Jason Quintal
United States Burlington Massachusetts
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I'm getting the hang of this game, and I like it quite a bit. There are definitely some nasty interactions between these cards. I played two games tonight, starting off each with a commanding 6-0 lead and STILL got bamboozled by my opponent TWICE! I can see how crazy this game would get with more than 2 players. Looking forward to adding more folks to the mix!
Just a quick clarification that came up while playing a two-player game tonight:
Let's say player 1 has the spell in play that states "you may pass one card to an opponent and take 2 random cards from that player's hand." Player 2 only has one card left in his hand.
I figure it would work like this?
Player 1 trades a card to player 2.[Let's say it's put aside for now] Player 1 takes Player 2's sole remaining card. Player 2 refreshes his hand back to five cards. [As he has 0 cards] Player 1 takes a second random card from player 2. [From the 5 he drew] Player 2 *then* puts the traded card [that was put aside] into his hand.
Basically Player 1 will never receive back the card she traded if player 2 only has one card in hand, right?
Is there a scenario when a player *would* have to skip a turn due to having no cards? It seems like most of the time forced discarding is done during your opponent's turns, no?
Thank you in advance for your time, Dev
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Eric Drever
United States
Washington
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Jason,
I am one of the designers of Wizard's Gambit.
In answer to your question, there is no time where a player would skip and or miss a turn due to having no cards in their hand.
If a player's hand is reduced to zero cards at any time, they must immediately replenish their hand with five cards. We openly admit that our rule on this is vague, which states, "If at any time a wizard has no cards in his hand, they must end their turn and draw five cards."
The portion of the rules that has thrown some players off is the statement, "they must end their turn." This was intended to limit the player who empties their hand on their own turn, thus preventing some potential run-away's.
We have updated rules on our web site and a FAQ page that addresses this issue. FYI, the rules update is in PDF format and is identical in layout to the rules that came with the game. Feel free to download the file and print out the updated rules or FAQ.
In the mean time... If it is your turn and your hand is reduced to zero cards, end your turn and draw five cards. If it is not your turn and your hand is reduced to zero cards, immediately draw five cards - when your turn comes you will be starting with a fresh hand.
I hope this helps. If you have any further questions, please don't hesitate to ask.
Here are the updated rules:
http://www.gryphonforgegames.com/docs/WG%20Rules%20Layout%20...
Eric Drever Gryphon Forge Games
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Donald Hargnett
United States New Alexandria Pennsylvania
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A FAQ that canbe found here:
http://www.gryphonforgegames.com/docs/WG%20FAQ.pdf
Donald (ever so helpful)
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Jason Quintal
United States Burlington Massachusetts
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Eric - thank you very much for the clarification.
Kudos on a cool game - the production values that went into putting this together are VERY impressive!
I sleeved up all the cards to preserve the game, hopefully I will enjoy it for a very long time!
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Joe Stude
United States Plymouth Michigan
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This begs another question, related to the rule that forces a player to end his turn and draw five cards when he/she runs out of cards... If I empty my hand by playing the "change hands with another player" incantation, I'd assume the exchange would occur before the "out of cards" event would trigger, thus I would receive whatever cards my opponent had previously and my opponent would now have an empty hand. Then, on his turn, since his hand is empty, my opponent would draw five cards and end his turn, now having a full hand but having had to "waste" a turn to achieve it. Is this correct?
Edit #1: Whoops, no, I missed the line about your opponent filling his/her hand at ANY time when it empties. Got it!
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