file Undead Persistence and Psyche!

16 Apr 2022 17:28 #105024 by kschaefer

The ruling stands. UP has a circumvoluted wording that basically says: the vampire cannot go to torpor in combat, and goes to torpor after (all) combats have ended. The "3 rounds" effects is also a terrible idea for what it's worth.

If you can play Obedience to prevent a queued Psyche! combat, which you can, then why is there no window to check for the wounded vampire state between combats? When one combat ends, it ends. You can do things before the next queued combat (like Obedience); transitioning to the next combat is not instantaneous.

groups.google.com/g/rec.games.trading-cards.jyhad/c/R94tyTGJ6VQ/m/KxvkGm1aon8J

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05 May 2022 09:14 - 05 May 2022 09:14 #105176 by inm8
Replied by inm8 on topic Undead Persistence and Psyche!

Marthe can play Psyche! at the end of a round of combat, retrieve it after combat (say in the "Obedience window"), and start the new combat.


above is another ruling insinuating the same point as kschaefer´s post, that there is a window between the initial combat ending, in which the UP:ed vampire should be going to torpor, and the new Psyche! combat.

Both "will not go to torpor until combat ends" and "This vampire is sent into torpor after combat." seem to fit into the above-mentioned window.

In the same spirit, wouldn´t a Dodge, Quick Jab, Lucky Blow, etc. be replaced until the end of the Psyche! combat? which also falls into the above-mentioned window.

"After this round, begin another combat with the opposing minion." implies that the current combat is ended before beginning another combat.
Last edit: 05 May 2022 09:14 by inm8.

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05 May 2022 14:56 #105181 by kschaefer
As an aside, this would be much more clear if you could only start a new combat from outside of combat.

Superior Psyche! used to be played outside of combat, but was a combat card. We introduced combo cards that were combat and other things, like actions modifiers, but instead of making Psyche! fit that model, which it already did, we moved the new combat queue into the current combat. This is just a bad idea.

Things would be more clear if superior Psyche! were an action modifier/reaction card.
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06 May 2022 12:33 #105195 by Bloodartist

As an aside, this would be much more clear if you could only start a new combat from outside of combat.

Superior Psyche! used to be played outside of combat, but was a combat card. We introduced combo cards that were combat and other things, like actions modifiers, but instead of making Psyche! fit that model, which it already did, we moved the new combat queue into the current combat. This is just a bad idea.


It would make things simpler also if psyche was played within combat, but resolved only once combat ended. That way we wouldn't have to worry about the exact timing when psyche is playable, since no matter when, the end result would be the same. Currently playing a card and resolving it is instantaneous (except for exeptions because vtes). It would make things far simpler if we detached card being played and its resolution from each other.

A heretic is a man who sees with his own eyes.
—Gotthold Ephraim Lessing



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06 May 2022 19:07 #105198 by inm8
Replied by inm8 on topic Undead Persistence and Psyche!
I for one think that the change to Psyche! that it is played within the combat was a good one to align this combat card to work like all others (only playable in a combat) and don´t actually see that as a problem nor that it "queues" a combat.

The problematic part, in my opinion, is rulings that tie the two combats together without the possibility to lose the queued combat and create the notion that the first combat ends at the start of the Psyche! combat which is nonsense. The only tie they should have is that they are both combats part of the same action resolution. The queued combat should be handled just like we handle superior Blur (while not being under the effect of UP or the likes) which is if in the first additional strike one of the minions is wounded the second additional strike is just lost, meaning that if a minion is wounded between a combat and a "queued" Psyche! combat the latter is lost as one of the minions goes to torpor before the "queued" combat gets a chance to start.

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