Clarification: can you play a card when you've chosen it, without discarding another one? #37
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There is no clear mechanism with cards in the game, but Curse of the Empty Mind introduces the concept of a card being "chosen".
The explanatory rules for the card say "this curse never enters your hand; it is played the moment it chosen"
We could just rewrite the text to not include the word "chosen", but I want to explore this a little bit.
So, a proposed mechanism:
So, this begs two questions:
a. Is playing a card in order to make space in your hand in stage 3 allowed?
b. Is playing a chosen card allowed, without first putting it into your hand?
The consequence of b is that you could draw 3 cards, choose 1, and play it, without needing to discard in order to make it fit into your hand first. Is this how we have been playing?
The card itself implies that b is not the case, except for this special card.
A corollary question, though, is:
c. Does "pick one" imply we have to include one of the cards into our hand? Can we discard all the drawn hands?
This makes the Curse of the Empty Mind much more amenable, as if you get it in an early Draw one, Pick one situation, you can decide to just discard it.
So maybe what we need to do is:
This begs further questions:
d. In this situation, with this card, you're effectively not "picking" it. So if you play it before picking, can you still pick another of the drawn cards?
e. Does the hand limit expand to allow those three more cards? I'd say that's fair, given the casting cost.
f. Does the prohibition to draw more cards extend to existing "Discard 1, Draw 2" cards and so on? Again, fairness seems to imply it should. But in that case we specify that the deck needs shuffling after the choosing happens.
The Jet Lag: Europa consensus is "After playing this curse, you may still play any cards in your hand that enable you to draw additional cards (e.g. Discard 1, Draw 2)."
They haven't clarified what "choosing" means. They have implied you are not forced to pick any card that is drawn.
We could, of course, just rewrite the card into something less ambiguous such as:
I think the phases of the turn can be merged together a bit, keeping it simpler. The way I see it answering a question has a few phases:
The play+discard down to limit is a state which I think a team ends up in any time they somehow end up over the hand limit, no matter for what reason. I think they then must play/discard down to the card limit, staying in that "game state" until they are below/at hand limit again. Game-wise I'd say they first ought to resolve being above limit before doing different game actions. My reasoning for this is that deferring going down to hand limit does not sound like it's fulfilling the spirit of a hand limit.
That is, I don't think hiders should be permitted to keep their options open (with respect to what to play/discard and when) for as long as possible.
This also means that if a team goes over-limit due to something like empty mind, then they can immediately play any combo of cards just to get down below the limit.
This also allows the hiders to play 7th seal in the 4th phase above if they have the right cards in their hand + newly drawn card. In the way I'm suggesting the newly drawn card has no special status anymore after step 3.
Finally, it clearly resolves the situation where the hiders may get their reward twice; discarding/playing to get below hand limit must be done inbetween the two reward cycles (if they are over limit)
I definitely agree that an individual cycle should be closed. The current rule book explicitly states that
I think that’s pretty much settled.
When you say
what do you mean? The hider shouldn’t answer questions before resolving the hand limit? What sequence of events are you trying to avoid?
I mostly want to make sure that they don't start handling multiple card draw cycles at the same time. I dunno how to phrase that exactly.
As another thing, I think we should put somewhere in bold-italic-underlined that the hiders may choose not to keep a card, even if something says "draw and keep x cards".
We have decided on:
Specifically, Curse of the Empty mind can be discarded in this case. The only difference is that it cannot be held in the hand at the end of the round.
It also means you can play any "discard y, draw x" cards before activating the curse.