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No Man's Hand: Does this prevent you from holding cards in your hand after you have played it?
Yes, it does.
No Man’s Hand & Draw Fire: If NMH picks Draw Fire from someone’s hand, does NMH player draw a card? What does he do with that card?
Sure, and then discards it. If you are told to draw a card at anytime while you have No Man's Hand in play, you immediately discard the card you drew. This is also true if you receive a card that has been Knocked Aside.
No Man's Hand & Whirling Nightmare What is the correct interaction between Whirling Nightmare and No Man’s Hand if both are in play? a) Does the NMH player pass an empty hand? Or is he skipped.
He passes an empty hand. Yikes!
b) Does he discard a hand if one is passed to him or does he play it? He discards it. Yikes, yikes!
One person is dealt Conjure, No Man's Hand and Twixt. What order are these 'play immediately' cards implemented? No Man's Hand has you discard all your cards, Conjure has you draw two new cards (up to a hand of six), and Twixt has you draw a card. Depending on the order these are implemented, the end result will be completely different.
You may choose to play them in any order you wish. So you may play the others to the table without having to discard them. You may also draw more cards as a result of playing them. But once you play No Man's Hand, you discard any cards in your hand - and any others you may receive afterwards.
Two hexes are in play and one person plays a Knock Aside Right card and another person plays Maddening Fixation. The Knock Aside Right effect of taking one card and giving it to the person on their right will change who has the most cards (and thus change the target of the Maddening Fixation effect). Is there a "sequence of play" in which of these cards is played first?
When multiple Hexes are in play, all Cards are played at the same time and all Hexes move at the same time. Therefore, Maddening Fixation looks for a legal target when you target a person, not after the effect of losing a card to a simultaneously played Knock Aside.
Foretell: What happens if you draw additional cards during the middle of a Foretell round (Draw Fire, Knock Aside)? We've just been putting the additional cards at the bottom of the pile.
I think this one is eluded to in the rules sheet – but it is worth repeating or clarifying. If you get extra cards while FORTELL is in play, you may look at your hand and insert it into a desired place. You may not reorder the existing cards - but you can insert the new ones where you want (or are legal to do so)
When Fortell is in effect, what happens when you overturn your card and it's not a legal action? Is it like No Man's Hand, where you just fail, or is it like Blind Hex, where you keep on drawing until you get something? I guess what I want to know is if there's a general ruling for those kinds of effects.
The hex goes off. It is important to sequence the cards in a legal way (all play only when hexed cards on the bottom of the stack-because they legally may not be played at another time) and in a way that is advantageous. If you can't pass left and need to, it goes off. Now, if you draw a card (Draw Fire) with Fortell in play, Yes -you can place it anywhere in the stack it can legally go.
My friends and I were playing Hex Hex and one friend dismissed the last hex on the table, and my other friend played Hex Hex right after. This led to a huge argument as my dismissing friend said Hex Hex couldn’t be played, as the hex was gone and the round was over. My Hex Hexing friend said that it was the same as Null and played as the Dismiss came into play. Our question is: "How do we resolve this?" One side says "Hex Hex does not go off because the round is over" Another says "Hex Hex and Dismiss goes off together" and a third says "Hex Hex trumps Dismiss" Who is right?
Good question. The trouble stems from the fact that there is a small window of opportunity after playing a card for it to be NULLed. But Null and Hex Hex are different cards. Null forces us to 'go back in time' slightly. At tourneys, I use my gut on this timing. If someone throws Hex Hex at the same time as Dismiss, then Hex Hex acts first and cancels all Hexes in play (Dismiss can not go off). If Hex Hex is thrown immediately after, the Round still has that small window for Null to be played. But again, HH is not NUll. Dismiss is not cancelled like with Null and because it was played first, Dismiss resolves and the player gets two points. The Round is still going due to the reaction window so Hex Hex now goes off. If Dismiss has clearly resolved and the player has moved their scoring bead - it is too late to play Hex Hex, the round is over. Of course, the even MORE official ruling is – have another root beer guys. Hex Hex is definitely not worth arguing over. : )
Shatter: We are not sure exactly how the Hex pieces are to be broken apart. Are you making each Token an Ordinary HEX, or do some still carry their attributes as a boost, rend, etc ?????
If you have been following the slight rules modification in Hex Hex 1.5 and Hex Hex Next and adding a token on top of the original hex for each card marked with a hexagon (Boost, Mad Comp, Double Thrice, etc) you will be passing around a stack of tokens before long. Shatter breaks the stack apart and finds a new target for each stacked token. They all have their same powers and abilities but are now separate hexes. They all must also be passed to legal targets (cant send a Mad Comp Left to a player across the table).
Conundrum: Does "...each other player..." mean other than you or the intended?
Each other means every player other than the player who played this card.
Counter Caster - If the new standard Hex brought into play by Counter Caster goes off on the target, are they Hexed and is the person who played Counter Caster considered to be the Hexor?
Yes and yes. If they have no cards for example, the Hex pops into play, can't be deflected and goes off. They are Hexed and the Counter Caster player gets credit.
Behest Hex: Behest appears to override all scoring previous to its play, but does it override all scoring within the stack later? If I Rend the stack after the Behest, do I follow Rend's text or continue to follow Behest?
This is a good one. We rather assumed no one would try to revert it back and would focus on trying to gain the voice(how stupid are we?). The intention continues to be that playing Behest Hex changes game play and causes people to vie for getting hit by this hex. Therefore, while Rend may be played legally to pass the Hex, its effect is countered. This is true of Boost, Escalating Obsession, and the like. Double and Thrice will duplicate the Behest effect. We assume that different house rules may form on this one - or even 'laws' that may have those enhancements add to the points gained instead of lost - or cause the Behest effect to be lost. But the official ruling is as above.
I've seen a lot of play-a-card-then-immediately-detonate kind of stuff happening in my games. Especially in tournament play, when you get two points for this maneuver, I'd expect to see it happening even more. Should this be house-ruled to keep the round going longer?
Well, it is a legal move. It doesn't happen all the time because usually someone has a particular player in mind or a grudge to deal with. But it is the smart way to go. Because I wasn't 100% wild with how that CAN go, the new 'detonate' , Scorch, has a built in delay mechanic.
Standing Effects - Many standing effects say 'Draw a Card'. Would you draw if you 'stole' a standing effect card using Shift?
That is a really good question. The answer SHOULD be no. The reason is that this was added to some cards because we felt their 'power', while fun, was not strong enough to warrant starting with a four card hand. As the player who stole it did not suffer that penalty, they should not get a card. However, I did not word the card in such a way to make that obvious or separate the card drawing effect from the rest of the text. If I were to make a ruling based upon the text on the cards, I would have to say 'yes' it is part of the effect. ----As a final answer, based on the cards as printed, Yes - that player may draw a card.
How should Laws be handled in tournament play? Should the laws be carried over to the second round (for a whopping 6 laws at the beginning of the final round) or should they just be reset?
Laws only get set by the winner of a game, not winners of a hand. Most tourney slots allow for three successive games. That means two laws is usually the maximum. Each Round of the tournament, however, starts fresh with no previous laws in play. Unless you like it that way. As long as it is stated upfront, there is no issue. Plus any winner can say, "I replace all standing laws with my new law". So there is a remedy if it gets too crazy.
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