#525972
if 2 last game actions are undone would that mean undo the last 2 dilemmas before TCL and return them back under the mission?
LuthySloan wrote:if suspend play actions happen during a mission attempt, does´t they become sub-actions of the mission attempt?Nobody knows.
Fezzik wrote:Why do you wear a mask? Were you burned by acid, or something like that?
Westley wrote:Oh no. It's just that they're terribly comfortable. I think everyone will be wearing them in the future.
AllenGould wrote:Agreed. Actions vs subactions are not really defined. It is one of the messiest parts of the game right now.LuthySloan wrote:if suspend play actions happen during a mission attempt, does´t they become sub-actions of the mission attempt?Nobody knows.
I mean that fairly literally - I don't think Decipher ever bothered to go back and actually figure out exactly what they meant.
It really shoulda been errata'ed years ago, but (a) no-one uses it, so it doesn't really get attention, and (b) at least for this rules person, the card is pretty much Cosmic Horror. (Because if one was to attempt to "fix" this, you also need to solve time travel to do "undo" properly...)
MidnightLich wrote:I don't always play 1E drunk, but when I do, I understand the rules
BCSWowbagger wrote:Charlie asked me in April whether there were any cards we should add to the Watch List for rules reasons. I said (paraphrase), "Temporal Causality Loop and [REDACTED] should be watched. But please don't put them on the public Watch List, because that would just advertise the holes in the rules around these cards."DarkSabre wrote:In a nutshell: because subactions of group actions are also actions.BCSWowbagger wrote:I know I am about to regret this but why would there be an issue figuring out the last 2 actions?
I'm not really sure the rescue deck would work in the modern game, simply because the debate about what counted as the "last two actions" would be lengthy and in many cases nearly impossible to resolve. TCL probably needs errata. It'd be a good way to push a game to time by seeding rules time bombs, though.
Suppose your turn consists of this sequence:
***
You report one personnel for free aboard your docked ship.
You use your normal card play to play a Spacedock on your outpost.
Your Spacedock repairs your ship.
You undock your ship.
You move ship (with crew) to mission.
You attempt mission.
You reveal Disgraceful Assault.
Opponent hits you with a tactic that causes one death.
You randomly select one personnel to die.
You use Environmental Suit to save the guy.
You overcome the dilemma and place it out of play.
You reveal and encounter Pinned Down.
You randomly select two personnel.
You use Alien Gambling Device to cancel the selection.
You randomly select two personnel again to be stopped.
They are stopped.
There's a -icon card in play, so you randomly select another personnel to be stopped.
He is stopped.
You pass the dilemma and place it out of play.
You reveal and encounter Temporal Causality Loop, but you fail its requirements.
***
You now must undo the last two actions of your turn. Which of the above events are actions?
Answer: most of them, but I do not believe there is any consensus on which.
Failing Temporal Causality Loop could cause you to roll back to the last random selection on Pinned Down, it could cause you to roll back to your card play of Spacedock, or it could cause you to roll back to pretty much anywhere in between. It all depends on how you, your opponent, and your T.D. decide to interpret 1E's somewhat ill-defined actions. It's a nightmare.
pfti wrote:AllenGould wrote:Agreed. Actions vs subactions are not really defined. It is one of the messiest parts of the game right now.LuthySloan wrote:if suspend play actions happen during a mission attempt, does´t they become sub-actions of the mission attempt?Nobody knows.
I mean that fairly literally - I don't think Decipher ever bothered to go back and actually figure out exactly what they meant.
It really shoulda been errata'ed years ago, but (a) no-one uses it, so it doesn't really get attention, and (b) at least for this rules person, the card is pretty much Cosmic Horror. (Because if one was to attempt to "fix" this, you also need to solve time travel to do "undo" properly...)
actions - group wrote:An action may cause other actions to occur within itself. For example, a personnel battle includes sub-actions of creating a combat pile, individual personal combat engagements, determining the winner of the battle, and discarding killed cards. An action in place of your normal card play, in place of a card draw, etc. may also consist of several sub-actions (such as playing multiple cards under Red Alert!). This is called a group action, and until it has finished, neither player may initiate any other actions except actions that suspend play, or responses to the group action or a sub-action. Valid responses may be made to each sub-action of a group action. For example, when a ship is reporting with crew, a player may choose to play an Energy Vortex on the ship, or on a specific personnel being reported. Likewise, you may play Android Headlock or use Hypospray's text in response to a specific combat pairing.This entry seems to describe group actions in a fairly straightforward fashion. A group action is one that causes other actions (sub-actions) to occur while it is having its results. No actions can be played between sub-actions unless they suspend play, like a special download, or are a valid response to a sub-actions.
9of24 wrote: This entry seems to describe group actions in a fairly straightforward fashion. A group action is one that causes other actions (sub-actions) to occur while it is having its results. No actions can be played between sub-actions unless they suspend play, like a special download, or are a valid response to a sub-actions.
And no, an action which suspends play that occurs during a group action is not a sub-action of that group action, unless it was caused by the group action.
Fezzik wrote:Why do you wear a mask? Were you burned by acid, or something like that?
Westley wrote:Oh no. It's just that they're terribly comfortable. I think everyone will be wearing them in the future.
AllenGould wrote:I can undo my Jaglom Shrek - information broker, just need to erase my memories.9of24 wrote: This entry seems to describe group actions in a fairly straightforward fashion. A group action is one that causes other actions (sub-actions) to occur while it is having its results. No actions can be played between sub-actions unless they suspend play, like a special download, or are a valid response to a sub-actions.
And no, an action which suspends play that occurs during a group action is not a sub-action of that group action, unless it was caused by the group action.
I usually don't bother with these warnings now that I'm retired, but because we're about to go marching into the weeds...
This is my personal opinion as to how action timing works, not necessarily the official rules right now!
To my mind, sub-actions and group actions are just actions. They have to be, because you can respond to them, and we only do timing for actions. (Classic example is Kivas Fajo - Collector, where you can respond to playing the card with Kevin, or to each individual card draw action with things that replace a card draw.)
This keeps things (relatively) sane from a timing perspective, but as a weird Premiere card I don't think Decipher put any real thought into exactly how to count "action" here. (Or how to "undo" things, for that matter.) And I've never come up with a definition that I like *and* isn't fairly easily abused by special downloads and the like. (And also the whole "undo" thing, because cronk that mess.)
JeBuS wrote:Even in Premiere, what was the point of this dilemma? I don't know that I ever saw it played back then. I mean, immediately ending a turn would be nice, I guess. But it's not as though it skips their draw or anything. Was it just for stopping any further attempts that turn?Well, it ends the turn (which is pretty good for a dilemma, and I wonder why we haven't used that more?), and I *think* the idea was that the dilemma goes back under, you'd also move away or undo something else? (That "discard dilemma" is harshing my mellow, since it implies this is a one-shot, but then if you fail you undo so it... wouldn't?)
Fezzik wrote:Why do you wear a mask? Were you burned by acid, or something like that?
Westley wrote:Oh no. It's just that they're terribly comfortable. I think everyone will be wearing them in the future.
AllenGould wrote:This keeps things (relatively) sane from a timing perspective, but as a weird Premiere card I don't think Decipher put any real thought into exactly how to count "action" here. (Or how to "undo" things, for that matter.) And I've never come up with a definition that I like *and* isn't fairly easily abused by special downloads and the like. (And also the whole "undo" thing, because cronk that mess.)I had to dig out my Official Player's Guide in hopes that Loop would have been one of the top 50 cards, alas it was not. And a search of a digitized version of the original rulebook for the word action comes up with zero results. The things you can do are playing a card from hand and executing orders (docking/undocking, staffing ships, moving ships, beaming, attempting missions and battling). I suspect at release the intent of Loop was to undo the your two actions prior to the mission attempt, since dilemma encounters don't really seem to be considered an action at that time and if it undid the mission attempt, that would mean undoing itself as well. That all said, it doesn't solve the issue of how it works now. The problematic wording is reason this is so hard to answer. There are a few questions to answer to determine what "your last two actions" actually are.
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