Additional strikes?
23 Nov 2012 07:38 #41472
by Whisker
Additional strikes? was created by Whisker
From rulebook:
Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are announced (gained) and performed (used) only after the first pair of strikes are completed. The acting minion decides whether or not to gain additional strikes before the opposing minion, as usual. Additional strikes are handled by having another choose strike phase and resolve strike phase in which only the minions with additional strikes may play strike cards. All additional strikes take place at the same range. This is repeated as necessary. A minion cannot use more than one card or effect to gain additional strikes per round of combat.
When are additional strikes gained?
1. Only after initial strike resolution?
2. Or is there new opportunity to gain more strikes later?
This is mainly for purposes of cards like Hell for Leather, that give additional strikes that don't count against the one source limit.
e.g. could you play blur, play some strike cards, replace to Hell for Leather and then play it to gain one more strike?
Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are announced (gained) and performed (used) only after the first pair of strikes are completed. The acting minion decides whether or not to gain additional strikes before the opposing minion, as usual. Additional strikes are handled by having another choose strike phase and resolve strike phase in which only the minions with additional strikes may play strike cards. All additional strikes take place at the same range. This is repeated as necessary. A minion cannot use more than one card or effect to gain additional strikes per round of combat.
When are additional strikes gained?
1. Only after initial strike resolution?
2. Or is there new opportunity to gain more strikes later?
This is mainly for purposes of cards like Hell for Leather, that give additional strikes that don't count against the one source limit.
e.g. could you play blur, play some strike cards, replace to Hell for Leather and then play it to gain one more strike?
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23 Nov 2012 08:04 #41476
by Lönkka
Replied by Lönkka on topic Re: Additional strikes?
Yup, the question came up yesterday during casual game.
Do you play additional strikes them like maneuvers/press (alternating between players)?
So do you declare all additional stikes at the same time and then start resolving them?
Or after resolving the first additional stike, are you able to play a card enabling you to play an additional stike to be played during the "2nd additional stike's" resolution, especially if you didn't play an additional strike for the "1st additional stike" while the opponent did?
Example from yesterday:
Jimmy Dunn (4 blood), the acting minion is blocked by Alcoan (4 blood and .44 Magnum).
Alcoan moves to long with Magnum and Jimmy Throws a Sewer Lid.
Jimmy declines additional strikes.
Alcoan Blurs taking 2 additional strikes.
Jimmy doesn't have any more long range strikes but does have Pursuit and Sidestep (enabling him to play additional strike and thus play Dodge from Sidestep which would mean that he wouldn't go to torpor since he has only 2 blood left after the initial strikes).
So can Jimmy, after initially declining to play additional strikes, still play an additional strike when Alcoan declared his additional stikes? (which would be similar to maneuvering/pressing)
Or after Alcaen's 1st additional strike is resolved can Jimmy now play Pursuit to be able to play his first additional stike during Alcaen's 2nd aditional strike?
Or does Jimmy just have to suck it?
Do you play additional strikes them like maneuvers/press (alternating between players)?
So do you declare all additional stikes at the same time and then start resolving them?
Or after resolving the first additional stike, are you able to play a card enabling you to play an additional stike to be played during the "2nd additional stike's" resolution, especially if you didn't play an additional strike for the "1st additional stike" while the opponent did?
Example from yesterday:
Jimmy Dunn (4 blood), the acting minion is blocked by Alcoan (4 blood and .44 Magnum).
Alcoan moves to long with Magnum and Jimmy Throws a Sewer Lid.
Jimmy declines additional strikes.
Alcoan Blurs taking 2 additional strikes.
Jimmy doesn't have any more long range strikes but does have Pursuit and Sidestep (enabling him to play additional strike and thus play Dodge from Sidestep which would mean that he wouldn't go to torpor since he has only 2 blood left after the initial strikes).
So can Jimmy, after initially declining to play additional strikes, still play an additional strike when Alcoan declared his additional stikes? (which would be similar to maneuvering/pressing)
Or after Alcaen's 1st additional strike is resolved can Jimmy now play Pursuit to be able to play his first additional stike during Alcaen's 2nd aditional strike?
Or does Jimmy just have to suck it?
Finnish
Politics!

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23 Nov 2012 08:20 #41478
by mirddes
Replied by mirddes on topic Re: Additional strikes?
strikes are resolved as pairs
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23 Nov 2012 08:28 #41480
by Klaital
Replied by Klaital on topic Re: Additional strikes?
I would go for the first option of those three, Lönkkä.
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23 Nov 2012 08:31 - 23 Nov 2012 08:31 #41481
by Boris The Blade
Replied by Boris The Blade on topic Re: Additional strikes?
Standard priority rules: if the reacting minion plays something, priority goes back to the acting and the window does not close, so Jimmy can play his Pursuit now.So can Jimmy, after initially declining to play additional strikes, still play an additional strike when Alcoan declared his additional stikes? (which would be similar to maneuvering/pressing)
Last edit: 23 Nov 2012 08:31 by Boris The Blade.
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23 Nov 2012 09:37 #41491
by Pascal Bertrand
You can play cards to gain additional strikes
- after any strike resolution
- if you don't have unresolved additional strikes
- you are limited to one card providing additional strikes (as always, Golden Rule of Cardtext applies. If you have a Quickness, a Blur, a Hell for Leather and an Anarch Jacko, you could get 2 normal add strikes, and 3 add strikes not counting against the limit)
What's interesting to notice: pairs of strikes have to be resolved simultaneously, but the additional strikes for these pairs can be gained separately. For instance, if Appolonius is in combat with Jimmy Dunn, and Jimmy plays sup' Blur (gaining 2 add), Appolonius can play some prevention card on the first additional stike, and then play a Blur, to dodge Jimmy's second strike.
Replied by Pascal Bertrand on topic Re: Additional strikes?
2.From rulebook:
Additional Strikes: Some cards and effects allow a minion to make additional strikes during the current round of combat. Additional strikes are announced (gained) and performed (used) only after the first pair of strikes are completed. The acting minion decides whether or not to gain additional strikes before the opposing minion, as usual. Additional strikes are handled by having another choose strike phase and resolve strike phase in which only the minions with additional strikes may play strike cards. All additional strikes take place at the same range. This is repeated as necessary. A minion cannot use more than one card or effect to gain additional strikes per round of combat.
When are additional strikes gained?
1. Only after initial strike resolution?
2. Or is there new opportunity to gain more strikes later?
This is mainly for purposes of cards like Hell for Leather, that give additional strikes that don't count against the one source limit.
e.g. could you play blur, play some strike cards, replace to Hell for Leather and then play it to gain one more strike?
You can play cards to gain additional strikes
- after any strike resolution
- if you don't have unresolved additional strikes
- you are limited to one card providing additional strikes (as always, Golden Rule of Cardtext applies. If you have a Quickness, a Blur, a Hell for Leather and an Anarch Jacko, you could get 2 normal add strikes, and 3 add strikes not counting against the limit)
What's interesting to notice: pairs of strikes have to be resolved simultaneously, but the additional strikes for these pairs can be gained separately. For instance, if Appolonius is in combat with Jimmy Dunn, and Jimmy plays sup' Blur (gaining 2 add), Appolonius can play some prevention card on the first additional stike, and then play a Blur, to dodge Jimmy's second strike.
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