Before Range is Chosen
22 Nov 2012 02:22 #41386
by Trigger
Before Range is Chosen was created by Trigger
Just clarrifying that when you play cards like Carrion Crows, that you can still play manuevers and your vampires actual Strike Card. Carrion Crows is just extra damage at damage resolution, right?
Carrion Crows:
•Carrion Crows does "1R each round" to the opposing minion (card text). The "during strike resolution" just tells you when that 1R per round is resolved. (2R for superior).
Carrion Crows:
•Carrion Crows does "1R each round" to the opposing minion (card text). The "during strike resolution" just tells you when that 1R per round is resolved. (2R for superior).





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22 Nov 2012 02:50 - 22 Nov 2012 03:18 #41390
by Adonai
Replied by Adonai on topic Re: Before Range is Chosen
Yes.
There are cards that must be played 'before range is chosen'.
Playing these cards does not impact playing any other cards unless their card text explicitly states that they do.
A common combat scenario:
Nangila Were enters combat with Krassimir via Ambush and is not blocked.
Nangila plays Carrion Crows
and
Torn Signpost
(to get +2 strength) before range.
Krassimir responds with Outside the Hourglass
and
Lapse
.
Nangila resolves the 2 damage from Outside the Hourglass and then chooses not to maneuver.
Krassimir maneuvers to long with another Outside the Hourglass at
(choosing to use only the maneuver).
Nangila maneuvers back to close range with her maneuver from Ambush.
Krassimir does not maneuver a second time.
Nangila plays Immortal Grapple
.
Nangila has no strike (from the Lapse).
Krassimir must strike hands (from the Immortal Grapple), and plays no strike card.
Nangila takes 1 damage from the hand strike and Krassimir takes 2 damage from the Carrion Crows.
Nangila presses to continue with the Immortal Grapple.
Krassimir does not press to end.
Nangila plays Taste of Vitae to gain the 2 blood that Krassimir lost to damage.
Range will automatically be close in the second round (Immortal Grapple card text), but cards played before range are not prohibited by this fact.
Nangila plays Fire in the Blood
to get +2 more strength.
Krassimir plays another Outside the Hourglass (one per round).
Nangila resolves the 2 damage from Outside the Hourglass and plays nothing else before range.
Krassimir also plays nothing more before range.
The range is automatically close, so Nangila plays another Immortal Grapple.
Nangila strikes with Burning Wrath
for 7 aggravated hand damage and another 2 damage from the Carrion Crows.
Krassimir strikes hands for 1.
Krassimir burns because he cannot prevent 9 damage (7 of it aggravated) and Nangila loses 1 more for his hand strike.
Nangila will then play another Taste of Vitae to be ready to do it all again next turn.
There are cards that must be played 'before range is chosen'.
Playing these cards does not impact playing any other cards unless their card text explicitly states that they do.
A common combat scenario:
Nangila Were enters combat with Krassimir via Ambush and is not blocked.
Nangila plays Carrion Crows


Krassimir responds with Outside the Hourglass


Nangila resolves the 2 damage from Outside the Hourglass and then chooses not to maneuver.
Krassimir maneuvers to long with another Outside the Hourglass at

Nangila maneuvers back to close range with her maneuver from Ambush.
Krassimir does not maneuver a second time.
Nangila plays Immortal Grapple

Nangila has no strike (from the Lapse).
Krassimir must strike hands (from the Immortal Grapple), and plays no strike card.
Nangila takes 1 damage from the hand strike and Krassimir takes 2 damage from the Carrion Crows.
Nangila presses to continue with the Immortal Grapple.
Krassimir does not press to end.
Nangila plays Taste of Vitae to gain the 2 blood that Krassimir lost to damage.
Range will automatically be close in the second round (Immortal Grapple card text), but cards played before range are not prohibited by this fact.
Nangila plays Fire in the Blood

Krassimir plays another Outside the Hourglass (one per round).
Nangila resolves the 2 damage from Outside the Hourglass and plays nothing else before range.
Krassimir also plays nothing more before range.
The range is automatically close, so Nangila plays another Immortal Grapple.
Nangila strikes with Burning Wrath

Krassimir strikes hands for 1.
Krassimir burns because he cannot prevent 9 damage (7 of it aggravated) and Nangila loses 1 more for his hand strike.
Nangila will then play another Taste of Vitae to be ready to do it all again next turn.
Last edit: 22 Nov 2012 03:18 by Adonai. Reason: discipline symbols
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22 Nov 2012 03:30 #41396
by Trigger
Replied by Trigger on topic Re: Before Range is Chosen
Perfect! I totally followed all that. Thanks!






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