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What about the new Mysterio do you think people should have to say which 1 is 70 points the entire game beyond the 1st turn or should the power Ah so which 1 am I really be Ah so which 1 am I I mean I could lose track my self lol. However Nightmare has been up on the boards for quite some time in regards to his special power I do remind my opponets anytime I wish to use it and I do feel it's misleading not to do so. we should know he has that power and is a very good figure
2018 Summer WKO Games & Stuff Champ
2017 & 2018 Fall WKO Games & Stuff Champ
2nd Place 3-1 2014 CIYS RedCap's Corner
At the tourney's I run I always have opponents switch cards and give them an opportunity to read through the opposing team's power sets. Then, after that is complete I have them roll off for P1 status. If these steps are followed as instructed, I see no reason to REQUIRE a player to reveal the trait. Of course if they are playing someone new to the game, or a younger player, I would hope that they would, but if a dispute arose I would rule that there was no deception involved.
For those of you who may disagree I ask where the handholding ends. Does the player running Electro have to warn their opponent's when they have placed all of their figs in a formation suited to his Arc Lightening power? Do they have to warn them each and every time they attack a Mystics character? Do they have to warn them when they are attempting to push a character that cannot use Willpower of the consequences?
I think there is a major difference between notifying them of the immediate result of a choice, and poor tactical decisions.
"Hey you are lining up in a poor formation for what I plan to do on my turn..."
vs.
"If you pick this, that occurs."
I imagine this will be ruled as something you are not required to notify your opponent about.
But that's a decision every player has to make. Whether they want to win through a fair game, or use subterfuge to try and trick their opponent to get the advantage.
Personally, I'm not afraid of an opponent making informed decisions.
P.S. It doesn't bother me to let my opponent know he's attacking a mystic, or about to push.
What about the new Mysterio do you think people should have to say which 1 is 70 points the entire game beyond the 1st turn or should the power Ah so which 1 am I really be Ah so which 1 am I I mean I could lose track my self lol. However Nightmare has been up on the boards for quite some time in regards to his special power I do remind my opponets anytime I wish to use it and I do feel it's misleading not to do so. we should know he has that power and is a very good figure
I don't think this is a good comparison. When you reveal your team, you don't turn all your dials to show your opponent all the clicks on the dial. Let them see the card, and explain how they work. Thats how mysterio would work. You would explain the point cost "I bought Mysterio the rest are the fifteen point doubles".
The same should be done with My Nightmare or Yours. Show the card for figure, explain how guy works.
Its your problem if you can't keep your Myssterios straight!
At the tourney's I run I always have opponents switch cards and give them an opportunity to read through the opposing team's power sets. Then, after that is complete I have them roll off for P1 status. If these steps are followed as instructed, I see no reason to REQUIRE a player to reveal the trait. Of course if they are playing someone new to the game, or a younger player, I would hope that they would, but if a dispute arose I would rule that there was no deception involved.
For those of you who may disagree I ask where the handholding ends. Does the player running Electro have to warn their opponent's when they have placed all of their figs in a formation suited to his Arc Lightening power? Do they have to warn them each and every time they attack a Mystics character? Do they have to warn them when they are attempting to push a character that cannot use Willpower of the consequences?
I'm in agreement that handing your cards to the opponent is sufficient in this case. But, if they win the dice roll and you don't remind them at that point, I think you're setting a hardcore strictly by the book tone for the game, and I don't believe most people play that way.
I see the power as a clear way to gain map advantage against Theme Teams.
And if I'm in a game I will tell my opponents about it, but I don't have to!
If an opponent asks me what my defense is on a character I'm going to pick it up and say it has a 17 def. Showing and then I will hand it to them. Then my opponent can clearly see the 17 def with Energy Shield deflection and that they are in Hindering. You opponent is going to become a better player by you teaching them to look for the answers themselves.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
Note: my response assumes the game is played in a friendly, yet tournament environment.
================= Before the game begins, hand your character cards to the other player, and ask if they have any questions about your special powers or traits.
At that point you have done your full obligation as a player to inform the opponent of what your team can do. However, it may be up to them to put all the pieces together.
You shouldn't need to go into detail about your strategy, about how powers interact, or whatever - unless the person asks directly about certain powers or situations. You can choose to offer extra information if you want to - but it borders on "helping" your opponent a little too much for my tastes.
For instance, I had an opponent trapped in a situation where I had greatly reduced their options (I had their Big Barda pick up Gold Kryptonite). My opponent could have chosen to throw the Kryptonite at me, which would have resolved a lot of his issues. However, I did not suggest this, because I would have been helping my opponent defeat me. It was up to them to realize how to get rid of the object.
This situation was very similar to another incident with the same player who had me cornered at one point but couldn't figure out what to do to defeat me. Another player, whose game was over walked over and said to him - "Why don't you just Pulse Wave" - effectively winning the game for him. Technically, that's outside interference, and against the rules. There's not much difference in who suggests the action to my opponent - an outside player, or me - by suggesting the same course of action, ie: "use pulse wave" I'm effectively playing the game for my opponent.
I'm the type of player that thinks my opponent should be able to beat me without my help. If they want to talk after the game, I'm open to discussing what they could have done differently.
Final note: You should also be aware that offering "helpful" in-game information can be just as easily used to harm an opponent or mislead them from a better course of action. I have given friendly advice that has at times gone horribly wrong (a critical miss for instance), and been cursed for it.
I've also seen some players steer opponents to choose a course of action by suggesting possibilities. HeroClix is not just about rolling dice and positioning, you can also play a deeper mental game if the opportunity arises and your opponent lets you take advantage of them.
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
My personal opinion of the matter doesn't really come into play here, I'm just going on a precedent set by one of the rules deputies. I'm not sure how it could be ruled one way in one instance, and another in another instance.
That being said, my personally philosophy would be under the following:
It's the old 'don't be a dink' rule
I think the situations are arguably not the same, so the same ruling wouldn't apply.
I think we have a pretty solid consensus here that not telling them is probably going to damage any "friendly" attitude, but I think if the question is "am I obligated by the rules to tell my opponent?" the answer is no.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I think the situations are arguably not the same, so the same ruling wouldn't apply.
I think we have a pretty solid consensus here that not telling them is probably going to damage any "friendly" attitude, but I think if the question is "am I obligated by the rules to tell my opponent?" the answer is no.
How are they not the same? You are deliberately obfuscating that your opponent has a choice to make, by not telling them that they have said choice.
MY NIGHTMARE - OR YOURS?: If an opponent wins the roll to determine the first player and does not choose Nightmare's controller to be the first player, characters on that opponent's force modify their attack value by -1 as long as Nightmare is on the map.
Without knowing that they have a choice, they don't know the consequences of that choice.
HEROIC SACRIFICE: When turning the dial, stop turning the dial when this click is revealed. When this click is revealed, an opponent may KO character(s) they control of 100 or more total points. If they do, one of those characters deals Onslaught 1 unavoidable damage. If they don't, Onslaught can use Impervious. This power can't be countered.
Since it was answered 'yes' for the one power, then I am not seeing any argument for it being a 'no' for the other.
Trade to Canada. We're friendly, and we love Beavers..........
@W.I.T.-
because Sacrifice actually creates a choice your opponent can make: not telling them they have that choice is denying them the choice. Nightmare doesn't provide a choice, it provides an additional consequence for the choice they were already making. If you don't see that as different then we'll just have to disagree.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
How are they not the same? You are deliberately obfuscating that your opponent has a choice to make, by not telling them that they have said choice.
Whoever wins the die roll always has a choice to go first. I played in 3 games yesterday, and in two of those games I lost the die roll, and yet I was chosen to go first.
Last edited by anonym0use; 02/10/2013 at 15:31..
Reason: Note: Nightmare was not on my team.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
All players reveal their completed forces. Then, each player rolls 2d6 (reroll ties). The player with the highest total result gets to choose who will be the first player.
"First" players always have a choice. As with any choice, there are always consequences for that choice, even if nightmare isn't on the map.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
@W.I.T.-
because Sacrifice actually creates a choice your opponent can make: not telling them they have that choice is denying them the choice. Nightmare doesn't provide a choice, it provides an additional consequence for the choice they were already making. If you don't see that as different then we'll just have to disagree.
Exactly, Sacrifice is the A and B choice. Where Nightmare creates an "if" situation to the A and B choice.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
Like I said, I agree with most in that it was partly my fault for not checking his cards before playing him, the problem is that in our group we usually do that after map and priority rolls and everything, Basically once everything is set up.
He did the whole "gotcha" thing basically and I confronted him about it, but his friend was lawyering it up in the back and the judge didn't really stop it either. I even told him that he was being tricky when he did it, since we weren't even sitting down at the table when he said "let's roll for maps" and I was like "yeah, sure". He admitted that he was. I'm quite certain I would've won that watch if it weren't for that, since I was an attack away from killing his Nightmare before he finished my last piece and I had missed quite a few times during the match because of the trait.
My reasoning behind having to announce the trait in this case is because it's about a choice that is given to the player and there are pretty major consequences depending on what he chooses.
I guess I just wanted to see how you guys felt about this situation in particular. I like DaddyDoom's idea of asking people to exchange cards before rolls for tournaments though.