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santaclaws01 last won the day on June 29

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1,128 Walking Simulator

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  1. Nope, because there aren't any. The special restrictions callout box is on page 23. If an action doesn't have a special restriction, it follows the normal rules for actions which is that it can target a model within range and LoS and used any time you are able to take an action.
  2. If an action has any special restrictions it will say so explicitly.
  3. The quoted text literally says the other models are not considered to have activated. As for the question, I don't see how it plainly saying "the other models are not considered to have Activated" could mean anything other than the other models have not activated.
  4. Ignoring cost means it ignores the cost(the bit in italics at the start). Ignoring targeting means it doesn't need to target anything.
  5. Zoraida makes both players discard their hand and draw 6 new cards. Doesn't cost anything. And the predictability on the opponents part is that if they want to try and stop Lucid Dream or take out the big threats they have to do pretty specific things. Either alpha in someone to take out dreamer, and very few models can threaten Dreamer like that so it's easy to see coming, or they're going to try and go after coppelius, chompy and/or teddy, any of whom can have IR and if they fail in killing the model then you can surround it with nightmares for coppelius to use Unhinge on, or they're stopping the lucid dream engine which requires them to ignore your big beaters to go after the daydreams in the back or deal with the alps/stitched/insidous madnesses you're summoning in all of whom aren't super easy to remove.
  6. Zoraida pretty handily takes care of their card issues. Their other vulnerabilities can be countered by careful play on the player's part, and given what all the keyword can do, knowing that it's coming doesn't really help too much when you're options of dealing with it are itself limited so the Dreamer player knows exactly what you need to do to stop it which makes his opponent predictable as well.
  7. Mobility definitely isn't a weakness. The crew runs average to high mobility. Other than that, looks good.
  8. Shamans can give focus to your whole crew turn one and build up grow tokens from themselves while doing it to turn into a surprise mature if needed, and unless you waste an AP with hayreddin shooting your crew they're your only way to be able to grow something on turn 1.
  9. There's no need to reconcile it. Damage timing encompeses everything that happens as a result of one model dealing damage to a model. The after effects still happen after whatever it is that triggers them.
  10. More people are playing, so there's more running into it/ questioning how well masters work together.
  11. Kind of both. Damage is nested up until it reaches the step it was damaged in. So a model damaged by a step 5 effect resolves 1-5 before either model can go to step 6. A model damaged in step 6c will either resolve all of step 6 or go up to step 6c depending on how specific the damage timing rule is about every model needing to resolve every previous step before any can go to the next step. How you determine what order the models resolve individual steps in could be handled by sequential timing, but as the damage timing rules say that they're suffering damage at the same time I would err on using simaeultaneous timing rather than sequential, as well as sequential still not quite fitting since each stel isn't a seperate effect.
  12. The futher comment on what the crux of the issue with your interpretation. You say sequential timing applies to damage timing. Step 5 of damage timing says to resolve any abilities that happen after damaging. Step 6a says to resolve and after being killed abilities that heal or replace the mode. Step 6b says to resolve After Resolving abilities. Step 6c says to resolve any abilities that resolve after killing the model. You're saying to ignore the instructions set out in damage timing for how to resolve what happens during damage, and to instead use sequential timing, which means that after damaging/suffering damage abilities, abilities that heal/replace on death, after resolving triggers, and abilities that happen on death would all in fact not happen until after step 6d. I will restate what sequential timing says again. "Sometimes, an effect will create additional effects as it resolves. In these cases, fully resolve the initial effect before moving onto any additional effect. Additional effects are then resolved in the order they were generated, after any effects which had been previously generated have resolved." Emphasis mine. Abilities that happen after damaging/suffering damage, after being killed, after killing, after resolving are all additional effects to the initial effect of damage. Sequential timing can not work on damage timing like you're saying it does because you're ignoring how damage timing tells you to resolve suffering damage.
  13. This is the issue here. By measuring what models would be affected you have started to resolve Demise Explosive. Sequential timing does not allow this, and the language for 6c and 6a are literally no different. Both say to resolve certain effects. Just like step 5 says to resolve effects that happen after a model is damaged. The very fact that multiple effects are being resolved during the course of a model resolving damage means that sequential timing can not apply to damage timing. The rules are contradictory to each other.
  14. You're still just trying to superimpose sequential timing over damage timing but only picking parts of sequential timing to use without any form of consistency. You're aslo treating being killed as a separate effect from damage which is not the case.
  15. Sequential timing says to not start resolving any additional effects until the after fully resolving the intial effect. Damage is not fully resolved until step 6/6d(depending on if the model is killed) is done. All demise abilties are an additional effect that can be generated by a model suffering damage which brings it to 0 health. Since demise is an additional effect, under sequential timing where you CAN NOT START resolving additional effects until the initial effect is fully resolving, it will not start resolving until after step 6d. What you are saying is that demise abilities actually will start resolving, which is ignoring the most important part of sequential effects, but then immediately pause at some arbitrary position and wait for the initial effect to finish resolving before going back. I don't think I need to say that you can't just ignore part of a timing rule while still claiming to be using that timing rule.
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