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Card questions

Posted: Sat Mar 05, 2011 5:30 pm
by hpb
I have some questions here, how to play the special cards correct.

green - Questions that seem clear to me now.
red - Questions I´m still not sure that the last word/opinion is said.

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Miscellaneous Mayhem Card "Rowdy Fans" + Guard:
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Rowdy fans says:
no opposing player adjacent to the sidelines can assist a block or foul
Guard says:
even if he is in another player´s tackle zone
1.) By rules as written it is quite clear, that the guard player cannot assist, as the card makes no exception.
But it seems possible, that the intent was different.

Any opinions?

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Special Team Plays Card "Flea Flicker":
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2.) Again it seems, the intent was you have to pass the ball twice, but by rules as written you could throw the ball and a Goblin.
How to play?

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Special Team Plays Card "Going the extra mile":
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3.) Do you have to decide to add +1 to a roll before you roll or can you decide after rolling?

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Special Team Plays Card "Perfect Kick":
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4.) May I place the ball in the part of the LOS in my half or only the opponents? The "only the opponents" is not quite clear.

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Special Team Plays Card "Suicide Blitz":
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5.) I guess the Blitz action does not count against the "max 1 Blitz actions per turn"? The card wouldnt make any sense if not, but in this case there is missing the word "extra" isnt it?

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Dirty Tricks Card "Distract":
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6.) The card does not say, that the bone-head for enemy players ends after one turn - but I guess this is how it should be understood?

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Good Karma Card "Hurry up Offense":
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7.) It is not clear what happens, if the opponent scores a TD in his free turn.
It just sais the same rules apply to your opponents free turn, but the special case with a TD is not easy to apply.
Does he have to wait for your next turn to end and hope his player still is in in the endzone with the ball? Or does he even has to wait for his next regular turn to end?
Or does he just score a TD immediately and your next turn starts receiving the ball?

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Good Karma Card "Woof woof":
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8.)
if the "final square" is occupied, the ball scatters once more. if this square is occupied does it scatter again and so on? or may the player in the second square try to catch the ball?

Re: Card questions

Posted: Sat Mar 05, 2011 6:47 pm
by purdindas
rowdy fans over-rides guard in this instance

Re: Card questions

Posted: Sat Mar 05, 2011 8:09 pm
by plasmoid
IMO, with cards, always go by the actual wording. Diving "original intent" is a big mess.

So,
Rowdy Fans clearly overrides Guard.
Flea Flicker allows a stunty pass as well. (Admittedly, I haven't checked the wording on this one).
Going the Extra Mile w. Sprint isn't clear, but I'd go with after the roll, just like most skill modifiers.
Perfect Kick - I'm quite sure it doesn't allow you to break any of the rules for placing the ball.
Suicide Blitz allows you to do a blitz on defense - i.e. when it's not your team turn!

Cheers
Martin

Re: Card questions

Posted: Sun Mar 06, 2011 7:14 pm
by hpb
I´ve tried to get some order into the questions with colors, and added a 6th one.
purdindas wrote:rowdy fans over-rides guard in this instance
there is nothing to override, as guard speaks about other players in one´s tacklezone. so by rules as written its clear, I just wanted to know if the intended interpretation would be another. But I guess you are right with taking the rules as written here.

so with flea flicker its clear as well, even though it sounds very likely that this was not the original meaning..

with perfect kick and suicide blitz I just should have read the timing better, that makes the thing clear

Re: Card questions

Posted: Sun Mar 06, 2011 10:29 pm
by hpb
added two more questions

Re: Card questions

Posted: Sun Mar 06, 2011 11:52 pm
by Buggrit
Dirty Tricks Card "Distract":
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6.) The card does not say, that the bone-head for enemy players ends after one turn - but I guess this is how it should be understood?

The chosen player gains the skill Disturbing Presence for THIS TURN and all opposing players starting their Action within 3 squares of the player count as having Bonehead...
So yes, the card only affects players for that turn.

Re: Card questions

Posted: Mon Mar 07, 2011 9:49 pm
by hpb
Buggrit wrote:The chosen player gains the skill Disturbing Presence for THIS TURN and all opposing players starting their Action within 3 squares of the player count as having Bonehead...
hm... doesn´t the "THIS TURN" only apply to the Disturbing Presence part? So if you would use brackets, it would look like this:
(The chosen player gains the skill Disturbing Presence for THIS TURN)
AND
(all opposing players starting their Action within 3 squares of the player count as having Bonehead...)

:?:

Re: Card questions

Posted: Mon Mar 07, 2011 9:53 pm
by B SIDE
... forever! :cry:

Re: Card questions

Posted: Thu Mar 10, 2011 7:13 am
by hpb
B SIDE wrote:... forever! :cry:
I definitely dont want to flip the sense of the rules, just wanted to show that the rules as written may not allways be the "first-sight-interpretation"


And nobody can help me with 7.) and 8.) ?
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Good Karma Card "Hurry up Offense":
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7.) It is not clear what happens, if the opponent scores a TD in his free turn.
It just sais the same rules apply to your opponents free turn, but the special case with a TD is not easy to apply.
Does he have to wait for your next turn to end and hope his player still is in in the endzone with the ball? Or does he even has to wait for his next regular turn to end?
Or does he just score a TD immediately and your next turn starts receiving the ball?

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Good Karma Card "Woof woof":
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8.)
if the "final square" is occupied, the ball scatters once more. if this square is occupied does it scatter again and so on? or may the player in the second square try to catch the ball?

Re: Card questions

Posted: Thu Mar 10, 2011 6:01 pm
by Pug
8)..I'd say it's just like trying to catch a scattered ball like in normal play...or off the Kick Offs' last scatter etc.

Re: Card questions

Posted: Sun Mar 27, 2011 9:35 pm
by hpb
Does really nobody has answers to 7.) and 8.) or anything else to add to the discussion?

Re: Card questions

Posted: Sun Mar 27, 2011 10:09 pm
by daloonieshaman
7) His free turn ends in a turnover. There are no more free turns so he does not have to wait for you to take your free turn. Touchdown

8)
it does not bounce to that square for 3 reasons:
  • there was no failed catch
    it was not dropped
    no one was pushed into a square with the ball
the square is occupied so scatter d6 again in the same direction. If it goes out of bounds Rover is off the field and the crowd throws in the ball. (direction, 2d6, catch, bounce as normal, it is a throwin)

Re: Card questions

Posted: Sun Apr 10, 2011 6:55 pm
by Nikolai II
1. No exceptions, just as you got it.

2. Two pass actions allow for two goblin throws. The first of them still needs to be a quick pass.

3. Skills are always used after the dice are rolled. So you get to save the +1 until it can be the most useful.

4. It is quite clear that it is only in the opponents half. But if you want to place it in your own half you are welcome, since if the ball spends as much as part of a scatter outside your opponents half it is an immediate touchback. (So your opponent gets to put the ball on one of his players.)

5. It doesn't matter if it counts against your blitz for the turn since it is not your turn. You made a kickoff, (and handle your blitz turn if you roll that) and after that you can play the card just before your opponent gets to start his turn.

6. Since lost tackle zones disappear at the end of the opponents turn instead of at the next action taken (as would be usual for a "real" bone-head) it seems quite clear that the bone-head skill disappears at the same time.

7. That.. is a really good question. Most likely the card-player looses as soon as his "real" turn starts, which is as soon as his opposing coach ends his turn.. So yes, the opposing coach doesn't score during the "extra" turn either, but as soon as the card-player starts his turn the opposing coach scores a "Touchdown during opponents turn"

8. This is a really good question, and the only one that really could benefit from a ruling. I'd probably go with daloonieshaman's suggestion, but I could also read it as the dog scattering just 1 extra square if the target square is full. (Scatter once more in the same direction usually implies just one square, but since the previous scatter was 1d6 that is also possible)