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Author Topic: Lantern, Elder, Harbor Village, Moat  (Read 19273 times)

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Jeebus

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Lantern, Elder, Harbor Village, Moat
« on: December 29, 2022, 06:41:39 am »
+3



Hoping that Donald can reply to this.

With Enchantress, Highwayman and Ways, and the second iteration from Reckless, you're not following the on-play instructions of the played card.

Donald has ruled that Lantern and Elder care about the on-play instructions of the played card: If you don't follow those instructions, Lantern and Elder do nothing.

According to the Plunder rulebook, Harbor Village is different somehow. It works even when you don't follow the on-play instructions of the played card. If you followed some other instructions instead of the card's on-play instructions, Harbor Village cares about those instructions.

There has been no ruling on Moat (and Lighthouse, Champion, Guardian). I assume that the general assumption has been that it's like Harbor Village.

What is the difference between Lantern and Elder, and Harbor Village and Moat? None of them refer to the played card's instructions. They all refer to the played card doing something or having some effect. It absolutely seems to me like they should all work the same.

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #1 on: December 29, 2022, 01:23:48 pm »
0

Hoping that Donald can reply to this.
I'll do what I can, Jeebu.

With Enchantress, Highwayman and Ways, and the second iteration from Reckless, you're not following the on-play instructions of the played card.

Donald has ruled that Lantern and Elder care about the on-play instructions of the played card: If you don't follow those instructions, Lantern and Elder do nothing.

According to the Plunder rulebook, Harbor Village is different somehow. It works even when you don't follow the on-play instructions of the played card. If you followed some other instructions instead of the card's on-play instructions, Harbor Village cares about those instructions.
The rules for Ways say: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

So when you play a card and use Way of the Sheep to get +$2, you "played the card" to get +$2. "...Play it to do what the Way says..."

Harbor Village asks if playing the Action gave you +$, and if you used Way of the Sheep, it did. That is the logic there.

There has been no ruling on Moat (and Lighthouse, Champion, Guardian). I assume that the general assumption has been that it's like Harbor Village.
I am not clear as to what the question is here. Moat happens before you decide to use a Way or not.

What is the difference between Lantern and Elder, and Harbor Village and Moat? None of them refer to the played card's instructions. They all refer to the played card doing something or having some effect. It absolutely seems to me like they should all work the same.
Elder should work the same as Harbor Village. If a Way said "choose one," Elder would give you an extra choice.

Lantern is a kludgy bit of nonsense, but its instructions make no sense if you aren't doing Border Guard's text, so it only applies when you are. It's specifically talking about the text on Border Guard.

I don't imagine that's done the trick, but that's this round of answers. It is not always clear what the question is.
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dz

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #2 on: December 29, 2022, 03:07:50 pm »
+1

I think the Moat question Jeebus is asking is:
-what happens if you Moat a Reckless attack? I'm still voting for: you can only reveal Moat once, at the start of the attack, and that single reveal blocks both iterations.
-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?

Actually while we're asking questions about Harbor Village: if you play Harbor Village, then Steward for +cards, then you Royal Carriage the Steward for +coins, does Harbor Village give +$1? I think not, as the Royal Carriage is a separate play. Meanwhile if you did the same thing with Reckless Steward, then I think Harbor Village should work.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #3 on: December 29, 2022, 04:45:41 pm »
+1

Yea with Moat, I think the question boils down to “what is the ‘it’ in ‘to be unaffected by it’?” I think Jeebus is thinking it means “unaffected by the card’s instructions”. But with Chameleon and Reckless, you aren’t following the card’s instructions.

If we look at the natural reading of the sentence, “it” seems to be “the playing of the attack card”. But where does that end exactly? If Cultist 1 plays Cultist 2 as part of playing Cultist 1, Cultist 2 can still affect you (unless you reveal Moat a second time when Cultist 2 is played). So what is the limit of the scope of what Moat protects you from?
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Wizard_Amul

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #4 on: December 29, 2022, 05:44:23 pm »
0

I'm not too sure about Moat vs the other cards Jeebus asked about, but like Donald X said, I thought Moat was pretty clear. Maybe I'm forgetting about some other ruling, but Moat doesn't care what the card says or which instructions you're following, just that you play a card with the type "Attack" on the bottom--since Moat says "first," it doesn't matter what happens with the Attack card once you put the Attack card in your play area, because you reveal the Moat before reading any instructions (wherever the instructions are coming from). So, for the Reckless attack, I think it should be what dz said--you can only reveal Moat once, at the start of the attack, and that single reveal blocks both iterations; you only put the attack card in play once, and then how many times you follow which instructions doesn't matter. This also agrees with the Cultist scenario by GendoIkari--even though Cultist 2 is put into play by Cultist 1, it the the playing of the Cultist 2 attack card that allows Moat to react to it, like how Moat can react to the playing of any other attack card.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #5 on: December 30, 2022, 06:56:58 am »
+1

Elder should work the same as Harbor Village. If a Way said "choose one," Elder would give you an extra choice.

So then you are changing the ruling about Elder with Chameleon and the ruling about Elder with Reckless?

Quote from: Donald X.
I am not clear as to what the question is here. Moat happens before you decide to use a Way or not.

The issue is "unaffected by it". Moat seem to be like Elder ("when it gives you..."), so if using Elder on a Chameleon'ed card does nothing (which was your earlier ruling), then using Moat on a Chameleon'ed card also should do nothing.

Quote from: Donald X.
The rules for Ways say: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

So when you play a card and use Way of the Sheep to get +$2, you "played the card" to get +$2. "...Play it to do what the Way says..."

Harbor Village asks if playing the Action gave you +$, and if you used Way of the Sheep, it did. That is the logic there.

I just don't understand how "playing the card does something" means anything beyond "the played card instructs you to do that thing". Cards don't actually do anything, right? The player is the one actually doing it. "Chapel trashes cards" is short-hand meaning that you trash cards because Chapel instructs you to.

Playing Smithy draws you 3 cards = On play, Smithy instructs you to draw 3 cards
Playing Monument gives you 1 VP token = On play, Monument instructs you to take 1 VP token
Playing Market gives you +$1 = On play, Market instructs you to get +$1

What about?: Playing Workshop with Way of the Sheep gives you +$2
This cannot mean: On play, Workshop instructs you to get +$2
What instructs you to get +$ is Way of the Sheep.

Yes, you can say that you "played Workshop" to get +$, but that is also true if you have your +$1 token on the Workshop pile. Both the Way and the token instruct you to get +$ and happen as a result of playing Workshop.

This should mean that Elder, Harbor Village and Moat all refer to what the played card instructs you to do. If something gets in there and tells you to do something else instead, it's like Ironworks/Trader, right? It's not what Elder, Harbor Village and Moat refer to.

***

I can see changing the ruling for Way of the Chameleon and Reckless so that "follow the instructions" actually means that you resolve the played card's instructions. (This is what everybody assumes anyway!) Then Moat, Elder and Harbor Village would work as expected with Chameleon and Reckless; although it would mean that Reckless repeats the Way. It would also mean that Chameleon can't prevent Enchantress's attack. Harbor Village would still not work with other Ways (like Sheep) though.

You could go further and change how Ways (+Enchantress, Highwayman) work, so that they count as resolving the played card's instructions for any ability that cares about that, but still don't actually modify the instructions (for replaying with Royal Village or gaining a copy). Then Harbor Village would work with Sheep. It wouldn't change much else (compared to the Chameleon/Reckless change above), and the rule for keeping Durations in play would make more sense.
« Last Edit: December 30, 2022, 12:38:17 pm by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #6 on: December 30, 2022, 12:24:33 pm »
+1

although it would mean that Reckless repeats the Way.

I was with you until just here. Did you mean to say that reckless will repeat the card even when it was played with a Way? Or that reckless will actually repeat the Way (so with Sheep you get another +$2)? I’m not quite seeing how either options works… Reckless still only does something if you followed the instructions the first time. So it would work with Chameleon but not other Ways.

Unless of course you’re including the proposed “go further” option that is in the last paragraph.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #7 on: December 30, 2022, 12:35:25 pm »
+1

although it would mean that Reckless repeats the Way.

I was with you until just here. Did you mean to say that reckless will repeat the card even when it was played with a Way? Or that reckless will actually repeat the Way (so with Sheep you get another +$2)? I’m not quite seeing how either options works… Reckless still only does something if you followed the instructions the first time. So it would work with Chameleon but not other Ways.

Unless of course you’re including the proposed “go further” option that is in the last paragraph.

You're absolutely right. I was confusing the two options. With the first option, Reckless will still work according to the rulebook:
Quote from: rulebook
If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time

With the "go further" option, Reckless will follow the Way instructions an extra time.
« Last Edit: December 30, 2022, 12:42:00 pm by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #8 on: December 30, 2022, 12:42:31 pm »
+2

I'm not too sure about Moat vs the other cards Jeebus asked about, but like Donald X said, I thought Moat was pretty clear. Maybe I'm forgetting about some other ruling, but Moat doesn't care what the card says or which instructions you're following, just that you play a card with the type "Attack" on the bottom--since Moat says "first," it doesn't matter what happens with the Attack card once you put the Attack card in your play area, because you reveal the Moat before reading any instructions (wherever the instructions are coming from). So, for the Reckless attack, I think it should be what dz said--you can only reveal Moat once, at the start of the attack, and that single reveal blocks both iterations; you only put the attack card in play once, and then how many times you follow which instructions doesn't matter. This also agrees with the Cultist scenario by GendoIkari--even though Cultist 2 is put into play by Cultist 1, it the the playing of the Cultist 2 attack card that allows Moat to react to it, like how Moat can react to the playing of any other attack card.

No, it’s not an issue of revealing Moat, there’s no question that you can reveal a Moat each time an attack is played. The question is what is the extent of stuff that the Moat protects you from? Does it only prevent you from effects that result from following the card's instructions? Or does it protect you from other stuff that results from your opponent having played the card? If the first one, then you shouldn’t be protected from a Chameleon Militia. If the second one, then you should be protects from the second Cultist (even if you don’t reveal Moat when second Cultist is played).

Imagine a Way of the Militia that just says “each opponent discards down to 3 cards”. If you play a Smithy and choose to use Way of the Militia, then obviously your opponents can’t do anything about it; you never played an attack for them to reveal Moat to. But what if you play Witch, they reveal Moat, and you choose to use Way of the Militia? Does the Moat protect them? If so, why? They're protected from Witch, but Witch isn’t the thing attacking them. Chameleon and Reckless, under the latest/current rulings, should work the same as Way of the Militia.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #9 on: December 30, 2022, 01:31:32 pm »
+1

I think the Moat question Jeebus is asking is:
-what happens if you Moat a Reckless attack? I'm still voting for: you can only reveal Moat once, at the start of the attack, and that single reveal blocks both iterations.
-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Correct; again Ways specifically change what a card does when played; you're playing the card to do the Way. This is just me continuing to refer to that rulebook text I quoted.
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Actually while we're asking questions about Harbor Village: if you play Harbor Village, then Steward for +cards, then you Royal Carriage the Steward for +coins, does Harbor Village give +$1? I think not, as the Royal Carriage is a separate play. Meanwhile if you did the same thing with Reckless Steward, then I think Harbor Village should work.
Harbor Village is referring to that play of the card; further plays don't interest it.

Reckless's extra follow-instructions is part of the play of the card.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #10 on: December 30, 2022, 02:00:12 pm »
+2

So then you are changing the ruling about Elder with Chameleon and the ruling about Elder with Reckless?
Elder with Chameleon: I hadn't re-read the Way rules; re-reading them it's clear that, let's quote it again (from the wiki but I trust them):

"Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

It's easy to make the mistake - a mistake I have made repeatedly - of thinking "Ways replace what would have happened with a new thing and you're sure not playing the card anymore, anymore than you're gaining the card Ironworks would have gained when you use an original-printing Trader on it." That's all wrong though. Ways change what you get out of playing the card; instead of playing Smithy for +3 Cards, you use Way of the Sheep and are playing Smithy for +$2. You're playing Smithy for +$2! Smithy is giving you +$2, he repeated, trying to drive this home. So Moat stops that +$2 from hurting you and Elder looks at it for chooses and Harbor Village sees if that includes +$.

Reckless: Oh man it's three things. Let's copy them over.

What does Reckless actually do though, and what's the timing? Is it timed like Enchantress and Ways, effectively being like Chameleon and saying "follow the card's instructions twice instead of once"? Or does it trigger after you have follow the instructions once?
The timing is "after following the instructions of a Reckless card due to playing it." And what it does then is, it has you follow the instructions again.

So, Reckless's "follow the instructions" works like Way of the Chameleon's "follow the instructions"?
So when you have Reckless Border Guard, Lantern affects the first iteration but not the second?
And when you use Elder to play a Reckless card, Elder affects the first iteration but not the second?
Tentatively yes to those.

I said: The timing is "after following the instructions of a Reckless card due to playing it." And what it does then is, it has you follow the instructions again. That sure sounds accurate still.

Quote
So, Reckless's "follow the instructions" works like Way of the Chameleon's "follow the instructions"?
I guess a better answer here is, "I don't know what you mean." I really don't. Reckless is like Reckless and Way of the Chameleon is like Way of the Chameleon and "follow the instructions" means "follow the instructions." "Follow the instructions" is the same everywhere it appears, and everything else that's different is different in whatever way it's different in each place.

Quote
So when you have Reckless Border Guard, Lantern affects the first iteration but not the second?
Tentatively Lantern affects both. Sweet, now you can quote either post to get the answer you want.

Quote
And when you use Elder to play a Reckless card, Elder affects the first iteration but not the second?
Tentatively Elder affects both iterations.

Reckless, like a Way, changes what playing the card does for you. In the weird cases where we refer to what a card does for you, Reckless has changed what the card does for you.

I'm going to hope that that somehow did the trick; you'll tell me if it didn't.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #11 on: December 30, 2022, 04:49:06 pm »
0

Quote
So, Reckless's "follow the instructions" works like Way of the Chameleon's "follow the instructions"?
I guess a better answer here is, "I don't know what you mean." I really don't. Reckless is like Reckless and Way of the Chameleon is like Way of the Chameleon and "follow the instructions" means "follow the instructions." "Follow the instructions" is the same everywhere it appears, and everything else that's different is different in whatever way it's different in each place.

What I meant is, if "follow the card's instructions" works the same, the following is true:
- If Lantern works on Chameleon'ed Border Guard, Lantern works on Reckless Border Guard's second iteration.
- If Elder works on Chameleon'ed card, Elder works on Reckless card's second iteration.

Quote from: Donald X.
Quote
So when you have Reckless Border Guard, Lantern affects the first iteration but not the second?
Tentatively Lantern affects both. Sweet, now you can quote either post to get the answer you want.

So that really sounds like Lantern also affects Chameleon'ed Border Guard? (Previously you ruled that it didn't.)
« Last Edit: December 30, 2022, 04:50:37 pm by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #12 on: December 31, 2022, 04:13:45 pm »
+2

Quote
So, Reckless's "follow the instructions" works like Way of the Chameleon's "follow the instructions"?
I guess a better answer here is, "I don't know what you mean." I really don't. Reckless is like Reckless and Way of the Chameleon is like Way of the Chameleon and "follow the instructions" means "follow the instructions." "Follow the instructions" is the same everywhere it appears, and everything else that's different is different in whatever way it's different in each place.

What I meant is, if "follow the card's instructions" works the same, the following is true:
- If Lantern works on Chameleon'ed Border Guard, Lantern works on Reckless Border Guard's second iteration.
- If Elder works on Chameleon'ed card, Elder works on Reckless card's second iteration.

Quote from: Donald X.
Quote
So when you have Reckless Border Guard, Lantern affects the first iteration but not the second?
Tentatively Lantern affects both. Sweet, now you can quote either post to get the answer you want.

So that really sounds like Lantern also affects Chameleon'ed Border Guard? (Previously you ruled that it didn't.)
I do not recommend having any "if x then y" logic that involves Lantern; it's a kludgy mess that does not really work. It's a shapeshifter in a world where I got rid of them.

Lantern: Border Guards you play reveal 3 cards and discard 2. (It takes all 3 being Actions to take the Horn.)
Border Guard: +1 Action. Reveal the top 2 cards of your deck. Put one into your hand and discard the other. If both were Actions, take the Lantern or Horn.
Elder: +$2. You may play an Action card from your hand. When it gives you a choice of abilities (e.g. “choose one”) this turn, you may choose an extra (different) option.
Way of the Chameleon: Follow this card's instructions; each time that would give you +Cards this turn, you get +$ instead, and vice-versa.
Reckless: Follow the instructions of played Reckless cards twice. When discarding one from play, return it to its pile.

Ways: Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do.


Lantern looks for a played Border Guard that says "Reveal the top 2 cards... discard the other..." That specific thing. And it changes it to revealing 3, discarding 2. It could have been some other similar thing that has no issues, but no, what it is is this very specific ability-changing thing.

Let us briefly note that Border Guard's text does not interact with Way of the Chameleon; Lantern / Chameleon questions are for your personal understanding and not actually answering a rules question from any hypothetical game ever.

Lantern / Chameleon'd Border Guard: Well, Chameleon didn't actually change the text, and Ways are still you playing the card, so tentatively Lantern applies to it.
Lantern / Reckless Border Guard: Tentatively Lantern applies both times. I don't see how there's a real answer buried in the card texts. How specific is Lantern here really? IRL everyone would guess that you Lantern'd both times.
Elder / Chameleon'd Minion: Chameleon is still you playing Minion, so Elder applies.
Elder / Reckless Minion: Reckless's extra instructions is still part of you playing Minion, so Elder applies.
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dz

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #13 on: December 31, 2022, 05:10:34 pm »
0

So how does Reckless work with Ways/Enchantress/Highwayman then? The rulebook says:

"If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play."

Is that still correct?

I would guess the following is the most consistent:
-Reckless card is Enchanted: you get +1 Card +1 Action (once)
-Reckless card is Highwaymanned: you get nothing
-Reckless card is Way of the Sheep'd: you get +$2 (once)
-Reckless card is Way of the Chameleon'd: you get 2 iterations

It may be Reckless to think this, but let's all hope this is the end of the Reckless saga.
« Last Edit: December 31, 2022, 05:12:20 pm by dz »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #14 on: January 01, 2023, 12:55:12 pm »
0

I do not recommend having any "if x then y" logic that involves Lantern; it's a kludgy mess that does not really work. It's a shapeshifter in a world where I got rid of them.

Actually, Lantern got errata in 2019 so that it's no longer a shapeshifter. But I don't think it matters for the present questions.

Quote from: Donald X.
Let us briefly note that Border Guard's text does not interact with Way of the Chameleon; Lantern / Chameleon questions are for your personal understanding and not actually answering a rules question from any hypothetical game ever.

I think they do interact, in a game with Chameleon, Border Guard and Enchantress - going by the ruling that using Chameleon prevents the Enchantress attack: You're Enchanted and you're playing a Border Guard, so you naturally use Chameleon. And you have Lantern.

Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #15 on: January 01, 2023, 01:11:12 pm »
0

It's easy to make the mistake - a mistake I have made repeatedly - of thinking "Ways replace what would have happened with a new thing and you're sure not playing the card anymore, anymore than you're gaining the card Ironworks would have gained when you use an original-printing Trader on it." That's all wrong though. Ways change what you get out of playing the card; instead of playing Smithy for +3 Cards, you use Way of the Sheep and are playing Smithy for +$2. You're playing Smithy for +$2! Smithy is giving you +$2, he repeated, trying to drive this home. So Moat stops that +$2 from hurting you and Elder looks at it for chooses and Harbor Village sees if that includes +$.

So I'm going to go back to the post where you asked if that did the trick; and unfortunately it didn't quite do it. The issue is still the part of my earlier post that you didn't address: the difference between "what the card does" and "the card's instructions".

To recap it: Cards don't actually do anything, right? The player is the one actually doing it. So if "Smithy is giving you +$2", that can't mean anything other than "Smithy instructs you to get +$2". (Compare with "Smithy is drawing you cards": Smithy instructs you to draw cards.)

So if Smithy instructs you to do something, that must count as Smithy's instructions. This means that Ways and Enchantress actually change the instructions. Also, you compared Enchantress to Ironworks/Trader before, but now you're saying that is wrong. So it seems you're changing how to interpret Ways/Enchantress. This would mean that you could still override Enchantress with a Way (you just apply the Way last), but Chameleon can't prevent Enchantress, only change it into "+$1 and +1 Action". And Reckless makes you follow the Enchantress's or Way's instructions an extra time. (As I wrote above, this would also make the Duration rules for Ways make sense with no special ruling.)

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #16 on: January 01, 2023, 01:18:57 pm »
+1

So how does Reckless work with Ways/Enchantress/Highwayman then? The rulebook says:

"If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play."

Is that still correct?
Yes; Reckless looks for a play of a card causing its instructions to be followed. If you Way of the Sheep a Reckless card, Reckless does not trigger there.

I would guess the following is the most consistent:
-Reckless card is Enchanted: you get +1 Card +1 Action (once)
-Reckless card is Highwaymanned: you get nothing
-Reckless card is Way of the Sheep'd: you get +$2 (once)
-Reckless card is Way of the Chameleon'd: you get 2 iterations

It may be Reckless to think this, but let's all hope this is the end of the Reckless saga.
Any of those but Chameleon, you didn't follow-the-instructions, so Reckless doesn't trigger.

With Chameleon, you don't do the normal following-of-instructions, but you do directly follow the instructions, and you're playing the card to do that, because that's what Ways do. This one question requires, basically, specifically saying whether Reckless works or not; the computer code that we don't have for Reckless, does it see Chameleon as "well you played the card to follow its instructions," or is it, "but we didn't follow the instructions, we replaced that with Chameleon, which just happens to follow the instructions"? For me at 10:18 AM Pacific time, it makes more sense that we didn't follow the instructions, and Reckless doesn't kick in.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #17 on: January 01, 2023, 01:34:24 pm »
+1

So I'm going to go back to the post where you asked if that did the trick; and unfortunately it didn't quite do it. The issue is still the part of my earlier post that you didn't address: the difference between "what the card does" and "the card's instructions".

To recap it: Cards don't actually do anything, right? The player is the one actually doing it. So if "Smithy is giving you +$2", that can't mean anything other than "Smithy instructs you to get +$2". (Compare with "Smithy is drawing you cards": Smithy instructs you to draw cards.)

So if Smithy instructs you to do something, that must count as Smithy's instructions. This means that Ways and Enchantress actually change the instructions. Also, you compared Enchantress to Ironworks/Trader before, but now you're saying that is wrong. So it seems you're changing how to interpret Ways/Enchantress. This would mean that you could still override Enchantress with a Way (you just apply the Way last), but Chameleon can't prevent Enchantress, only change it into "+$1 and +1 Action". And Reckless makes you follow the Enchantress's or Way's instructions an extra time. (As I wrote above, this would also make the Duration rules for Ways make sense with no special ruling.)
The key problem is, if I attach meaning to e.g. "what the card does" then you may say "aha that overturns ruling 3XB," because previously I was just talking using English, not computer code. It's not concrete enough to be sure it's consistent the way you appear to want it to be. It's not jargon so that I can define it. Sadly this post is then all about how I can't define non-jargon for you. When a card says "foo" I can define "foo" and we can be happy, but at some point here we are reduced to words that are not jargon and can be used colloquially and may not always mean the same thing. In the computer program everything is precise, one way or another; in English, not always.

"Follow the instructions" means to do the text on the card that happens when playing the card; you stop at a dividing line. Some cards have no such text e.g. Estate. "Follow the instructions" is jargon, it occurs in card texts to mean a specific thing, and we need to be very clear on exactly what that means. I have no issue there; you can poke at it and we can make it as precise as it has to be.

"The card's instructions," that's a hand-waving reference to this text, the text that "follow the instructions" refers to. Maybe in some context it's been used in some other way; I can't pin that down for you because it's not actually jargon. It feels like something we could pin down, but I mean, I don't want to create jargon I don't have to.

Smithy doesn't "instruct, the jargon word" you to do anything, because there's no such jargon in Dominion.

"Cards don't do anything," colloquially, is of course nonsense; cards do all sorts of things. I can't turn that into jargon for you.

So if Smithy instructs you to do something, that must count as Smithy's instructions. This means that Ways and Enchantress actually change the instructions. Also, you compared Enchantress to Ironworks/Trader before, but now you're saying that is wrong. So it seems you're changing how to interpret Ways/Enchantress. This would mean that you could still override Enchantress with a Way (you just apply the Way last), but Chameleon can't prevent Enchantress, only change it into "+$1 and +1 Action". And Reckless makes you follow the Enchantress's or Way's instructions an extra time. (As I wrote above, this would also make the Duration rules for Ways make sense with no special ruling.)
"That must count as Smithy's instructions" is a poor line of reasoning here. I don't follow it, I don't agree to it. Smithy's instructions, colloquially, are "+3 Cards." "Follow the instructions" for Smithy makes you draw 3 cards.

I don't think I've changed anything about Ways / Enchantress.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #18 on: January 02, 2023, 05:41:34 am »
+1

I read your post several times, and I think I understand what you're saying. The thing is, there are cards that talk about cards "doing things" or "giving things", namely the cards on top of this thread - let's focus on Harbor Village. So it must have a meaning in Dominion. I don't think the "jargon" matters; I'm sure it could be described in several ways. But we need to be clear on exactly what it means, just as you say about "follow the card's instructions".

I would think "the card's instructions" is self-evident. It's referred to in the rulebook: "Playing an Action card [means] ... following the instructions on it, in order, top to bottom."

The phrase ("cards do something") is actually used a lot "colloquially" (as you also say) in the rulebooks, but there it always refers to the same as following the card's instructions:

(A) Smithy draws 3 cards.
(B) You follow Smithy's instructions to draw 3 cards.

I don't understand how (A) and (B) can be different. (B) is just a more technically accurate way of expressing (A). That's how it's used everywhere.

But you're saying that with Ways/Enchantress, (A) is happening divorced from (B). That a card can "draw cards" or "give $" without it meaning that you're following the card's instructions to do it. But clearly, you're following the instructions on some other card to do it (the Way or Enchantress).

The rules for Ways say: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

We have established what Enchantress and Ways do: when you would resolve the on-play instructions of the played card, you instead follow other instructions. So that must be what that rulebook text is referring to. It says that you can play the Action card and choose to do what the Way says to do, in other words, follow the instructions on the Way. It doesn't actually say that this means that the card "did" something. (It does say that you resolve the Way when playing the card, but as I said above, you also resolve your +$1 token when playing the card.)

Again, I don't understand what (A) technically means when it doesn't mean (B). Again, technically cards don't draw cards, the players do it because they're following instructions.

Just for clarity: If (A) and (B) are the same, then either
* Enchantress and Ways don't change the card's instructions (as with Ironworks/Trader) - and the played card didn't "do" anything since you didn't follow its instructions;
or
* Enchantress and Ways do change the card's instructions - and Harbor Village works with Sheep, Enchantress can change Chameleon's change etc.
« Last Edit: January 02, 2023, 05:49:37 am by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #19 on: January 02, 2023, 01:23:53 pm »
+1

(A) Smithy draws 3 cards.
(B) You follow Smithy's instructions to draw 3 cards.

I don't understand how (A) and (B) can be different. (B) is just a more technically accurate way of expressing (A). That's how it's used everywhere.
It's colloquially fine to say, "you follow Smithy's instructions to draw 3 cards." When you play Smithy, you follow its instructions, these tell you to draw 3 cards, you do that.

I'm protecting myself with "colloquially" there just because, I don't want to define more terms than I have to, or make it hard to have rules conversations because every word is laden with technical meaning.

But you're saying that with Ways/Enchantress, (A) is happening divorced from (B). That a card can "draw cards" or "give $" without it meaning that you're following the card's instructions to do it. But clearly, you're following the instructions on some other card to do it (the Way or Enchantress).
Ways specifically say, that bit I've quoted over and over, that you *play the card* to do the Way.

Enchantress does not say that. It says that you get cantrip instead of following the card's instructions. So, from just that, it's not clear that getting the cantrip means you in some technical sense "played the card to do that." You did, in real life, colloquially, play the Smithy to get +1 Card and +1 Action. But, technically, it's not so clear. If we need to know "what is giving you this cantrip," well, it looks like Enchantress is.

Enchantress: Until your next turn, the first time each other player plays an Action card on their turn, they get +1 Card and +1 Action instead of following its instructions.

The rulebook FAQ, however, attributes the cantrip to the action. "While this is in play, the first Action each other player plays on each of their turns will give them +1 Card +1 Action instead of what it would have normally done."

The fact that Enchantress makes it look like the Smithy didn't give you cantrip - instead making it look like Enchantress did - no doubt has caused confusion for me and maybe one other person through these years. Of course it's great to have Enchantress and Ways work the same way if possible though.

We have established what Enchantress and Ways do: when you would resolve the on-play instructions of the played card, you instead follow other instructions. So that must be what that rulebook text is referring to. It says that you can play the Action card and choose to do what the Way says to do, in other words, follow the instructions on the Way. It doesn't actually say that this means that the card "did" something. (It does say that you resolve the Way when playing the card, but as I said above, you also resolve your +$1 token when playing the card.)
But the Way rulebook text doesn't say anything about +$1 tokens, and it very specifically says, that you are playing the card to do the Way effect. So e.g. Harbor Village cares about Way of the Sheep. I'm not sure if you're arguing against that or what, but, that's my ruling there.

Just for clarity: If (A) and (B) are the same, then either
* Enchantress and Ways don't change the card's instructions (as with Ironworks/Trader) - and the played card didn't "do" anything since you didn't follow its instructions;
or
* Enchantress and Ways do change the card's instructions - and Harbor Village works with Sheep, Enchantress can change Chameleon's change etc.
"Change the card's instructions" sounds like dangerous territory. Nothing "changes" card instructions, not even Lantern these days as I forgot. Way of the Sheep causes you to not follow Smithy's instructions, but they're still +3 Cards. But "Way of the Sheep doesn't change a card's instructions" doesn't change the fact that it does work with Harbor Village; Ways specifically say that you are playing the card for e.g. the +$2, which is what Harbor Village cares about.

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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #20 on: January 02, 2023, 02:15:02 pm »
+1

For me at 10:18 AM Pacific time, it makes more sense that we didn't follow the instructions, and Reckless doesn't kick in.

I know there's a couple posts after this which I haven't read yet, but...the problem is that this seems like a direct contradiction to what you said less than 24 hours before this. That when you use a Way, you did in fact "play the card to do what the way does".

It seems like the problem at its core is that you want 3 separate ideas of what it means for playing a card to get you something... There's a clear line between when you're looking at "were the card's instructions followed?" (Reckless with Ways doesn't work) , and when you're looking at "what events resulted from playing the card?" (When Cultist plays a Cultist, the second Cultist play isn't included in Moat protects you from if you revealed Moat to original Cultist).

But you want a third option, somewhere in between those 2... something where using a Way means that you didn't follow the card's instructions, yet somehow it's still part of what Moat protects against (and what Elder can affect, etc). But we already know that "stuff that results from playing the card which isn't the card's instructions" don't count. So what exactly is this third, in-between thing? Are we defining "what a card does" to specifically mean "its set of instructions, as well as any possible Ways that were used for it. But not including any other triggered abilities or other card plays that happen when you play it."?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #21 on: January 02, 2023, 02:20:02 pm »
0

I can come up with a "solution" of sorts: each card intrinsically has its native instructions and its shadow instructions (swapping round +Card and +Coin), the latter of which can only be accessed via Way of the Chameleon. Playing Moat protects you against both the native instructions and the shadow instructions.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #22 on: January 02, 2023, 02:25:55 pm »
+1

For me at 10:18 AM Pacific time, it makes more sense that we didn't follow the instructions, and Reckless doesn't kick in.

I know there's a couple posts after this which I haven't read yet, but...the problem is that this seems like a direct contradiction to what you said less than 24 hours before this. That when you use a Way, you did in fact "play the card to do what the way does".

It seems like the problem at its core is that you want 3 separate ideas of what it means for playing a card to get you something... There's a clear line between when you're looking at "were the card's instructions followed?" (Reckless with Ways doesn't work) , and when you're looking at "what events resulted from playing the card?" (When Cultist plays a Cultist, the second Cultist play isn't included in Moat protects you from if you revealed Moat to original Cultist).

But you want a third option, somewhere in between those 2... something where using a Way means that you didn't follow the card's instructions, yet somehow it's still part of what Moat protects against (and what Elder can affect, etc). But we already know that "stuff that results from playing the card which isn't the card's instructions" don't count. So what exactly is this third, in-between thing? Are we defining "what a card does" to specifically mean "its set of instructions, as well as any possible Ways that were used for it. But not including any other triggered abilities or other card plays that happen when you play it."?

I guess what I really want to know is; what's the difference between Way of the Sheep and your + token? There are clear rulings (in the Plunder rulebook) that say Way of the Sheep counts as Smithy giving you , but your token on the pile does not count as Smithy giving you . Is this just a special unnamed thing that Ways do, which make them different from any other effect that happens when you play a card?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #23 on: January 03, 2023, 04:53:44 am »
0

For me at 10:18 AM Pacific time, it makes more sense that we didn't follow the instructions, and Reckless doesn't kick in.

I know there's a couple posts after this which I haven't read yet, but...the problem is that this seems like a direct contradiction to what you said less than 24 hours before this. That when you use a Way, you did in fact "play the card to do what the way does".

It seems like the problem at its core is that you want 3 separate ideas of what it means for playing a card to get you something... There's a clear line between when you're looking at "were the card's instructions followed?" (Reckless with Ways doesn't work) , and when you're looking at "what events resulted from playing the card?" (When Cultist plays a Cultist, the second Cultist play isn't included in Moat protects you from if you revealed Moat to original Cultist).

But you want a third option, somewhere in between those 2... something where using a Way means that you didn't follow the card's instructions, yet somehow it's still part of what Moat protects against (and what Elder can affect, etc). But we already know that "stuff that results from playing the card which isn't the card's instructions" don't count. So what exactly is this third, in-between thing? Are we defining "what a card does" to specifically mean "its set of instructions, as well as any possible Ways that were used for it. But not including any other triggered abilities or other card plays that happen when you play it."?

Yes, I think Donald is saying:
(1) Ways (including Chameleon) and Enchantress make you not follow the card's instructions.
(2) Ways, Enchantress and Reckless refer to the card's instructions, and if you're not following the card's instructions, those three don't do anything.
(3) Lantern, Elder, Harbor Village and Moat, on the other hand, refer to "effects from playing the card" - which of course includes following the card's instructions, but also includes what Ways do (and maybe what Enchantress does?).

The problem is that "effects from playing the card" should also include your +$1 token, League of Shopkeepers, and a Cultist played by Cultist. So it's like Ways have some special, undefined ability to trick Harbor Village, Moat, etc. Otherwise we'd have to say that that "effects from playing the card" only means following the card's on-play instructions; but that would make (2) untrue: Ways, Enchantress and Reckless would work on a card affected by a Way or Enchantress.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #24 on: January 03, 2023, 05:49:41 am »
+1

(A) Smithy draws 3 cards.
(B) You follow Smithy's instructions to draw 3 cards.

I don't understand how (A) and (B) can be different. (B) is just a more technically accurate way of expressing (A). That's how it's used everywhere.
It's colloquially fine to say, "you follow Smithy's instructions to draw 3 cards." When you play Smithy, you follow its instructions, these tell you to draw 3 cards, you do that.

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".

Quote from: Donald X.
Ways specifically say, that bit I've quoted over and over, that you *play the card* to do the Way.

As I said, Ways have been defined to do this: when you would resolve the on-play instructions of the played card, you instead follow other instructions. So that must be what "play the card to do what the Way says to do" is referring to. You play the card and choose to do what the Way says to do, in other words, follow the instructions on the Way.

Quote from: Donald X.
The fact that Enchantress makes it look like the Smithy didn't give you cantrip - instead making it look like Enchantress did - no doubt has caused confusion for me and maybe one other person through these years. Of course it's great to have Enchantress and Ways work the same way if possible though.

When Ways were introduced, they were supposed to work like Enchantress, meaning the Way does the effects, not the Action card.
Even the rulebooks say that Ways, Enchantress and Highwayman do the same thing, so in any case I think it would be a mistake to say that they are different:
Quote from: Menagerie rulebook
Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, you can use a Way instead of getting the +1 Card and +1 Action that Enchantress's effect would give you.

Quote from: Donald X.
(It does say that you resolve the Way when playing the card, but as I said above, you also resolve your +$1 token when playing the card.)
But the Way rulebook text doesn't say anything about +$1 tokens, and it very specifically says, that you are playing the card to do the Way effect. So e.g. Harbor Village cares about Way of the Sheep. I'm not sure if you're arguing against that or what, but, that's my ruling there.

It's not relevant what the Way rules say about the +$1 token. It's Harbor Village's interaction with Ways and with the +$1 token we're talking about. If Harbor Village cares about what instructions you resolved when you played the card (including things that are not the card's instructions), why wouldn't that include the +$1 token's instructions (and League of Shopkeepers's instructions) as well as the Way's instructions?

Quote from: Donald X.
"Change the card's instructions" sounds like dangerous territory.

I know we don't want it to be shape-shifting, which I guess would mainly cause problems for "gain a copy" (for instance with Way of the Rat). That's why I think the first option I wrote about at the bottom of this post is better. The second option tries to create some middle-ground where it's not shape-shifting but it still counts are resolving the card's instructions somehow. I'd be happy to list what each change would entail for different card combinations, but I don't think you agree with me about the necessity for any of these options.

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #25 on: January 04, 2023, 01:40:00 pm »
+1

For me at 10:18 AM Pacific time, it makes more sense that we didn't follow the instructions, and Reckless doesn't kick in.

I know there's a couple posts after this which I haven't read yet, but...the problem is that this seems like a direct contradiction to what you said less than 24 hours before this. That when you use a Way, you did in fact "play the card to do what the way does".

It seems like the problem at its core is that you want 3 separate ideas of what it means for playing a card to get you something... There's a clear line between when you're looking at "were the card's instructions followed?" (Reckless with Ways doesn't work) , and when you're looking at "what events resulted from playing the card?" (When Cultist plays a Cultist, the second Cultist play isn't included in Moat protects you from if you revealed Moat to original Cultist).

But you want a third option, somewhere in between those 2... something where using a Way means that you didn't follow the card's instructions, yet somehow it's still part of what Moat protects against (and what Elder can affect, etc). But we already know that "stuff that results from playing the card which isn't the card's instructions" don't count. So what exactly is this third, in-between thing? Are we defining "what a card does" to specifically mean "its set of instructions, as well as any possible Ways that were used for it. But not including any other triggered abilities or other card plays that happen when you play it."?

I guess what I really want to know is; what's the difference between Way of the Sheep and your + token? There are clear rulings (in the Plunder rulebook) that say Way of the Sheep counts as Smithy giving you , but your token on the pile does not count as Smithy giving you . Is this just a special unnamed thing that Ways do, which make them different from any other effect that happens when you play a card?
It's because the rulebook rules for Ways say, and I quote: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

whereas the rulebook rules for the +$1 token say: "When the player whose token it is plays a card from that pile, that player first gets the bonus."

The Way says you are playing the card to do the thing; so something that cares about playing the card counts that thing. The +$1 token rules do not say that; they just trigger on you playing a card. Similarly, Champion gives you +1 Action when playing a card; it doesn't cause the card to be giving you the +1 Action, in case some card is reckless enough to check for that.

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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #26 on: January 04, 2023, 01:46:47 pm »
+1

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".
This just doesn't follow at all.

Harbor Village looks for a card giving you +$. Way of the Sheep specifically says that the card is giving you the +$2. Specifically saying it means it's happening. So Harbor Village sees it.

+$2 is not part of the instructions for Smithy. It doesn't have to be either.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #27 on: January 04, 2023, 02:08:40 pm »
0

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".
This just doesn't follow at all.

Harbor Village looks for a card giving you +$. Way of the Sheep specifically says that the card is giving you the +$2. Specifically saying it means it's happening. So Harbor Village sees it.

+$2 is not part of the instructions for Smithy. It doesn't have to be either.

Is it accurate then (until new cards with new abilities come out) to say that "what a card does" consists of both its instructions (when they're followed) and a Way's instructions (when that's used), but not any other things that result from a card being played?

And is it accurate to say that Moat works the same as Harbor Village, in that what it cares about is "what a card does"? So that Moat does protect you from Ways, but doesn't protect you from the other non-instruction things that happen when your opponent plays an attack card?
« Last Edit: January 04, 2023, 02:14:49 pm by GendoIkari »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #28 on: January 04, 2023, 03:04:22 pm »
0

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".
This just doesn't follow at all.

It does, but I didn't explain it in the post you quoted. I've explained it several other places in this thread.
« Last Edit: January 04, 2023, 03:06:36 pm by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #29 on: January 05, 2023, 06:23:35 am »
+1

Donald has changed how he interprets what Ways do. Before, the Way didn't count as something the card did (same as Enchantress). That was the basis for the original ruling on Lantern and Elder. Now Donald is saying that it does count as something the card does. I'm still not convinced that interpretation makes sense.

Whenever we, or the rules, talk about something a card "does", it means that you do it following the card's instructions. There has never been a case of a card doing something without it meaning that it's actually the player doing it following that card's instructions. Chapel trashes cards always means that you trash cards following Chapel's instructions. Donald is now saying that Ways are different than all other abilities, in that they make a card "do" something that the player does following some other instructions.

The rules for Ways say: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."

So, when you play the Action card (actually when you get to following its instructions) you get two options:
1) do what it normally does
2) do what the Way says to do
"What it normally does" is its instructions. "What the Way says to do" is the Way's instructions. You either follow the card's or the Way's instructions. That's what the rules say. It doesn't say that when you follow the Way's instructions, the card "does" it somehow.

It does say that you "play" the card "to" follow the Way's instructions.
* Actually you first play the card, then choose which instructions to follow. (This is in the rulebook. Reactions happen before you choose.) So this can't be technically accurate enough to base a ruling on.
* You can also play a Throne Room to play a Market Twice, but that doesn't mean that the Throne Room gives you +$1. You can play a Stonemason to trash a Nomads, but that doesn't mean that the Stonemason gives you +$2.* I don't think Harbor Village should recognize the +$ from the Throne Room or the Stonemason in these scenarios.

*Example from Menagerie rulebook: "You play Stonemason to trash a card"

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #30 on: January 05, 2023, 03:01:38 pm »
0

Is it accurate then (until new cards with new abilities come out) to say that "what a card does" consists of both its instructions (when they're followed) and a Way's instructions (when that's used), but not any other things that result from a card being played?
I think for the moment I will need more context to answer that. What's the text of the card that's asking "what a card does"? Again I don't want to define new jargon if I can avoid it; I don't know what other things may use it, without realizing it, because there was no jargon and they were just trying to communicate clearly in English.

And is it accurate to say that Moat works the same as Harbor Village, in that what it cares about is "what a card does"? So that Moat does protect you from Ways, but doesn't protect you from the other non-instruction things that happen when your opponent plays an attack card?
That sounds okay. Moat does protect you from Smithy's +3 Cards or Way of the Sheep's +$2, and not from the +$1 token's +$1.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #31 on: January 05, 2023, 03:03:49 pm »
+1

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".
This just doesn't follow at all.

It does, but I didn't explain it in the post you quoted. I've explained it several other places in this thread.
This post is extremely unhelpful. I'm trying to answer your questions to your satisfaction; you saying "nuh huh" and "go read my posts" is not going anywhere. Studying your previous posts is beyond the scope for me. When what you've got left to say is "you're wrong, go read my posts," we're done, hooray, because man, I have other things to do.

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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #32 on: January 05, 2023, 03:24:36 pm »
+1

Donald
There is no-one here who goes by "Donald." There isn't! Anymore than there is someone here who goes by "Jeebu."

When trying to get people to do work for you, it's helpful to show them some respect.

has changed how he interprets what Ways do. Before, the Way didn't count as something the card did (same as Enchantress). That was the basis for the original ruling on Lantern and Elder. Now Donald is saying that it does count as something the card does. I'm still not convinced that interpretation makes sense.
Well. Before, there was no Harbor Village. Some questions have waited until now to be asked because nothing previously generated them. No-one asked if Moat could stop the +$1 token because why would you ask that?

The rulebook text for Ways attributes the +$2 of Way of the Sheep to the card played using a Way. The card is played to do the +$2, as I've said many times here. Where possible I like rulings to match the rulebooks. So far that seems possible here. So, Smithy played using Way of the Sheep is Smithy giving you +$2 as far as Harbor Village is concerned.

I don't know how consistent the other rulebooks are here towards this attitude; odds are they have lots of colloquial English that did not expect to be scrutinized as the computer code it cannot be. But I mean as always I try to make everything hang together as neatly as possible and answer the questions people have, even the ones that are not about actual played games of Dominion.

Whenever we, or the rules, talk about something a card "does", it means that you do it following the card's instructions. There has never been a case of a card doing something without it meaning that it's actually the player doing it following that card's instructions. Chapel trashes cards always means that you trash cards following Chapel's instructions. Donald is now saying that Ways are different than all other abilities, in that they make a card "do" something that the player does following some other instructions.
Obv. the players do everything that happens in the game; the cards don't have hands. But when Harbor Village asks, did the card do it, well we have to answer that question. The answer isn't possibly going to be "the card never does it, because cards can't do things, only people can." Harbor Village then Militia means you somehow get the +$1, even though the Militia is inert cardboard.

The rules for Ways say: "Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do."
At last, something easy to agree with.

So, when you play the Action card (actually when you get to following its instructions) you get two options:
1) do what it normally does
2) do what the Way says to do
"What it normally does" is its instructions. "What the Way says to do" is the Way's instructions. You either follow the card's or the Way's instructions. That's what the rules say. It doesn't say that when you follow the Way's instructions, the card "does" it somehow.

It does say that you "play" the card "to" follow the Way's instructions.
* Actually you first play the card, then choose which instructions to follow. (This is in the rulebook. Reactions happen before you choose.) So this can't be technically accurate enough to base a ruling on.
* You can also play a Throne Room to play a Market Twice, but that doesn't mean that the Throne Room gives you +$1. You can play a Stonemason to trash a Nomads, but that doesn't mean that the Stonemason gives you +$2.* I don't think Harbor Village should recognize the +$ from the Throne Room or the Stonemason in these scenarios.

*Example from Menagerie rulebook: "You play Stonemason to trash a card"
"Playing" a card can refer either to the full process, or not, depending again on friendly English just being friendly. "When you play a Treasure," means "After you finish doing everything that's part of that process," but "When another player plays an Attack card, first..." means, "Right after another player announced playing an Attack card, but it hasn't done anything yet." Again, this is "we are dealing endlessly with English sentences trying to be clear to English speakers, rather than computer code." For computer code, you would want Moat to say e.g. "When another player announced an Attack" or something. Taken literally as-is, Moat doesn't work, because we finish the attack before it kicks in. But we don't take it literally. We recognize that it means "play" a different way and that "first" is rules jargon to narrow things down for us here.

Sure, Throning a Market doesn't mean Throne gave you +$. Throne gave you two plays of Market. You don't get +$ from Harbor Village if you Stonemason a Nomads or Throne Room a Market.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #33 on: January 05, 2023, 04:55:25 pm »
0

No-one asked if Moat could stop the +$1 token because why would you ask that?

But people should have asked if Moat could stop a Militia that was played using Way of the Chameleon, because it's essentially the same question; I think we just all missed it back then. Because while it seems intuitive and obvious, and people would for sure complain if Chameleon got around the Moat, the technical rules for how Ways and Moat work do in fact make it not so clear how Moat manages to do that, beyond just "it does because it does".
« Last Edit: January 05, 2023, 04:56:33 pm by GendoIkari »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #34 on: January 05, 2023, 06:44:30 pm »
0

No-one asked if Moat could stop the +$1 token because why would you ask that?

But people should have asked if Moat could stop a Militia that was played using Way of the Chameleon, because it's essentially the same question; I think we just all missed it back then. Because while it seems intuitive and obvious, and people would for sure complain if Chameleon got around the Moat, the technical rules for how Ways and Moat work do in fact make it not so clear how Moat manages to do that, beyond just "it does because it does".

I kind of disagree with this—I don't think anyone should have ever asked if Way of the Chameleon can circumvent Moat. It's obvious that it can't. Your last question is the right one—how or why does Chameleon fail to circumvent Moat.

(And the answer, as always, is that using a Way means that the Way ability is what playing the card does.)
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #35 on: January 06, 2023, 03:05:55 am »
+1

My point is that (A) always means (B). (I don't think you've explained how it can mean anything else.) This means that Harbor Village's "if the card gave you +$" can only mean "if you followed the card's instructions to get +$".
This just doesn't follow at all.

It does, but I didn't explain it in the post you quoted. I've explained it several other places in this thread.
This post is extremely unhelpful. I'm trying to answer your questions to your satisfaction; you saying "nuh huh" and "go read my posts" is not going anywhere. Studying your previous posts is beyond the scope for me. When what you've got left to say is "you're wrong, go read my posts," we're done, hooray, because man, I have other things to do.

I phrased that last sentence poorly. I should have said: I explained it in the message you were originally replying to.

My problem is, I can either write short replies like the one you said doesn't follow, in which case you tend to read it out of context of the previous discussion; or I can write longer replies where I restate everything more fully, in which case you tend to respond partially, without always addressing the point I was making.

You have no obligation to answer my questions in any way except how you want of course. But we are both just humans here, and I do think that taking the time to consider carefully, and even going back in the thread to see things in context, is more respectful to the other party and also saves time (all in all), saves words, and makes for a more fruitful discussion.

« Last Edit: January 06, 2023, 04:02:08 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #36 on: January 06, 2023, 03:48:34 am »
0

Donald
There is no-one here who goes by "Donald." There isn't! Anymore than there is someone here who goes by "Jeebu."

When trying to get people to do work for you, it's helpful to show them some respect.

Oh, I didn't get that you were trying to disrespect me back by calling me "Jeebu".
Well, I didn't intend to disrespect you. People have been calling you "Donald" for years in these forums and I haven't caught any comments from you about it. But I will certainly only refer to you by your full user name from now on.

Quote from: Donald X.
Whenever we, or the rules, talk about something a card "does", it means that you do it following the card's instructions. There has never been a case of a card doing something without it meaning that it's actually the player doing it following that card's instructions. Chapel trashes cards always means that you trash cards following Chapel's instructions. Donald is now saying that Ways are different than all other abilities, in that they make a card "do" something that the player does following some other instructions.
Obv. the players do everything that happens in the game; the cards don't have hands. But when Harbor Village asks, did the card do it, well we have to answer that question. The answer isn't possibly going to be "the card never does it, because cards can't do things, only people can." Harbor Village then Militia means you somehow get the +$1, even though the Militia is inert cardboard.

My point was this part: Donald X. is now saying that Ways are different than all other abilities, in that they make a card "do" something that the player does following some other instructions.

"What it normally does" is its instructions. "What the Way says to do" is the Way's instructions. You either follow the card's or the Way's instructions. That's what the rules say. It doesn't say that when you follow the Way's instructions, the card "does" it somehow.

It does say that you "play" the card "to" follow the Way's instructions.
* Actually you first play the card, then choose which instructions to follow. (This is in the rulebook. Reactions happen before you choose.) So this can't be technically accurate enough to base a ruling on.
You didn't address this part (above).

Quote from: Donald X.
"Playing" a card can refer either to the full process, or not, depending again on friendly English just being friendly. "When you play a Treasure," means "After you finish doing everything that's part of that process," but "When another player plays an Attack card, first..." means, "Right after another player announced playing an Attack card, but it hasn't done anything yet." Again, this is "we are dealing endlessly with English sentences trying to be clear to English speakers, rather than computer code." For computer code, you would want Moat to say e.g. "When another player announced an Attack" or something. Taken literally as-is, Moat doesn't work, because we finish the attack before it kicks in. But we don't take it literally. We recognize that it means "play" a different way and that "first" is rules jargon to narrow things down for us here.

I agree with everything you wrote here. In order to figure out how Moat works in interaction with other cards, such as timing, we need to define the "computer code" though (even though we can actually express it in plain English, like you're doing now). I think this is what you've been doing many times in order to answer rules questions. It's the same thing we're trying to do here. We don't need to define "jargon", but we need to define the technical meaning of mechanics and cards. That's what rulebooks do too, although the Dominion rulebooks are not exhaustive here (like my document tries to be... well, almost).

"Play the Action card to do what the Way says to do" is an non-technical English sentence which can be interpreted several ways. As I have explained, I fail to see how it can technically mean that the card does what the Way does (or even what that means). But in any case, it would be just as fine, in non-technical English, and quite normal, to say that you play a Smithy to get +$1 and draw 3 cards, if you have your Adventures token on Smithy. Since we know that this doesn't technically mean that the Smithy "gives" you +$, there is no reason to conclude that it has to mean that the Smithy "gives" you +$ when played with Sheep either.

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #37 on: January 06, 2023, 03:42:44 pm »
0

I phrased that last sentence poorly. I should have said: I explained it in the message you were originally replying to.

My problem is, I can either write short replies like the one you said doesn't follow, in which case you tend to read it out of context of the previous discussion; or I can write longer replies where I restate everything more fully, in which case you tend to respond partially, without always addressing the point I was making.

You have no obligation to answer my questions in any way except how you want of course. But we are both just humans here, and I do think that taking the time to consider carefully, and even going back in the thread to see things in context, is more respectful to the other party and also saves time (all in all), saves words, and makes for a more fruitful discussion.
I read your posts and address what I have to address. I don't answer rules questions as often as I used to, because there are so many other people now to spring up and answer them for me, but I still answer them all the time. Today I answered some Nefarious questions pm'd to me on BGG.

I am way more interested in dealing with situations that have come up in games than ones that are just poking at the rules. I see the value in poking at the rules though, and try to answer all of your questions. Here I am, taking time away from every other activity to do this.

You've done good work for me, compiling rules and rulings; it's hard for me to really feel the real value of it, I don't have people saying to me, "that rules document really answered my questions." I've linked to it some though.

If I don't answer some part of your post, odds are either I thought I was in fact answering it, or that it no longer was relevant based on what I actually answered. I'm not just ignoring it. When I can though I sure have to hope that I can answer one thing and then not have to endlessly repeat myself or consider specific situations that might be covered now or whatever it is.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #38 on: January 06, 2023, 04:01:37 pm »
+1

Well, I didn't intend to disrespect you. People have been calling you "Donald" for years in these forums and I haven't caught any comments from you about it. But I will certainly only refer to you by your full user name from now on.
I have endlessly corrected people when they're talking to me, but have not covered every instance on the internet.

My point was this part: Donald X. is now saying that Ways are different than all other abilities, in that they make a card "do" something that the player does following some other instructions.
This is the kind of thing that I don't ever like to agree to because it will turn out that the blanket statement was wrong somehow, and in fact in this particular case Enchantress does the same thing, it's phrased in the current rulebook as the card giving the player +1 Card +1 Action. Ways are not "different than all other abilities"; let's never go there, there will be future cards too. Ways cause the card to do a different thing, that part is solid.

"What it normally does" is its instructions. "What the Way says to do" is the Way's instructions. You either follow the card's or the Way's instructions. That's what the rules say. It doesn't say that when you follow the Way's instructions, the card "does" it somehow.

It does say that you "play" the card "to" follow the Way's instructions.
* Actually you first play the card, then choose which instructions to follow. (This is in the rulebook. Reactions happen before you choose.) So this can't be technically accurate enough to base a ruling on.
You didn't address this part (above).
I don't know what you're looking for from me here.

Again, "play" is used two or more different ways in rulebook and card text. On Moat it really means "announce"; on Landing Party it means "do all of it, put the card on the table and do its stuff and be done." For being super technical, it would be clearer if those were two different words; it might even be clearer for casual players. It isn't two different words today though.

You first announce a card; you've started playing it, but you haven't finished yet. Some things latch on here. You choose Way or not somewhere in here. Later you "do" "stuff" and then still later you're done and "when you play a card" sans-"first" triggers.

Your "somehow" suggests that you think it's this bizarre thing that "the card" "does" something. But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

Quote from: Donald X.
"Playing" a card can refer either to the full process, or not, depending again on friendly English just being friendly. "When you play a Treasure," means "After you finish doing everything that's part of that process," but "When another player plays an Attack card, first..." means, "Right after another player announced playing an Attack card, but it hasn't done anything yet." Again, this is "we are dealing endlessly with English sentences trying to be clear to English speakers, rather than computer code." For computer code, you would want Moat to say e.g. "When another player announced an Attack" or something. Taken literally as-is, Moat doesn't work, because we finish the attack before it kicks in. But we don't take it literally. We recognize that it means "play" a different way and that "first" is rules jargon to narrow things down for us here.

I agree with everything you wrote here. In order to figure out how Moat works in interaction with other cards, such as timing, we need to define the "computer code" though (even though we can actually express it in plain English, like you're doing now). I think this is what you've been doing many times in order to answer rules questions. It's the same thing we're trying to do here. We don't need to define "jargon", but we need to define the technical meaning of mechanics and cards. That's what rulebooks do too, although the Dominion rulebooks are not exhaustive here (like my document tries to be... well, almost).

"Play the Action card to do what the Way says to do" is an non-technical English sentence which can be interpreted several ways. As I have explained, I fail to see how it can technically mean that the card does what the Way does (or even what that means). But in any case, it would be just as fine, in non-technical English, and quite normal, to say that you play a Smithy to get +$1 and draw 3 cards, if you have your Adventures token on Smithy. Since we know that this doesn't technically mean that the Smithy "gives" you +$, there is no reason to conclude that it has to mean that the Smithy "gives" you +$ when played with Sheep either.
It would be fine to have the Adventures +$1 token work with Harbor Village; it only doesn't do to me looking at rulebook and card text and having to make rulings based on that stuff. The +$1 token triggers at a particular time but doesn't attribute anything to the card itself; similarly Champion triggers at a particular time but doesn't attribute anything to the card itself. Ways actually attribute something to the card, and Harbor Village has the text it has and etc.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #39 on: January 06, 2023, 04:44:07 pm »
+1

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right? Moat needed to know if the Militia was making you discard down to 3, as opposed to some other by-product of playing the card causing you to discard down to 3. Or as a more realistic example, Moat needed to know that your opponent's Cultist was making you gain a Ruins, but it was not making you gain a second ruins when it made your opponent play another Cultist.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #40 on: January 06, 2023, 04:51:11 pm »
0

You first announce a card; you've started playing it, but you haven't finished yet. Some things latch on here. You choose Way or not somewhere in here. Later you "do" "stuff" and then still later you're done and "when you play a card" sans-"first" triggers.

Your "somehow" suggests that you think it's this bizarre thing that "the card" "does" something. But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

No, I don't think that's bizarre. I think it's bizarre that the card "does" something without it meaning that the card told you to do it. That's what it means with Smithy and all other cards (except Ways and Enchantress apparently). If Smithy "does" +$2, it should mean that the Smithy tells you to do it. And of course "Smithy tells you to do it" just means that you follow Smithy's instructions to do it. It doesn't compute for me that a card can tell you to do something that is not its instructions, because that's what "tell you to do something" means.

Quote from: Donald X.
"Play the Action card to do what the Way says to do" is an non-technical English sentence which can be interpreted several ways. As I have explained, I fail to see how it can technically mean that the card does what the Way does (or even what that means). But in any case, it would be just as fine, in non-technical English, and quite normal, to say that you play a Smithy to get +$1 and draw 3 cards, if you have your Adventures token on Smithy. Since we know that this doesn't technically mean that the Smithy "gives" you +$, there is no reason to conclude that it has to mean that the Smithy "gives" you +$ when played with Sheep either.
It would be fine to have the Adventures +$1 token work with Harbor Village; it only doesn't do to me looking at rulebook and card text and having to make rulings based on that stuff. The +$1 token triggers at a particular time but doesn't attribute anything to the card itself; similarly Champion triggers at a particular time but doesn't attribute anything to the card itself. Ways actually attribute something to the card, and Harbor Village has the text it has and etc.

Again, the rules don't say that the card "does" it, and they don't actually say that the Way attributes anything to the card. They say the same as the Enchantress rules, that you do the Way/Enchantress instructions instead of the card's instructions; that's all. The non-technical phrase "play the card to do what the Way says to do" doesn't in itself suggest that it's different than "play the card to get $1 from your Adventures token"; that's what I was saying.

scolapasta

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #41 on: January 06, 2023, 04:54:42 pm »
+1

I hesitate to get in the middle of all this, but one thing to notice (which I don't think has been mentioned, unless I missed it) is how the text on Ways is written - they* refer to "this" and "this card". In other words that text doesn't refer to the Way, but to the card being played as the Way. Which to me fits with the ruling that playing a card as a way is something the card does, unlike enchantress and adventure tokens.

* well, those that have a reference; obviously, Ways like Way of the Ox, that are just "+2 Cards" don't refer to "this"

Really hoping that doesn't muddy anything...
« Last Edit: January 06, 2023, 06:48:46 pm by scolapasta »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #42 on: January 06, 2023, 05:02:50 pm »
0

I hesitate to get in the middle of all this, but one thing to notice (which I don't think has been mentioned, unless I missed it) is how the text on Ways is written - they* all refer to "this" and "this card". In other words that text doesn't refer to the Way, but to the card being played as the Way. Which to me fits with the ruling that playing a card as a way is something the card does, unlike enchantress and adventure tokens.

* well, those that have a reference; obviously, Ways like Way of the Ox, that are just "+2 Cards" don't refer to "this"

Really hoping that doesn't muddy anything...

Yep, I know. That's something I have considered a special rule, just like the rule for keeping Durations in play with Ways. If we say that following the Way's instructions counts as following the card's instructions, those two things make more sense. That technically is pretty much the same as saying that Ways change the card's instructions ("shape-shifting"), which we don't want, so then we just have to invent a rule that says that it counts as following the card's instructions for abilities that care about what instructions are being following, but not for cards that care about the instructions per se (like gaining a copy with Way of the Rat). The problem is that Ways, Enchantress and Reckless care about what instructions are being followed, so this should mean that they work differently (than the current rulings) when applied to the same card.
« Last Edit: January 06, 2023, 05:03:58 pm by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #43 on: January 07, 2023, 03:21:40 pm »
0

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right? Moat needed to know if the Militia was making you discard down to 3, as opposed to some other by-product of playing the card causing you to discard down to 3. Or as a more realistic example, Moat needed to know that your opponent's Cultist was making you gain a Ruins, but it was not making you gain a second ruins when it made your opponent play another Cultist.
Yes, Moat always wanted to know it, but I mean you must know everything there is to say here. There isn't an attacking Way. Enchantress's cantrip isn't an attack.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #44 on: January 07, 2023, 03:24:22 pm »
+1

No, I don't think that's bizarre. I think it's bizarre that the card "does" something without it meaning that the card told you to do it.
Well somehow that's exactly what the Way rules say. The card does the thing.

Again, the rules don't say that the card "does" it, and they don't actually say that the Way attributes anything to the card. They say the same as the Enchantress rules, that you do the Way/Enchantress instructions instead of the card's instructions; that's all. The non-technical phrase "play the card to do what the Way says to do" doesn't in itself suggest that it's different than "play the card to get $1 from your Adventures token"; that's what I was saying.
I'm stuck interpreting the rulebook and card texts. The Way rules attribute the +$2 to the card; that's my interpretation of that line of text. Harbor Village triggers on it.

I do not find it preferable to rule that the Way rulebook text instead means "the card didn't do it."
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #45 on: January 08, 2023, 06:07:32 am »
0

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right?
In one sense, namely that it merely wanted to know whether the card had 'Attack' written at the bottom, no.  I get the point, however, that there is the question of scope when it comes to Cultists playing Cultists.  Naively I would have thought that if card X says "You may play card Y", then card X doesn't finish being played until after card Y has finished being played.  Thus I'd have expected a Moat revealed on the first Cultist to provide protection against the entire chain of Cultists, but there would be nothing to prevent the Moat being revealed on the second or subsequent Cultist if it hadn't been revealed on a previous one.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #46 on: January 08, 2023, 01:11:10 pm »
+1

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right? Moat needed to know if the Militia was making you discard down to 3, as opposed to some other by-product of playing the card causing you to discard down to 3. Or as a more realistic example, Moat needed to know that your opponent's Cultist was making you gain a Ruins, but it was not making you gain a second ruins when it made your opponent play another Cultist.
Yes, Moat always wanted to know it, but I mean you must know everything there is to say here. There isn't an attacking Way. Enchantress's cantrip isn't an attack.

There is an attacking Way. Since Chameleon functions as the other Ways, playing Militia with Chameleon is equivalent to using a Way that says, "+2 Cards, each other player discards down to 3 cards in hand" (when playing a card with the Attack type of course).

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #47 on: January 08, 2023, 01:24:36 pm »
+2

My last attempt at explaining my point and hopefully getting somebody to fill in the blanks and make this make sense.

Saying "the card trashes a card" or "the cards gives +$2" is fine, but we have to know exactly what that means in the game. If we just say "Junk Dealer trashes a card" and that's all it means, then you don't get +1 VP from Tomb, since it says "when you trash a card".

So "Junk Dealer trashes a card" means "you trash a card from playing Junk Dealer".

I would think everything above is uncontroversial?

***

* So normally, you draw 3 cards from playing Smithy. Playing Smithy does that.
* With your +$1 token on Smithy, you draw 3 cards and get +$1 from playing Smithy. Then playing Smithy does that. Playing Smithy means you follow both Smithy's instructions and the token's instructions.
* With Way of the Sheep, you get +$2 from playing Smithy. Then playing Smithy does that. Playing Smithy means you only follow Way of the Sheep's instructions.

I hope everybody agrees to this.

Harbor Village checks if Smithy "gave you +$". Again, what does that means in the game? It must mean, "if you got +$ from playing Smithy". But playing Smithy can make you do several things other than following what Smithy says: Adventures tokens, League of Shopkeepers, Champion, Kiln. So if any of those make you get +$, it should count for Harbor Village - but this is wrong.

So clearly, just saying "from playing Smithy" is not precise enough. Harbor Village must mean "if you got +$ from following Smithy's instructions" - in order to exclude other abilities that trigger when you played Smithy. What else could it mean?

***

So, with your +$1 token, is +$1 something the Smithy tells you to do? No, it's the token that tells you. So more precisely: With your +$1 token on Smithy, when playing Smithy, you get +$ from following the token's instructions.

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #48 on: January 08, 2023, 02:12:27 pm »
0

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right?
In one sense, namely that it merely wanted to know whether the card had 'Attack' written at the bottom, no.

That part is only relevant to whether or not you can reveal Moat when a card is played. It doesn't end up relating to what the Moat actually does when it gets revealed.

Quote
I get the point, however, that there is the question of scope when it comes to Cultists playing Cultists.  Naively I would have thought that if card X says "You may play card Y", then card X doesn't finish being played until after card Y has finished being played.  Thus I'd have expected a Moat revealed on the first Cultist to provide protection against the entire chain of Cultists, but there would be nothing to prevent the Moat being revealed on the second or subsequent Cultist if it hadn't been revealed on a previous one.

For sure card X doesn't finish being played until after card Y has finished. Matters with stuff like Royal Carriage* But Cultist #1 being "not yet finished" doesn't end up mattering in this case; the rule is that the second Cultist's instructions are not part of what the first Cultist does; not part of what Moat protects you from. Moat protects you from "what the card does", just like how Harbor Village looks to see "what the card does". The whole question we're trying to get at here is "what specifically is the scope of what a card does?" We now know that it's neither "it does what its instructions say it does" nor "it does things that happen as a direct result of playing it". It's some third option that includes its own instructions and also Ways.


*If you Throne Room a Smithy while 2 Royal Carriages are on your Tavern Mat, and you want to repeat both the Throne Room and Smithy, you'd have to call Royal Carriage on Smithy first, because "directly after playing Smithy" happens before "directly after playing Throne Room".
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #49 on: January 08, 2023, 04:05:28 pm »
0

But I mean. That's how it is with the +3 Cards on Smithy too. The card "does" it, which isn't something we ever need to think about until Harbor Village says "hey what did the card do."

But Moat always wanted to know what a card "did" also, right? Moat needed to know if the Militia was making you discard down to 3, as opposed to some other by-product of playing the card causing you to discard down to 3. Or as a more realistic example, Moat needed to know that your opponent's Cultist was making you gain a Ruins, but it was not making you gain a second ruins when it made your opponent play another Cultist.
Yes, Moat always wanted to know it, but I mean you must know everything there is to say here. There isn't an attacking Way. Enchantress's cantrip isn't an attack.

There is an attacking Way. Since Chameleon functions as the other Ways, playing Militia with Chameleon is equivalent to using a Way that says, "+2 Cards, each other player discards down to 3 cards in hand" (when playing a card with the Attack type of course).

The lesson as always is, don't reply to posts that don't need a reply. GendoIkari's post was doing fine, it didn't need me chiming in.
« Last Edit: January 08, 2023, 04:13:30 pm by Donald X. »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #50 on: January 08, 2023, 04:13:05 pm »
+1

* With your +$1 token on Smithy, you draw 3 cards and get +$1 from playing Smithy. Then playing Smithy does that. Playing Smithy means you follow both Smithy's instructions and the token's instructions.
Speaking colloquially, not rules-technically, of course playing Smithy with the Adventures token can be communicated via "playing Smithy got you +3 Cards and +$1."

Speaking rules-technically, no, not so, sorry. Similarly with Champion out, playing Smithy gets you +3 Cards and +1 Action in a non-technical sense, but technically Champion gave you +1 Action, Smithy did not. And that's where things stand!

Harbor Village does not check "did Smithy in a vague colloquial sense give you +$1." It checks the technical sense. Smithy with the +$1 token did not give you +$1 in the technical sense.

So clearly, just saying "from playing Smithy" is not precise enough. Harbor Village must mean "if you got +$ from following Smithy's instructions" - in order to exclude other abilities that trigger when you played Smithy. What else could it mean?
For sure Harbor Village may not have the best phrasing to communicate what it does (and, I wouldn't care how these rulings fell for a fixed phrasing).

Again the line from the rulebook about Ways. The Ways cause it to be that Smithy produced $2 via Way of the Sheep. Harbor Village does not (colloquially and anthropomorphizing) expect to see such a thing, but Ways generate this situation.

I feel like the key difference for us here is that I see the rulebook text for Ways as meaning what I keep saying it means, and you feel like it does not mean that.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #51 on: January 08, 2023, 04:34:03 pm »
+1

Speaking rules-technically, no, not so, sorry. Similarly with Champion out, playing Smithy gets you +3 Cards and +1 Action in a non-technical sense, but technically Champion gave you +1 Action, Smithy did not. And that's where things stand!

I know, that's what I concluded further down in my post, saying that we needed to be more precise. For the token it would be: With your +$1 token on Smithy, when playing Smithy, you get +$ from following the token's instructions. For Champion it would be the same.
That's exactly why I arrived at the question in my last paragraph.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #52 on: January 09, 2023, 08:45:24 am »
+7

Oooh, I've just thought of another fun Moat v Ways effect. You play an Attack, I Moat it, you then decide to use Way of the Mouse; the Mouse card is Duchess. Do I get to do the deck-inspection thing?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #53 on: January 09, 2023, 10:20:38 am »
+1

Oooh, I've just thought of another fun Moat v Ways effect. You play an Attack, I Moat it, you then decide to use Way of the Mouse; the Mouse card is Duchess. Do I get to do the deck-inspection thing?

I think yes, for the same as the chained-Cultist reasoning where Moating the first Cultist doesn't protect you against the second Cultist. If you play an Attack as Way of the Mouse in this scenario, Duchess is in a position comparable to that of the second Cultist: a separate card that the first Attack causes you to play.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #54 on: January 09, 2023, 11:14:06 am »
+1

Oooh, I've just thought of another fun Moat v Ways effect. You play an Attack, I Moat it, you then decide to use Way of the Mouse; the Mouse card is Duchess. Do I get to do the deck-inspection thing?

I think yes, for the same as the chained-Cultist reasoning where Moating the first Cultist doesn't protect you against the second Cultist. If you play an Attack as Way of the Mouse in this scenario, Duchess is in a position comparable to that of the second Cultist: a separate card that the first Attack causes you to play.

Yeah... if the Mouse literally had Duchess's text instead of telling you to play a Duchess, then I think the Moat would stop Mouse from working.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #55 on: January 09, 2023, 11:34:25 am »
0

So how I interpret all this:

When you play a card:
- Move it to the play area
- Effects that trigger on playing a card happen: adventures tokens, people revealing moat, etc.
- Then you determine how to resolve the card, which involves choosing between the following applicable options:
-- The default mode, "follow it's instructions". Reckless effects this.
-- Enchantress.
-- Highwayman. Either of these options being available prevents the default mode from being chosen.
-- A Way. This can be chameleon, which says "Follow its instructions", but isn't affected by reckless, because it's not the default mode, nor is affected by enchantress or highwayman.
- Once one of those is chosen, that determines what to actually do.
- Other effects can then look for things that happen as a direct result of that; e.g. harbour village can look for getting money, moat can look for things that would affect players who revealed it, elder can look for choices, and lantern can look for a specific string and change it for something else. Indirect effects, such as via other effects that get triggered, or by playing another card, don't get seen by these things.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #56 on: January 09, 2023, 12:36:39 pm »
0

So how I interpret all this:

When you play a card:
- Move it to the play area
- Effects that trigger on playing a card happen: adventures tokens, people revealing moat, etc.
- Then you determine how to resolve the card, which involves choosing between the following applicable options:
-- The default mode, "follow it's instructions". Reckless effects this.
-- Enchantress.
-- Highwayman. Either of these options being available prevents the default mode from being chosen.
-- A Way. This can be chameleon, which says "Follow its instructions", but isn't affected by reckless, because it's not the default mode, nor is affected by enchantress or highwayman.
- Once one of those is chosen, that determines what to actually do.
- Other effects can then look for things that happen as a direct result of that; e.g. harbour village can look for getting money, moat can look for things that would affect players who revealed it, elder can look for choices, and lantern can look for a specific string and change it for something else. Indirect effects, such as via other effects that get triggered, or by playing another card, don't get seen by these things.

Adventures tokens, Reactions etc. are more precisely "things that happen before the played card is resolved".
Royal Carriage and League of Shopkeepers should come before the Harbor Village step. (Moat, Elder and Lantern don't happen in this step.)
These things all "trigger on playing a card", and so do Ways, Enchantress and Highwayman. The difficulty here is defining which are "indirect effects".

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #57 on: January 09, 2023, 05:46:36 pm »
+1

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #58 on: January 10, 2023, 04:59:40 am »
0

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #59 on: January 10, 2023, 07:03:01 am »
0

A related problem that a haven't seen come up in this thread:

If the +3 cards and +$2 (via Way of the Sheep) both come from Smithy itself somehow (and not Way of the Sheep), then is it not the case that, when playing Smithy, it offers me a choice of abilities (either +3 cards or +$2) - so when I play Elder on Smithy with Way of the Sheep in the kingdom, should I not be able to get both +3 cards and +$2?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #60 on: January 10, 2023, 10:48:51 am »
+1

Elder responds specifically to the instruction to "choose one", not to any time you make a choice. For instance, Barge certainly makes you choose one of two effects, but since it doesn't say "choose one", Elder doesn't let you do both.
« Last Edit: January 10, 2023, 01:20:28 pm by AJD »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #61 on: January 10, 2023, 02:27:16 pm »
0

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #62 on: January 11, 2023, 02:07:27 am »
0

Elder responds specifically to the instruction to "choose one", not to any time you make a choice. For instance, Barge certainly makes you choose one of two effects, but since it doesn't say "choose one", Elder doesn't let you do both.
I don't think that follows. The text in Elder is
Quote
When it gives you a choice of abilities (e.g. “choose one”) this turn, you may choose an extra (different) option.    Allies
"Choose one" is only an example; this is clear since it also works on Pawn and Scrap.

It doesn't work on Barge presumably since that doesn't give you a choice of ability, but only of timing.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #63 on: January 11, 2023, 03:16:33 am »
0

What the Elder FAQ in the rulebook says is, "Elder doesn't affect all choices, just ones that say 'choose' and have a list of options." So since the choice between playing a card normally or using a Way doesn't involve anything being worded in this way, Elder doesn't apply to it. That's all I meant. The reason it doesn't work on Barge really isn't because the choice is a choice of timing, but because the list of options isn't stated with the word "choose".
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #64 on: January 11, 2023, 05:09:34 am »
0

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does". The other definition ("with Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions") does match that ruling. I still don't see a third option; this has been my point.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #65 on: January 11, 2023, 05:26:13 am »
0

I just thought of this. When having played Priest, you could certainly say non-technically that playing Chapel gives you +$2 (via Priest). Harbor Village says non-technically that it checks whether you got +$ from playing Chapel, but what it means technically is that it checks if you got +$ from following Chapel's instructions. You didn't, since technically playing Chapel gives you +$2 from following Priest's instructions.

And of course, Way of the Sheep says non-technically that playing Chapel gives you +$2 (via Way of the Sheep). As above, this should mean technically that playing Chapel gives you +$2 from following the Way's instructions.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #66 on: January 11, 2023, 10:19:39 am »
+1

The reason it doesn't work on Barge really isn't because the choice is a choice of timing, but because the list of options isn't stated with the word "choose".

Absolutely. Barge could have been worded differently:

Choose one: +3 Cards and +1 Buy; or at the start of your next turn, +3 Cards and +1 Buy.

And if it were, then Elder would allow you to choose both.

(Side note, it bugs me a bit that situations where one wording is chosen over another due to reasons of what sounds best or clearest can end up having an impact on how a card functions, even when either wording would function 100% identical when a card is played normally. We saw the same thing with Patron and "Reveal", as well as Capitalism and +. Come to think of it... we've had this since the very beginning with Chancellor avoiding saying "discard your deck. Somehow it didn't bother me back then.")
« Last Edit: January 11, 2023, 10:48:10 am by GendoIkari »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #67 on: January 11, 2023, 10:29:50 am »
0

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does".

But why not? I think it's been made clear at this point that Smithy can "do" things that aren't part of its instructions. Though the only thing that exists in the game currently that a card can "do" other than its instructions is a Way's instructions.

I do think after all this conversation that "a card does X" is still colloquial talk that has no technical rules meaning or usage. Cards still don't "do" things, as you originally started off saying. But the question for Harbor Village isn't technically "did Smithy give you ", it's "did playing Smithy give you ." And playing a card gives you everything that a Way used with that card gives you, through the Way's instructions.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #68 on: January 11, 2023, 10:46:20 am »
+1

I just thought of this. When having played Priest, you could certainly say non-technically that playing Chapel gives you +$2 (via Priest). Harbor Village says non-technically that it checks whether you got +$ from playing Chapel, but what it means technically is that it checks if you got +$ from following Chapel's instructions. You didn't, since technically playing Chapel gives you +$2 from following Priest's instructions.


I feel like Donald X has tried to make it quite clear that the bolded text is wrong. It doesn't care if you got the from following Chapel's instructions. It cares if you got the from playing Chapel.

Quote
And of course, Way of the Sheep says non-technically that playing Chapel gives you +$2 (via Way of the Sheep). As above, this should mean technically that playing Chapel gives you +$2 from following the Way's instructions.

Yes, this is correct. Playing Chapel and choosing Sheep gives you + from following the Way's instructions. And following the Way's instructions are part of what you were given from playing Chapel.

To me, the simplest technical rules wording is a new term that Harbor Village introduced: "Give". (Though it uses the past tense).

"Give": Playing a card Gives you any resources that the card's instructions tell you take, as well as any resources that a Way's instructions tell you to take if a Way is used to play the card.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #69 on: January 11, 2023, 10:52:42 am »
0

To me, the simplest technical rules wording is a new term that Harbor Village introduced: "Give". (Though it uses the past tense).

"Give": Playing a card Gives you any resources that the card's instructions tell you take, as well as any resources that a Way's instructions tell you to take if a Way is used to play the card.

(The "as well as" here can't quite be right, since the card gives you one or the other, not both. And, you know, Steward's instructions tell you to take  +$2, and they tell you to take +2 cards, but obviously it doesn't give you both of those at the same time (outside Elder scenarios).)
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #70 on: January 11, 2023, 11:00:59 am »
+1

To me, the simplest technical rules wording is a new term that Harbor Village introduced: "Give". (Though it uses the past tense).

"Give": Playing a card Gives you any resources that the card's instructions tell you take, as well as any resources that a Way's instructions tell you to take if a Way is used to play the card.

(The "as well as" here can't quite be right, since the card gives you one or the other, not both. And, you know, Steward's instructions tell you to take  +$2, and they tell you to take +2 cards, but obviously it doesn't give you both of those at the same time (outside Elder scenarios).)

(So, "resources that you get as a result of following either the card's instructions or a Way used to play the card" would be closer to what you're getting at here, I think. I don't remember whether Enchantress effects need to be included here too.)
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #71 on: January 11, 2023, 12:01:12 pm »
+1

To me, the simplest technical rules wording is a new term that Harbor Village introduced: "Give". (Though it uses the past tense).

"Give": Playing a card Gives you any resources that the card's instructions tell you take, as well as any resources that a Way's instructions tell you to take if a Way is used to play the card.

(The "as well as" here can't quite be right, since the card gives you one or the other, not both. And, you know, Steward's instructions tell you to take  +$2, and they tell you to take +2 cards, but obviously it doesn't give you both of those at the same time (outside Elder scenarios).)

(So, "resources that you get as a result of following either the card's instructions or a Way used to play the card" would be closer to what you're getting at here, I think. I don't remember whether Enchantress effects need to be included here too.)

Yeah. And while I don't think anything cares about whether or not playing Smithy when Enchanted means that playing Smithy gave you +1 Action, the wording on Enchantress sounds to me like it would. Then there's also the question of what a "resource" even is under this definition... I suppose the whole thing could be limited to only talking about since that's the only thing we ever need to know if you were "given".

Related to all of this, we need to know what Moat protects you from. And since Moat protects you from a Chameleon Militia, but not from a Cultist's Cultist, Moat appears to protect you from the same set of things that have the potential to "give" you .
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chipperMDW

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #72 on: January 11, 2023, 12:21:07 pm »
+1

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does". The other definition ("with Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions") does match that ruling. I still don't see a third option; this has been my point.


I've been trying to find the disconnect and I'm wondering if you're maybe missing a noun in your mental model; it doesn't have a great name, but it's this thing (bolding mine):
If we look at the natural reading of the sentence, “it” seems to be “the playing of the attack card”.
Harbor Village is referring to that play of the card; further plays don't interest it.

Reckless's extra follow-instructions is part of the play of the card.
Yes; Reckless looks for a play of a card causing its instructions to be followed.

Let's call this not-well-named thing an "Instance of playing a card." When we talk about what a card does, we're really talking about what an Instance of playing a card does. Each Instance of playing a card causes a sequence of instructions to be followed. Whatever directly happens in those instructions (i.e. not things that are triggered because of abilities set up elsewhere, so no +$1 Token or Priest) is what that Instance of playing the card "does" for the purposes of Harbor Village, Moat, etc.

When a card is played normally, the sequence of instructions followed in that Instance is the one printed on the card. When a card is instead played "using" a Way, the sequence of instructions followed in that Instance is the one printed on the Way. That doesn't change the card's instructions (no card was shapeshifted; Smithy's instructions are still +3 Cards), but it changes which instructions are followed.


I think a key point here is that it doesn't matter where instructions are printed. It matters what is telling a player to follow them. Like, in your recent example with Priest, the reason the +$2 is coming from "Priest" instead of "Chapel" is not specifically because that instruction is printed on Priest cards; it's because a prior Instance of playing Priest is what told the player to follow it. By contrast, with Way of the Sheep (or any Way), it doesn't matter that the instructions were printed on the Way; the Instance of playing Chapel really is what's telling the player to follow them.

Or, more simply: Priest's +$2 is triggered; Way of the Sheep's +$2 is not.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #73 on: January 11, 2023, 03:09:22 pm »
0

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does". The other definition ("with Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions") does match that ruling. I still don't see a third option; this has been my point.
I don't agree. I don't think I have another way to say it. As you noted, maybe you can find another person to chime in and think this through.

Edit: * looks up *
« Last Edit: January 11, 2023, 03:11:48 pm by Donald X. »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #74 on: January 12, 2023, 04:08:40 am »
0

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does".

But why not? I think it's been made clear at this point that Smithy can "do" things that aren't part of its instructions. Though the only thing that exists in the game currently that a card can "do" other than its instructions is a Way's instructions.

Why not: Because that definition, as I'm sure you'll agree if you read it again, doesn't say that Smithy "does" or "gives" +$2. It says that the Way does it.

I do think after all this conversation that "a card does X" is still colloquial talk that has no technical rules meaning or usage. Cards still don't "do" things, as you originally started off saying. But the question for Harbor Village isn't technically "did Smithy give you ", it's "did playing Smithy give you ." And playing a card gives you everything that a Way used with that card gives you, through the Way's instructions.

I've brought up several times how "playing a card gives you" is also colloquial talk that has no technical rules meaning. (Directly continued in my next post)

« Last Edit: January 12, 2023, 04:42:04 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #75 on: January 12, 2023, 04:11:14 am »
0

I just thought of this. When having played Priest, you could certainly say non-technically that playing Chapel gives you +$2 (via Priest). Harbor Village says non-technically that it checks whether you got +$ from playing Chapel, but what it means technically is that it checks if you got +$ from following Chapel's instructions. You didn't, since technically playing Chapel gives you +$2 from following Priest's instructions.

I feel like Donald X has tried to make it quite clear that the bolded text is wrong. It doesn't care if you got the from following Chapel's instructions. It cares if you got the from playing Chapel.

As I've shown many times, you get many things from "playing Chapel", including Adventures tokens and the +$2 via Priest. How do we define the difference except by looking at exactly which card instructed us to get +$? Maybe you (or anybody!) can go through this post and tell me exactly where I'm wrong?

To me, the simplest technical rules wording is a new term that Harbor Village introduced: "Give". (Though it uses the past tense).

"Give": Playing a card Gives you any resources that the card's instructions tell you take, as well as any resources that a Way's instructions tell you to take if a Way is used to play the card.

But it was not introduced by Harbor Village. As we see in this thread, Lantern, Elder, Harbor Village and Moat all use this concept*. And it's all kinds of instructions, not just things that can be vaguely referred to as "resourses". Moat works on a Chameleon'ed Militia, even though it's not the Militia telling you to make each other player discard cards.

*Donald X. used to look at Enchantress and Ways just like Ironwords/Trader; that's why he originally ruled that Lantern and Elder don't work on a Chameleon'ed card, and why he's changed those rulings now.
« Last Edit: January 12, 2023, 04:43:15 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #76 on: January 12, 2023, 04:19:47 am »
0

I think a key point here is that it doesn't matter where instructions are printed. It matters what is telling a player to follow them. Like, in your recent example with Priest, the reason the +$2 is coming from "Priest" instead of "Chapel" is not specifically because that instruction is printed on Priest cards; it's because a prior Instance of playing Priest is what told the player to follow it. By contrast, with Way of the Sheep (or any Way), it doesn't matter that the instructions were printed on the Way; the Instance of playing Chapel really is what's telling the player to follow them.

Or, more simply: Priest's +$2 is triggered; Way of the Sheep's +$2 is not.

But Way of the Sheep's +$2 is triggered. Even Donald X. acknowledged that you're following Way of the Sheep's instructions.

You're saying that a prior Instance of playing Priest tells you to follow the Priest's instructions. But that's not accurate. The rulebook tells you that when you play a card you follow the card's on-play instructions. It's true that the printing doesn't matter: if something cancels a printed instruction (like Snowy Villager or Trader 1E), then it was never followed even though you did play the card. But +$2 is Priest's instructions, not Chapel's, that's what matters. In other words, Priest told you to do it, not Chapel.

You're saying that the Instance of playing Chapel tells you to follow Way of the Sheep's instructions. Again, it's the rulebook, specifically the rule for Ways, that tells you that. (Or, for Enchantress, it's Enchantress's instructions that tell you to follow "+1 Card, +1 Action" instead of following the card's instructions.)
What the Way rules say is, when you play Chapel, instead of the normal rule of following the on-play instructions of Chapel, you follow the instructions of Way of the Sheep. Do you disagree with this? When you follow Way of the Sheep's instructions, Way of the Sheep tells you to do stuff. I mean, that's what instructions are, in all games, text telling you to do something.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #77 on: January 12, 2023, 04:36:56 am »
0

Just to clarify something, I assume that Ways, Enchantress and Reckless all work the same way, namely that their instructions (+$2 on Way of the Sheep; +1 Action and +1 Card on Enchantress; +3 Cards on Reckless when used on Smithy) are all "done" by the played card?

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #78 on: January 12, 2023, 11:00:02 am »
+2

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does".

But why not? I think it's been made clear at this point that Smithy can "do" things that aren't part of its instructions. Though the only thing that exists in the game currently that a card can "do" other than its instructions is a Way's instructions.

Why not: Because that definition, as I'm sure you'll agree if you read it again, doesn't say that Smithy "does" or "gives" +$2. It says that the Way does it.


I think this alone is the single problem/disconnect. Whether or not I agree, Donald X certainly doesn't agree. And I don't think his way of thinking is incompatible with the rules of English or game rule concepts. "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions." is correct. This is a correct technical definition. It is also correct that when playing Smithy, you get +$2 from playing Smithy. You are very stuck on the point that "what a card does" and "what a card's instructions are" are both the same thing, even though those have been specifically defined as 2 separate but related things. A card can do things other than its instructions. How? Because the rules of Dominion say they can. If it doesn't match up with your understanding of the English definition of "what a card does", then the solution has to be to expand your scope of allowed possible English meanings.

Maybe that leaves you with the opinion that Donald X used poor English wordings in his rules, but he's allowed to do that. He could have defined a in-game action called "discard" which means to take a card from your draw pile and put it in your hand. Sure you could complain forever "but discard can only mean that we put a card into our discard pile!" yet that doesn't make the rule illogical or impossible... it just makes the terminology bad.

So when you say "X can only mean Y", I think that's where the problem lies. Donald X has redefined X within his own rules framework to mean something else.

Quote
doesn't say that Smithy "does" or "gives" +$2. It says that the Way does it.

Within the world of building rules, it doesn't have to be one or the other. A rule is free to say "the Way gave you , and Smithy also gave you ." I don't think we ever need to know or care if the Way counts as having given you also, but the doesn't have to have been given by just 1 single entity.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #79 on: January 12, 2023, 11:48:12 am »
+1

With Way of the Sheep, is +$2 something the Smithy tells you to do? According to Donald X.'s ruling, it is. Then what is the precise description of playing Smithy with Way of the Sheep? Is it the following?
With Way of the Sheep, when playing Smithy, you get +$2 from following Smithy's instructions.
If not, what is it?
Smithy's instructions stay "+3 Cards," so I would not describe Way of the Sheep's +$2 as something you get "from following Smithy's instructions."

If the Way doesn't change Smithy's instructions, I agree. But then how can we technically describe it to match your ruling?

Quote from: Donald X.
+$2 is something you got from playing Smithy, specifically attributed to playing Smithy via the Way rules. It doesn't change Smithy's instructions. Ways mean you can play a card to follow its instructions, or to do the Way.

To me, "follow its instructions, or do the Way" must mean "follow its instructions or follow the Way's instructions". The Way has instructions, and you follow them. (Everything the players do in Dominion is following instructions, whether in the rules or on cards.)

That makes the technical definition: "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions."
Again, if not, what is it?

When you use Way of the Sheep, you are certainly following Way of the Sheep's instructions.

The thing is, that definition doesn't match your conclusion that Smithy "does what the Way does".

But why not? I think it's been made clear at this point that Smithy can "do" things that aren't part of its instructions. Though the only thing that exists in the game currently that a card can "do" other than its instructions is a Way's instructions.

Why not: Because that definition, as I'm sure you'll agree if you read it again, doesn't say that Smithy "does" or "gives" +$2. It says that the Way does it.

I think this alone is the single problem/disconnect. Whether or not I agree, Donald X certainly doesn't agree. And I don't think his way of thinking is incompatible with the rules of English or game rule concepts. "With Way of the Sheep, when playing Smithy, you get +$2 from following Way of the Sheep's instructions." is correct. This is a correct technical definition.

I meant that definiton as the complete definition of how Ways work. Are you saying that that definiton alone tells us that Smithy "does" +$2?

If so, then what about: "With your +$1 token on Smithy, when playing Smithy, you get +$ from following the token's instructions."
Is that a wrong definition? If it's correct, how do you explain that it's exactly the same definition as for Ways and they still work differently according to Donald X.'s ruling?

Quote from: GendoIkari
You are very stuck on the point that "what a card does" and "what a card's instructions are" are both the same thing, even though those have been specifically defined as 2 separate but related things. A card can do things other than its instructions. How? Because the rules of Dominion say they can. If it doesn't match up with your understanding of the English definition of "what a card does", then the solution has to be to expand your scope of allowed possible English meanings.

No, you have the completely wrong idea. I have no problem with the way the Way rules are phrased or how Harbor Village is phrased. This is not about the English (non-technical) definition of "what a card does". As I have said, and explained in detail, it's fine to say that. The problem lies solely in finding the correct technical definitions.

Regarding the argument "because the rules say so":
You could introduce a rule that says that gaining a Province means that Salvager, Smithy and Chapel don't cost an Action to play for the rest of your turn, and that rule would work. But that rule could not be explained in a technical way without listing those cards. So sure, we can list Ways and Enchantress, and then list Moat, Harbor Village, Elder and Lantern, and formulate the rule of how they interact, but (so far) we can't technically describe it without listing all those cards. But yes, we can have that rule. I just don't see it written in the rulebook.
« Last Edit: January 12, 2023, 11:49:41 am by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #80 on: January 12, 2023, 02:09:37 pm »
0

I meant that definiton as the complete definition of how Ways work. Are you saying that that definiton alone tells us that Smithy "does" +$2?

If so, then what about: "With your +$1 token on Smithy, when playing Smithy, you get +$ from following the token's instructions."
Is that a wrong definition? If it's correct, how do you explain that it's exactly the same definition as for Ways and they still work differently according to Donald X.'s ruling?

Ah. No, I just meant that the definition isn't contradictory to the ruling, not that the definition was sufficient for the ruling. The ruling relies on another non-written-in-the-rules definition of what it means for a card to "give" you something. When a Way gives you something, it counts as the card giving you that thing. (Similar but not the same as your proposed idea of saying that following a Way's instructions could count as having followed a card's instructions).

The fact that the definition applies to both tokens and ways shows that the definition is not sufficient for the ruling. Yes, the definition is correct/true, but it's not what creates the interaction between Ways and Harbor Village.

And yeah, my attempt at coming up with a definition of "give" (which AJD improved upon) did require calling out Ways specifically.

FWIW, I combed through the Adventures rulebook and RGG listing to find something that might say that tokens modify what a card "does." That closes I found was "including tokens that modify cards." Nothing to say in the technical sense that the +1 card token makes it so that Militia gives you a card or makes you draw a card. Just that when playing Militia, you first get the bonus. Whereas Menagerie rules refer to "playing an Action card for a Way ability". I think that sentence is highly open to interpretation, but I can see Donald X's interpretation as a reasonable option there. And tokens don't have that same wording in the rules (though they certainly end up getting that wording through casual usage).
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #81 on: January 12, 2023, 03:53:02 pm »
+1

I meant that definiton as the complete definition of how Ways work. Are you saying that that definiton alone tells us that Smithy "does" +$2?

If so, then what about: "With your +$1 token on Smithy, when playing Smithy, you get +$ from following the token's instructions."
Is that a wrong definition? If it's correct, how do you explain that it's exactly the same definition as for Ways and they still work differently according to Donald X.'s ruling?

Ah. No, I just meant that the definition isn't contradictory to the ruling, not that the definition was sufficient for the ruling. The ruling relies on another non-written-in-the-rules definition of what it means for a card to "give" you something. When a Way gives you something, it counts as the card giving you that thing. (Similar but not the same as your proposed idea of saying that following a Way's instructions could count as having followed a card's instructions).

The fact that the definition applies to both tokens and ways shows that the definition is not sufficient for the ruling. Yes, the definition is correct/true, but it's not what creates the interaction between Ways and Harbor Village.

And yeah, my attempt at coming up with a definition of "give" (which AJD improved upon) did require calling out Ways specifically.

But I meant that you also have to refer to Moat, Harbor Village, etc, directly.

FWIW, I combed through the Adventures rulebook and RGG listing to find something that might say that tokens modify what a card "does." That closes I found was "including tokens that modify cards." Nothing to say in the technical sense that the +1 card token makes it so that Militia gives you a card or makes you draw a card. Just that when playing Militia, you first get the bonus. Whereas Menagerie rules refer to "playing an Action card for a Way ability". I think that sentence is highly open to interpretation, but I can see Donald X's interpretation as a reasonable option there. And tokens don't have that same wording in the rules (though they certainly end up getting that wording through casual usage).

"Nothing to say in the technical sense that the +1 card token makes it so that Militia gives you a card or makes you draw a card."
Here is where there is confusion. As you have admitted, "Militia gives you a card or makes you draw a card" has no meaning in the technical sense, it's a colloquial expression that we would need to define technically.

Go back to that post where I ask about the (full!) technical definition of what a Way does. As you will see, there is nothing in the Way rules that demand that we have to define a new concept of "give". It's perfectly reasonable and possible to just interpret the Way rules as exactly what I said, which doesn't include introducing this new concept.

« Last Edit: January 12, 2023, 03:54:57 pm by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #82 on: January 12, 2023, 04:25:51 pm »
0

Just to clarify something, I assume that Ways, Enchantress and Reckless all work the same way, namely that their instructions (+$2 on Way of the Sheep; +1 Action and +1 Card on Enchantress; +3 Cards on Reckless when used on Smithy) are all "done" by the played card?
Without re-reading or re-considering everything, tentatively yes.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #83 on: January 12, 2023, 04:34:33 pm »
+4

But Way of the Sheep's +$2 is triggered.
No, I don't think it is.

When you play Chapel for "Trash up to 4...," do you call that triggered? I don't. Sure, you can describe it as "When you play a card, you follow the instructions printed on it," but that doesn't mean it works the same way as what we call triggered abilities. It's just the rules for playing a card.

So when you play Chapel for "+$2" (which is a thing you can do when WotS is in the game), why would you call that triggered? It's the same thing. You can describe it as "When you play a card, choose one: follow the instructions printed on it or follow the instructions printed on a Way being used in the game," but that doesn't mean it works the same as triggered abilities do. It's just the rules for playing a card (which were expanded to accommodate Ways).

Quote
Even Donald X. acknowledged that you're following Way of the Sheep's instructions.
So, the possessive could be interpreted in at least two different ways in that sentence:

1) The instructions are printed on WotS
2) WotS is the thing issuing (or causing or "doing") the instructions.

I feel like you're interpreting it as #2 because you're using it as a justification for WotS being "triggered"; you're saying that WotS is telling a player to do stuff, so something must have "transferred control" to WotS.

But I think Donald X. meant it only as #1. You're following instructions that are printed on WotS (as opposed to, like, instructions on a card that's been shapeshifted). But the Instance of playing Chapel is what's issuing the instructions or "doing" things. WotS is not an "active" object here and it's not capable of "doing" things; it's just a container of instructions. Nothing "transfers control" to Ways.

It's like if I have a tattoo that says "Eat a sandwich" and the blackboard has "Throw a ball" written on it and someone tells me to issue to you either the instructions on my tattoo or the instructions on the board. Yeah, the sandwich instruction is "mine" and the ball instruction is "the blackboard's" by virtue of where they're printed. But whichever instruction I give you, it's mine in that I'm the one who issues it to you. Even if I say "Throw a ball," the blackboard isn't what gave you the instruction; I did.

Quote
You're saying that the Instance of playing Chapel tells you to follow Way of the Sheep's instructions. Again, it's the rulebook, specifically the rule for Ways, that tells you that. (Or, for Enchantress, it's Enchantress's instructions that tell you to follow "+1 Card, +1 Action" instead of following the card's instructions.)
What the Way rules say is, when you play Chapel, instead of the normal rule of following the on-play instructions of Chapel, you follow the instructions of Way of the Sheep. Do you disagree with this?
If "the instructions of Way of the Sheep" means "the instructions printed on WotS," then no, I don't disagree.

If "the instructions of Way of the Sheep" means "the instructions WotS gave," then yes, I disagree. Again, WotS never gives any instructions or "does" anything. It just sits there holding instructions.

Quote
When you follow Way of the Sheep's instructions, Way of the Sheep tells you to do stuff.
But that sentence is where I disagree for sure. WotS is not telling me to do stuff; an Instance of playing Chapel is still what's telling me to do stuff. It's just telling me to do stuff that's printed on WotS instead of what's printed on Chapel, like Instances of Chapel usually tell me to do.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #84 on: January 12, 2023, 04:38:39 pm »
+2

As you will see, there is nothing in the Way rules that demand that we have to define a new concept of "give". It's perfectly reasonable and possible to just interpret the Way rules as exactly what I said, which doesn't include introducing this new concept.

Well no, the fact that Harbor Village uses the word "give" (technically "gave") means that we have to define the new term. It's like if Dominion had never had the word "Gain" in the first place, and then one day a card says "when you gain this, trash a card from your hand". We'd have to ask "what does 'gain' mean?" And we could take the most straight-forward English definition, in which case we'd say "it means that you went from not having it be one of your cards to having it be one of your cards". But then Donald X comes along and says "well no, because if you're passed that card with Masquerade, that doesn't count as gaining it". Here, we could go with the most common English understanding of "give" (I didn't have a resource before playing a card, and I do now that I've finished playing that card, so playing the card gave me that resource), but the ruling is that no, that's not what it means for a card to give you something.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #85 on: January 13, 2023, 03:53:53 am »
0

When you play Chapel for "Trash up to 4...," do you call that triggered? I don't. Sure, you can describe it as "When you play a card, you follow the instructions printed on it," but that doesn't mean it works the same way as what we call triggered abilities. It's just the rules for playing a card.

So when you play Chapel for "+$2" (which is a thing you can do when WotS is in the game), why would you call that triggered? It's the same thing. You can describe it as "When you play a card, choose one: follow the instructions printed on it or follow the instructions printed on a Way being used in the game," but that doesn't mean it works the same as triggered abilities do. It's just the rules for playing a card (which were expanded to accommodate Ways).

First of all, Ways are Enchantress are, and need to be defined as, triggered abilities, with specific timings. They trigger when you would resolve the on-play instructions, and you then decide which to resolve first. This is key, and I touched on this before:

It does say that you "play" the card "to" follow the Way's instructions.
* Actually you first play the card, then choose which instructions to follow. (This is in the rulebook. Reactions happen before you choose.) So this can't be technically accurate enough to base a ruling on.

So the rules for playing a card have not been expanded for Ways. The rules are the same: Announce it, put it in play, [Reactions etc. trigger], follow the instructions. When you would follow the instructions, Ways, Enchantress and Highwayman trigger - that's what the rules say. They tell you (because that's their instructions) to do something else instead (to follow other instructions). The rules for gaining a card were not changed by Trader 1E; it just triggered when you would gain a card and made you do something else instead. Any other ability that Ways or Enchantress would have is an additional rule/ruling imbued in the instruction to "follow other instructions". It could be defined as "following the Way's/Enchantress's instructions counts as following the card's instructions", but that would not match the current rulings either (in other ways). No other technical meaning has been suggested.

Quote from: chipperMDW
Quote
Even Donald X. acknowledged that you're following Way of the Sheep's instructions.
So, the possessive could be interpreted in at least two different ways in that sentence:

1) The instructions are printed on WotS
2) WotS is the thing issuing (or causing or "doing") the instructions.

I feel like you're interpreting it as #2 because you're using it as a justification for WotS being "triggered"; you're saying that WotS is telling a player to do stuff, so something must have "transferred control" to WotS.

But I think Donald X. meant it only as #1. You're following instructions that are printed on WotS (as opposed to, like, instructions on a card that's been shapeshifted). But the Instance of playing Chapel is what's issuing the instructions or "doing" things. WotS is not an "active" object here and it's not capable of "doing" things; it's just a container of instructions. Nothing "transfers control" to Ways.

It's like if I have a tattoo that says "Eat a sandwich" and the blackboard has "Throw a ball" written on it and someone tells me to issue to you either the instructions on my tattoo or the instructions on the board. Yeah, the sandwich instruction is "mine" and the ball instruction is "the blackboard's" by virtue of where they're printed. But whichever instruction I give you, it's mine in that I'm the one who issues it to you. Even if I say "Throw a ball," the blackboard isn't what gave you the instruction; I did.

I mean the instructions printed on Way of the Sheep (not considering shape-shifting). But this is of course the same as what the Way is telling/instructing you to do.

Quote from: chipperMDW
But I think Donald X. meant it only as #1. You're following instructions that are printed on WotS (as opposed to, like, instructions on a card that's been shapeshifted).

Sidenote: Your parenthesis is dead wrong. If a card has been shapeshifted, anything referring to the instructions of that card (or in any way talking about the effects of it) only sees the shapeshifted instructions. That much is beyond any doubt. That is the whole reason why shapeshifting was practically eliminated.

You're using a lot of quotation marks, but not saying anything substantive. We need technical descriptions in a rules debate about the technical function of cards.

People have conflicting ideas in this debate (I don't mean just with me). Some people say that cards actually "do" things or "give" things, others say that's wrong, but playing a card "does" or "gives" things. Neither defines what that means, but it refers to the same undefined concept. Now you're saying that this concept can be expressed as "the card tells you to do things". I would strongly advise against such confusing language. Cards have instructions, and in English and in common sense, following instructions means following something you're being told to do; issuing instructions means telling someone to do something. As I said (and you deleted): that's what instructions are, in all games, text telling you to do something.

This confusion leads you to describe something that is actually what Chameleon and Reckless do, namely tell you to follow other instructions. The instructions of Chameleon/Reckless are to follow other instructions. (In your example, I will skip the "someone tells you" part, because I think by mistake you added an unnecessary first step in the chain.) If you tell me to follow the instructions on the blackboard/tattoo, then it's your instructions to follow those instructions. This is exactly what Chameleon/Reckless do. And you conclude the same as Donald X., that this counts as your instructions / Chameleon's/Reckless's instructions. (I'm not arguing against that btw.) But if that were how Ways work when you follow their instructions instead of the card's instructions, then it would be shapeshifting: It would be the card's instructions.

Quote from: chipperMDW
Quote
You're saying that the Instance of playing Chapel tells you to follow Way of the Sheep's instructions. Again, it's the rulebook, specifically the rule for Ways, that tells you that. (Or, for Enchantress, it's Enchantress's instructions that tell you to follow "+1 Card, +1 Action" instead of following the card's instructions.)
What the Way rules say is, when you play Chapel, instead of the normal rule of following the on-play instructions of Chapel, you follow the instructions of Way of the Sheep. Do you disagree with this?
If "the instructions of Way of the Sheep" means "the instructions printed on WotS," then no, I don't disagree.

If "the instructions of Way of the Sheep" means "the instructions WotS gave," then yes, I disagree. Again, WotS never gives any instructions or "does" anything. It just sits there holding instructions.

Again, I mean both, based on them being the same thing.

We can't get anywhere until everybody understands that everything that happens in a game, including Dominion, is the players following instructions, either in the rules or on cards (or tokens). So any technical definition of "the card does" or "playing a card does" has to include the player following a set of instructions. I have provided this, but nobody else has.

Quote from: chipperMDW
Quote
When you follow Way of the Sheep's instructions, Way of the Sheep tells you to do stuff.
But that sentence is where I disagree for sure. WotS is not telling me to do stuff; an Instance of playing Chapel is still what's telling me to do stuff. It's just telling me to do stuff that's printed on WotS instead of what's printed on Chapel, like Instances of Chapel usually tell me to do.

"Instances of Chapel" don't tell you to follow the instructions on Chapel. The rules tell you that. I already explained this, and you didn't reply.
« Last Edit: January 13, 2023, 11:06:12 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #86 on: January 13, 2023, 05:39:42 am »
0

As you will see, there is nothing in the Way rules that demand that we have to define a new concept of "give". It's perfectly reasonable and possible to just interpret the Way rules as exactly what I said, which doesn't include introducing this new concept.

Well no, the fact that Harbor Village uses the word "give" (technically "gave") means that we have to define the new term. It's like if Dominion had never had the word "Gain" in the first place, and then one day a card says "when you gain this, trash a card from your hand". We'd have to ask "what does 'gain' mean?" And we could take the most straight-forward English definition, in which case we'd say "it means that you went from not having it be one of your cards to having it be one of your cards". But then Donald X comes along and says "well no, because if you're passed that card with Masquerade, that doesn't count as gaining it". Here, we could go with the most common English understanding of "give" (I didn't have a resource before playing a card, and I do now that I've finished playing that card, so playing the card gave me that resource), but the ruling is that no, that's not what it means for a card to give you something.

First of all, I referred to the wrong post. I meant this.

As you can see there, the Way rules themselves (forget about Harbor Village!) don't demand or imply that there is any new concept of a card "doing" something or "giving" something, or that playing a card "does" something or "gives" something.

These have been colloquial terms before of course. They have always referred to what happens when you follow the card's instructions. So it's not that these notions are new colloquially. The basegame rulebook says: "Some cards give +1 Action". It's clear that it talks about following instructions. So it's completely false to say that it's a new term on Harbor Village. Before Ways (really, before this new ruling; and remember that Enchantress was ruled as working exactly like Ironworks/Trader) there was no way that Harbor Village could mean anything other than "if you got +$ from following the card's instructions". I mean, the two things meant the same! (And on Moat, this was important, otherwise it would block the second Cultist.)

"Pass" on Masquerade is defined technically, as something the players do.
"Give" or similar (as a different thing than following the card's instructions) is undefined.
« Last Edit: January 13, 2023, 05:52:53 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #87 on: January 13, 2023, 05:56:58 am »
+1

Since nobody else has, I'll try to define the ruling technically.

When you play a card:
- Announce the card and put it in play.
- Reactions (etc.) trigger and are resolved.
- Now, when you would follow the instructions, Ways (and Enchantress) trigger. You can now choose to follow the Way's instructions instead.
- If you didn't choose to follow the Way (and if Enchantress didn't trigger), you follow the card's instructions.
- Royal Carriage etc. triggers.

I don't think anybody objects to this?
As I have shown, the Way rules don't imply anything beyond this. But if the new concept is to be accomodated here, how do we do it?

I can think of only one way, we create a "tag" (in the same vein as the "Bane" tag) for the instructions, let's call it "Intrusive". We have to redefine Ways, Enchantress and Reckless, plus Moat, Harbor Village, Lantern and Elder.

***

Ways: "When you would follow the card's instructions, you may follow the Way's instructions instead; those instructions are Intrusive."
Enchantress: "When you would follow the card's instructions, instead get +1 Card and +1 Action; those instructions are Intrusive."
Reckless: "When you follow the card's instructions, follow them an extra time. 'Follow them an extra time' are Intrusive instructions."

Moat: "You are unaffected by the other player's following the instructions on the Attack card and Intrusive instructions."
Harbor Village: "If you got +$ from following the instructions on the Action card or Intrusive instructions, +$1."
etc. (Lantern and Elder)

(Since these cards need to talk about which instructions are being followed, it's important that "Intrusive instructions" are actually instructions.)

But actually, this doesn't work either, because "Intrusive instructions" is not specific enough. Imagine playing Harbor Village and then Throne Room playing a Smithy, using Way of the Sheep with the Smithy. When Harbor Village checks, you didn't get +$ from following Throne Room, but you did get it from the Intrusive instructions of Way of the Sheep.

So we have to link the Intrusive instructions to the played card:
Ways: "When you would follow the card's instructions, you may follow the Way's instructions instead; those instructions are the card's Intrusive instructions."
etc.
Moat: "You are unaffected by the other player's following the instructions and Intrusive instructions on the Attack card."
etc.

Now Ways are "attributing something to the card", exactly as Donald X. said.

This means we have to introduce a new rule: A card's Intrusive instructions are not that card's instructions. Otherwise it would mean that we give the card extra instructions permanently (shapeshifting), to be followed when we play the card later. That rule is self-contradictory though, so we actually (instead) have to say that cards now have Normal instructions and Intrusive instructions, and wherever "instructions" are mentioned with no modifier, Normal instructions are meant. (This is really shapeshifting anyway of course; we're creating a new card stat in addition to cost, name, type, instructions.)

***

This is the technical meaning of this new ruling. I can't see a simpler way. It's the same as the "give" concept from GendoIkari, but described technically. (The "give" concept is in essence just like a tag, but it's described insufficiently to actually work.)

Of course, none of the rules and terms I defined above actually exist. So the ruling seems to exist only as a special-case ruling for each card interaction which can't be technically described. (I don't believe that's how Donald X. sees it, I believe he sees it as what the printed Way rules dictate, and I have explained in detail why I disagree with that. This post mainly addresses the claim by GendoIkari and others that the ruling works technically somehow.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #88 on: January 13, 2023, 10:19:19 am »
0

Quote from: chipperMDW
It's like if I have a tattoo that says "Eat a sandwich" and the blackboard has "Throw a ball" written on it and someone tells me to issue to you either the instructions on my tattoo or the instructions on the board. Yeah, the sandwich instruction is "mine" and the ball instruction is "the blackboard's" by virtue of where they're printed. But whichever instruction I give you, it's mine in that I'm the one who issues it to you. Even if I say "Throw a ball," the blackboard isn't what gave you the instruction; I did.

I mean the instructions printed on Way of the Sheep (not considering shape-shifting). But this is of course the same as what the Way is telling/instructing you to do.

I have a problem with this bit. chipper went into detail explaining why he feels that instructions printed on Way of the Sheep is not the same as what the Way is telling you to do, and your reply simply says "this is of course the same".
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #89 on: January 13, 2023, 11:03:43 am »
0

Quote from: chipperMDW
It's like if I have a tattoo that says "Eat a sandwich" and the blackboard has "Throw a ball" written on it and someone tells me to issue to you either the instructions on my tattoo or the instructions on the board. Yeah, the sandwich instruction is "mine" and the ball instruction is "the blackboard's" by virtue of where they're printed. But whichever instruction I give you, it's mine in that I'm the one who issues it to you. Even if I say "Throw a ball," the blackboard isn't what gave you the instruction; I did.

I mean the instructions printed on Way of the Sheep (not considering shape-shifting). But this is of course the same as what the Way is telling/instructing you to do.

I have a problem with this bit. chipper went into detail explaining why he feels that instructions printed on Way of the Sheep is not the same as what the Way is telling you to do, and your reply simply says "this is of course the same".

I addressed that further down in the post, as well as (a little bit) in the previous post. ("That's what instructions are, in all games, text telling you to do something.") I have also mentioned it several times: A card has instructions to you > it instructs you to do things > it tells you to do things; these are synonymous.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #90 on: January 13, 2023, 10:06:36 pm »
0

First of all, Ways are Enchantress are, and need to be defined as, triggered abilities, with specific timings...
Ok, I think I see why. I had missed that Enchantress and Highwayman are supposed to be "reorderable" with Ways. The way I believed Ways worked (which was the way I thought Donald X. was describing them to work), you would not have been able to "override" an Enchantress with a Way.  Given that you're supposed to be able to do that, I agree with you that Ways do need to "trigger."

But I think that's beside the point. What I'm saying is that triggering WotS is not what directly "gives" "+$2." And that triggering Enchantress is not what directly "gives" "+1 Card +1 Action." Like, the +$2 hasn't even happened by the time WotS has finished doing stuff.

I'm saying that triggering WotS or Enchantress merely changes which instructions the Instance of playing a card is going to have you follow. (Not changes the card, and not changes the instructions themselves, but changes the Instance's idea of which instructions.) Then, a tiny bit later, the Instance of playing the card actually has you follow the instructions (meaning that Instance "gives" whatever for HV).

So...

You play a card:
1. An Instance of playing a card is created.  It has an attribute we'll call "instructions to be followed."  That attribute is set to point at the instructions printed on the card that was played (not a copy of those instructions, but a direct reference to them).
2. Ways/Enchantress/etc. may trigger.  (This step can occur multiple times, I guess.)
  2.1. This may result in the Instance's "instructions to be followed" attribute being changed to point at instructions printed on a Way or on Enchantress (again, not a copy, but a reference).
3. You resolve the Instance by following its "instructions to be followed," whether that's still the ones printed on the card or something printed somewhere else.
  3.1. Anything that happens here counts as what the Instance "gives" for the purposes of Harbor Village.
4. (The Instance goes away 'cuz it's not needed anymore.)

Note again that I'm not saying that anything is shapeshifting a card. The only thing being modified is the Instance of playing a card (which is why I keep belaboredly using that term). You change which instructions that Instance is going to have you follow. Like, imagine you have a wire running to each set of instructions and you flip a switch in the Instance to select which set of instructions it's connected to. And when you press the "resolve" button, the instructions that are selected by the switch get executed. If you want to call that shapeshifting the instance, fine (then does giving a player +1 buy shapeshift the player?); but nowhere am I describing shapeshifting a card or modifying what any instructions say. I promise.

And all instructions that the Instance has you follow (whether they're printed on the card on on a Way or wherever) are the things it "does" for the purposes of Harbor Village. If you want, you can imagine that each instruction "given" by an Instance includes an ID uniquely associated with that Instance, so things like HV can check for the "source" of the instruction.

I know the rulebook doesn't actually spell that procedure out, and you'll probably quote the rulebook to show how it says stuff that's a direct contradiction to it, but that seems, to me, like the cleanest and most straightforward way to describe what people actually want to happen. Maybe it doesn't actually work that way and you'll need intrusive instructions to explain everything. Only Donald X. can say, I guess.

Quote
So the rules for playing a card have not been expanded for Ways...
Ok, agreed. I was mistaken there.

Quote
Quote from: chipperMDW
But I think Donald X. meant it only as #1. You're following instructions that are printed on WotS (as opposed to, like, instructions on a card that's been shapeshifted).
Sidenote: Your parenthesis is dead wrong. If a card has been shapeshifted, anything referring to the instructions of that card (or in any way talking about the effects of it) only sees the shapeshifted instructions. That much is beyond any doubt. That is the whole reason why shapeshifting was practically eliminated.
No, you completely misinterpreted the bit in parentheses. I was not saying "In a different manner from what would happen if you tried to read instructions from a shapeshifted card." I was saying "Not in any alternate location you might propose, including, for example, a hypothetical card that has been shapeshifted to have Way of the Sheep's instructions (primarily because such a card does not exist in this scenario as no shapeshifting has occurred)."

Quote
As I said (and you deleted): that's what instructions are, in all games, text telling you to do something.
Yes, I deleted that because I agreed with it and didn't feel like I needed to respond. But ok, I agree with all the things: instructions are text telling players to do stuff, players are the only ones that "really" do stuff, and all instructions are ultimately followed because players are following instructions in the rulebook.

Quote
(In your example, I will skip the "someone tells you" part, because I think by mistake you added an unnecessary first step in the chain.)
No, I actually added the first step because the rulebook is ultimately what tells anyone to do anything. I figured if me-pretending-to-be-a-card gave an instruction without any prompting, you'd tell me that cards have no free will and could not simply decide to give an instruction out of the blue, and that my "doing" anything must have been a result of someone following a rulebook-derived instruction somewhere else. 'Cuz the analogy was always meant to be super accurate (it was not meant to be super accurate).
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #91 on: January 16, 2023, 07:11:02 am »
0

First of all, Ways are Enchantress are, and need to be defined as, triggered abilities, with specific timings...
Ok, I think I see why. I had missed that Enchantress and Highwayman are supposed to be "reorderable" with Ways. The way I believed Ways worked (which was the way I thought Donald X. was describing them to work), you would not have been able to "override" an Enchantress with a Way.  Given that you're supposed to be able to do that, I agree with you that Ways do need to "trigger."

But I think that's beside the point. What I'm saying is that triggering WotS is not what directly "gives" "+$2." And that triggering Enchantress is not what directly "gives" "+1 Card +1 Action." Like, the +$2 hasn't even happened by the time WotS has finished doing stuff.

I'm saying that triggering WotS or Enchantress merely changes which instructions the Instance of playing a card is going to have you follow. (Not changes the card, and not changes the instructions themselves, but changes the Instance's idea of which instructions.) Then, a tiny bit later, the Instance of playing the card actually has you follow the instructions (meaning that Instance "gives" whatever for HV).

So...

You play a card:
1. An Instance of playing a card is created.  It has an attribute we'll call "instructions to be followed."  That attribute is set to point at the instructions printed on the card that was played (not a copy of those instructions, but a direct reference to them).
2. Ways/Enchantress/etc. may trigger.  (This step can occur multiple times, I guess.)
  2.1. This may result in the Instance's "instructions to be followed" attribute being changed to point at instructions printed on a Way or on Enchantress (again, not a copy, but a reference).
3. You resolve the Instance by following its "instructions to be followed," whether that's still the ones printed on the card or something printed somewhere else.
  3.1. Anything that happens here counts as what the Instance "gives" for the purposes of Harbor Village.
4. (The Instance goes away 'cuz it's not needed anymore.)

Note again that I'm not saying that anything is shapeshifting a card. The only thing being modified is the Instance of playing a card (which is why I keep belaboredly using that term). You change which instructions that Instance is going to have you follow. Like, imagine you have a wire running to each set of instructions and you flip a switch in the Instance to select which set of instructions it's connected to. And when you press the "resolve" button, the instructions that are selected by the switch get executed. If you want to call that shapeshifting the instance, fine (then does giving a player +1 buy shapeshift the player?); but nowhere am I describing shapeshifting a card or modifying what any instructions say. I promise.

And all instructions that the Instance has you follow (whether they're printed on the card on on a Way or wherever) are the things it "does" for the purposes of Harbor Village. If you want, you can imagine that each instruction "given" by an Instance includes an ID uniquely associated with that Instance, so things like HV can check for the "source" of the instruction.

I know the rulebook doesn't actually spell that procedure out, and you'll probably quote the rulebook to show how it says stuff that's a direct contradiction to it, but that seems, to me, like the cleanest and most straightforward way to describe what people actually want to happen. Maybe it doesn't actually work that way and you'll need intrusive instructions to explain everything. Only Donald X. can say, I guess.

I agree that with Ways and Enchantress, first which instructions you're going to follow is changed, then you follow those instructions.
For Ways, it's the rules for Ways that change which instructions you're following, and for Enchantress, it's Enchantress itself. But the actual instructions you end up following, are instructions given on Enchantress ("+1 Card, +1 Action") and on the Way card. This is straight-forward.

1. True, when you play a card, there is a default "instructions to be followed", and true, not a copy but a reference. This is given in the Dominion rules.
2. Enchantress, or the Way rules (not the Way itself) may trigger here.
2.1. - agreed
3. - sure
3.1. With Ways/Enchantress, you're following the Way's/Enchantress's instructions (pretty sure everybody has agreed with this). Why does that count as something the Instance "does" anymore than Adventures tokens would?

If "Instance of a card" is whatever you end up doing as a result of playing that card, then Adventures tokens, Priest's +$2, another Cultist, etc., are all included.
If "Instance of a card" is supposed to exclude all those things, then it has to refer to just the card's instructions. If it's also supposed to include instructions from Ways or Enchantress, then we would have to define that specifically somehow (either with tagging instructions, or by calling out Ways/Enchantress by name or similar).

***

EDIT:
To illustrate the problem with your model: Let's say gaining a card with Ironworks creates an Instance of gaining a card, which is set to the card you've chosen to gain, and then Trader 1E triggers and changes the Instance's pointer to Silver instead. So the Instance of gaining which was "gain a Mill" is now "gain a Silver" instead. Is the card you gained with Ironworks Silver? Well, that would mean Ironworks gives you +$1 for gaining a Treasure. And if Ways worked like that, it would mean the Way's instructions count as the card's instructions. What if there were a Farber Village that asked if playing the Ironworks made you gain a Silver? The answer should be no, but with the Instance model it seems to be yes.

« Last Edit: January 16, 2023, 08:10:17 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #92 on: January 16, 2023, 09:32:25 am »
0

Let's focus on Harbor Village and Moat.

1
"+$1", "+1 Card", "trash a card", "each other player discards" - these are all instructions.

2
They are instructions to the players (to whomever ends up following them).

3
To "give +$" (on Harbor Village) means to give an instruction. Consider if there were a Barber Village that said, "if it made you trash a card". Or we could phrase it similarly to Harbor Village: "if it gave you 'trash a card'". Either way, Barber Village asks if it (playing the Action card) gave you an instruction - an instruction to trash a card. Similarly, Harbor Village asks if it (playing the Action card) gave you an instruction to get $ (or, the instruction "+$").

4
- Harbor Village's "if it [playing the Action card] gave you +$" means "if it [playing the Action card] made you follow an instruction to get $".
- Moat's "unaffected by it [the other player playing the Attack card]" means "unaffected by the instructions the other player follows playing the Attack card".

But which instructions are included in "the instructions you follow playing a card"?

Clearly, it includes the card's instructions. And certainly the most straight-forward, obvious answer is that it only includes the card's instructions. (Since it does not include Adventures tokens, Cultist played by Cultist, etc.)

But we somehow want it to include the Way's instructions, Enchantress's instructions "+1 Card and +1 Action" and Reckless's instructions to "follow the card's instructions an extra time". But, we don't want to say that those instructions in any way are, or count as, the card's instructions. Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

*without saying "the card's instructions, or a Way's instructions if you follow those instead, or Enchantress's instructions if you follow those instead, and Reckless's instructions if you follow those in addition"
« Last Edit: January 16, 2023, 10:02:22 am by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #93 on: January 16, 2023, 01:53:02 pm »
+1

Similarly, Harbor Village asks if it (playing the Action card) gave you an instruction to get $ (or, the instruction "+$").
This is something you have created; it's not what Harbor Village actually says or does. It asks if the card gave you +$; it doesn't mention instructions.

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

How does the game possibly have anything like that first hypothetical? But it does, e.g. Way of the Sheep.
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chipperMDW

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #94 on: January 16, 2023, 09:31:48 pm »
+2

For Ways, it's the rules for Ways that change which instructions you're following, and for Enchantress, it's Enchantress itself.
Ok, I agree. Ways don't trigger directly; the rules for ways set up a delayed ability.

Quote
But the actual instructions you end up following, are instructions given on Enchantress ("+1 Card, +1 Action") and on the Way card. This is straight-forward.
They are printed on those things, but they are not given by those things. "Printed on" and "given by" need not be equivalent. You keep saying they have to be, and I keep saying they don't. I think you have to allow for them being different concepts in order the get a clean solution, here. I dunno; let's see if the script at the end of this post helps out at all.

Quote
3.1. With Ways/Enchantress, you're following the Way's/Enchantress's instructions (pretty sure everybody has agreed with this). Why does that count as something the Instance "does" anymore than Adventures tokens would?
You're following the instructions printed on Way/Enchantress, but the Instance is what's issuing the instructions. Why does it count as something the instance does? Well, I guess it's because the instance is what was going to do something all along, and the Way came along and changed what it was going to do. Why doesn't that apply to Adventures tokens? Because there, the triggered effect is not to change what instructions the instance is going to "do"; the triggered effect is to actually do the thing (e.g. +$1) itself.

Quote
If "Instance of a card" is whatever you end up doing as a result of playing that card, then Adventures tokens, Priest's +$2, another Cultist, etc., are all included.
It's not everything that happens "as a result of" playing that card; it's every instruction issued by the instance, and nothing that triggered as a result.

Quote
If "Instance of a card" is supposed to exclude all those things, then it has to refer to just the card's instructions.
It doesn't have to specifically refer to the card's instructions; it refers to whichever instructions the instance is going to issue. Maybe instructions printed on the card, and maybe instructions printed on a Way.

Quote
If it's also supposed to include instructions from Ways or Enchantress, then we would have to define that specifically somehow (either with tagging instructions, or by calling out Ways/Enchantress by name or similar).
Or by saying that the instance issues instructions that are printed on a Way/Enchantress. By separating those concepts.

Quote
To illustrate the problem with your model: Let's say gaining a card with Ironworks creates an Instance of gaining a card, which is set to the card you've chosen to gain, and then Trader 1E triggers and changes the Instance's pointer to Silver instead. So the Instance of gaining which was "gain a Mill" is now "gain a Silver" instead. Is the card you gained with Ironworks Silver? Well, that would mean Ironworks gives you +$1 for gaining a Treasure. And if Ways worked like that, it would mean the Way's instructions count as the card's instructions. What if there were a Farber Village that asked if playing the Ironworks made you gain a Silver? The answer should be no, but with the Instance model it seems to be yes.
Why would we use the Instance model for gaining, though? As you demonstrated, it doesn't give the intended results there. If we use an Instance model for playing cards because it gives the intended results there, why would that mean we were forced to use it in other places?

Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

I mean, I feel like I explained a way it can work. The ultimate test, I guess, is can I explain it to a computer and have it give the expected results?

So I threw together a little Python script both as a sanity check and an attempt to explain what I'm trying to say. It's supposed to represent a player playing Smithy under four different circumstances. That player's +$1 Token is on the Smithy pile the whole time, so it always gives +$1. Way of the Sheep is in the setup, and it asks the user to choose on each play, so I alternate between playing Smithy normally and using the Way. The first two times, Harbor Village isn't involved; the second two times, we'll say that a Harbor Village was played just before the Smithy. (I don't actually simulate playing HV; I fake it.)

Here's the output:
Code: [Select]
$ python demo.py
Player 1 plays Smithy:
        Play as Way of the Sheep? n
        Player 1 gets +$1 [issued by delayed ability set up by +$1 Token rules]
        Player 1 draws 3 cards [issued by instance #0 (of Smithy)]
Player 1 plays Smithy:
        Play as Way of the Sheep? y
        Player 1 gets +$1 [issued by delayed ability set up by +$1 Token rules]
        Player 1 gets +$2 [issued by instance #1 (of Smithy)]
Player 1 plays Smithy:
        Play as Way of the Sheep? n
        Player 1 gets +$1 [issued by delayed ability set up by +$1 Token rules]
        Player 1 draws 3 cards [issued by instance #2 (of Smithy)]
Player 1 plays Smithy:
        Play as Way of the Sheep? y
        Player 1 gets +$1 [issued by delayed ability set up by +$1 Token rules]
        Player 1 gets +$2 [issued by instance #3 (of Smithy)]
        Player 1 gets +$1 [issued by delayed ability set up by Harbor Village]

The first play is a normal play, so it draws cards, and the token gives +$1 beforehand. Note that the Instance is listed as the issuer of the +cards instructions and the token rules are listed as the issuer of the +$1 instruction.

The second play is a Way play, so it gives coins. The token gives its extra beforehand. Note that the Instance is listed as the issuer of the +$2 instruction and the token rules are still the issuer of the +$1 instruction.

The third play is a normal play "under the influence of" Harbor Village. It draws cards, but first gets a coin from the token. Note that the issuers of these instructions are the same as for the first play. Note also that, because the Instance never issued a +coins instruction (the +coins instruction was issued by the token rules), Harbor Village does not trigger and no additional coin is produced.

The fourth play is a Way play "under the influence of" Harbor Village. It gives coins and first gets an extra one from the token. Note that the issuers of these instructions are the same as for the second play. Note also that, because the Instance this time issued a +coins instruction, Harbor Village does trigger afterwards and produces an additional coin; the delayed ability set up by the Harbor Village is what issues that +coin instruction.

Are those the expected results?


And here's the script itself. It should run on any Python installation. I'm not sure if this is something you know how to read or not. If you need me to explain parts of it in English, I can do that; it's just that English wasn't helping us much before.
Code: [Select]
class Card:
    def __init__(self, name, instructions):
        self.name = name
        self.instructions = instructions

class Way:
    def __init__(self, name, instructions):
        self.name = name
        self.instructions = instructions

class Trigger:
    def __init__(self, cond, effect):
        self.condition = cond
        self.effect = effect

def handle_triggers(triggers, player, card, instance):
    for trigger in triggers:
        if trigger.condition(player, card, instance):
            trigger.effect(player, card, instance)

class Instance:
    id = 0

    def __init__(self, card, player):
        self.id = Instance.id
        Instance.id += 1
        self.name = "instance #{} (of {})".format(self.id, card.name)
        self.instructions_to_follow = card.instructions
        self.player = player

    def resolve(self):
        self.instructions_to_follow(self.player, self.name)

# just a log of instances that gave coins (for Harbor Village)
coin_log = []

class Player:
    def __init__(self, id):
        self.id = id

    def plus_cards(self, count, issuer):
        print "\tPlayer {} draws {} cards [issued by {}]".format(
            self.id, count, issuer)

    def plus_coins(self, count, issuer):
        print "\tPlayer {} gets +${} [issued by {}]".format(
            self.id, count, issuer)

        global coin_log
        coin_log.append(issuer)

    def play_a_card(self):
        # player always plays Smithy in this example
        the_card = smithy

        print "Player {} plays {}:".format(self.id, the_card.name)
        instance = Instance(the_card, self)

        # Handle "when you play, instead" triggers
        handle_triggers(on_play_instead_triggers, self, the_card, instance)

        # Handle "when you play, first" triggers
        handle_triggers(on_play_first_triggers, self, the_card, instance)

        instance.resolve()

        # Handle "after you play" triggers
        handle_triggers(after_play_triggers, self, the_card, instance)

#
# Smithy definition
#

def smithy_instructions(player, issuer):
    player.plus_cards(3, issuer)

smithy = Card("Smithy", smithy_instructions)

#
# +$1 Token definition
#

def token_trigger_cond(player, card, instance):
    return player.id == 1 and card.name == "Smithy"

def token_trigger_instructions(player, card, instance):
    player.plus_coins(1, "delayed ability set up by +$1 Token rules")

on_play_first_triggers = [
    Trigger(token_trigger_cond, token_trigger_instructions)]

#
# Way of the Sheep definition
#

def way_of_the_sheep_instructions(player, issuer):
    player.plus_coins(2, issuer)

ways = [Way("Way of the Sheep", way_of_the_sheep_instructions)]

#
# General rule for Ways
#

def way_trigger_cond(player, card, instance):
    global way_save

    for way in ways:
        if raw_input("\tPlay as {}? ".format(way.name))[:1] == 'y':
            way_save = way
            return True

    return False

def way_trigger_instructions(player, card, instance):
    global way_save
    instance.instructions_to_follow = way_save.instructions

on_play_instead_triggers = [
    Trigger(way_trigger_cond, way_trigger_instructions)]

#
# Harbor Village delayed ability definition
#

def harbor_village_trigger_cond(player, card, instance):
    return True

def harbor_village_trigger_instructions(player, card, instance):
    global coin_log

    if instance.name in coin_log:
        player.plus_coins(1, "delayed ability set up by Harbor Village")

    coin_log = []

#
# Main program
#

# first two plays don't use Harbor Village
after_play_triggers = []

p = Player(1)

p.play_a_card()
p.play_a_card()

# second two plays do use Harbor Village
after_play_triggers = [
    Trigger(harbor_village_trigger_cond, harbor_village_trigger_instructions)]

p.play_a_card()
p.play_a_card()

Some notable points:

 - A player is given an instruction by calling a method on a Player object. (This script only considers +cards and +coins instructions.) Each such method accepts a parameter for the issuer of the instruction. An Instance "does" something when its (unique) name is passed as the issuer. In fact, in this script, that's the definition of an Instance "doing" anything: having its name passed as the "issuer" parameter to a method that represents giving a player an instruction to do that thing.

 - Things that are not Instances can also be issuers of instructions in this script. Like delayed abilities from previous plays of cards or from the rules themselves. You can also imagine events and projects to be valid "issuers" of instructions. Is that concept really needed in Dominion? Well, nothing in the game (that I know of) cares about any of those things "doing" stuff, so... no, it's not needed yet, anyway. But using them here lets me print things that hopefully clarify what I'm saying, so I did.

 - Harbor Village triggers after playing a card, so it has to go back and check what happened in the past. I do that by having the plus_coins method log the issuer of the instruction, then when Harbor Village actually triggers, it can go back and check the log to see if the Instance in question issued a plus_coins instruction. I clear the log after each play. That's not actually a correct way to do it in a real implementation; if I Throne a card, then I shouldn't clear the log after either play of that card because the Throne Room is still being played. But it's close enough for this toy program.

 - See how the Instance has a resolve method? Every instance is resolved in the same way: issue the instructions that it's most recently been told to use. It could issue instructions printed on a card (Smithy), or instructions printed on a Way (WotS). It issues them to the player whose playing of a card produced that Instance. It passes its own name as the issuer.

 - But, I hear you saying, Smithy just says "+3 Cards"; it doesn't say anything about an "issuer." I've just added a bunch of stuff that the card doesn't actually have printed on it. Well, the card doesn't say anything about Player 1, either. Even if it said "you," that wouldn't mean anything without further context. Who's "you"? Is it Bob? Is Bob even in a game right now? Is the card? The instructions written on Smithy (or any card) are unbound; they require further context in order to be interpreted. The instance binds them to a context. For sure, the instructions need the context of who played the card; they might also need the context of the card itself (the instructions might say to trash "this"). So why is it so weird to acknowledge that part of that context needed for some instructions is an implicit "issuer"? Especially when it's been established that some cards (like HV) are definitely looking for such a thing?

 - I completely half-assed passing the chosen Way around using a global (way_save). It's ugly and bad, but it's probably more readable this way than the alternative.

 - Don't ask me what Way of the Chameleon looks like in this or I'll have to make it self-modifying and then nobody'll be able to read it.


I dunno if any of that helped or not. I'm trying.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #95 on: January 17, 2023, 04:14:44 am »
0

Similarly, Harbor Village asks if it (playing the Action card) gave you an instruction to get $ (or, the instruction "+$").
This is something you have created; it's not what Harbor Village actually says or does. It asks if the card gave you +$; it doesn't mention instructions.

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

I'm saying that "+$1" is an instruction (which means "you get $1" -- $1 being the resource you get). I'm saying that you can never do anything without following an instruction to do so. Would you say the same about Barber Village - "if it made you trash a card", that this doesn't mention instructions?

What about, "at the start of your next turn, you may play this form your hand" (Clerk) or "at the start of your next turn, discard 2 cards" (Tide Pools)? According to your logic, the bolded phrases are not instructions when you get to the start of your next turn? According to me, they are. And what is giving you those instructions is Clerk/Tide Pools. Note that you have to follow the instruction "discard 2 cards" at the start of the turn, because you don't even know what cards you might discard before then. (The same is of course true for "+$1". It's an act of increasing the player's pool of $ which has to be performed by the player at the correct time.)

Quote from: Donald X.
Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

So to try to understand your logic:
CardA: "This turn, when you play an Action card, it also gives you +$1."  ... The card-play of the Action card "gives" you +$1. The card-play of CardA does not.
CardB: "This turn, when you play an Action card, +$1" ... The card-play of the Action card does not "give" you +$1. Neither does the card-play of CardB. So no card "gives" you +$1?

Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #96 on: January 17, 2023, 05:47:07 am »
+1

Quote
But the actual instructions you end up following, are instructions given on Enchantress ("+1 Card, +1 Action") and on the Way card. This is straight-forward.
They are printed on those things, but they are not given by those things. "Printed on" and "given by" need not be equivalent. You keep saying they have to be, and I keep saying they don't. I think you have to allow for them being different concepts in order the get a clean solution, here.

The instructions are given on the Way card. The Way card has instructions, those instructions are for the players, so the players are being given instructions to follow by the card. Even if it were somehow the case that the "Instance of the card" caused you to follow those instructions, the instructions would still be given by the Way card.

Quote from: chipperMDW
Quote
If "Instance of a card" is whatever you end up doing as a result of playing that card, then Adventures tokens, Priest's +$2, another Cultist, etc., are all included.
It's not everything that happens "as a result of" playing that card; it's every instruction issued by the instance, and nothing that triggered as a result.

Ways and Enchantress specifically triggered as a result.

Quote from: chipperMDW
Why would we use the Instance model for gaining, though? As you demonstrated, it doesn't give the intended results there. If we use an Instance model for playing cards because it gives the intended results there, why would that mean we were forced to use it in other places?

Because there is nothing in the rules that say that they are different. If "Instance of playing a card" refers to whatever we were going to do from that and ALSO something that has been substituted, why shouldn't the same be true for "Instance of gaining a card"?

Quote from: chipperMDW
I mean, I feel like I explained a way it can work. The ultimate test, I guess, is can I explain it to a computer and have it give the expected results?

So I threw together a little Python script both as a sanity check and an attempt to explain what I'm trying to say.

You have defined "Instance" as something that is created when you play a card, and points to which instructions to follow when you get to the "follow the card's on-play instructions" part. And Ways are special-coded to change that pointer in the Instance. And then you have Harbor Village check what you got from following the Instance's instructions. Of course you get the intended result in that case. Note that you would also have to special-code Enchantress and Reckless in the same way - and Reckless is not "instead".

You have decided that Ways get hooked to the Instance, but you could have programmed that however you wanted. Why doesn't the Adventures token get hooked to the Instance? Why doesn't Priest's "+$2"? Why does Reckless's "follow the instructions an extra time"?
By making these choices, you decide what cards/tokens that will count as "things you get from playing the card" and which won't. But there is no explanation in the program for why, it's just chosen arbitrarily to be that way. I don't see that the program answers anything.

You have defined "Instance of playing the card" for the sole purpose of interactions with Harbor Village, Moat, Elder and Lantern. Other abilities (as far as we have found) don't care. Imagine that Harbor Village was actually ruled to check everything that happens from announcing the card until you are done with everything that triggered off of that. And Moat could be ruled the same way, which means it would protect you from the whole chain of Cultists. Same with Elder and Lantern. Then we would have to define "Instance of the card" differently, to include everything. There would be nothing in the rules to proclude such a definition either, and it would work in accordance with those rulings. I get that that's what you're trying to do, with the actual rulings. But defining the concept of Instance to match exactly the rulings doesn't actually address the problems I have brought up.
« Last Edit: January 17, 2023, 05:48:41 am by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #97 on: January 17, 2023, 08:58:41 am »
+3

You have decided that Ways get hooked to the Instance, but you could have programmed that however you wanted. Why doesn't the Adventures token get hooked to the Instance? Why doesn't Priest's "+$2"? Why does Reckless's "follow the instructions an extra time"?
By making these choices, you decide what cards/tokens that will count as "things you get from playing the card" and which won't. But there is no explanation in the program for why, it's just chosen arbitrarily to be that way. I don't see that the program answers anything.

These were choices based on Donald X's rulings, and Donald X's rulings are based on his interpretations of the English wording of the rulesbooks. The point of the program was to show how the rulings can work. The whole thing is an exercise in taking non-specific English language that's used in the rulebooks and translating it to a technical framework. The rules for Ways include wording that, in Donald X's interpretation, make them act differently than tokens.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #98 on: January 17, 2023, 10:13:44 am »
0

You have decided that Ways get hooked to the Instance, but you could have programmed that however you wanted. Why doesn't the Adventures token get hooked to the Instance? Why doesn't Priest's "+$2"? Why does Reckless's "follow the instructions an extra time"?
By making these choices, you decide what cards/tokens that will count as "things you get from playing the card" and which won't. But there is no explanation in the program for why, it's just chosen arbitrarily to be that way. I don't see that the program answers anything.

These were choices based on Donald X's rulings, and Donald X's rulings are based on his interpretations of the English wording of the rulesbooks. The point of the program was to show how the rulings can work. The whole thing is an exercise in taking non-specific English language that's used in the rulebooks and translating it to a technical framework. The rules for Ways include wording that, in Donald X's interpretation, make them act differently than tokens.

The question is why do HV/Moat/Lantern/Elder look for certain "things you get from playing the card" and not others. It has been said that Ways/Ench/Reckless count as "things you get from [playing the card] that HV/Moat/Lantern/Elder look for". As I have said, we can have that rule, but so far I don't see any technical description for it that doesn't involve listing the card interactions; or defining a tag like I showed earlier. And actually, the "Instance" model is exactly the same as the tag model! It creates a node for hooking certain cards (Ways/Ench/Reckless) and then defines certain other cards (HV/Moat/Lantern/Elder) as referencing that node. It's just a more complicated way of saying "Ways/Ench/Reckless count as things you get from [playing the card] that HV/Moat/Lantern/Elder look for". It describes the premise for the question, but doesn't answer it.

« Last Edit: January 17, 2023, 10:42:16 am by Jeebus »
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #99 on: January 17, 2023, 10:17:24 am »
0

   Whenever the player plays an action, the player decides to have that action be resolved for its printed text, or to resolve the printed text of a Way. Harbor Village cares about changes to the game state that are attributed to the next action played. Harbor Village, specifically, looks for +$ that has been attributed to the resolution of the next action played. It doesn't necessarily only look for +$ printed on the action, but any +$ gained from the resolution of that action that is also attributed to the resolution of that action. The Adventures +$1 token, per its rules in the Adventures Rulebook, does not attribute its +$1 to the action played.

Quote from: Adventures Rulebook
"Four tokens give +1 of something: +1 Action, +1 Buy, +1 Card, +$1. These tokens go on Action Supply piles. When the player whose token it is plays a card from that pile, that player first gets the bonus."

"When the player … plays a card … , that player first gets the bonus." The rules here do not attribute the $1 to the resolution of the card, it is a bonus you receive first. You could even say you are resolving the token.

   Traits, from my understanding essentially modify how the kingdom card is resolved. Reckless in particular simply has the player, when resolving a card, carry out "its instructions twice". Typically when a card in this game refers to "its instructions" it is referring to the printed text of a card. Enchantress cares if the player is going to resolve their first action for "its instructions" or more specifically, its printed text. It does this so it can have you resolve Enchantress's cantrip instead. Reckless cares if the player is going to resolve the card for "its instructions" or more specifically, its printed text. It does this so the card can resolve twice. This is why when the player plays their first action, they may choose to resolve a Way to override Enchantress's effect. You are no longer resolving the "instructions" that Enchantress would replace. Similarly if the player resolve a Reckless card as a Way, the player is no longer resolving the "instructions" that Reckless would affect.
« Last Edit: January 17, 2023, 10:25:32 am by Gdan0 »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #100 on: January 17, 2023, 10:33:05 am »
0

   Whenever the player plays an action, the player decides to have that action be resolved for its printed text, or to resolve the printed text of a Way. Harbor Village cares about changes to the game state that are attributed to the next action played. Harbor Village, specifically, looks for +$ that has been attributed to the resolution of the next action played. It doesn't necessarily only look for +$ printed on the action, but any +$ gained from the resolution of that action that is also attributed to the resolution of that action. The Adventures +$1 token, per its rules in the Adventures Rulebook, does not attribute its +$1 to the action played.

Quote from: Adventures Rulebook
"Four tokens give +1 of something: +1 Action, +1 Buy, +1 Card, +$1. These tokens go on Action Supply piles. When the player whose token it is plays a card from that pile, that player first gets the bonus."

"When the player … plays a card … , that player first gets the bonus." The rules here do not attribute the $1 to the resolution of the card, it is a bonus you receive first. You could even say you are resolving the token.

   Traits, from my understanding essentially modify how the kingdom card is resolved. Reckless in particular simply has the player, when resolving a card, carry out "its instructions twice". Typically when a card in this game refers to "its instructions" it is referring to the printed text of a card. Enchantress cares if the player is going to resolve their first action for "its instructions" or more specifically, its printed text. It does this so it can have you resolve Enchantress's cantrip instead. Reckless cares if the player is going to resolve the card for "its instructions" or more specifically, its printed text. It does this so the card can resolve twice. This is why when the player plays their first action, they may choose to resolve a Way to override Enchantress's effect. You are no longer resolving the "instructions" that Enchantress would replace. Similarly if the player resolve a Reckless card as a Way, the player is no longer resolving the "instructions" that Reckless would affect.

Where specifically am I wrong here? http://forum.dominionstrategy.com/index.php?topic=21600.msg899855#msg899855
Or if I'm not wrong, how do you explain your idea based on that?
« Last Edit: January 17, 2023, 10:34:27 am by Jeebus »
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AJD

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #101 on: January 17, 2023, 10:33:56 am »
0

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

So to try to understand your logic:
CardA: "This turn, when you play an Action card, it also gives you +$1."  ... The card-play of the Action card "gives" you +$1. The card-play of CardA does not.
CardB: "This turn, when you play an Action card, +$1" ... The card-play of the Action card does not "give" you +$1. Neither does the card-play of CardB. So no card "gives" you +$1?

No, I'm pretty sure we know this one: CardB gives you the $1. The existing Priest/Chameleon interaction seems to clarify this; Priest is worded similarly to CardB and Priest/Chameleon causes you to draw 2 cards if you trash later in the turn, meaning that it's Priest that would be giving you the $2 for trashing.
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #102 on: January 17, 2023, 11:12:05 am »
0

Let's focus on Harbor Village and Moat.

1
"+$1", "+1 Card", "trash a card", "each other player discards" - these are all instructions.

2
They are instructions to the players (to whomever ends up following them).

3
To "give +$" (on Harbor Village) means to give an instruction. Consider if there were a Barber Village that said, "if it made you trash a card". Or we could phrase it similarly to Harbor Village: "if it gave you 'trash a card'". Either way, Barber Village asks if it (playing the Action card) gave you an instruction - an instruction to trash a card. Similarly, Harbor Village asks if it (playing the Action card) gave you an instruction to get $ (or, the instruction "+$").

4
- Harbor Village's "if it [playing the Action card] gave you +$" means "if it [playing the Action card] made you follow an instruction to get $".
- Moat's "unaffected by it [the other player playing the Attack card]" means "unaffected by the instructions the other player follows playing the Attack card".

But which instructions are included in "the instructions you follow playing a card"?

Clearly, it includes the card's instructions. And certainly the most straight-forward, obvious answer is that it only includes the card's instructions. (Since it does not include Adventures tokens, Cultist played by Cultist, etc.)

But we somehow want it to include the Way's instructions, Enchantress's instructions "+1 Card and +1 Action" and Reckless's instructions to "follow the card's instructions an extra time". But, we don't want to say that those instructions in any way are, or count as, the card's instructions. Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

*without saying "the card's instructions, or a Way's instructions if you follow those instead, or Enchantress's instructions if you follow those instead, and Reckless's instructions if you follow those in addition"

1: Sure, these are instructions, but relevance and context matters in how they are applied. It could be printed text on a card, it could be a game mechanic or rule that attributes these specific changes to the game state to a particular card.

2: This is irrelevant to me.

3: I'm not entirely sure what you are getting at here. If Harbor Village said "If it(the action) gave(any changes to the game state that are attributed to the resolving of the action) +1 card, +$1." If this hypothetical Harbor Village was played and then followed up with Wood Cutter played as Way of the Pig, then Harbor Village would give you +$1. Harbor Village is not necessarily asking if the played action is instructing the player to do anything like you are assuming. It isn't asking if the played action was resolved for its printed text either. It doesn't care about that, nor does it need to. It is asking if at any point during the resolution of the action was there are gain of $ and was it attributed to the resolution of the action.

4: Based on my clarifications in my original post and my follow up here, I wouldn't consider these descriptions accurate.

« Last Edit: January 17, 2023, 12:03:55 pm by Gdan0 »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #103 on: January 17, 2023, 12:16:45 pm »
0

3: I'm not entirely sure what you are getting at here. If Harbor Village said "If it(the action) gave(any changes to the game state that are attributed to the resolving of the action) +1 card, +$1." If this hypothetical Harbor Village was played and then followed up with Wood Cutter played as Way of the Pig, then Harbor Village would give you +$1. Harbor Village is not necessarily asking if the played action is instructing the player to do anything like you are assuming. It isn't asking if the played action was resolved for its printed text either. It doesn't care about that, nor does it need to. It is asking if at any point during the resolution of the action was there are gain of $ and was it attributed to the resolution of the action.

What I'm getting at is that we have to consider everything as instructions that the player is following. Then we can try to figure out the context of how they are applied. "Gives" is technically useless (that's where point 2 is relevant). If you get +$1, it means you followed some instruction to get it. If you trash a card, it means you followed some instruction to trash it. I posited Barber Village: "if it made you trash a card". I said, Barber Village asks if it (playing the Action card) made you follow an instruction - an instruction to trash a card.
« Last Edit: January 17, 2023, 12:19:02 pm by Jeebus »
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #104 on: January 17, 2023, 12:45:57 pm »
0

3: I'm not entirely sure what you are getting at here. If Harbor Village said "If it(the action) gave(any changes to the game state that are attributed to the resolving of the action) +1 card, +$1." If this hypothetical Harbor Village was played and then followed up with Wood Cutter played as Way of the Pig, then Harbor Village would give you +$1. Harbor Village is not necessarily asking if the played action is instructing the player to do anything like you are assuming. It isn't asking if the played action was resolved for its printed text either. It doesn't care about that, nor does it need to. It is asking if at any point during the resolution of the action was there are gain of $ and was it attributed to the resolution of the action.

What I'm getting at is that we have to consider everything as instructions that the player is following. Then we can try to figure out the context of how they are applied. "Gives" is technically useless (that's where point 2 is relevant). If you get +$1, it means you followed some instruction to get it. If you trash a card, it means you followed some instruction to trash it. I posited Barber Village: "if it made you trash a card". I said, Barber Village asks if it (playing the Action card) made you follow an instruction - an instruction to trash a card.

I very much disagree that "gives" is technically useless here. It essentially means that there was a change to the game state that is attributable to the action played and you are in some way were affected. The fact a card, rule, or mechanic gave instructions is incidental and irrelevant when it comes to Harbor Village. That is why I mentioned relevance in point 1, because with some other cards or mechanics it may be relevant. Whether or not the +$ is a result of the player following instructions is irrelevant. All that matters is $ was received and it's attributed to the action played. Intrinsically, the player carries out instructions while resolving cards. If Harbor Village stated "If it(the action) made you trash a card (a change in game state from having resolved the action while also being attributed to that action)" Then Way of the Goat would have Harbor Village gain you +$1. We can colloquially call whatever the player does as following instructions, but that does not mean it necessarily has any relevance to how any given card resolves.
« Last Edit: January 17, 2023, 12:47:19 pm by Gdan0 »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #105 on: January 17, 2023, 01:03:10 pm »
0

The fact is that all cards have instructions. All game rules are also instructions. Nothing can be done by the players that is not following instructions. As you conceded, "+$1" is an instruction. And as you said, intrinsically, the player carries out instructions while resolving cards (and tokens). This is technically true. You're not addressing what I wrote in step 3, you're jumping to your conclusion. Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #106 on: January 17, 2023, 01:04:20 pm »
0

Similarly, Harbor Village asks if it (playing the Action card) gave you an instruction to get $ (or, the instruction "+$").
This is something you have created; it's not what Harbor Village actually says or does. It asks if the card gave you +$; it doesn't mention instructions.

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

I'm saying that "+$1" is an instruction (which means "you get $1" -- $1 being the resource you get). I'm saying that you can never do anything without following an instruction to do so. Would you say the same about Barber Village - "if it made you trash a card", that this doesn't mention instructions?

What about, "at the start of your next turn, you may play this form your hand" (Clerk) or "at the start of your next turn, discard 2 cards" (Tide Pools)? According to your logic, the bolded phrases are not instructions when you get to the start of your next turn? According to me, they are. And what is giving you those instructions is Clerk/Tide Pools. Note that you have to follow the instruction "discard 2 cards" at the start of the turn, because you don't even know what cards you might discard before then. (The same is of course true for "+$1". It's an act of increasing the player's pool of $ which has to be performed by the player at the correct time.)

Quote from: Donald X.
Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

So to try to understand your logic:
CardA: "This turn, when you play an Action card, it also gives you +$1."  ... The card-play of the Action card "gives" you +$1. The card-play of CardA does not.
CardB: "This turn, when you play an Action card, +$1" ... The card-play of the Action card does not "give" you +$1. Neither does the card-play of CardB. So no card "gives" you +$1?

It does not seem like this poking at the word "instructions" is helping us communicate. Harbor Village doesn't say "instructions" on it.

Maybe we can give it a while and see if more people chime in.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #107 on: January 17, 2023, 01:12:03 pm »
0

It does not seem like this poking at the word "instructions" is helping us communicate. Harbor Village doesn't say "instructions" on it.

It's the core of my point though - when we are referring to things that happen we are referring to instructions having been followed. Almost no cards say "instructions", but everything on them (in the area in the middle) are still instructions, per the rulebook.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #108 on: January 17, 2023, 02:13:49 pm »
+2

It does not seem like this poking at the word "instructions" is helping us communicate. Harbor Village doesn't say "instructions" on it.

It's the core of my point though - when we are referring to things that happen we are referring to instructions having been followed. Almost no cards say "instructions", but everything on them (in the area in the middle) are still instructions, per the rulebook.
This didn't get me anywhere. I feel like this is "let's define jargon that means that some things said colloquially can be poked at" and I mean it's not helping me get rulings or communicate with you.

I feel like I have a set of rulings that's consistent and working. At the same time there is a communication issue, me trying to get you to feel like there's a set of rulings that's consistent and working. I have put some time into it. Let's see if someone else gets anywhere.

Maybe someone will ultimately reveal that I am mistaken, maybe hugely mistaken. I don't mind, I'll roll with that punch. But I can only put so much energy into trying to communicate clearly with you.
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #109 on: January 17, 2023, 02:17:27 pm »
+1

The fact is that all cards have instructions. All game rules are also instructions. Nothing can be done by the players that is not following instructions. As you conceded, "+$1" is an instruction. And as you said, intrinsically, the player carries out instructions while resolving cards (and tokens). This is technically true. You're not addressing what I wrote in step 3, you're jumping to your conclusion. Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

I haven't conceded anything as I haven't change my position on anything I've said thus far. I've been using the word, "resolve" more than the word "instruction," because it is so very easy to conflate what instruction means to the game and what instruction means in the colloquial sense. I have addressed what you said in step 3 in almost every post so far: I disagree with your conclusion that Harbor Village looks for instructions. To be specific, Harbor Village does not specifically say "instructions" You claim I'm jumping to conclusions, but I've clearly and plainly posted my reasoning as to why Harbor Village doesn't care about if instructions are followed. I said resolving the action is intrinsically following instructions because following instructions is innate, nothing more. That doesn't mean Harbor Village looks for instructions being followed. It's incidental that instructions are being followed. This is a matter of relevance. Harbor Village cares only about results. It's looking for results that are attributed to the action being resolved. The action being resolved by the player carrying out various rules and instructions. To contrast, I've brought on up in my first post, Enchantress and Reckless care if a card is being resolved specifically for "its instructions." "Its instructions" being the printed text on the card.

Quote from: Jeebus
Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

It must also be technically true to say that Harbor Village produces $1 if by resolving the next played action the player receives $ that is also attributed to that action.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #110 on: January 17, 2023, 04:02:52 pm »
0

I haven't conceded anything as I haven't change my position on anything I've said thus far. I've been using the word, "resolve" more than the word "instruction," because it is so very easy to conflate what instruction means to the game and what instruction means in the colloquial sense. I have addressed what you said in step 3 in almost every post so far: I disagree with your conclusion that Harbor Village looks for instructions. To be specific, Harbor Village does not specifically say "instructions" You claim I'm jumping to conclusions, but I've clearly and plainly posted my reasoning as to why Harbor Village doesn't care about if instructions are followed. I said resolving the action is intrinsically following instructions because following instructions is innate, nothing more. That doesn't mean Harbor Village looks for instructions being followed. It's incidental that instructions are being followed. This is a matter of relevance. Harbor Village cares only about results. It's looking for results that are attributed to the action being resolved. The action being resolved by the player carrying out various rules and instructions. To contrast, I've brought on up in my first post, Enchantress and Reckless care if a card is being resolved specifically for "its instructions." "Its instructions" being the printed text on the card.

I meant "agreed", not "conceded".

I mean instructions in the technical sense. That's why it's irrelevant that the colloquial text on HV doesn't have the word "instructions" in it.

I have replied to everything you're saying so many times in this thread that I don't care to adress it in detail even more times. That's why I asked you to specifically adress the post I made. In adressing step 3, you're jumping to your conclusion instead of directly adressing my point in that step. Sure, Harbor Village is asking about results, but "+$1" is an instruction followed by a player, and HV cares how that player ended up following an instruction to get $.

Quote from: Gdan0
Quote from: Jeebus
Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

It must also be technically true to say that Harbor Village produces $1 if by resolving the next played action the player receives $ that is also attributed to that action.

So if you agree that it's true, you have conceded that step 3 is true. And step 4 too.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #111 on: January 17, 2023, 05:33:35 pm »
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Quote from: Jeebus
Quote from: Gdan0
Quote from: Jeebus
Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

It must also be technically true to say that Harbor Village produces $1 if by resolving the next played action the player receives $ that is also attributed to that action.

So if you agree that it's true, you have conceded that step 3 is true. And step 4 too.

This actually concedes nothing. In your quote both "if it(the action) made you trash a card" and "if it (the action) made you follow an instruction to trash the card" mean almost the same thing. Both attribute trashing to the action,  because as we discussed, following instructions is innate. However,  Harbor Village does not say,  "instruction." Your use of "an instruction" is vague enough to allow for any rule or mechanic that attributes itself to the resolution of an action to satisfy the if clause. It's actually redundant here. This is why I responded to that quote with what I said. What I said is similar to the two things you said,  only mine describes what Harbor Village actually does and asks.

Quote from: Jeebus
I have replied to everything you're saying so many times in this thread that I don't care to adress it in detail even more times. That's why I asked you to specifically adress the post I made. In adressing step 3, you're jumping to your conclusion instead of directly adressing my point in that step. Sure, Harbor Village is asking about results, but "+$1" is an instruction followed by a player, and HV cares how that player ended up following an instruction to get $.

So we agree,  that Harbor Village cares about the result of the action. "+$1" is incidentally an instruction, but Harbor Village only cares so much that the resolution of the action "gives"(any changes to the game state that are attributed to the resolving of the action.) Whether or not instructions are followed are not within Harbor Villages scope, because it does not say "instruction" explicitly.
« Last Edit: January 17, 2023, 06:33:50 pm by Gdan0 »
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chipperMDW

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #112 on: January 17, 2023, 09:52:45 pm »
+1

Quote
Quote from: chipperMDW
Quote
If "Instance of a card" is whatever you end up doing as a result of playing that card, then Adventures tokens, Priest's +$2, another Cultist, etc., are all included.
It's not everything that happens "as a result of" playing that card; it's every instruction issued by the instance, and nothing that triggered as a result.

Ways and Enchantress specifically triggered as a result.

Correct; they do trigger as a result of playing the card. And we can point at what they do when they trigger:
Code: [Select]
def way_trigger_instructions(player, card, instance):
    global way_save
    instance.instructions_to_follow = way_save.instructions
They change what instructions are going to be followed. And that's all.

Notably, WotS doesn't give +$2 when the Ways rules trigger (or ever). The instance does that when it carries out its "instructions to follow" in its resolve method (and it takes credit for it). So my saying the instance does "nothing that triggered as a result" is indeed correct (in the model I'm suggesting), and is exactly what I meant.


Quote
Quote from: chipperMDW
Why would we use the Instance model for gaining, though? As you demonstrated, it doesn't give the intended results there. If we use an Instance model for playing cards because it gives the intended results there, why would that mean we were forced to use it in other places?

Because there is nothing in the rules that say that they are different. If "Instance of playing a card" refers to whatever we were going to do from that and ALSO something that has been substituted, why shouldn't the same be true for "Instance of gaining a card"?

First of all, somewhere along the way, you seem to have started interpreting "Instance of playing a card" as "the stuff that results from playing a card" rather than "a particular playing of a card," the latter being what I have always intended it to mean. I see that you used it that way in the innermost quote of the last section (and in another sentence that isn't quoted), and I didn't correct you then because I assumed it was a typo. Maybe I misused it somewhere and gave you the wrong idea?

If you want a name for "the stuff that results from playing a card," I would call that its "results" or its "effects." That just seems like not what the word "instance" means.

But I think you're saying that, if, during the resolution of Ironworks, it proposed an "instance of gaining a card" that had a target of a Village, and 1E Trader triggered and modified the target of that gaining-instance to Silver, then the gaining-instance "resolved," then Ironworks would see that as "its own" gain and give you a coin. And, yeah, I could see it working that way. That would be a valid model via which the rules could work. But the thing is, Donald X. (eventually) ruled that it worked otherwise. Blue dog and everything. So... we don't (didn't) describe it that way.


Quote
Quote from: chipperMDW
I mean, I feel like I explained a way it can work. The ultimate test, I guess, is can I explain it to a computer and have it give the expected results?

So I threw together a little Python script both as a sanity check and an attempt to explain what I'm trying to say.

You have defined "Instance" as something that is created when you play a card, and points to which instructions to follow when you get to the "follow the card's on-play instructions" part. And Ways are special-coded to change that pointer in the Instance. And then you have Harbor Village check what you got from following the Instance's instructions. Of course you get the intended result in that case. Note that you would also have to special-code Enchantress and Reckless in the same way - and Reckless is not "instead".

You have decided that Ways get hooked to the Instance, but you could have programmed that however you wanted. Why doesn't the Adventures token get hooked to the Instance? Why doesn't Priest's "+$2"? Why does Reckless's "follow the instructions an extra time"?
By making these choices, you decide what cards/tokens that will count as "things you get from playing the card" and which won't. But there is no explanation in the program for why, it's just chosen arbitrarily to be that way. I don't see that the program answers anything.

You have defined "Instance of playing the card" for the sole purpose of interactions with Harbor Village, Moat, Elder and Lantern. Other abilities (as far as we have found) don't care. Imagine that Harbor Village was actually ruled to check everything that happens from announcing the card until you are done with everything that triggered off of that. And Moat could be ruled the same way, which means it would protect you from the whole chain of Cultists. Same with Elder and Lantern. Then we would have to define "Instance of the card" differently, to include everything. There would be nothing in the rules to proclude such a definition either, and it would work in accordance with those rulings. I get that that's what you're trying to do, with the actual rulings. But defining the concept of Instance to match exactly the rulings doesn't actually address the problems I have brought up.

(You're still using "instance" to describe something more like "effects" here.)

So, this all sounds like "You only programmed it that way because that's how Donald X. said it worked." And, well, you're correct. I thought the issue was that you were having trouble imagining a model in which what Donald X. described was consistent and possible. From what you say here, it seems more like the issue is that you don't see how Donald X. arrived at the conclusions he did from what the cards/rulebooks say.

Quote
Note that you would also have to special-code Enchantress and Reckless in the same way - and Reckless is not "instead".

So, is the complaint just that Reckless would use the same mechanism as the others but doesn't use the same wording? Or perhaps that "instead of playing" would "replace" the playing even though "instead of gaining" didn't replace the gaining (and they both use "instead")?

EDIT: My last question there is worded pretty poorly, so I struck it out. Of course they both replace the thing in some way; and also, there's not really an "instead of playing," but an "instead of following instructions." What I meant was more like: is the problem that these two things both use the word "instead," but "instead of following instructions" functions by changing what an old thing (the instance) is about to do and "instead of gaining" functions by stopping the old thing (the gain) and directly making a new thing (another gain) happen in its place? Or, to say it a shorter way, that you consider them to be using the same wording, but operating via different mechanisms?
« Last Edit: January 18, 2023, 02:14:01 am by chipperMDW »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #113 on: January 18, 2023, 03:02:23 am »
0

It does not seem like this poking at the word "instructions" is helping us communicate. Harbor Village doesn't say "instructions" on it.

It's the core of my point though - when we are referring to things that happen we are referring to instructions having been followed. Almost no cards say "instructions", but everything on them (in the area in the middle) are still instructions, per the rulebook.
This didn't get me anywhere. I feel like this is "let's define jargon that means that some things said colloquially can be poked at" and I mean it's not helping me get rulings or communicate with you.

I feel like I have a set of rulings that's consistent and working. At the same time there is a communication issue, me trying to get you to feel like there's a set of rulings that's consistent and working. I have put some time into it. Let's see if someone else gets anywhere.

Maybe someone will ultimately reveal that I am mistaken, maybe hugely mistaken. I don't mind, I'll roll with that punch. But I can only put so much energy into trying to communicate clearly with you.

I really don't see that I'm defining any jargon at all (unlike most other posters). "Instructions" are well-established in Dominion and is simply what a card tells you to do at a specific time. Moat has two sets of instructions, one that you follow when you play it and one that you follow when you react with it. Cards like Enchantress specifically refer to following these instructions. Furthermore, everything players do in all games is following instructions. Games are made up of instructions! Games consist wholly of instructions to the players - what to do and when. Whenever you're checking if a player did something, it refers to that player having followed some instructions. I just can't believe that's controversial.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #114 on: January 18, 2023, 03:34:56 am »
0

Quote from: Jeebus
Quote from: Gdan0
Quote from: Jeebus
Since you can't trash a card without following an instruction, it must be technically true to say that "if it made you trash a card" asks if it made you follow an instruction to trash a card.

It must also be technically true to say that Harbor Village produces $1 if by resolving the next played action the player receives $ that is also attributed to that action.

So if you agree that it's true, you have conceded that step 3 is true. And step 4 too.

This actually concedes nothing. In your quote both "if it(the action) made you trash a card" and "if it (the action) made you follow an instruction to trash the card" mean almost the same thing. Both attribute trashing to the action,  because as we discussed, following instructions is innate. However,  Harbor Village does not say,  "instruction." Your use of "an instruction" is vague enough to allow for any rule or mechanic that attributes itself to the resolution of an action to satisfy the if clause. It's actually redundant here. This is why I responded to that quote with what I said. What I said is similar to the two things you said,  only mine describes what Harbor Village actually does and asks.

(I assume that with "action" you mean "Action card".)

Yes, they mean the same thing. "Being made to do something" means that you followed an instruction to do it. Nothing else could make you do it! If you'll read more closely, you'll see that I did not mean "if it(the action) made you trash a card" but rather "if it (playing the Action card) made you trash a card". It's vague because in step 3 we have not yet asked the question of exactly what made you trash a card (which is the same as saying "what instructions you followed to trash a card").

The reason I'm defining "it" as playing the card instead of the card itself, is that it allows for more interpretations, including that the card itself did it.

"Receives $ that is attributed to the Action card" is vague.
Barber Village is much easier to use, since then this whole "giving a resource" thing is not confusing people.
"Receives 'trash a card' that is attributed to the Action card" is vague. You're "attributing" an instruction to a card without saying what that means technically. The only way to be technically accurate is to talk about the player following instructions. It's never "redundant" to be more technically accurate, and any rules explanation has to be able to withstand the most technical description.

Quote from: Jeebus
I have replied to everything you're saying so many times in this thread that I don't care to adress it in detail even more times. That's why I asked you to specifically adress the post I made. In adressing step 3, you're jumping to your conclusion instead of directly adressing my point in that step. Sure, Harbor Village is asking about results, but "+$1" is an instruction followed by a player, and HV cares how that player ended up following an instruction to get $.

So we agree,  that Harbor Village cares about the result of the action. "+$1" is incidentally an instruction, but Harbor Village only cares so much that the resolution of the action "gives"(any changes to the game state that are attributed to the resolving of the action.) Whether or not instructions are followed are not within Harbor Villages scope, because it does not say "instruction" explicitly.

The thing is, Barber Village caring about the result of "trash a card" (which is an instruction) is the same as saying that Barber Village cares about the player trashing a card. But of course it cares about what made the player trash a card; in other words, what instructions the player followed to trash a card.

You say "resolving of the Action card", but of course "resolving" means following instructions. What else are we resolving?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #115 on: January 18, 2023, 03:58:05 am »
+1

Quote
If "Instance of a card" is whatever you end up doing as a result of playing that card, then Adventures tokens, Priest's +$2, another Cultist, etc., are all included.
If "Instance of a card" is supposed to exclude all those things, then it has to refer to just the card's instructions. If it's also supposed to include instructions from Ways or Enchantress, then we would have to define that specifically somehow (either with tagging instructions, or by calling out Ways/Enchantress by name or similar).
It's not everything that happens "as a result of" playing that card; it's every instruction issued by the instance, and nothing that triggered as a result.

I will give you a new answer to this. (Note that I restored the full text of what I wrote in the innermost quote.)
I'm asking how we define which instructions the Instance should include. You're answer is "every instruction issued by the instance". This is circular.

Quote from: chipperMDW
Quote
Quote from: chipperMDW
Why would we use the Instance model for gaining, though? As you demonstrated, it doesn't give the intended results there. If we use an Instance model for playing cards because it gives the intended results there, why would that mean we were forced to use it in other places?

Because there is nothing in the rules that say that they are different. If "Instance of playing a card" refers to whatever we were going to do from that and ALSO something that has been substituted, why shouldn't the same be true for "Instance of gaining a card"?

First of all, somewhere along the way, you seem to have started interpreting "Instance of playing a card" as "the stuff that results from playing a card" rather than "a particular playing of a card," the latter being what I have always intended it to mean. I see that you used it that way in the innermost quote of the last section (and in another sentence that isn't quoted), and I didn't correct you then because I assumed it was a typo. Maybe I misused it somewhere and gave you the wrong idea?

If you want a name for "the stuff that results from playing a card," I would call that its "results" or its "effects." That just seems like not what the word "instance" means.

I just used a short-hand there. I didn't mean that the term "Instance of playing a card" refers to whatever we were going to do from that, but rather that the actual Instance refers to (points to) what we were going to do.

When it comes to the innermost quote, you had taken it out of context.

I never meant that "Instance of playing a card" means the results.

Quote from: chipperMDW
But I think you're saying that, if, during the resolution of Ironworks, it proposed an "instance of gaining a card" that had a target of a Village, and 1E Trader triggered and modified the target of that gaining-instance to Silver, then the gaining-instance "resolved," then Ironworks would see that as "its own" gain and give you a coin. And, yeah, I could see it working that way. That would be a valid model via which the rules could work. But the thing is, Donald X. (eventually) ruled that it worked otherwise. Blue dog and everything. So... we don't (didn't) describe it that way.

I can only repeat what I said: There is nothing in the rules that say that they are different. Why would we have an "Instance of playing a card" and an "Instance of gaining a card" that work in opposite ways? There is certainly nothing in the rules to suggest it. Yes, Donald has ruled that Ways/Ench/Reckl work a particular way, but that is not because there is something special about the act of playing cards itself that is different than all other things you can do in Dominion.

Quote from: chipperMDW
Quote
You have decided that Ways get hooked to the Instance, but you could have programmed that however you wanted. Why doesn't the Adventures token get hooked to the Instance? Why doesn't Priest's "+$2"? Why does Reckless's "follow the instructions an extra time"?
By making these choices, you decide what cards/tokens that will count as "things you get from playing the card" and which won't. But there is no explanation in the program for why, it's just chosen arbitrarily to be that way. I don't see that the program answers anything.

You have defined "Instance of playing the card" for the sole purpose of interactions with Harbor Village, Moat, Elder and Lantern. Other abilities (as far as we have found) don't care. Imagine that Harbor Village was actually ruled to check everything that happens from announcing the card until you are done with everything that triggered off of that. And Moat could be ruled the same way, which means it would protect you from the whole chain of Cultists. Same with Elder and Lantern. Then we would have to define "Instance of the card" differently, to include everything. There would be nothing in the rules to proclude such a definition either, and it would work in accordance with those rulings. I get that that's what you're trying to do, with the actual rulings. But defining the concept of Instance to match exactly the rulings doesn't actually address the problems I have brought up.

(You're still using "instance" to describe something more like "effects" here.)

So, this all sounds like "You only programmed it that way because that's how Donald X. said it worked." And, well, you're correct. I thought the issue was that you were having trouble imagining a model in which what Donald X. described was consistent and possible. From what you say here, it seems more like the issue is that you don't see how Donald X. arrived at the conclusions he did from what the cards/rulebooks say.[/i]

No, I did imagine a model, the "tag model". See what I replied to GendoIkari above. You have created another version of my "tag model". It has the same problems.
« Last Edit: January 18, 2023, 04:33:03 am by Jeebus »
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chipperMDW

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #116 on: January 18, 2023, 12:59:40 pm »
+2

I can only repeat what I said: There is nothing in the rules that say that they are different. Why would we have an "Instance of playing a card" and an "Instance of gaining a card" that work in opposite ways? There is certainly nothing in the rules to suggest it. Yes, Donald has ruled that Ways/Ench/Reckl work a particular way, but that is not because there is something special about the act of playing cards itself that is different than all other things you can do in Dominion.

I think the question you mean to ask there is "Why would we have an 'instance of playing a card' when we don't have an 'instance of gaining a card'?" Since, if we did have an "instance of gaining a card" (that worked the way you're proposing), they would not work in opposite ways.

My answer there would be that, if Donald X. says that playing a card works a certain way that defies your expectations given how he says other things work, then maybe playing a card is special and different from those other things. You say that the rules don't say they should work differently; but Donald X.'s posts seem to have said they should.


I asked before and you didn't answer: Is this just a matter of you being dissatisfied that similar wordings are being used to describe dissimilar mechanisms (Ways vs. 1E Trader)? Or that dissimilar wordings are being used to describe similar mechanisms (Ways vs. Reckless)? Are you just looking for the wording in the rulebooks/rulings to be more precise and consistent?
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #117 on: January 18, 2023, 02:11:37 pm »
0

Quote from: Jeebus
You say "resolving of the Action card", but of course "resolving" means following instructions. What else are we resolving?

I'm glad you asked. If I say "follow instructions of the action card" it could be vague. It could be interpreted as everything that goes into playing an action or it could be interpreted as specifically the printed text on the card. When an action is played many game mechanics can happen. Playing the action as a Way. There are other effects like durations, tokens, or effects on other card that may do things during the playing of that action. When I say "resolve an action" that would mean to encompass all possible things that could occur. However, not everything that occurs at this time is attributable to the playing or instruction following of that action.

Quote from: Jeebus
"Receives $ that is attributed to the Action card" is vague.

This isn't vague as we already have rules are rulings that demonstrate this. I'm simply describing it. Ways attribute their effect to the action. Actions, of course, attribute their own effect to themselves. Adventures tokens, per their rules, do not attribute their effect to the action. Effects that can happen as you play an action or during resolving it may or may not be attributed to the action. It depends on the effect's specific wording. Donald X. gave a great example for this one.

Quote from: Jeebus
"Receives 'trash a card' that is attributed to the Action card" is vague. You're "attributing" an instruction to a card without saying what that means technically.

I don't think that is vague at all. I could try to describe it differently.
 
The player carries out the effect "trash a card" during the playing of the action whose source is the action.
The player carries out the effect "trash a card" during the playing of the action whose source is not the action.
The player carries out the effect "+$1" during the playing of the action whose source is the action.
The player carries out the effect "+$1" during the playing of the action whose source is not the action.

I'm a bit wary about using "source", just so long as its agreed that here it means "from where it is obtained." In addition an effect or rule may say an action is to be considered "from where it is obtained."
Also note I can remove, "The player carries out the effect" in all of these since it's implicit.

The player having to trash a card can happen for any number of reasons. This only matters if there is a hypothetical card that cares if an action is trashing a card. To be more technical an action that has "trash a card" be attributed to it. For example, if there was a trashing token in addition to the +1 card, +1 action, +1 buy, and +$1 tokens in Adventures that behaved exactly like those tokens. We'd have a situation where playing an action would first have you trash a card, but the trashing is not attributed to the action per the rules in the Adventures Rulebook. The trashing would not be attributed to the playing of the action, to the resolving of the action, or to following the instructions of the action. It would thus not give +$1 on our hypothetical Harbor Village that cares about trashing.

Quote from: Jeebus
The only way to be technically accurate is to talk about the player following instructions.

I'll soft disagree with this notion as the player following any instruction written anywhere or any game really, be it a rule, a ruling, a card, is so innate. It is so implicit and engrained into what makes a game. If the player following instructions has to be explicitly mentioned to be accurate when describing a card, then that must mean the player following instructions is explicitly mentioned on the card for a specific reason, otherwise its redundant and irrelevant. Harbor Village does not say "instruction." It doesn't need to. Harbor Village isn't looking for instructions being followed. It simply doesn't mention it explicitly at all. If you try to expand what Harbor Village means, in order for it to fall in line with how it's ruled would be. "If the next action and any attributable effects to the action gave you $, +$1" I'll expand it further. "If the player followed an instruction on the next action or an instruction that is attributed to the action and received $ as a result, +$1" I could word it like my example earlier. "If the player carried out instructions for "+$" whose source is the next action, +$1" Harbor Village could say something like this and be this long, but a lot of this is redundant because of rules and rulings that exist to govern the players and how cards are played. Harbor Village exists as its written and it is in line with how it is intended and ruled upon.

Quote from: Jeebus
It's never "redundant" to be more technically accurate, and any rules explanation has to be able to withstand the most technical description.

The reason why I say the phrasing is redundant is because "an instruction" would have it fall in line with all existing rules and rulings. Its already implicit that the player is going to follow instructions of some kind. The phrase "an instruction" can be any and all instructions in the game because of how vague it is. It is assumed that some instructions are being followed to do things. Only Harbor Village doesn't care about that, just the results and if those results were attributed to the action. It looks for "if it gave". "Gave" meaning whatever effect the player carried out that is attributed to the action. If there was an effect the player carried out during the resolving of said action, that the action didn't do, then the action didn't "give" it. Throughout all of this, of course, the player is carrying out "an instruction."

Quote from: Jeebus
Yes, they mean the same thing. "Being made to do something" means that you followed an instruction to do it. Nothing else could make you do it! If you'll read more closely, you'll see that I did not mean "if it(the action) made you trash a card" but rather "if it (playing the Action card) made you trash a card". It's vague because in step 3 we have not yet asked the question of exactly what made you trash a card (which is the same as saying "what instructions you followed to trash a card").

So long as you mean "if it(playing the action card) made you trash a cards" means "if carrying out the action's effects including all effects that are attributed to it made you trash a card." If you are trying to say "if it made you trash a card" to mean "if the card and nothing but its printed text made you trash the card", then I'd disagree.



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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #118 on: January 19, 2023, 02:42:28 am »
0

I can only repeat what I said: There is nothing in the rules that say that they are different. Why would we have an "Instance of playing a card" and an "Instance of gaining a card" that work in opposite ways? There is certainly nothing in the rules to suggest it. Yes, Donald has ruled that Ways/Ench/Reckl work a particular way, but that is not because there is something special about the act of playing cards itself that is different than all other things you can do in Dominion.

I think the question you mean to ask there is "Why would we have an 'instance of playing a card' when we don't have an 'instance of gaining a card'?" Since, if we did have an "instance of gaining a card" (that worked the way you're proposing), they would not work in opposite ways.

My answer there would be that, if Donald X. says that playing a card works a certain way that defies your expectations given how he says other things work, then maybe playing a card is special and different from those other things. You say that the rules don't say they should work differently; but Donald X.'s posts seem to have said they should.

If there is such a thing as "Instance if playing a card", it must mean "what the rules tell us to do when playing a card", and it follows that we also have "Instance of gaining a card" and everything else you can do in Dominion. But I see that you are inventing this concept as something special for playing cards, a node for hooking instructions into. As I said, it's my "tag model" all over again. This is my main argument against your model, which I have explained in different ways.

Quote from: chipperMDW
I asked before and you didn't answer: Is this just a matter of you being dissatisfied that similar wordings are being used to describe dissimilar mechanisms (Ways vs. 1E Trader)? Or that dissimilar wordings are being used to describe similar mechanisms (Ways vs. Reckless)? Are you just looking for the wording in the rulebooks/rulings to be more precise and consistent?

I didn't answer because I wasn't sure what specific argument of mine you were referring to. And because I explained everything so thoroughly already. The answer is no to all those three questions. I'll just quote myself and see if that helps you:
I have no problem with the way the Way rules are phrased or how Harbor Village is phrased. This is not about the English (non-technical) definition of "what a card does". As I have said, and explained in detail, it's fine to say that. The problem lies solely in finding the correct technical definitions.

I have explained my point in a succinct way here. (And several other times in more verbose ways.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #119 on: January 19, 2023, 03:46:34 am »
0

Quote from: Jeebus
You say "resolving of the Action card", but of course "resolving" means following instructions. What else are we resolving?

I'm glad you asked. If I say "follow instructions of the action card" it could be vague. It could be interpreted as everything that goes into playing an action or it could be interpreted as specifically the printed text on the card. When an action is played many game mechanics can happen. Playing the action as a Way. There are other effects like durations, tokens, or effects on other card that may do things during the playing of that action. When I say "resolve an action" that would mean to encompass all possible things that could occur. However, not everything that occurs at this time is attributable to the playing or instruction following of that action.

"Instructions of a card" means one thing and is not vague. Just like the cost, name and types of the card it is an attribute of the card. (They are printed on the card, yes, but they can be "shapeshifted", meaning changed. Bridge changes the cost of cards. Inheritance changes the instructions of Estates. Envious changes the instructions of Silver and Gold. There used to be more "shapeshifters", like Band of Misfits, but they were errataed away.) Enchantress for instance directly refers to the instructions of the card. It has a clear definition.

If we say "the instructions you follow as a result of playing a card", it can mean any of the different instructions, like tokens, etc. But "the card's instructions that you follow when you play it" can of course only mean the card's instructions. You say "resolve an Action card" and mean the first thing, but that is very unclear and confusing language. Then you should say at least "resolve the playing of an Action card".

But aside from that terminology, I see that we agree about this part.

Quote from: Gdan0
Quote from: Jeebus
"Receives $ that is attributed to the Action card" is vague.

This isn't vague as we already have rules are rulings that demonstrate this. I'm simply describing it. Ways attribute their effect to the action. Actions, of course, attribute their own effect to themselves. Adventures tokens, per their rules, do not attribute their effect to the action. Effects that can happen as you play an action or during resolving it may or may not be attributed to the action. It depends on the effect's specific wording. Donald X. gave a great example for this one.

We have a ruling, but this debate is about whether the ruling makes sense within the framework of how Dominion works in general and how games work in general. You can't explain why a ruling makes sense by saying that it's because we have that ruling. This is circular argumentation.

I'll note that neither Ways nor Harbor Village use the word "attribute". If you attribute something to a card, you are giving it an attribute, a property. Cards have that, as I said, their instructions, cost, name and types. You are giving it another. See my "tag model"!

Quote from: Gdan0
Quote from: Jeebus
"Receives 'trash a card' that is attributed to the Action card" is vague. You're "attributing" an instruction to a card without saying what that means technically.

I don't think that is vague at all. I could try to describe it differently.
 
The player carries out the effect "trash a card" during the playing of the action whose source is the action.
The player carries out the effect "trash a card" during the playing of the action whose source is not the action.
The player carries out the effect "+$1" during the playing of the action whose source is the action.
The player carries out the effect "+$1" during the playing of the action whose source is not the action.

I'm a bit wary about using "source", just so long as its agreed that here it means "from where it is obtained." In addition an effect or rule may say an action is to be considered "from where it is obtained."
Also note I can remove, "The player carries out the effect" in all of these since it's implicit.

"Source" is not defined anywhere, neither is "obtained". Note that I'm using the words "player" and "instructions" and "follow instructions", all defined in Dominion and also generally defined and understood in all games. Use these terms only and see where it gets you.

Quote from: Gdan0
Quote from: Jeebus
The only way to be technically accurate is to talk about the player following instructions.

I'll soft disagree with this notion as the player following any instruction written anywhere or any game really, be it a rule, a ruling, a card, is so innate. It is so implicit and engrained into what makes a game. If the player following instructions has to be explicitly mentioned to be accurate when describing a card, then that must mean the player following instructions is explicitly mentioned on the card for a specific reason, otherwise its redundant and irrelevant.

The point is not to have card texts themselves be unnecessarily more spesific, like mentioning "instructions" or "player" when it's not needed. But here we have a disagreement about card interactions, and the only way to get anywhere is to be technically specific when we talk about them.

Quote from: Gdan0
Harbor Village does not say "instruction." It doesn't need to. Harbor Village isn't looking for instructions being followed. It simply doesn't mention it explicitly at all.

Enchantress doesn't say "when you would follow the card's on-play instructions" either, but that's what it means according to the ruling. Cards use colloquial language a lot of the time, not technically accurate language.

Quote from: Gdan0
If you try to expand what Harbor Village means, in order for it to fall in line with how it's ruled would be. "If the next action and any attributable effects to the action gave you $, +$1" I'll expand it further. "If the player followed an instruction on the next action or an instruction that is attributed to the action and received $ as a result, +$1"

"Attributable" or "attributed to" would not be technically accurate, since they have no defined meaning. As I said, they are not used anywhere. We could use them of course, for talking about this, but then we have to define them. An attribute of a card seems to be a thing like its cost, name, etc., and as I said, you're then doing my tag model.

You're actually following my tag model exactly: "an instruction on the card or an instruction that is attributed to the card" is the same as "the instructions on the card or the card's Intrusive instructions", since I defined Ways as giving the card Intrusive instructions (in your parlance, "attributing the instructions to the card"). Note that this means that cards can have both instructions and "attributed instructions", so two types of instructions. As I wrote further down in that post, we then have to define a new rule to make it work: wherever "instructions" are mentioned with no modifier, the normal instructions are meant, not "attributed instructions".

Quote from: Gdan0
Quote from: Jeebus
Yes, they mean the same thing. "Being made to do something" means that you followed an instruction to do it. Nothing else could make you do it! If you'll read more closely, you'll see that I did not mean "if it(the action) made you trash a card" but rather "if it (playing the Action card) made you trash a card". It's vague because in step 3 we have not yet asked the question of exactly what made you trash a card (which is the same as saying "what instructions you followed to trash a card").

So long as you mean "if it(playing the action card) made you trash a cards" means "if carrying out the action's effects including all effects that are attributed to it made you trash a card." If you are trying to say "if it made you trash a card" to mean "if the card and nothing but its printed text made you trash the card", then I'd disagree.

In step 3, I am actually saying neither, as I have explained. I'm being as vague as Barber Village is. It just asks if playing the card made you trash a card. You are again jumping to the conclusion and reading into it. Again, if you read that post a little closer, you'll see that after the definitions in 3 and 4, THEN I'm addressing which instructions should be included in what Moat and Harbor Village is looking for. Once you've gotten past 3 and 4, you can address that.
« Last Edit: January 19, 2023, 04:06:24 am by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #120 on: January 19, 2023, 09:27:07 am »
+1

An attribute of a card seems to be a thing like its cost, name, etc

I could be mistaken, but it sounds like you're talking about a completely unrelated meaning of the word "attribute"; not even pronounced the same. You're talking about attribute, with emphasis on the a, a noun. He's talking about attribute, with emphasis on "tri", a verb.

Verb: regard something as being caused by (someone or something).
Noun: a quality or feature regarded as a characteristic or inherent part of someone or something.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #121 on: January 19, 2023, 09:44:34 am »
0

An attribute of a card seems to be a thing like its cost, name, etc

I could be mistaken, but it sounds like you're talking about a completely unrelated meaning of the word "attribute"; not even pronounced the same. You're talking about attribute, with emphasis on the a, a noun. He's talking about attribute, with emphasis on "tri", a verb.

Verb: regard something as being caused by (someone or something).
Noun: a quality or feature regarded as a characteristic or inherent part of someone or something.

I know it's a verb and pronounced differently. But there is also this meaning of the verb: to consider as a quality or characteristic of the person, thing, group, etc.
That's how I interpreted it. You might be right that he meant it the other way, but that doesn't exactly work, because he said that Ways "attribute" their effects to the card, and that describes the Way as actively affecting the card, not just "regarding" the effects as caused by the card. Ways are what makes it happen; Harbor Village is what checks it.

Udzu

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #122 on: January 19, 2023, 09:47:10 am »
0

-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Apologies if I misunderstood, but does this mean that you've finally had to rule on how Masquerade would behave as a Moatable Attack? I.e. what happens if you play an Attack, someone Moats it, then you use Way of the Mouse to play a set aside Masquerade?
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #123 on: January 19, 2023, 11:23:58 am »
+2

An attribute of a card seems to be a thing like its cost, name, etc

I could be mistaken, but it sounds like you're talking about a completely unrelated meaning of the word "attribute"; not even pronounced the same. You're talking about attribute, with emphasis on the a, a noun. He's talking about attribute, with emphasis on "tri", a verb.

Verb: regard something as being caused by (someone or something).
Noun: a quality or feature regarded as a characteristic or inherent part of someone or something.

I know it's a verb and pronounced differently. But there is also this meaning of the verb: to consider as a quality or characteristic of the person, thing, group, etc.
That's how I interpreted it. You might be right that he meant it the other way, but that doesn't exactly work, because he said that Ways "attribute" their effects to the card, and that describes the Way as actively affecting the card, not just "regarding" the effects as caused by the card. Ways are what makes it happen; Harbor Village is what checks it.

It was Donald X who originally brought up "attribute", and he definitely meant it as in the verb definition I quoted. I have been under the impression that the whole thing about Harbor Village has been colloquially "who gets credit for the effect", which is another way of saying "whom to we attribute the effect to". The fact that cards have attributes (noun) doesn't come into play at all there.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #124 on: January 19, 2023, 11:27:07 am »
+1

-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Apologies if I misunderstood, but does this mean that you've finally had to rule on how Masquerade would behave as a Moatable Attack? I.e. what happens if you play an Attack, someone Moats it, then you use Way of the Mouse to play a set aside Masquerade?

No, see similar question about Mouse and Duchess here: http://forum.dominionstrategy.com/index.php?topic=21600.msg899501#msg899501. The difference is that Mouse causes you to play a card, so that card's effects are separate from the original played card's effects. If Mouse had Masquerade's text printed on it directly, then yes a Moat would protect you from Masquerade (which would cause all sorts of issues).
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Udzu

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #125 on: January 19, 2023, 11:58:26 am »
+1

-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Apologies if I misunderstood, but does this mean that you've finally had to rule on how Masquerade would behave as a Moatable Attack? I.e. what happens if you play an Attack, someone Moats it, then you use Way of the Mouse to play a set aside Masquerade?

No, see similar question about Mouse and Duchess here: http://forum.dominionstrategy.com/index.php?topic=21600.msg899501#msg899501. The difference is that Mouse causes you to play a card, so that card's effects are separate from the original played card's effects. If Mouse had Masquerade's text printed on it directly, then yes a Moat would protect you from Masquerade (which would cause all sorts of issues).

Interesting, thanks. So you're "not affected" by Mouse's playing of Masquerade, but you are affected by Masquerade itself.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #126 on: January 19, 2023, 12:29:10 pm »
0

-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Apologies if I misunderstood, but does this mean that you've finally had to rule on how Masquerade would behave as a Moatable Attack? I.e. what happens if you play an Attack, someone Moats it, then you use Way of the Mouse to play a set aside Masquerade?

No, see similar question about Mouse and Duchess here: http://forum.dominionstrategy.com/index.php?topic=21600.msg899501#msg899501. The difference is that Mouse causes you to play a card, so that card's effects are separate from the original played card's effects. If Mouse had Masquerade's text printed on it directly, then yes a Moat would protect you from Masquerade (which would cause all sorts of issues).

Interesting, thanks. So you're "not affected" by Mouse's playing of Masquerade, but you are affected by Masquerade itself.

Right, just like how you're affected by the second Cultist, but revealing Moat to the first Cultist doesn't help you there.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #127 on: January 19, 2023, 01:17:23 pm »
+1

An attribute of a card seems to be a thing like its cost, name, etc

I could be mistaken, but it sounds like you're talking about a completely unrelated meaning of the word "attribute"; not even pronounced the same. You're talking about attribute, with emphasis on the a, a noun. He's talking about attribute, with emphasis on "tri", a verb.

Verb: regard something as being caused by (someone or something).
Noun: a quality or feature regarded as a characteristic or inherent part of someone or something.

I know it's a verb and pronounced differently. But there is also this meaning of the verb: to consider as a quality or characteristic of the person, thing, group, etc.
That's how I interpreted it. You might be right that he meant it the other way, but that doesn't exactly work, because he said that Ways "attribute" their effects to the card, and that describes the Way as actively affecting the card, not just "regarding" the effects as caused by the card. Ways are what makes it happen; Harbor Village is what checks it.

It was Donald X who originally brought up "attribute", and he definitely meant it as in the verb definition I quoted. I have been under the impression that the whole thing about Harbor Village has been colloquially "who gets credit for the effect", which is another way of saying "whom to we attribute the effect to". The fact that cards have attributes (noun) doesn't come into play at all there.

Okay, but I think the separation between the two senses of "attributed to" is a little fluid here. We are not talking about something that innately has the credit, but something that is given the credit by something else. The Way rules (per this ruling) tell us to do what the Way says and then credit the card as the thing that "does" it (really: tells us to do it). So the card is being given credit by a special rule. That's why I interpret "attributed to" (as said by Donald X. and Gdan0) as not always just meaning "seen as having the credit" but also "actively given the credit".
« Last Edit: January 19, 2023, 01:18:59 pm by Jeebus »
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #128 on: January 19, 2023, 02:31:04 pm »
+1

Quote from: Gdan0
Quote from: Jeebus
"Receives $ that is attributed to the Action card" is vague.

This isn't vague as we already have rules are rulings that demonstrate this. I'm simply describing it. Ways attribute their effect to the action. Actions, of course, attribute their own effect to themselves. Adventures tokens, per their rules, do not attribute their effect to the action. Effects that can happen as you play an action or during resolving it may or may not be attributed to the action. It depends on the effect's specific wording. Donald X. gave a great example for this one.

We have a ruling, but this debate is about whether the ruling makes sense within the framework of how Dominion works in general and how games work in general. You can't explain why a ruling makes sense by saying that it's because we have that ruling. This is circular argumentation.

I'll note that neither Ways nor Harbor Village use the word "attribute". If you attribute something to a card, you are giving it an attribute, a property. Cards have that, as I said, their instructions, cost, name and types. You are giving it another. See my "tag model"!

Quote from: Menagerie Rulebook
Menagerie has Ways. Each Way gives Action cards an additional option: you can play the Action for what
it normally does, or play it to do what the Way says to do. Playing an Action card for a Way ability
means not doing anything the Action card said to do when played.

GendoIkari has it correct when I'm saying "attribute." Playing an action for what it normally does, innately, has their abilities attributed itself. A rule or text (i.e. "That action also gives +$1") on a card may attribute effects to other actions.

An action is still played regardless of if you are following "its instructions*" or following the Way for its ability. This means any results from playing that action for the Way's ability is attributed to that action, because playing an action encompasses following the Way's ability. If you disagree that the text doesn't mean that, well that is why we have rulings by Donald X. to provide clarity.

*I quoted "its instructions" because there is precedent in this game where "instructions" is explicitly used to mean what the Action normally does. See Enchantress, Reckless.

This brings us back to Harbor Village. You are inserting meaning into Harbor Village when it doesn't say anything about "instructions".  In my opinion, Harbor Village isn't vague. "The next action gave" has clear meaning. For an action "to give" would mean to follow some instruction in the game that is from "playing that action." This, however, doesn't mean Harbor Village cares about if instructions are followed. Instruction following is incidental and not a determining factor in satisfying Harbor Village's if clause. (if the next action gave) The rules for Ways say "playing an Action card for a Way ability" This implies that the action is giving whatever the Way ability does. We have more than implications though. A ruling to clarify that it does indeed that.

Quote from: Jeebus
Quote from: Gdan0
Quote from: Jeebus
"Receives 'trash a card' that is attributed to the Action card" is vague. You're "attributing" an instruction to a card without saying what that means technically.

I don't think that is vague at all. I could try to describe it differently.
 
The player carries out the effect "trash a card" during the playing of the action whose source is the action.
The player carries out the effect "trash a card" during the playing of the action whose source is not the action.
The player carries out the effect "+$1" during the playing of the action whose source is the action.
The player carries out the effect "+$1" during the playing of the action whose source is not the action.

I'm a bit wary about using "source", just so long as its agreed that here it means "from where it is obtained." In addition an effect or rule may say an action is to be considered "from where it is obtained."
Also note I can remove, "The player carries out the effect" in all of these since it's implicit.

"Source" is not defined anywhere, neither is "obtained". Note that I'm using the words "player" and "instructions" and "follow instructions", all defined in Dominion and also generally defined and understood in all games. Use these terms only and see where it gets you.

Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.

Quote from: Jeebus
Quote from: Gdan0
Quote from: Jeebus
The only way to be technically accurate is to talk about the player following instructions.

I'll soft disagree with this notion as the player following any instruction written anywhere or any game really, be it a rule, a ruling, a card, is so innate. It is so implicit and engrained into what makes a game. If the player following instructions has to be explicitly mentioned to be accurate when describing a card, then that must mean the player following instructions is explicitly mentioned on the card for a specific reason, otherwise its redundant and irrelevant.

The point is not to have card texts themselves be unnecessarily more spesific, like mentioning "instructions" or "player" when it's not needed. But here we have a disagreement about card interactions, and the only way to get anywhere is to be technically specific when we talk about them.

Quote from: Gdan0
Harbor Village does not say "instruction." It doesn't need to. Harbor Village isn't looking for instructions being followed. It simply doesn't mention it explicitly at all.

Enchantress doesn't say "when you would follow the card's on-play instructions" either, but that's what it means according to the ruling. Cards use colloquial language a lot of the time, not technically accurate language.

Enchantress indeed doesn't say that explicitly, but through its ruling it is clarified to mean exactly that. The ruling also happens to make sense. On this precedent if a card explicitly says "its instruction" or "instruction" it should be assumed that it is referring to its normal text, unless noted otherwise by context in which "its instruction" is used or other rules and rulings. Harbor Village says "if it(the next played action) gave you $" is ruled the way it is because it would take a lot of warping of its interpretation to have it behave any other way than its printed meaning. There are two concepts called Rules as Written and Rules as Intended. Sometimes something may be written in a vague way (and I'm not saying Harbor Village necessarily is) it then takes the developer to clarify what is intended. In this case what is written and what is intended are in line with each other. The only matter is what it means for an action to give and well, I've been describing that. There are elements in this game that could have the player carry out instructions during the playing of an action that are not attributed to that action. (i.e. Adventures tokens or an effect that says, "when you play an action, +$1")

I'll respond to the remainder of the post when I have time. The "attribute" portion is mostly defunct now that the meaning of "attribute" was clarified by GendoIkari.
« Last Edit: January 19, 2023, 04:17:02 pm by Gdan0 »
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #129 on: January 19, 2023, 07:04:38 pm »
+1

Quote from: Jeebus
Quote from: Gdan0
If you try to expand what Harbor Village means, in order for it to fall in line with how it's ruled would be. "If the next action and any attributable effects to the action gave you $, +$1" I'll expand it further. "If the player followed an instruction on the next action or an instruction that is attributed to the action and received $ as a result, +$1"

"Attributable" or "attributed to" would not be technically accurate, since they have no defined meaning. As I said, they are not used anywhere. We could use them of course, for talking about this, but then we have to define them. An attribute of a card seems to be a thing like its cost, name, etc., and as I said, you're then doing my tag model.

You're actually following my tag model exactly: "an instruction on the card or an instruction that is attributed to the card" is the same as "the instructions on the card or the card's Intrusive instructions", since I defined Ways as giving the card Intrusive instructions (in your parlance, "attributing the instructions to the card"). Note that this means that cards can have both instructions and "attributed instructions", so two types of instructions. As I wrote further down in that post, we then have to define a new rule to make it work: wherever "instructions" are mentioned with no modifier, the normal instructions are meant, not "attributed instructions".

I'm definitely not using "attribute" as a noun. Especially not to describe qualities of a card. The context in how I'm using it should of been sufficient to determine that I'm using it in the way GendoIkari mentioned. I would probably use "characteristic" when describing a card so there wouldn't be any ambiguous language.  The rest is based on your conclusion of what you thought I meant, so I don't feel the need to comment. However:
 
Quote from: Jeebus
we then have to define a new rule to make it work: wherever "instructions" are mentioned with no modifier, the normal instructions are meant, not "attributed instructions".

Is this not already precisely how Enchantress and Reckless are ruled upon? If so, the precedent already exists as I've mentioned.

Quote from: Jeebus
But which instructions are included in "the instructions you follow playing a card"?

Clearly, it includes the card's instructions. And certainly the most straight-forward, obvious answer is that it only includes the card's instructions. (Since it does not include Adventures tokens, Cultist played by Cultist, etc.)

But we somehow want it to include the Way's instructions, Enchantress's instructions "+1 Card and +1 Action" and Reckless's instructions to "follow the card's instructions an extra time". But, we don't want to say that those instructions in any way are, or count as, the card's instructions. Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

I disagree with your conclusion when you say, "it only includes the card's instructions." And I'm assuming here you mean the literal text of the card.  Why? When Enchantress is in play it replaces what you would normally do while playing an action card with the cantrip, but this is only if you play the action card for what it normally does. The cantrip is also given by the played action, per the official FAQ. Playing the action for the Way's ability isn't playing the action for what it normally does. Remember, per the rules in Menagerie's Rulebook, you are still playing the action. Reckless has you carry out what a card would normally do, only twice. If you aren't doing what a card normally would do, Reckless would not apply. You are still playing that card,  however. It should also be put into consideration other hypothical effects that can say things similar to, "If an action you played met some criteria, the action also gives you some effect." That would mean the action is doing or giving something that it doesn't normally do when played. The ruling makes sense because both the rules and cards are being interpreted in a reasonable way. It is not reasonable to say "instructions you follow playing the card" to only mean "it only includes the card's instructions" because there are rules, that when interpreted in a reasonable way, contradict this.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #130 on: January 20, 2023, 06:03:41 am »
0

An action is still played regardless of if you are following "its instructions*" or following the Way for its ability. This means any results from playing that action for the Way's ability is attributed to that action, because playing an action encompasses following the Way's ability. If you disagree that the text doesn't mean that, well that is why we have rulings by Donald X. to provide clarity.

Again, circular argumentation.

Quote from: Gdan0
This brings us back to Harbor Village. You are inserting meaning into Harbor Village when it doesn't say anything about "instructions".  In my opinion, Harbor Village isn't vague. "The next action gave" has clear meaning. For an action "to give" would mean to follow some instruction in the game that is from "playing that action."

That definition includes Adventures tokens and other things, as I have said many times.

Quote from: Gdan0
This, however, doesn't mean Harbor Village cares about if instructions are followed. Instruction following is incidental and not a determining factor in satisfying Harbor Village's if clause. (if the next action gave)

I have never said that Harbor Village cares whether instructions are followed to get $. That would be a silly thing for me to say, since "+$" can't happen without an instruction being followed. Harbor Village implicitly cares if the "+$" instruction is being followed, and importantly, it cares where that instruction comes from.

Quote from: Gdan0
The rules for Ways say "playing an Action card for a Way ability" This implies that the action is giving whatever the Way ability does. We have more than implications though. A ruling to clarify that it does indeed that.

Again, circular argumentation.
I will also note that Donald X. originally ruled that Enchantress and Ways did not "attribute" anything to the played Action card. He just recently reinterpreted the rules. So I think we can be pretty sure that he didn't intend one way or another when he originally formulated the rules or card texts for Ways and Enchantress; he's just reading and interpreting them after the fact.

Quote from: Gdan0
Quote from: Jeebus
"Source" is not defined anywhere, neither is "obtained". Note that I'm using the words "player" and "instructions" and "follow instructions", all defined in Dominion and also generally defined and understood in all games. Use these terms only and see where it gets you.

Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.

You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

Quote from: Gdan0
Quote from: Jeebus
Quote from: Gdan0
Harbor Village does not say "instruction." It doesn't need to. Harbor Village isn't looking for instructions being followed. It simply doesn't mention it explicitly at all.

Enchantress doesn't say "when you would follow the card's on-play instructions" either, but that's what it means according to the ruling. Cards use colloquial language a lot of the time, not technically accurate language.

Enchantress indeed doesn't say that explicitly, but through its ruling it is clarified to mean exactly that. The ruling also happens to make sense. On this precedent if a card explicitly says "its instruction" or "instruction" it should be assumed that it is referring to its normal text, unless noted otherwise by context in which "its instruction" is used or other rules and rulings. Harbor Village says "if it(the next played action) gave you $" is ruled the way it is because it would take a lot of warping of its interpretation to have it behave any other way than its printed meaning.

From the base game rulebook, a card "giving you +1 Action" is used to refer to the player following the card's instructions. It would certainly not be "warping" to rule that that's what it still means. "Giving you +1 Action" must mean "making you get +1 Action". Just like "giving you 'trash a card'" must mean "making you trash a card". So to say that "a card making you trash a card" is the same as "following a card's instructions to trash a card" would not be warping anything, but a perfectly reasonable ruling.

Priest says "when you trash a card, +$2". Supposedly, if there were a card (Marble Village) that triggered when trashing a card "gives you $", it would not trigger from Priest's "+$2". According to Donald X., if Priest said "when you trash a card, it gives you $2", Marble Village would trigger from that. But note that the rulebook does use this term for Priest: "trashing a card from your hand will give you +$2". So the terms ("+$2" and "give you +$2") have been used colloquially to mean the same thing. There is no reason why it has to have one of the two specific meanings just based on the text on Harbor Village. And for me it would be way more reasonable if they still meant the same thing.

I don't see that you have technically described "to give". What needs to be technically described though is what it means for a card to "make you" do something without it entailing you following the card's instructions. Note that "do something" always means following some instructions, so to rephrase the question: What does it mean for a card to "make you" follow some instructions that are not the card's instructions?

Actually, it would seem that this is exactly what Chameleon does - it says to "follow this card's instructions" (so it makes you follow those instructions). But that is because "follow this card's instructions" is Chameleon's instructions. So if Smithy makes you trash a card (via Way of the Goat) it would seem that we have shapeshifted Smithy's instructions to "follow Way of the Goat's instructions".

Quote from: Jeebus
we then have to define a new rule to make it work: wherever "instructions" are mentioned with no modifier, the normal instructions are meant, not "attributed instructions".

Is this not already precisely how Enchantress and Reckless are ruled upon? If so, the precedent already exists as I've mentioned.

No, they just mention "instructions". For instance, if the instructions where changed (shapeshifted), they would refer to the new instructions. If a card was given two sets of instructions, we would need that rule.

Quote from: Gdan0
Quote from: Jeebus
But which instructions are included in "the instructions you follow playing a card"?

Clearly, it includes the card's instructions. And certainly the most straight-forward, obvious answer is that it only includes the card's instructions. (Since it does not include Adventures tokens, Cultist played by Cultist, etc.)

But we somehow want it to include the Way's instructions, Enchantress's instructions "+1 Card and +1 Action" and Reckless's instructions to "follow the card's instructions an extra time". But, we don't want to say that those instructions in any way are, or count as, the card's instructions. Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

I disagree with your conclusion when you say, "it only includes the card's instructions."

That was not my conclusion there. You seems to have skipped the last paragraph.

Quote from: Gdan0
And I'm assuming here you mean the literal text of the card.  Why? When Enchantress is in play it replaces what you would normally do while playing an action card with the cantrip, but this is only if you play the action card for what it normally does. The cantrip is also given by the played action, per the official FAQ. Playing the action for the Way's ability isn't playing the action for what it normally does. Remember, per the rules in Menagerie's Rulebook, you are still playing the action. Reckless has you carry out what a card would normally do, only twice. If you aren't doing what a card normally would do, Reckless would not apply. You are still playing that card,  however. It should also be put into consideration other hypothical effects that can say things similar to, "If an action you played met some criteria, the action also gives you some effect." That would mean the action is doing or giving something that it doesn't normally do when played. The ruling makes sense because both the rules and cards are being interpreted in a reasonable way. It is not reasonable to say "instructions you follow playing the card" to only mean "it only includes the card's instructions" because there are rules, that when interpreted in a reasonable way, contradict this.

Again, circular. You keep saying "the rulings work becuase the rulings say so".

You seem to be confusing two aspects of Enchantress/Reckless here. I was talking about the effect of those cards ("+1 Card and +1 Action", "follow the card's instructions an extra time"), while you are talking about when those cards apply.

You argue that "you are still playing the card". Yes, of course you are playing the card, but that has very little to do with Ways and Enchantress. They trigger when you get to "when you would resolve the card's instructions". Other things trigger from playing the card too.
« Last Edit: January 20, 2023, 06:04:57 am by Jeebus »
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #131 on: January 20, 2023, 01:22:48 pm »
+1

Quote from: Jeebus
I will also note that Donald X. originally ruled that Enchantress and Ways did not "attribute" anything to the played Action card. He just recently reinterpreted the rules. So I think we can be pretty sure that he didn't intend one way or another when he originally formulated the rules or card texts for Ways and Enchantress; he's just reading and interpreting them after the fact.

I would disagree with the previous ruling based on what the rules and FAQ say. The current ruling is in line with what a reasonable interpretation of the rules and FAQ say.

Quote from: Jeebus
Quote from: Gdan0
Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.
You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

No mistake here, I mentioned Ways intentionally because it is part of playing an action.
Where at all did I say that?
"Give" is a basic English word that is used countless times in the rulebooks and FAQ. Its context matters.

Quote from: Jeebus
Priest says "when you trash a card, +$2". Supposedly, if there were a card (Marble Village) that triggered when trashing a card "gives you $", it would not trigger from Priest's "+$2". According to Donald X., if Priest said "when you trash a card, it gives you $2", Marble Village would trigger from that. But note that the rulebook does use this term for Priest: "trashing a card from your hand will give you +$2". So the terms ("+$2" and "give you +$2") have been used colloquially to mean the same thing. There is no reason why it has to have one of the two specific meanings just based on the text on Harbor Village. And for me it would be way more reasonable if they still meant the same thing.

Yeah, you need to clean up the wording of what this "Marble Village" does. Is it supposed to be worded like Harbor Village? i.e. "If the next played action gave you $ from trashing a card, +$1" If so, I'm in agreement that the "when you trash a card" effect of Priest wouldn't cause this if clause to be satisfied. The $2 on Priest isn't attributed to any card being played. The FAQ for Priest indeed says "trashing a card from your hand will give you +$." The player is given $2. The player is given $2 from what though? By the player trashing a card of course. This is completely divorced from whatever may have instructed the player to trash a card.

Quote from: Jeebus
So the terms ("+$2" and "give you +$2") have been used colloquially to mean the same thing. There is no reason why it has to have one of the two specific meanings just based on the text on Harbor Village. And for me it would be way more reasonable if they still meant the same thing.

This is a stretch. You are using the verb "give" without having a noun, pronoun, or present participle to provide proper context. i.e. "trashing a card from your hand will give you +$" "if the next action played gave you $, +$1" Specific meaning occurs because additional text provides context, this is a basic quality of written language. You are saying you want "give" to be used the same way every time, even though it is used essentially the same every time. It seems you want to ignore context in which "give" is used. I find that unreasonable. The use of "give" isn't changing, the context in where it is used is changing.

Quote from: Jeebus
I don't see that you have technically described "to give". What needs to be technically described though is what it means for a card to "make you" do something without it entailing you following the card's instructions.

"Give" is a basic English word. It's also used many times in the rulebook and FAQ.

Quote from: Jeebus
Note that "do something" always means following some instructions, so to rephrase the question: What does it mean for a card to "make you" follow some instructions that are not the card's instructions?

I'm assuming here you mean "not the card's the on-play instructions" when you say "not the card's instructions" It means that there are some instructions the player is following that are attributed to the card and its playing.

Quote from: Jeebus
Actually, it would seem that this is exactly what Chameleon does - it says to "follow this card's instructions" (so it makes you follow those instructions). But that is because "follow this card's instructions" is Chameleon's instructions. So if Smithy makes you trash a card (via Way of the Goat) it would seem that we have shapeshifted Smithy's instructions to "follow Way of the Goat's instructions".

Incorrect. Chameleon doesn't make you follow the on-play instructions in the same way you normally would when playing an action. The moment the player has decided to play an action for Chameleon, the player is no longer playing the action for what it normally does. This does not mean the on-play text of the card changes. Only you aren't carrying out the on-play instructions, but the instructions of the Way. (I'll also reiterate the rules of Ways: "you can play the Action … to do what the Way says to do." and "Playing an Action card for a Way ability means not doing anything the Action card said to do when played.")

Quote from: Jeebus
Quote from: Gdan0
Quote from: Jeebus
But which instructions are included in "the instructions you follow playing a card"?

Clearly, it includes the card's instructions. And certainly the most straight-forward, obvious answer is that it only includes the card's instructions. (Since it does not include Adventures tokens, Cultist played by Cultist, etc.)

But we somehow want it to include the Way's instructions, Enchantress's instructions "+1 Card and +1 Action" and Reckless's instructions to "follow the card's instructions an extra time". But, we don't want to say that those instructions in any way are, or count as, the card's instructions. Then how the frack do we solve it*? It's remarkable to me that nobody can answer this and still claim that this ruling makes any sense.

I disagree with your conclusion when you say, "it only includes the card's instructions."

That was not my conclusion there. You seems to have skipped the last paragraph.

You really need to reword all of that then. You begin by posing the question, "But which instructions are included in "the instructions you follow playing a card"?". You then answer it with a conclusion that I disagree with(based on what the rules already say). The last paragraph is then led with "but" following that conclusion. This indicates you are using that conclusion as a premise to the final paragraph. Then you pose a question whose basis lies in that premise you made. If I disagree with the premise of the last paragraph (that you explicitly stated, "And certainly the most straight-forward, obvious answer is that it only includes the card's instructions.") then I can't comment on the question you pose in the last paragraph.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #132 on: January 20, 2023, 04:18:46 pm »
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Quote from: Jeebus
Quote from: Gdan0
Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.
You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

No mistake here, I mentioned Ways intentionally because it is part of playing an action.

Your second sentence includes "any abilities that are given to the action" which are (according to you) supposed to include the Way's instructions, so it's redundant to mention the Way's instructions in the first sentence also. I'm surprised you don't realize this is a mistake.

Quote from: Gdan0
Where at all did I say that?

"the player follows the action's instruction for what it normally does or what the Way's instruction does."
So either "the player follows the action's instruction for what it normally does" or "the player follows the action's instruction for what the Way's instruction does".
The Way is another card, so "the player follows the action's instruction for what another card's instruction does".

I'll stop there.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #133 on: January 20, 2023, 04:38:35 pm »
+2

Quote from: Jeebus
Quote from: Gdan0
Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.
You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

No mistake here, I mentioned Ways intentionally because it is part of playing an action.

Your second sentence includes "any abilities that are given to the action" which are (according to you) supposed to include the Way's instructions, so it's redundant to mention the Way's instructions in the first sentence also. I'm surprised you don't realize this is a mistake.

Quote from: Gdan0
Where at all did I say that?

"the player follows the action's instruction for what it normally does or what the Way's instruction does."
So either "the player follows the action's instruction for what it normally does" or "the player follows the action's instruction for what the Way's instruction does".
The Way is another card, so "the player follows the action's instruction for what another card's instruction does".

I'll stop there.

Just to throw on a different reading of the "or" given here:

"the player follows [the action's instruction for what it normally does] or [what the Way's instruction does]".

Not sure if this is what Gdan0 meant, but it makes more sense to me than your reading as:

"the player follows the action's instruction for [what it normally does] or [what the Way's instruction does]".

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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #134 on: January 20, 2023, 05:19:10 pm »
+1

Quote from: Jeebus
Quote from: Gdan0
Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.
You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

No mistake here, I mentioned Ways intentionally because it is part of playing an action.

Your second sentence includes "any abilities that are given to the action" which are (according to you) supposed to include the Way's instructions, so it's redundant to mention the Way's instructions in the first sentence also. I'm surprised you don't realize this is a mistake.

Quote from: Gdan0
Where at all did I say that?

"the player follows the action's instruction for what it normally does or what the Way's instruction does."
So either "the player follows the action's instruction for what it normally does" or "the player follows the action's instruction for what the Way's instruction does".
The Way is another card, so "the player follows the action's instruction for what another card's instruction does".

I'll stop there.

The second sentence is there to cover any non-way effects that may be given to the action. i.e. "This turn, your actions also give $+1" So, no mistakes here.

Ways may physically be cards, but they aren't cards the player plays. I recall Donald X. describing them as vessels to hold instructions. Calling landscapes "cards" in the same way we call cards that we play "cards" is
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #135 on: January 20, 2023, 05:31:56 pm »
+2

Quote from: GendoIkari
Just to throw on a different reading of the "or" given here:

"the player follows [the action's instruction for what it normally does] or [what the Way's instruction does]".

Not sure if this is what Gdan0 meant, but it makes more sense to me than your reading as:

"the player follows the action's instruction for [what it normally does] or [what the Way's instruction does]".

That's pretty close. I'll revise it to add more clarity. I really want to stress that the "When playing an action" is part of both sides of the "or".
It's meant to be read as "When playing an action, the player may follow the action's instruction for what it normally says to do. -or- When playing an action, the player may follow the Way's instruction for what the Way says to do." Either way it's the action doing the effect.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #136 on: January 21, 2023, 03:56:01 am »
0

Quote from: GendoIkari
Just to throw on a different reading of the "or" given here:

"the player follows [the action's instruction for what it normally does] or [what the Way's instruction does]".

Not sure if this is what Gdan0 meant, but it makes more sense to me than your reading as:

"the player follows the action's instruction for [what it normally does] or [what the Way's instruction does]".

That's pretty close. I'll revise it to add more clarity. I really want to stress that the "When playing an action" is part of both sides of the "or".
It's meant to be read as "When playing an action, the player may follow the action's instruction for what it normally says to do. -or- When playing an action, the player may follow the Way's instruction for what the Way says to do." Either way it's the action doing the effect.

Okay, GendoIkari's interpretation certainly makes more sense, but that's not how it naturally read. And I actually think you did mean something closer to what I wrote, because of what you're saying now.

But I'll focus on your new version. Since "the Action's instructions" = "what it normally says to do", and "the Way's instructions" = "what the Way says to do", then what you're saying is: "When playing an action, the player may follow the Action's instructions or the Way's instructions." Which is the same thing that I have said, the same definition we had from before the new ruling, and doesn't help explain anything.

Quote from: Jeebus
Quote from: Gdan0
Sure. When playing an action, the player follows the action's instruction for what it normally does or what the Way's instruction does. In addition the player follows instructions of any abilities that are given to the action and the player follows instructions of any other abilities that may happen before, during, or after the playing of that action. Pretty simple, just wordy.
You included the Way thing in two different ways there, I guess by mistake.
"Follow a card's instructions for what another card's instruction does" is nonsensical.
You are using "given" when the point was to not use any of these undefined terms. (As I said before, "attributed" is also not defined anywhere and not used in the rulebooks or on cards.)

No mistake here, I mentioned Ways intentionally because it is part of playing an action.

Your second sentence includes "any abilities that are given to the action" which are (according to you) supposed to include the Way's instructions, so it's redundant to mention the Way's instructions in the first sentence also. I'm surprised you don't realize this is a mistake.

Quote from: Gdan0
Where at all did I say that?

"the player follows the action's instruction for what it normally does or what the Way's instruction does."
So either "the player follows the action's instruction for what it normally does" or "the player follows the action's instruction for what the Way's instruction does".
The Way is another card, so "the player follows the action's instruction for what another card's instruction does".

I'll stop there.

The second sentence is there to cover any non-way effects that may be given to the action. i.e. "This turn, your actions also give $+1" So, no mistakes here.

Dude, that sentence also covers Way effects! Ways are supposed to make the Action card "give" you stuff, remember? That's the whole point here, I mean your point. Mentioning Ways in the first sentence is redundant and makes your definition even worse than it already needs to be. But I think part of the problem here is also that you're not sure what you're definining. What we were actually talking about was Barber Village's technical definition. Somehow you're now conflating it with the definition of using a Way. I think that's why we're getting stuff double up.

Quote from: Gdan0
Ways may physically be cards, but they aren't cards the player plays. I recall Donald X. describing them as vessels to hold instructions. Calling landscapes "cards" in the same way we call cards that we play "cards" is

The Way's instructions are on the Way card, that much is obviously true. But it's completely irrelevant anyway, call it "game object" for all I care, it doesn't change anything.

« Last Edit: January 21, 2023, 04:00:53 am by Jeebus »
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segura

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #137 on: January 21, 2023, 03:59:54 am »
+1

Ways ain’t cards. For all that arbitrary definitions and jargon you make up to cover weird rule edge cases that are utterly irrelevant it is beyond strange to ignore existing definitions.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #138 on: January 21, 2023, 04:07:23 am »
0

Ways ain’t cards. For all that arbitrary definitions and jargon you make up to cover weird rule edge cases that are utterly irrelevant it is beyond strange to ignore existing definitions.

For all the things you could object to, you chose something completely irrelevant and ALSO moot. (But if you want to have that debate, you can start another thread.)

I'm actually pretty much the only person here not making up definitions and jargon. What jargon have I made up?

And I don't think how two cards (gasp! I said cards!) actually work together is utterly irrelevant. That's a strange thing to say. If you only care about how cards work in a vacuum, then why are you even playing Dominion?

segura

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #139 on: January 21, 2023, 04:17:06 am »
+1

Huh? You made up stuff like instructions and so on. Lots of quotation marks flying around here.

Anyway, the designer already said everything relevant. Does not lead anywhere.

And if you get basic stuff wrong like cards and landscapes wrong, it is beyond unlikely that whatever funky stuff you make up will solve obscure theoretically rule issues.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #140 on: January 21, 2023, 04:43:18 am »
+1

Huh? You made up stuff like instructions and so on. Lots of quotation marks flying around here.

"And so on"? You mentioned one thing, "instructions". That is not made up, it's clearly defined in the base game rulebook and on cards. I can give you the relevant quotes, but I don't think you're being serious and honest here.

I have put quotation marks around card text and technical descriptions. When it comes to terms or jargon, I have put quotation marks around other people's jargon, like "Instance", "attribute", "source", "give" etc.
Other people sure have used quotation marks around their new jargon though.

I really think you're making this stuff up.

And you didn't address what I said about interactions between two cards. Of course.
« Last Edit: January 21, 2023, 05:21:41 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #141 on: January 21, 2023, 04:49:08 am »
+1



Rulebook page 6:
Action cards all have a text box with instructions; sometimes other cards do.

Rulebook page 4:
Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.

Here we can see that the card's instructions actually consist of separate instructions that you follow one by one; first the first instruction and so on. This is of course important in terms of the timing of triggered abilities. Each instruction can cause several things to trigger, before you move on to the next instruction. We see clearly how "+$1", "draw a card" and "trash a card" each is an instruction.

Instructed is also used, page 8:
"Look at a card" - You get to see the card; other players do not. After looking at it, return it to wherever it was (unless otherwise instructed).

Clearly instructed here is referring to the instructions: whether the instructions tell you otherwise.
« Last Edit: January 21, 2023, 04:58:55 am by Jeebus »
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segura

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #142 on: January 21, 2023, 05:03:58 am »
+1

True that, I fucked that up. Like you fucked up landscapes and cards. The again I am not obsessing over rules so pardon me for not knowing the rule book by heart.

Now tell me, what non-existing rule issue did YOU solve here? Last time I checked your obsession about instructions did not do anything for DXV.

I never saw a rule issue in the OP, only you being lost in irrelevant details. Like the forest and the trees, hence your confusion about basic stuff like Ways being landscapes.

You know, I PLAY games. If a rule issue comes up, you look it up or house rule on the way. In how many games you play do unclear rule issues appear and what do you do then? Freeze the game until DXV replied or house rule as well?
« Last Edit: January 21, 2023, 05:05:22 am by segura »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #143 on: January 21, 2023, 05:19:40 am »
0

True that, I fucked that up. Like you fucked up landscapes and cards. The again I am not obsessing over rules so pardon me for not knowing the rule book by heart.

Now tell me, what non-existing rule issue did YOU solve here? Last time I checked your obsession about instructions did not do anything for DXV.

I never saw a rule issue in the OP, only you being lost in irrelevant details. Like the forest and the trees, hence your confusion about basic stuff like Ways being landscapes.

You know, I PLAY games. If a rule issue comes up, you look it up or house rule on the way. In how many games you play do unclear rule issues appear and what do you do then? Freeze the game until DXV replied or house rule as well?

Okay, you wrote:
Ways ain’t cards. For all that arbitrary definitions and jargon you make up to cover weird rule edge cases that are utterly irrelevant it is beyond strange to ignore existing definitions.

So you fucked up "arbitrary definitions and jargon you make up". (Oh, and also the thing about quotation marks.)
You fucked up "weird rule edge cases that are utterly irrelevant".
And "Ways ain’t cards" is totally irrelevant in this debate, and also moot after Gdan0 rephrased his definition. But of course it's the only thing you have left, so you cling to it. As I said, I'm happy to debate it with you in another thread. Quit spewing silly trash talk here and be constructive.
« Last Edit: January 21, 2023, 05:21:04 am by Jeebus »
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segura

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #144 on: January 21, 2023, 05:25:50 am »
+1

Well, unlike you I own my mistakes. About instructions not being in the rules, the rest you claimed I fucked up is not a fuck up but a characterization of what you are doing here.
Self delusion is unhealthy dude, DXV chimed out, what you are doing is not constructive or useful for fixing the rules.

I am done here, discussing with you is like discussing with a lawyer who lives in a cell, never had to represent a client in court and obsesses about irrelevant details and holes in the law.
« Last Edit: January 21, 2023, 05:28:14 am by segura »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #145 on: January 21, 2023, 05:37:50 am »
+2

Well, unlike you I own my mistakes. About instructions not being in the rules, the rest you claimed I fucked up is not a fuck up but a characterization of what you are doing here.
Self delusion is unhealthy dude, DXV chimed out, what you are doing is not constructive or useful for fixing the rules.

I am done here, discussing with you is like discussing with a lawyer who lives in a cell, never had to represent a client in court and obsesses about irrelevant details and holes in the law.

You are "characterizing" my rules questions as "weird rule edge cases that are utterly irrelevant", and I told you that they are about card interactions involving two cards, and I asked you if you think that's irrelevant. If so, all questions in the rules forum are irrelevant. You never replied, and certainly never "owned" your mistake.

You said I make up arbitrary jargon, but you had one example, which was false. So that whole claim was wrong. I haven't seen you "owning" it.

If you think I don't own my mistakes, you haven't seen all the times I've been wrong in this forum and admitted it. It's a bit embarrassing sometimes.

Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #146 on: January 21, 2023, 05:42:54 am »
0

I've been really trying to make a functional definition of this new ruling.

But then I realized two things:

1) Enchantress

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

How does the game possibly have anything like that first hypothetical? But it does, e.g. Way of the Sheep.

Donald X. here explained an important difference in wording. But actually, Enchantress has the second wording, not the first. Enchantress says that when the player plays the card, "they get +1 Card and +1 Action", not "it gives them +1 Card and +1 Action". (If Enchantress instead had Way of the Goat's effect, it would say "they trash a a card", not "it makes them trash a card".)

So according to the card text on Enchantress, it works as the old ruling, not the new ruling. (The rulebook does have one instance of "the Action will give them +1 Card +1 Action", but I would think the actual card text saying the opposite should take precedence.)

***

2) Reckless

Then there is the question of why Reckless follows the new ruling. This question is based on how Donald X. said Reckless works timing-wise, namely that it kicks in after you have followed the instructions once, and make you follow them an extra time. That seems very different from what Ways or Enchantress do, which is making you do something else instead.

All three share the trait (no pun intended) of triggering when you are in the "following instructions" part of playing a card (after Reactions and before Royal Carriage). But we can easily imagine another Trait that does this. Reckless triggers "when you follow the instructions", making you follow them an extra time. So, with the same timing as Reckless:
Moneygiving: When you follow the instructions of a played Moneygiving card, +$2.
Should the +$2 be seen something the card gives you? If not, why does Reckless?

Moneygiving2: When a played Moneygiving2 card makes you trash a card, +$2.
This triggers right in the middle of the "following instructions" part. Should the +$2 be seen something the card gives you? It's the same timing as Priest's +$2.

Maybe the answer is that since those Traits don't say "it gives you +$2", the +$2 is not seen as something the card gives you. But does Reckless say that? It just says "follow the instructions", it doesn't say that the card makes you do it. Neither does the rulebook: "When you play a Reckless card, you follow its instructions an extra time", not "it makes you follow its instructions an extra time".

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #147 on: January 21, 2023, 01:10:25 pm »
+1

Quote from: Jeebus
Dude, that sentence also covers Way effects! Ways are supposed to make the Action card "give" you stuff, remember? That's the whole point here, I mean your point. Mentioning Ways in the first sentence is redundant and makes your definition even worse than it already needs to be. But I think part of the problem here is also that you're not sure what you're definining. What we were actually talking about was Barber Village's technical definition. Somehow you're now conflating it with the definition of using a Way. I think that's why we're getting stuff double up.

This is the second time I've explained this. Yes the second sentence covers Way effects, but there are possible effects that aren't ways that are not covered by the first sentence. Hence saying "non-ways."

Donald X. here explained an important difference in wording. But actually, Enchantress has the second wording, not the first. Enchantress says that when the player plays the card, "they get +1 Card and +1 Action", not "it gives them +1 Card and +1 Action". (If Enchantress instead had Way of the Goat's effect, it would say "they trash a a card", not "it makes them trash a card".)

So according to the card text on Enchantress, it works as the old ruling, not the new ruling. (The rulebook does have one instance of "the Action will give them +1 Card +1 Action", but I would think the actual card text saying the opposite should take precedence.)

As Donald X. has said, the new ruling considers what the official FAQ for Enchantress says "While this is in play, the first Action each other player plays on each of their turns will give them +1 Card +1 Action instead of what it would have normally done." I've also mentioned this in my posts as well.

Quote from: Jeebus
ll three share the trait (no pun intended) of triggering when you are in the "following instructions" part of playing a card (after Reactions and before Royal Carriage). But we can easily imagine another Trait that does this. Reckless triggers "when you follow the instructions", making you follow them an extra time. So, with the same timing as Reckless:
Moneygiving: When you follow the instructions of a played Moneygiving card, +$2.
Should the +$2 be seen something the card gives you? If not, why does Reckless?

Moneygiving2: When a played Moneygiving2 card makes you trash a card, +$2.
This triggers right in the middle of the "following instructions" part. Should the +$2 be seen something the card gives you? It's the same timing as Priest's +$2.

Maybe the answer is that since those Traits don't say "it gives you +$2", the +$2 is not seen as something the card gives you. But does Reckless say that? It just says "follow the instructions", it doesn't say that the card makes you do it. Neither does the rulebook: "When you play a Reckless card, you follow its instructions an extra time", not "it makes you follow its instructions an extra time".

The use of "when" is what makes the difference between your "Moneygiving" examples and what Reckless says. "When you follow instructions" is a conjunction that is followed by a participle clause. Another way to write it is, "When following instructions." Reckless does not say "When you follow the instructions, do X" It says "Follow the instructions of played Reckless cards twice." Meaning the (one) Reckless card does its effect twice. The FAQ for Reckless says "when" but not in the same context you are using it. "When you play a Reckless card, you follow its instructions an extra time." or "When playing a Reckless card, follow its(the card's) instruction an extra time." It does not say "when you follow the instructions". There is a subtle, but distinct, difference.
As we have already discussed when you are following a card's on-play effect, its instructions, the on-play effect is attributed to the card played. You are just doing the on-play effect twice.

As an aside, you are correct, your Moneygiving doesn't say "it(the card played) gives you +$2" the +$2 wouldn't be attributed to the card. It's not explicitly stated. However, it would be weird to have a Trait that is worded like Moneygivings since the point of Traits are to affect the kingdom pile.
« Last Edit: January 21, 2023, 01:45:11 pm by Gdan0 »
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dane-m

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #148 on: January 21, 2023, 01:28:51 pm »
+1

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

How does the game possibly have anything like that first hypothetical? But it does, e.g. Way of the Sheep.

Donald X. here explained an important difference in wording. But actually, Enchantress has the second wording, not the first. Enchantress says that when the player plays the card, "they get +1 Card and +1 Action", not "it gives them +1 Card and +1 Action". (If Enchantress instead had Way of the Goat's effect, it would say "they trash a a card", not "it makes them trash a card".)

So according to the card text on Enchantress, it works as the old ruling, not the new ruling. (The rulebook does have one instance of "the Action will give them +1 Card +1 Action", but I would think the actual card text saying the opposite should take precedence.)
Isn't it normal for the rulebook to take precedence?  Admittedly that's usually because in some instances the card text can't cover everything, so extra explanation is required in the rulebook, but shouldn't it also carry through to when the rulebook and the card are in disagreement?
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #149 on: January 21, 2023, 03:56:51 pm »
0

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

How does the game possibly have anything like that first hypothetical? But it does, e.g. Way of the Sheep.

Donald X. here explained an important difference in wording. But actually, Enchantress has the second wording, not the first. Enchantress says that when the player plays the card, "they get +1 Card and +1 Action", not "it gives them +1 Card and +1 Action". (If Enchantress instead had Way of the Goat's effect, it would say "they trash a a card", not "it makes them trash a card".)

So according to the card text on Enchantress, it works as the old ruling, not the new ruling. (The rulebook does have one instance of "the Action will give them +1 Card +1 Action", but I would think the actual card text saying the opposite should take precedence.)
Isn't it normal for the rulebook to take precedence?  Admittedly that's usually because in some instances the card text can't cover everything, so extra explanation is required in the rulebook, but shouldn't it also carry through to when the rulebook and the card are in disagreement?

Not when the card text has an important keyword that explicitly distinguishes it from the explanation in the rulebook. For example, Ironworks does not say that the gained card "gives you" +1 Action, +$1 or +1 Card. But the rulebook does say that: "A card with 2 types gives you both bonuses." Going by the rulebook, it's the gained card that gives you +$1 and so Harbor Village would not trigger from an Ironworks used to gain a Silver. That is obviously wrong.
« Last Edit: January 21, 2023, 03:58:40 pm by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #150 on: January 21, 2023, 04:00:56 pm »
0

Quote from: Jeebus
Dude, that sentence also covers Way effects! Ways are supposed to make the Action card "give" you stuff, remember? That's the whole point here, I mean your point. Mentioning Ways in the first sentence is redundant and makes your definition even worse than it already needs to be. But I think part of the problem here is also that you're not sure what you're definining. What we were actually talking about was Barber Village's technical definition. Somehow you're now conflating it with the definition of using a Way. I think that's why we're getting stuff double up.

This is the second time I've explained this. Yes the second sentence covers Way effects, but there are possible effects that aren't ways that are not covered by the first sentence. Hence saying "non-ways."

Wow. The problem is the first sentence. It's redundant since Ways are also covered by the second. I have to stop responding to you now, which I had mostly done already.

Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #151 on: January 21, 2023, 05:44:34 pm »
+2

Quote from: Jeebus
Dude, that sentence also covers Way effects! Ways are supposed to make the Action card "give" you stuff, remember? That's the whole point here, I mean your point. Mentioning Ways in the first sentence is redundant and makes your definition even worse than it already needs to be. But I think part of the problem here is also that you're not sure what you're definining. What we were actually talking about was Barber Village's technical definition. Somehow you're now conflating it with the definition of using a Way. I think that's why we're getting stuff double up.

This is the second time I've explained this. Yes the second sentence covers Way effects, but there are possible effects that aren't ways that are not covered by the first sentence. Hence saying "non-ways."

Wow. The problem is the first sentence. It's redundant since Ways are also covered by the second. I have to stop responding to you now, which I had mostly done already.

That's probably a good thing since you're interpreting what I'm saying in bad faith. It's worded the way it is to reinforce the fact that it's the action that's being played for the way. The second sentence covers effects that are attributed to the action that are not from the action's on-play effect, nor the way. I'm pretty sure I described what "if it gave" means in Harbor Village, but you probably disregarded it. "Give" doesn't need a specific game definition. Its context is sufficient on a case-by-case basis, since it's a basic English word.
 The mentioned defenition of what it means to play an action (and other effects that may happen) describes what Harbor Village cares or doesn't care about. I'm going to assume you concede to my points then if you don't want to engage any further.

Oh and one last thing.  You're making the assertion that the rulings are bad. You have to provide the concrete proof and reasons why the rulings are bad. I don't believe you've done that. If you had, I'd be in agreement with you.
« Last Edit: January 21, 2023, 06:49:45 pm by Gdan0 »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #152 on: January 21, 2023, 07:11:34 pm »
+1

Normally (in fact almost always), when playing a card gets you +$, that's due to following its instructions, but that's not the only way things can happen, and Harbor Village doesn't refer to any such thing.

For example, consider a hypothetical "This turn, when you play an Action card, it also gives you +$1." That clearly causes Harbor Village to trigger. We don't "follow card instructions" to get that +$1; it's a trigger waiting around, from instructions followed earlier.

Whereas of course "This turn, when you play an Action card, +$1" does not attribute the +$ to the card-play and so would not trigger Harbor Village.

How does the game possibly have anything like that first hypothetical? But it does, e.g. Way of the Sheep.

Donald X. here explained an important difference in wording. But actually, Enchantress has the second wording, not the first. Enchantress says that when the player plays the card, "they get +1 Card and +1 Action", not "it gives them +1 Card and +1 Action". (If Enchantress instead had Way of the Goat's effect, it would say "they trash a a card", not "it makes them trash a card".)

So according to the card text on Enchantress, it works as the old ruling, not the new ruling. (The rulebook does have one instance of "the Action will give them +1 Card +1 Action", but I would think the actual card text saying the opposite should take precedence.)
Isn't it normal for the rulebook to take precedence?  Admittedly that's usually because in some instances the card text can't cover everything, so extra explanation is required in the rulebook, but shouldn't it also carry through to when the rulebook and the card are in disagreement?

Not when the card text has an important keyword that explicitly distinguishes it from the explanation in the rulebook. For example, Ironworks does not say that the gained card "gives you" +1 Action, +$1 or +1 Card. But the rulebook does say that: "A card with 2 types gives you both bonuses." Going by the rulebook, it's the gained card that gives you +$1 and so Harbor Village would not trigger from an Ironworks used to gain a Silver. That is obviously wrong.

Right, the Dominion FAQs are often inaccurate in very technical and normally meaningless ways. They are intended to be more like a person explaining the rules; more helpful for understanding but less technically accurate.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #153 on: January 22, 2023, 01:03:37 am »
0

Try to play nice, guys.

1) Enchantress
2) Reckless
I see what you are saying about Enchantress. The card text does not attribute the cantrip to the card. Both card texts and FAQs may end up not perfect, due to both sides trying to communicate card functionality to normal people. For Enchantress, the question then is, is it better to go by the card text - the Dominion classic, who reads the rulebooks, as much as possible the game should work from just the basic rules and card texts - or, is it better to line up Enchantress with Ways and Reckless, which is sure nice, and hey then the rulebook is right and that's something.

For Reckless, I think the two follow-instructions have to play the same; all else is madness. No-one is ever guessing that they're different in edge cases.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #154 on: January 22, 2023, 10:04:33 am »
+2

I'm going to assume you concede to my points then if you don't want to engage any further.

I am not following the discussion very carefully, but this seems like a really problematic approach. If your goal is to convince someone of something (which I would argue should generally not be your goal in these sorts of discussions, but that's beside the point), and then you declare (to yourself or to everyone else) "if this person stops engaging with me, that means I've convinced them", you essentially give yourself an incentive to do a bunch of things other than actually convincing the person. For example, someone might stop engaging with you because you are attacking them, or because you've shown yourself to be especially closed-minded on the topic, or because you're trolling them, etc. I'm not saying any of those things is what happened here, since I haven't really followed the discussion. But by equating "this person has stopped engaging" with "this person agrees with me", you incentivize behavior in yourself that is probably not conducive toward producing actual agreement.
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Gdan0

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #155 on: January 22, 2023, 11:32:04 am »
0

I'm going to assume you concede to my points then if you don't want to engage any further.

I am not following the discussion very carefully, but this seems like a really problematic approach. If your goal is to convince someone of something (which I would argue should generally not be your goal in these sorts of discussions, but that's beside the point), and then you declare (to yourself or to everyone else) "if this person stops engaging with me, that means I've convinced them", you essentially give yourself an incentive to do a bunch of things other than actually convincing the person. For example, someone might stop engaging with you because you are attacking them, or because you've shown yourself to be especially closed-minded on the topic, or because you're trolling them, etc. I'm not saying any of those things is what happened here, since I haven't really followed the discussion. But by equating "this person has stopped engaging" with "this person agrees with me", you incentivize behavior in yourself that is probably not conducive toward producing actual agreement.

I agree with what you're saying. It was convenient that he stopped addressing what I was saying at the particular point since I thought I did a really good job explaining a few things after that point. It wasn't necessary to make such a bold declaration, haha.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #156 on: January 23, 2023, 05:35:41 am »
0

Try to play nice, guys.

1) Enchantress
2) Reckless
I see what you are saying about Enchantress. The card text does not attribute the cantrip to the card. Both card texts and FAQs may end up not perfect, due to both sides trying to communicate card functionality to normal people. For Enchantress, the question then is, is it better to go by the card text - the Dominion classic, who reads the rulebooks, as much as possible the game should work from just the basic rules and card texts - or, is it better to line up Enchantress with Ways and Reckless, which is sure nice, and hey then the rulebook is right and that's something.

For Reckless, I think the two follow-instructions have to play the same; all else is madness. No-one is ever guessing that they're different in edge cases.

Then you're saying that the reason Reckless works the way it does is not because it specifically "attributes" its effects to the played card (like Ways and Enchantress apparently do), but because it tells the player to "follow the card's instructions". That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card; so Lantern and Elder didn't work with Chameleon any more than it worked with the other Ways. Of course with the new ruling on Ways, that ruling doesn't have any practical significance anymore for Chameleon; but it still has the implication that "follow the card's instructions" doesn't in itself mean that you're getting the effects from the card. But I agree that it's good to change that ruling, since as we agree, that's what everybody thinks anyway. Except: what they actually think is what those cards literally say, that you're following the card's instructions, not just somehow "getting the effects" from the card without following its instructions.

When it comes to Enchantress, yes this makes the rulebook correct in this case. But the "give" phrasing is used several places in the rulebooks, for instance for Ironworks as I quoted above, and all of those would be wrong. The two phrasings are used interchangeably because of course that's how they were intended. Introducing a distinct meaning based on this phrasing now, introduces several incorrect explanations in the rulebooks and is certainly not intuitive language.

I will again stress that the Way rules don't explicitly require your new ruling. Unlike the rulebook note for Enchantress, the Way rules don't say explicitly that the Action card gives you the effect or makes you do it. (They actually say: "Each Way gives Action cards an additional option." This seems to mean shapeshifting the card so that it has another option. Of course, that's not how we should read it.) The rules only say that you can play it to do what the Way says to do. That is an accurate description whether we say that "doing what the Way says to do" is "attributed" to the card, or that it's just something that is triggered when we play the card. Both interpretations are supported by the Way rules*. (Then of course I've been saying that I don't see any way technically that effects from outside instructions can be "attributed" to a card, but I won't go into that again here.)

*Which is probably why you interpreted it the other way before.
« Last Edit: January 23, 2023, 05:37:47 am by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #157 on: January 23, 2023, 09:57:37 am »
+1

That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.
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Jack Rudd

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #158 on: January 23, 2023, 10:22:13 am »
0

-how can Moat block a Chameleon'd Witch if you aren't following the Witch's instructions?
- Again the rulebook text says that Way change what a card does - A Way of the Sheep'd Witch results in Witch making $2, Witch is making the $2, that's what the Way rules say. So Moat means you're unaffected by that.

Apologies if I misunderstood, but does this mean that you've finally had to rule on how Masquerade would behave as a Moatable Attack? I.e. what happens if you play an Attack, someone Moats it, then you use Way of the Mouse to play a set aside Masquerade?

No, see similar question about Mouse and Duchess here: http://forum.dominionstrategy.com/index.php?topic=21600.msg899501#msg899501. The difference is that Mouse causes you to play a card, so that card's effects are separate from the original played card's effects. If Mouse had Masquerade's text printed on it directly, then yes a Moat would protect you from Masquerade (which would cause all sorts of issues).
My ruling for such issues would probably be that a player who was protected in that way would be treated the same way as a player with a 0-card hand. (Doesn't pass a card, doesn't receive a card, the Masquerade skips over them to the next player.) Still, it's good that this sort of thing was avoided.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #159 on: January 23, 2023, 10:37:04 am »
0

That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.

Yes, Donald X. ruled that Chameleon worked exactly like other Ways and like Enchantress, so Lantern and Elder don't do anything on a Chameleoned card. Nobody thought about Moat though, and yes, I think it would have been "fixed" somehow if brought up.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #160 on: January 23, 2023, 11:38:56 am »
0

That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.

Yes, Donald X. ruled that Chameleon worked exactly like other Ways and like Enchantress, so Lantern and Elder don't do anything on a Chameleoned card. Nobody thought about Moat though, and yes, I think it would have been "fixed" somehow if brought up.

Yeah I'm with you that I can't think of any good way for Moat to protect you from Chameleon while Lantern and Elder don't work; not without some completely new concept of how Moat works.

Also, I didn't realize until just now that Elder also says "gives". I had previously thought and I think said that Harbor Village introduced "give" as a new keyword.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #161 on: January 23, 2023, 01:28:11 pm »
0

That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.

Yes, Donald X. ruled that Chameleon worked exactly like other Ways and like Enchantress, so Lantern and Elder don't do anything on a Chameleoned card. Nobody thought about Moat though, and yes, I think it would have been "fixed" somehow if brought up.

Yeah I'm with you that I can't think of any good way for Moat to protect you from Chameleon while Lantern and Elder don't work; not without some completely new concept of how Moat works.

I think the difference is that Moat (unlike Lantern and Elder) don't tell the person playing a card to do something other than follow the card's instructions. The person playing the card is still all like "now I get to make my opponents discard", and the person with the Moat is like "not including me! :) "

...whereas Lantern and Elder both tell the player to do something other than exactly follow the instructions on the card, but Way of the Chameleon comes in and says "actually you do have to follow the instructions on the card (with the following minor modifications)", so that overrules the Lantern and Elder effects.

That said, I think ruling Lantern and Elder the other way would also be consistent with other rulings and probably more intuitive.
« Last Edit: January 23, 2023, 01:59:33 pm by AJD »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #162 on: January 23, 2023, 06:10:05 pm »
+1

Then you're saying that the reason Reckless works the way it does is not because it specifically "attributes" its effects to the played card (like Ways and Enchantress apparently do), but because it tells the player to "follow the card's instructions".
No, not at all.

I'm saying Reckless works the way it does because I don't see how players would possibly guess otherwise. I'm re-reading what I said; it looks so clear to me.

I wasn't proposing a particular computer program to make this work out.


Except: what they actually think is what those cards literally say, that you're following the card's instructions, not just somehow "getting the effects" from the card without following its instructions.
Well I don't know about that. For the most part of course, no-one is "actually thinking" anything along any of these lines; they're playing Harbor Village, then either a Smithy, no +$1, or a Militia, +$1, and that's that. They're not trying to figure out edge cases. The main thing that comes up is, if you play two Harbor Villages and then a Militia, damn, only +$1. This can be worked out but people also ask.

And I haven't done a survey of, "what would you think would happen if you played Harbor Village and then used Way of the Sheep on a Smithy."

When it comes to Enchantress, yes this makes the rulebook correct in this case. But the "give" phrasing is used several places in the rulebooks, for instance for Ironworks as I quoted above, and all of those would be wrong. The two phrasings are used interchangeably because of course that's how they were intended. Introducing a distinct meaning based on this phrasing now, introduces several incorrect explanations in the rulebooks and is certainly not intuitive language.
These rulebooks, trying to be clear with friendly English, and the card wordings, trying to be clear with friendly English, cannot always handle edge cases. Ideally I catch the ones people will actually ask about and put the answers in the rulebooks.

I will again stress that the Way rules don't explicitly require your new ruling.
Well I mean. You, Jeebus, you are the entity that requires a ruling. Sometimes, the online programmers require a ruling, but you know, once there's code, doing whatever it does, well if no-one is asking, they aren't thinking to worry about it. You asked; I answered; you weren't satisfied; here we are. Yes the "Way rules" don't require a ruling; you do.

In order to give you a ruling, I have to try to figure out what makes sense given the card texts and rulebooks. And also consider, what would people possibly think. This result may vary based on what people chime in with, or how large these things loom on a particular day; I always just do the math as best as I can though.

For me, it remains sensible to have it be that Way of the Sheep on Smithy means that that Smithy gave you +$2 as far as Harbor Village is concerned. That still sounds fine to me, like a reasonable answer given that I have to answer the question. To me, Way of the Sheep feels like Reckless, but not like the Adventures +$1 token. The Adventures token could have been explained differently, so that it felt the same to me, but it wasn't and it doesn't. That's where things were a while ago; that's where they stand today.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #163 on: January 24, 2023, 02:50:36 am »
0

That's exactly what Chameleon does too, and you ruled that the opposite way: that you got the effects from Chameleon, not from the played card

Hmm, is this right? Although the question was never asked before this thread, it was always assumed to be the ruling that Moat protected you from Chameleon'd Militia, (which has the advantage of being a very realistic game-play scenario). The only way that Moat could protect you is if you were getting the effects from Militia, right? I guess the point is that even if it was ruled that way in the past, I think that ruling would have been "fixed" a while ago if Moat had been brought up back then.

Yes, Donald X. ruled that Chameleon worked exactly like other Ways and like Enchantress, so Lantern and Elder don't do anything on a Chameleoned card. Nobody thought about Moat though, and yes, I think it would have been "fixed" somehow if brought up.

Yeah I'm with you that I can't think of any good way for Moat to protect you from Chameleon while Lantern and Elder don't work; not without some completely new concept of how Moat works.

I think the difference is that Moat (unlike Lantern and Elder) don't tell the person playing a card to do something other than follow the card's instructions. The person playing the card is still all like "now I get to make my opponents discard", and the person with the Moat is like "not including me! :) "

...whereas Lantern and Elder both tell the player to do something other than exactly follow the instructions on the card, but Way of the Chameleon comes in and says "actually you do have to follow the instructions on the card (with the following minor modifications)", so that overrules the Lantern and Elder effects.

That said, I think ruling Lantern and Elder the other way would also be consistent with other rulings and probably more intuitive.

Lantern and Elder trigger as you are resolving the card, which is after Ways and Enchantress makes you change what instructions to follow. According to the old ruling on Ways, when you use Chameleon, you're not resolving the card anymore, so Lantern/Elder does nothing. It would be exactly the same with Moat and Harbor Village. But with the new ruling on Ways/Ench, Donald X. also changed the ruling on Lantern and Elder (in this thread), so all these four cards work the same.
« Last Edit: January 24, 2023, 03:12:07 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #164 on: January 24, 2023, 03:09:59 am »
0

Then you're saying that the reason Reckless works the way it does is not because it specifically "attributes" its effects to the played card (like Ways and Enchantress apparently do), but because it tells the player to "follow the card's instructions".
No, not at all.

I'm saying Reckless works the way it does because I don't see how players would possibly guess otherwise. I'm re-reading what I said; it looks so clear to me.

I wasn't proposing a particular computer program to make this work out.

I was saying that there is no phrasing for Reckless about "attributing" anything to the card. You replied that Reckless's "follow" instruction has to work like the card's normal instructions since that's what everybody would think, so I assumed that you meant that that was the reason rather than Reckless specifically "attributing" like Ways and Enchantress. I mean, since Reckless doesn't say that on the card or in the rules. But then I guess I misunderstood you. Reading your response again, I don't find it particularly clear.

Quote from: Donald X.
Except: what they actually think is what those cards literally say, that you're following the card's instructions, not just somehow "getting the effects" from the card without following its instructions.
Well I don't know about that. For the most part of course, no-one is "actually thinking" anything along any of these lines; they're playing Harbor Village, then either a Smithy, no +$1, or a Militia, +$1, and that's that. They're not trying to figure out edge cases. The main thing that comes up is, if you play two Harbor Villages and then a Militia, damn, only +$1. This can be worked out but people also ask.

And I haven't done a survey of, "what would you think would happen if you played Harbor Village and then used Way of the Sheep on a Smithy."

You're talking about Harbor Village here, but you're responding to something I said about Reckless and Chameleon, not Harbor Village. Reckless and Chameleon tell you to "follow the card's instructions". I was saying that most people read that literally. So they would probably think that you couldn't escape Enchantress with Chameleon, unlike with other Ways.

Quote from: Donald X.
When it comes to Enchantress, yes this makes the rulebook correct in this case. But the "give" phrasing is used several places in the rulebooks, for instance for Ironworks as I quoted above, and all of those would be wrong. The two phrasings are used interchangeably because of course that's how they were intended. Introducing a distinct meaning based on this phrasing now, introduces several incorrect explanations in the rulebooks and is certainly not intuitive language.
These rulebooks, trying to be clear with friendly English, and the card wordings, trying to be clear with friendly English, cannot always handle edge cases. Ideally I catch the ones people will actually ask about and put the answers in the rulebooks.

Of course. But introducing "give" as jargon with a technical meaning on cards, as you are now, is a bit different. For instance, I don't think there are mistakes in the friendly rulebooks using "draw" when what is actually meant is just putting cards in your hand.

Quote from: Donald X.
I will again stress that the Way rules don't explicitly require your new ruling.
Well I mean. You, Jeebus, you are the entity that requires a ruling. Sometimes, the online programmers require a ruling, but you know, once there's code, doing whatever it does, well if no-one is asking, they aren't thinking to worry about it. You asked; I answered; you weren't satisfied; here we are. Yes the "Way rules" don't require a ruling; you do.

I guess maybe you're misunderstanding my use of "require" (unless you're just twisting it to make a point), and it was probably not a good word. I tried to avoid "imply" since that can be interpreted in two different ways. But what I meant was simply, your new ruling doesn't follow as the only possible ruling based on the Way rules, for the specific reasons I gave.

Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #165 on: January 24, 2023, 03:46:20 pm »
0

I was saying that there is no phrasing for Reckless about "attributing" anything to the card. You replied that Reckless's "follow" instruction has to work like the card's normal instructions since that's what everybody would think, so I assumed that you meant that that was the reason rather than Reckless specifically "attributing" like Ways and Enchantress. I mean, since Reckless doesn't say that on the card or in the rules. But then I guess I misunderstood you. Reading your response again, I don't find it particularly clear.
I was providing a philosophical reason, not a mechanical one. It would be super confusing if the two follow-instructions from Reckless were resolved differently somehow; so, I don't want that. That doesn't say anything about "why, mechanically"; that's up in the air.

Mechanically, it may well be that the simplest thing is if "follow the instructions of Foo" means "Foo is the source of that effect" for purposes of Harbor Village and Moat.

I guess maybe you're misunderstanding my use of "require" (unless you're just twisting it to make a point), and it was probably not a good word. I tried to avoid "imply" since that can be interpreted in two different ways. But what I meant was simply, your new ruling doesn't follow as the only possible ruling based on the Way rules, for the specific reasons I gave.
Sure, the rulebooks and texts aren't precise enough to just say "this is the only way this could go." And even precise rules may need changing due to e.g. "everyone will get this wrong."
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #166 on: January 25, 2023, 07:45:20 am »
+2

I wrote this trying to figure out a way that this ruling could work. I don't expect it to make any difference, but here it is.

This is somewhat similar to chipperMDW's interpretation.

The main problem lies in figuring out "when would" abilities, which are actually very strange. First of all, the whole concept of several abilities triggering at the same time and then resolving consecutively is strange in itself, and not in line with physical reality. In reality, if several things happen as a result of something, they happen at the same time (very simplified of course); there is no mechanism that makes any of them wait. So it's an artificial (but of course necessary) game concept that we make the rest wait while we resolve one. This creates a logical problem with "when would".

Let's start with Trader 1E and Possession. Let's say we gain a card with Ironworks, and we resolve Possession first.
It would seem that when we resolve Possession in the "when would" window, the other player gains the card. Afterwards (after the card has been gained) we would still be in the "when would" window, and Trader would fail. This does work as intended. But now we get to the actual "gaining" step, and we would have to say that it's been cancelled by Possession. This is probably not the intended meaning and not how most people think it works. Rather, Possession changes the whole "gaining thing" and then Trader fails to change it, and THEN we resolve whatever it has been changed into.

So then, in the "when would" window, all we do is change a future instruction. We're not changing Ironworks's instruction of course. Ironworks says to choose a card based on certain criteria, and then gain that card. We now have an instruction from the game, a "meta instruction", which is the same instruction that Ironworks had, namely "gain that card". In the "when would" window, that meta instruction can be changed. Possession changes "gain that card" into "the other player gains that card". It's still the meta instruction that we're set to follow when we would normally "gain that card", but now it's different. Trader now tries to change it, but can only change it from "gain that card". Then we follow the meta instruction.


So how do Ways and Enchantress work?
We have the meta instruction "follow the card's on-play instructions" that we're set to follow at a certain time when playing a card. In the "when would" window, the Way rules change that meta instruction into "follow the Ways's instructions".
First of all, cards like Moat and Harbor Village cannot look at simply what we get from playing the card, since that would include all abilities that trigger from that (tokens etc.). They're supposed to look at what we get from "what the card does when played", but this of course means "what we do when playing the card", so we're back to the wrong thing. Saying "what the card instructs us to do" would eliminate the unwanted abilities; but it would only include the card's instructions and not the changed meta instruction. So we have to interpret Harbor Village, Moat, etc., in a peculiar way: They look at the instructions that we follow as a result of the "follow the card's on-play instructions" meta instruction we follow as the normal step of playing a card, but also if that meta instruction has been changed into something else.

In this way, Ways and Enchantress actually work just like Trader 1E and Possession: They change a meta instruction. Note that Reckless does not do this. It could: we could decide that it works like Chameleon, triggering on "when would" and making us resolve the card's instructions twice instead of once. That would change the meta instruction "follow the card's instructions" into something else. But per the ruling, it triggers during our resolution of the card's instructions, making us do something. It's not "when would".

Anyway, the weirdness here is not Ways and Enchantress, it's that Harbor Village etc. look at the changed meta instruction. It would be simpler and more straighforward if they looked at the card's instructions, that they expected the normal meta instruction to happen, like most things in Dominion expect. For instance, a played card expects the normal meta instruction of "put the card in play" to happen, and can't be moved from any other place. That's because of a specific rule of course, but you'd expect that an ability looking for "direct effects" of a played card would follow a similar rule, that the default meta instruction were expected.

Also, this makes Harbor Village etc. inconsistent with Ironworks. Ironworks looks at "that card" (the card that was chosen and gained), which certainly doesn't exist if Trader was used, so that's perfectly fine. But if Possession was used, the meta instruction is "the other player gains that card", so Ironworks (if it worked like Harbor Village) should be able to see the card. But Ironworks expects only the default meta instruction, while Harbor Village etc. don't.

In this interpretation, Ways/Ench are not interpreted as behaving differently than Trader 1E and Possession. It's sufficient to interpret Harbor Village etc. in the described way. Is it possible to interpret Ways/Ench as "attributing" effects to the card in a special way (as Donald X. has been suggesting) and have Harbor Village etc. be more in line with how for instance Ironworks works? We would have to add a rule that the meta instruction that Ways/Ench create counts as the "default meta intruction" that HV is looking for, meaning that when HV looks for effects from "following the card's instructions", it recognizes "following Way/Ench's instructions" as the same. This is simply the same as my earlier idea, having a rule that "following Way/Ench's instructions" counts as "following the card's instructions". The implication of that is that using Chameleon on an Enchanted card would give +$1 and +1 Action. (This still seems like the best ruling to me.)
« Last Edit: January 27, 2023, 05:11:14 am by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #167 on: January 25, 2023, 04:02:49 pm »
+2

The most important thing here I think is, absolutely nothing should look to Possession for guidance. In every situation, ignore Possession, figure out the best way for cards to work while ignoring Possession, then be happy at a job well done. When having to specifically look at Possession, in order to rule on Possession itself, well, ideally it will get fixed, and if not it will be a rules nightmare mess all on its own, not extending its tentacles to any other cards whatsoever.

Trader 1E meanwhile does not exist. The fix to Trader is, there's errata. Absolutely nothing wants to look to Trader 1E for guidance.

Basing an argument on "here's how a no-longer-exists card and Possession work" is bad. Sorry! It's bad though. Let's never look to those cards for guidance, absolutely never.

Time did not permit me to get past that part today.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #168 on: January 26, 2023, 06:19:12 am »
0

Well, Trader 1E exists just as much as Feast exists. IRL people play with them, and almost certainly people IRL play with Trader 1E more than the new version. I don't think it should be expected that they use the new card text when playing with Trader 1E.

I don't understand what's the rules problem with Possession? Both Possession and Trader 1E have a "when would" timing, which you have said is confusing for players, but the fact is that Ways and Enchantress do too (and are also confusing for players). But we can substitute Ways/Enchantress for Possession/Trader when it comes to the "when would" timing, it's the same.

In any case, per the "blue dog" ruling, Ironworks (along with Groom, etc.) doesn't give a bonus if you didn't gain the card, and I thought that would still be an existing principle of "when would gain".
« Last Edit: January 26, 2023, 06:26:10 am by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #169 on: January 26, 2023, 04:31:06 pm »
+1

Well, Trader 1E exists just as much as Feast exists. IRL people play with them, and almost certainly people IRL play with Trader 1E more than the new version. I don't think it should be expected that they use the new card text when playing with Trader 1E.
No. People who don't go on the internet to find out how Trader 1E works will just play it however they play it. I don't expect them to play by the new text, or know about it; but, they're also not asking for a ruling on it. People who do go on the internet to look it up will find the errata. If anyone ever asks for a ruling on Trader 1E, the ruling is, it's Trader 2E. I think this is a reasonable position.

I just was not thrilled to see an argument starting "well this is how Possession and a no-longer-exists card work..." It's no way to talk me into anything, and doesn't make me too interested in plowing through what the argument is. Now you know!

In any case, per the "blue dog" ruling, Ironworks (along with Groom, etc.) doesn't give a bonus if you didn't gain the card, and I thought that would still be an existing principle of "when would gain".
Ironworks does not give the bonus if you didn't gain the card.

So then, in the "when would" window, all we do is change a future instruction. We're not changing Ironworks's instruction of course. Ironworks says to choose a card based on certain criteria, and then gain that card. We now have an instruction from the game, a "meta instruction", which is the same instruction that Ironworks had, namely "gain that card". In the "when would" window, that meta instruction can be changed. Possession changes "gain that card" into "the other player gains that card". It's still the meta instruction that we're set to follow when we would normally "gain that card", but now it's different. Trader now tries to change it, but can only change it from "gain that card". Then we follow the meta instruction.
I don't really want to agree to a definition for the new jargon "meta instruction," or deal with finding out I didn't use it how you did or any of that. It's just, another obstacle to communication. I know it's intended to help communication; it isn't doing it for me.

So how do Ways and Enchantress work?
We have the meta instruction "follow the card's on-play instructions" that we're set to follow at a certain time when playing a card. In the "when would" window, the Way rules change that meta instruction into "follow the Ways's instructions".
"When you would x" does have a "window" in which to resolve with other things timed the same. I'm not sure why you're guessing that it changes what *will* happen, rather than, it cancels the old thing and makes the new thing happen.

First of all, cards like Moat and Harbor Village cannot look at simply what we get from playing the card, since that would include all abilities that trigger from that (tokens etc.). They're supposed to look at what we get from "what the card does when played", but this of course means "what we do when playing the card", so we're back to the wrong thing. Saying "what the card instructs us to do" would eliminate the unwanted abilities; but it would only include the card's instructions and not the changed meta instruction. So we have to interpret Harbor Village, Moat, etc., in a peculiar way: They look at the instructions that we follow as a result of the "follow the card's on-play instructions" meta instruction we follow as the normal step of playing a card, but also if that meta instruction has been changed into something else.
The rules can totally say - not that they have to in some particular case, but they totally can - that some x qualifies as being y. They can totally say that. And then it's true.

And they do, in the case of Ways; getting the +$2 from Way of the Sheep is treated like the Smithy you were playing gave you the +$2. That's what happens, because that's what Ways say happens, and because I've interpreted it that way, which is the most sensible way for me and that continues to not change.

Anyway, the weirdness here is not Ways and Enchantress, it's that Harbor Village etc. look at the changed meta instruction.
No. It's not that Harbor Village is doing this special thing of looking at a changed something; it's that Ways do this special thing of changing the very thing that Harbor Village looks at.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #170 on: January 27, 2023, 05:09:51 am »
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Well, Trader 1E exists just as much as Feast exists. IRL people play with them, and almost certainly people IRL play with Trader 1E more than the new version. I don't think it should be expected that they use the new card text when playing with Trader 1E.
No. People who don't go on the internet to find out how Trader 1E works will just play it however they play it. I don't expect them to play by the new text, or know about it; but, they're also not asking for a ruling on it. People who do go on the internet to look it up will find the errata. If anyone ever asks for a ruling on Trader 1E, the ruling is, it's Trader 2E. I think this is a reasonable position.

Okay, but I don't agree that it's reasonable. People who look up an explanation of how to play a card they own, can't be expected to then play that card with a different card text. If it were a completely broken card that needed errata to not ruin the game, I would agree, but that's not the case. About 70 cards have been functionally changed. When I play IRL with my original sets, I don't expect the other players to play the cards differently than the printed text. If a rules question comes up, I'll answer it based on the cards we're actually playing with.

Quote from: Donald X.
I don't really want to agree to a definition for the new jargon "meta instruction," or deal with finding out I didn't use it how you did or any of that. It's just, another obstacle to communication. I know it's intended to help communication; it isn't doing it for me.

I was not intending it to be new jargon, just a short-hand way of saying "what the game rules tell you to do in a certain situation".

Quote from: Donald X.
"When you would x" does have a "window" in which to resolve with other things timed the same. I'm not sure why you're guessing that it changes what *will* happen, rather than, it cancels the old thing and makes the new thing happen.

Because of what I explained further up in the post; I marked it in blue now. But I can say it another way:

If it doesn't change what will happen, then it must be:
  • "when would" window opens.
  • Way of the Sheep and Enchantress trigger.
  • We choose to resolve Way of the Sheep: We get $2.
  • We resolve Enchantress: Enchantress fails.
  • "when would" window closes.
  • We should now resolve the card's on-play instruction, except it was cancelled by Enchantress.
As I said, I don't think that's how anybody thinks it works, nor, I assume, how it was intended. I think instead it must be:
  • "when would" window opens.
  • Way of the Sheep and Enchantress trigger.
  • We choose to resolve Way of the Sheep: We change "follow the card's on-play instruction" into "follow Way of the Sheep's instructions".
  • We resolve Enchantress: Enchantress fails.
  • "when would" window closes.
  • We now resolve what would normally be "follow the card's on-play instruction" (the default meta instruction) but is now "follow Way of the Sheep's instructions" (the changed meta instruction).
In other words, "when would" abilities change what will happen. (ChipperMDW's model also follows this.)

Quote from: Donald X.
The rules can totally say - not that they have to in some particular case, but they totally can - that some x qualifies as being y. They can totally say that. And then it's true.

I agree with that.

Quote from: Donald X.
And they do, in the case of Ways; getting the +$2 from Way of the Sheep is treated like the Smithy you were playing gave you the +$2.

And that's saying that "following Ways/Ench's instructions" counts as "following the card's instructions". (I explained why at the end of my post.)

Quote from: Donald X.
Anyway, the weirdness here is not Ways and Enchantress, it's that Harbor Village etc. look at the changed meta instruction.
No. It's not that Harbor Village is doing this special thing of looking at a changed something; it's that Ways do this special thing of changing the very thing that Harbor Village looks at.

Then Harbor Village looks at what we get as a result of the normal "follow the card's on-play instructions" step of playing a card.
And "following Ways/Ench's instructions" must qualify as that if Harbor Village should see it without looking at a changed thing.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #171 on: January 27, 2023, 05:01:21 pm »
+1

Okay, but I don't agree that it's reasonable. People who look up an explanation of how to play a card they own, can't be expected to then play that card with a different card text. If it were a completely broken card that needed errata to not ruin the game, I would agree, but that's not the case. About 70 cards have been functionally changed. When I play IRL with my original sets, I don't expect the other players to play the cards differently than the printed text. If a rules question comes up, I'll answer it based on the cards we're actually playing with.
I can see how it's not ideal from your perspective as a rules-document maintainer. It's essential from my perspective as a game-maintainer though, and it's doing just fine for players.

Of course people play cards by their wordings; they don't even know there's errata. And weird Trader questions don't come up and they're fine. No-one demands rulings beyond "there's errata" but you. It's beyond the scope for me; it's not happening.

As I said, I don't think that's how anybody thinks it works, nor, I assume, how it was intended. I think instead it must be:
I would not lean on these "it must be" words like you do. We could also say, my rulings are inconceivable. Yet there they are.

I think the "anybody" who's thinking how things work, is not baffled by Way of the Sheep; it means you can play a card to make +$2, and that's how they use it. They're not possibly baffled by the minutiae that you're looking at but which they absolutely never are. They're not programming Dominion or writing a rules document for it.

And that's saying that "following Ways/Ench's instructions" counts as "following the card's instructions". (I explained why at the end of my post.)
Yet again what it is actually saying is what I said, not what you say while saying "this is what you're saying." I again refuse to let you put new words into my mouth.

It would be nice if we were better at communicating with each other. I can share the blame but there's only so much time I have to devote to fixing it.

Quote from: Donald X.
Anyway, the weirdness here is not Ways and Enchantress, it's that Harbor Village etc. look at the changed meta instruction.
No. It's not that Harbor Village is doing this special thing of looking at a changed something; it's that Ways do this special thing of changing the very thing that Harbor Village looks at.

Then Harbor Village looks at what we get as a result of the normal "follow the card's on-play instructions" step of playing a card.
And "following Ways/Ench's instructions" must qualify as that if Harbor Village should see it without looking at a changed thing.

This may be the important point, but I have used up my ability to focus on these for the day. I'm not sure if you're arguing for a different ruling somewhere here or what.

When you try to come up with a new way to say what Harbor Village does, it just makes it so hard to try to follow it or agree to anything ever. Harbor Village does what it says and what I've explained; your terms for it just shut me down.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #172 on: January 28, 2023, 04:21:40 am »
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Okay, but I don't agree that it's reasonable. People who look up an explanation of how to play a card they own, can't be expected to then play that card with a different card text. If it were a completely broken card that needed errata to not ruin the game, I would agree, but that's not the case. About 70 cards have been functionally changed. When I play IRL with my original sets, I don't expect the other players to play the cards differently than the printed text. If a rules question comes up, I'll answer it based on the cards we're actually playing with.
I can see how it's not ideal from your perspective as a rules-document maintainer. It's essential from my perspective as a game-maintainer though, and it's doing just fine for players.

Of course people play cards by their wordings; they don't even know there's errata. And weird Trader questions don't come up and they're fine. No-one demands rulings beyond "there's errata" but you. It's beyond the scope for me; it's not happening.

I was talking about me as a player, not as a rules-document manintainer (if I shared your thinking I could just delete all the stuff about old versions in the document). I'm not going to explain before we start a game that Trader allows when-gain stuff to happen and Haggler triggers on when-gain, unlike what the cards say. And I expect other people to do that even less (out of those people who know about the changes). I don't imagine that most people that look up their card is fine with playing with a different card text that works differently. And I don't imagine that IRL tournaments include all the changed card texts unless the organizers actually bought all the new sets (and tournaments need rulings).

Quote from: Donald X.
As I said, I don't think that's how anybody thinks it works, nor, I assume, how it was intended. I think instead it must be:
I would not lean on these "it must be" words like you do. We could also say, my rulings are inconceivable. Yet there they are.

I think the "anybody" who's thinking how things work, is not baffled by Way of the Sheep; it means you can play a card to make +$2, and that's how they use it. They're not possibly baffled by the minutiae that you're looking at but which they absolutely never are. They're not programming Dominion or writing a rules document for it.

Several people here are trying to explain how this ruling makes sense to them. (They are mostly following what I said it "must be" above.) Of course it's possible to just accept a ruling of how card A, B and C individually work with card D, E and F, but it's easier to parse if there were some commonality that could actually be understood, so that we could predict how the next card that is similar to A, B and C would also work with D, E and F without asking for another ruling. That's what I've been trying to get at, along with some other posters. Although they don't agree with me, we have all been trying to figure out how this actually works.

Quote from: Donald X.
And that's saying that "following Ways/Ench's instructions" counts as "following the card's instructions". (I explained why at the end of my post.)
Yet again what it is actually saying is what I said, not what you say while saying "this is what you're saying." I again refuse to let you put new words into my mouth.

I'm not trying to put words in your mouth. I was trying to find a way that I could explain it, and it lead to what it lead to. Since you were responding to that, I referred to it.

Quote from: Donald X.
It would be nice if we were better at communicating with each other. I can share the blame but there's only so much time I have to devote to fixing it.

Quote from: Donald X.
This may be the important point, but I have used up my ability to focus on these for the day. I'm not sure if you're arguing for a different ruling somewhere here or what.

When you try to come up with a new way to say what Harbor Village does, it just makes it so hard to try to follow it or agree to anything ever. Harbor Village does what it says and what I've explained; your terms for it just shut me down.

To me, I'm doing what we always do in these threads, going back to Ironworks/Trader or maybe earlier, and in threads about all games, figuring out how two things actually work in order to work out the interaction.

I get that you don't want to engage with this anymore. I actually thought you wouldn't even respond to that post; and in the end you didn't actually respond to its arguments.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #173 on: January 28, 2023, 05:47:53 am »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #174 on: January 28, 2023, 10:02:33 am »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?

How about, they change what a card's effect is?

(In addition to Ways, Enchantress, and Reckless, I suppose Highwayman and the late lamented Coppersmith also do that.)
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #175 on: January 28, 2023, 10:11:24 am »
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(In addition to Ways, Enchantress, and Reckless, I suppose Highwayman and the late lamented Coppersmith also do that.)

Highwayman, yes it's the same as Enchantress.

Coppersmith and Envious were ruled to be shapeshifters. Of course, that was when saying that a card does something meant that its instructions were changed. Donald X. might think differently about it now that this he's introduced this new concept.

dane-m

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #176 on: January 28, 2023, 01:30:16 pm »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?
I have to confess that I am now somewhat unclear on how things are supposed to work.  No doubt buried within this thread there is all the necessary information, but the occasional reference to changed rulings means I'm far from convinced that I could identify the information even if I could winnow it out from the lengthy debates about what exactly various words ought to mean.  I had therefore been intending to ask to what extent, if any, the approach described below gives the right results.  If miraculously it gives all the right results, consider it an answer (though one that almost certainly be improved) to your request.  If as is more likely it doesn't, ignore it, though it would be helpful to my grasp of the various rulings if you'd point out which ones it gets wrong.  I'm particularly worried about the interaction between Reckless and Enchantress.

Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which to follow.

One option is the instructions written on the card.  This option is not available if the card has the Reckless trait or one is subject to an Enchantress attack.

A second option is the instructions on a Way (or in the case of Way of Chameleon, the instructions on the card after rewriting as directed).  This is only available if there is a Way in the game.

A third option is +1 card, +1 action.  This is only available if one is subject to an Enchantress attack.

A fourth option is the instructions written on the card followed by the instructions written on the card.  This is only available if the card has the Reckless trait.  (Does this also require "and one is not subject to an Enchantress attack"?)
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #177 on: January 28, 2023, 01:42:43 pm »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?
I have to confess that I am now somewhat unclear on how things are supposed to work.  No doubt buried within this thread there is all the necessary information, but the occasional reference to changed rulings means I'm far from convinced that I could identify the information even if I could winnow it out from the lengthy debates about what exactly various words ought to mean.  I had therefore been intending to ask to what extent, if any, the approach described below gives the right results.  If miraculously it gives all the right results, consider it an answer (though one that almost certainly be improved) to your request.  If as is more likely it doesn't, ignore it, though it would be helpful to my grasp of the various rulings if you'd point out which ones it gets wrong.  I'm particularly worried about the interaction between Reckless and Enchantress.

Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which to follow.

One option is the instructions written on the card.  This option is not available if the card has the Reckless trait or one is subject to an Enchantress attack.

A second option is the instructions on a Way (or in the case of Way of Chameleon, the instructions on the card after rewriting as directed).  This is only available if there is a Way in the game.

A third option is +1 card, +1 action.  This is only available if one is subject to an Enchantress attack.

A fourth option is the instructions written on the card followed by the instructions written on the card.  This is only available if the card has the Reckless trait.  (Does this also require "and one is not subject to an Enchantress attack"?)

The problem is that saying that all those things are the card's instructions means that Ways/Ench/Highw/Reckless will work on a card to which Ways/Ench/Highw has already been applied. In short, applying Enchantress and then Chameleon will produce +$1 and +1 Action, applying Chameleon and then Enchantress will produce +1 Card and +1 Action, applying Enchantress and then Reckless will produce +1 Card and +1 Action twice, applying Sheep and then Reckless will produce +$2 twice. None of that is according to current rulings. But your explanation is pretty much what I've been advocating.

I'll try to write a summary of the rulings one of the upcoming days.

(Reckless does not substitute the instructions like the others, it horns in after you have followed them once and makes you do it an extra time.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #178 on: January 28, 2023, 02:50:50 pm »
0

I was talking about me as a player, not as a rules-document manintainer (if I shared your thinking I could just delete all the stuff about old versions in the document). I'm not going to explain before we start a game that Trader allows when-gain stuff to happen and Haggler triggers on when-gain, unlike what the cards say. And I expect other people to do that even less (out of those people who know about the changes). I don't imagine that most people that look up their card is fine with playing with a different card text that works differently. And I don't imagine that IRL tournaments include all the changed card texts unless the organizers actually bought all the new sets (and tournaments need rulings).
This is just another case where we fail to communicate? You, and people reading this thread, are trying to figure out weird cases. Normal people are not! They are not. They aren't. They don't. It's not a thing.

When a weird situation comes up, they don't necessarily even think to ask. They think they know what happens and they do that.

I get that you don't want to engage with this anymore. I actually thought you wouldn't even respond to that post; and in the end you didn't actually respond to its arguments.
You could try sticking to the thing you care the most about, and saying it tersely, and seeing how it goes.

I'll try to write up a summary like dane-m's later.
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scolapasta

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #179 on: January 28, 2023, 04:48:46 pm »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?
I have to confess that I am now somewhat unclear on how things are supposed to work.  No doubt buried within this thread there is all the necessary information, but the occasional reference to changed rulings means I'm far from convinced that I could identify the information even if I could winnow it out from the lengthy debates about what exactly various words ought to mean.  I had therefore been intending to ask to what extent, if any, the approach described below gives the right results.  If miraculously it gives all the right results, consider it an answer (though one that almost certainly be improved) to your request.  If as is more likely it doesn't, ignore it, though it would be helpful to my grasp of the various rulings if you'd point out which ones it gets wrong.  I'm particularly worried about the interaction between Reckless and Enchantress.

Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which to follow.

One option is the instructions written on the card.  This option is not available if the card has the Reckless trait or one is subject to an Enchantress attack.

A second option is the instructions on a Way (or in the case of Way of Chameleon, the instructions on the card after rewriting as directed).  This is only available if there is a Way in the game.

A third option is +1 card, +1 action.  This is only available if one is subject to an Enchantress attack.

A fourth option is the instructions written on the card followed by the instructions written on the card.  This is only available if the card has the Reckless trait.  (Does this also require "and one is not subject to an Enchantress attack"?)

The problem is that saying that all those things are the card's instructions means that Ways/Ench/Highw/Reckless will work on a card to which Ways/Ench/Highw has already been applied. In short, applying Enchantress and then Chameleon will produce +$1 and +1 Action, applying Chameleon and then Enchantress will produce +1 Card and +1 Action, applying Enchantress and then Reckless will produce +1 Card and +1 Action twice, applying Sheep and then Reckless will produce +$2 twice. None of that is according to current rulings. But your explanation is pretty much what I've been advocating.

I'll try to write a summary of the rulings one of the upcoming days.

(Reckless does not substitute the instructions like the others, it horns in after you have followed them once and makes you do it an extra time.)

Thanks @dane-m for your post, I was thinking of doing something similar - and with a similar caveat of not being sure if it agreed with all the rulings as they've happened.

The one thing I'd add (and why I replied to @jeebus's post) is that when something refers to a card's instructions it's specifically refers to the first option, that is the instructions written on the card. The others are others instructions that are followed when playing the card, and whose effects are attributed to playing the card, but not the card's instructions themselves.

I think this last part is where jeebus has been getting stuck on (correct me if I'm wrong) but to me it makes sense. (and as I suggested earlier I think follows naturally from how the Ways refer to "this" meaning the played card, and not the Way itself)
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #180 on: January 28, 2023, 05:15:55 pm »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)

Using "give" doesn't work, since Moat doesn't say that, but I guess something with "make you"?

How about, they change what a card's effect is?

(In addition to Ways, Enchantress, and Reckless, I suppose Highwayman and the late lamented Coppersmith also do that.)

(Also, I suppose, things like making a choice when you play Steward changes what its effect is. Sometimes the effect of Steward is +2 cards, sometimes it's +$2, sometimes it's trashing, even though Steward's instructions never change.)
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dane-m

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #181 on: January 29, 2023, 03:06:26 am »
0

So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)
Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which to follow.

The problem is that saying that all those things are the card's instructions means that Ways/Ench/Highw/Reckless will work on a card to which Ways/Ench/Highw has already been applied.
But my description doesn't say that they are the card's instructions.  It says that playing a card consists of following a set of instructions, one of the possible sets being the card's instructions.  scolapasta has correctly understood the distinction between "the card's instructions" and "the instructions followed when playing a card", whereas you persist in treating the two concepts as being identical.

There is one further word that needs adding to my description to eliminate a potential misunderstanding.  The first paragraph should read "Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which one to follow."

My model for attempting to understand what's happening needs expanding to cover Highwayman.

The first option needs to be changed to "One option is the instructions written on the card.  This option is not available if (a) the card is a Treasure and one is subject to a Highwayman attack or (b) the card has the Reckless trait or (c) one is subject to an Enchantress attack."

Then a fifth option needs to be added; "A fifth option is a null set of instructions.  This is only available if one is subject to a Highwayman attack."

(Reckless does not substitute the instructions like the others, it horns in after you have followed them once and makes you do it an extra time.)
It seems to me that "Follow the instructions of played Reckless cards twice" can be considered as having the effect of creating a set of instructions that consists of the instructions on the card followed by the instructions on the card.  My only concern about considering it that way is whether it produces the correct result in terms of the rulings (in other words I'm trying to come up with an answer to your question of what does Reckless actually do, though see below).  If I've correctly understood the interaction of Ways and Reckless (the instructions on the Way only get followed once?), then it does at least get that right, but I'm unclear on what's supposed to happen with its interaction with Enchantress.

To answer your question "So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do?" literally I would have constructed my description something like:

A Way adds its instructions to the sets of instructions that can be chosen from when playing an Action card.

Enchantress adds "+1 card +1 action" to the sets of instructions that can be chosen from when playing an Action card and removes the card's instructions from the sets.

Reckless adds the card's instructions followed by the card's instructions to the sets of instructions that can be chosen from when playing an Action card and removes the card's instructions from the sets.

But although that's how I'd like to mentally picture it working if it gives the right rulings, it struck me as being less intelligible than the way I chose to describe my mental model.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #182 on: January 29, 2023, 08:10:05 am »
0


So does anyone have a suggestion for a short, not necessarily technical, description of what Ways, Enchantress and Reckless actually do - so that Harbor Village and Moat work as intended? (Of course without mentioning Harbor Village or Moat.)
Playing a card consists of following a set of instructions.  Usually there is only one possible set of instructions, but sometimes there is more than one, in which case the player can choose which to follow.

The problem is that saying that all those things are the card's instructions means that Ways/Ench/Highw/Reckless will work on a card to which Ways/Ench/Highw has already been applied.
But my description doesn't say that they are the card's instructions.  It says that playing a card consists of following a set of instructions, one of the possible sets being the card's instructions

I'm sorry, I misread your post to say that the card consists of several sets of instructions.

Quote
scolapasta has correctly understood the distinction between "the card's instructions" and "the instructions followed when playing a card", whereas you persist in treating the two concepts as being identical.

I have never treated them as identical, quite the opposite. I have said that "the instructions followed when playing a card" also includes tokens, League of Shopkeepers, etc., while "the card's instructions" don't.

More later.

dane-m

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #183 on: January 29, 2023, 11:38:35 am »
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A fourth option is the instructions written on the card followed by the instructions written on the card.  This is only available if the card has the Reckless trait.  (Does this also require "and one is not subject to an Enchantress attack"?)
I've now read the Wiki about Reckless, so I know that it would require "and one is subject to neither an Enchantress attack or a Highwayman attack."  It's also occurred to me that my phrasing is careless since what matters is whether the card, not the player, is subject to the attack, so let's try the following instead:

Playing a card consists of following one of the available sets of instructions from the following list:
  • [Available only if the card is subject to an Enchantress attack] +1 Card and +1 Action.
  • [Available only if the card is subject to a Highwayman attack] nothing.
  • [Available only if the card has the Reckless trait and neither of the first two options are available] The instructions written on the card followed by the instructions written on the card.
  • [Available only if none of the first three options are available] The instructions written on the card.
  • [Available when Way of the Chameleon is in the game] The instructions on the card as modified by Way of the Chameleon
  • [Available when any other Way is in the game] The instructions written on the Way.
That's a rather more verbose way of listing the options than I would have liked, but I think the above now gets the details of what can and can't be done right (except that it doesn't cover Envious, and if one has bought Inheritance, it doesn't properly cover Estates, given that the instructions aren't on the Estates themselves).  I'm vaguely hopeful that it also leads to the right results as far as Harbor Village and Moat are concerned, but I might well have overlooked something.
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scolapasta

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #184 on: January 29, 2023, 12:30:47 pm »
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I think dane-m's "instructions on following instructions" are looking good. And it only get complicated because the first 3 are conditional on a specific card being in the kingdom. And that makes sense, since you're specifying a specific instruction defined by the specific card. I could imagine trying to phrase it more generically as:

[Available only if the card is subject to an an effect that tells you to not follow its instruction] the specified effect.

But since we're trying to understand how all the interactions work together, it is nice to see spelled out.

It does lead me to a specific question on Highwayman, however:

Is the official ruling for Highwayman that you can play a Way (on an action-Treasure) in order to avoid its attack?

I ask because it's wording doesn't specify "the card's instructions". It just says:
Quote
Until then, the first Treasure each other player plays each turn does nothing

For me, the naturally interpretation would be that you wouldn't be able to choose any set of instructions (not even Enchantress), because that would be doing something.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #185 on: January 29, 2023, 02:23:09 pm »
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(Reckless does not substitute the instructions like the others, it horns in after you have followed them once and makes you do it an extra time.)
It seems to me that "Follow the instructions of played Reckless cards twice" can be considered as having the effect of creating a set of instructions that consists of the instructions on the card followed by the instructions on the card. 

But that's not how Donald X. ruled that it works. You can find it in the thread called "Reckless" possibly, or just search for it. It's the way I said.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #186 on: January 29, 2023, 02:31:04 pm »
+1

A fourth option is the instructions written on the card followed by the instructions written on the card.  This is only available if the card has the Reckless trait.  (Does this also require "and one is not subject to an Enchantress attack"?)
I've now read the Wiki about Reckless, so I know that it would require "and one is subject to neither an Enchantress attack or a Highwayman attack."  It's also occurred to me that my phrasing is careless since what matters is whether the card, not the player, is subject to the attack, so let's try the following instead:

Playing a card consists of following one of the available sets of instructions from the following list:
  • [Available only if the card is subject to an Enchantress attack] +1 Card and +1 Action.
  • [Available only if the card is subject to a Highwayman attack] nothing.
  • [Available only if the card has the Reckless trait and neither of the first two options are available] The instructions written on the card followed by the instructions written on the card.
  • [Available only if none of the first three options are available] The instructions written on the card.
  • [Available when Way of the Chameleon is in the game] The instructions on the card as modified by Way of the Chameleon
  • [Available when any other Way is in the game] The instructions written on the Way.
That's a rather more verbose way of listing the options than I would have liked, but I think the above now gets the details of what can and can't be done right (except that it doesn't cover Envious, and if one has bought Inheritance, it doesn't properly cover Estates, given that the instructions aren't on the Estates themselves).  I'm vaguely hopeful that it also leads to the right results as far as Harbor Village and Moat are concerned, but I might well have overlooked something.

Inheritance makes the instructions the Estate's instructions, it's a shapeshifter. Same with Envious.

I think your explanation works (except the mistake with Reckless). But it requires that all that is in the general game rules, and of course it's not in the game rules. I was thinking about a way to actually describe what Ways and Enchantress do without having to change the rules of the game.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #187 on: January 29, 2023, 02:47:51 pm »
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I was talking about me as a player, not as a rules-document manintainer (if I shared your thinking I could just delete all the stuff about old versions in the document). I'm not going to explain before we start a game that Trader allows when-gain stuff to happen and Haggler triggers on when-gain, unlike what the cards say. And I expect other people to do that even less (out of those people who know about the changes). I don't imagine that most people that look up their card is fine with playing with a different card text that works differently. And I don't imagine that IRL tournaments include all the changed card texts unless the organizers actually bought all the new sets (and tournaments need rulings).
This is just another case where we fail to communicate? You, and people reading this thread, are trying to figure out weird cases. Normal people are not! They are not. They aren't. They don't. It's not a thing.

When a weird situation comes up, they don't necessarily even think to ask. They think they know what happens and they do that.

Yeah, it seems we're not talking about the same thing anymore.
But it sounds like you're saying that "normal" players are not looking up explanations online? (For certain definitions of "normal", I would agree.) Or are you saying that there is something especially weird about these interactions as opposed to other two-card interactions?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #188 on: January 29, 2023, 03:37:39 pm »
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You could try sticking to the thing you care the most about, and saying it tersely, and seeing how it goes.

The essence of my issue is this:

A card gives you +$ must mean that the card makes you get +$. For instance, with Way of the Goat, the played card makes you trash - according to this ruling.

1. The card makes you trash.
2. The card tells you to trash.
3. The card instructs you to trash.
4. The card orders you to trash.
5. The card's instructions are to trash.
6. The card's orders are to trash.

To me these are synonymous. But according to the ruling, they are not. (This is not about terminology, but about concept. We can add more verbs and nouns.) Where do we draw the line? Between the verbs and nouns? Wherever we draw the line seems arbitrary to me.

(As a separate matter, I don't see that the Way rules say anything about the played card "giving" you or "making" you do anything [explained in more detail before, I'm just mentioning it here for completeness], and Enchantress doesn't say it [yes in the rulebook notes, but so do the rulebook notes about Merchant, Ironworks and Ironmonger].)
« Last Edit: January 30, 2023, 03:12:57 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #189 on: January 29, 2023, 04:46:43 pm »
+1

Jeebus, can you unpack how your interpretation works in the case of a simple card like Steward? If I play one Steward and choose +2 coins, and another Steward and choose to trash 2 cards, it seems clear to me that the two Stewards made me do different things (your sentence #1 is true of the second one but not the first one), but that they have the same instructions. Do you disagree with that? Based on your statement, it seems like you must—if "what the card makes you do" is synonymous with "the card’s instructions", then two cards with the same instructions can’t make you do different things. So… would you say that Steward #2 didn’t make me trash? That the two copies of Steward have different instructions as a result of my choice? What’s your analysis of this situation?
« Last Edit: January 29, 2023, 07:07:07 pm by AJD »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #190 on: January 29, 2023, 06:18:25 pm »
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I think your explanation works (except the mistake with Reckless). But it requires that all that is in the general game rules, and of course it's not in the game rules. I was thinking about a way to actually describe what Ways and Enchantress do without having to change the rules of the game.
To some extent I was merely trying to come up with an explanation that was not contrary to the rules.  At one time we all knew (and I'm sure the original rulebook said) that playing a card meant following the instructions on the card.  As time has progressed things like Enchantress and Ways have come along that have changed that, but the rules have tended to specify the outcome, not the mechanism by which the outcome is reached.  For example I don't think (and I'll admit that I could well be wrong) that the mechanism by which Enchantress and Highwayman interact to give the result they do was ever spelled out in the rules, though the concept of being able to choose the order in which multiple 'simultaneous' effects are applied was well established, so was a natural way to envisage the mechanism.  Donald X's explanation of how Ways work has introduced (or brought to our attention, depending on how you look at it) the concept of there potentially being a choice of sets of instructions to follow when a card is played.  My explanation pushes that concept to the limit (and arguably beyond).

Edit: I've given some more thought to this overnight and now disagree with some of the above, but I don't currently have time to explain what and why.  I'll be back later.
« Last Edit: January 30, 2023, 01:50:54 am by dane-m »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #191 on: January 30, 2023, 03:16:48 am »
0

Jeebus, can you unpack how your interpretation works in the case of a simple card like Steward? If I play one Steward and choose +2 coins, and another Steward and choose to trash 2 cards, it seems clear to me that the two Stewards made me do different things (your sentence #1 is true of the second one but not the first one), but that they have the same instructions. Do you disagree with that? Based on your statement, it seems like you must—if "what the card makes you do" is synonymous with "the card’s instructions", then two cards with the same instructions can’t make you do different things. So… would you say that Steward #2 didn’t make me trash? That the two copies of Steward have different instructions as a result of my choice? What’s your analysis of this situation?

I was referring to how Ways work, and they make you do a whole set of other instructions. So I used "instructions" and "orders" (plural). Steward's instructions are that you choose between drawing, getting $ and trashing, and then do one of those things. And that's exactly what Steward makes you do. (This could be Steward with Chameleon, or a Way that has variable outcome like Way of the Rat.)

But yes, you can look at it as individual instructions, and not all of those are followed. So what I'm talking about are the instructions you're following:
If you're following a card's instruction to trash, it means that it instructs you to trash. (or any other words you want to use)
And vice versa, if the card instructs you to trash, it means that you're following its instruction to trash / its instruction to you is to trash. (or any other words you want to use)

You could add something like "now" in front of every sentence to make it clear that all of them are about something happening in the game:
1. Now, the card makes you trash.
2. Now, the card tells you to trash.
3. Now, the card instructs you to trash.
4. Now, the card orders you to trash.
5. Now, the card's instruction is to trash.
6. Now, the card's order is to trash.
« Last Edit: January 30, 2023, 07:09:56 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #192 on: January 30, 2023, 06:07:31 am »
+1

For example I don't think (and I'll admit that I could well be wrong) that the mechanism by which Enchantress and Highwayman interact to give the result they do was ever spelled out in the rules, though the concept of being able to choose the order in which multiple 'simultaneous' effects are applied was well established, so was a natural way to envisage the mechanism.  Donald X's explanation of how Ways work has introduced (or brought to our attention, depending on how you look at it) the concept of there potentially being a choice of sets of instructions to follow when a card is played.  My explanation pushes that concept to the limit (and arguably beyond).
My further thought overnight was that the concept of choosing the order of effects was in fact still valid for Enchantress and Highwayman.  What needed revising was our interpretation of the mechanism by which Enchantress and Highwayman achieve what the rules say they do.  For the moment I'll ignore Reckless and try to come up with a fairly simple formulation that would give the right result (including the consequences for Harbor Village and Moat) for Ways, Enchantress and Highwayman.

When a card is played, the player may choose to follow either the instructions on the card or, in the case of Action cards, the instructions on the Way if there is one (the instructions implied by the Way in the case of Way of the Chameleon), but some effects, e.g. an Enchantress or Highwayman attack, cause alternative instructions to be followed instead of the ones on the card.

That leaves Reckless to be sorted out, and Jeebus will also want the explanation to cover why the +$1 from an Adventures token shouldn't count as far as Harbor Village is concerned.  I'll tackle the latter first.  We need to interpret "if it gave you" as meaning "if the instructions that were followed by playing it gave you" and we need "the instructions that were followed by playing it" not to include the "+$1" from the Adventures token.  To achieve the latter I'm going to point out that 'playing a card' tends to be used with slightly different meanings in various contexts (if it weren't, the rules would probably be a lot less readable).  The base rules say:

Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.

We've already seen that the third step, the instructions to follow, becomes more complicated once various expansions stick their oar in.  Now consider what Moat says:

When another player plays an Attack card, you may reveal a Moat from your hand, before the Attack does anything

so in that context "When another player plays an Attack card" evidently means "When another player announces playing an Attack card", i.e. it's referring specifically to the first of the three steps.

The rules for Adventures tokens say:

When the player whose token it is plays a card from that pile, that player first gets the bonus.

If we interpret this occurrence of 'plays a card' as also meaning 'announces playing a card' (an interpretation that seems eminently reasonable given the 'first') then the +$1 is not coming from the third step, the instructions followed.

Now for Reckless.  I think it's fairly straightforward.  The rules say:

When you play a Reckless card, you follow its instructions an extra time - follow them entirely, then follow them again - and when you discard one from play, you return it to its Supply pile.  With Duration cards those may not happen on the same turn. If you skip following the instructions of the card - for example by using a Way (from Menagerie) instead - then you don't follow them an extra time, but still return the card when discarding it from play.

"Its instructions" means "The instructions written on the card", so whenever a player uses a Way or the card is affected by Enchantress or Highwayman, following the instructions of the card has been skipped, so nothing happens a second time, in which case my formulation above that ignored Reckless is valid as it stands.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #193 on: January 30, 2023, 07:07:13 am »
0

Yes, your formulation seems to be correct for Reckless when Way/Ench/Highw have already been applied. (You can't include Reckless in the list of the sets of instructions that can be followed, because that would mean we could apply Reckless first and have Way/Ench/Highw fail to do anything.)

Yes, Moat and Adventures tokens trigger after announcing the card, before starting to resolve its on-play instructions. League of Shopkeepers triggers afterwards. But my objection was not related to the timing. Priest triggers while you're in the middle of following the on-play instructions. All of the mentioned things provide instructions that you follow when playing the card, at various times. Ways/Ench/Highw are basically no different. Like Snowy Village or Trader 1E they happen to cancel something that you were supposed to do, and then they make you do something else, but triggering at a certain time and making you do something is what all these things do. In order for Ways/Ench/Highw to be different, we need to specifically say so, for instance by introducing the concept of imbuing the played card with the ability to "make you" do something outside of its instructions.

Your "game rule" about what it means to play a card (different sets of instructions) works as long as Harbor Village, Moat etc. are understood to refer specifically to the instructions the "game rule" tells you to follow, and not other instructions you follow when playing a card, and of course not (only) the card's instructions. We need that "game rule" though.

I was kind of giving up trying to formulate this based on which instructions are being followed. I had in mind the card "making you" do stuff - by following some other instructions of course - but the definition being that Ways/Ench/Highw are imbued with this transferal power. To me it's weird, but it seems to be the only way to understand this ruling. So for Enchantress it would be: "the first time each other player plays an Action card on their turn, it makes them get +1 Card and +1 Action instead of following its instructions." (using "it gives them" instead of "it makes them get" makes the last part of the sentence wrong and difficult to get right.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #194 on: January 30, 2023, 11:50:27 am »
0

Priest triggers while you're in the middle of following the on-play instructions.
I was thinking in terms of distinguishing between what is given by the instructions followed (which Harbor Village cares about) and what is given by any effects triggered by the instructions followed (which Harbor Village ignores).  That would give the right result for any card that triggers the effect set up by Priest.  I hope it would also give the right result in other instances, but are there are situations in which it is unclear whether something is being given by the instructions or by an effect triggered by the instructions?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #195 on: January 31, 2023, 08:30:18 pm »
0

The essence of my issue is this:

A card gives you +$ must mean that the card makes you get +$. For instance, with Way of the Goat, the played card makes you trash - according to this ruling.

1. The card makes you trash.
2. The card tells you to trash.
3. The card instructs you to trash.
4. The card orders you to trash.
5. The card's instructions are to trash.
6. The card's orders are to trash.

To me these are synonymous. But according to the ruling, they are not. (This is not about terminology, but about concept. We can add more verbs and nouns.) Where do we draw the line? Between the verbs and nouns? Wherever we draw the line seems arbitrary to me.
I don't understand the list of 6 things or how it relates to anything.

Harbor Village cares about:
- did you actually get +$1 or more - it won't proc if e.g. you played Peddler but had a -$1 token.
- is the source of the +$1, that play of the card.

And then Way of the Sheep worms in there and says, "this +$2 is due to the play of the card," even though you might think "how could it possibly be."

(As a separate matter, I don't see that the Way rules say anything about the played card "giving" you or "making" you do anything [explained in more detail before, I'm just mentioning it here for completeness], and Enchantress doesn't say it [yes in the rulebook notes, but so do the rulebook notes about Merchant, Ironworks and Ironmonger].)
Yes, the rulebook using easy-to-read language for Merchant etc. (I haven't checked but will guess that you're right there) doesn't mean the rules work differently due to that easy-to-read language.

But, Way of the Sheep attributing the +$2 to the card-play still feels like the right call to me.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #196 on: January 31, 2023, 08:38:08 pm »
0

Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.
Let's expand this.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
4. Follow the instructions on the card (in order, top to bottom, stop at a dividing line).
5. "When you play a card" abilities trigger here.

My memory is that some card somewhere blows it and looks like "When x" when really it happens at some other time and was trying to be more friendly-English but in a poor way since man we rely on these particular words. Probably someone else will remember what that card is. Anyway you know, this list ignores that card, which means something else okay.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #197 on: January 31, 2023, 09:22:00 pm »
+4

In the Follow the Instructions (FTI) step:

- Normally you FTI.
- if you have Reckless, you FTI twice.
- If you have Enchantress, you cantrip instead. There's no FTI.
- If Highwayman hits it, you do nothing instead. There's no FTI.
- If you use Way of the Sheep, you get +$2 instead of the FTI. +$2 becomes what the card did.
- If you use Chameleon, you FTI flipping cards/$. And this is what the card did.

What does Harbor Village look at?

- Normally you FTI. Harbor Village sees this.
- if you have Reckless, you FTI twice. Harbor Village sees both.
- If you have Enchantress, you cantrip instead. Harbor Village is blind.
- If Highwayman hits it, you do nothing instead. Harbor Village is blind.
- If you use Way of the Sheep, you get +$2 instead of the FTI. Harbor Village magically sees this +$2.
- If you use Chameleon, you FTI flipping cards/$. Harbor Village sees the result.

Pairs!

- Reckless + Enchantress
-- You just get one cantrip.
- Reckless + Highwayman
-- You just get one nothing.
- Reckless + Way of the Sheep
-- You only get +$2.
- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)
- Enchantress + Highwayman
-- Your choice!
- Enchantress + Way of the Sheep
-- Your choice!
- Enchantress + Way of the Chameleon
-- Used to be your choice; tentatively switching to, Enchantress wins.
- Highwayman + Way of the Sheep
-- Your choice!
- Highwayman + Way of the Chameleon
-- Used to be your choice; as with Enchantress, now, Highwayman wins.
- Way of the Sheep + Way of the Chameleon
-- Not recommended! But supported. Your choice!

Wait the thread title mentions Lantern and Elder. Do those rulings stand?

- Lantern / Chameleon'd Border Guard: Lantern applies.
- Lantern / Reckless Border Guard: Lantern applies both times.
- Elder / Chameleon'd Minion: Elder applies.
- Elder / Reckless Minion: Elder applies.
« Last Edit: February 08, 2023, 11:57:17 pm by Donald X. »
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scolapasta

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #198 on: January 31, 2023, 09:32:19 pm »
+2

- Enchantress + Highwayman
-- Your choice!
...
- Highwayman + Way of the Sheep
-- Your choice!
- Highwayman + Way of the Chameleon
-- Your choice!

Can I ask why you get a choice in these cases? I'm not sure if you saw when i had first asked about this ruling, but:

It does lead me to a specific question on Highwayman, however:

Is the official ruling for Highwayman that you can play a Way (on an action-Treasure) in order to avoid its attack?

I ask because it's wording doesn't specify "the card's instructions". It just says:
Quote
Until then, the first Treasure each other player plays each turn does nothing

For me, the naturally interpretation would be that you wouldn't be able to choose any set of instructions (not even Enchantress), because that would be doing something.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #199 on: February 01, 2023, 12:34:48 am »
0

- Enchantress + Highwayman
-- Your choice!
...
- Highwayman + Way of the Sheep
-- Your choice!
- Highwayman + Way of the Chameleon
-- Your choice!

Can I ask why you get a choice in these cases? I'm not sure if you saw when i had first asked about this ruling, but:

It does lead me to a specific question on Highwayman, however:

Is the official ruling for Highwayman that you can play a Way (on an action-Treasure) in order to avoid its attack?

I ask because it's wording doesn't specify "the card's instructions". It just says:
Quote
Until then, the first Treasure each other player plays each turn does nothing

For me, the naturally interpretation would be that you wouldn't be able to choose any set of instructions (not even Enchantress), because that would be doing something.

I would take it even further and think that it naturally reads that it also doesn't trigger any adventures tokens or other "when you play" things.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #200 on: February 01, 2023, 03:34:43 am »
0

- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)
My proposed method of explaining what was happening gets this wrong (and it would also have got Elder + Way of the Chameleon wrong).  Fortunately (for me at least) I can come up with a slight contortion that will get me to the right result for all the current rulings, though it might well go wrong when new cards cause more rulings.

Overnight I'd come up with a scenario that left me unsure exactly what Moat would defend against.  Player X plays a Rebuild.  Player Y reacts with Moat.  X trashes a 4-cost card and gains a Haunted Castle.  Moat protects Y from gaining a Curse. but does it also protect Y from topdecking cards, the effect of Haunted Castle having been gained?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #201 on: February 01, 2023, 04:08:03 am »
0

The essence of my issue is this:

A card gives you +$ must mean that the card makes you get +$. For instance, with Way of the Goat, the played card makes you trash - according to this ruling.

1. The card makes you trash.
2. The card tells you to trash.
3. The card instructs you to trash.
4. The card orders you to trash.
5. The card's instructions are to trash.
6. The card's orders are to trash.

To me these are synonymous. But according to the ruling, they are not. (This is not about terminology, but about concept. We can add more verbs and nouns.) Where do we draw the line? Between the verbs and nouns? Wherever we draw the line seems arbitrary to me.
I don't understand the list of 6 things or how it relates to anything.

Because if making you trash and giving you an instruction to trash is the same concept, then using Way of the Goat counts as following the played card's instructions.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #202 on: February 01, 2023, 04:20:20 am »
0

- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)

Quote from: Donald X.
- Enchantress + Way of the Chameleon
-- Your choice!
- Way of the Sheep + Way of the Chameleon
-- Not recommended! But supported. Your choice!

Those two seem contradictory to me.

Reckless works if you're following the card's instructions; it doesn't if you're not (see Reckless + Enchantress, and Reckless + Way of the Sheep).
So if Reckless + Way of the Chameleon works, it must mean that you're following the card's instructions with Chameleon.

Okay, but then Enchantress + Chameleon should work like this: You apply Enchantress first, Chameleon does nothing. You apply Chameleon first, Enchantress works. So there's no way to escape Enchantress.

And Sheep + Chameleon should work like this: You apply Sheep first, Chameleon does nothing. You apply Chameleon first, Sheep works. Of course this doesn't matter in practice, because you can just choose not to use Sheep if you want the Chameleon effect.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #203 on: February 01, 2023, 10:30:06 am »
+1

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #204 on: February 01, 2023, 10:49:38 am »
0

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?

I'm almost positive it means you can choose which to apply, based on the ruling that the first one you apply will stick, since the next one does nothing when you're no longer following the card's instructions. It's the same for all where he wrote "your choice".

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #205 on: February 01, 2023, 10:57:00 am »
0

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?

I'm almost positive it means you can choose which to apply, based on the ruling that the first one you apply will stick, since the next one does nothing when you're no longer following the card's instructions. It's the same for all where he wrote "your choice".

That makes more sense to me for sure, but them I'm not clear why this was listed in you saying it felt contradictory to the other one? (I completely get what you're saying about reckless ruling vs enchantress ruling). Surely there was never a question that if you have 2 Ways in play, the rule is that you could choose which one (or neither) to use when playing a card? What alternative rule could there possibly be?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #206 on: February 01, 2023, 11:22:55 am »
0

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?

I'm almost positive it means you can choose which to apply, based on the ruling that the first one you apply will stick, since the next one does nothing when you're no longer following the card's instructions. It's the same for all where he wrote "your choice".

That makes more sense to me for sure, but them I'm not clear why this was listed in you saying it felt contradictory to the other one? (I completely get what you're saying about reckless ruling vs enchantress ruling). Surely there was never a question that if you have 2 Ways in play, the rule is that you could choose which one (or neither) to use when playing a card? What alternative rule could there possibly be?

The latest Reckless+Cham ruling says that Cham means you're following the card's instructions. So Cham is different from the other Ways, while Ench is like the other Ways.
So that should mean: When you apply Cham, Ench and Ways will work.

EDIT: Oh wait, you're saying that you could just choose which Way to actually use? Yes, that's why I wrote about Cham+Sheep that it doesn't matter in practice. What I wrote above is about what happens if you (for some reason) were to actually choose to use both Ways on the same card play. Pretty sure that's what Donald X. was referring to.
« Last Edit: February 01, 2023, 11:26:39 am by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #207 on: February 01, 2023, 02:39:30 pm »
0

- Enchantress + Highwayman
-- Your choice!
...
- Highwayman + Way of the Sheep
-- Your choice!
- Highwayman + Way of the Chameleon
-- Your choice!

Can I ask why you get a choice in these cases? I'm not sure if you saw when i had first asked about this ruling, but:

It does lead me to a specific question on Highwayman, however:

Is the official ruling for Highwayman that you can play a Way (on an action-Treasure) in order to avoid its attack?

I ask because it's wording doesn't specify "the card's instructions". It just says:
Quote
Until then, the first Treasure each other player plays each turn does nothing

For me, the naturally interpretation would be that you wouldn't be able to choose any set of instructions (not even Enchantress), because that would be doing something.
Those answers were in the rulebooks; I copied them into my post.

What does it mean, that the treasure "does nothing"? It was still announced and still went into play; what it "does" is nothing. That's the FTI step. And, Enchantress and Ways override that.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #208 on: February 01, 2023, 02:51:12 pm »
0

Overnight I'd come up with a scenario that left me unsure exactly what Moat would defend against.  Player X plays a Rebuild.  Player Y reacts with Moat.  X trashes a 4-cost card and gains a Haunted Castle.  Moat protects Y from gaining a Curse. but does it also protect Y from topdecking cards, the effect of Haunted Castle having been gained?
(You mean Replace.)

No. Moat only protects you from the thing, not things triggering off of that.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #209 on: February 01, 2023, 02:53:54 pm »
+2

The essence of my issue is this:

A card gives you +$ must mean that the card makes you get +$. For instance, with Way of the Goat, the played card makes you trash - according to this ruling.

1. The card makes you trash.
2. The card tells you to trash.
3. The card instructs you to trash.
4. The card orders you to trash.
5. The card's instructions are to trash.
6. The card's orders are to trash.

To me these are synonymous. But according to the ruling, they are not. (This is not about terminology, but about concept. We can add more verbs and nouns.) Where do we draw the line? Between the verbs and nouns? Wherever we draw the line seems arbitrary to me.
I don't understand the list of 6 things or how it relates to anything.

Because if making you trash and giving you an instruction to trash is the same concept, then using Way of the Goat counts as following the played card's instructions.
I'm sorry, I still don't follow you *at* *all*.

You are using English words, not jargon that doesn't exist, right? Way of the Goat "makes you trash" if you use it. It has an instruction on it. But Way of the Goat on Smithy doesn't "count" as following Smithy's instructions. Smithy's instructions are +3 Cards. Way of the Goat instead means that "trash" is attributed to the Smithy, due to my ruling based on rulebook text and how I think players who aren't you will see things. I have endlessly said this, I have not shifted my position here, you don't like it, you have not shifted your position there, it is not so productive for both of us to keep repeating this stuff.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #210 on: February 01, 2023, 02:56:03 pm »
+1

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?
We recommend that you not use two Ways in the same game.

If you do, then when you play an Action, you can use either Way ("your choice!"). You can't use both, even when one is Way of the Chameleon, which makes this more confusing, but really, it's just like wanting to use both Way of the Sheep and Way of the Mule.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #211 on: February 01, 2023, 03:04:04 pm »
0

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?

I'm almost positive it means you can choose which to apply, based on the ruling that the first one you apply will stick, since the next one does nothing when you're no longer following the card's instructions. It's the same for all where he wrote "your choice".

That makes more sense to me for sure, but them I'm not clear why this was listed in you saying it felt contradictory to the other one? (I completely get what you're saying about reckless ruling vs enchantress ruling). Surely there was never a question that if you have 2 Ways in play, the rule is that you could choose which one (or neither) to use when playing a card? What alternative rule could there possibly be?

The latest Reckless+Cham ruling says that Cham means you're following the card's instructions. So Cham is different from the other Ways, while Ench is like the other Ways.
So that should mean: When you apply Cham, Ench and Ways will work.

EDIT: Oh wait, you're saying that you could just choose which Way to actually use? Yes, that's why I wrote about Cham+Sheep that it doesn't matter in practice. What I wrote above is about what happens if you (for some reason) were to actually choose to use both Ways on the same card play. Pretty sure that's what Donald X. was referring to.

So are you saying that based on the latest rulings posted here regarding Chameleon + Reckless, then you should be allowed to get +2 cards by using a combination of Chameleon + Sheep? Or are you just saying that you should get to choose Chameleon, and then when you get to the "would resolve instructions" step (for the second time this card play), you should be able to choose Sheep there and simply get +?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #212 on: February 01, 2023, 03:31:50 pm »
0

I'm not clear what "your choice!" means for Sheep + Chameleon... is this ruling that you can play a card and end up getting just +2 cards for it? Or does "your choice" simply mean that you can play a card for Sheep, or for Chameleon, or for neither?

I'm almost positive it means you can choose which to apply, based on the ruling that the first one you apply will stick, since the next one does nothing when you're no longer following the card's instructions. It's the same for all where he wrote "your choice".

That makes more sense to me for sure, but them I'm not clear why this was listed in you saying it felt contradictory to the other one? (I completely get what you're saying about reckless ruling vs enchantress ruling). Surely there was never a question that if you have 2 Ways in play, the rule is that you could choose which one (or neither) to use when playing a card? What alternative rule could there possibly be?

The latest Reckless+Cham ruling says that Cham means you're following the card's instructions. So Cham is different from the other Ways, while Ench is like the other Ways.
So that should mean: When you apply Cham, Ench and Ways will work.

EDIT: Oh wait, you're saying that you could just choose which Way to actually use? Yes, that's why I wrote about Cham+Sheep that it doesn't matter in practice. What I wrote above is about what happens if you (for some reason) were to actually choose to use both Ways on the same card play. Pretty sure that's what Donald X. was referring to.

So are you saying that based on the latest rulings posted here regarding Chameleon + Reckless, then you should be allowed to get +2 cards by using a combination of Chameleon + Sheep? Or are you just saying that you should get to choose Chameleon, and then when you get to the "would resolve instructions" step (for the second time this card play), you should be able to choose Sheep there and simply get +?

The latter. Like I wrote, If you apply Sheep first, Chameleon does nothing. If you apply Chameleon first, Sheep works (meaning +$2). This would be the same as for Chameleon+Enchantress.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #213 on: February 01, 2023, 03:44:46 pm »
0

The essence of my issue is this:

A card gives you +$ must mean that the card makes you get +$. For instance, with Way of the Goat, the played card makes you trash - according to this ruling.

1. The card makes you trash.
2. The card tells you to trash.
3. The card instructs you to trash.
4. The card orders you to trash.
5. The card's instructions are to trash.
6. The card's orders are to trash.

To me these are synonymous. But according to the ruling, they are not. (This is not about terminology, but about concept. We can add more verbs and nouns.) Where do we draw the line? Between the verbs and nouns? Wherever we draw the line seems arbitrary to me.
I don't understand the list of 6 things or how it relates to anything.

Because if making you trash and giving you an instruction to trash is the same concept, then using Way of the Goat counts as following the played card's instructions.
I'm sorry, I still don't follow you *at* *all*.

You are using English words, not jargon that doesn't exist, right? Way of the Goat "makes you trash" if you use it. It has an instruction on it. But Way of the Goat on Smithy doesn't "count" as following Smithy's instructions. Smithy's instructions are +3 Cards. Way of the Goat instead means that "trash" is attributed to the Smithy, due to my ruling based on rulebook text and how I think players who aren't you will see things. I have endlessly said this, I have not shifted my position here, you don't like it, you have not shifted your position there, it is not so productive for both of us to keep repeating this stuff.

You don't have to keep repeating it, it's clear: Way of the Goat means that Smithy makes you trash. I've been trying to explain how I can't see any difference between a card (in this case Smithy) making you trash and that card giving you an instruction to trash. You still haven't really responded to this (which is understandable if you don't follow).

But yeah, you suggested I could state my main issue tersely and see how it goes, and I did. I think you're right that the conversation can stop here.
« Last Edit: February 01, 2023, 04:01:30 pm by Jeebus »
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #214 on: February 01, 2023, 03:48:28 pm »
+1

- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)

Quote from: Donald X.
- Enchantress + Way of the Chameleon
-- Your choice!
- Way of the Sheep + Way of the Chameleon
-- Not recommended! But supported. Your choice!

Those two seem contradictory to me.

Reckless works if you're following the card's instructions; it doesn't if you're not (see Reckless + Enchantress, and Reckless + Way of the Sheep).
So if Reckless + Way of the Chameleon works, it must mean that you're following the card's instructions with Chameleon.

Okay, but then Enchantress + Chameleon should work like this: You apply Enchantress first, Chameleon does nothing. You apply Chameleon first, Enchantress works. So there's no way to escape Enchantress.

And Sheep + Chameleon should work like this: You apply Sheep first, Chameleon does nothing. You apply Chameleon first, Sheep works. Of course this doesn't matter in practice, because you can just choose not to use Sheep if you want the Chameleon effect.
Again, the issue with Reckless is that it cares about FTI, and Way of the Chameleon causes FTI. It says "follow the instructions." Does Reckless see that as an FTI it can add a copy of to, or does it think "oh that's some side thing that Chameleon did, that's not what we care about"? This isn't clear from card text / rulebooks. I have ruled on it though, the way I think will make the most sense to players.

Chameleon + Enchantress: Yes, Reckless and Enchantress both look for FTI happening due to playing a card. If one sees the Chameleon FTI then they both do. I'm with you on this one. The Menagerie rulebook says that you can use a Way to dodge Enchantress. So the temptation is to reverse the Reckless ruling to match the rulebook there. Possibly though I reverse the rulebook ruling instead. The question then is which seems like it will make more sense to people.

Chameleon + Sheep: You aren't allowed to use two Ways on a card. FTI doesn't cause "you may use a Way"; playing a card does.

So! Yes, Reckless and Enchantress should match for this Chameleon question.
« Last Edit: February 01, 2023, 03:49:41 pm by Donald X. »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #215 on: February 01, 2023, 03:51:13 pm »
+1

You don't have to keep repeating it, it's clear: Way of the Goat means that Smithy makes you trash. I've been trying to explain how I can't see any difference between a card (in this case Smithy) making you trash and that card giving you an instruction to trash. You still haven't really responded to this (which is understandable if you don't follow).
- An instruction to trash doesn't mean you will necessarily trash. For example, we could have Highwayman cause us to not do the instruction.
- We can attribute something to "the card did that" that isn't an instruction on the card.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #216 on: February 01, 2023, 03:54:22 pm »
+1

The Menagerie rulebook says that you can use a Way to dodge Enchantress.

But doesn't call out Chameleon specifically. Chameleon could be the exception, even though it's not brought up in the rulebook.
FWIW, I think saying that Chameleon (just like Reckless) really makes you FTI is a good call, since my impression is that most people think the phrase "follow the instructions" means exactly that.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #217 on: February 01, 2023, 07:58:43 pm »
+1

The Menagerie rulebook says that you can use a Way to dodge Enchantress.

But doesn't call out Chameleon specifically. Chameleon could be the exception, even though it's not brought up in the rulebook.
FWIW, I think saying that Chameleon (just like Reckless) really makes you FTI is a good call, since my impression is that most people think the phrase "follow the instructions" means exactly that.

Agreed, it takes an extra step of mental gymnastics to explain away why “follow the instructions” doesn’t cause you to follow the instructions. Granted, that extra step can work fine for the types of people who read these types of rules posts, but not for most people.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #218 on: February 02, 2023, 03:21:08 pm »
0

Overnight I'd come up with a scenario that left me unsure exactly what Moat would defend against.  Player X plays a Rebuild.  Player Y reacts with Moat.  X trashes a 4-cost card and gains a Haunted Castle.  Moat protects Y from gaining a Curse. but does it also protect Y from topdecking cards, the effect of Haunted Castle having been gained?
(You mean Replace.)

No. Moat only protects you from the thing, not things triggering off of that.
Thanks.  Good.  That's what I thought the situation was, but I wanted to check.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #219 on: February 02, 2023, 03:37:35 pm »
0

But doesn't call out Chameleon specifically. Chameleon could be the exception, even though it's not brought up in the rulebook.
That's true, and there's a nice line of reasoning that makes e.g. Way of the Sheep dodge Enchantress but not Way of the Chameleon.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #220 on: February 02, 2023, 03:59:47 pm »
0

Chameleon + Enchantress: Yes, Reckless and Enchantress both look for FTI happening due to playing a card. If one sees the Chameleon FTI then they both do. I'm with you on this one. The Menagerie rulebook says that you can use a Way to dodge Enchantress. So the temptation is to reverse the Reckless ruling to match the rulebook there. Possibly though I reverse the rulebook ruling instead. The question then is which seems like it will make more sense to people.

So to double check, the reversed-rulebook ruling would go like this?

Your Chapel is Enchanted:
-use Chameleon: get +$1 +1 Action
-don't use Chameleon: get +1 Card +1 Action

If so, I give my thumbs up to that.
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Donald X.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #221 on: February 02, 2023, 05:07:26 pm »
+1

Chameleon + Enchantress: Yes, Reckless and Enchantress both look for FTI happening due to playing a card. If one sees the Chameleon FTI then they both do. I'm with you on this one. The Menagerie rulebook says that you can use a Way to dodge Enchantress. So the temptation is to reverse the Reckless ruling to match the rulebook there. Possibly though I reverse the rulebook ruling instead. The question then is which seems like it will make more sense to people.

So to double check, the reversed-rulebook ruling would go like this?

Your Chapel is Enchanted:
-use Chameleon: get +$1 +1 Action
-don't use Chameleon: get +1 Card +1 Action

If so, I give my thumbs up to that.
No. Enchantress's +1 Card +1 Action doesn't become the card's instructions. It's not a thing Chameleon looks at. Enchantress gives cantrip instead of FTI; Chameleon changes FTI.

what fingers can I get for this
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #222 on: February 03, 2023, 03:54:16 am »
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Yeah, this Chameleon ruling means that Chameleon is different from Enchantress and from the other Ways. Chameleon counts as FTI; the others don't. If Enchantress also did, then what Dz said would be true.

(I have suggested in this thread that all of them could count as FTI. Then there would be no question as to how/why Harbor Village gives +$1, and Chameleon + Enchantress would work exactly how Dz said. It would also mean that Reckless makes you do the Enchantress/Way effect twice. And the term "this" in Way texts would make more sense.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #223 on: February 03, 2023, 07:41:34 pm »
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Chameleon + Enchantress: Yes, Reckless and Enchantress both look for FTI happening due to playing a card. If one sees the Chameleon FTI then they both do. I'm with you on this one. The Menagerie rulebook says that you can use a Way to dodge Enchantress. So the temptation is to reverse the Reckless ruling to match the rulebook there. Possibly though I reverse the rulebook ruling instead. The question then is which seems like it will make more sense to people.

So to double check, the reversed-rulebook ruling would go like this?

Your Chapel is Enchanted:
-use Chameleon: get +$1 +1 Action
-don't use Chameleon: get +1 Card +1 Action

If so, I give my thumbs up to that.
No. Enchantress's +1 Card +1 Action doesn't become the card's instructions. It's not a thing Chameleon looks at. Enchantress gives cantrip instead of FTI; Chameleon changes FTI.

what fingers can I get for this

You can have a 2nd thumbs up. You'll have to look elsewhere for more thumbs though. I would guess that a lot of players would get upset when they find out Chameleon loses to Enchantress; but I think even more players would get upset if Reckless Chameleon doesn't work twice, so these seem like the best rulings to me.

Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #224 on: February 03, 2023, 09:43:02 pm »
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Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"

Hmm, given that there’s a FAQ ruling on Highwayman which says that Ways can be used to counter it, I think you’d have to be right. But it’s not how I would have read the text on Highwayman if I were just reading that; I’d have assumed you can’t choose to use a Way at all, because letting you choose a Way is something that playing a card “does”, and Highwayman says it does “nothing”.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #225 on: February 04, 2023, 03:19:24 am »
+1


Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"

Hmm, given that there’s a FAQ ruling on Highwayman which says that Ways can be used to counter it, I think you’d have to be right. But it’s not how I would have read the text on Highwayman if I were just reading that; I’d have assumed you can’t choose to use a Way at all, because letting you choose a Way is something that playing a card “does”, and Highwayman says it does “nothing”.
I have an answer to this, but I need to reference something else to support (I hope) my argument:

Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.
Let's expand this.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
4. Follow the instructions on the card (in order, top to bottom, stop at a dividing line).
5. "When you play a card" abilities trigger here.

There's nothing on the card to tell you to announce it, there's nothing on the card to tell you that you move it to the "in play" area, and there's nothing on the card to say that "When you play a card, first..." abilities trigger at this stage.  These are all things that the rules of the game are doing, not the card.  Similarly there's nothing on the card to say that you can choose a Way, so that is surely also something that the rules of the game are doing.  Effectively there's an extra step (3½) in the above that says "Choose whether to FTI or use a Way." and step 4 becomes conditional on having made the appropriate choice in 3½.   Consequently saying that the card does nothing doesn't affect the ability to choose a Way. 
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #226 on: February 04, 2023, 05:00:26 am »
+1


Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"

Hmm, given that there’s a FAQ ruling on Highwayman which says that Ways can be used to counter it, I think you’d have to be right. But it’s not how I would have read the text on Highwayman if I were just reading that; I’d have assumed you can’t choose to use a Way at all, because letting you choose a Way is something that playing a card “does”, and Highwayman says it does “nothing”.

The phrasing is poor, but the rulebook (as you're implying) says straight that it does the same as Enchantress and Ways, with the same timing.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #227 on: February 04, 2023, 05:12:23 am »
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Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"

Hmm, given that there’s a FAQ ruling on Highwayman which says that Ways can be used to counter it, I think you’d have to be right. But it’s not how I would have read the text on Highwayman if I were just reading that; I’d have assumed you can’t choose to use a Way at all, because letting you choose a Way is something that playing a card “does”, and Highwayman says it does “nothing”.
I have an answer to this, but I need to reference something else to support (I hope) my argument:

Playing an Action card has three steps: announcing it; moving it to the "in play" area - the table space in front of you; and following the instructions on it, in order, top to bottom.
Let's expand this.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
4. Follow the instructions on the card (in order, top to bottom, stop at a dividing line).
5. "When you play a card" abilities trigger here.

There's nothing on the card to tell you to announce it, there's nothing on the card to tell you that you move it to the "in play" area, and there's nothing on the card to say that "When you play a card, first..." abilities trigger at this stage.  These are all things that the rules of the game are doing, not the card.  Similarly there's nothing on the card to say that you can choose a Way, so that is surely also something that the rules of the game are doing.  Effectively there's an extra step (3½) in the above that says "Choose whether to FTI or use a Way." and step 4 becomes conditional on having made the appropriate choice in 3½.   Consequently saying that the card does nothing doesn't affect the ability to choose a Way.

This kind of confusion is caused by the fuzziness of the new ruling, in my opinion. Let's not forget how Ways/Enchantress and Highwayman all work:

When you would follow the on-play instructions of the played card, instead follow <instructions>.

Ways: <instructions> = the Way's instructions
Enchantress: <instructions> = +1 Card, +1 Action
Highwayman: <instructions> = nothing

They all trigger at the same time, and per the normal rules, you choose which to resolve first. After resolving the first one, any others will fail to do anything because at that point you're not following the card's on-play instructions anymore.

Your model with the extra step might not actually be in accordance to how these abilities trigger on "when you would follow the instructions". (In my opinion it's impossible to make a coherent model or explanation for this ruling.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #228 on: February 04, 2023, 05:16:07 am »
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You don't have to keep repeating it, it's clear: Way of the Goat means that Smithy makes you trash. I've been trying to explain how I can't see any difference between a card (in this case Smithy) making you trash and that card giving you an instruction to trash. You still haven't really responded to this (which is understandable if you don't follow).
- An instruction to trash doesn't mean you will necessarily trash. For example, we could have Highwayman cause us to not do the instruction.

Right, but that's not relevant to the question of the difference between being instructed/made to do something and following an instruction to do that thing. It's about instructions being followed; other instructions of course don't make you do anything.

Or, as I wrote to AJD:
If you're following a card's instruction to trash, it means that it instructs you to trash. (or any other words you want to use)
And vice versa, if the card instructs you to trash, it means that you're following its instruction to trash / its instruction to you is to trash. (or any other words you want to use)
« Last Edit: February 04, 2023, 05:18:14 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #229 on: February 04, 2023, 07:14:37 am »
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Or, as I wrote to AJD:
If you're following a card's instruction to trash, it means that it instructs you to trash. (or any other words you want to use)
And vice versa, if the card instructs you to trash, it means that you're following its instruction to trash / its instruction to you is to trash. (or any other words you want to use)
Cool tautology.
« Last Edit: February 04, 2023, 07:16:02 am by segura »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #230 on: February 04, 2023, 12:47:52 pm »
+1

Let's not forget how Ways/Enchantress and Highwayman all work:

When you would follow the on-play instructions of the played card, instead follow <instructions>.

Ways: <instructions> = the Way's instructions
Enchantress: <instructions> = +1 Card, +1 Action
Highwayman: <instructions> = nothing

They all trigger at the same time, and per the normal rules, you choose which to resolve first. After resolving the first one, any others will fail to do anything because at that point you're not following the card's on-play instructions anymore.
Except that the above model is not what the rules actually say.  It's the model that we've been using to understand how the rules work.  Here's what the rules actually say about Ways:

Menagerie has Ways. Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do. Playing an Action card for a Way ability means not doing anything the Action card said to do when played.

The only place where 'would' appears in the rules about Ways is:

Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, you can use a Way instead of getting the +1 Card and +1 Action that Enchantress's effect would give you.

I've mentioned previously that sometimes the rules specify the outcome but not the mechanism by which the outcome is achieved.  That's all that's really needed, but we like to envisage a mechanism that helps us to understand the outcomes.  At some stage in the past the model you describe proved adequate to describe the mechanism by which Ways and Enchantress interacted.  It continued to prove adequate when Highwayman came along.  It has now hit a problem when confronted with Reckless.  All that proves is that the model has become inadequate, not that the rules make no sense.

(Edited to correct typo)
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #231 on: February 04, 2023, 04:34:50 pm »
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Let's not forget how Ways/Enchantress and Highwayman all work:

When you would follow the on-play instructions of the played card, instead follow <instructions>.

Ways: <instructions> = the Way's instructions
Enchantress: <instructions> = +1 Card, +1 Action
Highwayman: <instructions> = nothing

They all trigger at the same time, and per the normal rules, you choose which to resolve first. After resolving the first one, any others will fail to do anything because at that point you're not following the card's on-play instructions anymore.
Except that the above model is not what the rules actually say.  It's the model that we've been using to understand how the rules work.  Here's what the rules actually say about Ways:

Menagerie has Ways. Each Way gives Action cards an additional option: you can play the Action for what it normally does, or play it to do what the Way says to do. Playing an Action card for a Way ability means not doing anything the Action card said to do when played.

The only place where 'would' appears in the rules about Ways is:

Enchantress from Empires also changes what an Action card does when played. If you are affected by Enchantress, you can use a Way instead of getting the +1 Card and +1 Action that Enchantress's effect would give you.

I've mentioned previously that sometimes the rules specify the outcome but not the mechanism by which the outcome is achieved.  That's all that's really needed, but we like to envisage a mechanism that helps us to understand the outcomes.  At some stage in the past the model you describe proved adequate to describe the mechanism by which Ways and Enchantress interacted.  It continued to prove adequate when Highwayman came along.  It has now hit a problem when confronted with Reckless.  All that proves is that the model has become inadequate, not that the rules make no sense.

(Edited to correct typo)

They all trigger at the same time, otherwise you can't order them. And they all trigger before you get to the FTI part, obviously. That's what the model I described says. And that's what Donald X. has said before, and he hasn't said otherwise now. What do you actually disagree with?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #232 on: February 04, 2023, 04:36:11 pm »
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Or, as I wrote to AJD:
If you're following a card's instruction to trash, it means that it instructs you to trash. (or any other words you want to use)
And vice versa, if the card instructs you to trash, it means that you're following its instruction to trash / its instruction to you is to trash. (or any other words you want to use)
Cool tautology.
Aah, but it isn't. Look again.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #233 on: February 05, 2023, 07:54:47 am »
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They all trigger at the same time, otherwise you can't order them. And they all trigger before you get to the FTI part, obviously. That's what the model I described says. And that's what Donald X. has said before, and he hasn't said otherwise now. What do you actually disagree with?
They do not all need to trigger at the same time.  Enchantress and Highwayman must trigger at the same time, but the decision to use a Way can occur at a separate time.  Indeed given that you evidently haven't been able to find an explanation for all the rulings that you consider compatible with them all triggering at the same time, it's quite possibly the case that it must occur at a separate time.

Let's go back to another extract from the Menagerie rule book:

The choice to use a Way or not happens after "first" abilities on cards like Moat and Kiln.

So in Donald X's 5-step outline of what playing a card involves, we know that choosing to use a Way comes after step 3, the triggering of "When you play a card, first..." abilities – that's why I inserted it as step 3½ – but as far as I'm aware there's nothing in any of the rules that specify exactly when the triggering of the Highwayman and Enchantress attacks occur.  The Allies rules for Highwayman do say "If the Treasure is also an Action, a Way (from Menagerie) can still be used on it, and Enchantress (from Empires) can still work on it; the player who played the Treasure decides which effect applies" but that doesn't force the Way decision to be simultaneous with the attack effects.

How I continue this discussion depends on what the current state of play with Enchantress/Reckless and Way of the Chameleon is.  Earlier in this thread Donald X tentatively reversed the ruling on Enchantress and Chameleon, but has subsequently agreed that Reckless and Enchantress should match for Chameleon.  It's not clear to me, however, whether that has resulted in the tentative reversal being reversed.

If the reversal stands, then the attacks have to trigger before the choice to use a Way happens so that when Chameleon tries to FTI with $/cards reversed it finishes up doing whatever Enchantress or Highwayman said to do instead.  If on the other hand the reversal has been reversed, then the attacks have to trigger after the choice to use a Way happens so that when Chameleon tries to FTI with $/cards reversed it succeeds.  The model for the latter scenario is a bit cleaner than the one for the former, so I'll present it, continuing to number my introduced extra step as 3½.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
3½. If it's an Action card, choose to use a Way if desired.
4. If a Way wasn't used, follow the instructions on the card (in order, top to bottom, stop at a dividing line) unless overridden by an attack.
5. "When you play a card" abilities trigger here.

(Edit: why do I always spot typos after I post rather than when I'm previewing?)
« Last Edit: February 05, 2023, 07:57:43 am by dane-m »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #234 on: February 05, 2023, 10:51:46 am »
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If the reversal stands, then the attacks have to trigger before the choice to use a Way happens so that when Chameleon tries to FTI with $/cards reversed it finishes up doing whatever Enchantress or Highwayman said to do instead.

Wait, this isn’t why Enchantress can beat Chameleon under the ruling that it can. It’s not that the attack has already triggered and thus Chameleon fails to override it. It’s that Chameleon says to FTI, which would trigger the attack again (if we say that it also triggered originally when you chose to use the Way; if it’s as you say that Way triggered first, then Enchantress would only be triggering once; not twice). I’m not understanding your idea of the attack triggering before the choice to use a way; what does that mean? Enchantress pretty clearly only triggers when you would follow the instructions; that one is printed on the card. And how can that be something that happens before you choose to use a Way?
« Last Edit: February 05, 2023, 10:53:16 am by GendoIkari »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #235 on: February 05, 2023, 02:48:58 pm »
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I'm also not clear on what Dane-m is saying. Again, I don't think the intention is that this timing has changed. So before, the ruling on all Ways, including Chameleon, was that they could help you escape Enchantress and Highwayman. It's like I said:

They all trigger at the same time, and per the normal rules, you choose which to resolve first. After resolving the first one, any others will fail to do anything because at that point you're not following the card's on-play instructions anymore.

I still think that this means (as in ChipperMDW's model) that these abilities all change what instructions we're following, and that they make that change before we're following the instructions.

So, the Way and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, then when you resolve the Way it does nothing (since you're not FTI). If you choose the Way, then when you resolve Enchantress it does nothing (since you're not FTI). Then you get to the actual FTI step (which would be whichever you chose).

Now, with the suggested ruling that Chameleon actually makes you FTI, it would be like this (with the same timing):

Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then when you resolve Enchantress it makes you do the cantrip (since you are FTI after applying Chameleon). Then you get to the actual FTI step (which would be the Enchantress cantrip in any case).

The other way would be to say that Ways/Ench actually make you resolve their instructions while we're still in the when-would window, which I think is what GendoIkari is saying? To me it's weird and counter-intuitive, but it doesn't make any difference for the outcome of the Enchantress + Chameleon interaction. It would be like this, I guess:

Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, you get the cantrip right away and the card instructions that you're set to follow are cancelled, and then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then it makes you FTI "modified" right away and the card instructions that you're set to follow are cancelled, but before that Enchantress triggers again on the when-would of that FTI and you get the cantrip and those instructions are cancelled too.
EDIT: Actually no, I don't think Enchantress would trigger again, since you're not playing the card again. And that actually means that this way of looking at it must be wrong!
« Last Edit: February 06, 2023, 12:02:06 pm by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #236 on: February 05, 2023, 06:20:59 pm »
0

If the reversal stands, then the attacks have to trigger before the choice to use a Way happens so that when Chameleon tries to FTI with $/cards reversed it finishes up doing whatever Enchantress or Highwayman said to do instead.

Wait, this isn’t why Enchantress can beat Chameleon under the ruling that it can. It’s not that the attack has already triggered and thus Chameleon fails to override it. It’s that Chameleon says to FTI, which would trigger the attack again (if we say that it also triggered originally when you chose to use the Way; if it’s as you say that Way triggered first, then Enchantress would only be triggering once; not twice).
OK, I understand the logic.

Quote
I’m not understanding your idea of the attack triggering before the choice to use a way; what does that mean? Enchantress pretty clearly only triggers when you would follow the instructions; that one is printed on the card. And how can that be something that happens before you choose to use a Way?
I had been thinking in terms of the attacks, when they triggered, setting up an effect that said "When you try to FTI, this is what you're going to do instead."  Having the attacks trigger before the Way choice would therefore override Chameleon, while having them trigger after the Way choice would allow Chameleon to work.

Now that I understand the logic behind the ruling reversal, it makes a lot of sense to me, and I think all the complications disappear just so long as one doesn't try, like Jeebus is doing, to make the Way choice and the attack triggers be synchronous and hence orderable.  Instead make the Way choice occur first and make the attacks trigger (as you have said) at the point at which one attempts to FTI.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #237 on: February 06, 2023, 03:58:25 am »
0

If the reversal stands, then the attacks have to trigger before the choice to use a Way happens so that when Chameleon tries to FTI with $/cards reversed it finishes up doing whatever Enchantress or Highwayman said to do instead.

Wait, this isn’t why Enchantress can beat Chameleon under the ruling that it can. It’s not that the attack has already triggered and thus Chameleon fails to override it. It’s that Chameleon says to FTI, which would trigger the attack again (if we say that it also triggered originally when you chose to use the Way; if it’s as you say that Way triggered first, then Enchantress would only be triggering once; not twice).
OK, I understand the logic.

Quote
I’m not understanding your idea of the attack triggering before the choice to use a way; what does that mean? Enchantress pretty clearly only triggers when you would follow the instructions; that one is printed on the card. And how can that be something that happens before you choose to use a Way?
I had been thinking in terms of the attacks, when they triggered, setting up an effect that said "When you try to FTI, this is what you're going to do instead."  Having the attacks trigger before the Way choice would therefore override Chameleon, while having them trigger after the Way choice would allow Chameleon to work.

Now that I understand the logic behind the ruling reversal, it makes a lot of sense to me, and I think all the complications disappear just so long as one doesn't try, like Jeebus is doing, to make the Way choice and the attack triggers be synchronous and hence orderable.  Instead make the Way choice occur first and make the attacks trigger (as you have said) at the point at which one attempts to FTI.

Nobody has said that Ways trigger first except you. The ruling on Ways/Ench/Highw has always been that they all work exactly the same in terms of effect and in terms of timing. Here is Donald X.'s original explanation of Enchantress's timing. Here is Donald X. saying that Ways and Enchantress have the same timing.

Nothing Donald X. has said here has remotely indicated that he changed when Ways trigger by creating a new timing window between "first" (Reactions) and Ench/Highw. There is nothing in the rules or on the cards suggesting this timing difference either, quite the contrary.

The reasoning for the ruling on what Ways/Ench/Highw do in relation to Harbor Village, Moat, etc., has nothing to do with a changed timing either.

And the new ruling on Chameleon works purely based on the fact that we're FTI with it; there is certainly no need to have it trigger earlier.

Furthermore, what you're saying still contradicts what GendoIkari said about Enchantress triggering twice. If the "Way choice" happens first, and then Enchantress triggers after that, Enchantress will only trigger once.

Making Ways trigger before Enchantress does not solve anything in terms of the Harbor Village ruling either. If one thinks that a card making you do something can be a completely separate phenomenon from you following the card's instructions, the ruling makes sense no matter the timing of Ways; and if one doesn't think that, the ruling doesn't make sense no matter the timing of Ways.

As I explained in my last post, there are two ways to look at what Ways/Ench/Highw do when it comes to changing what instructions you follow. This presents a further complication and hinderance to discussion. Either they do it right away (have you follow the new instructions), before you actually get to the FTI part (which must be what GendoIkari is thinking), or they change what you're going to do when you will get to the FTI part. The latter is what I've always been thinking, what ChipperMDW's model follows, and what you are saying (at least partially). In the middle of this post I presented two numbered lists explaining these two "models".
EDIT: I'm pretty sure the first option (marked in brown) must be wrong. The only way this can work is that Ways/Ench/Highw change the future instructions.
« Last Edit: February 06, 2023, 12:06:33 pm by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #238 on: February 06, 2023, 09:59:48 am »
+1

The other way would be to say that Ways/Ench actually make you resolve their instructions while we're still in the when-would window, which I think is what GendoIkari is saying? To me it's weird and counter-intuitive, but it doesn't make any difference for the outcome of the Enchantress + Chameleon interaction. It would be like this, I guess:

Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, you get the cantrip right away and the card instructions that you're set to follow are cancelled, and then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then it makes you FTI "modified" right away and the card instructions that you're set to follow are cancelled, but before that Enchantress triggers again on the when-would of that FTI and you get the cantrip and those instructions are cancelled too.

But as I said, I think following the new instructions in the when-would window of following the instructions is just weird.

I didn't even realize until now that I was saying something different than you were... but no, I didn't mean to suggest that Enchantress's Cantrip would happen at a time different than the normal FTI would have happened had Enchantress not been played. "When would.. instead" replaces one event with another, the replaced event happens at the same time as the original would have.

What I meant be Enchantress triggering again was this:

1) You start to play a card, Enchantress and Chameleon trigger due to the fact that the game rules tell you to FTI now.
2) You choose Chameleon, so you FTI on Chameleon.
3) The instruction on Chameleon tells you to FTI on the card you played. This is now the second time during this card play that you are about to FTI of the played card. Enchantress triggers again. Chameleon only doesn't trigger again because Donald X has ruled that you can't use 2 Ways on a single card play.

So any time you choose Chameleon, you have 2 separate "when you would FTI" windows. The first one created by the game rules that tell you to FTI when you play a card, and the second created by Chameleon that tells you to FTI of the played card.

*Edit*
I don't know if this is necessary, but in case there's some confusion over why the second FTI I'm talking about has to be at a different time than the first/original, imagine that Chameleon could easily instead say
Quote
+1 Card
Follow this card's instructions; each time that would give you +Cards this turn, you get +$ instead, and vice-versa.

In that case, Enchantress would trigger once before you've drawn that extra card, and then trigger again after you've drawn that extra card. The point being that you resolve Ways' instructions in order one at a time, just like you do for resolving cards' instructions.
« Last Edit: February 06, 2023, 10:09:16 am by GendoIkari »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #239 on: February 06, 2023, 11:58:02 am »
+1

I see. But actually I think we're both wrong when it comes to how Enchantress can trigger a second time. Donald X. has actually specified several times that Enchantress (and Ways) only trigger when you FTI as a result of playing the card. If an ability instructs you to FTI without actually playing the card, that should not trigger Ench/Ways. Compare to Reckless; it tells you to FTI an extra time, but this doesn't trigger Ench/Ways one more time. Chameleon does the same thing. If Chameleon had said "play this card" instead of "follow this card's instructions", then of course Enchantress would trigger again. (I think Ways would too; I'm not sure exactly what Donald meant about not using two Ways, but it doesn't really matter with current rulings anyway.)

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #240 on: February 06, 2023, 12:08:15 pm »
0

I see. But actually I think we're both wrong when it comes to how Enchantress can trigger a second time. Donald X. has actually specified several times that Enchantress (and Ways) only trigger when you FTI as a result of playing the card. If an ability instructs you to FTI without actually playing the card, that should not trigger Ench/Ways. Compare to Reckless; it tells you to FTI an extra time, but this doesn't trigger Ench/Ways one more time. Chameleon does the same thing. If Chameleon had said "play this card" instead of "follow this card's instructions", then of course Enchantress would trigger again. (I think Ways would too; I'm not sure exactly what Donald meant about not using two Ways, but it doesn't really matter with current rulings anyway.)

Hmm, now I'm surprised that the official FAQ doesn't mention whether or not you can choose to use a Way when following a Reckless card's instructions the second time (after not using a Way during the first time). But assuming that you indeed can't, do we know the same goes for Enchantress? It is possible to have a scenario where your opponent plays Enchantress after you play your Reckless card but before you follow the Reckless card's instructions a second time (Mouse has Enchantress, your opponent plays a "play this" type reaction). Is there a ruling that Enchantress will not do anything to the Reckless card's second instruction-following?

I would have thought that a newly-played Enchantress would in fact stop a Reckless card's repeat instructions from happening... but if so, I also can't see a good reason that you can't use a Way on the second time.

Assuming that both of those don't work, the question becomes "why not"? If it is as you suggest that Enchantress and Ways only trigger when playing a card makes you FTI instead of other things like Reckless, then Chameleon should in fact avoid Enchantress; the fact that Chameleon makes you FTI wouldn't matter for Enchantress.

*Edit* Never mind to some of that, I just realized Enchantress looks for when another player "plays an Action card", so that window is long-gone if you play Enchantress in the middle of them resolving an action. So for sure it doesn't work like I was saying. But then the question becomes, exactly how does it work against Chameleon's FTI instruction? It's no longer part of "when a card is played", it seems.
« Last Edit: February 06, 2023, 12:15:53 pm by GendoIkari »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #241 on: February 06, 2023, 12:34:13 pm »
0

Hmm, now I'm surprised that the official FAQ doesn't mention whether or not you can choose to use a Way when following a Reckless card's instructions the second time (after not using a Way during the first time).

Hmm. Well, this is what Donald X. wrote about Reckless:
Reckless as printed actually cares about playing the card, not following its instructions. And this is reinforced in the FAQ. When you play a card, normally, you follow its instructions; Reckless gets in there and says "follow them an extra time." So "Reckless happens whenever you follow the card's instructions" is wrong. You have to be playing the card for (that part of) Reckless to do anything.
(In the rest of that post he made the ruling about Reckless + Chameleon that he has now probably reversed - but because of a different interpretation of Chameleon, not Reckless.)
And:
The timing is "after following the instructions of a Reckless card due to playing it." And what it does then is, it has you follow the instructions again.

Quote from: GendoIkari
But assuming that you indeed can't, do we know the same goes for Enchantress? It is possible to have a scenario where your opponent plays Enchantress after you play your Reckless card but before you follow the Reckless card's instructions a second time (Mouse has Enchantress, your opponent plays a "play this" type reaction). Is there a ruling that Enchantress will not do anything to the Reckless card's second instruction-following?

I would have thought that a newly-played Enchantress would in fact stop a Reckless card's repeat instructions from happening... but if so, I also can't see a good reason that you can't use a Way on the second time.

Assuming that both of those don't work, the question becomes "why not"? If it is as you suggest that Enchantress and Ways only trigger when playing a card makes you FTI instead of other things like Reckless, then Chameleon should in fact avoid Enchantress; the fact that Chameleon makes you FTI wouldn't matter for Enchantress.

Yes it would, since Enchantress already triggered when you played the card (in the "when-would-resolve" window). As I wrote above: Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then when you resolve Enchantress it makes you do the cantrip (since you are FTI after applying Chameleon).

But I think we need Donald X. to answer the specific question you brought up:
1) Can you choose to use a Way when following a Reckless card's instructions the second time (after not using a Way during the first time)?
EDIT: I  deleted the second question after reading GendoIkari's edit, which I agree with. It's also pretty clear from the Donald X. quotes above that the answer to the remaining question is no.
« Last Edit: February 06, 2023, 12:41:36 pm by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #242 on: February 06, 2023, 02:10:39 pm »
0


Quote from: GendoIkari
But assuming that you indeed can't, do we know the same goes for Enchantress? It is possible to have a scenario where your opponent plays Enchantress after you play your Reckless card but before you follow the Reckless card's instructions a second time (Mouse has Enchantress, your opponent plays a "play this" type reaction). Is there a ruling that Enchantress will not do anything to the Reckless card's second instruction-following?

I would have thought that a newly-played Enchantress would in fact stop a Reckless card's repeat instructions from happening... but if so, I also can't see a good reason that you can't use a Way on the second time.

Assuming that both of those don't work, the question becomes "why not"? If it is as you suggest that Enchantress and Ways only trigger when playing a card makes you FTI instead of other things like Reckless, then Chameleon should in fact avoid Enchantress; the fact that Chameleon makes you FTI wouldn't matter for Enchantress.

Yes it would, since Enchantress already triggered when you played the card (in the "when-would-resolve" window). As I wrote above: Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then when you resolve Enchantress it makes you do the cantrip (since you are FTI after applying Chameleon).


Unclear what you're talking about here, "yes it would" is what, yes Enchantress would make you do the cantrip? Or yes, Chameleon would avoid the Enchantress? If you meant the first one, then I'm talking about a situation when Enchantress wasn't in play when you played the card. It was played by your opponent during the resolution of your played card, so it should be too late for the now-played Enchantress to do anything, since it looks specifically for "when a card is played" (and also looks for "when you would FTI", but only when you would FTI as a result of playing a card).
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #243 on: February 06, 2023, 02:38:23 pm »
0


Quote from: GendoIkari
But assuming that you indeed can't, do we know the same goes for Enchantress? It is possible to have a scenario where your opponent plays Enchantress after you play your Reckless card but before you follow the Reckless card's instructions a second time (Mouse has Enchantress, your opponent plays a "play this" type reaction). Is there a ruling that Enchantress will not do anything to the Reckless card's second instruction-following?

I would have thought that a newly-played Enchantress would in fact stop a Reckless card's repeat instructions from happening... but if so, I also can't see a good reason that you can't use a Way on the second time.

Assuming that both of those don't work, the question becomes "why not"? If it is as you suggest that Enchantress and Ways only trigger when playing a card makes you FTI instead of other things like Reckless, then Chameleon should in fact avoid Enchantress; the fact that Chameleon makes you FTI wouldn't matter for Enchantress.

Yes it would, since Enchantress already triggered when you played the card (in the "when-would-resolve" window). As I wrote above: Chameleon and Enchantress trigger at the same time, then you choose which to resolve first. If you choose Enchantress, then when you resolve Chameleon it does nothing (since you're not FTI). If you choose Chameleon, then when you resolve Enchantress it makes you do the cantrip (since you are FTI after applying Chameleon).


Unclear what you're talking about here, "yes it would" is what, yes Enchantress would make you do the cantrip? Or yes, Chameleon would avoid the Enchantress? If you meant the first one, then I'm talking about a situation when Enchantress wasn't in play when you played the card. It was played by your opponent during the resolution of your played card, so it should be too late for the now-played Enchantress to do anything, since it looks specifically for "when a card is played" (and also looks for "when you would FTI", but only when you would FTI as a result of playing a card).

I have colored and bolded the sentence I was replying to. I replied, yes it would. Meaning, yes the fact that Chameleon makes you FTI would matter for Enchantress.

You're now saying that you were talking about the scenario where your opponent played Enchantress during your resolution of the played card. I didn't think you were talking about that. I thought you were asking how it was possible for Chameleon to avoid Enchantress at all given the changed ruling on Chameleon. You also said: "exactly how does it work against Chameleon's FTI instruction? It's no longer part of 'when a card is played', it seems." So it REALLY seems like that's what you were talking about.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #244 on: February 06, 2023, 03:52:47 pm »
0

Well I was talking about playing Enchantress in the middle of resolving an action, but then my edit was saying that I realized my mistake; that Enchantress only ever does something if it's in play "when your opponent plays a card".

But you said right before my post "Donald X. has actually specified several times that Enchantress (and Ways) only trigger when you FTI as a result of playing the card". This makes sense to me based on the wording on Enchantress; it states that it triggers "the first time each other player plays an Action card on their turn". So this would mean that the only FTI that Enchantress can stop would be the FTI that the rulebook causes you to do when playing a card. But the FTI on Chameleon is a separate thing completely; it's just part of resolving Chameleon's instructions. I don't see how Enchantress also works to stop that FTI.

Enchantress's "instead of following its instructions" could technically be read in 2 different ways:

1) It could mean "replace following the rulebook's normal rule that playing a card causes you to follow that card's instructions". This reading makes the most sense to me, and lines up with what you quoted Donald X as saying. But it would mean that Chameleon can stop Enchantress from doing anything; when Chameleon tells you to FTI, that's not the event that Enchantress is replacing.

2) It could mean "replace any instance of FTI that happens during the resolution of the played card". This seems like an awkward interpretation to me, now that I've noticed that Enchantress looks for a card being played, not just an instruction being followed. 24 hours ago I had missed that fact, and thought there was no difference between the regular FTI and the Chameleon's instruction to FTI. I think this interpretation would be required to make it so that Enchantress till hits you even if you choose to use Chameleon.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #245 on: February 06, 2023, 04:24:11 pm »
0

I know you were talking about playing enchantress in the middle of resolving an action earlier in that post. But the part that I colored blue and bolded was not that part. In that part you were expressing the same doubt you're expressing now. And I replied to that part . I said that enchantress already triggered. (Your first reading of enchantress is the correct one.) I don't see you addressing my reply. What is it that is unclear about it or you disagree with?

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #246 on: February 06, 2023, 05:21:29 pm »
0

I know you were talking about playing enchantress in the middle of resolving an action earlier in that post. But the part that I colored blue and bolded was not that part. In that part you were expressing the same doubt you're expressing now. And I replied to that part . I said that enchantress already triggered. (Your first reading of enchantress is the correct one.) I don't see you addressing my reply. What is it that is unclear about it or you disagree with?

I'm confused because you're saying my first reading is correct, but your "Yes it would" reply relies on the second reading being correct... if the first reading is correct, then how does Enchantress replace Chameleon's instruction to FTI? The first reading specifically states that the only thing Enchantress can replace is the game rules' instruction to FTI when you play a card. Any FTI that happens after that initial window should have no interaction with Enchantress. To list it out specifically, this is how I would see it working if the first interpretation of Enchantress is correct:

1) You announce and start to play your first action (after your opponent has played Enchantress last turn).
2) You deal with "when play, first" stuff.
3) The game rules tell you to FTI. Enchantress and Chameleon both trigger. Enchantress specifically triggers because it is the first time you're playing an action card this turn, and you're about to FTI on that action card.
4) You choose Chameleon. The FTI is replaced with following Chameleon's instructions instead.
5) You're no longer being told by the game rules to FTI; because you replaced that instruction. Enchantress resolves and does nothing.
6) You resolve Chameleon. First step is to FTI on the card you played. Enchantress doesn't care about this at all, because it's not an FTI that is happening because the game rules told you to FTI. And interpretation 1 is that Enchantress only cares about FTI that happens normally due to game rules.

Now, under interpretation 2 of Enchantress, steps 1-5 would be the same. But step 6 becomes:
6) You resolve Chameleon. First step is to FTI on the card you played. Enchantress sees that you are about to FTI, and so replaces that with a cantrip. This would be the second time this turn that Enchantress triggered; first when you played the card, and second when you're resolving Chameleon's instructions.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #247 on: February 07, 2023, 02:06:20 am »
0

Okay, I see what you're saying. The way I have been thinking about it is that in step 4, the FTI is already replaced with (a modified version of) the FTI. So you're still FTI at that point.

Your interpretation is (I assume) what lead Donald X. to rule that Chameleoen does override Enchantress in the first place. In order for the new (reversed) ruling to work, I think we'd have to say that Ways all are like Enchantress, they implicitly start with "when you would FTI after playing the card, instead do this..."; and with the new ruling, Chameleon instead implicitly says "when you would FTI after playing the card, do FTI but with these modifications...". In this way, Chameleon, unlike the other Ways, don't actually make you not FTI.

I think the new ruling is more intuitive for most players. But yeah, if we go into the technical workings, the old ruling probably makes a bit more sense. (But to keep the old ruling, Reckless should of course not work when Chameleon is applied either.)
« Last Edit: February 07, 2023, 02:09:13 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #248 on: February 07, 2023, 05:02:37 am »
+2

I'll have one more try and then stay shut up unless anyone requires something to be explained more fully.

First let me remind everyone that what I've been trying to do is come up with an explanation that gives all the required results, i.e. I have been trying to find a model, preferably as simple as possible, that would require only rulings about mechanisms to change rather than rulings about results.  I think the following reduces such changes to a minimum.

Treat Lantern and Way of the Chameleon as shape-shifting the instructions on the relevant cards.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
5. "When you play a card" abilities trigger here.

Enchantress and HighWayman trigger when one attempts to FTI.

Moat protects against what a card does.

Harbor Village cares about what a card did.


Now, in tedious detail, here is how the results of the above compare to the results Donald X has specified.
 
- Normally you FTI.
Matches (of course).
Quote
- if you have Reckless, you FTI twice.
Matches (of course).
Quote
- If you have Enchantress, you cantrip instead. There's no FTI.
The result matches, i.e. one cantrips, but the explanation of why it arises differs.  I don't think this has any impact on any existing cards, but were a future card to say something like "After the next Action you play this turn, if it gave you +card, …" there might be an issue, depending on what Donald X specified the result in that case to be.  My proposed explanation of the mechanism would cause it to trigger.
Quote
- If Highwayman hits it, you do nothing instead. There's no FTI.
Again the result matches but with a different explanation of why.  I don't think the different explanation could cause any problem for future cards.
Quote
- If you use Way of the Sheep, you get +$2 instead of the FTI. +$2 becomes what the card did.
Matches.
Quote
- If you use Chameleon, you FTI flipping cards/$. And this is what the card did.
Matches.
Quote
- Normally you FTI. Harbor Village sees this.
Matches.
Quote
- if you have Reckless, you FTI twice. Harbor Village sees both.
Matches.
Quote
- If you have Enchantress, you cantrip instead. Harbor Village is blind.
The result matches, but the explanation of it differs.  Harbor Village saw the card doing a cantrip, but it was irrelevant.
Quote
- If Highwayman hits it, you do nothing instead. Harbor Village is blind.
The result matches, but the explanation of it differs.  Harbor Village saw the card doing nothing.
Quote
- If you use Way of the Sheep, you get +$2 instead of the FTI. Harbor Village magically sees this +$2.
The result matches, but the explanation of it differs.  No magic is needed.  Harbor Village saw the card doing +$2.
Quote
- If you use Chameleon, you FTI flipping cards/$. Harbor Village sees the result.
Matches.
Quote
- Reckless + Enchantress
-- You just get one cantrip.
Matches.  When FTI was attempted, Enchantress triggered, so FTI did not occur, so Reckless can't FTI a second time (cf "If you skip following the instructions of the card then you don't follow them an extra time" in the rule book).
Quote
- Reckless + Highwayman
-- You just get one nothing.
Matches as per Reckless + Enchanted.
Quote
- Reckless + Way of the Sheep
-- You only get +$2.
Matches.  No FTI was even attempted, so Reckless can't FTI a second time.
Quote
- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)
Matches.  I'd also tend to saying that it would match even if one didn't consider Way of the Chameleon to have shape-shifted the card, but some people might disagree.
Quote
- Enchantress + Highwayman
-- Your choice!
Matches.  Enchantress and Highwayman trigger at the same time, so you choose which order they apply in.
Quote
- Enchantress + Way of the Sheep
-- Your choice!
Matches, but for a different reason compared to the existing ruling about how Ways and the attacks interact.  If the Way was chosen, no FTI was attempted, so Enchantress never got the opportunity to trigger (but this was nonetheless still the first Action played).
Quote
- Enchantress + Way of the Chameleon
-- Used to be your choice; tentatively switching to, Enchantress wins.
Matches.  Enchantress triggers when Way of the Chameleon tries to FTI.
Quote
- Highwayman + Way of the Sheep
-- Your choice!
Matches as per Enchantress + Way of the Sheep (but this was nonetheless still the first Treasure played).
Quote
- Highwayman + Way of the Chameleon
-- Your choice!
I had failed to spot that this is one instance where my model gives the wrong result (I think Jeebus and Gendolkari might find the same oversight in their discussion).  When Way of the Chameleon tries to FTI, Highwayman would trigger and have the card do nothing.
Quote
- Way of the Sheep + Way of the Chameleon
-- Not recommended! But supported. Your choice!
Matches.
Quote
- Lantern / Chameleon'd Border Guard: Lantern applies.
Matches so long as one considers the applied shape-shifting to be cumulative, i.e. Chameleon shape-shifts the instructions that are now 'on' the card after Lantern has had its way (or possibly in the opposite order).  Matches even more clearly if one doesn't consider Chameleon to be shape-shifting the card.
Quote
- Lantern / Reckless Border Guard: Lantern applies both times.
Matches.
Quote
- Elder / Chameleon'd Minion: Elder applies.
Matches.
Quote
- Elder / Reckless Minion: Elder applies.
Matches.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #249 on: February 07, 2023, 05:53:58 am »
0

I'll have one more try and then stay shut up unless anyone requires something to be explained more fully.

First let me remind everyone that what I've been trying to do is come up with an explanation that gives all the required results, i.e. I have been trying to find a model, preferably as simple as possible, that would require only rulings about mechanisms to change rather than rulings about results.  I think the following reduces such changes to a minimum.

Treat Lantern and Way of the Chameleon as shape-shifting the instructions on the relevant cards.

Playing a card:
1. Announce it.
2. Move it to the "in play" area.
3. "When you play a card, first..." abilities trigger here.
4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
5. "When you play a card" abilities trigger here.

Enchantress and HighWayman trigger when one attempts to FTI.

Moat protects against what a card does.

Harbor Village cares about what a card did.


As I said earlier, I don't agree that any valid model can say that Ways and Ench/Highw trigger at different times. The original reasoning as to why they can override each other is that they trigger at the same time. This is of course also why Enchantress and Highwayman can override each other.

Also, it seems to me that your explanation does include rulings about results, since you're including language about "what the card does". Maybe I'm not understanding you. But the way I see it, if we allow the concept of "what the card does" as its own thing, we don't need anything else to explain the ruling, it all falls into place. (My objection has always been that I don't see that as its own thing separate from "the card's instructions that you're following".)

Quote from: dane-m
Quote
- If you have Enchantress, you cantrip instead. There's no FTI.
The result matches, i.e. one cantrips, but the explanation of why it arises differs.  I don't think this has any impact on any existing cards, but were a future card to say something like "After the next Action you play this turn, if it gave you +card, …" there might be an issue, depending on what Donald X specified the result in that case to be.  My proposed explanation of the mechanism would cause it to trigger.

I don't really understand how your model works that makes the explanation of the interactions different (according to you). In this case, since Enchantress works like Way of the Sheep, your proposed future card should indeed work exactly like Harbor Village + Sheep - according to that ruling.

Quote from: dane-m
Quote
- If you have Enchantress, you cantrip instead. Harbor Village is blind.
The result matches, but the explanation of it differs.  Harbor Village saw the card doing a cantrip, but it was irrelevant.
Quote
- If Highwayman hits it, you do nothing instead. Harbor Village is blind.
The result matches, but the explanation of it differs.  Harbor Village saw the card doing nothing.

I actually wondered why Donald X. said, "Harbor Village is blind." I assume he meant that it doesn't see "+$" but it does see the card doing things (it's just that those things are not +$).

Quote from: dane-m
Quote
- Highwayman + Way of the Chameleon
-- Your choice!
I had failed to spot that this is one instance where my model gives the wrong result (I think Jeebus and Gendolkari might find the same oversight in their discussion).  When Way of the Chameleon tries to FTI, Highwayman would trigger and have the card do nothing.

Yes, I see that Donald X. updated his ruling for Enchantress + Chameleon, but not for Highwayman + Chameleon. I assume that's just an oversight. Since Highwayman is exactly like Enchantress, any model should give the same result. Everything that was discussed about Enchantress is equally valid for Highwayman.

Quote from: dane-m
Quote
- Lantern / Chameleon'd Border Guard: Lantern applies.
Matches so long as one considers the applied shape-shifting to be cumulative, i.e. Chameleon shape-shifts the instructions that are now 'on' the card after Lantern has had its way (or possibly in the opposite order).  Matches even more clearly if one doesn't consider Chameleon to be shape-shifting the card.

Lantern can never trigger before Way of the Chameleon; this has been ruled on. Chameleon, like all Ways, trigger before you FTI. Lantern, like Elder, trigger as you're following certain instructions. So there is no need for Lantern to shapeshift.

When it comes to Chameleon, there is a clear ruling that none of these cards cause shapeshifting and that includes Chameleon. Possibly saying that Chameleon shapeshifts would make the new ruling on Enchantres/Highwayman + Chameleon "work better"; I haven't thought it through.

Shapeshifting instructions might cause problems that Donald X. wants to avoid, so he will probably never rule that way. I indicated earlier that it could cause problems with for instance Way of the Rat, but that's not the case, since "gaining a copy" instructions only care about the name. The potential problem would be for something like Capitalism, which looks at the "card text"; I have no idea how real this problem would be, it would depend on a lot of things.
« Last Edit: February 07, 2023, 05:57:02 am by Jeebus »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #250 on: February 07, 2023, 09:23:28 am »
0

Okay, I see what you're saying. The way I have been thinking about it is that in step 4, the FTI is already replaced with (a modified version of) the FTI. So you're still FTI at that point.

Yeah I was reading it more like Trader 1st edition; you aren't getting a modified card gain instead of the original card gain; you're getting a brand new thing that just happens to also be a card gain.

Quote
Your interpretation is (I assume) what lead Donald X. to rule that Chameleoen does override Enchantress in the first place.

Maybe, but this isn't why I had thought the "Chameleon wins" ruling works. I thought it worked because Chameleon's instruction doesn't cause you to actually follow the card's instructions; despite the wording literally being "follow this card's instructions". I thought that the idea was that it was still Chameleon's instructions making you do everything, more like "the card's instructions" was shorthand for all the instructions printed on the card (so if you play Smithy with Chameleon, then Chameleon is saying "draw 3 cards; each time [...]"). But that was the extra mental gymnastics I was talking about a few posts ago; it's more natural to read it a simply you're now following the card's instructions (because the instruction on Chameleon told you to).

Quote
In order for the new (reversed) ruling to work, I think we'd have to say that Ways all are like Enchantress, they implicitly start with "when you would FTI after playing the card, instead do this..."; and with the new ruling, Chameleon instead implicitly says "when you would FTI after playing the card, do FTI but with these modifications...". In this way, Chameleon, unlike the other Ways, don't actually make you not FTI.

I think the new ruling is more intuitive for most players. But yeah, if we go into the technical workings, the old ruling probably makes a bit more sense. (But to keep the old ruling, Reckless should of course not work when Chameleon is applied either.)

Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #251 on: February 07, 2023, 09:55:08 am »
+1

As I said earlier, I don't agree that any valid model can say that Ways and Ench/Highw trigger at different times. The original reasoning as to why they can override each other is that they trigger at the same time. This is of course also why Enchantress and Highwayman can override each other.

It's clear why Ways couldn't possibly trigger after Enchantress/Highwayman, but why does it not work to say that they trigger first? Leaving aside all the other complications of this thread, it's easy to have a model where Ways trigger frist, yet Enchantress or Ways can still win, player's choice:

1) Start to play a card.
2) Choose Way or no Way.
3) Get to the "when you would FTI" step.
3a) If you chose Way, Enchantress does nothing because you never get to FTI.
3b) If you chose no Way, Enchantress replaces the FTI when you get there.

Why does that not work? It allows Ways to override Enchantress without requiring them to both trigger at the same time.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #252 on: February 07, 2023, 10:26:32 am »
0

Quote
- If you have Enchantress, you cantrip instead. There's no FTI.
The result matches, i.e. one cantrips, but the explanation of why it arises differs.  I don't think this has any impact on any existing cards, but were a future card to say something like "After the next Action you play this turn, if it gave you +card, …" there might be an issue, depending on what Donald X specified the result in that case to be.  My proposed explanation of the mechanism would cause it to trigger.

I don't really understand how your model works that makes the explanation of the interactions different (according to you). In this case, since Enchantress works like Way of the Sheep, your proposed future card should indeed work exactly like Harbor Village + Sheep - according to that ruling.
I was playing safe.  Donald X had included 'magically' in the explanation of the outcome of Harbor Village + Sheep.  I didn't want to assume the same magic would apply for some other hypothetical card.

Quote
Quote from: dane-m
Quote
- Lantern / Chameleon'd Border Guard: Lantern applies.
Matches so long as one considers the applied shape-shifting to be cumulative, i.e. Chameleon shape-shifts the instructions that are now 'on' the card after Lantern has had its way (or possibly in the opposite order).  Matches even more clearly if one doesn't consider Chameleon to be shape-shifting the card.

Lantern can never trigger before Way of the Chameleon; this has been ruled on. Chameleon, like all Ways, trigger before you FTI. Lantern, like Elder, trigger as you're following certain instructions. So there is no need for Lantern to shapeshift.
Fair enough.

Quote
When it comes to Chameleon, there is a clear ruling that none of these cards cause shapeshifting and that includes Chameleon. Possibly saying that Chameleon shapeshifts would make the new ruling on Enchantres/Highwayman + Chameleon "work better"; I haven't thought it through.

Shapeshifting instructions might cause problems that Donald X. wants to avoid, so he will probably never rule that way. I indicated earlier that it could cause problems with for instance Way of the Rat, but that's not the case, since "gaining a copy" instructions only care about the name. The potential problem would be for something like Capitalism, which looks at the "card text"; I have no idea how real this problem would be, it would depend on a lot of things.

My suggestion that Chameleon was causing shape-shifting was based on this ruling:
- Reckless + Way of the Chameleon
-- This could go either way, but I have ruled that it works, you get the flipped effect twice. (a reversal)
and the fact that Reckless tells you to FTI again, which might lead one to suspect that in the absence of shape-shifting the second FTI followed the card's instructions as written rather than the card's instructions with Chameleon's effect.  To get the desired result there are, however, almost certainly other explanations that most people, including me, would be happy with.
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #253 on: February 07, 2023, 10:29:53 am »
0


Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

Well, I don't agree with the last part. It's rather the opposite: Per the ruling, Sheep's +$2 does not count as FTI. I've been suggesting that it should as one possible solution to the problem as I see it.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #254 on: February 07, 2023, 12:22:17 pm »
0


Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

Well, I don't agree with the last part. It's rather the opposite: Per the ruling, Sheep's +$2 does not count as FTI. I've been suggesting that it should as one possible solution to the problem as I see it.

No, I wasn't saying that Sheep's + counts as FTI. I was saying that Sheep's + counts as something that playing the card does, just like how Chameleon's "follow the instructions" counts as something that playing the card does.

In this case, the question wasn't whether Chameleon counted as following the instructions or not, it was the question of whether the FTI was a result of playing the card or not (due to the rule you quoted earlier that Enchantress only cares about FTI that results from playing the card).
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #255 on: February 08, 2023, 04:34:31 am »
0

As I said earlier, I don't agree that any valid model can say that Ways and Ench/Highw trigger at different times. The original reasoning as to why they can override each other is that they trigger at the same time. This is of course also why Enchantress and Highwayman can override each other.

It's clear why Ways couldn't possibly trigger after Enchantress/Highwayman, but why does it not work to say that they trigger first? Leaving aside all the other complications of this thread, it's easy to have a model where Ways trigger frist, yet Enchantress or Ways can still win, player's choice:

1) Start to play a card.
2) Choose Way or no Way.
3) Get to the "when you would FTI" step.
3a) If you chose Way, Enchantress does nothing because you never get to FTI.
3b) If you chose no Way, Enchantress replaces the FTI when you get there.

Why does that not work? It allows Ways to override Enchantress without requiring them to both trigger at the same time.

I was not saying it wouldn't "work" in the sense of matching the outcomes of current rulings. I was saying it doesn't match current rulings in how it works. As I wrote earlier:
The ruling on Ways/Ench/Highw has always been that they all work exactly the same in terms of effect and in terms of timing. Here is Donald X.'s original explanation of Enchantress's timing. Here is Donald X. saying that Ways and Enchantress have the same timing.

Nothing Donald X. has said here has remotely indicated that he changed when Ways trigger by creating a new timing window between "first" (Reactions) and Ench/Highw. There is nothing in the rules or on the cards suggesting this timing difference either, quite the contrary.

The reasoning for the ruling on what Ways/Ench/Highw do in relation to Harbor Village, Moat, etc., has nothing to do with a changed timing either.

And the new ruling on Chameleon works purely based on the fact that we're FTI with it; there is certainly no need to have it trigger earlier.

Making Ways trigger before Enchantress does not solve anything in terms of the Harbor Village ruling either. If one thinks that a card making you do something can be a completely separate phenomenon from you following the card's instructions, the ruling makes sense no matter the timing of Ways; and if one doesn't think that, the ruling doesn't make sense no matter the timing of Ways.

To repeat, Donald X. has from the start stated that Ways and Enchantress work the same, with the same timing. That is the original basis for the ruling. In this thread, after he decided that Ways cause the card to "make you do stuff", he said that it was desirable that Enchantress still work the same way as Ways, so Enchantress should cause that too. Nowhere did he say anything about changing the timing of Ways, and certainly not so that they have a different timing than Enchantress, since this would go against the desired similarity between Ways and Enchantress.
« Last Edit: February 08, 2023, 05:33:58 am by Jeebus »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #256 on: February 08, 2023, 04:58:09 am »
0


Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

Well, I don't agree with the last part. It's rather the opposite: Per the ruling, Sheep's +$2 does not count as FTI. I've been suggesting that it should as one possible solution to the problem as I see it.

No, I wasn't saying that Sheep's + counts as FTI. I was saying that Sheep's + counts as something that playing the card does, just like how Chameleon's "follow the instructions" counts as something that playing the card does.

In this case, the question wasn't whether Chameleon counted as following the instructions or not, it was the question of whether the FTI was a result of playing the card or not (due to the rule you quoted earlier that Enchantress only cares about FTI that results from playing the card).

I still say that the two things are fundamentally different.

Given the new Chameleon ruling, there is no question that we're following the card's instructions. The issue you brought up is just whether that counts as a result of playing the card. We always FTI as a result of playing a card, and the question is, does Chameleon change that or not.

That is not the question with the Sheep (Way) issue. Sheep definitely changes that. As Donald X. said, there's no FTI step.

The Sheep issue is about something the card "makes you do" at the time when you would normally FTI as a result of playing it. This is unlike the Chameleon issue. The problem I have with the Sheep ruling is that "what the card makes you do" consists of following instructions on another card. This is also unlike the Chameleon issue.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #257 on: February 08, 2023, 05:22:13 am »
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4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
Quote
Enchantress and HighWayman trigger when one attempts to FTI.

So I guess the part I bolded is the essence of how your model "requires only rulings about mechanisms to change rather than rulings about results". But the problem is still that the instructions that actually get followed in that step include the second Cultist and the +$2 from Priest.

(Also, no need to change the timing of Ways.)

We would have to change it to something like this (the important part is the "instead"):

4. Follow the instructions on the card (in order, top to bottom, stop at a dividing line).  If you follow some other instructions instead, this also counts as something the card tells you to do.

Ways, Enchantress and HighWayman trigger when you attempt to FTI as a result of playing the card.

Of course, this requires a general rule about all abilities that tell you to do something else instead of FTI. There is no such rule for other abilities that tell you to do something else "instead", for instance for gaining. And in fact, there is no such rule for FTI either! So it works, but it's not the actual explanation. The actual explanation is only about these specific cards: Ways, Enchantress and HighWayman.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #258 on: February 08, 2023, 03:18:57 pm »
0


Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

Well, I don't agree with the last part. It's rather the opposite: Per the ruling, Sheep's +$2 does not count as FTI. I've been suggesting that it should as one possible solution to the problem as I see it.

No, I wasn't saying that Sheep's + counts as FTI. I was saying that Sheep's + counts as something that playing the card does, just like how Chameleon's "follow the instructions" counts as something that playing the card does.

In this case, the question wasn't whether Chameleon counted as following the instructions or not, it was the question of whether the FTI was a result of playing the card or not (due to the rule you quoted earlier that Enchantress only cares about FTI that results from playing the card).

I still say that the two things are fundamentally different.

Given the new Chameleon ruling, there is no question that we're following the card's instructions. The issue you brought up is just whether that counts as a result of playing the card. We always FTI as a result of playing a card, and the question is, does Chameleon change that or not.


Not following with the bold part, unless you're making "as a result of playing a card" into a more generic thing including "as a result of using a Way". We FTI because of anything we do which the game rules tell us causes FTI. Playing cards is one of those things. Buying an Event is another. Gaining a card with certain Projects having been purchased is another. The rules saying "when you play a card, FTI" is just one thing in the game that can cause us to FTI. And as per your quote earlier, Enchantress only cares about that sort of FTI, not other ones.

"Enchantress only triggers when you FTI as a result of playing the card" was the quote. Under a straight-forward interpretation of how Ways work, I wouldn't have thought that Chameleon telling you to FTI would count as "FTI as a result of playing the card". It's "FTI as a result of Chameleon telling you to". Just like how you've been arguing that the +$2 doesn't seem like "+ as a result of playing the card". The fact that playing the card is what allowed you to use Chameleon in the first place should be separate.

However, under Donald's ruling that "What a way does counts as what playing the card does", then the Chameleon + Enchantress thing is consistent with the Harbor Village + Sheep thing;

Quote
That is not the question with the Sheep (Way) issue. Sheep definitely changes that. As Donald X. said, there's no FTI step.

I think you're talking about the wrong "that" in the bolded word. Sheep changes it so you aren't FTI, yes. But in this case, nothing I'm saying deals with whether you are FTI or not. It deals purely with "what counts as part of what playing the card does". The ruling is that Sheep's instructions count as part of what playing the card does. And the same ruling also means that Chameleon's instructions count as part of what playing the card does. Which means that whether you use Chameleon or not, you're still following the card's instructions "as a result of playing the card".

Quote
The problem I have with the Sheep ruling is that "what the card makes you do" consists of following instructions on another card. This is also unlike the Chameleon issue.

Are you implying that when you use Chameleon, you aren't following the instructions on Chameleon? I'm saying Chameleon works the same way all Ways do: When you choose to use them, you follow their instructions. It just so happens that the first instruction on Chameleon is to follow the instructions on the card you played.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #259 on: February 08, 2023, 04:21:27 pm »
0


Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

Well, I don't agree with the last part. It's rather the opposite: Per the ruling, Sheep's +$2 does not count as FTI. I've been suggesting that it should as one possible solution to the problem as I see it.

No, I wasn't saying that Sheep's + counts as FTI. I was saying that Sheep's + counts as something that playing the card does, just like how Chameleon's "follow the instructions" counts as something that playing the card does.

In this case, the question wasn't whether Chameleon counted as following the instructions or not, it was the question of whether the FTI was a result of playing the card or not (due to the rule you quoted earlier that Enchantress only cares about FTI that results from playing the card).

I still say that the two things are fundamentally different.

Given the new Chameleon ruling, there is no question that we're following the played card's instructions. The issue you brought up is just whether that counts as a result of playing the card. We always FTI as a result of playing a card, and the question is, does Chameleon change that or not.

Not following with the bold part, unless you're making "as a result of playing a card" into a more generic thing including "as a result of using a Way". We FTI because of anything we do which the game rules tell us causes FTI. Playing cards is one of those things. Buying an Event is another. Gaining a card with certain Projects having been purchased is another. The rules saying "when you play a card, FTI" is just one thing in the game that can cause us to FTI. And as per your quote earlier, Enchantress only cares about that sort of FTI, not other ones.

What I meant: When playing a card, we always FTI as a result of playing the card, and the question is, does Chameleon change that or not: Does Chameleon make it so we don't FTI as a result of playing the card.

Note that whenever I use "FTI", I mean "follow the card's on-play instructions". That's what "FTI" is short-hand for. It's not about following the below-the-line ability or a Project's ability or even a Way's ability. "There is no FTI" means we're not following the card's on-play instructions. Of course we might be following other intructions (like on a Way), but that's not what that phrase expresses.

Maybe this will make my post clearer.

Quote from: GendoIkari
"Enchantress only triggers when you FTI as a result of playing the card" was the quote. Under a straight-forward interpretation of how Ways work, I wouldn't have thought that Chameleon telling you to FTI would count as "FTI as a result of playing the card". It's "FTI as a result of Chameleon telling you to". Just like how you've been arguing that the +$2 doesn't seem like "+ as a result of playing the card". The fact that playing the card is what allowed you to use Chameleon in the first place should be separate.

However, under Donald's ruling that "What a way does counts as what playing the card does", then the Chameleon + Enchantress thing is consistent with the Harbor Village + Sheep thing;

You seem to be confusing the two rulings when you talk about Chameleon. The general Way ruling that a Way means that the played card makes you do things is not enough to make the Chameleon + Enchantress ruling be true. Under that ruling alone, Chameleon can escape Enchantress. The Chameleon + Enchantress ruling is a separate thing.

You presented a good argument earlier for why even the Chameleon + Enchantress ruling could be seen as not enough to prevent Chameleon from escaping Enchantress. As I said then, we'd have to say that Chameleon does not cancel FTI, like other Ways do. Now you seem to be assuming that we don't view Chameleon this way. Well I do, because that's how the ruling makes sense.

Quote from: GendoIkari
Quote
That is not the question with the Sheep (Way) issue. Sheep definitely changes that. As Donald X. said, there's no FTI step.

I think you're talking about the wrong "that" in the bolded word. Sheep changes it so you aren't FTI, yes. But in this case, nothing I'm saying deals with whether you are FTI or not. It deals purely with "what counts as part of what playing the card does". The ruling is that Sheep's instructions count as part of what playing the card does. And the same ruling also means that Chameleon's instructions count as part of what playing the card does. Which means that whether you use Chameleon or not, you're still following the card's instructions "as a result of playing the card".

The ruling doesn't really say that Sheep's instructions count as part of what playing the card does. Playing the card does many things, including Adventures tokens. The ruling says that what you do when following Sheep's instructions counts as what the card makes you do. Yes, it's fuzzy and unclear, but that's the way this ruling is. It's about this undefined concept of the card "making you" do something. It's not about attributing instructions.

So, as I said above, the "Sheep ruling" does not mean that you're FTI as a result of playing the card with Chameleon. Rather, it's like you said a few posts ago, even with that ruling and with the new Chameleon ruling, we could think that Chameleon means we're not FTI. We need to think of Chameleon as different from the other Ways, like I said above.

Quote from: GendoIkari
Quote
The problem I have with the Sheep ruling is that "what the card makes you do" consists of following instructions on another card. This is also unlike the Chameleon issue.

Are you implying that when you use Chameleon, you aren't following the instructions on Chameleon?

No, read it again. Of course we're following the instructions on the Way, whether it's Chamleon or any other.
But the Sheep ruling is that "what the card makes you do" consists of following instructions on another card. That's not related to what the Chameleon ruling is about, as I explained.

Quote from: GendoIkari
I'm saying Chameleon works the same way all Ways do: When you choose to use them, you follow their instructions. It just so happens that the first instruction on Chameleon is to follow the instructions on the card you played.

That's not in accordance to how we have to see Chameleon to make the new ruling work. If you look at Chameleon that way, the way you just described, the new ruling does not work, as you explained a few posts ago.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #260 on: February 08, 2023, 04:32:17 pm »
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Just like how you've been arguing that the +$2 doesn't seem like "+ as a result of playing the card".

I have not been arguing that. Indeed it is +$2 as a result of playing the card, but so are Adventures tokens, Priest and other things. I have been arguing that "what the card makes you do" must mean "what the card instructs you to do" and so must mean that you're following the card's instructions; so either following a Way's instructions counts as following the card's instructions, or it means that the card is not making you do anything, only the Way is.

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #261 on: February 08, 2023, 07:08:53 pm »
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Quote
As I said then, we'd have to say that Chameleon does not cancel FTI, like other Ways do. Now you seem to be assuming that we don't view Chameleon this way. Well I do, because that's how the ruling makes sense.

I don’t get this. Of course chameleon cancels FTI just like any other Way would. But the result is different than other Ways because Chameleon’s own instruction then makes you FTI. But it’s not “the same” FTI that you would have had if you hadn’t used a Way. Just like how Trader 1 cancels your gain, but then replaces it with a new gain.

The FTI that you do when using Chameleon can’t be happening at the same time as the FTI you do when not using a Way. This is made clearer by my imaginary “+1 card” version of Chameleon. When using Chameleon, you’re already doing other things before you get to “when you would FTI”. It just so happens that with real Chameleon, no other events take place during this step. But if there were a card that has “when you would resolve a Way” kind of like Enchantress’s “when you would FTI”, that effect would have to trigger before Enchantress when you use Chameleon.

And I’m saying that the reason the new ruling still works with this idea of Chameleon is the same as the reason that the Harbor Village + Sheep works; because per Donald X’s explanation; what the Way does counts as part of what playing the card gives you. With Sheep, what you’re being given is +$2. With Chameleon, what you’re being given is an “FTI”, which is what Enchantress looks for.

Maybe imagine if Enchantress said “the next time an opponent plays a card, if it gives +$2, they cantrip instead”. Under the rulings, Sheep would trigger this Enchantress because Ways count as what the card gives you. Chameleon works the same way with real Enchantress.
« Last Edit: February 08, 2023, 07:19:23 pm by GendoIkari »
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #262 on: February 08, 2023, 07:10:06 pm »
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Just like how you've been arguing that the +$2 doesn't seem like "+ as a result of playing the card".

I have not been arguing that. Indeed it is +$2 as a result of playing the card, but so are Adventures tokens, Priest and other things. I have been arguing that "what the card makes you do" must mean "what the card instructs you to do" and so must mean that you're following the card's instructions; so either following a Way's instructions counts as following the card's instructions, or it means that the card is not making you do anything, only the Way is.

Fair, I was using “what happens as a result of playing the card” to mean “what Harbor Village should see as being something the card gives you”. 
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #263 on: February 08, 2023, 11:58:48 pm »
+1

Chameleon + Enchantress: Yes, Reckless and Enchantress both look for FTI happening due to playing a card. If one sees the Chameleon FTI then they both do. I'm with you on this one. The Menagerie rulebook says that you can use a Way to dodge Enchantress. So the temptation is to reverse the Reckless ruling to match the rulebook there. Possibly though I reverse the rulebook ruling instead. The question then is which seems like it will make more sense to people.

So to double check, the reversed-rulebook ruling would go like this?

Your Chapel is Enchanted:
-use Chameleon: get +$1 +1 Action
-don't use Chameleon: get +1 Card +1 Action

If so, I give my thumbs up to that.
No. Enchantress's +1 Card +1 Action doesn't become the card's instructions. It's not a thing Chameleon looks at. Enchantress gives cantrip instead of FTI; Chameleon changes FTI.

what fingers can I get for this

You can have a 2nd thumbs up. You'll have to look elsewhere for more thumbs though. I would guess that a lot of players would get upset when they find out Chameleon loses to Enchantress; but I think even more players would get upset if Reckless Chameleon doesn't work twice, so these seem like the best rulings to me.

Also does this mean that Chameleon loses to Highwayman? I'd guess that Highwayman's wording is secretly a shorter version of Enchantress. The longer wording would be something like:

"Each turn, the first time each other player plays a Treasure card, they get +$0 instead of following its instructions"

Oh man how did my post spawn this discussion.

Anyways, Donald X. just confirmed on discord (and edited their list): if Chameleon loses to Enchantress, it also loses to Highwayman.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #264 on: February 09, 2023, 03:12:37 am »
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Anyways, Donald X. just confirmed on discord (and edited their list): if Chameleon loses to Enchantress, it also loses to Highwayman.
"If rule X holds, then rule Y holds"? Has parsing the rules now become a logic puzzle?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #265 on: February 09, 2023, 04:21:15 am »
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Quote
As I said then, we'd have to say that Chameleon does not cancel FTI, like other Ways do. Now you seem to be assuming that we don't view Chameleon this way. Well I do, because that's how the ruling makes sense.

I don’t get this. Of course chameleon cancels FTI just like any other Way would.

I was referring to what I wrote here, where I concluded, "In this way, Chameleon, unlike the other Ways, don't actually make you not FTI." You replied, "Yeah I think that all makes sense". That's why I thought we were still talking about that.

I think we have been talking past each other since that post. I don't want to continue with the all the details anymore, since this is mostly a tangent anyway. But I thought that you were saying that the reasoning behind how Chameleon makes you FTI as a result of playing the card (under the new Chameleon ruling) was in-line with the reasoning behind the Way ruling. And I thought you were referring to the Chameleon reasoning that I had given (which you had said made sense). So that is not true (that those two things are in-line with each other). But I see now that you were saying something else: that the actual Sheep ruling directly means that Chameleon makes you FTI as a result of playing the card. So that's a different reasoning behind how it can work.

So, thinking about it, I see how that can be right. With the new Way ruling, Chameleon says something like: "when you would follow the instructions of a played Action card, you may instead choose to have it make you follow its instructions with +Cards instead of +$ and vice versa." So yeah, this could be an explanation that supports the ruling that Chameleon makes you FTI as a result of playing the card.

My explanation was that Chameleon doesn't cancel FTI like the other Ways, it just modifies FTI. (If it had "+1 Card" first, it would make you draw 1 card before you FTI.) This explanation doesn't rely on the new Way ruling in order to work. But since we do have the new Way ruling, your explanation seems to be all we need.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #266 on: February 09, 2023, 04:41:26 am »
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I just realized that Chameleon itself is a card that uses "give", but with the opposite meaning of what it's supposed to represent on Harbor Village. On Chameleon it clearly refers to what following the card's instructions would give you. Importantly, on Harbor Village it's supposed to represent what the card would give you, not what following the card's instructions would give you.

Also, Chameleon says "you get +$ instead" instead of "it gives you +$ instead". But since Ways per definition (according to the Way ruling) means that the card makes you do the things, it would be the card that makes you get $, so it still works, I guess.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #267 on: February 09, 2023, 11:03:39 am »
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Envious is also an effect that changes a card's instructions (into +$1). Previous rulings with highwayman state that highwayman wins and you get nothing. Is this still true, and does it fit consistently into the FTI model?

Coppersmith is also an effect that modifies a card's instructions, by adding +$1. Highwayman has also been ruled to make it do nothing. Though do rulings care about 1e cards?

Somewhere in this thread a hypothetical card was discussed that would give actions "an additional +$1" (and that this is distinct from "when you play an action, +$1). That's what coppersmith does. For consistency with the coppersmith ruling, does that mean that card + enchantress = cantrip, not peddler?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #268 on: February 09, 2023, 11:43:37 am »
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Quote
As I said then, we'd have to say that Chameleon does not cancel FTI, like other Ways do. Now you seem to be assuming that we don't view Chameleon this way. Well I do, because that's how the ruling makes sense.

I don’t get this. Of course chameleon cancels FTI just like any other Way would.

I was referring to what I wrote here, where I concluded, "In this way, Chameleon, unlike the other Ways, don't actually make you not FTI." You replied, "Yeah I think that all makes sense". That's why I thought we were still talking about that.

Important to note that I said "Yeah I think that all makes sense, except" and then went on to the thing that I've been talking about since; about how Chameleon gives you a new FTI instead of the original FTI.

Quote
I think we have been talking past each other since that post. I don't want to continue with the all the details anymore, since this is mostly a tangent anyway. But I thought that you were saying that the reasoning behind how Chameleon makes you FTI as a result of playing the card (under the new Chameleon ruling) was in-line with the reasoning behind the Way ruling. And I thought you were referring to the Chameleon reasoning that I had given (which you had said made sense). So that is not true (that those two things are in-line with each other). But I see now that you were saying something else: that the actual Sheep ruling directly means that Chameleon makes you FTI as a result of playing the card. So that's a different reasoning behind how it can work.

Right, I meant Donald X's reasoning, not yours. Even though he never specifically addressed the idea of what exactly it is about Chameleon's instructions that make Enchantress replace the FTI, the ruling he gave (that Enchantress wins) makes sense if you accept his prior logic about Sheep and Harbor Village.

Quote
So, thinking about it, I see how that can be right. With the new Way ruling, Chameleon says something like: "when you would follow the instructions of a played Action card, you may instead choose to have it make you follow its instructions with +Cards instead of +$ and vice versa." So yeah, this could be an explanation that supports the ruling that Chameleon makes you FTI as a result of playing the card.

My explanation was that Chameleon doesn't cancel FTI like the other Ways, it just modifies FTI. (If it had "+1 Card" first, it would make you draw 1 card before you FTI.) This explanation doesn't rely on the new Way ruling in order to work. But since we do have the new Way ruling, your explanation seems to be all we need.

Yeah I don't like the idea that Chameleon is somehow special or different than all other Ways. Different in terms of how it's actually activated and used mechanically, that is. It ends up having different interactions with Enchantress than others, but to me that's no different than saying that even though Sheep is activated and used mechanically exactly the same as Ox, yet it has a different interaction with Harbor Village. It's because Sheep gives you what Harbor Village looks for, while Ox doesn't. In the same way, Chameleon gives you what Enchantress looks for, while Ox and Sheep don't.

I'm reminded of first edition Band of Misfits. There was a time that it worked different than all other cards, or at least people thought it did. They thought that it's own instruction changed how it was played; rather than being an instruction that you followed when you played it. I don't remember if it was ever ruled that way originally, or if people just interpreted it that way. But eventually it was ruled that BoM works exactly like all other cards: you play it normally, and then you follow its instructions. It's first instruction was to play it as another card. This means that for the purposes of Conspirator, playing BoM from your hand resulted in 2 separate card plays. First edition Noble Brigand was also special and worked differently from all other action cards, though second edition changed that.

To rule or conclude that Chameleon is somehow special or different than all other Ways just seems unnecessary; it requires a rule outside of what is printed on the cards, a rule that would only apply to Chameleon. Right now the rule is, in my own wording: "if you choose to use a Way, you follow the instructions printed on the Way instead of the instructions printed on the card." Why add the complication of "except for Chameleon; that one does a slightly different thing".
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #269 on: February 10, 2023, 05:19:59 am »
0

Important to note that I said "Yeah I think that all makes sense, except" and then went on to the thing that I've been talking about since; about how Chameleon gives you a new FTI instead of the original FTI.

Ok, if you want to go back... You're making it sound like you had a disagreement with what I wrote, and then went on to explain an alternative mechanism that was better in that sense. That's not really an accurate description of what you wrote.

Let's take a look:
Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

You said that you think it makes sense, except that it requires an understanding of the reasoning behind it. That is not expressing any kind of disagreement, especially since this requirement also applies to your proposed mechanism.

The other thing is that it's not clear at all that you're proposing another mechanism in that post. The "second option" ("when Chameleon makes you FTI, it still counts as FTI as a result of playing a card") perfectly matches my proposed mechanism - and that's why I took it as applying to it. When you said that the second option is in-line with the Sheep/Way ruling, it reads as you saying that the reasoning behind what I proposed is in-line with the reasoning behind that ruling - which I subsequently objected to.

You should have made it clear that you're not supporting my mechanism and that you have an alternative. Instead you wrote that my mechanism makes sense to you except that it requires some understanding, and then went on to hint at something that requires the exact same understanding (so is no better in that sense) without clarifying that you were actually not talking about my thing anymore.

Quote from: GendoIkari
Right, I meant Donald X's reasoning, not yours. Even though he never specifically addressed the idea of what exactly it is about Chameleon's instructions that make Enchantress replace the FTI, the ruling he gave (that Enchantress wins) makes sense if you accept his prior logic about Sheep and Harbor Village.

It's false to say that your reasoning is Donald X.'s reasoning, since he never expressed one, as you also admit. It's very likely that he hasn't pondered the mechanism behind how it would work at all, especially since this ruling (Chameleon + Enchantress) was made because I made him aware that it should match the Chameleon + Reckless ruling, and that ruling was most likely made on the basis of what makes more sense to players.

Quote from: GendoIkari
Yeah I don't like the idea that Chameleon is somehow special or different than all other Ways. Different in terms of how it's actually activated and used mechanically, that is. It ends up having different interactions with Enchantress than others, but to me that's no different than saying that even though Sheep is activated and used mechanically exactly the same as Ox, yet it has a different interaction with Harbor Village. It's because Sheep gives you what Harbor Village looks for, while Ox doesn't. In the same way, Chameleon gives you what Enchantress looks for, while Ox and Sheep don't.

I'm reminded of first edition Band of Misfits. There was a time that it worked different than all other cards, or at least people thought it did. They thought that it's own instruction changed how it was played; rather than being an instruction that you followed when you played it. I don't remember if it was ever ruled that way originally, or if people just interpreted it that way. But eventually it was ruled that BoM works exactly like all other cards: you play it normally, and then you follow its instructions. It's first instruction was to play it as another card. This means that for the purposes of Conspirator, playing BoM from your hand resulted in 2 separate card plays. First edition Noble Brigand was also special and worked differently from all other action cards, though second edition changed that.

There are many cards that do something unique, and often technically obscure, in Dominion. Like Reckless, Elder, Lantern, the -Card token, the -$1 token, Animal Fair, Possession, Lich, and also Enchantress - even though it was later joined by Ways and Highwayman -, and even Chameleon itself for its "follow this card's instructions" effect, and several others. These often raise questions and require special rulings. This is not the thread to have a debate about their merits. I don't view my Chameleon explanation as substantially different than many of those. What I view as substantially different is this Way/Ench/Highw ruling, which also, to use your words, requires a rule outside of what is printed on the cards, and even in the rulebooks - a new concept of cards having effects which is expressed only as an ambiguous hint in a phrase in the Way rules and contradicted by both card texts and other rulebook descriptions (as well as not making sense technically).

Quote from: GendoIkari
To rule or conclude that Chameleon is somehow special or different than all other Ways just seems unnecessary; it requires a rule outside of what is printed on the cards, a rule that would only apply to Chameleon. Right now the rule is, in my own wording: "if you choose to use a Way, you follow the instructions printed on the Way instead of the instructions printed on the card." Why add the complication of "except for Chameleon; that one does a slightly different thing".

First of all, that is not an accurate description of the how Ways work anymore. If it were (which it used to be), it would not necessarily follow that Chameleon makes you FTI as a result of playing the card; the ruling used to be that it didn't. We need the new Way ruling too, which as I said is not printed anywhere.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #270 on: February 10, 2023, 05:30:32 am »
0

Envious is also an effect that changes a card's instructions (into +$1). Previous rulings with highwayman state that highwayman wins and you get nothing. Is this still true, and does it fit consistently into the FTI model?

Coppersmith is also an effect that modifies a card's instructions, by adding +$1. Highwayman has also been ruled to make it do nothing. Though do rulings care about 1e cards?

Somewhere in this thread a hypothetical card was discussed that would give actions "an additional +$1" (and that this is distinct from "when you play an action, +$1). That's what coppersmith does. For consistency with the coppersmith ruling, does that mean that card + enchantress = cantrip, not peddler?

Yes, the ruling is that Envious and Coppersmith "shapeshifts" the card's instructions. (As far as I'm aware, the ruling still stands).

So with Envious, when playing a Silver/Gold it's exactly like playing a Copper*. Under the Highwayman attack, you get nothing.
With Coppersmith, when playing a Copper it's exactly like playing a Silver*. Under the Highwayman attack, you get nothing.

Rulings care about all cards. Removed cards are still supported according to Donald X.
I think previous versions of cards should be supported in the same way as removed cards are, but Donald X. has expressed a differing view.

(The "FTI model" is not a new ruling, it's just a way of describing how playing a card has always worked.)

*except for the name of the card of course.

« Last Edit: February 10, 2023, 05:32:16 am by Jeebus »
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #271 on: February 10, 2023, 03:21:22 pm »
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Important to note that I said "Yeah I think that all makes sense, except" and then went on to the thing that I've been talking about since; about how Chameleon gives you a new FTI instead of the original FTI.

Ok, if you want to go back... You're making it sound like you had a disagreement with what I wrote, and then went on to explain an alternative mechanism that was better in that sense. That's not really an accurate description of what you wrote.

Let's take a look:
Yeah I think that all makes sense, except that new ruling does still require an understanding that Enchantress is not limited to replacing "FTI as a result of playing a card"; or alternatively an understanding that when Chameleon makes you FTI, it still counts as FTI as a result of playing a card. Come to think of it, that second option is pretty much in-line with the entire main discussion in this thread, the ruling that Sheep's + counts as getting + from playing the card.

You said that you think it makes sense, except that it requires an understanding of the reasoning behind it. That is not expressing any kind of disagreement, especially since this requirement also applies to your proposed mechanism.

The other thing is that it's not clear at all that you're proposing another mechanism in that post. The "second option" ("when Chameleon makes you FTI, it still counts as FTI as a result of playing a card") perfectly matches my proposed mechanism - and that's why I took it as applying to it. When you said that the second option is in-line with the Sheep/Way ruling, it reads as you saying that the reasoning behind what I proposed is in-line with the reasoning behind that ruling - which I subsequently objected to.

You should have made it clear that you're not supporting my mechanism and that you have an alternative. Instead you wrote that my mechanism makes sense to you except that it requires some understanding, and then went on to hint at something that requires the exact same understanding (so is no better in that sense) without clarifying that you were actually not talking about my thing anymore.

The problem with all of this part was simply that I hadn't yet understood the differences between what you were saying and how I thought things worked when I originally said "makes sense, except requires..."

Quote
Quote from: GendoIkari
Right, I meant Donald X's reasoning, not yours. Even though he never specifically addressed the idea of what exactly it is about Chameleon's instructions that make Enchantress replace the FTI, the ruling he gave (that Enchantress wins) makes sense if you accept his prior logic about Sheep and Harbor Village.

It's false to say that your reasoning is Donald X.'s reasoning, since he never expressed one, as you also admit. It's very likely that he hasn't pondered the mechanism behind how it would work at all, especially since this ruling (Chameleon + Enchantress) was made because I made him aware that it should match the Chameleon + Reckless ruling, and that ruling was most likely made on the basis of what makes more sense to players.


True, it's fairly certain that Donald X's ruling is based on wanting to be consistent and wanting outcomes to match player expectations, not based on a technical understanding of how the whole model plays out.

Quote
Quote from: GendoIkari
Yeah I don't like the idea that Chameleon is somehow special or different than all other Ways. Different in terms of how it's actually activated and used mechanically, that is. It ends up having different interactions with Enchantress than others, but to me that's no different than saying that even though Sheep is activated and used mechanically exactly the same as Ox, yet it has a different interaction with Harbor Village. It's because Sheep gives you what Harbor Village looks for, while Ox doesn't. In the same way, Chameleon gives you what Enchantress looks for, while Ox and Sheep don't.

I'm reminded of first edition Band of Misfits. There was a time that it worked different than all other cards, or at least people thought it did. They thought that it's own instruction changed how it was played; rather than being an instruction that you followed when you played it. I don't remember if it was ever ruled that way originally, or if people just interpreted it that way. But eventually it was ruled that BoM works exactly like all other cards: you play it normally, and then you follow its instructions. It's first instruction was to play it as another card. This means that for the purposes of Conspirator, playing BoM from your hand resulted in 2 separate card plays. First edition Noble Brigand was also special and worked differently from all other action cards, though second edition changed that.

There are many cards that do something unique, and often technically obscure, in Dominion. Like Reckless, Elder, Lantern, the -Card token, the -$1 token, Animal Fair, Possession, Lich, and also Enchantress - even though it was later joined by Ways and Highwayman -, and even Chameleon itself for its "follow this card's instructions" effect, and several others. These often raise questions and require special rulings. This is not the thread to have a debate about their merits. I don't view my Chameleon explanation as substantially different than many of those. What I view as substantially different is this Way/Ench/Highw ruling, which also, to use your words, requires a rule outside of what is printed on the cards, and even in the rulebooks - a new concept of cards having effects which is expressed only as an ambiguous hint in a phrase in the Way rules and contradicted by both card texts and other rulebook descriptions (as well as not making sense technically).

All that said, it still doesn't give an argument for why we should consider Chameleon different than all the rest. If you interpret and play Chameleon exactly the same as you would all other Ways, the whole thing still works and is consistent.

Quote
Quote from: GendoIkari
To rule or conclude that Chameleon is somehow special or different than all other Ways just seems unnecessary; it requires a rule outside of what is printed on the cards, a rule that would only apply to Chameleon. Right now the rule is, in my own wording: "if you choose to use a Way, you follow the instructions printed on the Way instead of the instructions printed on the card." Why add the complication of "except for Chameleon; that one does a slightly different thing".

First of all, that is not an accurate description of the how Ways work anymore. If it were (which it used to be), it would not necessarily follow that Chameleon makes you FTI as a result of playing the card; the ruling used to be that it didn't. We need the new Way ruling too, which as I said is not printed anywhere.

Can you clarify what's inaccurate about it? I know it was my own wording and not actual rules wording, but what part of my description was wrong? Do Ways not make you follow their own instructions instead of the instructions on the card you played?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #272 on: February 11, 2023, 05:42:40 am »
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Quote from: GendoIkari
To rule or conclude that Chameleon is somehow special or different than all other Ways just seems unnecessary; it requires a rule outside of what is printed on the cards, a rule that would only apply to Chameleon. Right now the rule is, in my own wording: "if you choose to use a Way, you follow the instructions printed on the Way instead of the instructions printed on the card." Why add the complication of "except for Chameleon; that one does a slightly different thing".

First of all, that is not an accurate description of the how Ways work anymore. If it were (which it used to be), it would not necessarily follow that Chameleon makes you FTI as a result of playing the card; the ruling used to be that it didn't. We need the new Way ruling too, which as I said is not printed anywhere.

Can you clarify what's inaccurate about it? I know it was my own wording and not actual rules wording, but what part of my description was wrong? Do Ways not make you follow their own instructions instead of the instructions on the card you played?

It's what I said at the end: we need the Way ruling too. A correct descriptions of what Ways do needs to incorporate that ruling, which is also about Enchantress (and Highwayman, but it doesn't matter). I'll write another post.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #273 on: February 11, 2023, 07:43:27 am »
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4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
Quote
Enchantress and HighWayman trigger when one attempts to FTI.

So I guess the part I bolded is the essence of how your model "requires only rulings about mechanisms to change rather than rulings about results". But the problem is still that the instructions that actually get followed in that step include the second Cultist and the +$2 from Priest.
Perhaps I'd have done better to phrase 4 as "Do something: either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line)." to make it clear that the same scoping rules applied as before.

Quote
(Also, no need to change the timing of Ways.)
I'll believe that when/if you and Gendolkari come to an agreement about how the existing timing gives rise to the results that have been ruled to occur.  I find it hard to believe that you will, given that we were all previously perfectly happy that the existing timing meant that Chameleon could override Enchantress.  To prevent Chameleon overriding Enchantress with the existing timing requires Enchantress to trigger twice, once on the first attempt at FTI and again on Chameleon's attempt at FTI.  If we are to be happy with that arrangement now, why were we previously happy with it triggering only on the first attempt?
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #274 on: February 11, 2023, 08:09:07 am »
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4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
Quote
Enchantress and HighWayman trigger when one attempts to FTI.

So I guess the part I bolded is the essence of how your model "requires only rulings about mechanisms to change rather than rulings about results". But the problem is still that the instructions that actually get followed in that step include the second Cultist and the +$2 from Priest.
Perhaps I'd have done better to phrase 4 as "Do something: either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line)." to make it clear that the same scoping rules applied as before.

The thing is that "whatever instructions actually get followed" does need to include Enchantress.

Quote from: dane-m
Quote
(Also, no need to change the timing of Ways.)
I'll believe that when/if you and Gendolkari come to an agreement about how the existing timing gives rise to the results that have been ruled to occur.  I find it hard to believe that you will, given that we were all previously perfectly happy that the existing timing meant that Chameleon could override Enchantress.  To prevent Chameleon overriding Enchantress with the existing timing requires Enchantress to trigger twice, once on the first attempt at FTI and again on Chameleon's attempt at FTI.  If we are to be happy with that arrangement now, why were we previously happy with it triggering only on the first attempt?

Both GendoIkari and I presented an explanation for how the new Chameleon ruling can work; none of us changed the timing of Ways. Mine has the drawback of making Chameleon different from the other Ways in what it does. His follows from the new Way ruling, which is what you're attempting to describe anyway, so no problem there.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #275 on: February 11, 2023, 08:28:30 am »
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How to state the new Way ruling in a technically accurate way?
The ruling also covers Enchantress (and Highwayman, but it doesn't matter).

The description used to be just, "When you would follow the instructions of a played Action card, you may instead follow the Way's instructions."
For Enchantress: "...you instead get +1 Card and +1 Action."

We need to incorporate the concept of the played card "making you do" things because of Ways/Enchantress. (Donald X. has made it clear that it's not Harbor Village and Moat that are special in what they look for; it's Ways and Enchantress that are special in what they cause.)

Maybe we could just add, as an extra rule, "Using a Way means the played card makes you do what the Way says to do." But what about Enchantress? I guess you also "use" Enchantress, albeit involuntarily? So, "Using Enchantress means the played card makes you get +1 Card and +1 Action." But I think "using" is not really clear, and also we're repeating the effects when we have both of these rules, which is incorrect.

So no extra rule. We need a complete description.

Enchantress is easier:
"When you would follow the instructions of a played Action card, it makes you instead get +1 Card and +1 Action."

We could phrase individual Ways like this too, for instance Way of the Goat:
"When you would follow the instructions of a played Action card, you may choose that it makes you instead trash a card from your hand."

But what about a general Way description?
"When you would follow the instructions of a played Action card, you may choose that it makes you instead follow a Way's instructions."
The problem with this is that per the new ruling, following instructions is not the same as being made to do something*. Way of the Chameleon causes the card to make you follow instructions, but the other Ways don't do that. (To be clear, using a Way means you follow the Way's instructions, but it doesn't cause the played card to make you follow those instructions.)

So then:
"When you would follow the instructions of a played Action card, you may choose that it makes you instead do what the Way says to do."
But, "what the Ways says to do" - what does that mean? It sounds like the Way's instructions, but that's what we can't have. It could mean "what the Way makes you do", but then it says that both the card and the Way make you do it, so it would seem like you should do it twice.

The following must be true: When you follow a card's instructions to do something, it means that that card makes you do that thing. (If that were not the case, Harbor Village wouldn't work when you just play a card normally.) It follows that when you follow an Event's instructions, the Event makes you do it, and the same for Projects, Allies, etc. If this also applies to Ways, then it does seem like both Way of the Goat (for instance) and the played card makes you trash a card. The conclusion must be that this does not apply to Ways. Following instructions on a Way is different from following instructions on a card or an Event.

So when a Way (or Enchantress) has its effect, what you do as a result of following its instructions is something the card makes you do, but not something the Way (or Enchantress) makes you do.

So then, for Ways:
"When you would follow the instructions of a played Action card, you may choose that it makes you instead do what following the Way's instructions makes you do."

Hmmm, it still really says that two things make you do it. And actually, that is what's expressed in the paragraph preceding it too.

I'll have to give up for now.

*which is what I find illogical

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #276 on: February 11, 2023, 10:16:53 am »
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4. Either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line).  Whatever instructions actually get followed count as what the card does.
Quote
Enchantress and HighWayman trigger when one attempts to FTI.

So I guess the part I bolded is the essence of how your model "requires only rulings about mechanisms to change rather than rulings about results". But the problem is still that the instructions that actually get followed in that step include the second Cultist and the +$2 from Priest.
Perhaps I'd have done better to phrase 4 as "Do something: either use a Way or follow the instructions on the card (in order, top to bottom, stop at a dividing line)." to make it clear that the same scoping rules applied as before.

Quote
(Also, no need to change the timing of Ways.)
I'll believe that when/if you and Gendolkari come to an agreement about how the existing timing gives rise to the results that have been ruled to occur.  I find it hard to believe that you will, given that we were all previously perfectly happy that the existing timing meant that Chameleon could override Enchantress.  To prevent Chameleon overriding Enchantress with the existing timing requires Enchantress to trigger twice, once on the first attempt at FTI and again on Chameleon's attempt at FTI.  If we are to be happy with that arrangement now, why were we previously happy with it triggering only on the first attempt?

I think (and not sure Jeebus would agree) that both old ruling and new ruling can be consistent without any changing of timing at all; only with changing what counts as an event that Enchantress looks for. Previously the ruling worked that Enchantress doesn’t trigger the same time because when Chameleon says “FTI”, that’s not an FTI that happens as a result of playing a card, therefore Enchantress does nothing. But now, we’re saying that what Chameleon does counts as what playing the card does, so when it says “FTI”,  Enchantress does see that.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #277 on: February 11, 2023, 05:02:41 pm »
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Enchantress is easier:
"When you would follow the instructions of a played Action card, it makes you instead get +1 Card and +1 Action."
This isn't true! I'm not saying that any of the rest of your post is true; time does not permit. I can tell you though that this part is not.

Way of the Sheep attributes the +$2 to the card, for e.g. Harbor Village to see.
Enchantress does not do this. It just happens on the side, like the +$1 from the Adventures token.

Why does Way of the Sheep attribute the +$2 to the card, for Harbor Village to see?
- I read the cards and rulebook and what people had to say.
- I made a ruling.

Why does Enchantress not do this?
- ditto

Way of the Sheep attributes its +$2 to the card, for things that look in the way Harbor Village does; Enchantress doesn't attribute its cantrip.
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GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #278 on: February 12, 2023, 12:13:13 am »
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Enchantress is easier:
"When you would follow the instructions of a played Action card, it makes you instead get +1 Card and +1 Action."
This isn't true! I'm not saying that any of the rest of your post is true; time does not permit. I can tell you though that this part is not.

Way of the Sheep attributes the +$2 to the card, for e.g. Harbor Village to see.
Enchantress does not do this. It just happens on the side, like the +$1 from the Adventures token.

Given that Harbor Village wouldn't care about the Cantrip, and neither would Elder, and neither would Moat, is there anything that exists in the game currently for which the outcome would be different whether it were true or not? (Actually even if Elder looked for the Cantrip instead of looking for a choice, I don't think it would be possible since the card Elder plays can't be the card that Enchantress works on).
« Last Edit: February 12, 2023, 12:15:05 am by GendoIkari »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #279 on: February 12, 2023, 05:33:10 am »
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Enchantress is easier:
"When you would follow the instructions of a played Action card, it makes you instead get +1 Card and +1 Action."
This isn't true! I'm not saying that any of the rest of your post is true; time does not permit. I can tell you though that this part is not.

Way of the Sheep attributes the +$2 to the card, for e.g. Harbor Village to see.
Enchantress does not do this. It just happens on the side, like the +$1 from the Adventures token.

Oh. Well, it was based on what you have been saying in this thread of course. But I guess what you're saying now is that you changed your mind based on re-reading things.

As I was saying earlier, it would be better if Enchantress worked the same as Ways, since the rulebooks also suggest that (although they talk about how Enchantress and Ways interact, which is unrelated to the issue of "attributing" things to the card). But I'm pretty sure it doesn't matter either way for Enchantress with current cards.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #280 on: February 12, 2023, 12:47:53 pm »
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Enchantress is easier:
"When you would follow the instructions of a played Action card, it makes you instead get +1 Card and +1 Action."
This isn't true! I'm not saying that any of the rest of your post is true; time does not permit. I can tell you though that this part is not.

Way of the Sheep attributes the +$2 to the card, for e.g. Harbor Village to see.
Enchantress does not do this. It just happens on the side, like the +$1 from the Adventures token.

Given that Harbor Village wouldn't care about the Cantrip, and neither would Elder, and neither would Moat, is there anything that exists in the game currently for which the outcome would be different whether it were true or not? (Actually even if Elder looked for the Cantrip instead of looking for a choice, I don't think it would be possible since the card Elder plays can't be the card that Enchantress works on).
I think I've just realised why Donald X doesn't consider the Enchantress cantrip to be part of what the card is doing, unlike the +$2 from Way of the Sheep.  Now that the penny has dropped, it makes sense to me.  Just like Priest's +$2 from subsequent trashing, the Enchantress cantrip is an effect from a previously played card, though in this case one played by an opponent.

Edit: It has occurred to me that it's rather presumptuous to attribute thoughts to someone else without evidence.  I should have expressed the above as "Because Enchantress's cantrip isn't attributed to the card, I needed to come up with an explanation that made sense to me so that it wasn't just a case of remembering rulings.  The first explanation I thought of made so much sense that I'm mildly annoyed that I hadn't thought of it earlier.  Just like Priest's +$2 from subsequent trashing, the Enchantress cantrip is an effect from a previously played card, though in this case one played by an opponent."
« Last Edit: February 13, 2023, 03:12:06 am by dane-m »
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Jeebus

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #281 on: February 13, 2023, 03:09:15 am »
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Actually now that Ways and Enchantress work differently in this regard, I'm not sure how Ways are supposed to work anymore. Is the following still true?

Quote from: Menagerie rulebook
[about Ways:] Enchantress from Empires also changes what an Action card does when played.

Are Ways still triggered at the same time as Enchantress, when you would follow the on-play instructions? Or do they have a completely different mechanism now?

GendoIkari

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #282 on: February 13, 2023, 10:52:19 pm »
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Actually now that Ways and Enchantress work differently in this regard, I'm not sure how Ways are supposed to work anymore. Is the following still true?

Quote from: Menagerie rulebook
[about Ways:] Enchantress from Empires also changes what an Action card does when played.

Are Ways still triggered at the same time as Enchantress, when you would follow the on-play instructions? Or do they have a completely different mechanism now?

As far as I can tell, everything related to timing, how Ways/Enchantress mechanically work, and the technical rules for the model that explains it all, is a separate question completely from whether or not what Ways/Enchantress do is considered what the card does. At least, that’s how I’m reading what Donald X has been saying. Ways and Enchantress can have the same timing, can work via the same rules and mechanism, yet still have a different interaction with Harbor Village, simply because “did the card give you the thing you got” isn’t answered by those mechanisms.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #283 on: February 14, 2023, 04:55:12 am »
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Actually now that Ways and Enchantress work differently in this regard, I'm not sure how Ways are supposed to work anymore. Is the following still true?

Quote from: Menagerie rulebook
[about Ways:] Enchantress from Empires also changes what an Action card does when played.

Are Ways still triggered at the same time as Enchantress, when you would follow the on-play instructions? Or do they have a completely different mechanism now?

As far as I can tell, everything related to timing, how Ways/Enchantress mechanically work, and the technical rules for the model that explains it all, is a separate question completely from whether or not what Ways/Enchantress do is considered what the card does. At least, that’s how I’m reading what Donald X has been saying. Ways and Enchantress can have the same timing, can work via the same rules and mechanism, yet still have a different interaction with Harbor Village, simply because “did the card give you the thing you got” isn’t answered by those mechanisms.

Yeah, I meant that question as a separate question. I have been describing Ways and Enchantress as having the same timing in my rules document, and I don't even know if that's true anymore. But obviously Ways and Enchantress can't have exactly the same mechanism anymore, since Enchantress just replaces FTI with something else, while Ways cause the card to make you do something else.

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Re: Lantern, Elder, Harbor Village, Moat
« Reply #284 on: February 14, 2023, 01:19:55 pm »
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Ways and Enchantress are very similar, probably in all the ways you're used to. It's just that Way of the Sheep specifically attributes the +$2 to the played card for Harbor Village purposes, and Enchantress does not.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #285 on: February 15, 2023, 11:03:02 am »
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But obviously Ways and Enchantress can't have exactly the same mechanism anymore, since Enchantress just replaces FTI with something else, while Ways cause the card to make you do something else.

I definitely might be wrong here, but it seems to me like this sentence is the underlying issue behind this entire thread. You're looking for a difference in mechanism that explains why Harbor Village works with Ways, whereas Donald X is saying that there isn't one. The mechanics and rules behind specifically how and when Ways work is exactly the same as you have always thought (and the same as Enchantress). All that is needed is to add on a little clause when resolving the Way: "This counts as what the card did". It doesn't need a new mechanic or instruction for the Way replacing the card's FTI.

Also, Donald X's rulings require the idea that a card can do something other than what it instructs you to do, which as I understand it you don't agree with or understand how it can be.
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Re: Lantern, Elder, Harbor Village, Moat
« Reply #286 on: February 15, 2023, 11:27:06 am »
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But obviously Ways and Enchantress can't have exactly the same mechanism anymore, since Enchantress just replaces FTI with something else, while Ways cause the card to make you do something else.

I definitely might be wrong here, but it seems to me like this sentence is the underlying issue behind this entire thread. You're looking for a difference in mechanism that explains why Harbor Village works with Ways, whereas Donald X is saying that there isn't one. The mechanics and rules behind specifically how and when Ways work is exactly the same as you have always thought (and the same as Enchantress). All that is needed is to add on a little clause when resolving the Way: "This counts as what the card did". It doesn't need a new mechanic or instruction for the Way replacing the card's FTI.

I don't think that makes any sense. If the Way effect counts as what the card did and the Enchantress effect doesn't, clearly that's a difference in how they work. It's not just an added thing that comes in addition, like +1 Card being the difference between Village and Necropolis. It's an integral part of how Ways work (compared to how Enchantress works). And Donald X. has been clear that he sees it that way; he's derving this ruling from the very description, the very sentence, in the rulebook that says how Ways work when you use them.

It's like saying that the card-gaining of Replace and Sea Hag is the same mechanism, just with an added clause that with Sea Hag it doesn't visit your discard pile.

Quote from: GendoIkari
Also, Donald X's rulings require the idea that a card can do something other than what it instructs you to do, which as I understand it you don't agree with or understand how it can be.

Yes, as I've repeated ad nauseam. Except that a more accurate phrasing would be, a card can make you do something other than what it instructs you to do.
« Last Edit: February 15, 2023, 11:38:14 am by Jeebus »
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