Combat sequence and prevention
16 Jul 2025 14:09 #114964
by Fubarecognition
Combat sequence and prevention was created by Fubarecognition
Hi,
My group has been playing prevention as occurring at the same time as strike resolution, with or without additional strikes, but reading the rule book it would appear that the intention is to resolve all strikes before you move on to prevention. Each strike is still taken separately for the purpose of per strike prevention (e.g. Rego Motum).
If this is incorrect, can someone direct me to where it says this in the rulebook, as I've read through it and must be missing it if that's the case.
For reference:
Combat Sequence
Combat occurs in a series of one or more rounds. Each round of combat has seven steps:
1. Before Range: Play cards before range is chosen.
2. Determine Range: Use maneuvers to change the range to close or long.
3. Before Strikes: Play cards before strikes are chosen.
4. Strike: Announce and resolve strikes.
5. Damage Resolution: Prevent and mend damage.
6. Press: Use presses to continue into another round or to end combat.
7. End of Round: End of round cards and effects are played here.
My group has been playing prevention as occurring at the same time as strike resolution, with or without additional strikes, but reading the rule book it would appear that the intention is to resolve all strikes before you move on to prevention. Each strike is still taken separately for the purpose of per strike prevention (e.g. Rego Motum).
If this is incorrect, can someone direct me to where it says this in the rulebook, as I've read through it and must be missing it if that's the case.
For reference:
Combat Sequence
Combat occurs in a series of one or more rounds. Each round of combat has seven steps:
1. Before Range: Play cards before range is chosen.
2. Determine Range: Use maneuvers to change the range to close or long.
3. Before Strikes: Play cards before strikes are chosen.
4. Strike: Announce and resolve strikes.
5. Damage Resolution: Prevent and mend damage.
6. Press: Use presses to continue into another round or to end combat.
7. End of Round: End of round cards and effects are played here.
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17 Jul 2025 16:10 #114979
by beslin igor
Replied by beslin igor on topic Combat sequence and prevention
5. Damage Resolution: Prevent and mend damage.
you chose will you prevent damage or not.
if damage not prevented,you need to take damage.
if you take more damage than you have blood or take aggravated damage,then you go to torpor and you move to 7. End of Round step.
after take damage,if both combatants still ready,combatants can chose to play additional strikes(so you back to 4. Strike: Announce and resolve strikes.)
you chose will you prevent damage or not.
if damage not prevented,you need to take damage.
if you take more damage than you have blood or take aggravated damage,then you go to torpor and you move to 7. End of Round step.
after take damage,if both combatants still ready,combatants can chose to play additional strikes(so you back to 4. Strike: Announce and resolve strikes.)
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17 Jul 2025 18:15 #114980
by Fubarecognition
Replied by Fubarecognition on topic Combat sequence and prevention
Hi,
It doesn't say this in the rules though, it even inferss the opposite: "Additional strikes are handled by having another choose strike step and resolve strike step in which only the minions with additional strikes may play strike cards."
Note that it says to do another choose strike and resolve strike step, it doesn't say to do an additional prevention step.
It doesn't say this in the rules though, it even inferss the opposite: "Additional strikes are handled by having another choose strike step and resolve strike step in which only the minions with additional strikes may play strike cards."
Note that it says to do another choose strike and resolve strike step, it doesn't say to do an additional prevention step.
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17 Jul 2025 20:10 #114982
by beslin igor
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18 Jul 2025 05:57 - 18 Jul 2025 05:58 #114983
by Ankha
Step 4 is: "4. Strike: Announce and resolve strikes."
The resolution of a damage-dealing strike (such as a hand strike or anything that deals damage) is to inflict damage. But you don't handle damage yet. That's why a "steal blood" strike moves the blood before you handle damage, since it steals blood as soon as the strike resolves, with no delay.
Inflicted damage is handled in the next step: 5. Damage Resolution: Prevent and mend damage.
There's an example of combat in the rulebook involving Chrysanthemum and a Underbridge Stray, you can read it.
Here's another example:
Vampires A and B are in combat. At close range, A and B announce a hand strike as their strike. Each strike resolves by inflicting 1 damage on the opposing vampire (step 4).
In step 5, both vampires have 1 damage to handle, and can either play prevent damage cards, or mend the damage by burning blood.
Additional strikes are used after step 5. For each additional pair of strikes, you have to repeat step 4 and 5.
Replied by Ankha on topic Combat sequence and prevention
Hi,
My group has been playing prevention as occurring at the same time as strike resolution, with or without additional strikes, but reading the rule book it would appear that the intention is to resolve all strikes before you move on to prevention. Each strike is still taken separately for the purpose of per strike prevention (e.g. Rego Motum).
Step 4 is: "4. Strike: Announce and resolve strikes."
The resolution of a damage-dealing strike (such as a hand strike or anything that deals damage) is to inflict damage. But you don't handle damage yet. That's why a "steal blood" strike moves the blood before you handle damage, since it steals blood as soon as the strike resolves, with no delay.
Inflicted damage is handled in the next step: 5. Damage Resolution: Prevent and mend damage.
There's an example of combat in the rulebook involving Chrysanthemum and a Underbridge Stray, you can read it.
Here's another example:
Vampires A and B are in combat. At close range, A and B announce a hand strike as their strike. Each strike resolves by inflicting 1 damage on the opposing vampire (step 4).
In step 5, both vampires have 1 damage to handle, and can either play prevent damage cards, or mend the damage by burning blood.
Additional strikes are used after step 5. For each additional pair of strikes, you have to repeat step 4 and 5.
Last edit: 18 Jul 2025 05:58 by Ankha.
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18 Jul 2025 15:28 - 18 Jul 2025 15:30 #114986
by Bloodartist
The issue here is that in the combat sequence damage resolution is given as a separate step from strike resolution. Yet the actual text speaks of damage as if damage resolution is part of strike resolution. Fubarecognition is correct in how they read the rules. In the section about additional strikes it only says that theres an "additional choose strike and resolve strike step". It does not mention damage resolution which should be its own step as well, since it is given as a separate step.
So either the sequence needs to be rewritten to include damage resolution as part of strike resolution (I recommend this), or damage resolution needs to be added to the part about additional strikes.
I know how it is DONE. The problem is that rules as written do a poor job describing how it is done. Rulebook is not Advice about how to play the game, its supposed to define how the game is played. Explicitly.
ps. And combat is still not its own separate chapter searchable from the index, despite being by far the most complicated part of the game as far as rules are concerned.
A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing
Replied by Bloodartist on topic Combat sequence and prevention
Step 4 is: "4. Strike: Announce and resolve strikes."
Step 5. Damage Resolution: Prevent and mend damage.
The issue here is that in the combat sequence damage resolution is given as a separate step from strike resolution. Yet the actual text speaks of damage as if damage resolution is part of strike resolution. Fubarecognition is correct in how they read the rules. In the section about additional strikes it only says that theres an "additional choose strike and resolve strike step". It does not mention damage resolution which should be its own step as well, since it is given as a separate step.
So either the sequence needs to be rewritten to include damage resolution as part of strike resolution (I recommend this), or damage resolution needs to be added to the part about additional strikes.
I know how it is DONE. The problem is that rules as written do a poor job describing how it is done. Rulebook is not Advice about how to play the game, its supposed to define how the game is played. Explicitly.
ps. And combat is still not its own separate chapter searchable from the index, despite being by far the most complicated part of the game as far as rules are concerned.
A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing
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Last edit: 18 Jul 2025 15:30 by Bloodartist.
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