Originally posted by Robert Langmaid:
Each time the library goes from having 0 cards in it to having one the game state is being advanced.
Originally posted by Robert Langmaid:VERY quickly.
With this situation I see nothing wrong with the lantern player repeating his action on his turn each turn to keep himself from loosing as long as he does so quickly.
Originally posted by Robert Langmaid:Nobody (certainly not me) is saying we step in. People keep mentioning that though. The assumption is that the players have called us. The only reason to step in is if we need to clarify something or issue a penalty. There's a reasonable chance that this particular situation will lead to Slow Play though.
The idea that we should step in here seem opposed to the general philosophy of the game. Each of his plays is legal both on his and his opponents turn. So I think we should let the play on even if each turn
Originally posted by Robert Langmaid:It's not actually. The game state is technically different alright, but it hasn't gone anywhere. We're still looping. “Advancing” implies moving forward. Repeatedly changing it between 2 or 3 or 4 or however many repeated states isn't an advancement.
Each time the library goes from having 0 cards in it to having one the game state is being advanced.
Originally posted by Robert Langmaid:That, by definition, is a loop, and I can imagine situation, when opponent (Angel player) says “Ok, so I propose a shortcut that you repeat this N time, please select N” By CR 718.2 player can't refuse shortcut, he might however propose another ending point for loop.
With this situation I see nothing wrong with the lantern player repeating his action on his turn each turn
Originally posted by David Poon:
I feel like it sucks that in this situation, the Lantern player will lose with enough time on the clock, but a Shared Fate player with nothing on board and no cards in libraries can force an unending game (or at least a tie). I don't see how to read the rules any other way, but it certainly feels bad to have such a similar situation force such a different outcome.
Originally posted by Robert Langmaid:David Poon
I feel like it sucks that in this situation, the Lantern player will lose with enough time on the clock, but a Shared Fate player with nothing on board and no cards in libraries can force an unending game (or at least a tie). I don't see how to read the rules any other way, but it certainly feels bad to have such a similar situation force such a different outcome.
By what rule does the latern player loose. Even if he accepts a short cut which he will, what in the rules (please cite) prevents him from doing actions to prevent citing after the short cut ends?
Don't forget there are two players - if one player can't lose and one player is in the process of losing, making the game a draw doesn't feel great for the player about to win.
718.3: " … each player involved in the loop performs an independent action that results in the same game state being reached multiple times … the active player … must then make a different game choice so the loop does not continue."
718.5: “No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.”
Originally posted by Scott Marshall:
It seems I need to remind everyone that Toby Elliott's prior post is, in fact, 'O'fficial.
Toby Elliott
It's a loop. The game state is being repeated, and loops can cross turn boundaries.
Only one player is taking an optional action here to sustain the loop. Ask them how many times they want to do it, then tell them to stop.
Mark Brown
718.3 is very relevant. It's fragmented. There is really only 1 player invovled in the loop, the player with the Angel is not taking any choices that prolong the loop.
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