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Reply: King of Tokyo:: Rules:: Re: Order of operations

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by SPBTooL

Tubesteak wrote:

There are plenty of contradictions.
Pumpkin Jack has an evolution (Candy, I belive) that states... "Play this card to heal one damage or to prevent all damage from an attack".

By its very nature, it interrupts incoming damage.


No it isn't. It is a card with two play state options. The first is player activated healing of one damage. The other is triggered by the player receiving damage and is a simultaneous effect. Not an interrupt.

The OP is about a player trying to use a player activated ability that is not triggered by an event.

Tubesteak wrote:

Now, if that ability applies to one card, then by definition, it applies to *all* cards.


Yup. Which is why cards state on them when they can instantly change another effect under a specific condition.

Tubesteak wrote:

That is the nature of "play at any time". You do have time to play cards before some other action is resolved.

You seem to think that a declaration to purchase a card and the buying of a card is one action. It isn't. Its two actions. Everything is two actions... the declaration that something is going to happen and then the resolving of that action. There is time to play at "any any time" card or action to prevent, delay, stop or alter that action.


That is not the nature of "play at any time". If you missed your time to play a card, you missed it.

You are over thinking this game. This is not MTG. There is no declaration of purchasing the card and no stack that resolves in reverse. The player simply purchases the card and there could be cards triggered by this event that are then treated as a simultaneous effect. Cards activated by the player with no event trigger happen when they happen and are not treated as simultaneous.

Tubesteak wrote:

How about the card Wings?
Do I have to declare at the start of the turn that I am preventing all damage that turn and pay the cost then?


The card states for a turn. This is your whole turn so the card gives the provision to change a state that has already resolved. The card allows his to happen, not the player.

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The way we play is kind of a hybrid. There is no stack and player driven actions happen when they happen. But we do talk through what we are doing so other players have time to react. If you missed your chance to play a card, that was your bad.

We originally played with a stack and interrupt mentality but Richard said that was not how it was designed. I wonder if he still feels that way because it was before he started on Power Up. Power up has brought in so many order of operations issues that it kind of needs some form of additional structure. Add to that the tournaments that need to have some sort of locked down ruling and the sometimes contradictory rulings from IELLO.

Play it how you want but in the OPs question; if the other player had been more aware of the game state and played his card earlier, we wouldn't have had the question. He pressed his luck and lost.


kelann08 wrote:

Its amazing how legalistic people can get about a filler game. We're talking about resolving actions and entitled victories and its King of Tokyo. Think about that for a second... King. Of. Tokyo. This isn't competitive level Magic. Its King of Tokyo.

Yet people run tournaments and are not as interested in just chucking dice with no goal for 15 minutes. ;)

kelann08 wrote:

On topic, the game involves decisions. Its not a rush to the end type of game. You have to do some considerations, on occasion some math, its understood that people should have time to make various decisions based on what another player decides. The concept of rushing from rolling threes with 12 VP to winning because you did X, Y, and Z before someone else could even take a breath to speak does seem like a douche move. Especially if every turn you took before that turn was "hmmmm...maybe I should...no. What about...nah...I'll just do this." Suddenly its "Roll threes, buy this, 8 VP, I win." ???? That's not in the spirit of the game, in my opinion.


I'm not commenting directly at you but this idea that the second player missed his chance in that split second after the first player purchased his card was brought up before.

The idea that not having stack flow, interrupts and preset wait times between game phases turns KoT into a speed game is just wrong. It turns it into what it is; A press you luck game with decisions that feel meaningful. Without the consequences of missing your chance by having that automatic guaranty of card resolution, your decisions become less meaningful. Player 2 should have seen that point card out there forcing him to make the decision to play his card now or press his luck. If player one rolled bad he could save it for player 3. The decision it moot if he can backup time and undo the results.

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