A pair of questions regarding Timing during the Activation Phase:
The Activation Phase rules on page 21 of the digital rule book included the following:
Quote
C. Activation. The chosen model Activates (it is now the Acting model) and follows the steps below:
1. Start Activation: Resolve any effects that happen at the start of a model’s Activation.
FIRST THING
It's clear that effects that go off "at the start of a model's activation" (such as Death Marshal's Hate The Dead) and effects that go of when a model "starts its activation" (such as Hamelin's Source Of The Contagion) resolve during Step C1. (The difference in phrasing just seem to be due to different context regarding "this model" versus other models.)
But some effects resolve "when a model Activates" (such as Death Marshal's Pine Box) or affect "models that Activate" (such as Witchling Handler's Goad Witchling).
I THINK this is meant to be the same as "at the start of the model's activation," just phrased differently due to the different context, and so would also resolve during Step C1.
But I can also see the reasoning that "when a model Activates" refers instead to the first, un-numbered part of Step C "The chosen model Activates," and such effects would thus all be resolved then, before moving on to Step C1.
Am I reading too much into the difference in phrasing to think they might be different?
Step C doesn't say anything about resolving "when a model activates" effects, leading me to think those effects are meant to have the same timing as "at the start of a model's activation." But like I said, I can also see the other reading.
SECOND THING
How do you determine which effects to resolve during Step C1? Do you
A) Check to see which effects would resolve, the active player chooses one to resolve, then you check again (with a possible different set now applying), the active player chooses one to resolve, and so on until when you check there are no applicable effects to resolve?
or
B) Check which effects would resolve when C1 starts, then resolve those in an order of the Active Player's choosing, even if resolving one would seem to make another inapplicable? And any effects that would not apply when you checked will not resolve, even if resolving another effect would cause those effects to apply?
Two examples to show what I'm saying:
Example 1: A Ronin (with On The Move) starts its activation 2" away from a Stolen (with Diseased).
Option A: The players check for "start of activation" effects, find that both On The Move and Diseased would resolve now, and the active player chooses to resolve On The Move, moving the Ronin so that it is now 5" away from the Stolen. The players then check again for "start of activation" effects, and find that there are none that would now resolve, as the Ronin is not within range of Diseased.
Option B: The Ronin starts its activation and the players check for applicable effects, and find that On The Move and Diseased would both resolve. The active player chooses to resolve On The Move first, moving the Ronin so that it is now 5" away from the Stolen. Then Diseased resolves and the Ronin gains a Blight token, even though it is not currently within range of Diseased, because it was when the Ronin started its activation.
Example 2: This time, the Ronin (with On The Move) starts its activation 5" away from a Stolen (with Diseased).
Option A: The players check for "start of activation" effects, find that On The Move would resolve now, and the active player resolves On The Move, moving the Ronin so that it is now 2" away from the Stolen. The players then check again for "start of activation" effects, and find that Diseased would now resolve. Diseased resolves and the Ronin gains a Blight token.
Option B: The Ronin starts its activation and the players check for applicable effects, and find that On The Move would resolve. The active player resolve On The Move, moving the Ronin so that it is now 2" away from the Stolen. Diseased does not resolve because the Ronin was not within range when it started its activation.
My inclination is to go with Option A, because that seems to be how general timing works, where you are constantly checking to see which effects would apply, and resolving one effect can render another effect inapplicable or cause a third effect to apply when it would not have before. But I have seen it argued both ways.
Question
Allandrel
The Activation Phase rules on page 21 of the digital rule book included the following:
FIRST THING
It's clear that effects that go off "at the start of a model's activation" (such as Death Marshal's Hate The Dead) and effects that go of when a model "starts its activation" (such as Hamelin's Source Of The Contagion) resolve during Step C1. (The difference in phrasing just seem to be due to different context regarding "this model" versus other models.)
But some effects resolve "when a model Activates" (such as Death Marshal's Pine Box) or affect "models that Activate" (such as Witchling Handler's Goad Witchling).
I THINK this is meant to be the same as "at the start of the model's activation," just phrased differently due to the different context, and so would also resolve during Step C1.
But I can also see the reasoning that "when a model Activates" refers instead to the first, un-numbered part of Step C "The chosen model Activates," and such effects would thus all be resolved then, before moving on to Step C1.
Am I reading too much into the difference in phrasing to think they might be different?
Step C doesn't say anything about resolving "when a model activates" effects, leading me to think those effects are meant to have the same timing as "at the start of a model's activation." But like I said, I can also see the other reading.
SECOND THING
How do you determine which effects to resolve during Step C1? Do you
A) Check to see which effects would resolve, the active player chooses one to resolve, then you check again (with a possible different set now applying), the active player chooses one to resolve, and so on until when you check there are no applicable effects to resolve?
or
B) Check which effects would resolve when C1 starts, then resolve those in an order of the Active Player's choosing, even if resolving one would seem to make another inapplicable? And any effects that would not apply when you checked will not resolve, even if resolving another effect would cause those effects to apply?
Two examples to show what I'm saying:
Example 1: A Ronin (with On The Move) starts its activation 2" away from a Stolen (with Diseased).
Option A: The players check for "start of activation" effects, find that both On The Move and Diseased would resolve now, and the active player chooses to resolve On The Move, moving the Ronin so that it is now 5" away from the Stolen. The players then check again for "start of activation" effects, and find that there are none that would now resolve, as the Ronin is not within range of Diseased.
Option B: The Ronin starts its activation and the players check for applicable effects, and find that On The Move and Diseased would both resolve. The active player chooses to resolve On The Move first, moving the Ronin so that it is now 5" away from the Stolen. Then Diseased resolves and the Ronin gains a Blight token, even though it is not currently within range of Diseased, because it was when the Ronin started its activation.
Example 2: This time, the Ronin (with On The Move) starts its activation 5" away from a Stolen (with Diseased).
Option A: The players check for "start of activation" effects, find that On The Move would resolve now, and the active player resolves On The Move, moving the Ronin so that it is now 2" away from the Stolen. The players then check again for "start of activation" effects, and find that Diseased would now resolve. Diseased resolves and the Ronin gains a Blight token.
Option B: The Ronin starts its activation and the players check for applicable effects, and find that On The Move would resolve. The active player resolve On The Move, moving the Ronin so that it is now 2" away from the Stolen. Diseased does not resolve because the Ronin was not within range when it started its activation.
My inclination is to go with Option A, because that seems to be how general timing works, where you are constantly checking to see which effects would apply, and resolving one effect can render another effect inapplicable or cause a third effect to apply when it would not have before. But I have seen it argued both ways.
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