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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 08 January 2007 at 8:05pm | IP Logged
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Using this definition
"Discarded after use - Cards that are discarded after use are not
discarded until they are done performing any functions that they
perform."
when is an O9 Alliance treaty discarded if it is used to bring about 2 turns of
peace?
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RobPro IRC
Joined: 10 May 2004 Location: United States Posts: 835
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Posted: 08 January 2007 at 8:58pm | IP Logged
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I'd assume at the completion of the 2nd turn during the record keeping phase.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 11 April 2007 at 9:44pm | IP Logged
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So if it happened to leave play during that time, the effects would be
removed, right?
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 12 April 2007 at 9:18am | IP Logged
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Not necessarily, no.
In the case of a Time Skip, it says "Discarded after use" but the effects last
for the remainder of the player turn on which it was played.
I think this means that once it goes to the discard pile, not only does it
still effect the card or cards it was played on, but it can only be effected by
cards that affect the discard pile.
For example, you couldn't play a Temporal Correction to the Time Skip
once it had gone to the discard pile because the Time Skip was no longer
in play against your fleet, even though it was still in effect.
In the case of the Alliance Treaty, if it says BOTH discard after use AND
lasts two turns, then that's what happens. You would not leave it out in
play to be effected by something else that would theoretically discard it
and cause it to stop working.
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 12 April 2007 at 9:41am | IP Logged
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- Does that reconcile with the following FAQ item:
- Discarded After Use:
- Any card which is discarded after use stays in play until all functions
that the card is going to perform have been completed.
If I recall, we used to play that a R/O1 Time Skip stayed in play until the end of the player turn.
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MogwaiSC IRC
Joined: 20 January 2004 Location: United States Posts: 903
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Posted: 12 April 2007 at 1:33pm | IP Logged
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To my memory, this is in conflict with the rulebook (I don't have one with
me) which states that cards that are discarded after use are immediately
put in the discard pile.
If what you state here is part of the FAQ on this website, we have an issue
that needs to be resolved.
Edited by MogwaiSC on 12 April 2007 at 1:33pm
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Matchbox Adept
Joined: 27 April 2005 Location: United States Posts: 118
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Posted: 12 April 2007 at 2:54pm | IP Logged
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if i remember right the alliance treaty has two functions...you can either draw five cards or ""be at peace" with someone for two turns....if you take the cards it would be discarded immediately....if you take the treaty. it would be discarded in two turns. my group never does the treaty tho getting 5 cards is nice.
Edited by Matchbox on 12 April 2007 at 2:54pm
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 12 April 2007 at 9:01pm | IP Logged
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So, time skipping a strobe/harness/muzzle....
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bignea Exalted
Joined: 17 May 2005 Location: United States Posts: 124
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Posted: 12 April 2007 at 11:09pm | IP Logged
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time skip a 1001 uses, yes it would stay there untill the end of that players turn and prevent them from using those cards untill thier next turn
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 13 April 2007 at 6:22am | IP Logged
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cards that are discarded after use are immediately
put in the discard pile.
I don't think so.
By definition:
Discarded after use - Cards which are discarded after use are not discarded until they are done performing any functions which they perform.
That means you could not use the Temporal Correction until the Time Skip has finished its function and is actually in the Discard Pile. Cards that have an effect on play are still IN play, not in the Discard Pile.
If someone happened to Time Skip/Warp the Peace Treaty, then yes the cards effect would also go away, and you could fire upon each other.
Trick is to play it during Phase A, fire at the person, and then discard it at the end of your turn. (using a Time Skip would have the same effect).
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Tarquon Exalted
Joined: 02 January 2007 Posts: 197
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Posted: 13 April 2007 at 7:53am | IP Logged
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"
So, time skipping a strobe/harness/muzzle...." during my turn (card play phase A) allows me to ignore any effects of those cards.
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Galactus IRC
Site Administrator
Joined: 25 April 2004 Location: United States Posts: 181
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Posted: 29 April 2007 at 9:43am | IP Logged
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I would agree with that....the stobe in effect would not be there...so the
effect would be stopped....although....it does not say that the strobe is a
continuous fire weapon. Unlike a hazard card which has a continual
duration...the strobe may have an instantaneous affect with a lasting
duration...that is a hard one...will have to give this one more thought....
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