Originally posted by Mark Brown:
AP controls their turn. It's always up to NAP to interrupt any shortcuts to do what they want when they want. The burden should always be on NAP to interrupt shortcuts if they want to do something before the end point of the shortcut.
Edited Edward Bell (May 21, 2015 09:53:34 PM)
Originally posted by Edward Bell:Mark Brown
AP controls their turn. It's always up to NAP to interrupt any shortcuts to do what they want when they want. The burden should always be on NAP to interrupt shortcuts if they want to do something before the end point of the shortcut.
Forgive me if I'm wrong, but I thought the burden was on AP to be clear as their intentions specifically because they control the pace of their turn.
Example - read quickly:
AP: “Goblin Guide, Combat”
NAP: “OK”
AP: “Attack with Goblin Guide”
NAP: “Wait before attacks”
AP: “No, you said OK after I said combat”
NAP: “No, I said OK to you casting Goblin Guide”
A&N: “JUDGE!”
In other words, AP controls the flow of the game and so long as NAP doesn't specifically acknowledge a pass in priority they get to pick where we are in the game.
Originally posted by William Barlen:
My mind is being blown, I have NEVER heard of “combat” meaning “attackers.” I'm not being facetious, I have never heard this in fact when people say combat, I have told them that there is a difference between combat and attackers.
MTR 4.2 Tournament ShortcutsIf the opponent does nothing it will mean that both players have passed priority in sequence in the beginning of combat step and the game advances to the next step: the declare attackers step. And the firts thing that happens in that step is that the active player declares attackers.
A statement such as “I'm ready for combat” or “Declare attackers?” offers to keep passing priority
until an opponent has priority in the beginning of combat step. Opponents are assumed to be acting
then unless they specify otherwise.