Gameplay

Apr. 8th, 2008 11:14 am
[personal profile] asterroc
I was just discussing with [livejournal.com profile] rosefox (locked link here for my reference) that Magic: The Gathering, Fluxx, and Robert's Rules of Order all have a similar gameplay/mechanic. Specifically, the issue is figuring out which cards to play in what order, and then resolving which actually take place first. In Magic you have "first-in-last-out" and fast effects; in Fluxx you change the win conditions and what objects you and others own, as well as how many cards you're allowed to play; in Robert's Rules you have friendly amendments to motions, amendments to ByLaws, and Points of Order that can trump any action currently on the floor.

Further examples, to the best of my recollection of the rules.

Magic
Player A's turn
Player A: Tap Prodigal Sorcerer to do 1 damage to Player B.
Player B: Cast Fireball Lightning Bolt to do 3 damage to A's Proddie and kill it
Player A: Cast Counterspell to prevent the Fireball from being cast
Player B takes 1 damage.
Player B's turn
Player B: Cast Fireball to do 3 damage to A's Proddie and kill it
Player A: Cast Unsummon on Proddie to return it to hand


Fluxx
Rules: Draw 5, Play 5
Player A has Milk, Player B has Cookies. Player A's turn.
Option A: Draws 5, Plays "Steal Keeper" (Cookies), Plays "Goal: Milk & Cookies", Wins
Option B: Draws 5, Plays "Play 1", Turn over


Robert's Rules
Problem: ByLaws requires election of officers at meetings. Meetings do not have Quorum.
Agenda:
1) Amend the bylaws so that quorum is "those present."
1a) Do NOT do a quorum call since you don't have to, and hope no naysayers attend to do so.
1b) The amendment immediately takes effect.
2) Elect officers by a majority vote of those present.

And the same people in suits in a board room who game Robert's would never be caught dead with cards in their hands, let alone collectible ones.

Date: 2008-04-08 05:32 pm (UTC)
From: [identity profile] jrtom.livejournal.com
I'm rusty on MtG, but I think you're right...although I also have the feeling that there's a card that lets you cast a sorcery as an instant. (Granted, you'd have to play it first.)

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asterroc

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