanted to know for sure.
If a player has a planeswalker on the field, do I have to destroy the planeswalker before I can attack the player?

If not, what happens to the planeswalker if I lose all my hp? I've heard a few different things about this as well.


texts: How does the effect of tile 22 (from Tower of Babel) apply to tokens (from Great Projects)?

texts:
In the Babel rules, under the section "Playing with the other expansions", it says (English PDF, page 7):

  If you play with the Tower of Babel expansion, the effect of tiles 19 and 22 also apply to Conflict tokens from the Great Projects.

Tile 19 modifies the "taking of military Victory tokens".

Tile 22 modifies the "taking of military Defeat tokens".

While the Great Projects expansion has a reward token where you get Victory tokens (so the effect of tile 19 is clear), there is no reward nor penality token where you get Defeat tokens.

So when would the effect of tile 22 "apply to Conflict tokens from the Great Projects"?


texts: If you pass GO, do you collect 200 at the end of the turn or as you pass GO?

texts:
This is to settle a current dispute with our game. Here's the scenario: Someone rolled the dice and landed on Community Chest, passing GO in the process. They picked up the card and it read 'Pay 10 pound or Take a Chance'. They took a Chance, and the Chance card said 'Go back 3 spaces.' They landed on Mayfair, passing back over the GO square to get there. They argued that they should still receive 200 pound because they already passed GO, and you receive the money when passing it NOT at the end of your turn.

I believe that this is correct and you should get the money as you pass GO rather than at the end of your turn (therefore removing the money you got by passing if you went backwards and landed on a square before GO). I've looked in the rules and I think you get the money as you pass, rather than after the consequences of your turn.

What's the official stance on this?


texts: In the Diplomacy board game, can player A issue a support order for a player B unit? Let's say player B has a hold order for his unit. Can player A use that unit for support in an attack? Basically, at any point under any circumstance can I "commandeer" an opponents unit to support my own attack, and in essence cut that support if he is also using it in an attack?


texts: Does how you discard a Madness card affect whether it resolve before its source?

texts:
Take two possible sources of discard, Sinister Concoction and Macabre Waltz. One has a discard as part of the cost, one has a discard as part of the effect.

In the first case (discard as part of the cost), if you discard a madness card, will it resolve before the source ability?
In the second case (discard as part of the ability), will the madness card resolve after the source ability?


texts: What is the timing of building and paying debt?

texts:
To reiterate on previous questions (1, 2), the general timing goes like so:

Players decide which card to play.
Players decide how to play that card (build, discard, wonder).
Players decide how to pay building costs (who to buy from), and then announce/reveal their play.
Players complete the action and resolve building effects.

In the Cities expansion, there are building effects that cause debt, forcing other players to pay money or take negative VP tokens.

Let's assume that an opponent will play a debt 2 building this turn, and I start the turn with no money. Also assume that I know this will happen (from passing them the card and them playing a black card strategy). What happens in the following situations?

My neighbour pays me 2 coins to build the debt building. From the turn timing, it seems clear that I can pay the debt, since building costs are paid before their effects (I've included this for completeness).
I build a yellow card that gives me enough coins to pay the debt. Since the money gain and the debt happen at the same time, can I pay with the income?
I discard a card to get enough coins to pay the debt. Does money from discarding come in in step 4 (above), or earlier (step 2 or 3)? If it's earlier, it seems clear I should be able to pay, but if it's 4 (or after) then it's similar to the second case above.


texts: Do scope take up a slot after being combined with a gun?

texts:
I have recently began playing Zombicide and started with season 3.

There is a 'Scope' which can be combine with 'Rifle' to make a sniper rifle. No question about the effect of the weapon, just the number of slots it requires to carry or equip.

There is a molotov which works on a similar principle, combining 'Gasoline' and 'Glass Bottle', but there is a 'Molotov' card which you replace the combination with and it'll take up only 1 slot.

However even after being combined the sniper rifle is technically a 'Rifle' with a 'Scope', so should it take up 1 or 2 slots?

If it takes up 2 slots, does the Scope need to be on the other hand or can it be carried and still be in effect like 'Plenty of Ammo'?


texts: Scoring Attractions in Ticket to Ride: New York

texts:
I recently bought the new version of Ticket to Ride New York. One thing that is slightly unclear is the scoring rules on routes between two tourist attractions.
(Sorry if that is incorrect, but I don't have the English rules here and that is the exact translation from my language)

Anyways say you build the route between Times Square -> Empire State Building -> Chelsea.
- You get 1 point for the route TS -> ESB.
- You get 2 points for the route ESB -> C.
But then according to the rules you get one point per tourist attraction you connect.

Does that mean:
3 points (one for each)
or
4 points (2 points TS -> ESB and 2 points ESB -> C)

Image for reference:


texts: Is there a maximum duration for MTG official matches?

texts:
In MTG official tournaments, is there a maximum duration for matches?
Or, can each match last as long as it takes to end the game normally (and therefore there are pauses, in case of particularly long games) ?

If the first is correct, and therefore there is a maximum duration established before the start of the match, what could be the criteria for deciding who should be considered the winner in that case?


texts: Can Net Shield ability be triggered "in response"?

texts:
When runner has Net Shield installed, can they wait until they are about to receive net damage before they decide to trigger its ability?

If the answer is "yes" (or even "no") could you please also explain how it falls into the timing structure of Android: Netrunner?


texts:
In Tiny Epic Mechs when you enter the zone with the power mech, it says you "immediately take control of it". I was wondering where this falls in relation to other things that happen immediately. Specifically, mines, power up and attacking other players.

A mine could prevent you from getting the Mighty Mech as you'd lose health.
It would greatly affect a battle, whether you're in the suit or not.
Being able to heal or power up and jump into the Mighty Mech in one step would be very useful.

The order of actions I know are:

Mines -> Combat -> Turrets -> Action

Where should entering the mighty mech fall into this?


texts: Can I tap land for mana AFTER opponent tapped those lands if it's in the same stack?

texts:
The other player plays a spell which makes me tap 3 lands.  I want to play another instant on top of his instant using the 3 mana from the lands that will be tapped. Can I?

To simplify:

me: I have 3 lands
opponent: plays instant, taps 3 lands
me: Wants to play instant on the same stack
me: instant needs those 3 mana he is going to take


texts: When can protection from creatures be played

texts:
The other day I was in a situation where my opponent had 3 creatures on the board (4/4, 3/3, 1/1) and I had one creature on the board (6/6). My opponent attacked with all three creatures and I chose to block the 4/4 with my 6/6. Then my opponent played Divine Verdict on my 6/6 then also tried to play  Crypsis on the 4/4 that I blocked.

Am I correct in assuming that it was too late for the protection from creature card to be played because the combat damage had already been done?


texts: In Pandemic can I immediately cure disease to return to the 7 card limit?

texts: I have 7 cards in my hand 4 red, 3 yellow (both uncured diseases). I take a red card from another player in my city, can I immediately cure disease (there is a research center in my city) to enable me to return below the 7 card limit?


texts: Can a spell fizzle because a cost-reducing effect is removed?

texts:
In this scenario, would my Aerial Responder fizzle because the mana cost is higher than I can pay?

I have a Ballyrush Banneret out on the battlefield, which says "Kithkin spells and Soldier spells you play cost {1} less to play."

I play Aerial Responder for WW, tapping my only two plains.

In response to this, my opponent casts Lightning Bolt on Ballyrush Banneret.

We begin to resolve the stack, and first of all, Lightning Bolt kills Ballyrush Banneret.

Now Aerial Responder is going to be resolved. Does it still only cost WW, or does it now cost 1WW? Would it fizzle? If instead of only having two plains when I cast Aerial Responder I actually had 3, could I tap the final plains in response to this so that Aerial Responder could be cast?


texts: What is the penalty and procedure at Duplicate Bridge when a player revokes twice

texts: What is the penalty and procedure when at duplicate Bridge a player revokes unnoticed then revokes again the next trick around, this time noticed by an opponent before a further card is played.  In each case his partner was leading winning trump cards which won the tricks which meant that the revoking player was left with trumps which would allow him to win the remaining tricks.


texts: Do enchantments played by my opponent on creatures I control count towards my devotion?

texts:
If my opponent enchants my Spellheart Chimera with Encrust, will Encrust be counted towards my devotion or his?

This is for devotion towards my god, Keranos, God of Storms.


texts: What penalty should the Dummy receive for telegraphing to his partner after play has started?

texts:
What penalty should the Dummy receive for touching cards or moving cards forward?
After play started, when his partner led to the diamonds, Dummy arranged them again in my mind to make sure she knew there were 7 cards. I have also had the Dummy push forward a winning card in a ebu competition. I welcome your answer.


texts: What is the meaning of "count your losers" at no trump, and "count your winners" for a trump contract?

texts:
Are no trump bidders taught to "count your losers" because their 25-26 points represents enough material for nine tricks so that they should "play not to lose" (i.e. to prevent their opponents from getting five tricks before they get nine)?

And if trump bidders are taught to count your winners, does this mean that their 25-26 points are good enough for only 8-9 tricks and they need to "manufacture" the tenth and maybe ninth trick through trumps or otherwise so they have enough winner?


texts: How does second edition farmer scoring work?

texts:
Related to this question; I am wondering how “each city can only be scored once” worked in the second edition rules. Second edition, like third (current); scores each farmland as opposed to scoring each city. But if a city can only count once; then how do you treat a city that is adjacent to multiple farms?

A simple example; imagine a competed game where there is only 1 city; and it has 2 farms touching it. Each player controls a different farm. In third edition, each farm would be worth 3 points. What happens in second edition?

I was able to find the rules for first and third editions online; but not second.


texts: The item card Bent Spoon prevents all effects of attacks apart from damage.  Toxapex GX had an attack that causes 100 damage instead of 10 between turns. Does this damage class as an effect of an attack or, direct damage as an attack?


texts:
Since an emblem is neither a card nor a permanent, and doesn't have a card type (as per rule 113.5, shown below), "has no name, no types, no mana cost, and no color" (rule 113.3, also below), and (as pointed out by murgatroid99) isn't even on the battlefield in the first place (rule 113.1, ... also below), is there any way to either nullify or destroy/exile it?

  113.5. An emblem is neither a card nor a permanent. Emblem isn’t a card type.

  113.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In
  particular, an emblem has no name, no types, no mana cost, and no color.

  113.1. Some effects put emblems into the command zone. An emblem is a marker used to represent an
  object that has one or more abilities, but no other characteristics.


texts: Multiple questions about Betrayal at the House on the Hill

texts:
We bought and played our first game of Betrayal at the House on the Hill and we had a great time. Our haunt scenario was with a mummy, I won't spoil more about it.

Whose turn is it when the haunt starts? Is it the turn of the betrayer (who just activated the haunt and who's the betrayer) or is it just normal and is it the player next to him?
In some haunts the betrayer can control multiple characters and/or monsters (like the mummy). Can the betrayer use both his explorer and all of his other minions in the same turn or is it one character per turn?
An explorer had found a clue in the library and took the "knowledge roll" token as proof. But then he got killed. We made a quick house rule where the dying explorer had the chance to yell out the clue to the survivors in the house doing a 3 dice 5+ roll. It wasn't clear if the clue token could be dropped and picked up, or even shared with other explorers. In a real life situation I would definitely share this information.


texts: Can I use a card with "Add one mana of any color to your mana pool" in any Elder Dragon Highlander (EDH) deck?

texts:
I recently tried Elder Dragon Highlander/Commander, and found it to be a ton of fun.  I've started customizing one of the pre-cons I got, but I'm a little confused by some of the deck-building requirements.

According to the deck-building rules:

A card's color identity is its color plus the color of any mana symbols in the card's rules text. A card's color identity is established before the game begins, and cannot be changed by game effects.
Cards in a deck may not have any colors in their identity which are not shared with the commander of the deck. (The identity of each card in the deck must be a subset of the General's)

If I'm using Animar, Soul of the Elements as my general, my deck's identity is Red, Blue and Green.  I couldn't use Crumbling Necropolis in my deck, because it has a black mana symbol in the rules text.

My question is:  can I add a card to my deck that has the phrase "Add one mana of any color to your mana pool" (such as Mox Opal or Ancient Ziggurat)?  Even though those cards could conceivably add black mana to my mana pool, they don't have a black or white (or any for that matter) mana symbol in their rules text, so they would be valid for inclusion in any deck?


texts:
Simple question, yet unclear to me:

Someone attacks with a spirit creature, let's say a 2/2. I block with lets say two creatures, each 1/1.

Then the attacker plays Essence Flux, removed his attacker from the game to return it as a 2/2 mi a +1/+1 counter on it.

Will the attacking spirit survive because of the +1/+1 counter?
Will it still kill the two blockers?
What if it wasn't a spirit and is removed and returns - will it die because of the damage from the blockers?


texts: I have already bought 3 emerald development cards and I have 3 emerald tokens. I would like to buy a card which costs 3 emeralds. Do I need to pay with my tokens, or is it OK to have this with my development cards, so in the end it was for free?


texts:
Imagine the following scenario:  My last opponent is at one life. I have a Psychosis Crawler in play with the ability:

  Whenever you draw a card, each opponent loses 1 life.

I have 1 card left in my library and cast Divination, which says:

  Draw two cards.

Cards are drawn one at a time. So after the first draw, Psychosis Crawler triggers and my opponent loses his/her last point of life.

Now, I am not sure what happens next. Both rules for losing the game apply:

  104.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

  104.3c If a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)

Is this a draw?


texts: Does Android: Netrunner have anything similar to Magic the Gathering's judge program?


texts: Is it possible to set up a board state where neither player can ever win or lose except by conceding?

texts:
A Platinum Angel and Laboratory Maniac for both players would take care of most game endings but either one could be removed from play in a variety of ways. Mycosynth Lattice and Darksteel Forge would negate combat damage and destroy effects but not exile or sacrifice effects.

Edit: Ideally, fo maximum troll the boardstate should be reachable with only one player working towards it.


texts: Deviations from basic strategy due to the count in blackjack?

texts: Should you ever deviate from basic strategy due to the count? Lets take for example a situation in which the dealer's up card is a 4 and you have a 12. Basic strategy would tell you to stand and not hit. Now consider the count is extremely low, for the zen count, suggesting lots of '10' cards have been drawn already. Lets make it absurdly low like -14 or something. It makes it less likely then that the next card drawn should be a 10 value to have you bust. Should you hit in this scenario or is basic strategy always the way to go? On the other hand, a really low count makes it likely that the dealer then picks up a lot of lower value cards hopefully busting. I'm confused if card counting is simply for betting strategy or if it should be regarded as a way to alert you to opportune deviations from basic strategy.


texts: Can I activate an ability if that ability has no legal targets?

texts: If an opponent gains control of my turn using Cruel Entertainment could they spend all my mana on Phyrexian Reclamation if I don't have any creatures in my graveyard?


texts: Can I pay kicker on a creature put into play with Kaalia's ability?

texts: I've attacked with Kaalia of the Vast and I decide to use her triggered ability to put Desolation Angel onto the battlefield. Do I get the opportunity to pay for the kicker and destroy my opponents lands? Or does it come into play and blow up my own lands?


texts: Can you use Halicarnassus' special ability to build the wonder or to discard the card for 3 gold?

texts:
The wonder Halicarnassus has a special ability (second stage on side A, all stages on side B) that lets the player choose a card from the discard pile.

Instead of building the card for free, can the player also choose to build the wonder (paying the corresponding costs), or to discard the card for 3 gold?


texts: Can the card disintegrate destroy creatures with indestructible?

texts: I was playing magic the gathering with my friend, and I was using the card Zetalpa, Primal Dawn, which has indestructible. He wanted to play the card Disintegrate on the Zetalpa to destroy it, but we weren’t sure whether or not it would actually kill it.


texts: What happens when the Paranormal Investigator looks at a Doppelganger or Copy Cat who is now bad?

texts:
When a Doppelganger (or Copy Cat from the Vampires expansion) look at a role, their card now takes on the role they looked at. So, if they are swapped by a troublemaker, for example, the person who ends up with the Doppelganger card is the role the Doppelganger looked at.

Further, the Paranormal Investigator becomes any non-Villager role they look at and must then stop looking at cards.

In neither case are cards swapped.

My question is, what happens when the Paranormal Investigator looks at a Doppelganger who has looked at a card on the Werewolf (or Vampire) team?

First, if the Doppelganger is the first card they look at, do they assume that the Doppelganger is a Villager role and then look at a second card? I assume so. That's the only thing that seems fair.

Second, does the Paranormal Investigator become the non Villager role that the Doppelganger looked at?


texts: On my upkeep controlling a Dark Confidant I trigger revealing a card and losing life to it's cmc cost. What happens if I have a split card with 2 identifiable spells? Do I get to choose which one I would prefer to lose my life on?


texts: Is there a standard notation for poker games?

texts:
Is there a standard notation, like there is for chess, for describing Texas Hold 'Em, poker, or other poker-like card games?

I think there was a standard for Bridge because I remember they would print games/hands in the newspapers.


texts: Crane Clan ability when they tie, but another faction would win

texts:
In the situation where the Crane clan partakes in a battle, don't win said battle but still tie due to there being more than one opponent or the province being neutral with a standing defense, do they then win that province? The Crane Clans power reads "When you are tied, you win instead". For example in the following example who wins:

Crane and Scorpion attack a neutral Shadowlands province (which has a plus one defence printed on it), Scorpion with an Army 3 token and Crane with an Army 1 token.

Because Crane has the same value as the province and tie, do they win the province? RAW it would seem to be the case but it also doesn't seem to make a lot of sense to me? As if the bonus should only come into effect if the Crane clan is tieing the highest opponent. Is there any kind of FAQ or designer statement that clears this up?


texts: Are newly gained items considered Bequests in Haunt 94: Last Will and Tournament?

texts:
This question is spoiler-free.

In Haunt 94: Last Will and Tournament, what is considered a Bequest? Is it just the item and omen cards that we start the Haunt with? Or is it also any items and omens that we gain afterwards?

We had played where we thought it was any item and omen, since the rule book was a bit ambiguous. However, this resulted in a stalemate and we gave up as we went into our third hour of play time. Basically, we gained items far faster than we could get rid of them. So we are unsure if we were playing correctly.


texts: What does this oval symbol at the bottom of Magic cards mean?

texts: This is not related to game play as far as I know. Creatures such as Shivan Dragon, Victory's Herald and Glyph Keeper, and even enchantments like the double-sided Search for Azcanta, there is this shiny part near the bottom of the card. The only link that I have is that it is linked to rarity, because only cards that are rare and above have them, but not all of the cards that are rare and above do have them, and it is not related to premiums. Can anybody help me know what it is?


texts: When can I use Cyberfeeder's recurring credit with icebreakers?

texts:
In Android: Netrunner, Cyberfeeder is a piece of hardware that reads:

1 [Recurring credit]
Use this credit to pay for using icebreakers or for installing virus programs.

I'm interested in the "using icebreakers" clause. I know I can use it for icebreakers' paid abilities, such as 1 [Credit]: +1 strength or 1 [Credit]: break ice subroutine, but I was wondering if it can also be used for other effects like this one of Darwin's:

When your turn begins, you may pay 1 [Credit] to place one virus counter on Darwin.

Does "use" apply to this kind of cost, or just to paid abilities?


texts: If I change the text of a permanent while its ability is on the stack, does the ability change?

texts: Say my opponent activates an Acorn Catapult's ability targeting me, and I respond by casting Sleight of Mind targeting the Acorn Catapult and changing the word "green" to "white". When Acorn Catapult's ability resolves, do I get a white Squirrel token or a green Squirrel token? In other words, is the text of a permanent's ability based on the text of the permanent when the ability is activated, or when the ability resolves?


texts: Are creatures destroyed if their destruction happens at the same instant they lose "indestructible"?

texts:
Scenario:

  I play  Timber Protector which makes all other Treefolk indestructible (I only have Treefolk in play).
  My opponent plays a  Day of Judgment.

Does this only destroy the not-indestructible Timber Protector?

or

Does Timber Protector get destroyed, all my Treefolk lose their indestructibility,
and then they get killed at the same time?


texts:
When I play teaching games with much stronger go players, situations often come up where one side must win a ko fight in order to survive.

In these situations, my opponent will explain to me that winning this ko is worth more or is more important to the side which must win to survive.

However, this never made sense to me. At the end of the game, points are compared, so it seems that a loss by one side should be equivalent to a gain by the other. With this understanding, it seems that the side trying to kill should care just as much about the ko as the side trying to survive.

Why is it not the case that both sides should always care equally about the outcome of a ko fight?


texts: looking for an old game it had a battery operated ball

texts: It was a game almost like kerplunk but it was a ball that moved around in a change and you had to take turns removing stickes to the cage till the ball got free


texts: What is the name of this patience style 2 deck card game

texts:
I was playing a card game online but I don't know the name.

The game is played with two decks.
Approx 1 dealt face up in 10 columns with the rest kept for dealing but only 5 at a time despite 10 columns.
Cards can only be moved to the next card in suit (you build packs from K to Ace), but you can move an entire column of non suited cards on top.
Only Kings can go in column spaces.
Full suit doesn't leave the game until it is full and free if additional cards on top of it.


texts: Catan Road Eligibility for Diplomat with Knight In Between?

texts:
I recently played a game of Catan with Cities and Knights. We had a situation like the following (excuse the horrendously crude art).  Where an Orange Knight (A) is breaking up some roads between two Red Settlements (B & C). My question is if orange played a diplomat card, would they be able to take either of the adjacent roads (indicated by the green arrows)?
The C&K rules say this under the Diplomat card details:

You may remove an “open” road (without another road or other piece at
one end). If you remove your own road, then you may immediately place
it somewhere else on the island (following all the normal building
rules) for free.
An “open” road means a road that is at the beginning or end of a chain of roads which does not have any knight, city, or settlement of
the same color at one end. If you remove an opponent’s road, it
returns to his supply. If you remove your own road, then you may place
it immediately on the board, free of charge (following the normal
building rules—connected to your own road or settlement/city). You may
remove your own road and choose not to replace it.

My contention is that yes, orange could take either road. I think this is the case because a knight has the ability to break up longest road, which to me, seems like a knight placed like this would break up any road into two separate parts. But I'm asking because the almanac is not explicit as to what a 'chain' in

An “open” road means a road that is at the beginning or end of a chain of roads

is. So although the roads would normally not be at the beginning or the end, now that there is a knight there, I believe that they are both 'ends' of a 'chain' of roads, which would mean they are eligible to be taken.
However, some of the other players disagreed. Is there anything that explicitly clears this up in the almanac or even in the FAQ's?


texts: Is a monster considered "destroyed" if I tribute it?

texts:
Say that I have activated the Trap Card Shattered Axe on my opponent's monster:

  Activate this card by targeting 1 face-up monster on the field. During each of your Standby Phases: It loses 500 ATK. When that target is destroyed, destroy this card.

Before I get a chance to attack it in battle, my opponent manages to tribute the target. Does this mean that the target is "destroyed", and thus Shattered Axe is destroyed along with it? Or is the target not destroyed and Shattered Axe remains on the field, despite the fact that the target is no longer there?

I ask because Yu-Gi-Oh! Duel Links (a mobile version of the game) does not destroy Shattered Axe if the target card is tributed. It just sits on the field clogging up space and having the turn counter run indefinitely if the monster is removed by tribute. I don't know if that's a bug or intended behavior.


texts: Possible to play 2x2 with 1 core set and data pack in Netrunner?

texts:
I have just purchased the Android Netrunner Core Set, played a few games, and am now excited to play more.

The problem is that our usual gaming group consists of 4 people, and to my knowledge the Core Set only allows you to build up to 2 playable decks (1 corp, 1 runner) for play at the same time, because of the number of neutral cards.

I would like to know what would be the most economical way to extend the Core Set with enough cards to build 2 enjoyable Runner and Corp decks for play at the same time without actually shelling out another 40$ for a second core set?


texts: What combination of kingdom cards makes for the fewest number of turns to end the game?

texts: I am wondering in a 2 player game, what is the fewest number of turns each players could take to end the game.  Lets assume both player are working together to make this happen and have prefect luck, so stacking your deck each shuffle is allowed.


texts: Which dice game has a board with 9x9 squares that has different colors on the diagonals and midway on some edges?

texts:
Can anyone identify this game?

It's played on a board of 9 by 9 squares, some of which (on the diagonals and midway on some edges) are different colours, reminding me of an abbreviated Scrabble board, but rather than tiles, the players cover the squares with cubes that have various coloured symbols on their faces.

The picture seems to show a board slightly more than 1 ft. square, with the squares and cubes having edges of 1-1.5 in.


texts: Can I solve a puzzle I originally failed if there is a monster in the same room?

texts: In Mansion of Madness, my wife was in the laboratory. She then could not complete the puzzle in that room and the lights could not work. Then I had a cultist come in the room with her. Can she try to solve the puzzle for a second time to be able to turn on the lights before having to kill that cultist?


texts: How many of each land do I need to support a draft tournament?

texts:
I am planning on running some booster draft tournaments, and want to make sure I am well supplied. The best case scenario is that each player takes 8 of one color and 8 of another color (assuming a typical 40% land spread). Realistically this doesn't happen, though. Sometimes there's more of one color than another in the draft packs. Some people go mono-color. Some people might be poor players and go with a color they don't have strong cards in (this is very common in red and green) which increases demand for that 'overloaded' color (while decreasing demand for another).

So the 'best all around' would be 4 land per color per person. So for a 10 player draft I should have 40 land of each color.

The 'worst case scenario' (while realistically impossible) would be 17 land of the same color for every person. So a 10 player draft would be 170 land of each color (since I don't know ahead of time which color will get 'overloaded' as such).

In summary, For a magic booster draft of N players, how many of each land should I have available to accommodate a reasonably likely scenario?


texts: In Pandante, why is the fine for a failed challenge against a player telling the truth multiplied by the total number of players?

texts:
From the rules of Pandante, about resolving the winner of a gambit:

  When you’re challenged as lying about your poker hand, your two options are: a) keep your hand secret, fold, and pay each challenger 5 gold or b) reveal your hand to prove that you are telling the truth and each challenger pays you 5X gold where X is the number of players in the game.

Other fines in the game are fixed, and do not individually scale with the number of players.  In general, the number of players seems to be taken into account by the fact that the more people challenging etc the more money changes hands, naturally.  Why is it different in this specific instance of challenging a truthful best hand?

The only thing I can think of is that, the more players there are, the harder it is to successfully be the best hand at the end, without lying, and so achieving that deserves more reward.


texts: Can I control a planeswalker with Confiscate? Is a planeswalker a permanent that can be the target of Confiscate?


texts: In Ticket to Ride: Märklin, do Passenger cards allow you to complete Destination tickets?

texts:
Based on my understanding of the rules, you can use a Passenger card to complete a route that a passenger is on.  So, if I have a route of red trains and someone places blue in my path I can use the passenger card when picking up tokens to complete my destination.

At the end of the game do I get to count that as a completed Destination ticket (even though there is a break in my trains)? OR

Is the destination ONLY counted when the Passenger travels through and picks up Merchandise tokens?


texts: Conspiracy (Diplomacy Android app) possible bug or rules misunderstanding?

texts:
I am using the app Conspiracy for Android to play Diplomacy with my friends. I would like to know whether there is a bug or I am misunderstanding rules.

Spring 1901

Germany

F kie-hol
A ber-kie

France

F bre-ENG

Fall 1901

Germany

F hol-NTH
A kie-hol

Spring 1902

England

F edi-NTH
F lon S F NTH

Germany

A hol-lon
F NTH C A hol-lon

France

F ENG S A hol-lon

The rest hold every turn.
According to the simulation, every movement is negated in Spring 1902.
In my opinion, A hol-lon should not be negated. Am I right?


texts: Account Siphon on the corp with < 5 credits in the bank

texts: I use the "Account Siphon" ( https://netrunnerdb.com/en/card/01018 ) and the corp has only three credits. No ice is installed on HQ. How many credits will I get? 6?


texts: Does military power accumulate in Race for the Galaxy

texts:
I have one card placed down with a plus one to my military on phase three. I have already placed down a card in a previous settle phase that cost one military.

If another settle phase comes along can I play a hostile card that costs 1 military?

I would then have placed two cards down based on that +1 military.


texts: Does a Geologist get their gold if they're locked up?

texts:
At the end of a game I just played, there were 5 crystals on the table, and the geologist was locked up.

Everyone else in the group said the geologist didn't get the gold, but nowhere in the rules did it say they didn't get their gold when locked up at the end of the game.

What is the real rule? Does the geologist get their gold?


texts: Can you use Haunted Plate Mail as a Spirit ONLY when it hangs around all alone on the battlefield?

texts:
The card Haunted Plate Mail tells "Activate this ability only if you control no creatures."

I want to make sure I understood it right: Only if you control no Creatures on the Battlefield?


texts: Can you attack in stages before blockers are declared?

texts:
I have Answered Prayers, which reads:

  Whenever a creature enters the battlefield under your control, you gain 1 life. If Answered Prayers isn't a creature, it becomes a 3/3 angel with flying in addition to its other types until end if turn.

I declare an attacker, and in response to it attacking a creature enters the battlefield. (Say, Grave Titan creating its zombies.) Can I then attack with Answered Prayers as well before blockers are declared?


texts: What happens when you Magical Hack a Quicksilver Fountain?

texts:
So Quicksilver Fountain is a pretty unique card that an ability to override land types with flood counters. However, I was wondering about how it interacts with Magical Hack.

Say that I choose Swamp for the basic land type for Magical Hack. From my own thoughts and looking around, it seems like there are 2 possibilities:

All flood counters instantly switch to using the other land type: All flooded Islands become Swamps instead. New counters also turn lands into Swamps.
Previously placed flood counters are unchanged (The respective lands remain as Islands), but newly placed ones will turn lands into Swamps. You can override the older counter by placing a new one on the respective Island.

I was wondering which of these was the case.

In addition, what happens when Quicksilver Fountain leaves the battlefield after being hacked?

Do the flooded lands remain as Swamps, or do they revert to Islands due to Quicksilver Fountain not being on the field anymore?


texts: How can make a balanced equipment deck with seasons 1 and 2, and TCM?

texts: When playing with both season 1 and 2, and TCM, what is the best way to build the equipment deck so it is not unbalanced? It seems like the likelihood of drawing a three damage weapon is quite low with all the cards together.


texts:
I attacked with 4/4 creature with first strike and life link.

My hubby blocked with his only card, a 2/2 with “when this creature is dealt damage, it deals 5 damage to target creature an opponent controls”. He chose to deal that damage to my attacking creature.

Can I then play an instant to give my creature +2/+2, so his damage does not kill my creature? (My attacking creature is 4/4).


texts: With an action, one may give items to another player. Can you take an item from a player with an action, or must you wait for their turn and have them give it to you?


texts: With Life and Limb do my forest's suffer from summoning sickness

texts: So from what I understand Life and Limb makes your forests into creature. So are you're forests then affected by summoning sickness, and therefore you are unable to be tapped for mana the turn you play them? If so is there a reasonable to animate you're opponents land like this to set them back?


texts: What is the purpose of the Attack stat for a unit with no melee weapons?

texts:
According to the 8th Edition Core Rules, the attack stat is defined as follows:

  Attacks (A): This tells you how many times a model can strike blows in hand-to-hand combat.

As I understand, this only affects the fight phase, and as such only melee weapons. However, I see several units, such as the Kustom Boosta-Blastas, which have an attack stat, but no melee weapons. What is the purpose of this stat? Or is it just "filler"?


texts: Controlling an Artifact Creature - Aura with Equip, can the permanent equip itself?

texts:
For clarity's sake, I'll start by explaining the process in which you get such a permanent.
I control Mairsil, the Pretender with an Gliding Licid, Lightning Greaves (can be any Equipment), and Cultivator's Caravan (can be any card with Crew) in exile (all with cage counters on them).
I activate the ability Mairsil gained from Gliding Licid making her into an Aura, she will retain the Equip and Crew abilities (becaus of how Gliding Licid's ability is worded).
Mairsil is now an Aura with "Enchant creature", "Equip 0", and "Crew 3" (irrelevant abilities are excluded). Since the Equip ability states that you "Attach this permanent to target creature you control", and since the Mairsil Aura can be attached to creatures, I assume this means that I can re-equip Mairsil to other creatures I control.
I now crew my Mairsil Aura, Mairsil will now be an "Artifact Creature - Aura" (Crew retains subtypes right?).
Now we're finally here, is there anything stopping me from equipping Mairsil to herself?


texts: Is it possible to lose Forbidden Island on the first turn?

texts:
My first time playing this game last night.  My friend that was teaching me had only played a couple times.  Despite a quick rules reading we wanted to verify this sequence that happened to us.

After the board was laid out, we flipped 6 tiles, among them Fool's Landing.
I took my turn, but was unable to Shore Up the Fools's Landing
Waters Rise!
Fool's Landing is drawn and discarded.
We lost.

With a quarter of the land cards drawn to start the game this seems like it would be a fairly common occurrence.

Did we miss a rule somewhere?  Are there ways to ameliorate this?


texts: What is the reason why the commentator said that?

texts:
I was watching this video. When I was confused by what one of the commentators said. The commentator said basically that Daniel's pair of deuce would get beaten if Phill Laak would hit a 9?

Why is that?


texts:
I have found a die. The faces depict Fire, a Sheep, a Lock, a Footprint, an "L", and a Magnet.

What game is it from?


texts:
How do the +cards work in Dominion? Do you have to draw the card immediately or can you wait?

For example, let's take the Spy cards where it says +1 cards, and then all players must reveal the top card of their deck, you decide whether they discard it or put the card on top of the library.

As of now, I'm doing the latter before the +card label, as it lets me see the card I might draw or not.


texts: Is there a conventional way of searching for lands in a mono-red deck?

texts:
I'm constructing a mono-red deck and I was wondering whether there are any options for land search / ramp for this kind of deck? I don't want to combine my deck with green for land searching.

I was thinking about cards like this:

Any ideas?

Edit:
As a second thought: I'm looking for more mana in fact not land.
I'm constructing a Standard (Type II) deck.


texts: Prevent a player from using creature type?

texts: Is there a card that has an ability to the effect of "Choose a creature type. Creatures of that type cannot be summoned."? I feel like I would have found something on it if there was, seeing as it counters A LOT of decks, but I'd like to get confirmation.


texts: Rock Paper Scissor Lizard Spock applied to units features

texts:
I need to put together a system for a game, with the following premises:

There are 5 types of units: A, B, C, D, E.
A beats B and D
B beats C and E
C beats D and A
D beats B and E
E beats A and C

In addition, each unit type has different properties’ values:

Attack force
Number of attacks it can perform in one turn
Defense

I need to know how I can make it possible with different values to achieve the premises mentioned above.

I was able to think of something similar for 3 types of units (A, B, C):

A has a high attack force (5) and a medium defense (2).
B has a high defense (5) and can make 2 weak attacks (2x1).
C units work as a duo. They have medium attack (2) and little defense (1), but 2 units of C can attack at the same time (summing their attack force).

So:

A beats B (A attack force >= B defense)
B beats C (B x2 attacks >=  each C defense)
C beats A  (2xC attacks >= A defense)

I need to do something similar, but for 5 types of units. How could I do this without having to include more complex issues? I want to handle it with properties’ values, and not with "unit E cannot attack unit D", etc. I could include another parameter, but the least things I add, the better.


texts: What happens when a non-token creature loses all abilities, is exiled, then returns?

texts:
So I was playing with some friends and we ran into a problem. My opponent had a creature with both hexproof and indestructible.

I drew and played Polymorphist's Jest. I then attacked with my creature, which had Voidwalk encoded on it. It wasn't blocked, so I cast Voidwalk with his currently blue frog creature as the target and exiled it. Now, I know exiled tokens immediately die or cease to exist, but what would happen to his creature? Would it return or simply be gone?


texts: How early should I move my king in Hnefatafl?

texts: In Hnefatafl (with these rules) the aim of the white player is to move their king to one of the corner squares. How do I know when it's safe to move the king? Are there 'signs', for example, the other player not having many pieces, or those pieces to mostly be on one side of the board?


texts: How should my strategy change for six players?

texts:
I often play (and often win) the card-game Wizard with 3 players. I call somewhat aggressively and it works out well.

Recently, I played with more players, and my strategy didn't work as well in those circumstances. Especially with six players (the maximum), I don't have much success. How should I adjust my strategy for more players?


texts:
I enjoy playing Agricola, but the box the game comes in doesn't lend to keeping the pieces organized, and I generally spend a fair amount of time taking everything out, and even more time putting everything back so it's not a complete mess the next time I play.

Any good suggestions for alternative storage that minimizes the set up/tear down?


texts: Does Rot Wolf's ability work even if he dies?

texts:
Scenario 1:
My Rot Wolf (2/2 with Infect) is attacking.  My opponent assigns his Defiant Elf (1/1 with Trample) to block.  He then plays Giant Growth on his 1/1 to become a 4/4 until end of turn.

Now, my Rot Wolf gets dealt 4 damage and dies, I understand that, and his Elf gets 2 -1/-1 counters on it.  However, once the turn is over, Giant Growth wears off, and his Defiant Elf becomes -1/-1 and dies.  The question is, do I get to draw a card because the Elf was put into a graveyard and was dealt damage by Rot Wolf this turn? Or is it that because Rot Wolf was put into the graveyard before the Elf was, does his ability not enable me to draw?

Scenario 2:
My Rot Wolf attacks, he blocks with his Grizzly Bears (2/2).  Both get dealt 2 damage and die.  In this case, however, both go into the graveyard at the same time, would I get to draw a card now? or does the Rot Wolf have to survive combat for me to draw?


texts: A couple questions regarding the swap card:  1.  If it is the last card in my hand, and I place it in the discard pile, do I have to do the actual swap which would keep me from going out?  2.  If it isn’t the only card in my hand, but the only playable card in my hand, do I have play it or can I skip my turn after picking a card?  Ps- when I say swap card, I am referring to the shuffle hands card


texts: Arsonist vs Hedge Tavern in Rivals for Catan

texts: When using the arsonist against the Hedge Tavern, where does the Hedge Tavern card go?  Does it go to the bottom of an "Era of Turmoil" stack or does it go back to its original starting position face up?


texts: Does depressurising The Nest kill the eggs?

texts: If you use the Airlock Control room's room action to begin depressurisation in The Nest and the depressurisation completes successfully, do the eggs die or is The Nest destroyed?


texts: Penalties involved in withholding knowledge of a rule violation

texts:
Player 1 won Game 1, Player 2 won Game 2, and it is at some point during Game 3 now. In Game 2, P2's Venser, Sojourner exiled a number of P1's cards and P1 doesn't remember the exiled cards when presenting his deck to P2 for Game 3, but P2 did notice but did not notify P1.

As the game progresses, P2 realizes he is losing and then calls a judge, telling him or her that P1's deck is illegal as it is under 60 cards. It should be mentioned that P2 knew the deck was illegal and withheld this information until it was opportune for him or her.

What are the specific rule violations on both players, specifically P2? Does it change if P2 did not know the deck was illegal and only just noticed it? Just curious if P2's failure to notify P1 of their illegal deck changes the penalty for P1.


texts: How often can I activate planeswalker abilities with Teferi's emblem?

texts:
This question relies on Teferi's emblem which says

  You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant.

Since I can activate 1 planeswalker ability per planeswalker per turn could I activate Jace's +1 draw a card ability on each player's turn as long as I have the emblem on board?


texts:
Regarding the Creatures in troops:

May a troop with a creature have its creature replaced with a creature not currently on the board?


texts:
I was playing Monopoly with my friend one day and I had an orange full set AND a red full set. I started to add houses to the sets. However, as soon as I added a second house onto Vine Street/New York (the formation of houses for the oranges and reds were 1-1-2 0-0-0), my friend suddenly told me that I wasn't following the rules of building evenly. According to him, I had to build houses on the reds, i.e. 1-1-1 1-1-1, before I could start on second houses.

  The properties in a color group must be developed evenly, i.e. each house that is built must go on a property in the group with the fewest number of houses on it so far.

This is what the rulebook says about building houses evenly across a colour set, however, I couldn't find anything that says that houses had to be built evenly across colour sets.

Is what I did against the rules?


texts: Do you still collect a noble if the day ends?

texts: If there is one noble left in line and you play "fled to England" to discard it (thus, ending the day) do you collect a noble from the new day?


texts: Can you conquer 3 cities with the flight card?

texts:
We played Civilization - A New Dawn twice now,

And I must say that it is rather 'difficult' to built a new city.
Meaning that you can only built 1 at the time with the masonery card, and that you can't build a wonder because of the 'or' statement on the card.

During these 2 games, we only build like 3-4 cities, and that again, most of them were on easy (to conquer) terrain.

What troubles me then, is that it is very easy to attack and conquer cities if you have the flight card.  My friend had a very good attack, and was able to take out 4 easy cities and 2 city states in 2 turns.

So while it takes a while to build a city (once at the time, you can conquer 3 at the time by flight), because the tokens doesn't matter anymore.

Did we forget about a rule, or is this unbalanced?


texts: How does Camouflage interact with "can't be blocked by more than one creature"?

texts:
Camouflage is a strange old card that changes how blocking works. The card text says

  This turn, instead of declaring blockers, each defending player chooses any number of creatures he or she controls and divides them into a number of piles equal to the number of attacking creatures for whom that player is the defending player. Creatures he or she controls that can block additional creatures may likewise be put into additional piles. Assign each pile to a different one of those attacking creatures at random. Each creature in a pile that can block the creature that pile is assigned to does so.

Here's an example of the situation I'm wondering about:

My opponent attacks with two creatures, a Charging Rhino and a Boggart Brute. The former can't be blocked by more than one creature, and the latter can't be blocked by fewer than two creatures. After they declare attacks, they cast Camouflage.

Now, I want the possibility of blocking both creatures, so I put two creatures in one pile and one in another (for simplicity, assume all of the blocking creatures are 1/1 Soldier tokens).

Then, when the piles are assigned to attackers, I get unlucky, and the pile with one creature is assigned to block the Boggart Brute, and the pile with two creatures is assigned to block the Charging Rhino.

Now, clearly the single Soldier can't legally block the Boggart Brute alone. So my question is this: does the Charging Rhino end up blocked?

Basically, I think there are two possible interpretations for the bolded sentence that change how this situation plays out. I think it could either mean

  For each attacking creauture, if some subset of the set of creatures that could each individually block that creature is a legal block, then they are assigned to block that creature.

or

  For each attacking creature, if the entire set of creatures that could each individually block the assigned creature is a legal block, then they are assigned to block that creature.

Or it could even be something different from both of those that I haven't thought of.


texts:
Many cooperative games (like Pandemic or Arkham Horror) could be played by a single player, even though they're intended to be played by a team of players striving against the board.

What makes a cooperative game require multiple players?

What aspects can a cooperative game have that make it actually impossible to play as a solo game?

I'm talking about a fully cooperative game here, where everyone wins or loses together.

Many cooperative games suffer when one player knows the game best, so they just tell everyone else what to do.  If the other players are new enough (or meek enough), the game turns into a one-player game with a bunch of confused spectators.

If the game can't be played by a single player, the knowledgable player's advice is still advice, but it's less compelling.

Note that I'm not asking what to do about overbearing players.  I'm asking what makes it impossible for a cooperative game to be played solo.


texts: I'm reasonably sure the answer is no, but at Monster Payday I (or when hiring) can you sacrifice a ghost to the demon? Or not, since it's not a monster, and the icon is a monster icon and ghosts aren't monsters?


texts: Identify this card game with a 52-Card deck and two teams

texts:
I played this card game without knowing its name and had forgotten some rules. So here is a description of the game.

It is for 3-12 players and players team up as the good or the bad. (Played using a 52- card deck) Players will sit in a circle.
A dealer will not take part in the game and will choose who to be good people and who to be bad people. This is done by giving a  red card (bad team) or a black card (good team) to the players by lying face down. (The identity of every player is unknown to the others at the start) The bad players must be lesser than the good players. (Ex: 3 Good Players and 2 Bad Players or 4 Good Players and 2 Bad Players)
A few special identities are given to some players like
-(The Queen of Spades - Leader of Good Team)
-(The Queen of Hearts - Leader of Bad Team)
-(The King of Spades and The King of Hearts which I had forgotten their role)

Once done, the players will "sleep" by putting their heads down.
a) The dealer will call up the bad players so they will know who their allies are. Then, they will be asked to sleep again.
b) Now, the Kings and Queens are asked to rise (Which I forgot too, so it might be untrue)
c) Then, everyone will be asked to sleep again. Once done, everybody rise and the game begins.
d) The dealer chooses a player to begin the game and he or she must choose two players to play with her.
e) Each chosen player (3 in total) will be given a black card (spades or clubs) and a red card (hearts or diamonds)
f) Then, they will choose a card to place at the centre (The good can only place black cards while the bad can place either one)
g) The motive here in part 1 is to win 5 points by either the good or bad. (The good wins if all the card placed in the centre are black while the bad wins if one of the cards at the centre is red)
h) Therefore, the good players have to identify their allies while the bad players have to trick the good players into choosing them to place their cards
i) The game continues with the left person of the last chooser and he or she now choose 3 players instead of two.
j) The increase in a chosen player will go on until a team reaches 5 points or the max number of good players are reached. (Ex: If there are 6 good players, the increase will stop until only 6 players are chosen per game)
k) The part one of the game ends when a team reaches 5 points.

Part 2- The part that I forgot (might be untrue)
a) Players are required to guess the leaders of each team and will try to prevent the other team from knowing their team leaders
b) The team who identifies the other team's queen wins.


texts: What happens when a fortified land stops being a land?

texts:
Darksteel Garrison is like an equipment but for land - it can fortify a land, giving it an extra ability. The Westvale Abbey is a land but once it transforms, it's no longer a land.

What happens when a land such as Westvale Abbey equipped with a Darksteel Garrison transforms?


texts: Pandemic on the Brink expansion in different language than the main game

texts:
I have original Pandemic in my local language (Greek).

I want to buy Pandemic on the Brink but i cant find it in Greek.

I don't mind having mixed languages, but is there any other kind of problem that prevent me from having Brink in different language?


texts: What is a proper bidding sequence after a "weak 2" bid?

texts:
In the opening game of a rubber, I dealt and opened two diamonds (weak) with the following:

(s) J3 (h) 54 (d) KJ7532 (c) A42. Partner responded two hearts. I passed with my two weak hearts, fearing a "misfit" and we made five because partner had the following:

(s) 65 (h) AKQ32 (d) A84 (c) KQ5.

Basically, we lost the two spades and took the rest (the opposing hearts divided 3-3).

Even allowing for the favorable heart break, we felt that we could have bid higher. Partner said that if she had it to do over, she would have raised diamonds.

Was there, in fact, a better bidding sequence? What should I have bid if we were playing "Raise only non-forcing" (RONF)?

Given that partner and I hadn't discussed this matter before, I was afraid that partner might have bid 2 hearts with as little as  (s) 65 (h) AKQ32 (d) T84 (c) 765 (as some others in our bridge circle might). Is partner supposed to have an opening hand (or better) when she takes me out of 2 diamonds with 2 hearts?


texts: Will state triggers cause a draw if their condition is always true?

texts:
If I have Hidden Predators and Enchanted Evening on the battlefield, will the game end in a draw as soon as my opponent has a creature with power 4 or greater enter the battlefield?

If I understand the layers correctly, then Hidden Predators will be an Enchantment and a Creature, because even though its own ability normally removes the Enchantment type, the ability of Enchanted Evening will make it stay an Enchantment. This means that every time the state trigger of Hidden Predators resolves, it will immediately trigger again.

Assuming no player has an instant to get rid of any of the 3 cards in question (or to kill their opponent), does this cause an automatic draw?

Edit It turns out I was wrong about the layers. I thought that a continuous effect like "all x are y" would take precedence over a type-setting effect like "y becomes x".


texts:
I'm playing as the USSR in the fantastic Twilight Struggle PC implementation by GMT, and I have a hand of two cards, one is Five-Year Plan, which states:

  USSR Player must randomly discard one card. If the card is a US
  associated Event, the Event occurs immediately. If the card is a USSR
  associated Event or an Event applicable to both players, then the card
  must be discarded without triggering the Event.

and the other is Truman Doctrine:

  Remove all USSR Influence markers in one uncontrolled country in
  Europe.

When I go to play Five-Year Plan, it gives me the Defcon Warning. I'm apparently missing something because I don't understand why playing Five-Year Plan in this situation would allow my opponent to lower Defcon.

Why is this a defcon suicide card?


texts: Can you stack cards of the same number but different colors?

texts: During an Uno game, can one player put multiple cards of the same number but not the same color on top of each other, with the first card the same as the previous one in the Discard Stack?


texts: Can a Pit Card Game be Won if two players refuse to trade with another particular player?

texts:
My sister and I had an argument after I stated that I did not want to play Pit with them anymore because her husband and her son for some unknown reason refused to trade with me.  Since she is always right, she said I was not telling the truth because the game is set up so that everyone has to trade in order for someone to win.

While I did not remind her that the game in question was not completed because I threw my cards down and quit, I still believe there is a possibility, however remote, that the game could be won if one player was frozen out by 2 or 3 others.  Any mathematical statisticians out there that would like to come up with an answer for me? I really want to know the answer!!


texts:
In the game dominion are you allowed to trash horses with say a card like improve?
On the card it states it is not part of the supply.
Is there any place in the rules that states that you can or can not?


texts: Identify board game on 4x4 board with 8 black and 8 white pieces

texts:
Staying in an old farmhouse in France we have found this game.

There is a 4x4 board with 8 black and 8 white pieces. Does anyone know what this game is called and more importantly how to play it.


texts: Does Chance for Glory make your creature indestructible indefinitely if you skip the extra turn?

texts: If I cast Chance for Glory, and skip the extra turn using Sundial of the Infinite, do my creatures retain their Indestructible?


texts:
My group of friends have now played almost a few dozen games of Dungeon! and we have consistently noticed that the Cleric wins.

The Cleric has a target of 10,000 and works very well across all levels till level 4.
The Rogue has a small target too, but it cannot perform very well beyond level 3.
The Fighter has a larger target of 20,000, but can perform as well as the Cleric (till about level 4). It gets difficult in level 5 or 6.
The Wizard has a very high target of 30,000, so its best bet is level 5 or 6 to gain a lot of treasure very fast.

So I am not sure if the game is biased towards the Cleric - any thoughts?


texts: I'm an American living in France, and I want to play Magic the Gathering. Would it be a problem if I buy English printed cards to play in FNM and official tournaments here? Should I just stick to French printed cards since English printed cards may not be allowed?


texts: Can I see the card I draw before deciding to activate Dawn of Hope a second time?

texts:
I have one Dawn of Hope and two Soul Warden on the field. Another creature enters the battlefield, triggering both Soul Wardens' effects. Since each Soul Warden causes a separate life-gaining event, I know that I can activate the effect of Dawn of Hope twice, to draw two cards.

But can I activate it once, look at the card I draw, and only then decide whether or not to activate it a second time? Or must I decide it all at once?


texts: Can my opponent force me to play out a demonstrated loop?

texts:
We are at a Competitive REL tournament. With ten minutes left on the clock in game three, my opponent is at 5000 life. I control two Elite Arcanists. Each of them have Time Stop exiled. I also control a Subversion.

Subversion triggers and resolves (my opponent loses one life)
I activate Elite Arcanist and end my turn
I activate the other Elite Arcanist and end my opponent's turn

I demonstrate this loop to my opponent and offer to shortcut 5000 iterations. My opponent asks me to play it out. If I comply, the game will certainly end in a draw.

Can I call a judge and force my opponent to accept the shortcut unless he has an action to take?


texts: Does Wildfire Eternal give Dread Wanderer graveyard flash?

texts:
If Wildfire Eternal attacks, and isn't blocked, the player is allowed to cast a sorcery or instant from the hand without paying its mana cost.

If Dread Wanderer is in the graveyard, you can return it to the battlefield if you can cast a sorcery and you have one or fewer cards in your hand.

Assuming you already have one or fewer cards in your hand, and have attacked with Wildfire Eternal that hasn't been blocked, can the player now instant cast Dread Wanderer from the graveyard?


texts:
In Wingspan there are certain actions which require the payment of eggs which have been previously acquired.  If a player reaches the point where any action on their part requires at least one egg and the player has none, what happens? I can't find the anything in the rules, but I would think the options are:

That player defaults their turn and play continues with other players.
The game is over.
The player automatically gets one egg to use for their turn (least likely event).


texts:
I'm new to MtG and I really want to go to Friday Night Magic, but I've never done a draft before.

Are there online resources with good advice for what to pick and when?


texts: Mechanic, playstyle, or even particular deck, to counter multiplayer wipe/control deck

texts:
In my playgroup, there is this guy who specialased in multiplayer matches. In fact, all of his decks are super-strong, but only in multiplayer.

He has wrath effects in every single one of his decks, and  counterspells/unsommon/disenchant too. He wins almost all the time by controlling the board by wiping it almost every game. I tried some of my one-shot combo decks on him but he always has a counterspell or destroy-creature spell to put me back to the ground.

It is becoming really annoying and I simply don't know how to handle it. I need tricks and maybe some deck ideas to avoid being controlled over and over, and having a win-condition that can stand a chance.

I'm not restricted to a budget as long as it is reasonable for casual. By this I mean no $1000 fetchland/dual-land manabase.

EDIT: I was asked which wrath effects. Mostly -2/-2 to -4/-4 to all creatures,  destroy all creatures, damnation and the disk (which shutdown my try on a enchantment deck...). He plays mostly green, blue and black.


texts: In Small World, how does the Spirits' ability apply to already declined races?

texts:
I have a small question regarding the "Spirit special power" (quote from the rules: You may thus end up with two different races in decline on map at the same time and score for them both.)
If I have a race in decline and I want to put my second race in decline ex. "Trolls with spirit", will I keep my old race in decline with my new race in decline (because of my spirit special power) or will that rule only take effect for the next race put in decline?


texts: Can a disease be eradicated at the beginning of the game?

texts: During the setup the players are required to draw 9 cards to infect the starting cities before the game starts. What if for example no red disease card is drawn? Is the red disease already eradicated before we start the game?


texts: Are Wargames Research Group rules still available?

texts: I used to use Wargames Research Group rules, mainly for modern warfare (post-WWII) wargames. Does anyone know if they are still available, or maybe a more recent update of them?


texts: Will any route (built without a destination ticket) be counted as points?

texts:
Will any routes, built without a destination ticket, be counted as points?

In other words, can you get any points if your built any segments without the appropriate destination ticket?
Can you build them anywhere?


texts: Would spells played with Enchanted Evening in play trigger Mesa Enchantress?

texts: With Enchanted Evening, all permanents are also enchantments.  Mesa Enchantress allows you to draw when you play an enchantment.  If I have both out, and play a creature, do I get to draw a card?


texts: I declare Grizzly Bears as an attacker. My opponent moves to declare blockers, and decides to block the bears with an Air Elemental. Looking at the creature’s power and toughness, I notice my bears are going to die, so I cast Titanic Growth in order to make my bears more powerful. But, in response to my last spell, opponent casts Shock in order to kill the bears before the titanic growth resolves. In such a situation, do the Bears deal their 2 damage to Air Elemental, as the fight has been done just the same, or do the bears go directly to the graveyard without dealing their damage to the blocking creature?


texts: Which features are scored first in Carcassonne?

texts:
I am playing with the The Gold Mines expansion in Carcassonne and I was wondering what the scoring order of features is. Which features do you score first?

I was playing and I placed a piece that completed both my mom's monastery and a road she shared with my brother. Gold was on the piece with the monastery and an adjacent piece and the road went through both those pieces. If the monastery was scored first my mom would get all the gold but if the road was scored first she would have to split it.


texts: Monopoly Development Card - before of after the dice?

texts: When do you use the Monopoly development card? Before or after rolling the dice? Please explain why using the official rules.


texts:
Mangala is the Turkish version of mancala, with its own set of rules.

I am planning on doing a project in it. Are there any game engines that either specifically play it, or universal Mancala players that plays it after supplying the options?

EDIT:

I am not looking for an app, but for a game engine. For example in chess, Deep Shredder is a playing app, while Stockfish is an open-source engine.


texts: Phases order in "Catan: Cities & Knights"

texts:
According game rules, each player can perform any action (building, trading, knight activation, etc.) in any order during her/his turn.

Can an action type be done more than once in the same turn?

Example: It's John's turn:

he activates a knight
he builds a settlement on an harbor with 3:1 commercial ratio
he uses such 3:1 change ratio to exchange resources with the bank
he trades with othere players
he builds a road
he activates another knight

I have that conundrum since in the classic Catan, the trading phase and the building one are strictly separated and you cannot mix them up (you can just if you use advanced rules).


texts:
I know the rules for what happens when an aura that wasn't cast enters the battlefield - that aura's controller chooses something to enchant with it, and this doesn't target that something.

However, I'm confused as to what would happen if I had, for instance, a Market Festival enchanting my Forest, and then copied that Market Festival with my Mirage Mirror.

My first thought is that it would instantly fizzle with nothing to enchant since it's not entering the battlefield, and whatever a permanent is enchanting is not a copiable value of an object. Or, am I wrong in that I would get to pick a different land and enchant that with the Mirage Mirror copy? Some clarity would be greatly appreciated!


texts: What's the best way to explain 7 Wonders to a new player?

texts:
I've been playing 7 Wonders for about 3 months now, and my friends & I love it.  However, because of the complexity of the game and the large number of mechanics in it, I find it really hard to explain to someone new to the game.  (I've seen this difficulty in others explaining it too.)  I don't usually know where to start, and because of the amount of material to cover, the learner only gets more and more confused as I try to teach them.

Some of the people I play with believe that the best way to learn it is to just play it and see it in action.  I'm not sure if I completely agree with this.  Surely there must be a good way to explain the game simply and concisely (without merely saying, "Here's the rules; when you're done reading, we'll play") so that a newbie doesn't glaze over, but also isn't left completely ignorant.


texts: Attack a creature you control with instants?

texts:
While trying to build my dinosaur deck i was wondering if instants like Shock, Dual Shot, Lightning Strike may target one of your own creatures? (in this particular case some of my dino's).

According to another question here: https://boardgames.stackexchange.com/a/28550 you may not do this. However on the official magic site it states you may do it. https://magic.wizards.com/en/articles/archive/how-build/how-build-dinosaurs-2017-09-29 Section Build To Fight

  Rile replaces itself, gives a creature trample, and is cheap to cast, while Dual Shot and Slash of Talons present versatile options that can be used against enemy creatures as well as your own.


texts: Will my Pelakka Wurm still deal trample damage vs Deathtouch?

texts:
I was playing my son using a green deck.  I played a Pelakka Wurm which has trample.  He played an Eldrazi with deathtouch.  He is a firm believer as soon as the attackers and blockers are announced, the deathtouch would kill the Wurm.  I tried to get him to understand it would be taken care of in the damage phase and the Trample would in fact still do its damage.

Now, I know that Trample damage will take affect on the defending player only after it does lethal dmg to the blocking creature.  So, I announce the attackers and he announces the defenders.  The issue I have is, would my dmg take affect before his deathtouch does.  I believe my dmg is resolved first, activating the trample.  His dmg is activated second, satisfying the rules for deathtouch to work.  That card would destroy the Wurm, but the Wurm would complete the Trample before.


texts: Are there any open source card game like magic the gathering?

texts:
I want to create an online card game with fights like magic the gathering or any other mana-health card game.

Do you know any card game that is open source and I can use the rules, cards and game-play free of charge?

I have tried to create one of my own but it's so difficult.


texts: How do Pitiless Plunderer and Bontu's Last Reckoning interact with each other?

texts: Would Pitiless Plunderer create treasure tokens if you had two other different creatures on the battlefield when a board wipe like Bontu's Last Reckoning is cast?


texts: When something is put into play, who controls it and why?

texts:
It seems to me that the underlying assumption with Hive Stirrings is that the Sliver tokens come into play under your control. However, I am building a random standard Polymorph deck (random standard is like t2 but sets are picked randomly) which could also use Defense of the Heart as a 4-8 copy of polymorph if I could give my opponent the slivers instead.

Can anyone point me to some kind of reasoning/ruling behind which player the tokens come out under because to me this seems like kind of an oversight on the part of the card creators by not being specific enough with the card wording.


texts: What's new in A Game of Thrones 2nd Edition?

texts:
I recently acquired the 2nd Edition of A Game of Thrones: The Board Game. I've played the older edition for years.

I'm having people over to play the new version later today, many of whom are familiar with the old version, but I haven't exhaustively read the new rules yet. I noticed in the quick reference sheet that there are minor (but important!) rules differences, such as how the Star Raid order works.

What rules changes have there been since the first edition and its expansions?


texts: Can I save my spark trooper with a delayed flicker?

texts:
What exactly defines the beginning and end of a specific step? Because I'm wondering if my logic seems solid enough.

I'm thinking of trying to avoid the sac requirement on my Spark Trooper by using Voidwalk or the ability of Mistmeadow Witch or the like. This way I hope that when he comes back to the field since all the initial actions that stated at the beginning of the end step resolve, it is thus no longer the beginning of said step meaning I can hopefully bypass the sac requirement when he re-enters and thus use spark trooper repeatedly without having to revive him.


texts: Journey to Eternity and Thrashing Brontodon

texts:
How would this interaction work?

I've got a Thrashing Brontodon out, which has the ability

  {1}, Sacrifice Thrashing Brontodon: Destroy target artifact or enchantment.

I enchant it with Journey to Eternity:

  When enchanted creature dies, return it to the battlefield under your control, then return Journey to Eternity to the battlefield transformed under your control.

Is it legal to use Trashing Brontodon's ability targeting the Journey to Eternity attached to itself? If so, what happens?

I'm assuming that it is legal and that the Journey to Eternity would return transformed but would love some clarity on this.


texts: What kinds of table talk are allowed in Shadows Over Camelot?

texts:
Games like Battle Star Galactica define pretty clearly what kind of table talk is allowed during the game to help give the Cylon Traitor a chance to remain hidden.

What, if any table talk is allowed in Shadows Over Camelot?
What kind of talk is specifically forbidden?

Can you for example peek at the Progression of Evil deck (with the appropriate knight), and then say "don't draw from the deck," or "the top card is everyone lose a life," or can you say nothing?

Similarly, with King Arthur, you pass cards face down. I assume you cannot reveal what each player passed the other after the fact (hands should remain hidden, right)?


texts: Can creatures with summoning sickness be tapped for convoke?

texts:
Can creatures or creature tokens be tapped for mana the turn they entered the battlefield when casting a spell with convoke or do they need haste?

For example, can I cast Raise the Alarm for 2 soldier tokens, then on that same turn tap the soldiers to help pay for a Stoke the Flames.


texts: What color are Nissa, Worldwaker's lands?

texts: Nissa, Worldwaker turns lands into 4/4 Elemental creatures. My question is...  what color are these tokens? Are they green, the color that the land in question produces, or are they colorless since the card doesn't specify?


texts: Does the newly implemented Scry Rule change the way we play Magic: the Gathering?

texts:
At Pro Tour Magic Origins, Wizards decided to implement a new rule, dubbed the Scry Rule. This rule stated that after mulligans (if any) had been taken, any player with fewer cards than the original amount of cards in hand is allowed to scry 1 before the game starts. This rule seemed to be widely praised by many MTG players, and is to be added to the Comprehensive Rulebook come Battle for Zendikar Pre-release.

My questions are, does this make the game more fair for players who take mulligans? Does this somehow give an advantage to a player who decides to mulligan an iffy hand and draws a better, but not stellar, hand?

Most importantly, does this new rule change the general mulligan strategy of MTG?


texts: How does a freeze/stop pile work in Canasta?

texts:
I played Canasta many years ago in my teens - so memory may have faded somewhat - but O would like to refresh and try playing more.   On revisiting the rules, I am confused by the Freeze Pile / Stop Card as described by Scarne (the rules by which we used to play).

The 'Frozen pile' is created by either a wild card (Joker/Deuces)  OR a RED three being placed on the discard.

The 'Stop card' is either by a wild card OR a BLACK three

A Red three 'freezes' the pile, and a black three 'stops' the next player picking up the discard - but how do you know if a pile is stopped or frozen when a WILD CARD (J's/2's) is used?

I have looked everywhere for explanation of this ruling, but nowhere can I find a reference to a 'stopped' card, only to the 'Frozen' pile.   Has this 'stop card' part of the game now changed and is it no longer used?

A wild card on the discard surely 'freezes' it and takes precedence over being a 'stop'card.   Does this mean that it is ONLY a BLACK three which 'stops' the discard for just the next player?

Hope this makes sense!  Never seemed to be a problem years ago, but now I can find no reference to a 'stop card' and Scarne's version seems unclear - I am not sure which way to play this.

Update

Thanks Joe & Gendolkari, I am aware of all the points you make on the rules. I though my question was straightforward, so to clarify I will quote Scarne on the points concerned!

“frozen pile - discard becomes frozen whenever it contains a wild (J’s & 2’s) OR A RED THREE (contrary to a comment above). Discard may only be taken up when player holds two natural cards ....etc”

“Stop card. When the upcard is a WILD card (J’s & 2’s) OR A BLACK THREE. It is a stop card; the next player cannot take the discard pile......etc”

Why is Scarne implying that a card which is known as a freeze card (J’s & 2’s) when added to the discard, can somehow become ‘just’ a stop card?

I don’t think I am ‘overthinking it’ given Scarnes unclear explanation!

So I will go with J’s, 2’s AND red 3’s s freezing the pile - but only BLACK 3’s as being a stop card.

Technically, I guess, if you deal with the red 3 in just one hand - pick-up and discard into the discard pile, you are actually disclosing you have one! Yes, not something you want to do willingly - but there may be times when nothing else will do!


texts:
I'm reading "Sabaki, the art of settling stones" by Richard Bozulich. On page 98, it proposes the following solution for white to settle his stones. The explanation reads "after the moves to 9, it is clear that white wins the capturing race."

I don't see at all how white wins this capturing race, especially since it is black's turn now. As black I would just connect under after which I see no way for white to capture the three black stones. Am I missing something or is this just a mistake?


texts: Does Prince Arnaud cause someone holding the Princess to lose?

texts:
The rules for Prince Arnaud say:

  When you discard Prince Arnaud, choose one player still in the round (including yourself). That player discards his or her hand (do not apply its effect) and draws a new card.

but for the Princess, they say:

  If you discard the Princess-no matter how or why-she has tossed your letter into the fire. You are knocked out of the round.

https://www.ultraboardgames.com/love-letter/the-people.php

If Prince Arnaud is used on someone holding the Princess, does that person lose due to discarding the Princess, or do they not apply its effect? Given that the wording of Prince Arnaud says "discards his or her hand" rather than "discards the card in his or her hand", does this count as discarding the Princess?


texts: Is Famished Paladin and Resplendent Mentor a legal infinite life combo?

texts:
I know I couldn't use these in a Standard game but is it legal for a casual game?
If I control both Resplendent Mentor and Famished Paladin can I gain as much life as I want as long as no spells are cast that affect these two cards?

I know that combos that play off each other and have no end are not legal because the game can't continue, but does this combo work and is it valid?


texts: Can an indestructible creature die by a combination of damage and -X/-X effects?

texts: Say I have a 5/5 indestructible creature. An opponent plays a 3 damage spell on this creature. After that spell resolves, the opponent then plays a spell which gives the creature -2/-2 until end of turn. Does the creature die?