Domain of Evernigh +Outside the Hourglass
Nac wrote: i was confused as Flesh of marble is a before range effect and I was not sure if you could play those in a damage prevention window, even if that window happens before range.
You can. [RTR 20041202]
Barrens, for example). You may tap the Barrens to attempt to draw into more
damage prevention, or play Aura Reading when Weather Control damage is
applied (to attempt to draw Skin of Night if a Dawn Operation is in play,
for example). You still cannot "interrupt" damage handling, however (you
cannot burn two blood to heal and then use some effect to gain blood before
burning another blood to heal the remaining third point of damage, for
example).
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Because this damage prevention window is occurring during the pre-range step. You may play pre-range cards in response. Even things like cycling Carrion Crows to look for prevent, etc.Nac wrote: i was confused as Flesh of marble is a before range effect and I was not sure if you could play those in a damage prevention window, even if that window happens before range.
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Alpha Glint
[BH:C]
Cardtype: Combat
Cost: 1 blood
Discipline: Animalism & Fortitude
Not usable in combat with an ally or an older vampire.
[ani][for] Strike: combat ends.
[ANI][FOR] Only usable before range is determined. Combat ends.
Outside the Hourglass
[HttB:C]
Cardtype: Combat
Discipline: Temporis/Obfuscate
[obf] Strike: dodge.
[tem] Maneuver, or strike: dodge, with an optional maneuver.
[TEM] Only usable before range is determined. Inflict 2 damage on the opposing minion. A vampire can play only one Outside the Hourglass at superior each round.
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mjvtes521 wrote: I'm pretty sure about this but just to make sure and have this all in one thread: If acting vamp A plays Outside the Hourglass at superior at pre-range and blocking Vamp B plays Alpha Glint at superior to end combat, Vamp B still has to prevent the damage or burn blood to heal it, correct? It's non-aggravated damage in this scenario. The way I understand it is that Vamp B can play whatever pre-range cards they want (that are normally playable then), but can't pass impulse back to Vamp A until they prevent or burn blood to heal the damage. So in this scenario, Vamp B would take the 2 damage and then combat would end. If Alpha Glint were played by Vamp A, then combat would end before Vamp B could play any cards (other than cards that are playable when combat is about to end, like Taste, Psyche, etc.), right?
This is covered rather extensively in this thread. You cannot end combat without the damage resolving, but the damage prevention window opens up the opportunity to play many effects.
And if S:CE happens first then OtH cannot be played.
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