Actions, Active Conditions, and General Confusion

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Bandobras Took
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After a few discussions on this forum and elsewhere, it seems pretty clear that almost every single player of Middle Earth has a personal concept of actions and active conditions that disagrees with everybody else's.

I may be exaggerating, but not by much.

Therefore, I'm going to put together as much information as I can and then ask a few generic questions -- no specifics, just generic questions.

This may be a long post, but I'd like to try and be thorough, so bear with me. These will be numbered strictly for convenience.
MELE Rules wrote:
1 ) Action: Any activity in the game (card play, a corruption check caused by Lure of the Senses, etc.). Each action is not immediately resolved when it is declared. An opponent and yourself have the opportunity to declare other actions in response. Meeting active conditions and exhausting a play deck are not actions -- they are declared and resolve immediately.

2 ) Condition, Active: A prerequisite for an action actively made by a player. Typically this involves tapping a character, discarding an item, or having a character with a specific skill in play. Active conditions are declared and resolved with no time for a response by your opponent or yourself.

3 ) Chain of Effects: A series of actions declared in response to one another before any of them resolve. Actions in a chain of effects resolve in the reverse order from which they were declared (last in, first out).
CRF, Active Conditions wrote: 4 ) An active condition must be in play or established when the action requiring it is declared. Active conditions serve as the price of an action. They are restrictions on the player invoking the action.

5 ) Annotation 5: If an action requires an entity to tap as a condition for the action's main effect, that entity must be untapped when the action is declared; else, the action may not be declared. Tap the entity at this point; this is considered synonymous with the action's declaration; i.e., it is not a separate action. When it comes time to resolve the action in its chain of effects, that entity must still be in play and tapped or the action is canceled.

6 ) Annotation 6: If an action requires an entity to be discarded as a condition for the action's main effect, that entity must be discarded when the action is declared; this is considered synonymous with the action's declaration; i.e., it is not a separate action.

7 ) Annotation 7: If any other active condition for an action does not exist when the action is resolved, the action has no effect; if the action was playing a card from your hand, it is discarded.

8 ) Annotation 8: An action that requires a target is considered to have the active condition that the target be in play when the action is declared and when it is resolved. An action may not be declared if its target is not in play. However, dice-rolling actions may always be targeted by other actions declared later in the same chain of effects.
The biggest question has caused the most debates:

A ) How can one tell whether any given sentence on a card is an action or an active condition?

As I understand it from 4 ), an active condition is something that must be done if an action specifies it. For example, cancelling an attack through concealment requires that you tap the Scout. The problem comes with numerous cards with the following phrasing "Playable on W. Do Action X. Do Action Y. Do Action Z." A lot of people maintain that X is an active condition for Y and Z, while others are saying that X is its own action. This varies depending on the card you're talking about (there's at least two cards where people are saying Z is the condition for X).

Also, many people have repeatedly stated that corruption checks are not active conditions for a card. Why not?

B ) A Target is an active condition for the play of a card according to 8 ). According to 5 ), if an action's main effect requires an entity to tap, the entity must tap when the action is declared.

The problem comes when a card targets an untapped entity and the entity must tap for the card's main effect. When the chain of effects resolves, the card must still have a valid target. Unfortunately, because the entity has been tapped before the card resolves, they are no longer a valid target for the card. How is this to be understood? Do cards only check the validity of a target on declaration?

C ) An even worse problem comes when a card targets an entity as an active condition for 8 ) and the entity must be discarded upon declaration for 6 ). When the card resolves, the target is definitely not in play and the active conditions cause themselves to fail. How is this to be understood?

D ) A strict reading of 3 ) would indicate that active conditions are not possible in a chain of effects because only actions may be declared. Is this the case?

In a special spot, I will put:
MELE Rules wrote: Declaring An ActionStating that an action is being played, though the actual effects of the action are not implemented until both players have had a chance to respond with the declaration of other actions. Each time you play a card, you are declaring an action.
Balrog Rules wrote:If a card specifies that more than one action occurs when the card is itself resolved in a chain of effects, all of these actions are to be resolved in the card’s chain of effects uninterrupted and in the order listed on the card. No actions may be declared to occur between these multiple actions. The actions listed on the card are considered to have been declared in the reverse order as they are printed. As an exception, in one of the effects of a card is an attack, cards may be played that cancel the attack, cancel one of the strikes, or that otherwise are playable during the strike sequence.
This may get a little involuted, so bear with me:

Since the play of a card is defined as an action, then the action of a card (if any) is a separate action. If this action is included in the same chain of effects, then it is declared after the declaration of the play of the card. In other words, a card's action must resolve before the play of the card itself resolves. This is bizarre, but there is no coneivable way to say that a card's effect is declared before the play of a card is declared.

Is it possible that a card's actions (if any) are not declared until the play of the card has resolved? Looking at 1 ) and 3 ), I'm not sure.

It just seems to me that this whole idea of active conditions is very shaky ground. I'd like to see some definite general answers so that I can actually make a reasonable attempt to figure out any given card.
Jambo
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To Satisfy the Questioner
Playable during the site phase on an untapped character at a Free-hold. Tap the character and site. No marshalling points are received and the character may not untap until this card is stored at a Darkhaven during his organization phase.
My initial assumptions are that tapping the character and site aren't active conditions for playing this card. Instead those would be an untapped character and a free-hold. However, based on this assumption being correct and that non-item/faction/ally resources don't inherently require untapped sites, this raises an important question - what happen if this card is played on an untapped character at a free-hold that's already tapped?

Based on the wording of Maker's Map (which specifies untapped site as an active condition for playing the card) it would seem ok to play To Satisfy the Questioner at an already tapped free-hold. Nevertheless tapping the free-hold site is stated on the card. If the site can't be tapped does To Satisfy the Questioner just fizzle? And if so, is this then considered playing a card for no effect?
Maker's Map
Balrog specific. Playable during the site phase on an untapped ranger at an untapped site where Information is playable. Tap the ranger and the site. +2 to all rolls for his company to move to adjacent Under-deeps sites.
This clearly stipulates that the requirements for playing the card are an untapped ranger and an untapped site where information is playable. If tapping the ranger and site aren't conditions that must be met, then playing this at The Worthy Hills per crf seems ok.
Wacho
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I won't respond to everything but I'll make a couple points.

On Corruption checks -- Corruption checks cannot be active conditions because in no way can they be seen as a restriction on the play of a card, which is part of the definition of an active condition. Also a corruption check is an event, not a condition. Tapping and discarding are also events, however those are specifically stated to be active conditions, and they can serve as restrictions. If you don't have a scout to tap you can't play concealment.

2nd Point-- I don't think the play of a card is defined as an action. However, each time you play a card you are declaring an action. What is the action (or actions)? Whatever is listed on the card. That's how I would read those quotes.

3rd Point -- About discarding a card as an active condition. You're right that it doesn't seem to make sense because once you've discarded the target card how can it satisfy the target condition? It is a contradiction. But it seems pretty clear as to what ICE actually meant. Obviously they didn't intend for the card to cancel itself. Once you've satisfied a tapping or discarding active condition the requirement that you have an untapped X or a Y in play is removed. I think that is the only possible logical way to read the rules about this.
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Konrad Klar
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Wacho wrote:2nd Point-- I don't think the play of a card is defined as an action. However, each time you play a card you are declaring an action. What is the action (or actions)? Whatever is listed on the card. That's how I would read those quotes.
CRF, Ruling by Terms, Active Conditions wrote:Annotation 7: If any other active condition for an action does not exist when the action is resolved, the action has no effect; if the action was playing a card from your hand, it is discarded
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Bandobras Took
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Wacho wrote:I won't respond to everything but I'll make a couple points.

On Corruption checks -- Corruption checks cannot be active conditions because in no way can they be seen as a restriction on the play of a card, which is part of the definition of an active condition. Also a corruption check is an event, not a condition. Tapping and discarding are also events, however those are specifically stated to be active conditions, and they can serve as restrictions. If you don't have a scout to tap you can't play concealment.
If the corruption check doesn't succeed, I can't play the card. That seems reasonable enough to me.
3rd Point -- About discarding a card as an active condition. You're right that it doesn't seem to make sense because once you've discarded the target card how can it satisfy the target condition? It is a contradiction. But it seems pretty clear as to what ICE actually meant. Obviously they didn't intend for the card to cancel itself. Once you've satisfied a tapping or discarding active condition the requirement that you have an untapped X or a Y in play is removed. I think that is the only possible logical way to read the rules about this.
It's a long step from "what's written" to "what's meant." :) Going with what ICE meant is fairly murky area (and I think that's been the philosophy adopted in interpreting active conditions: ICE clearly meant X as an active condition, ICE did not mean Y as an active condition).

Things would be a lot easier, I think, if active conditions had to be met on resolution: e.g. Far Sight resolves and the site and character must be untapped. Then its effect kicks in if you tap the character and the site. It's those silly annotations that make all these things happen on declaration that are giving me headaches.
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Konrad Klar
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Bandobras Took wrote:Is it possible that a card's actions (if any) are not declared until the play of the card has resolved? Looking at 1 ) and 3 ), I'm not sure.
I'd say "no", because:
Annotation 8: An action that requires a target is considered to have the active condition that the target be in play when the action is declared and when it is resolved. An action may not be declared if its target is not in play. However, dice-rolling actions may always be targeted by other actions declared later in the same chain of effects.
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Wacho
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Bandobras Took wrote:
Wacho wrote:I won't respond to everything but I'll make a couple points.

On Corruption checks -- Corruption checks cannot be active conditions because in no way can they be seen as a restriction on the play of a card, which is part of the definition of an active condition. Also a corruption check is an event, not a condition. Tapping and discarding are also events, however those are specifically stated to be active conditions, and they can serve as restrictions. If you don't have a scout to tap you can't play concealment.
If the corruption check doesn't succeed, I can't play the card. That seems reasonable enough to me.
Corruption checks are dice-rolling actions that can be targeted by other effects declared later in the same chain of events. If a corruption check was an active condition you would have to perform the check upon declaration similarly to tapping a character at declaration to play Concealment and so you would not be able to respond at all to the corruption check. This is not how it works. Sure, ICE could have made corruption checks into active conditions that way, but that would need to be specifically stated in the rules as are the tapping and discarding active conditions.
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Bandobras Took
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Wacho wrote:
Bandobras Took wrote:
Wacho wrote:I won't respond to everything but I'll make a couple points.

On Corruption checks -- Corruption checks cannot be active conditions because in no way can they be seen as a restriction on the play of a card, which is part of the definition of an active condition. Also a corruption check is an event, not a condition. Tapping and discarding are also events, however those are specifically stated to be active conditions, and they can serve as restrictions. If you don't have a scout to tap you can't play concealment.
If the corruption check doesn't succeed, I can't play the card. That seems reasonable enough to me.
Corruption checks are dice-rolling actions that can be targeted by other effects declared later in the same chain of events. If a corruption check was an active condition you would have to perform the check upon declaration similarly to tapping a character at declaration to play Concealment and so you would not be able to respond at all to the corruption check. This is not how it works. Sure, ICE could have made corruption checks into active conditions that way, but that would need to be specifically stated in the rules as are the tapping and discarding active conditions.
If you're going to say that the rules spell out tapping and discarding, then you have to admit that rules only mention tapping a character and discarding an item.

It would therefore follow by this reasoning that tapping sites and and discarding agents/resource events are not active conditions.

I don't think the examples given in the rules are meant to be an exhaustive list. The word "typically" also indicates this and allows for the possibility of other actions serving as active conditions -- declared and resolved instantaneously.

I'm not asking if all corruption checks are active conditions, merely asking if a corruption check could be.
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Konrad Klar
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Bandobras Took wrote:I'm not asking if all corruption checks are active conditions, merely asking if a corruption check could be.
Only actions described by Active Conditon rules are tapping and discarding, however if placing items off to the side would be also active condition (as suggested by certain players), possibility that cc may be active condition is not absolutely excluded.
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Konrad Klar
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Another one example where action other than discarding and tapping is active condition.
The One Ring wrote:Unique. The One Ring. Playable only with a Gold Ring and after a test indicates The One Ring. +5 prowess (to a maximum of double the bearer's starting prowess), +5 to body (to a maximum of 10), +5 to direct influence. Bearer may make a corruption check modified by -2 to cancel a strike; this does not work against Undead and Nazgûl strikes. +1 corruption to every character in the bearer's company.
Underline mine.

Bonus question is: how this cc can be targeted if it takes place at declaration?
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Bandobras Took
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I don't think you can, since the cc by definition
Condition, Active: A prerequisite for an action actively made by a player. Typically this involves tapping a character, discarding an item, or having a character of a particular skill in play. Active conditions are declared and resolved with no time for response by an opponent or yourself.
does not allow targeting the corruption check with another card before it resolves and you roll.

Nice find. :)
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Konrad Klar
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Annotation 7: If any other active condition for an action does not exist when the action is resolved, the action has no effect; if the action was playing a card from your hand, it is discarded.
As in case of action as passive condition (or in case of discarding as active condition). cc nor any other action cannot be positively checked both at declaration and at resolution.
(Strictly readed) Annotation 7 is problematic here.
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Konrad Klar
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What if one of characters controlled by Wizard on which Sacrifice of Form is played is Hobbit under effect of Tookish Blood?
Such Hobbit is only one of cards controlled by Wizard. Does it mean that active condition cannot be fulfilled and Sacrifce of Form cannot be played?
Of course question is only valid if assuming that discarding is a active condition, not a main effect.
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Konrad Klar
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What happens if Diplomat Only card was played and at resolution there is no diplomat in company (for example non-diplomat character loses its Magic Ring of Words, or last diplomat in company is discarded).
Diplomat Only card fizzles.

What happens if Wizard Only card was played and no Wizard at its resolution?
Wizard's Flames (Fire, River Horses...) fizzles if Wizard fails cc from Weariness of Heart played in response.

But we have one very special case, immune to normal mechanics of play - Sacrifice of Form. Wizard is discarded at declaration, not present at resolution but SoF (Wizard Only card) can resolve anyway.

I believe that believers of theory of discarding Wizard as active condition of SoF can live with this little inconsistency (inconcistency? what a inconcistency :?).
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Bandobras Took
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It shares that problem with such cards as:

Miruvor
Potion of Prowess
Dark Numbers
Minion Arkenstone

Basically, if discarding the entity is a condition of the card or one of its effects, there is an inconsistency, but it is usually disregarded because they would have to rewrite almost every single "discard for effect" resource.

Incidentally, I share the opinion that discarding the wizard should not be considered a condition of Sac of Form, but what can you do? :)
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