نویسنده: BinaAli

  • 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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  • Memorizing the cards dealt in a live game

    Memorizing the cards dealt in a live game


    A method used by memory experts states that to remember a whole deck of 52 cards is to create yourself a memory palace with at least 18 rooms that will be used forever. Why do we need 18 rooms? What is its purpose?



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

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


    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 – Zimone, All-Questioning and Primo’s interactions with cards that let you draw cards based on the amount of power your creature has

    magic the gathering – Zimone, All-Questioning and Primo’s interactions with cards that let you draw cards based on the amount of power your creature has


    So before we get to the “actual” question let me just make sure everyone is on the same page with the cards in question

    Zimone, All Questioning has an effect that says

    “At the beginning of your end step, if a land entered the battlefield under your control
    this turn and you control a prime number of lands, create Primo, the
    Indivisible, a legendary 0/0 green and blue Fractal creature token,
    then put that many +1/+1 counters on it. (2, 3, 5, 7, 11, 13, 17, 19,
    23, 29, and 31 are prime numbers.)”

    Cards like Garruk’s Uprising have an effect that says

    Whenever a creature you control with power 4 or greater enters, draw a card.

    Does Garruk’s Uprising (and other cards like it) see Primo when it is first created as a 0/0 or do they only see it after the +1/+1 counters are added to it?



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  • Junkyard Juggernauts Preview – One Board Family

    Junkyard Juggernauts Preview – One Board Family


    After over a decade playing hobby board games, I’ve grown a bit tired of the fantasy and sci-fi genres. Sure, I understand the appeal, but I feel like it becomes the default theme when designers and publishers can’t figure out what coat of paint to put on a set of mechanics.

    But Junkyard Juggernauts has refreshed this board game trope with a fun melding of the two genres. Players take on the role of young heirs to a throne, skilled not just in magic, but also in the assembly of giant robots called Juggernauts. You must explore the land of Galmenni to take down enemies, complete quests, build up your skills, and eventually take down the evil Warlord. But watch out, because one of your crew will be enticed by the Warlord and may fall to the forces of evil…

    Lots of Robot to Love

    Let me start off by saying that there is A LOT to Junkyard Juggernauts. The designer, Francisco Ruiz, has obviously put a lot of time and passion into this project. It’s almost like a few different games smashed into one, all covered with a thick coat of solid storytelling. During the hours (yes, plural) that I spent learning how the game worked, I became more and more immersed in the lore of Galmenni and really enjoyed how every element ties together.

    Player board map of Galmenni

    The story certainly has vibes of the stories told back on the NES, Genesis, and other older systems, and the pixelated artwork does a tremendous job of enhancing that feeling. You’ll kick things off by building your Juggernaut from parts (cards) that you find in the Junk Pile. There’s a good amount of variety in the cards that will serve as the parts for your Juggernaut, and each has enough detail and unique characteristics so that you feel your build is truly different from other players. I also like how these cards are literally piled, and players can only grab a card they can literally put their finger on. It’s a fun little mechanism that matches what a player is actually doing in-game that you don’t see in many other games of this scope. 

    Once everyone has drafted their cards, you have to be strategic in the way you put your mech together. You obviously want to get powerful arms to maximize your Attack level, but they can’t be more powerful than the leg that supports them on that side. You also want to try to find parts that match your character’s elemental mastery, whether it be Wind, Water, Fire, or Earth. If you match, that part’s power will be greatly enhanced.

    A constructed Juggernaut

    And there’s even more to consider! You see, every card has four features depending on its orientation. They all have both arms and legs that can be added to your machine. They also have an Amplify ability, which can greatly… amplify… how you fight. They also feature potions, which are an integral part of the Dispel-Overpower Contests that can happen during battle. (Yeah, I don’t have the time or space to get into all that…) You’ll only be able to use one feature of a card at a time, so you’ll need to be sure you’re careful in your decision-making. 

    A World Worth Exploring

    Once you’ve got your mighty robot completed, you’ll do your best to dive into the world of Galmenni. The map provides many different options for how you can play your game. Maybe you’ll seek out Quests, which often have you moving to different locations on the map and completing a task, usually with a risk of damage. It will be worth it, though, because you’ll do the game’s version of leveling up, and you’ll have the opportunity to gain specializations that give you more attacking and defensive options. When I first reviewed these in the rulebook, I thought that they might be a useless distraction from the core of the game, but I quickly found myself focused on Quests so that I could make myself more powerful and better prepared for the battles.

    player guides

    But you might call me a coward and instead jump right into the fighting. You have the option to fight Beasts, but you’ll primarily focus on the Junk Golems. These smaller mechs (two arms and one leg) are each aligned with one of the Elements, and they have their own special powers and skills that make them a challenge. They will also vary from game to game, as their parts come from the top of the Power Card deck left over after your own construction.

    Battle Bots

    Fighting is a huge mechanic of this game, and Ruiz has put a lot of thought into crafting a substantial system.  The power in your legs and arms represents that part’s Mettle, and not only is it that part’s Attack or Speed, but it’s also its health. When a part is damaged, it becomes less powerful. It’s important to keep this in mind as you plan how you attack an enemy. Maybe you’ll want to take out a very powerful arm first so that the enemy’s attacks won’t be as powerful. However, maybe it’s a better idea to take out the leg so that it has no Speed. But if you target just one part, you have a chance of your attack missing, so it might be better to just go with a Total Attack and take a little off of each part. You also have to keep in mind the Reaction options that your enemy has which might enable it to diminish your attack power or maybe even avoid it completely. You’ll have Reaction options of your own that you’ll need to use wisely as you plan your defense.

    You have the ability to team up with other players when you go into battle, so you’ll want to work together so that you maximize your effectiveness. I think about it like in traditional video game RPGs – you don’t necessarily want every character to attack the same part, but instead to focus on what strengths each Juggernaut has and lean into it. You also don’t want to forget the Amplify abilities that the cards in your hand can provide. These enhancements can be even better if your character or the parts of your Juggernaut match the elemental type of the Amplify card, as you’ll roll dice to determine some benefits you’ll get, like extra Potions, increased Health, and more. And I haven’t even gotten into Charges, which can enhance your Juggernauts or be used in attacks and attached to enemies, putting them at a disadvantage. 

    I’ve written so much, and yet there’s still so much more to this game. Different locations on the map have unique actions that you can take. Some paths on the map can be perilous and might cause damage as you go through them. There’s a whole Corruption mechanic that works a little like viruses in Pandemic, spreading along paths on the map. You can pick these up and ‘purify’ them for bonuses AND to prevent them from being used by the Warlord at the end of the game in your big final bout.

    corruption tokens

    Oh yeah, the Warlord. There’s a betrayal mechanic in this game, too! After the first Junk Golem is defeated, one of the players is going to find out that they are an Acolyte of the Warlord. After the defeat of the next Junk Golem, the Acolyte is revealed, and the other players will work to discover the Warlord’s Lair while the Acolyte seeks to advance the Warlord’s cause. I didn’t get to play with this mechanic as I only tackled the single player mode, but it sounds like another fun and unique addition to the overall gaming experience.

    Mechs Can Be Pretty Complicated

    I want to be clear: this game is not for the faint of heart. It took me several hours to learn the rulebook, and I was still CONSTANTLY referring to it, especially during battles and as I visited each city. It took me several hours to play through one solo campaign, and I can imagine it’s a full day experience if you’re taking a four player approach. It’s certainly not going to be everyone’s cup of tea.

    But for those looking for more depth to their experiences, or maybe an alternative to some TTRPG gaming, Junkyard Juggernauts is worth considering. It’s got the lore and it’s got the mechanics and systems. The artwork is great, and the components are solid. Even my pre-production copy featured great standees, an inlay for cubes on the main board(!), and high quality materials throughout. The game’s creator has also shown an incredible amount of care in the game. Even as I was playtesting, he reached out about some improvements to the rulebook that he was implementing and asked me for feedback from my experiences.

    Junkyard Juggernauts game box

    So if you’re looking for some sci-fi in your fantasy… or maybe some additional structure to your role-playing… perhaps a game with a legacy feel that plays one session at a time… 

    Then maybe give Junkyard Juggernauts a shot.

    Junkyard Juggernauts is in the last few days of its Kickstarter campaign. Check it out!



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  • card counting – What is a good count to bet a lot in blackjack?

    card counting – What is a good count to bet a lot in blackjack?


    I have started counting cards for quite a while now. For practice I am playing online on a website. I set the deck count = 6.

    I have reached a count of +10 multiple times, however is this good enough to bet like half your pot?

    I am influenced by the movie 21 and I would bet a lot when the count reached +15 or +16 but in real life I have never reached such a high count.

    Where in the count is it profitable to bet a lot of money?



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  • magic the gathering – On attack trigger timing vs becoming an “attacking creature”

    magic the gathering – On attack trigger timing vs becoming an “attacking creature”


    If I attack with Jor Kadeen, can I play Embercleave for 5 (-1) before the attack trigger resolves, making them a 4/4 and drawing 1? or do I have to pay the full 6 and play it earlier?

    The attacking/blocking phase timings have changed multiple times in my play memory.. so more generally, are creatures considered attacking immediately when they are declared attackers, do their triggers need to resolve first (step change), or something else?


    Jor Kadeen, First Goldwarden has a trigger “Whenever Jor Kadeen attacks ..” and Embercleave counts attacking creatures “This spell costs {1} less to cast for each attacking creature you control.” and can be played instantly due to Flash.

    Jor Kadeen is also clear in their rulings that their desirable calculation is done once during ability resolution (hooray) “The value of X is determined only once, as the triggered ability resolves. If the number of equipped creatures you control changes after that time, it won’t change the bonus granted.”

    Jor Kadeen Embercleave



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  • magic the gathering – Would Kiki-Jiki loop with Thornbite Staff?

    magic the gathering – Would Kiki-Jiki loop with Thornbite Staff?


    Would equipping Thornbite Staff to Kiki-Jiki, Mirror Breaker cause a loop if I created copies of Fanatical Firebrand (Or any other creature with a sacrifice effect)?

    Thornbite Staff has “Whenever a creature dies, untap this creature” as one of its equip effects, and Fanatical Firebrand has “T, Sacrifice this creature: It deals 1 damage to any target.”

    Since Fanatical Firebrand Tokens would have Haste, would that untap Kiki-Jiki when I sacrifice a token of Fanatical Firebrand, causing it to loop?

    If so, would that also work with Bile Urchin, or any creature with a zero-cost “Sacrifice this creature” effect, like Flame-Kin War Scout?



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  • Thinking Beyond Mechanisms Ep 12

    Thinking Beyond Mechanisms Ep 12


    Welcome!

    Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

    We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.

    On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.

    Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.

    Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.

    We hope you enjoy the additional content!

    Our History

    We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.

    Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!

    Contact Us 

    Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.

    You can also email us at hello@ludology.net.

    Ludology is part of The Dice Tower Network, the premier board game media network.

    If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish! 

    Burning Questions for Ludology

    Burning Question

    Support the Show

    Ludology is made possible through the support and donations of listeners like you.

    We currently have 3 “First Listen” series that will go out to Patrons well in advance of the audio being released to the wider audience.

    • The Memories that Made Us (monthly) – memories about gaming experiences that helped shape the people that bring modern games to life
    • Tales from the Designer Toolbox (monthly) – tips and tricks from industry pros learned from both success and failure
    • Ludology Live – recordings from conventions around the world

    Patrons will also get extra consideration for any giveaways that we might have!

    Become a Ludology Patron

    Become a patron

    You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!





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  • TTRPG Kids Ep 17

    TTRPG Kids Ep 17


    Sen and Erica welcome special guest host Steph Campbell who brings you their latest segment, TTRPGKids. This week, Steph talks about how to incorporate math into games in the classroom and at the dinner table.



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