برچسب: have

  • How would an effect have to be worded to allow merging multiple Mutate piles?


    I came across multiple questions about Mutate, and I figured that combining multiple Mutate piles into one single Mutate pile could potentially be quite interesting due to allowing for multiple non-Mutate creatures (and maybe even noncreatures that were creatures at the time of their original Mutate) in the pile. Now, the question is, how would an ability be worded to let that happen?

    I’m looking for the wording for one of the following, or both:

    • An effect that’s functionally a "Multi-Mutate N", letting you put a creature with it anywhere on, under or in between N creatures. The creatures can be stacked together in any order, but if any of them are Mutate piles, each pile must remain one continuous block (they can’t be reordered or interleaved with other cards in the pile).
    • An effect that targets 2 Mutate piles and combines them into one pile, with the same ordering restriction. Should only work for Mutate piles – neither non-Mutate creatures nor Mutate creatures should be targetable if they’re not a pile with 2 or more cards.

    Other kinds of effects that interact with Mutate piles (adding or removing cards, or working off of the number of cards in them) might be interesting too, but are probably more of a topic for a separate question.



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  • In Port Royal, if I have a jester and I bust, do I get a coin?


    In Port Royal, if you draw 2 ships of the same color, you bust and "your turn ends", and you don’t get the "trade and hire" phase.

    If you have a jester in your tableau, do you get a coin?

    In my gaming group, we have a disagreement, whether:

    • everyone with a jester gets a coin whenever someone busts
    • other players, but not the active player
    • nobody

    If nobody gets a coin on a bust, then jesters are mostly pointless. But some people say that the first option makes them too powerful.



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  • Where Have We Been!? – The TouchArcade Show #610 – TouchArcade


    Oh hello there. Yes, we ARE still alive, thank you for asking. We took an unintended month-long hiatus due to me starting my new job as well as the holidays being as hectic as they always are, but we’re back and with any luck we should be able to settle into a mostly regular recording schedule from here on out. I know I’ve said that before, but here’s to hoping! At any rate, this week’s show is mostly just me and Eli catching up after not really talking for an entire month, but we do keep things slightly on topic by talking about some Apple Intelligence stuff and the latest games that I’ve been playing on Steam Deck lately. It’s good to be back, enjoy the show!

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-610.mp3

     



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  • The Reports of Our Death Have Been Mildly Exaggerated – The TouchArcade Show #612 – TouchArcade


    Hark, a new podcast is afoot? ‘Tis true, and it has been A WHILE, friends. Ten weeks to be exact. How have you been? I love what you’ve done with your hair. How about this weather we’re having? Ok, enough small talk, let’s get into this latest episode. Eli and I discuss what the hell we’ve been up to for the past two and a half months, and spoiler alert: It’s nothing terribly exciting. Just damned busy and/or sick. We also talk about our latest retro handhelds. I personally am having a love affair with the Retroid Pocket 5, and also picked up a Miyoo A30 just as an extremely cheap and extremely pocketable option. Eli has to GBA SP-alikes, the Miyoo Flip and the Anbernic RGXSomething or another (their naming conventions are pretty terrible). Next we share our thoughts on the controversial reveal of the Switch 2 and finish things off with some good old fashioned VR discussion. Sorry for the long wait, but it feels great to be back.

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-612.mp3

     



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  • XDefiant’s final hours have arrived, and I’m sad to see Ubisoft’s FPS go

    XDefiant’s final hours have arrived, and I’m sad to see Ubisoft’s FPS go


    XDefiant was a game that always had the odds stacked against it, despite the wealth of FPS experience on its development team and major IP like Far Cry and Assassin’s Creed it could lean on. Ubisoft was already on a run of putting out underperforming games. The general live service space is a brutal, unforgiving one. The demand for new, fresh content is painfully high. And then it had to face off against one of the best annual Call of Duty launches we’ve seen in years with Black Ops 6. When you lay everything out in such a way, a rapid shutdown – which arrives this week just over a year after launching – always seemed highly likely. Inevitable, to some. But that doesn’t mean it was a bad FPS game by any stretch. While not perfect, I’ll remember XDefiant as a game that provided me with a few months of fun and a welcome reminder of the glory days of Call of Duty.

    While I’m properly satisfied with Black Ops 6 right now, CoD had been something of a dull, uninspiring streak in the years prior. That’s my opinion, anyway. Modern Warfare 2, leading straight into a somewhat improved but still samey Modern Warfare 3, had me yearning for the golden era of the series. XDefiant was pitching itself as just that. Smaller and more traditional three-lane maps, slick gunplay, a refined loadout system, and some class-based abilities to master. Lovely.

    After some disappointing (and rather bizarre) setbacks in trying to get XDefiant out the door, the FPS game finally dropped in May last year, right when Modern Warfare 3 was really fizzling out. Even though it was suffering from some issues – the most notable being its dodgy hit registration – I was immediately gripped and enjoying the shooter that many had already written off.

    Season 1 was a blast, despite the technical gremlins. I knew that the hours I was sinking into it wouldn’t sustain, especially not with a new CoD on the horizon and other shooters like Destiny 2, Apex Legends, and The Finals all flailing their hands in the air, trying to regain my attention. But I could certainly see it entering my rotation of multiplayer titles going forward.

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    Alas, things quickly started to unravel towards the end of 2024. With Black Ops 6 breathing some new life into CoD and XDefiant still carrying some unresolved issues, players (myself included) began to drift away. The pressure was mounting on the team behind the game considerably, with reports in October (just after the launch of Season 2) claiming that XDefiant had just two seasons to show some progress and upwards momentum or face being canned. In reality, it got even less than that.

    In December, Ubisoft confirmed that it would be sunsetting XDefiant. On the same day as the announcement, it stripped the game from storefronts. However, anyone that had already downloaded it would get another six months to play its third and final season – which was, in effect, a massive content dump of everything that was waiting in the wings for future seasons.

    Knowing that today, June 2, would be the final full day of XDefiant before the plug is pulled at some point on June 3, I hopped on for a few final games ahead of this writeup. I expected to feel a pang of nostalgia, but to also acknowledge that its time has come. To be honest, I just felt sad. Despite having not played for months, I immediately settled back into XDefiant’s rhythm, such is its approachability compared to other FPS games. It felt smooth. It felt satisfying. It felt… bright, despite the impending darkness. Full of energy, even though it was hours from death.

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    With no player stats on hand, I can’t speak to whether there’s been a massive uplift in players returning, like myself, to give XDefiant a final send off. But all I can say is that it didn’t take me long at all to find matches, and I’m seeing lots of farewell posts online. For many, XDefiant will be another memed ‘Ubisoft flop,’ and I can understand why you might take that stance. However, despite its flaws, it did a lot of things right, and it deserved a longer run than it got. For me, it’s a game that was never going to ‘kill’ Call of Duty and its fellow FPS rivals, but it certainly taught them some valuable lessons when it came to not taking itself too seriously and drawing on the past in the right way.

    So, that’s the end of the line for XDefiant. You’ll be missed, old chum. Well, young chum, in truth. Whether you were an XDefiant enjoy or not, there are at least plenty of other free PC games and competitive multiplayer games to turn to instead.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • If I double (takeout) after the opponents have bid two different suits, does the takeeout apply to "both" bids or only the most recent one?


    My left hand opponent dealt and bid one diamond. Partner passed. My right hand opponent bid one spade. I wanted to double one diamond, but not one spade, with the following hand: ♠KQT5 ♡K92 ♢2 ♣ KT653.

    So I passed. Left hand opponent rebid two diamonds. Partner and right hand opponent passed. Now I doubled, because the last opposing bid was diamonds.

    Partner’s distribution was 4-3-4-2, with xxx in hearts and Qx in clubs. She passed because she had four cards each and her remaining seven honor points in suits bid by the opponents, and she thought she was "playing defense." She didn’t want to bid one of her short "round" suits (clubs or hearts)to take out my double.

    I told her, "I had four spades to support a spade bid, and a only a singleton diamond opposite your four diamonds. We were not strong enough to defend, but we were strong enough to play two spades" (RHO opponent had five little ones for his bid).

    Partner thought that my double showed shortness in both the opponents suits. I say that my bidding pattern showed shortness only in diamonds and suggested strength in spades. Are either of these interpretations more nearly correct than the other? Or do some world class partnerships use one, and some the other?



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  • Does a card have a keyword if it has the same effect as said keyword?


    I was looking at Contingency Plan and found the effect surprisingly similar to the keyword Surveil. To compare, first the wording of Contingency Plan and then the wording of the Surveil keyword:

    Look at the top five cards of your library. Put any number of them into your graveyard and the rest back on top of your library in any order.

    And

    701.41a To “surveil N” means to look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.

    They quite clearly are the same, so can I assume the card states “Surveil 5” instead? And if so, does it trigger abilities which state “Whenever you surveil …”?



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  • “Protec the lil’ uns!” As Helldivers 2’s CEO takes a victory lap around the latrines, players have already fallen in love with their new SEAF buddies

    “Protec the lil’ uns!” As Helldivers 2’s CEO takes a victory lap around the latrines, players have already fallen in love with their new SEAF buddies


    Helldivers 2‘s Galactic War arrived on Super Earth earlier today, with the Heart of Democracy update deploying the divers on their first missions to defend the mega cities of their home planet. So far, it’s all going down well with players, especially one new feature – the AI SEAF squads.

    To be fair, you can see why. With the latest major order requiring folks to casually kill 2.5 billion Illuminate as they work to activate the cannons they’ll need to see off the squids’ invasion of the planet, every helping hand on Super Earth’s side is a welcome addition.

    Before we get into all the SEAF love, Arrowhead CEO Shams Jorjani has made it clear this was the thing he was talking about when he teased something was coming to the game that would lead players to defecate in their drawers. Sticking his head above the pulpit in Helldivers 2’s Discord server not long after the update went live, the exec simply asked: “What’s the pant situation soldiers????”

    “Evaporated” was one of the first responses he got.

    Shams Jorjani asking what the Helldivers 2 community's pant situation is like.
    Image credit: VG247

    Naturally, it’s the new biomes and big war twist that’ve done a lot of that evaportating, but if you take a look at the game’s subreddit right, you’ll find the AI SEAF squads folks can run into as they run ops on Super Earth getting a load of love.

    Basically, they’re members of the Super Earth Armed forces you can find running around the streets and enlist to help you take on the Illuminate of you chuck out the right emotes. Naturally, if you drop a salute, they’ll salute back, and they can even be persuaded to follow you around. Depending on who you ask, they’re either surprisingly effective in combat – below is a clip on one helping someone take down an Illuminate Fleshmob – or just cannon fodder.

    Players like them so much that there are already calls for Arrowhead to give us the ability to arm the SEAFers with support weapons, become bunker door opening buddies with them, and drop a Warbond that lets folks dress in their trademark blue armour.

    As one player with the handle Excelsus328 put it: “I don’t care if they showed the SEAF dying to friendly fire in the trailer, anyone who shoots these soldiers gets the kick”. “Oh god, now I want an emote to sing [the] Super Earth anthem and have them sing it with us like in Earth Defense Force,” added another going by Deathzeis.

    Has Helldivers 2’s Heart of Democracy update filled your breeches with something super stinky yet, or are you waiting on tenterhooks to dive in later? Let us know below!





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  • Diablo 4 and Path of Exile 2 have a fresh rival as pixel-art ARPG soars on Steam

    Diablo 4 and Path of Exile 2 have a fresh rival as pixel-art ARPG soars on Steam


    Diablo 4 Season 8 is perfectly fine, but feels safe and more of the same. Path of Exile 2’s Dawn of the Hunt has improved dramatically since its rocky release, but the early-access ARPG still has a long way to go. Last Epoch Season 2 is strong, but by now you may be looking for something fresh. Enter The Slormancer, a pixel-art indie ARPG from Slormite Studios that was launched out of early access at the start of this week, and has since built up impressive momentum with very positive Steam reviews and an ever-growing player count.

    As either a Mighty Knight, Fierce Huntress, or Mischievous Mage, it’s your job to put a stop to an evil warlock called The Slormancer and his hordes of troublesome minions. It’s got everything that makes the best games like Diablo tick. Fast-paced action that sees you dancing through environments and blowing up dozens of hostile goons in quick succession, pouring damage numbers across the screen. Over 200 abilities, upgrades, and passives to create near-limitless build variations. An endless hunt for perfect loot with 200 legendary affixes, 120 game-changing unique weapons, and the ability to keep boosting your gear’s power as much as you want.

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    Slormite Studios emphasizes its focus on “collection and progression,” meaning you’re able to switch at any point between absolutely anything you’ve unlocked. That includes all skills you’ve gained access to, any items you’ve previously found, and even the very classes themselves. This creates a level of flexibility beyond what you’ll find in most other ARPGs, encouraging and rewarding experimentation.

    Don’t worry about losing all your hard work when you switch builds, either; from loadouts to loot filters, The Slormancer has lots of welcome quality-of-life features. It even boasts a sprawling Ancestral Skill Tree that could give Path of Exile a run for its money, with more than 150 element-related skills and passives available to unlock. Your journey will take you across seven environments with a ton of visual variety, and its brief campaign is just the beginning of a much longer quest for power.

    First launched into early access in 2021, The Slormancer is now out in full, and it’s quickly beginning to snowball as word of mouth spreads. What began as a gradual climb has escalated to a weekend high of 10,989 concurrent Steam players. The user reviews are filled with praise, too, with particular love given to the freedom of experimentation on offer and the ability to create weird and wacky builds on a whim based on just one small starting idea.

    The Slormancer - The indie ARPG's skill screen for the Mischievous Mage class.

    The Slormancer 1.0 is out now on Steam. Developer Slormite Studios is offering a 25% discount until Tuesday May 20, meaning you’ll pay $14.99 / £12.56. If you’re reading this early on and fancy yourself a new adventure, there’s still time to grab it at the lower price, so do so while you can.

    For more stat-based satisfaction, here are the best RPGs on PC right now. Alternatively, take a look through the best indie games in 2025 to make sure you aren’t missing any hidden gems.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • Wahey, Helldivers 2 players have finally stopped the Meridian death ball’s advance towards Super Earth, and the Illuminate have responded by rage quitting the war for now

    Wahey, Helldivers 2 players have finally stopped the Meridian death ball’s advance towards Super Earth, and the Illuminate have responded by rage quitting the war for now


    Panic over. At least for now. Sort of. Fresh off of the news that Helldivers 2 is getting some fresh content in May, April’s closed with the Illuminate’s planet-eating death ball being stopped in its tracks – something players have been working towards for ages.

    Yep, this is not a drill. The Illuminate have gone into hiding too. Take that, the colour purple! I’m sure this relative peace will last forever, and that “more exciting news to come” not long after the next Warbond won’t have a chance of kicking off more squid shenanigans.

    If you take a glance at the Galactic War map right now on April 30, you’ll see no trace of the faction the divers have been going at it with on the reg for the past few months – there are only Automatons and Terminids left, because those two old foes will never totally die out. Though, as Arrowhead explained in its latest briefing, neither have the Illuminate.

    “The Meridian Singularity has come to a halt,” this briefing reads, “The Illuminate have disappeared completely; Ministry of Defense analysts have concluded this is likely explained by too few remaining to present a significant threat. The enemy is likely attempting to evade detection in order to survive a second total annihilation.”

    So, the big wormhole thing that was on its way to try and add the Helldivers’ home planet of Super Earth to the list of worlds it’s blown to smithereens has stopped in its tracks, and the squids have made a tactical retreat. Nice.

    This is Helldivers 2 though, meaning the fighting’s never over and there’s still a fresh major order. “The Terminids and Automatons remain significant threats,” Arrowhead continued, “In the Illuminate’s final hours, they dealt significant damage to the defenses of multiple strategic sites across both battlefronts, granting the opportunity for our foes to capture formerly well-defended territory.” Damn. It can never be easy, can it.

    So, players are now taking on the task of holding on those weakened sites – the planets Fenrir III, Turing, Claorell, Mastia, and Achernar Secundus. As of writing, the latter two are being battled for, while the first two are currently held by Super Earth with just over five days left on the order. So, by the time it runs its course, that next Warbond reveal on May 8 will be just around the corner.

    Are you glad to see that the death ball has stopped rolling towards your Super loved ones? Let us know below!





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