Great Comebacks!

Started by BigBadHarve, September 13, 2010, 03:19:26 PM

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BigBadHarve

Quote from: drdeath25 on January 26, 2011, 07:03:03 PM
This used to be a good thread i was interesting in seeing alot of responses to the original post.

But anyway, while we are off-topic i might as well just ask. How do you play Beyonder 'as written'? Im just curious, not trying to be an asshole.

I guess getting back on topic could be considered a great comeback!  :P

Beyonder's inherent remains one of the errata that is kept. So he's played as intended. We play all cards as written with a standing list of errata to keep balance. But it's a significantly smaller list of errata, and much more manageable.

-BBH

PS: Never thought you were being an asshole, it's a fair question.  ;)

breadmaster

out of curiosity, what is the new universe/fortress of solitude errata?

must have missed this one...

gameplan.exe

The only thing I remember is that you cannot Venture more than 2, and use that card (to effectively burn extra cards from your Opponent's deck).
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

BigBadHarve

Quote from: breadmaster on January 28, 2011, 02:48:48 AM
out of curiosity, what is the new universe/fortress of solitude errata?

must have missed this one...
Quote from: ncannelora on January 28, 2011, 03:07:22 PM
The only thing I remember is that you cannot Venture more than 2, and use that card (to effectively burn extra cards from your Opponent's deck).

Yes, that's it exactly. Fortress of Solitude/New Universe may only be played if you've ventured no more than 2 cards. Your opponent's venture doesn't affect your ability to play it, though.

-BBH

breadmaster

interesting

another q.  it was mentioned this card could be negated...does this mean a negate can be played after any special played on the offensive turn, regardless of whether the effect of the card is considered an attack?

drdeath25

Yes, you can defensively negate fortress if your opponent plays it offensively.

Well... the only way to play fortress is offensively. So once your opponent tries to play it, you negate it. and the battle continues...

And if your question was for any special card that is played offensively, regardless of it is an attack. Yes, you can defensively negate any offensively played special, even if the special isnt an attack.

IE. Opponent plays "Draw 3 Cards" Special. You play your negate in defense. He cant draw his cards. And now it is your turn.

BigBadHarve

Quote from: drdeath25 on January 28, 2011, 11:29:59 PM
Yes, you can defensively negate fortress if your opponent plays it offensively.

Well... the only way to play fortress is offensively. So once your opponent tries to play it, you negate it. and the battle continues...

And if your question was for any special card that is played offensively, regardless of it is an attack. Yes, you can defensively negate any offensively played special, even if the special isnt an attack.

IE. Opponent plays "Draw 3 Cards" Special. You play your negate in defense. He cant draw his cards. And now it is your turn.

I think it's worth mentioning, however, that you can't 'negate' a negate that was played defensively. So, if you play New Universe to concede, and I play a negate to stop you. You cannot negate my negate to get your New Universe into play.

You CAN negate a negate that was played offensively, though. IE: You have Gambit's Charm in play, and I decide on my turn to negate it, you can play a negate to stop me from getting rid of your special with my own negate.

Clear as mud?  :P

-BBH

Hot Rod

This is far more clear than Yu-Gi-Oh. 1, 2 and 3 speed cards + chains = pita.  But even with that, once you've go it down, you're solid.

breadmaster

about negates again:

y'all said you can negate new universe or draw 3 cards.  was this a rule change or an errata.  it seems to contradict what the rulebook says

monumental pg31

'Some special cards do not act as attacks, and are not used as defensive actions.  These include, but are not limited to, cards that affect the venture, cards that affect a character's own power grid, and cards that affect the battle.  Specials of this type are played on your turn just as if you were making an attack, but since you are not affecting your opponent's characters, your opponent does not get to respond with a defensive action.'

also regarding negates.

suppose i play a +3 to venture card.  does this card hang around until the end of the battle able to be negated?

BigBadHarve

Quote from: breadmaster on February 26, 2011, 03:12:00 AM
about negates again:

y'all said you can negate new universe or draw 3 cards.  was this a rule change or an errata.  it seems to contradict what the rulebook says

monumental pg31

'Some special cards do not act as attacks, and are not used as defensive actions.  These include, but are not limited to, cards that affect the venture, cards that affect a character's own power grid, and cards that affect the battle.  Specials of this type are played on your turn just as if you were making an attack, but since you are not affecting your opponent's characters, your opponent does not get to respond with a defensive action.'

also regarding negates.

suppose i play a +3 to venture card.  does this card hang around until the end of the battle able to be negated?

No, that's not an errata, that's the way it was from day one with negates. I can see where it would seem contradictory... stupid wording. When it says 'defensive action' they are referring to things like blocks and avoids against specific attacks, as opposed to a negate which CAN be used as a defensive action (IE: To negate an attack thus avoiding it) as well as stop the effect set in motion by an opponent which is not necessarily an attack.

And yes, if you play +3 to venture, it stays 'on the table' until the end of the round at which time you count it to your total. Because of this your opponent can negate it.

Cheers!

-BBH

Ranerdar

Quote from: ncannelora on January 21, 2011, 03:56:54 PM
Wow, I totally didn't know that Venture > KO! interesting, considering context, as I can see Heroes willing to die in order to complete a mission, wherein their death does not allow the villain to succeed, in and of itself. ...

Anyway, as for a great comback - this didn't end the game, but it certainly swung it back into my favor.

I placed up my entire hand (like 5 cards) and my opponent went 3 FTW, so I drew a card...

It was Rogue's POWER WIPE (from The Marvels)...

It was my turn first, and I obviously couldn't concede, so I take a swing at Spider-Woman with it...

And it lands! My opponent had to discard - HIS. ENTIRE. HAND!!!

I won the battle and fought my way back to a victory in the end. Great play.

I hate you.
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