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| In terms of the Comprehensive Rules, a '''shortcut''' represents an informal forgoing of the formalities of some or certain game actions for the sake of ease of avoiding tedium, for example declaring a number for a non-infinite [[loop]] instead of going through the motions of the loop that number of times. | | In terms of the Comprehensive Rules, a '''shortcut''' represents an informal forgoing of the formalities of some or certain game actions for the sake of ease of avoiding tedium, for example declaring a number for a non-infinite [[loop]] instead of going through the motions of the loop that number of times. |
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| {{Comprehensive Rules|Khans of Tarkir|*'''716.''' Taking Shortcuts | | {{CRTemp|lookup=Taking Shortcuts}} |
| **'''716.1.''' When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.
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| ***'''716.1a''' The rules for taking shortcuts are largely unformalized. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.
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| ***'''716.1b''' Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.
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| **'''716.2.''' Taking a shortcut follows the following procedure.
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| ***'''716.2a''' At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non- repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.
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| ***'''716.2b''' Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where he or she will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.
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| ***'''716.2c''' Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.
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| **'''716.3.''' Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.
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| **'''716.4.''' If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)
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| **'''716.5.''' 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.
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| **'''716.6.''' If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.
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| [[Category:Magic rules]] | | [[Category:Magic rules]] |