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Thread: New Comprehensive Rules Reference

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  1. #1
    Join Date
    Jun 2006
    Posts
    1,597

    Default New Comprehensive Rules Reference

    Alright guys, I've launched the new Comprehensive Rules Reference in the Rules & Downloads section of the website. Go and check it out. Also available is the new Basic Rules sheet which comes packaged in every Seed precon and competition pack.

    I hope you like the Comprehensive Rules Reference. I've worked hard to make it better than anything the other companies are doing. It should be easy to find answers to your questions now, and easy for me to add clarifications in the future.

    I want everyone to let me know if they find anything wrong with the reference. Typos, links not working, holes in the rules, etc.

    For your convience, here is a link to the rules reference itself. But you should also check out the Rules & Downloads section to see the new Basic Rules sheet too.

  2. #2

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    Nice rules.. hehehe I haven't read it completely though.
    A card player is only as good as the luck of his draw, but a draw is only as good as the card drawn from it, yet the card is only as good as the player who plays it..

    I'm the first few players who played Spoils in Malaysia



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  3. #3

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    It looks pretty good. Comprehensive Rules Reference does its work good. It's clear and sharp as it should be. On the other side the Basic sheet looks nice and well... is basic, in the good way.
    . . . . . . . . . T h e S p o i l e r . . . . . . . . . .
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  4. #4
    Join Date
    Jan 2007
    Posts
    5

    Default Game Flow

    Section 7 - Game Flow
    701 Coming Soon
    701.1 This section is going to be so cool. You’ll see. But it’s not critical, so it will be updated after the prerelease.


    Josh your such a tease.

  5. #5

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    I think its terrible the way you condensed the attacking and resolving rules steps. You remove the step where the the defending player gets to play tactics or abilities and tack in on the previous step with "then". Why dont you just make it all one step and just say "then" do this to move it along. Its just so much cleaner for the player with the turn to END this step and let his opponent perform his actions on the next step then to SHARE the step and have to make sure your opponent is done/finished with is actions so you can take yours. And then theres confusion when a judge needs to be called and you tell him what step your in and then explain which one of them is playing HAS priority in the step.

    Before it was orderly and concise. Now you dont even have which player assigns damage first like in the previous rules(but you do have it in the comprehensive rules). And for the basic rules you moved the speed step to an explanation at the begining. Btw what rules number is this, since the last one is 2.2?

    I cant help but think that the only reason you did it was to save space and try to minimize steps which is totally unnecessary and a move backwards if you ask me.
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  6. #6

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    I have one gripe/clarification.

    In the rules for 2.2 under Playing a Card for Free, there was language instructing you to ignore numeric cost. The new wording just sets the cost number to 0. This would still 'use up' pending cost reduction effects like 1337! or Senior Research Assistant where the previous wording tells you to ignore that step so those effects get to be used later. I'd like to see a clarification or change to this so that it works as it did before.
    R.I.P. Tenacious

    Vive Arcane Tinman!

  7. #7

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    I'm to lazy to read the rules now, but I ask have any of the rules changed?
    Team Hopper
    Finally a Judge

  8. #8
    Join Date
    Jun 2006
    Posts
    1,597

    Default

    Quote Originally Posted by Hordak
    I have one gripe/clarification.

    In the rules for 2.2 under Playing a Card for Free, there was language instructing you to ignore numeric cost. The new wording just sets the cost number to 0. This would still 'use up' pending cost reduction effects like 1337! or Senior Research Assistant where the previous wording tells you to ignore that step so those effects get to be used later. I'd like to see a clarification or change to this so that it works as it did before.
    I did try to give a "nod" to any previous ruling we've made, but a lot of systems I just redesigned based on what we know now. It just makes sense to have the Cost Number be 0 for a free card. However, I could just add another rule for Free that says that cost reduction and increase effects don't work on it.

    But, do this come up a lot? Enough to "hack" the rules to maintain it? I also have to decide what really makes sense.

  9. #9
    Join Date
    Jun 2006
    Posts
    1,597

    Default

    Quote Originally Posted by Froto
    I think its terrible the way you condensed the attacking and resolving rules steps. You remove the step where the the defending player gets to play tactics or abilities and tack in on the previous step with "then". Why dont you just make it all one step and just say "then" do this to move it along. Its just so much cleaner for the player with the turn to END this step and let his opponent perform his actions on the next step then to SHARE the step and have to make sure your opponent is done/finished with is actions so you can take yours. And then theres confusion when a judge needs to be called and you tell him what step your in and then explain which one of them is playing HAS priority in the step.

    Before it was orderly and concise. Now you dont even have which player assigns damage first like in the previous rules(but you do have it in the comprehensive rules). And for the basic rules you moved the speed step to an explanation at the begining. Btw what rules number is this, since the last one is 2.2?

    I cant help but think that the only reason you did it was to save space and try to minimize steps which is totally unnecessary and a move backwards if you ask me.
    I can only assume you are referring to the basic rules? If so, then nothing has functionally changed. I've only changed the way it is being explained to a first time player. The old complex version was intimidating and needlessly complicated for teaching a beginner.

    If you were giving a demo to a newbie, you wouldn't explain every last detail of the combat. You'd just explain what matters. That's all that the basic rules do: they explain only what matters. This is the correct thing to do with them and I don't really see why you think it's terrible.

    There are two functions that rules need to serve: teaching and resolving rules questions. These operations are usually mutally exclusive, which is why the later versions of our old rules doc were becoming unweildy. By trying to do both, neither was accomplished well. So, the basic rules only function is to teach new players and to provide a handy glossary for most common rules questions. The comprehensive rules are designed to explain everything with utmost clarity and to be extremely easy to navigate.

    You say it's a step backward, but I have to disagree. I think this is a huge step forward in serving each purpose.

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