A couple of rules clarifications after our first game last night

WarrenDB

New member
1) Is there any way to use walls to block Amazon's diagonal kill zones? For example, if there was an Amazon at 5, would walls at (4|5) and (5|8) creating a corner block the kill zone at 7? What about (4|5) and (7|8)?

1 | 2 | 3
---------
4 | 5 | 6
---------
7 | 8 | 9

2) Are players returned to scrimmage between periods or just stand where they are (barring being benched then replenished from a dog pile)? The rules don't say anything about it (and the Half-Time rules explicitly say return to scrimmage) but there was an argument last night about it because the ball returns to the centre.

3) According to (what I saw in) the rules, the draw pile is only shuffled if the cards run out during the break between periods, and if the draw pile runs out mid period you just don't get more cards. What if you end the first half, redraw, and there's only 1 card left in the draw pile? You can play all your cards and still only get to 8 burned cards, so the period would never end.

They say that it can only run out of cards if the period is about to end, but even in a two player game you could each have 8 cards burned plus your 7 card hands (30 cards left in the deck), player 1 plays huddle, discards and draws 3 cards (27), triggers a reaction, both play cheat cards, both play energy cards, then player 1 attacks, both play cheat and energy, player 1 draws 4 (23) and triggers end of round buzzer, player 2 is daemons, plays huddle, discards his his remaining hand and draws 7 (16), triggers a reaction, then attacks (another 4 cards each lost to contests), then player 1 discards an energy card to prevent fire damage. Round ends, player 2 draws 4 (12) and player 1 draws 5 (7).

Obviously that is an extreme scenario, but you don't need to burn through 53 out of 60 cards in a single period to trigger a scenario where you only have 1 card left at half after replenishment. At that point the only way you could end the period is an elimination or a blowout.
 

Loophole Master

Super Moderator
1) Is there any way to use walls to block Amazon's diagonal kill zones? For example, if there was an Amazon at 5, would walls at (4|5) and (5|8) creating a corner block the kill zone at 7? What about (4|5) and (7|8)?
Actually, the rules on page 21 specifically say: "Any special ability or card that allows diagonals may be blocked by walls. If the diagonal skims the edge of a wall, it is blocked." So you'd be able to protect zone 7 simply by placing a single wall at EITHER (4|5), (5|8), (4|7) or (7|8).



2) Are players returned to scrimmage between periods or just stand where they are (barring being benched then replenished from a dog pile)? The rules don't say anything about it (and the Half-Time rules explicitly say return to scrimmage) but there was an argument last night about it because the ball returns to the centre.
Unless otherwise stated, players stay where they are in between periods.


3) According to (what I saw in) the rules, the draw pile is only shuffled if the cards run out during the break between periods, and if the draw pile runs out mid period you just don't get more cards. What if you end the first half, redraw, and there's only 1 card left in the draw pile? You can play all your cards and still only get to 8 burned cards, so the period would never end.
If the draw pile ever runs out, you reshuffle it. It doesn't matter when it happens.
 

mcs1213

New member
1) Is there any way to use walls to block Amazon's diagonal kill zones? For example, if there was an Amazon at 5, would walls at (4|5) and (5|8) creating a corner block the kill zone at 7? What about (4|5) and (7|8)?


1 | 2 | 3
---------
4 | 5 | 6
---------
7 | 8 | 9
Yes, both examples you list space 7 is blocked. See page 21 for specifics. "Any special ability or card that allows diagonals may be blocked by walls. If the diagonal skims the edge of a wall, it is blocked."


2) Are players returned to scrimmage between periods or just stand where they are (barring being benched then replenished from a dog pile)? The rules don't say anything about it (and the Half-Time rules explicitly say return to scrimmage) but there was an argument last night about it because the ball returns to the centre.
No, players stay where they are after the 1st and 3rd period.


3a) According to (what I saw in) the rules, the draw pile is only shuffled if the cards run out during the break between periods, and if the draw pile runs out mid period you just don't get more cards. What if you end the first half, redraw, and there's only 1 card left in the draw pile? You can play all your cards and still only get to 8 burned cards, so the period would never end. They say that it can only run out of cards if the period is about to end, but even in a two player game you could each have 8 cards burned plus your 7 card hands (30 cards left in the deck), player 1 plays huddle, discards and draws 3 cards (27), triggers a reaction, both play cheat cards, both play energy cards, then player 1 attacks, both play cheat and energy, player 1 draws 4 (23) and triggers end of round buzzer, player 2 is daemons, plays huddle, discards his his remaining hand and draws 7 (16), triggers a reaction, then attacks (another 4 cards each lost to contests), then player 1 discards an energy card to prevent fire damage. Round ends, player 2 draws 4 (12) and player 1 draws 5 (7). Obviously that is an extreme scenario, but you don't need to burn through 53 out of 60 cards in a single period to trigger a scenario where you only have 1 card left at half after replenishment. At that point the only way you could end the period is an elimination or a blowout.


I find it very very difficult to only have 1 card left in the deck at the start of a period. Even if there was only one left a little common sense says shuffle the discard pile in as we will not be able to finish the period with only one draw. One thing to note is that huddle discards three and only three cards.


Now to address the scenario ( Key: P1 = cards for player 1, P2 = cards for player 2, B1 = cards for player 1, B2 = cards for player 2, X = discard, D = Draw)


Period one:
Start => P1:7 B1:8 P2:7 B2:8 X:0 D:30
P1 plays huddle => P1:7 B1:9 P2:7 B2:8 X:3 D:26
P1 Triggers a reaction (both cheat) => P1:5 B1:11 P2:5 B2:10 X:3 D:26
P1 attacks (both cheat) => P1:3 B1:13 P2:3 B2:12 X:3 D:26
P1 Draws => P1:7 B1:13 P2:3 B2:12 X:3 D:22
Stop because P2 can not play huddle scenario moot.
P2 Triggers a reaction (both cheat) => P1:5 B1:15 P2:1 B2:14 X:3 D:22
P2 attacks (P1 cheats because P2 can't) => P1:3 B1:17 P2:0 B2:15 X:3 D:22
P2 Scorch => P1:2 B1:18 P2:0 B2:15 X:3 D:22
P2 Draws => P1:2 B1:18 P2:7 B2:15 X:3 D:15
End of Period:
P1 Discards => P1:2 B1:0 P2:7 B2:15 X:21 D:15
P2 Discards => P1:2 B1:0 P2:7 B2:0 X:36 D:15
P1 Draws => P1:7 B1:0 P2:7 B2:0 X:36 D:10


Hope this helps and makes sence.
 

WarrenDB

New member
You're right about the cards running out, I misread page 15 where it says if there are no cards left in the draw OR the discard piles you don't draw a card. And I don't know how I missed the rule on page 21, other than I always seem to miss blocks that continue at the top of the next column. Thanks!
 

WarrenDB

New member
Re-purposing this instead of starting a new thread:

Someone got the old and new rules books mixed up *facepalm* so I'm wondering a couple of things

1) One book, under contests, says after a tackle and follow up, that you can immediately perform a handoff, but the FAQ in the back says you can't. The other book says nothing about handing off. Handing off after a tackle makes Relay Training seem incredibly OP.

2) One book says you can only steal the ball as a reaction to someone entering your kill zone, the other book (which I think is the new one) says you can always steal at the end of a sprint. This seems to make Gangsta Z's special ability pointless ("Gangsta Z and all of your Runers may attempt to steal the ball after a sprint")
 

mcs1213

New member
Someone got the old and new rules books mixed up *facepalm* so I'm wondering a couple of things

New rulebook is the one pictured in update 52, it has all of the teams on the cover.


1) One book, under contests, says after a tackle and follow up, that you can immediately perform a handoff, but the FAQ in the back says you can't. The other book says nothing about handing off. Handing off after a tackle makes Relay Training seem incredibly OP.

That text is from the old rulebook, see page 14 in the new one for how it works. Short of it is if you perform the follow-up to pick up the ball that ends your movement and you man not hand off at that time. That player can hand off on its next activation.


2) One book says you can only steal the ball as a reaction to someone entering your kill zone, the other book (which I think is the new one) says you can always steal at the end of a sprint. This seems to make Gangsta Z's special ability pointless ("Gangsta Z and all of your Runers may attempt to steal the ball after a sprint")

Yes, the new rules do seem to invalidate Gangsta Z's special ability. Still waiting on an updated card or ruling on his power.
 
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