نویسنده: BinaAli

  • magic the gathering – Quietus Spike and Scytheclaw equipped to same creature

    magic the gathering – Quietus Spike and Scytheclaw equipped to same creature


    As the Gatherer rulings on Quietus Spikes say:

    (10/1/2008)
    If multiple Quietus Spikes trigger at the same time, that player loses half their life when the first ability resolves, then loses half of the remainder when the next ability resolves, and so on. The player does not lose the same amount each time.

    It’s identical in your situation; both are triggered abilities, they will be separate events on the stack, so they’ll resolve independently. In this case, two halves make three quarters, not a whole.

    Note that because of the ’rounded up’ in the card text, if their life total is 3 or less after combat damage is dealt, that’ll be enough to put their life total to zero anyway (3 → 1 → 0, 2 → 1 → 0, 1 → 0).


    Incidentally, in very special cases, the last sentence of the Oracle text is incorrect, namely when the affected player has life total 0 (or lower), but is still in the game due to something like a Platinum Angel. In that case, they’ll lose an equal amount of life, namely 0, both times.



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  • fluxx – Can you trash your own keeper?

    fluxx – Can you trash your own keeper?


    Say you have 2 keepers (Love and War for example), and the current rules allow you to play 2 cards. In your hand you have All you Need is Love (goal) and Trash a Keeper (action).

    Can you trash your own War keeper, play the appropriate goal, and win? Trash a Keeper says you can trash any keeper; to me that includes your own.

    Similar situations include when the goal is already played, and various configurations involving Peace (no War) and The Brain (no TV).

    This came up in my hand in a game with my daughter the other night, I house-ruled against myself and she went on to win.



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  • magic the gathering – Does it matter which edition of a card is played in MTG

    magic the gathering – Does it matter which edition of a card is played in MTG


    I have another question that highlights the importance of correctly wording card text and/or the need to read the text of previous editions of many Magic cards (and not only the available Oracle Text).

    Let’s suppose Active Player has a Wardscale Dragon in play from several turns, and it’s the only creature in play.

    It’s the draw phase, and immediately after drawing the card, the Defending player –

    who has 4 life remaining only –

    decides to play his last Magic card:

    specifically, a reprint from one of the more recent sets.
    Defending player knows perfectly the text of the White Dragon card the Active player owns, and therefore hopes to save himself by casting Fog before the Attack phase,in order to avoid it,since he can’t cast no more spells during the attack phase
    (before damage is assigned).

    He believes everything is fine, because the recent card text doesn’t mention the need to cast Fog during the Attack phase.
    So, he tries to prevent any damage while also evading the protection from spells provided to Active Player by the White Dragon.
    The Active player, however, shows to the Defending Player a Fog card from the very early Magic sets, which clearly states that a Player must:

    • “play [Fog] any time before attack damage is dealt.”

    This old card text admits that Fog has to be cast during the Attack Phase (before damage is assigned).

    The defending player, however, still complains, pointing out the complete absence of a specific Fog Ruling in its latest reprints.

    Finally, my question obviously ends up with this:

    -“Who is right?”

    Thank you so much.



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  • bidding – Do I need more for a “big double” with a minor than a major suit?

    bidding – Do I need more for a “big double” with a minor than a major suit?


    At matchpoints, they’re vulnerable, we’re not. Right hand opponent opens one heart. I would make a (big takeout) double with the following: ♠AKT852 ♡65 ♢AK86 ♣ J. I havd 15 high card points and “distribution” will take me over 16. Over a likely two heart bid from the left hand opponent, I bid two spades.

    But suppose my spades and diamonds were reversed sot that I have, ♠AKT8 ♡65 ♢AK8652 ♣ J. Now I would need to go to three diamonds over two hearts if I doubled first.

    Should I therefore overcall two diamonds directly? Or do I still have enough to make a “big” double? Or could I possibly have too little to double before bidding spades with the first hand?



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  • magic the gathering – Can a Planeswalker be tapped?

    magic the gathering – Can a Planeswalker be tapped?


    Like all permanents, it can become tapped. For instance, if you attack with Sarkhan, the Dragonspeaker after using his first ability and he survives, the next turn you will have a tapped planeswalker.

    110.5. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories.

    In the previous scenario, Sarkhan will untap during your untap step. However, there are cards that require you to tap a permanent you control, like Gene Pollinator‘s ability, which can be activated during your upkeep, causing your planeswalker to be tapped during your main phase.

    But that doesn’t really matter for loyalty abilities; there is no rule preventing activating loyalty abilities on tapped planeswalkers. This is all what the rules say:

    306.5d Each planeswalker has a number of loyalty abilities, which are activated abilities with loyalty symbols in their costs. Loyalty abilities follow special rules: A player may activate a loyalty ability of a permanent they control any time they have priority and the stack is empty during a main phase of their turn, but only if none of that permanent’s loyalty abilities have been activated that turn. See rule 606, “Loyalty Abilities.”

    Rule 606 doesn’t mention anything about being (un)tapped either.



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  • I’m a little confused about the Chapter 6 setup in LOTR Trick Taking game

    I’m a little confused about the Chapter 6 setup in LOTR Trick Taking game


    Ok, so here’s the card that’s giving me some trouble:

    Barrow-wight event card

    I’m pretty sure there’s a few typos in here, because at first glance is seemed like it wanted me to deal 5 cards per each of the 4 players into a “barrow deck”, then shuffle the Ring cards back in and deal another 8 to each player. Which is a problem, because that would require 53 cards and there’s only 37 :P.

    After much study and prayer I have determined that it’s wants me to deal 5 cards, if you are using 4 players, in to the “barrow deck” and then deal the 8 cards out. The math checks out now. But, the last line says that Tom Bombadil puts those 5 cards into his hand. So after all that I could have just dealt Tom 5 extra cards?

    Am I missing something? It just seems a little underwhelming to have this whole spooky “Fog on the Barrow-downs Event”, and all it is is that you give some extra cards to ol’ Tom.

    I might be tripping, but am I missing something?



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  • Townspire Preview – One Board Family

    Townspire Preview – One Board Family


    Radek Ignatów is a designer who has impressed me over the past few years. I backed his Knight and Roll&Meow campaigns, so when I saw his post asking for people to preview his latest title, I knew I had to check it out. 

    While I would classify those other two titles as medium weight games, Townspire is lighter fare, with its theme and artwork both complementing this simpler approach. It seemed that Radek was going for a more family-friendly title this time around, but I was a bit concerned that the game might get too complicated.

    However, I was pleasantly surprised to find that, thanks to some wonderful innovations, this is one of the most approachable print-and-play games I’ve seen in recent years.

    Townspire - designed by Radek Ignatów

    Rebuilding the Kingdom

    In Townspire, you take on the role of a Medieval architect, charged by your king to reconstruct a destroyed town according to some very specific instructions. You need to be sure that you provide plenty of housing, businesses, and protection for the new settlers before they arrive. 

    The game is played over 10 rounds, each of which starts off with an action card. These cards feature a top and bottom field with different conditions that you’ll fulfill for that turn. First, you’ll draw a new building on your map according to specific criteria – maybe on the edge of the map, or a certain number of spaces from another map object. There are several buildings, most of which allow you to convert your resources so that they have a higher value. There are also cottages that you’ll build for the residents you’ll need to run your businesses, and towers that can be used with walls to help protect your new city.

    Next, you’ll activate the resources listed in that section of the card. There are several items that might be included. You might extend your walls. Maybe you’ll plant crops (wheat or tomatoes) or grow livestock (sheep and chickens). You might also gain work actions or be able to use them, which will allow you to grow or raise more, or use your buildings to do those advantageous resource conversions – like turning tomatoes into soup. You can also employ guards that will protect your land from the invading dangers.

    Townspire - player map

    Yeah, those dangers come next. Bandits will try to mess with your buildings, insects will attack your crops, and wolves will try to snatch your livestock. They must be placed according to special rules, similar to your buildings. You’ve got options to protect against these threats (like the aforementioned guards), but if you don’t, they’ll cause you to lose points at the end of the game.

    Eye on the Prize

    As you add more and more to your map, you’ll be working to accomplish two goals that are set for you at the beginning of the game. You might have to defeat a certain number of villains, or maybe create a certain number of loaves of bread and bowls of soup. These goals are specific to each map, and they are randomly assigned for you each game, so you’ll have to adjust your strategy each time you play. If you don’t manage to accomplish your goals by the end of the game, you lose. 

    However, if you reach those goals, you’ll add up all the points you’ve earned (mostly from your resources). If you’re playing with others, then the person with the most points is the winner. If you’re flying solo, you’ll compare your score to the suggested score thresholds to see how you did.

    After playing this game a few times, I must say that it’s one of the more challenging print-and-play solo games I’ve seen. It might just be me, but I had a really hard time with keeping all the different placement rules straight and ensuring that I didn’t just plan for that turn, but looked ahead to future turns and challenges. For example, insect infestations can only be stopped by chickens, and chickens can only be placed by trees. So, I should only put them near trees, right? Yeah, my brain struggled with that, for some reason. However, I can definitely see how playing the game more and more will help out with that. 

    That being said, when the strategy works well, things can fall into place. It’s nice when you’re able to place that knight just right to take out the bandits. Lining up several turns to accomplish one of your two goals is quite satisfying, while having your best laid plans destroyed by a bad card pull is heartbreaking. If you can handle a little bit of luck, you should be fine. Plus, that luck is necessary to ensure that you don’t “figure out” the game and make it so that the same strategy would work every single time.

    Oh, and while it’s a solo game, it can be played with other people. Just know that there’s not any interaction between players, so you’ll essentially be playing a solo game… with other people.

    Medieval Innovation

    But there’s one part of the game that I must report on, and I personally think it could have a HUGE impact on how print-and-play games work moving forward, at least for players like me. I personally love playing games on my iPad – it’s so much easier to get the game started, to store everything, to not have to worry about a bunch of little pieces. With a bunch of games, I can easily pull this off while using a dice app on my phone. However, when cards get thrown into the mix, things get a bit more complicated, and I’m less likely to play.

    Townspire - digital cards

    In this game, each map features a QR code that you can scan that brings up action cards for that map in website form. From there, the website will randomly select your goals, and then randomly produce the action cards for you. This might sound simple, but it’s SUCH a benefit for gamers like me.

    In the past, I might have spent far too much time making sure the cards look decent (yet I’d still be disappointed with the outcome), and then I would need to find a place to keep those cards where I would remember whenever I want to play again. Now, I just have to scan, and boom! I can play. No printing, no cutting, no storage. While some might not see this as a big deal, it’s game-changing for me. I’ve already asked the designer if he would consider a similar functionality for his previous titles.

    Final Thoughts

    As it stands, Townspire is a solid addition to the print-and-play world that is worth your time and consideration. If this is a genre you’ll enjoy, then you’re going to like Townspire and the variability that it provides. Plus, if you approach your print-and-play games like I do – that is, with no printing – the approach to cards is a HUGE bonus and something you won’t want to miss out on.

    You can find Townspire on Kickstarter now through August 21, 2025.

    A prototype of the game was provided for this coverage. Components and rules covered in this preview are not finalized. Read more about our preview policies at One Board Family.



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  • pokemon – How does the Veevee ‘Volve ability work?

    pokemon – How does the Veevee ‘Volve ability work?


    The Veevee ‘Volve ability says:

    This Pokémon can evolve into any Pokémon that evolves from Eevee if you play it from your hand onto this Pokémon. (This Pokémon can’t evolve during your first turn or the turn you play it.)

    This just sounds like how evolution works in the card game?

    Looking up how it works on Go Hub:

    We begin with the poster Pokémon of this set: Eevee EX. Thematically, it headlines the expansion but when it comes to battle, it is probably the weakest EX card until now. Its only flavor is its ridiculously named ability, Veevee ‘volve, by virtue of which Eevee EX can be evolved into any Eeveelution, EX card or not.

    It sounds like the card being an ex card changes how evolution works, but I tried to look into it and all I could find was this:

    A Pokemon ex card can be played in the same way as Pokemon cards. Basic Pokemon ex cards can be played right away without evolving them, while Stage 1 and Stage 2 Pokemon ex cards require sending their previous forms in the field before they can be played.

    pokecardhq

    So what is the point of that ability?



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  • The importance of Rulings and/or a complete card text in Magic cards (IMO)

    The importance of Rulings and/or a complete card text in Magic cards (IMO)


    I have another question that highlights the importance of correctly wording card text and/or the need to read the text of previous editions of many Magic cards (and not only the available Oracle Text).

    Let’s suppose Active Player has a Wardscale Dragon in play from several turns, and it’s the only creature in play.

    It’s the draw phase, and immediately after drawing the card, the Defending player –

    who has 4 life remaining only –

    decides to play his last Magic card:

    specifically, a reprint from one of the more recent sets.
    Defending player knows perfectly the text of the White Dragon card the Active player owns, and therefore hopes to save himself by casting Fog before the Attack phase,in order to avoid it,since he can’t cast no more spells during the attack phase
    (before damage is assigned).

    He believes everything is fine, because the recent card text doesn’t mention the need to cast Fog during the Attack phase.
    So, he tries to prevent any damage while also evading the protection from spells provided to Active Player by the White Dragon.
    The Active player, however, shows to the Defending Player a Fog card from the very early Magic sets, which clearly states that a Player must:

    • “play [Fog] any time before attack damage is dealt.”

    This old card text admits that Fog has to be cast during the Attack Phase (before damage is assigned).

    The defending player, however, still complains, pointing out the complete absence of a specific Fog Ruling in its latest reprints.

    Finally, my question obviously ends up with this:

    -“Who is right?”

    Thank you so much.



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  • magic the gathering – How do The Mindskinner and Frenzied Baloth influence each other?

    magic the gathering – How do The Mindskinner and Frenzied Baloth influence each other?


    With that combination, any combat damage causes the regular damage and the milling.

    Rule 615.12 says

    Some effects state that damage “can’t be prevented.” If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won’t prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won’t be reduced by damage that can’t be prevented.



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