Topic: Very Complex Timing Example

I wanted to put together a very complicated example to show off some of the timing intricacies of Warhammer:Invasion.  If you have these cards, it will easiest to follow it if you just put the cards out on a table and follow through the steps.  Hopefully this will help people understand how to resolve some really tricky card timing situations.
Tom is playing Dwarves and has 2 Dwarf Ranger in his quest zone, a Slayers of Karak Kadrin (with 1 damage on it) and Defender of the Hold in his battlefield, and a Grudgebearer in his quest zone, questing on Reclaim the Hold (which has 3 tokens).  Kris is playing Dwarves and High Elves, and has a Dwarf Ranger with an Oathstone in his quest zone, a Doomsayer of Morr in his Kingdom, Spawn of Itzl, Sea Guard Captain, and Troll Slayers in his battlefield.  You can "View Image" to see a larger version of this image (where card text is readable).
http://dl.dropbox.com/u/15325551/example.JPG
Kris declares an attack against Tom’s quest zone.  Kris declares Troll Slayers, Sea Guard Captain, and Spawn of Itzl as attackers.  Declaring attackers triggers the Triggered Actions on Sea Guard Captain and Spawn of Itzl.  These will go on the chain in the next available action window.  Since nothing else triggers off of attackers being declared, play proceeds to the next Action window.  Kris must now put his triggered actions on the chain, or he will lose the opportunity to play them.  He puts Sea Guard Captain’s ability on the chain, then puts Spawn of Itzl’s ability on, targeting the Grudgebearer.  Before the chain resolves, both players have an opportunity to take actions, starting with the active player (Kris).  He has no more actions to play, so he passes to Tom.  Tom responds by activating the Slayers of Karak Kadrin’s ability, targeting the Troll Slayers and paying the activation cost (sacrificing them). 
As part of the cost of playing the ability, the Slayers are sacrificed and leave play.  Before the ability even goes on the chain, or gives Kris the opportunity to play a response Action, the Slayers leaving play triggers a Triggered Constant (Reclaim the Hold), and 3 Forced abilities (Grudgebearer and Dwarf Rangers).  Kris’ Doomsayer of Morr is not triggered because “sacrifice” does not count as “destroy”.  The constant ability resolves first, and Tom chooses to spend a resource to turn the sacrificed slayers into a development.  Tom now has to resolve his Forced abilities, and chooses to resolve Grudgebearer next.  He adds a resource token to Grudgebearer and resolution is complete.  Now he resolves his first Dwarf Ranger, targeting his own Defenders of the Hold, and dealing 1 damage, and destroying the unit.  This triggers the same constant ability and 3 Forced abilities that were triggered when the Slayers left play, as well as a Triggered Action (Kris’ Doomsayer of Morr).  Tom resolves the abilities of Reclaim the Hold and Grudgebearer exactly the same as before, and now must resolve the 2 Forced from his Dwarf Rangers.  He resolves his first Dwarf Ranger, targeting Kris’s Dwarf Ranger and dealing 1 damage.  He then resolves his second Dwarf Ranger, targeting Kris’s damaged Dwarf Ranger and killing it.  The death of Kris’s Dwarf Ranger triggers his Oathstone.  Kris resolves this ability and draws 4 cards.  One of them is Iron Discipline.  Tom now resolves the 2nd Dwarf Ranger from the death of his Slayers of Karak Kadrin targeting Kris’ Sea Guard Captain.  The Slayers of KK’s ability now (finally) goes on the stack.  This is the first Action Window since Kris’ Doomsayer of Morr triggered, so he puts that Action on the stack in response, and Tom is given the opportunity to play a response action.  He passes, and Kris is given the opportunity to play a response action.  He plays Iron Discipline that he drew, targeting his Troll Slayers.  Both players then pass, so the stack resolves.  Iron Discipline resolves first, adding a conditional constant effect to the Troll Slayers.  The Doomsayer of Morr resolves next, and Kris draws a card.  The Slayers of KK’s ability resolves next, targeting the Troll Slayers.  This triggers the conditional effect from Iron Discipline, requiring Tom to pay an additional 4 resources or cancel the effect.  He cannot pay, so the effect is canceled.  The next Action on the chain is Spawn of Itzl.  Its effect checks to make sure its target (the Grudgebearer) is still valid.  It is, so the Grudgebearer is dealt 1 damage.  Finally, the Sea Guard Captain’s Action resolves.  Tom chooses to assign the 1 indirect damage to his Kingdom.  Neither player wishes to play any additional actions, so that action window closes. 
Tom now can declare defenders, and chooses to defend with Grudgebearer, who now has 3 power and 1 HP remaining.   Kris assigns 1 combat damage to the Grudgebearer and 2 to Tom’s quest zone.  Tom assigns 3 combat damage to the Troll Slayers.  Damage is applied, Troll Slayers and Grudgebearer die, and the remaining resource token on Reclaim the Hold is discarded.  Troll Slayers and Grudgebearer leaving play triggers 2 Forced abilities (Dwarf Rangers), and a Triggered Action (Kris’ Doomsayer of Morr).  Tom resolves both Dwarf Rangers, dealing 1 damage first to the Sea Guard Captain, killing him, and then 1 damage to the Spawn of Itzl.  The end of combat action window opens, so Kris must put his Doomsayer’s Action on the chain (or choose not to use it).  He puts it on the chain.  Neither player takes any further actions, so the chain resolves and Kris draws a card.  Neither player wishes to take additional actions, so the turn ends.  Now the board looks like this:
http://dl.dropbox.com/u/15325551/example2.JPG

Last edited by Entropy (2011-04-06 22:12:45)

Re: Very Complex Timing Example

Here is the exact same example, only this time I've indicated what step of the flowchart each resolution corresponds to:

Kris declares an attack against Tom’s quest zone.  Kris declares Troll Slayers, Sea Guard Captain, and Spawn of Itzl as attackers.  Declaring attackers triggers the Triggered Actions on Sea Guard Captain and Spawn of Itzl.  These will go on the chain in the next available action window.  Since nothing else triggers off of attackers being declared, play proceeds to the next Action window (B).  Kris must now put his triggered actions on the chain, or he will lose the opportunity to play them.  (B-1) He puts Sea Guard Captain’s ability on the chain, (B-1) then puts Spawn of Itzl’s ability on, targeting the Grudgebearer(B-2) Before the chain resolves, both players have an opportunity to take actions, starting with the active player (Kris).  He has no more actions to play, so he passes to Tom.  (B-2) Tom responds by activating the Slayers of Karak Kadrin’s ability, targeting the Troll Slayers and paying the activation cost (sacrificing them). 
As part of the cost of playing the ability, the Slayers are sacrificed and leave play.  Before the ability even goes on the chain, or gives Kris the opportunity to play a response Action, the Slayers leaving play triggers (A) a Triggered Constant (Reclaim the Hold), and 3 Forced abilities (Grudgebearer and Dwarf Rangers).  Kris’ Doomsayer of Morr is not triggered because “sacrifice” does not count as “destroy”.  (A-1) The constant ability resolves first, and (C) Tom chooses to (C-2) spend a resource to turn the sacrificed slayers into a development.  (A-2) Tom now has to resolve his Forced abilities, and chooses to (C) resolve Grudgebearer next.   (C-3)He adds a resource token to Grudgebearer and resolution is complete.  (C) Now he resolves his first Dwarf Ranger, (C-1) targeting his own Defenders of the Hold, and (C-3) dealing 1 damage, and destroying the unit.  This triggers (A) the same constant ability and 3 Forced abilities that were triggered when the Slayers left play, as well as a Triggered Action (Kris’ Doomsayer of Morr).  (A-1) Tom resolves the abilities of Reclaim the Hold and (A-2) Grudgebearer exactly the same as before, and now must (A-2) resolve the 2 Forced from his Dwarf Rangers.  (C) He resolves his first Dwarf Ranger, (C-1) targeting Kris’s Dwarf Ranger and (C-3) dealing 1 damage.  He then (C) resolves his second Dwarf Ranger, (C-1) targeting Kris’s damaged Dwarf Ranger and (C-3) killing it.  The death of Kris’s Dwarf Ranger triggers (A) his Oathstone.  (A-1) (C) Kris resolves this ability and (C-3) draws 4 cards.  One of them is Iron Discipline.  Tom now (C) resolves the 2nd Dwarf Ranger from the death of his Slayers of Karak Kadrin (C-1) targeting Kris’ Sea Guard Captain, and (C-3) dealing 1 damage.  (back to B-2) The Slayers of KK’s ability now (finally) goes on the stack.  This is the first Action Window since Kris’ Doomsayer of Morr triggered, so (B-2) he puts that Action on the stack in response, and Tom is given the opportunity to play a response action.  He passes, and (B-2) Kris is given the opportunity to play a response action.  He plays Iron Discipline that he drew, targeting his Troll Slayers.  (B-3) Both players then pass, so the stack resolves.  Iron Discipline resolves first, adding a conditional constant effect to the Troll Slayers.  The Doomsayer of Morr resolves next, and Kris draws a card.  The Slayers of KK’s ability resolves next, targeting the Troll Slayers.  This (A) triggers the conditional effect from Iron Discipline,  (A-1) requiring Tom to (C-2) pay an additional 4 resources or cancel the effect.  He cannot pay, so (C-3) the effect is canceled. (B-3) The next Action on the chain is Spawn of Itzl.  Its effect checks to make sure its target (the Grudgebearer) is still valid.  It is, so the Grudgebearer is dealt 1 damage.  Finally, the Sea Guard Captain’s Action resolves.  Tom chooses to assign the 1 indirect damage to his Kingdom.  (B-4) Neither player wishes to play any additional actions, so that action window closes. 
Tom now can declare defenders, and chooses to defend with Grudgebearer, who now has 3 power and 1 HP remaining.   Kris assigns 1 combat damage to the Grudgebearer and 2 to Tom’s quest zone.  Tom assigns 3 combat damage to the Troll Slayers.  Damage is applied, Troll Slayers and Grudgebearer die, and the remaining resource token on Reclaim the Hold is discarded.  Troll Slayers and Grudgebearer leaving play triggers  (A) 2 Forced abilities (Dwarf Rangers), and a Triggered Action (Kris’ Doomsayer of Morr).  (A-2) Tom resolves both Dwarf Rangers,  (C) dealing 1 damage first to the Sea Guard Captain, killing him, and then (C) 1 damage to the Spawn of Itzl.  The end of combat action window opens (B), so Kris must put his Doomsayer’s Action on the chain (or choose not to use it).   (A-1)He puts it on the chain.   (B-2)Neither player takes any further actions, so (B-3) the chain resolves and Kris draws a card.   (A-4)Neither player wishes to take additional actions, so the turn ends  (E).

Last edited by Entropy (2011-04-06 22:51:03)

Re: Very Complex Timing Example

Great, if headache-inducing work.

One minor point:

Entropy wrote:

Kris declares an attack against Tom’s quest zone.  Kris declares Troll Slayers, Sea Guard Captain, and Spawn of Itzl as attackers.  Declaring attackers triggers the Triggered Actions on Sea Guard Captain and Spawn of Itzl.  These will go on the chain in the next available action window.  Since nothing else triggers off of attackers being declared, play proceeds to the next Action window.  Kris must now put his triggered actions on the chain, or he will lose the opportunity to play them.  He puts Sea Guard Captain’s ability on the chain, then puts Spawn of Itzl’s ability on, targeting the Slayers of Karak Kadrin.

The Slayers are in the battlefield, so Spawn of Itzl can't target them when attacking the quest zone, right? The target has to be valid when the action is declared, not only when it resolves.

Re: Very Complex Timing Example

Mallumo wrote:

Great, if headache-inducing work.

One minor point:

The Slayers are in the battlefield, so Spawn of Itzl can't target them when attacking the quest zone, right? The target has to be valid when the action is declared, not only when it resolves.

Good catch.  I changed this example around a lot to get all the effects in there, so I totally missed that.  I'll update it.