file Does "during strike resolution" effect works vs combat ends?

15 Apr 2016 08:25 - 15 Apr 2016 08:43 #76440 by Bloodartist

It's written in the rulebook:





I cannot find the words "normal strike resolution" from below quote. Only "strike resolution", without the word normal. So whats the difference?


6.4.3. Strike

During the strike phase, the minions strike each other (if possible) or make an effort to avoid being struck (by dodging, for example). Note that not all strikes are aggressive. Defensive effects such as dodges are also considered strikes (see Strike Effects, sec. 6.4.5).

Normally, each minion gets only one strike per round. Some cards may allow a minion to get additional strikes during a round of combat. Each pair of strikes (one from each of the minions) is resolved before going on to the next pair. If only one minion has additional strikes, the "pair" will be just his strike.

During each pair of strikes, the minions first choose their respective strikes (the acting minion first, then his opponent), and then the strikes are resolved. Strike resolution occurs simultaneously, except for a few special cases (see Strike Effects, sec 6.4.5).



Combat end effect is clearly described in the rules.
"Combat Ends. This effect ends combat immediately. This type of strike is always the first to resolve, even before a strike done with first strike, and it ends combat before other strikes or other strike resolution effects are resolved. Combat ends is effective at any range. Combat ends is not affected by a dodge, since dodge only cancels effects that are directed at the dodging minion."


I wasn't talking about combat ends. I was talking about the difference between resolving a combat ends and a different strike. Both strikes resolve. One is apparently "normal strike resolution" and the other is not, but this difference is not in my opinion explained. The concept "normal strike resolution" is also not mentioned in the rules, so I'm left to guess what counts as normal and what does not.

People may take it granted that combat ends is not a normal strike, but I would prefer it actually read so in the rules.

Dodge apparently counts as a normal strike but combat ends does not? Burn an opposing minion counts as normal strike but combat ends does not? In my opinion the rules should be construed so that the difference is clear from the beginning, without the need to errata every exception.

ps. Couple questions from my previous post were left unanswered, here is the more relevant one:

then what if player B plays card that gives additional strikes? Does dark steel resolve once during each of those strikes?


A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing



Last edit: 15 Apr 2016 08:43 by Bloodartist.

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15 Apr 2016 11:14 - 15 Apr 2016 11:15 #76442 by alek
For me it's all clearly described in the rules.
Darksteel/ Carrior Crows, etc. resolve only once, during the resolution of normal (not additional) strikes.
Last edit: 15 Apr 2016 11:15 by alek.

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15 Apr 2016 12:55 #76443 by Keiran
Thank's for answers=)

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15 Apr 2016 15:04 - 15 Apr 2016 15:07 #76444 by Ankha

It's written in the rulebook:

I cannot find the words "normal strike resolution" from below quote. Only "strike resolution", without the word normal. So whats the difference?


Reading the rulebook again:

During each pair of strikes, the minions first choose their respective strikes (the acting minion first, then his opponent), and then the strikes are resolved. Strike resolution occurs simultaneously, except for a few special cases (see Strike Effects, sec 6.4.5).


All strikes resolve at the same time (rulebook) "except for a few special cases (see Strike Effects, sec 6.4.5)".

The rulebook describe in the sec. 6.4.5 the exceptions. A strike resolution that isn't an exception is a "normal" strike resolution per definition. You can also call it "regular" or whatever.

Normally, each minion gets only one strike per round. Some cards may allow a minion to get additional strikes during a round of combat. Each pair of strikes (one from each of the minions) is resolved before going on to the next pair. If only one minion has additional strikes, the "pair" will be just his strike.

Resolution of "additional" strikes is not considered to be the normal strike resolution.

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Last edit: 15 Apr 2016 15:07 by Ankha.

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16 Apr 2016 09:22 - 16 Apr 2016 09:32 #76455 by Bloodartist

All strikes resolve at the same time (rulebook) "except for a few special cases (see Strike Effects, sec 6.4.5)".

The rulebook describe in the sec. 6.4.5 the exceptions. A strike resolution that isn't an exception is a "normal" strike resolution per definition. You can also call it "regular" or whatever.


1.) "All strikes resolve at same time, except the exceptions". The problem is that its not defined very well when that time occurs. Using this definition: player B plays carrion crows. Then player A plays strike:combat ends, player B plays strike: combat ends. These strikes resolve at same time. Are they now normal strikes and thus crows would trigger?

note; it would be better if "normal strike resolution" would be defined a step and anything happening outside that step would not count as normal strike, but thats just imo.

2.) The section 6.4.5. does NOT list exceptions, it lists ALL strike effects among other things hand strikes. It does not mention which of the list items are 'exceptions'. Some of these are obviously intended as normal strikes. Therefore you cannot reference section 6.4.5 as a list of exceptions. It would be better if all strikes that are not normal would be listed in a separate list I agree. (Edit: on second glance, it doesn't even list them all. There are some strikes not mentioned such as burn opposing ally)


6.4.5. Strike Effects

Hand Strike. The default strike is a hand strike. When a minion strikes with a hand strike at close range, he does an amount of damage equal to his strength to the opposing minion. Minions have a default strength of 1.

Destroy Equipment. This effect will burn an equipment card of the opposing minion. If there is more than one piece of equipment on the opposing minion, the striking minion chooses which one is burned. The equipment can still be used up to the point at which the destroy equipment strike resolves. The effect may specify destroy weapon instead of equipment, in which case a weapon must be chosen.

Steal Equipment. This effect is like destroy equipment, except that instead of being burned, the equipment card is moved to the striking minion. The stolen equipment may not be used by bearer during the current round of combat. The equipment is retained by the stealing minion after combat ends.

First Strike. A strike done with first strike is resolved before a normal strike. Thus, if the opposing minion is burned or sent to torpor by a strike done with first strike, his strike will not be resolved at all. If the opposing minion was striking with a weapon that is stolen or destroyed with first strike, then the opposing minion simply loses his strike altogether. If both minions strike with first strike, then the strikes are resolved simultaneously. A strike done with first strike will still not resolve before a combat ends effect (which always resolves first), and a dodge still cancels the effects of a strike done with first strike (see below).

Dodge. A dodge strike deals no damage, but it protects the dodging minion and his possessions (cards on him) from the effects of the opposing strike. Retainers are not protected, however. A dodge is effective at any range. A dodge protects even from the effects of a strike done with first strike. (A dodge is a strike, even though it is solely defensive. It represents the activity of the minion during that pair of strikes.)

Combat Ends. This effect ends combat immediately. This type of strike is always the first to resolve, even before a strike done with first strike, and it ends combat before other strikes or other strike resolution effects are resolved. Combat ends is effective at any range. Combat ends is not affected by a dodge, since dodge only cancels effects that are directed at the dodging minion.

Steal Blood. This effect moves blood counters (or life counters) from the target to the striking minion. This does not count as damage, so the effect cannot be prevented with damage prevention effects. This effect occurs before the "heal damage" step of damage resolution, so the stolen blood can be used to heal damage even if the damage is inflicted simultaneously. If the stolen blood causes the striking vampire to have more blood than his capacity, the excess drains off immediately (as usual).

Cohn Rose enters combat with a mage ally. Cohn has a capacity of 5 and has 4 blood. The mage has 2 life. After determining range, Cohn steals 3 blood as his strike. The mage strikes for 2R damage. Two life counters are moved to Cohn from the mage, and Cohn sustains 2 damage. Cohn has 6 blood, but his capacity is only 5, so 1 blood is moved to the blood bank. The mage has no life counters remaining, so he is burned. Cohn has 2 damage to deal with and doesn't prevent any, so he burns 2 blood to heal the damage, leaving him with 3 blood.


A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing



Last edit: 16 Apr 2016 09:32 by Bloodartist.

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16 Apr 2016 16:31 #76460 by jamesatzephyr

note; it would be better if "normal strike resolution" would be defined a step and anything happening outside that step would not count as normal strike, but thats just imo.


See the Detailed Play Summary - that's how it splits it out.
2. Resolve strikes. [6.4.3.2]
2.a. Strikes resolve in the following order. If both strikes are in the same class, then they resolve simultaneously.
NOTE: Dodge doesn't resolve; it cancels the effect of the opposing strike on the dodging minion and non-retainer cards on him. [6.4.5]
2.a.i. Strike: Combat Ends. [6.4.5] (go to step E). Any other effect from this strike is applied after combat ends (except untapping, which is normally done before combat ends by card text).
2.a.ii Any strike done with first strike. (resolve steps b,c before moving on to step iii). [6.4.5]
2.a.iii Any other strikes. (resolve steps b,c)

When it talks about step b, that's "apply effects of strike(s)", and step c is damage handling. So you go through 2.a.i, which is S:CE, and handle those strikes. Assuming combat didn't end, you go through 2.a.ii, which is first strike, and handle those strikes. Then you go through 2.a.iii and handle everything else.

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