YY
10/24/2010 12:10:00 PM
On Oct 24, 7:13 pm, Juggernaut1981 <brasscompo...@gmail.com> wrote:
> On Oct 24, 10:08 pm, salem <kella...@hotmail.com> wrote:
>
>
>
>
>
> > Juggernaut1981 wrote:
> > > Hey All,
>
> > > After looking at the recent Bum's Rush-Freak Drive thread, I thought
> > > of something that might make our lives with Newbies and Raw Recruits
> > > easier: A Turn-guide-card.
>
> > > Front:
> > > -Untap Phase
> > > Untap all your cards
> > > Check for Untap effects
> > > -Master Phase
> > > Check for Master Phase effects
> > > Play a Master Card
> > > -Minion Phase
> > > Take actions with Minions
> > > Check Minion Phase effects
> > > -Influence Phase
> > > Check Influence Phase Effects
> > > Spend Transfer Points
> > > Put new Minions into Ready Region
> > > -Discard Phase
> > > Discard a card and replace OR
> > > Play an Event card
> > > Check for Discard Phase effects
>
> > > Back:
> > > Combat Sequence
> > > - Before Range Cards
> > > - Range Cards
> > > Range starts at Close
> > > Maneuver to Long or Close
> > > - Before Strikes Cards
> > > - Choose Strike
> > > All Vampires have a 1 Strength Handstrike
> > > Play a Strike card
> > > - Resolve Strike
> > > Check for Aggravated Damage
> > > Deal damage to Minions
> > > Prevent Damage to Minions
> > > Put minions in Torpor or Ashheap
> > > - Gain Additional Strikes
> > > Choose number of Additional Strikes
> > > - Choose Additional Strikes
> > > - Resolve Additional Strikes
> > > - Press Step
> > > Press to continue or end
> > > - End of Combat
>
> > You mean like the back page/centre two pages of every rulebook printed in a
> > starter deck?
>
> > Might not be quite as detailed as above, but contains what a newbie might
> > need.
>
> > --
> > salem
> > (replace 'hotmail' with 'gmail' to email)- Hide quoted text -
>
> > - Show quoted text -
>
> I will have to look at the next rulebook I get my hands on... but
> potentially.
> Something they can consult, themselves, without having to feel like
> they're giving away information to the others playing. Might have to
> get a bunch of those Rulebooks next time and rip them out...
I've done something like this for my girlfriend for combat:
Combat 101
Steps of combat:
1. Combat starts
2. Round starts
3. Play cards that are "Only usable before range is determined" and
any other cards that are not "Only usable..."
4. Determine range step. Play maneuvers. Same minion cannot maneuver
twice in a row. Combat cards that come "with an optional maneuver" may
be played now.
5. Play any cards that are "Only usable before strikes are chosen".
6. Declare strike either by playing a strike card or using an onboard
ability (hand strike if neither). Play any card that are played or
only usasble when "declaring a strike".
7. Play cards that have no restrictions or cards that are usable
"after strikes are chosen".
8. Resolve strikes in the following sequence: Strike: Combat Ends,
Strike: Dodge, First Strike, all other strikes.
9. Resolve damage.
10. Prevent damage.
11. Burn blood to heal unprevented non-aggravated damage or go torpor.
Allies burn life to heal damage or burn.
12. If unpreveted aggravated damage is present, go to torpor on the
first point of aggravated damage. Allies burn life to heal that damage
instead or burn if unable to do so.
13. While wounded (i.e. in torpor), burn blood to prevent destruction
or burn if unable to do so. Allies burn life to heal this damage
instead or burn if unable to do so. If either or both minions are not
ready, go to step 17.
14. Play cards that provide additional strike(s). Each minion can only
gain additional strikes from a single source each round of combat.
15. If additonal strikes are available, go to step 6. Minions that
have no available additonal strikes ignore step 6.
16. Press step. Play press cards or use onboard effects to press. The
same minion cannot play two presses in a row.
17. Round ends. Play cards that are "usable at the end of a round of
combat". If the last press generated this round is a press to
continue, go to step 2.
18. Combat ends. Play cards that are "usable at the end of combat" or
"usable when a combat is ending".
It's a step-by-step how-to for combat. Let's a player (new or
otherwise) understand what's going on at any point during combat.
Maybe something for the main game?
- YY