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PostWysłany: Czw 15:45, 15 Lip 2010    Temat postu:

KingOfBadaBing z thespoils.com napisał:
Hopefully this helps. What I'll do is break down the Comprehensive Rules so you can understand everything piece by piece. Bold text will be direct from the CRR itself, everything else will be my explanation.

Announcement – Choose a faction or location you don’t control and announce you are attacking it. If you forget to choose a target, by default you’re attacking your opponent’s faction.
Pretty self explanatory, just pick what you are attacking. Also, if you or you opponent have any triggers that activate "when you attack" or "when your opponent attacks" (for your opponent) they trigger and resolve now.

You can only validly announce an attack under the right circumstances. If you have no potential attackers or if an effect is preventing an attack, the battle ends immediately at this step before anything has a chance to trigger as a result of the attack.
Also self explanatory, you can't attack unless legally able to do so. You can also not activate any "if you attack" triggers by making an illegal attack.

Attackers – Choose one or more characters you control that can attack. A character can attack if it is not depleted and if you have controlled it since the start of the turn. Deplete these characters. They form the attacking party.
Pick which characters you control you wish to attack with. They become a "party" and all deplete.

Tactics & Abilities – You may play tactics and use abilities as many times as you want. Then, your opponent may do the same.
After your attackers are chosen a you have the option to play tactics and use abilities. Your opponent has the option to respond to these tactics/abilities as normal. After you choose to stop playing tactics/abilities, your opponent may begin to play tactics and abilities and you have the option to respond to those as normal.

If an effect causes any number of characters to become members of the blocking party during this step, the blocking party isn’t actually formed yet. The characters should be added to the blocking party after it’s formed during the next step. If no blocking party is formed during the next step, the characters become the blocking party. However, effects that apply to the formation of a battle party don’t happen since a battle party wasn’t technically formed in this case.
Certain tactics and abilities can cause characters to become members of the blocking party before the blocking party is formed. This rule essentially reminds you that any effects or triggers that apply to the formation of the blocking party do not occur/affect if the blocking party is made up entirely of characters "added" to the party.

Blockers – The defending player may choose one or more characters they control that are not depleted. If they do, those characters form the blocking party. Otherwise, there is no blocking party during this battle.
Similar to the formation of the attacking party the opponent has the option to chose characters he controls and form a blocking party with them. It is important to note that blocking characters do NOT deplete upon forming/joining the party.

Resolution – Resolve the battle.
Resolving a Battle
To resolve a battle, follow these steps:

Tactics & Abilities – The attacking player may play tactics and use abilities as many times as they want. Then, the defending player may do the same.
Same as above. The attacker has the option to play tactics and abilities (that may be responded to as normal) and then the defender has the option to play tactics and abilities (that may be responded to as normal). If characters are removed from the parties at this point (due to destruction, bouncing, or other effects) they do not add their strength to the battle nor do they deal combat damage.

Speed Level – Find the highest speed among characters that have not yet assigned battle damage during this battle. X is that speed.
Simply determine what is the highest speed amongst all characters in the battle (including modifiers from tactics/abilities/gear/etc.).

Assign Attacker’s Damage – All attacking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the attacking player wants to the blocking party. If there are no members left in the blocking party, the attacking characters assign their battle damage to the target of the attack instead.
All characters with X speed assign their damage. Simply put, a character with 3 strength may assign up to 3 points of damage to the blocking party (or, if there is none, the target of the attack). This damage is NOT yet inflicted but is merely assigned to where it is going to go.

Assign Blocker’s Damage – All blocking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the defending player wants to the attacking party.
Same as above with the obvious exception that the defending party can not assign damage to anything but the attacking party.

Tactics & Abilities – The attacking player may play tactics and use abilities as many times as they want. Then, the defending player may do the same.
This is simply another round of tactics and abilities. It is important to note, however, that if a character who has assigned damage during the previous step is destroyed/bounced during this tactics phase then its damage will STILL be inflicted during the next step. Also, any increase or decrease in strength that occurs to a character at this point will not affect the amount of damage it already assigned.

Damage Infliction – All assigned battle damage is inflicted simultaneously. If more than one character inflicts damage to the same thing during this step,
Both attacking and defending parties at this speed deal their damage at the same time. Any characters that have damage equal to or greater than their life are destroyed.

Repeat – Repeat steps A through F until all characters in the battle have either assigned their battle damage or are no longer in play.
Begin again with determining the highest speed amongst all characters only this time characters that have already assigned damage do not count for this purpose. (For example, if all Speed 4 characters have already assigned their damage then Speed 4 would not be the highest but instead Speed 3 would be).

End – Deplete all surviving characters in the battle.
All characters, including blockers and any characters added to the battle through tactics/abilities are depleted.

If there is nothing left for a character to assign its battle damage to, the character doesn’t actually do anything but it is still considered to have assigned its battle damage for the purposes of ending the resolution loop.
This is simply a rule to prevent a battle from continuing indefinitely. A situation like this might occur when a blocking party kills all of the attacking party at Speed 4 and Speed 3, leaving a Speed 2 blocker with no one to assign damage to. He simply is considered to have assigned his damage and depletes at the end of the battle.

It is important to note that triggers can occur at any time during a battle as normal and must be resolved immediately (as triggers are meant to be resolved).

Hope this helps, if you have any questions let me know.



Trochę źle graliśmy bitwy Razz


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Ostatnio zmieniony przez Geralt_Bialy_Wilk dnia Czw 15:45, 15 Lip 2010, w całości zmieniany 1 raz
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PostWysłany: Czw 16:36, 15 Lip 2010    Temat postu:

Trochę dzisiaj poszperałem i wyszukałem ten tekst co wkleił Szymon + znalazłem parę wyjaśnień na nurtujące nas pytania, między innymi na "Czapeczkę" no i wychodzi na to, że tylko zagrywający ją, może grać z niej akcję. Karta dołączona do postaci przeciwnika jest dalej kontrolowana przez zagrywającego i w związku z tym tylko on może zagrywać z niej akcję (w innym przypadku musiało by być napisane że przeciwnik przejmuje nad nią kontrolę).

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PostWysłany: Czw 17:20, 15 Lip 2010    Temat postu:

Geralt_Bialy_Wilk napisał:
KingOfBadaBing z thespoils.com napisał:
Hopefully this helps. What I'll do is break down the Comprehensive Rules so you can understand everything piece by piece. Bold text will be direct from the CRR itself, everything else will be my explanation.

Announcement – Choose a faction or location you don’t control and announce you are attacking it. If you forget to choose a target, by default you’re attacking your opponent’s faction.
Pretty self explanatory, just pick what you are attacking. Also, if you or you opponent have any triggers that activate "when you attack" or "when your opponent attacks" (for your opponent) they trigger and resolve now.

You can only validly announce an attack under the right circumstances. If you have no potential attackers or if an effect is preventing an attack, the battle ends immediately at this step before anything has a chance to trigger as a result of the attack.
Also self explanatory, you can't attack unless legally able to do so. You can also not activate any "if you attack" triggers by making an illegal attack.

Attackers – Choose one or more characters you control that can attack. A character can attack if it is not depleted and if you have controlled it since the start of the turn. Deplete these characters. They form the attacking party.
Pick which characters you control you wish to attack with. They become a "party" and all deplete.

Tactics & Abilities – You may play tactics and use abilities as many times as you want. Then, your opponent may do the same.
After your attackers are chosen a you have the option to play tactics and use abilities. Your opponent has the option to respond to these tactics/abilities as normal. After you choose to stop playing tactics/abilities, your opponent may begin to play tactics and abilities and you have the option to respond to those as normal.

If an effect causes any number of characters to become members of the blocking party during this step, the blocking party isn’t actually formed yet. The characters should be added to the blocking party after it’s formed during the next step. If no blocking party is formed during the next step, the characters become the blocking party. However, effects that apply to the formation of a battle party don’t happen since a battle party wasn’t technically formed in this case.
Certain tactics and abilities can cause characters to become members of the blocking party before the blocking party is formed. This rule essentially reminds you that any effects or triggers that apply to the formation of the blocking party do not occur/affect if the blocking party is made up entirely of characters "added" to the party.

Blockers – The defending player may choose one or more characters they control that are not depleted. If they do, those characters form the blocking party. Otherwise, there is no blocking party during this battle.
Similar to the formation of the attacking party the opponent has the option to chose characters he controls and form a blocking party with them. It is important to note that blocking characters do NOT deplete upon forming/joining the party.

Resolution – Resolve the battle.
Resolving a Battle
To resolve a battle, follow these steps:

Tactics & Abilities – The attacking player may play tactics and use abilities as many times as they want. Then, the defending player may do the same.
Same as above. The attacker has the option to play tactics and abilities (that may be responded to as normal) and then the defender has the option to play tactics and abilities (that may be responded to as normal). If characters are removed from the parties at this point (due to destruction, bouncing, or other effects) they do not add their strength to the battle nor do they deal combat damage.

Speed Level – Find the highest speed among characters that have not yet assigned battle damage during this battle. X is that speed.
Simply determine what is the highest speed amongst all characters in the battle (including modifiers from tactics/abilities/gear/etc.).

Assign Attacker’s Damage – All attacking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the attacking player wants to the blocking party. If there are no members left in the blocking party, the attacking characters assign their battle damage to the target of the attack instead.
All characters with X speed assign their damage. Simply put, a character with 3 strength may assign up to 3 points of damage to the blocking party (or, if there is none, the target of the attack). This damage is NOT yet inflicted but is merely assigned to where it is going to go.

Assign Blocker’s Damage – All blocking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the defending player wants to the attacking party.
Same as above with the obvious exception that the defending party can not assign damage to anything but the attacking party.

Tactics & Abilities – The attacking player may play tactics and use abilities as many times as they want. Then, the defending player may do the same.
This is simply another round of tactics and abilities. It is important to note, however, that if a character who has assigned damage during the previous step is destroyed/bounced during this tactics phase then its damage will STILL be inflicted during the next step. Also, any increase or decrease in strength that occurs to a character at this point will not affect the amount of damage it already assigned.

Damage Infliction – All assigned battle damage is inflicted simultaneously. If more than one character inflicts damage to the same thing during this step,
Both attacking and defending parties at this speed deal their damage at the same time. Any characters that have damage equal to or greater than their life are destroyed.

Repeat – Repeat steps A through F until all characters in the battle have either assigned their battle damage or are no longer in play.
Begin again with determining the highest speed amongst all characters only this time characters that have already assigned damage do not count for this purpose. (For example, if all Speed 4 characters have already assigned their damage then Speed 4 would not be the highest but instead Speed 3 would be).

End – Deplete all surviving characters in the battle.
All characters, including blockers and any characters added to the battle through tactics/abilities are depleted.

If there is nothing left for a character to assign its battle damage to, the character doesn’t actually do anything but it is still considered to have assigned its battle damage for the purposes of ending the resolution loop.
This is simply a rule to prevent a battle from continuing indefinitely. A situation like this might occur when a blocking party kills all of the attacking party at Speed 4 and Speed 3, leaving a Speed 2 blocker with no one to assign damage to. He simply is considered to have assigned his damage and depletes at the end of the battle.

It is important to note that triggers can occur at any time during a battle as normal and must be resolved immediately (as triggers are meant to be resolved).

Hope this helps, if you have any questions let me know.



Trochę źle graliśmy bitwy Razz


Tzn?


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PostWysłany: Czw 18:05, 15 Lip 2010    Temat postu:

Prosty schemat bitwy:

Atakujący przydziela postacie. Obrońca przydziela postacie. Ustala się najwyższy speed w bitwie. Atakujący asygnuje obrażenia o takim speedzie wedle uznania. To samo robi obrońca. Atakujący może grać akcje, obrońca może grać akcje. Rozpatruje się obrażenia. Wybiera się kolejnego speeda. Atakujący asygnuje obrażenia, obrońca postępuje tak samo. Atakujący może znowu zagrać akcje, obrońca tak samo. Rozpatruje się obrażenia. I tak do końca. Pozawala to w speedzie X atakującemu zabić wszystkie postacie obrońcy i jeśli w speedzie X-1 będzie miał coś w bitwie, to może zadać obrażenia karcie frakcji. Ponadto akcje w bitwie nabierają większego sensu niż zwykłe "kto ma więcej siły/życia".


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PostWysłany: Czw 23:44, 15 Lip 2010    Temat postu:

Czyli jak mielibyście podać co się Wam w The Spoils podoba w trzech krótkich słowach to:

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PostWysłany: Pią 1:29, 16 Lip 2010    Temat postu:

Humor, odporność mechaniki na 'zacinanie' się talii, dynamiczna rozgrywka.

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PostWysłany: Pią 8:50, 16 Lip 2010    Temat postu:

Ciaglosc mechaniki wynika pewnie z tego ze w tych starterach brak praktycznie kart kondycyjnych (wymogiem jest koszt). Co masz na rece to wystawiasz/zagrywasz jak cie stac.

Btw. czy mozna zrobic flip up z kiwnietego resource?


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PostWysłany: Pią 11:55, 16 Lip 2010    Temat postu:

Kempy, ta gra jest stworzona, żeby grać dwa kolory. Zaczynasz z dwoma kolorami na stole, a kiedy płacisz, to nie musisz płacić konkretnymi kolorami, musisz tylko posiadać wymatany treshold. Można grać dowolną kartę jako resource. Dociąganie kart też jest przemyślane.

Tak, można.


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PostWysłany: Pią 13:00, 16 Lip 2010    Temat postu:

NomNomNom napisał:

Btw. czy mozna zrobic flip up z kiwnietego resource?


Tak, można, dodatkowo jeśli tą karta jest postać to wchodzi ona do gry prosta.

Co do sprawy z kondycyjnościa to u mnie są chyba 2 czy 3 postaci które maja dodatkowy koszt (jedną z nich jest który do wejścia wymaga usunięcie taktyki z discarda).

Co mi się podoba w The Spoils?

1. Arcaniści Smile
2. Megaśny Humor!
3. Fajna mechanika (niby to Magic ale jednak ma to "coś" co do mnie trafia a niebyło tego w Magicu)


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PostWysłany: Pią 14:38, 16 Lip 2010    Temat postu:

Geralt_Bialy_Wilk napisał:
NomNomNom, ta gra jest stworzona, żeby grać dwa kolory. Zaczynasz z dwoma kolorami na stole, a kiedy płacisz, to nie musisz płacić konkretnymi kolorami, musisz tylko posiadać wymatany treshold. Można grać dowolną kartę jako resource. Dociąganie kart też jest przemyślane.
.


Co ma piernik do wiatraka? Smile Tak, czytalem zasady zanim stworzylem ten watek a w poscie chodzilo mi o to ze startery sa praktycznie idiotoodporne poniewaz bardzo rzadko masz na rece karte ktorej nie mozesz zagrac.


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PostWysłany: Pią 17:20, 16 Lip 2010    Temat postu:

A co to ma do rzeczy? Jak robisz talie constructed to składasz ją tak, żeby połowy kart nie dało się zagrać?

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PostWysłany: Pią 23:37, 16 Lip 2010    Temat postu:

Geralt_Bialy_Wilk napisał:
A co to ma do rzeczy? Jak robisz talie constructed to składasz ją tak, żeby połowy kart nie dało się zagrać?


Nie, bynajmniej. Tylko, że obraz gry jest nieco zafałszowany, i dopiero talie constructed (a nie limited, lub pre-constructed) dają pojęcie o grze bardziej wymierne.


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PostWysłany: Sob 1:39, 17 Lip 2010    Temat postu:

A, to z pewnością. I mam nadzieję mieć tego przedsmak kupując preconstructa i jeden jakiś losowy zestaw. Jak nie teraz, to w następnym kwartale ;p

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PostWysłany: Sob 17:35, 07 Sie 2010    Temat postu:

Istotne nowości które odkryliśmy:

Cytat:
408.4 If the damage a character receives in a single turn is ever equal to or greater than its life, destroy it immediately.
408.4a
You only need to keep track of the current turn's damage because that’s all that will ever matter. Although there is no official step when a character's damage for the turn is “healed” that’s essentially what happens when a new turn begins.


Czyli można np. zagrać 3 akcje robiące po 1dmg, żeby zabić coś co ma 3 life. Albo przyatakować, zadać stworowi 1dmg, nie zabić go, po czym akcją dorzucić mu dmg i go utłuc.



I Response, który pozwala nam grać akcje nie będąc aktywnym graczem:

Cytat:

606 Responding to Actions

606.1 You can respond to your opponent whenever they play a card, use an ability, or end their turn. You cannot respond to your own actions.

606.2 When you have the chance to respond, you may play a tactic or use an ability. Once this response resolves, you may make another response. You may repeat this any number of times. Once you are finished making responses, the original action resolves.

606.2a Keep in mind that your opponent can respond to your responses. For example, if you respond to your opponent by playing a tactic, your opponent has a chance to respond to that tactic with their own. A series of responses can go back and forth between players indefinitely.

606.2b Because you cannot respond to your own actions, there is no need for a “priority passing” system that many other games use. You simply make a series of responses to your opponent, resolving each one before moving to the next. Each of your responses can be responded to by your opponent in the same way. Although the variations that can occur with this system are many, the rules governing the system are simple.

606.2c Technically, there is no stack in The Spoils™ like there is in other card games. While it’s true that the response system can behave in a similar fashion (e.g. actions resolve last in, first out) we don’t maintain the concept of a stack formally in the rules. This is important because many things that would use the stack in other games can’t be responded to in The Spoils™, such as triggers.


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PostWysłany: Nie 16:09, 08 Sie 2010    Temat postu:

Gdybyście robili jakieś zakupy to dajcie znać.

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