CLARIFICATION - Effective strike
22 May 2026 12:21 - 22 May 2026 14:10 #117087
by Ankha
CLARIFICATION
A strike is "effective" only with respect to the effect it has on the opposing minion or cards on the opposing minion (the "target")
Effective: that applies a change of status on the target. This includes (but is not limited to):
A dodge will protect the dodging minion and the non-retainer cards (equipment, but also Discipline cards for instance -- see Absorb the Mind) on them from such effects.
Strike: dodge and Strike: combat ends are effective at both ranges.
Other strikes that are not ranged will not apply such effects on the opposing minion (or cards on them): they are not effective.
A strike that is not effective:
This is a REVERSAL of www.vekn.net/forum/rules-questions/79960-nightstick-and-defensive-strikes?start=6#105963 and www.vekn.net/forum/rules-questions/82987-strike-with-optional-press?start=6#117039
CLARIFICATION - Effective strike was created by Ankha
Most strikes are effective only at close range, unless the strike is identified as ranged, does “R” damage, or is a defensive strike such as dodge or combat ends.
Dodge: A dodge strike deals no damage, but it protects the dodging minion and their possessions 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 (see 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.
CLARIFICATION
A strike is "effective" only with respect to the effect it has on the opposing minion or cards on the opposing minion (the "target")
Effective: that applies a change of status on the target. This includes (but is not limited to):
- inflicting damage on the target (including environmental damage)
- adding/removing (including moving/stealing) counters (including blood counters) to/from the target
- locking/unlocking the target (e.g. stun or Meld with the Land)
- queuing a combat involving the target
- moving the target to another region (e.g. to torpor)
- burning or removing from the game the target
- changing the controller of the target
- preventing the target from doing something, such as choosing a strike or restricting their choice of strikes (e.g. Pounce)
A dodge will protect the dodging minion and the non-retainer cards (equipment, but also Discipline cards for instance -- see Absorb the Mind) on them from such effects.
Strike: dodge and Strike: combat ends are effective at both ranges.
Other strikes that are not ranged will not apply such effects on the opposing minion (or cards on them): they are not effective.
A strike that is not effective:
- will still provide a press or maneuver (e.g. Righteous Blade at long range)
- will still affect the striking minion (e.g. Nightstick can be used to prevent damage from a melee weapon ranged strike such as Kerrie's, a vampire playing Kraken's Kiss will still go to torpor if they take 4 or more damage)
This is a REVERSAL of www.vekn.net/forum/rules-questions/79960-nightstick-and-defensive-strikes?start=6#105963 and www.vekn.net/forum/rules-questions/82987-strike-with-optional-press?start=6#117039
Last edit: 22 May 2026 14:10 by Ankha.
The following user(s) said Thank You: emime, PetriWessman, the1andonlime, Trochomancy, self biased, KoRneeshon, beslin igor, Kilrauko
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22 May 2026 21:50 #117093
by the1andonlime
Suaku
Inceptor Asian Continental Championship
興っ
www.youtube.com/SuakuOz
Replied by the1andonlime on topic CLARIFICATION - Effective strike
I will update the RDB
Suaku
Inceptor Asian Continental Championship
興っ
www.youtube.com/SuakuOz
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