Nightmares Upon Nightmares
22 Mar 2021 13:32 #101910
by Ankha
Replied by Ankha on topic Nightmares Upon Nightmares
Correct. Once you've handled the NuN effect for a minion, you can unlock it afterward.How does NuN interaact with infernal minions?
my understaning so far was, that i can decide to "lock" them, while they are already locked (since the do not automatically unlock at the beginning of the unlock phase) and then can unlock them voluntarily with the infernal payed unllock.
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21 Jan 2025 13:30 #113567
by Ankha
"For each ... do something" should be resolved as a whole, and only once. This means that when you decide to resolve this effect, you consider the minions in play at that moment. This is a REVERSAL of the ruling above.
This makes it consistent with other "For each ... do something effects" (eg. Smiling Jack) and effects whose magnitude depends on "X, where X is..." (eg. Constant Revolution). They are resolved once, as a whole (in fact, those two syntaxes are strictly equivalent).
More generally, effects in VTES cannot be interrupted during resolution*, for instance you cannot burn Jake Washington when resolving the burn blood effect of Smiling Jack, or use a Vagabond Mystic to save an ally with 2 life taking 2 damage.
* as usual, cards can create some exceptions, such as Psyche! vs Rötschreck
NB: Conditional effects (eg. Anarch Revolt) are different as they cannot be resolved if the condition is not met.
Name: Nightmares upon Nightmares
[Gehenna:R, EoG:1]
Cardtype: Event
Gehenna. Do not replace until your next discard phase.
During each Methuselah's unlock phase, for each minion they control, they lock that minion unless they discard a card; cards discarded this way are not replaced until the master phase. Mortal allies and vampires with capacity greater than the number of Gehenna events in play ignore this effect.
Name: Smiling Jack, The Anarch
[Jyhad:R, VTES:R, CE:R, Third:PTz, KoT:R, SP:DoF1, V5:PN1, V5A:PG1, NB2:PG1]
Cardtype: Master
Unique.
Put this card in play. During your unlock phase, move 1 counter from your pool to this card. During each other Methuselah's unlock phase, for each counter on this card, that Methuselah burns 1 pool or burns 1 blood from a vampire they control. Vampires can burn this card as a
action.
Name: Constant Revolution
[TR:R, V5A:PG2, V5C:PTz1]
Cardtype: Action
+1 stealth action. Requires an Anarch. Unique.
Put this card in play with 1 counter. During your unlock phase, add 1 counter to this card. During each other Methuselah's unlock phase, that Methuselah burns X pool and/or cards at random from their hand, where X is the number of counters on this card. Vampires can burn this card as a
action that costs 1 pool.
Replied by Ankha on topic Nightmares Upon Nightmares
Correct. If you gain control of an ally during your unlock phase, you have to either discard a card or lock that minion at some point during your unlock phase.INA, but I'd say you cannot end your unlock phase or pass the impulse if you control a minion you haven't locked or burned a card for. So if you get a minion back from contest or a Legionnaire back from the Ash Heap, you must either lock them or burn a card.
"For each ... do something" should be resolved as a whole, and only once. This means that when you decide to resolve this effect, you consider the minions in play at that moment. This is a REVERSAL of the ruling above.
This makes it consistent with other "For each ... do something effects" (eg. Smiling Jack) and effects whose magnitude depends on "X, where X is..." (eg. Constant Revolution). They are resolved once, as a whole (in fact, those two syntaxes are strictly equivalent).
More generally, effects in VTES cannot be interrupted during resolution*, for instance you cannot burn Jake Washington when resolving the burn blood effect of Smiling Jack, or use a Vagabond Mystic to save an ally with 2 life taking 2 damage.
* as usual, cards can create some exceptions, such as Psyche! vs Rötschreck
NB: Conditional effects (eg. Anarch Revolt) are different as they cannot be resolved if the condition is not met.
Name: Nightmares upon Nightmares
[Gehenna:R, EoG:1]
Cardtype: Event
Gehenna. Do not replace until your next discard phase.
During each Methuselah's unlock phase, for each minion they control, they lock that minion unless they discard a card; cards discarded this way are not replaced until the master phase. Mortal allies and vampires with capacity greater than the number of Gehenna events in play ignore this effect.
Name: Smiling Jack, The Anarch
[Jyhad:R, VTES:R, CE:R, Third:PTz, KoT:R, SP:DoF1, V5:PN1, V5A:PG1, NB2:PG1]
Cardtype: Master
Unique.
Put this card in play. During your unlock phase, move 1 counter from your pool to this card. During each other Methuselah's unlock phase, for each counter on this card, that Methuselah burns 1 pool or burns 1 blood from a vampire they control. Vampires can burn this card as a

Name: Constant Revolution
[TR:R, V5A:PG2, V5C:PTz1]
Cardtype: Action
+1 stealth action. Requires an Anarch. Unique.
Put this card in play with 1 counter. During your unlock phase, add 1 counter to this card. During each other Methuselah's unlock phase, that Methuselah burns X pool and/or cards at random from their hand, where X is the number of counters on this card. Vampires can burn this card as a

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21 Jan 2025 13:38 - 21 Jan 2025 13:39 #113568
by Ankha
Name: Arika
[DS:V, CE:PV]
Cardtype: Vampire
Clan: Ventrue
Group: 2
Capacity: 11
Discipline: aus cel DOM FOR OBF PRE
Camarilla Ventrue Inner Circle: If Arika is ready during your prey's unlock phase, your prey chooses which locations he or she keeps in play. For each location he or she controls, your prey burns 1 pool or burns the location. +2 bleed.
Replied by Ankha on topic Nightmares Upon Nightmares
This ruling is also REVERSED.See this ruling on Arika's ability:
Arika's prey cannot end her unlock phase if she controls a location that she hasn't burned a pool for, even if she gained control of that location during that unlock phase. [LSJ 19990405]
Arika
Camarilla Ventrue Inner Circle: If Arika is ready during your prey's unlock phase, your prey chooses which locations he or she keeps in play. For each location he or she controls, your prey burns 1 pool or burns the location. +2 bleed.
Name: Arika
[DS:V, CE:PV]
Cardtype: Vampire
Clan: Ventrue
Group: 2
Capacity: 11
Discipline: aus cel DOM FOR OBF PRE
Camarilla Ventrue Inner Circle: If Arika is ready during your prey's unlock phase, your prey chooses which locations he or she keeps in play. For each location he or she controls, your prey burns 1 pool or burns the location. +2 bleed.
Last edit: 21 Jan 2025 13:39 by Ankha.
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