1. Assume the strategy is Corrupted Idols as stated in the Gaining Grounds Season 0 document. Zoraida obeys an opposing bandido to use the At Gunpoint action on a qualifying model in Zoraida's crew that is also base to base with an idol marker. The model in Zoraida's crew is then forced to take the interact action to move the idol marker. Who takes the damage? A search did not yield any relevant results--unsurprising given how new the GG Season 0 document is.
2. Assume a death marshal buries Bad Juju. When Bad Juju unburies, does he get placed in the owner's deployment zone or is he kept buried because Planted Roots says he cannot be moved by an enemy effect? A search on this forums showed one thread discussing this but the answer was an after thought on this issue with no further discussion.
For reference, I originally was going to have the questions ordered in reverse, but my thoughts for question 2's answer as I understand it are very long, and I think the relatively easier question 1 answer will guide discussion and finding (hopefully) a solid ruling for question 2. It may seem backwards because I posted the questions in reverse order originally, so Question 1 now refers to tracing without a detailed discussion of why I assume it is there, but that shouldn't be too difficult to search down into Question 2's thoughts.
Question 1 thoughts
I think the answer is Zoraida. Corrupted Idols now checks, via tracing, what model is controlling the model that takes the interact action to place a strategy marker within X". The model that controls the action has to take the damage, so for example Zoraida using obey on an opposing death marshal to move an idol marker would result in Zoraida taking the damage. This interaction is only possible if the game "traces" control of the model.
I'll preemptively refer to the thoughts that models override rules and rules apply consistently to create a default situation until otherwise changed, typically by a model(s). If a Zoraida obeys a Bandido to take the "at gunpoint" action on a qualifying model that Zoraida's crew that is also base to base with an idol marker, causing the model from Zoraida's crew to interact to move the idol marker, who takes the damage? I believe the answer is Zoraida, because the game initially traces the model controlling the model that ultimately took the interact action to the bandido, and the game traces control of that model to Zoraida. I think ruling this way may seem to contradict the text on the bandido that it controls the action taken by the model that is being controlled by the "at gunpoint" action, but it shouldn't because that action is controlled by Zoraida, and control is necessarily traced to Zoraida from the interacting model.
I think ruling the other way also essentially negates in some situations--because obey like effects s are not particularly rare in the context of malifaux--what the change to corrupted idols was trying to prevent. Additionally, ruling the other way seems to arbitrarily cut the traced chain of control without a good reason why. If it's a strong argument to say the bandido is controlling the model that ultimately took the interact action to move the idol marker, it's just as strong to say Zoraida is in control because both Zoraida and the bandido's actions that cause a model to take an action include the text that the action is controlled by "this model." The games rules provide only that the controlling model takes the damage, so there is no rule book source of change in control--this interaction must be governed by the models barring an FAQ/errata.
Question 2 thoughts
This one will be a doozy. I'm writing this in a different format because it'll probably be easier to discuss and refer to subsequently this way.
Premise 1. The rulebook and various models "trace" effects to their source. The rulebook's discussion of conditions that cause damage shows this explicitly because the damage "source" is typically the condition, not the ability/action that placed poison on the model. This is important for discussions on whether VP is scored when a model dies from poison.
Premise 2. Models "trace" effects to their source. Using models with "Evasive" (the ability to ignore damage froim shockwaves, blasts, and pulses) as examples, they trace the source of the damage--I believe people here/on the Wyrd forums have ruled/indicated their ruling that if a pulse causes a TN 14 WP duel that does damage (e.g. Nothing Beast's Accelerate time which causes 2 damage and grants Fast), even if an Evasive model fails the duel, they will not suffer the damage because the damage from the failed duel was caused by a pulse.
Premise 3. If tracing is present, it must be present consistently. This premise is more from logic rather than example, because to say tracing can be present inconsistently detracts from the informative and guiding nature of rules/model action or ability applications.
Premise 4. Models override the rules when in conflict. This is an explicit rule in the rule book.
Premise 5. Where models have publicly available (for review) different wordings on comparable abilities, different applications must be applied to give effect to the distinct wordings barring typographical errors. This is a tenet of reading comprehension so that reading rules, actions, abilities, etc. have consistency as opposed to whatever the moment dictates is the better resolution. It also helps prevent resorting to TO discretion on rulings, a positive thing for game reliability and playability.
Premise 6. Where at least one model's ability conflicts with another model(s)' ability(s), the restrictive ability supercedes the permissive one. This has been a tenet of ability/action application in Malifaux for some time. It was explicit in M2E, but the M3E rule book does not make mention of this particular rule now. That being said, it logically should still apply because otherwise situations in which these interactions arise (basically every interaction for such restrictive abilities) could never resolve or would require TO ruling intervention, bringing instability to the game.
Premise 7. Where other publicly available (for review) intentional design elements or interactions provide circumstantial support for the way a discussed interaction would go,the discussed interaction should attempt to resolve so as to reinforce those design elements or interactions. Another reading comprehension tenet for stability and consistency in the game.
Conclusion. Planted Roots, which reads in relevant part: ""This model cannot be moved by enemy effects..." provides that if the effect moving the model with that ability is sourced from an enemy model, then the model may not be moved at all, no exceptions.
This compares to abilities like Laugh Off, which are similarly worded but are permissive in allowing the model with the ability to achieve a similar effect. In application, should you unbury a model with Laugh Off, the model may allow the unbury according to the unbury's effect, which would allow for first placement in the default area, and if non-legal according to the rules, then the owner of the model placing the model within the deployment zone.
With Planted Roots and similar mandatory abilities, however, there is no such permission, the effect is mandatory at all times. Initially you attempt to place the model according to the unbury effect, but Planted Roots overrides it as it is the restrictive ability vs. the ability attempting to change the game state. You then attempt to place the model in the deployment zone per the rule book, but the model with the ability (and the rulebook) trace the source of the unbury to the model that generated the unbury effect. That model is still an enemy (per section on friendly or enemy, this can never change), and the source of the unbury is still connected because the rules have not overridden this fact, only changed who controls the place. Thus, Planted Roots should apply to prevent the unbury in the deployment zone for source of the unbury effect, which is what the explicit text of that ability cares about--not who controls the unbury placement OR owns the model.
Planted Roots additionally overrides the rule book in this case because the rule book only changes the place for a contextual placement--I have not brought up the rules are looking at just physical placing, but placing at all--they were pretty clearly written with the idea there was no legal physical placement, but are worded for where model interactions come into play as well. The rule book only explicitly provides that in such a case the initial placement is not legal, then you resort to the deployment zone, switching control of the place to the owner of the model. (1) This did not change the source of the unbury effect, as mentioned, so Planted Roots should still apply. And (2) the design element to change the controller of the unbury effect was very likely to prevent the (relatively) automatic decision by the original controller of the unbury effect simply placing the model in the farthest reaching corner/area of the deployment zone to effectively achieve a relative insta-kill.
For example, see how long it takes for your average Mv 5 model to get back to the center and be effective after being placed in the furthest corner of corner deployment on turn 2. Barring built in movement actions/abilities, e.g. Leap or Incorporeal, or help from other models, e.g. Lure, it'll take about 2 turns (4 walk actions for 20" of movement, putting you at 8" outside of your deployment zone assuming you can straight light walk for maximum distance). The game at turn 2 is now top of Turn 5 and your model can finally be relevant again at the end of the game. This example can get more extreme in other deployment types, so it was logical the design element swapped the control so as to keep bury/unbury mechanics from being too powerful given their relative rarity.
This matters because there may have been a distinction in who controlled where the model unburied--if the player who owned the model with Planted Roots generated the unbury effect, then the placement would be legal in the first instance before referring to the deployment zone. But, if the unbury effect was sourced from the enemy model that initially buried the Planted Roots model, Planted Roots has application.
Additionally, this ruling is in line with the design element for Planted Roots vs. Laugh Off. Planted Roots is on a 6 SS cost minion model. Laugh Off is typically on higher priced models that are usually higher in station, e.g. Fuhatsu, a 9 SS henchmen model. Laugh Off is currently (though this could in theory change) strictly better than Planted Roots because you can choose to take the same interaction path as Planted Roots or you can allow the qualifying move effect to resolve so that you can achieve better position, e.g. shooting range or as this discussion implies, avoiding effective (and ultimate) death by being buried. Malifaux as a game is an inherent game of risk (heavy elements of chance via 54 card fate deck, many mechanics to stack odds, etc.), so this makes sense in line with how the game is designed--you bring a model that has a silver bullet type defensive ability, it can backfire if I counter that ability with another relatively esoteric interaction.
Concluding thoughts
I think the questions are important because at least for how corrupted idols scores, zoraida can circumvent the intent of the strategy text change if the ruling goes the other way a little more easily than intended, or really any obey vs. obey type interactions.
Question 2 is particularly interesting to me because it'll be informative on whether the rule book and any other official documentation in M3E will be interpreted by the TO community, now that we know the TO golden rule is back in at least GG season 0. Specifically, whether the rules will be interpreted more readily with implied rulings than not.
Any rules reference input appreciated. I think this discussion is informative because answering one provides insight to answering the other.
Question
benjoewoo
2 Questions:
1. Assume the strategy is Corrupted Idols as stated in the Gaining Grounds Season 0 document. Zoraida obeys an opposing bandido to use the At Gunpoint action on a qualifying model in Zoraida's crew that is also base to base with an idol marker. The model in Zoraida's crew is then forced to take the interact action to move the idol marker. Who takes the damage? A search did not yield any relevant results--unsurprising given how new the GG Season 0 document is.
2. Assume a death marshal buries Bad Juju. When Bad Juju unburies, does he get placed in the owner's deployment zone or is he kept buried because Planted Roots says he cannot be moved by an enemy effect? A search on this forums showed one thread discussing this but the answer was an after thought on this issue with no further discussion.
For reference, I originally was going to have the questions ordered in reverse, but my thoughts for question 2's answer as I understand it are very long, and I think the relatively easier question 1 answer will guide discussion and finding (hopefully) a solid ruling for question 2. It may seem backwards because I posted the questions in reverse order originally, so Question 1 now refers to tracing without a detailed discussion of why I assume it is there, but that shouldn't be too difficult to search down into Question 2's thoughts.
Question 1 thoughts
I think the answer is Zoraida. Corrupted Idols now checks, via tracing, what model is controlling the model that takes the interact action to place a strategy marker within X". The model that controls the action has to take the damage, so for example Zoraida using obey on an opposing death marshal to move an idol marker would result in Zoraida taking the damage. This interaction is only possible if the game "traces" control of the model.
I'll preemptively refer to the thoughts that models override rules and rules apply consistently to create a default situation until otherwise changed, typically by a model(s). If a Zoraida obeys a Bandido to take the "at gunpoint" action on a qualifying model that Zoraida's crew that is also base to base with an idol marker, causing the model from Zoraida's crew to interact to move the idol marker, who takes the damage? I believe the answer is Zoraida, because the game initially traces the model controlling the model that ultimately took the interact action to the bandido, and the game traces control of that model to Zoraida. I think ruling this way may seem to contradict the text on the bandido that it controls the action taken by the model that is being controlled by the "at gunpoint" action, but it shouldn't because that action is controlled by Zoraida, and control is necessarily traced to Zoraida from the interacting model.
I think ruling the other way also essentially negates in some situations--because obey like effects s are not particularly rare in the context of malifaux--what the change to corrupted idols was trying to prevent. Additionally, ruling the other way seems to arbitrarily cut the traced chain of control without a good reason why. If it's a strong argument to say the bandido is controlling the model that ultimately took the interact action to move the idol marker, it's just as strong to say Zoraida is in control because both Zoraida and the bandido's actions that cause a model to take an action include the text that the action is controlled by "this model." The games rules provide only that the controlling model takes the damage, so there is no rule book source of change in control--this interaction must be governed by the models barring an FAQ/errata.
Question 2 thoughts
This one will be a doozy. I'm writing this in a different format because it'll probably be easier to discuss and refer to subsequently this way.
Premise 1. The rulebook and various models "trace" effects to their source. The rulebook's discussion of conditions that cause damage shows this explicitly because the damage "source" is typically the condition, not the ability/action that placed poison on the model. This is important for discussions on whether VP is scored when a model dies from poison.
Premise 2. Models "trace" effects to their source. Using models with "Evasive" (the ability to ignore damage froim shockwaves, blasts, and pulses) as examples, they trace the source of the damage--I believe people here/on the Wyrd forums have ruled/indicated their ruling that if a pulse causes a TN 14 WP duel that does damage (e.g. Nothing Beast's Accelerate time which causes 2 damage and grants Fast), even if an Evasive model fails the duel, they will not suffer the damage because the damage from the failed duel was caused by a pulse.
Premise 3. If tracing is present, it must be present consistently. This premise is more from logic rather than example, because to say tracing can be present inconsistently detracts from the informative and guiding nature of rules/model action or ability applications.
Premise 4. Models override the rules when in conflict. This is an explicit rule in the rule book.
Premise 5. Where models have publicly available (for review) different wordings on comparable abilities, different applications must be applied to give effect to the distinct wordings barring typographical errors. This is a tenet of reading comprehension so that reading rules, actions, abilities, etc. have consistency as opposed to whatever the moment dictates is the better resolution. It also helps prevent resorting to TO discretion on rulings, a positive thing for game reliability and playability.
Premise 6. Where at least one model's ability conflicts with another model(s)' ability(s), the restrictive ability supercedes the permissive one. This has been a tenet of ability/action application in Malifaux for some time. It was explicit in M2E, but the M3E rule book does not make mention of this particular rule now. That being said, it logically should still apply because otherwise situations in which these interactions arise (basically every interaction for such restrictive abilities) could never resolve or would require TO ruling intervention, bringing instability to the game.
Premise 7. Where other publicly available (for review) intentional design elements or interactions provide circumstantial support for the way a discussed interaction would go,the discussed interaction should attempt to resolve so as to reinforce those design elements or interactions. Another reading comprehension tenet for stability and consistency in the game.
Conclusion. Planted Roots, which reads in relevant part: ""This model cannot be moved by enemy effects..." provides that if the effect moving the model with that ability is sourced from an enemy model, then the model may not be moved at all, no exceptions.
This compares to abilities like Laugh Off, which are similarly worded but are permissive in allowing the model with the ability to achieve a similar effect. In application, should you unbury a model with Laugh Off, the model may allow the unbury according to the unbury's effect, which would allow for first placement in the default area, and if non-legal according to the rules, then the owner of the model placing the model within the deployment zone.
With Planted Roots and similar mandatory abilities, however, there is no such permission, the effect is mandatory at all times. Initially you attempt to place the model according to the unbury effect, but Planted Roots overrides it as it is the restrictive ability vs. the ability attempting to change the game state. You then attempt to place the model in the deployment zone per the rule book, but the model with the ability (and the rulebook) trace the source of the unbury to the model that generated the unbury effect. That model is still an enemy (per section on friendly or enemy, this can never change), and the source of the unbury is still connected because the rules have not overridden this fact, only changed who controls the place. Thus, Planted Roots should apply to prevent the unbury in the deployment zone for source of the unbury effect, which is what the explicit text of that ability cares about--not who controls the unbury placement OR owns the model.
Planted Roots additionally overrides the rule book in this case because the rule book only changes the place for a contextual placement--I have not brought up the rules are looking at just physical placing, but placing at all--they were pretty clearly written with the idea there was no legal physical placement, but are worded for where model interactions come into play as well. The rule book only explicitly provides that in such a case the initial placement is not legal, then you resort to the deployment zone, switching control of the place to the owner of the model. (1) This did not change the source of the unbury effect, as mentioned, so Planted Roots should still apply. And (2) the design element to change the controller of the unbury effect was very likely to prevent the (relatively) automatic decision by the original controller of the unbury effect simply placing the model in the farthest reaching corner/area of the deployment zone to effectively achieve a relative insta-kill.
For example, see how long it takes for your average Mv 5 model to get back to the center and be effective after being placed in the furthest corner of corner deployment on turn 2. Barring built in movement actions/abilities, e.g. Leap or Incorporeal, or help from other models, e.g. Lure, it'll take about 2 turns (4 walk actions for 20" of movement, putting you at 8" outside of your deployment zone assuming you can straight light walk for maximum distance). The game at turn 2 is now top of Turn 5 and your model can finally be relevant again at the end of the game. This example can get more extreme in other deployment types, so it was logical the design element swapped the control so as to keep bury/unbury mechanics from being too powerful given their relative rarity.
This matters because there may have been a distinction in who controlled where the model unburied--if the player who owned the model with Planted Roots generated the unbury effect, then the placement would be legal in the first instance before referring to the deployment zone. But, if the unbury effect was sourced from the enemy model that initially buried the Planted Roots model, Planted Roots has application.
Additionally, this ruling is in line with the design element for Planted Roots vs. Laugh Off. Planted Roots is on a 6 SS cost minion model. Laugh Off is typically on higher priced models that are usually higher in station, e.g. Fuhatsu, a 9 SS henchmen model. Laugh Off is currently (though this could in theory change) strictly better than Planted Roots because you can choose to take the same interaction path as Planted Roots or you can allow the qualifying move effect to resolve so that you can achieve better position, e.g. shooting range or as this discussion implies, avoiding effective (and ultimate) death by being buried. Malifaux as a game is an inherent game of risk (heavy elements of chance via 54 card fate deck, many mechanics to stack odds, etc.), so this makes sense in line with how the game is designed--you bring a model that has a silver bullet type defensive ability, it can backfire if I counter that ability with another relatively esoteric interaction.
Concluding thoughts
I think the questions are important because at least for how corrupted idols scores, zoraida can circumvent the intent of the strategy text change if the ruling goes the other way a little more easily than intended, or really any obey vs. obey type interactions.
Question 2 is particularly interesting to me because it'll be informative on whether the rule book and any other official documentation in M3E will be interpreted by the TO community, now that we know the TO golden rule is back in at least GG season 0. Specifically, whether the rules will be interpreted more readily with implied rulings than not.
Any rules reference input appreciated. I think this discussion is informative because answering one provides insight to answering the other.
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Myyrä
I believe you got that wrong, but it's not crystal clear, because the rules were written somewhat ambiguously. This can mean that the model has unresolved effects affecting it or it is generati
Maniacal_cackle
Forum guideline: Where there are several ways to interpret the rules; the one that doesn't break the rest of the game will be right. Bad juju just being effectively killed by bury effects seems t
Maniacal_cackle
There is also a simpler explanation for Bad Juju being immune to the unbury. He may simply be immune to the bury effect in the first place (he is moved off the table). That just requires one prem
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