Originally posted by Russell Gray:
The JAR uses non-technical language because it's meant to be understood by people who are familiar with the game, but not really judges. It doesn't have room to list every exception to every rule, but “may” and “unless” are pretty clearly in the same category of “triggers that you can't go back for if you forget about them”. It doesn't really make sense to use a quote from the JAR to justify treating similar triggers differently based on if it literally contains that specific word.
Originally posted by Russell Gray:I don't think all players see pacts this way, even though people who play at competetive REL usually do. The point with the card is just that you have to pay if you can, but since we at competetive REL cannot do backups before handling missed triggers, we need to have a strict fix at competetive REL. But how is this consistent with what we try to achieve at Regular REL? As long as the fix is fair (i.e. that they player doesn't get too much of an advantage by forgetting it), why do we have to adapt the “gotcha”-moment from competetive REL? If a player just untaps and says “attack for win, you die” when he easily could have paid for the pact trigger, and the judge rule that he loses instead, I can garantee that it creates feel-bad moments. And to rule something just because “some players like/except the gotcha-moment” seems wrong for regular REL. He would still have to pay to survive, we won't give any advatages by forgetting the trigger, why then should we have this one case where forgetting a trigger at FNM cost you the game, when everything else is supposed to be friendly and fun?
Anyone who is bringing Pacts to FNM is going to be familiar with the concept that if you forget about it, you lose the game. And they played it knowing that they had to remember it next turn or they'd lose. It might cause a feel-bad moment in the sense of slapping one's head “oh no why did I do that?!”. But it's not going to create a feel-bad moment in the sense that a player feels judges or other players are picking on them.
Originally posted by Russell Gray:
I don't see the default action as being overly harsh. Anyone who is bringing Pacts to FNM is going to be familiar with the concept that if you forget about it, you lose the game. And they played it knowing that they had to remember it next turn or they'd lose.
Originally posted by Scott Marshall:…and then you'd let that happen and hope it's not going to bite us in the posterior? Because if this player ever has an opponent that makes the same mistake but asks a judge what to do, you would be “the other judge” from Ye Olde “but the other judge said…” story.
if it seems that it was just an honest mistake, I'll point out “you didn't pay for your Hellion”; I suspect that the majority of players would then sigh, and bin their Hellion, acknowledging the consequences of their mistake.
I'm all for “whatever makes both players happy” but this risks making one player very unhappy down the line. If there's an official fix, shouldn't we step in and say “this is the official fix”?
Originally posted by JAR:
If you feel that the suggested remedy is not well adapted to your particular situation and you can suggest a more appropriate fix which is accepted by both players, apply that fix instead.
You must be registered in order to post to this forum.