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• View topic - [Bug] Teleport Reserve - Blitz
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[Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 2:14 pm
by Evilstein
A player who is teleported from the reserve to the Dungeon Can't Blitz !!

The game should allow him to make a Blitz Action.
Because Blitz is an action like moving and blocking...

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 2:23 pm
by Waldorf
I don't think this is the case. Using the teleporter uses a square of movement, so the move action has already begun when they appear. You can't choose to blitz in the middle of the move.

Whether or not stepping onto the teleporter from the dugout should be treated as a move is up for debate though, I think it should. You step onto the teleporter from the dugout, arrive disorientated therefore losing 1 mv.

Since you can't activate the blitz from the Dugout, it seems to be working in accordance with the rules as written:

"When a player moves onto a pad, roll a D6. The player is immediately
teleported to the pad with the same number. It ‘costs’ the
player one square of movement (if they have any left) to gather
their senses once they materialise, and they may then carry on
with their move as normal."

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 6:11 pm
by Evilstein
Ok good point, my mistake. ;)

But when you teleport, you don't have to play right after.

So you can teleport, play another player and play the one who teleports....Is it work as intend ?

That's why I ask the question. In my opinion for the game play, you should be able to blitz. (more strategy)
Maybe some "veteran" can argue, pro and cons.

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 6:22 pm
by Waldorf
Well that's a good point too. My argument relies on the logic of not being able to declare a blitz in the middle of a move action, but as you rightly point out if my interpretation is correct you shouldn't be able to split a move action and come back to it. Something is wrong somewhere.

Either force the move to complete when you teleport in, or allow blitz/foul to ble declared on arrival.

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 7:05 pm
by Darkson
In the TT rules you could Blitz/Foul from a Teleport.

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 7:31 pm
by Waldorf
Well that might be your interpretation of the rules, but it is not spelt out one way or the other:

Teleporters:
"The Teleport Pad counters represent special teleport gates set up
by the magicians at the start of the game. You can use them to
move players around the dungeon very quickly. Unfortunately you
can’t be sure where (or even if) a player will re-appear.
When a player moves onto a pad, roll a D6. The player is immediately
teleported to the pad with the same number. It ‘costs’ the
player one square of movement (if they have any left) to gather
their senses once they materialise, and they may then carry on
with their move as normal. However, if the player ends up being
teleported again in the same turn, the huge strain on his body causes
dreadful internal injuries; roll on the injury table immediately
to see what happens to the player, without making an armour roll."

Dugout Teleporters:
"Each teams’ dug-out contains a special teleporter that can be used
to move players from the reserves box to the dungeon. A coach
may teleport one player from the reserves box to the dungeon each
turn. In Dungeonbowl a coach may have any number of players in
the dungeon at any one time. In practice, however, it is rare for a
coach to be able to get all of his players into the dungeon before a
touchdown is scored. Note that you can’t teleport players from the
dungeon back to the dug-out."

...it happens to be the case that I agree with your interpretation, but I think it is a bit of a leap to say that it is in the rules.

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 8:20 pm
by DeToX86
This could certainly make teleporter marking more dangerous and even more important. Right now, you don't have to worry about a player warping in behind you AND being able to knock the ball free. This would be an interesting change.

Re: [Bug] Teleport Reserve - Blitz

PostPosted: Tue Jul 03, 2012 9:04 pm
by Darkson
Waldorf wrote:...it happens to be the case that I agree with your interpretation, but I think it is a bit of a leap to say that it is in the rules.

Actually, it does - it says they can carry on their "move" as normal, not their "Move".
Throughout the rules, if it's in italics with a capital, it's means the player's action "Block, Blitz, Move, Foul", the players move is their "turn" in that turn - unfortunate wording I agree.
That said, you should have to declare the Blitz or Foul before you teleport in, and if you're out of range, tough, but (IIRC) that isn't implemented correctly (i.e. you can call it mid-move?).