I put the [vcard] tags in to help make things easier.
exiledforcefreak said:
In section 203.8 I do not fully understand the rule nor do I fully understand the example. Please explain.
Well, for this one, all it's stating is that costs can't be replaced by effects that replace.
A cost always comes before an arrow "
è" and can be any number of things. From "Activate" to "Exhaust a character you contriol" to "Discard this card" or "Stun this character" followed by an arrow and then by the effect your paying to get.
In the example given, [vcard=dor-053]Tim Drake
¯ Robin (Young Detective)[/vcard]'s power is the abilty replace one character that would become stunned with another character, (Note that the team attacker doesn't have to become stunned as a result of the attack for Tim Drake to replace it, it just has to be team attacking when it would become stunned.)
Now "Evasion" is a payment power defined by the Comprehensive Rules as this:
"Stun this character è At the start of the recovery phase this turn, recover this character." (So then he doesn't count as your once-per-turn recovery.)
So the cost for "Evasion" is stunning that character. Since it is a cost Tim can't replace it if you attempted to evade with that character while team attacking.
I do not fully understand sections 212.1b and 212.1c. Could someone please explain to me and give me an example? The part that most confuses me in section 212.1c is where is says "the zone it was coming from". This is apposed to the affiliations it would have in the zone it is going to? A bit confused here.
It's basically an over complicated way to say that if a card like [vcard=msm-097]Goblin Glider[/vcard] costs one less to recruit for each Sinister Syndicate character you
recruited this turn, then that charcater would have to have had the Sinister Syndicate affiliation while it was being recruited (i.e. While it was switching zones)
In the example given, lets say he had [vcard=msm-151]Forced Allegiance[/vcard] in play (choosing Sinister Syndicate) instead of Marvel Team-up. Forced Allegiance will only affect the in-play zone, not the hand, deck or KO'd pile.
If he recruits a Crime Lords character and that same turn recurits [vcard=msm-151]Forced Allegiance[/vcard], then [vcard=msm-151]Forced Allegiance[/vcard] will
not cost him one less to play because he didn't recruit a Sinister Syndicate character that turn. The character had to be Sinister Syndicate both while it was in his hand
and when it hit the field.
section 212.5f reffers to "the first player". Who is "the first player"?
The "first player" in this context is the player gaining control of the opponent's objects (character, equipment)
I'm not exactly sure what section 212.5i is saying. Is it saying that a player may reveal a face down recourse for the purpose of simply letting their opponent know what their face down recource is?
That one has always mystified me as well. It may mean that the player with priority is actually allowed to reveal a resource if you declare you are not activating it. But more than likely, I think it's refering to being able to flip a location without activating it. ([vcard=dor-114]Lazarus Pit[/vcard] for example doesn't activate when flipped, only when you pay it's cost.)
section 214 in general (all of section 214) reffers to priority, chains, and "resolve". When does a person have priority? Does a chain resolve in same order or reverse order "things" were put onto a chain. What can and can not be put onto a chain. When an action is performed in a chain, does that action resolve before another link onto the chain can be added? Could someone please list all the substeps not listed in to instruction manual? This is the part that I would like the most clarification on.
I love the chain in this game as it's both simplified and more complicated at the same time. Yes, it does resolve in reverse order just as in Yu-Gi-Oh! but with some significant differences.
As the initiative player, you have priority first, not just to perform an action this pase or step, but also to build the chain. Then when you are done building the chain you may pass priority onto the next player. Now he has priority to either build on the chain or to let the chain resolve. Priority passes back and forth this way during a game phase, step or sub-step. This is what section 214.1 is talking about.
214.2 is stateing that once your done resolving all chains and each player isn't going to do anything else then both players move on to the next phase, step or substep.
There isn't much that can't be put onto the chain. Just about everything is considered a chainable event including recruitment, attacks and the draw. (for example the draw phase is a game based effect that states "Each player draws two cards." and it starts a chain. Any effects that trigger at the start of the draw phase are added to the chain.) Flipping locations does not use the chain.
Also, as the chain is resolving players are allowed to let the chain partially resolve and then add new effects onto the existing chain. So say three effects are on the chain, you could let two of them resolve and then chain something else to the remaining effect. In this way, the chain can sometimes go up and down before ever fully resolving.
So far, the Attack Step is the only step in the game that has sub-steps.