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 The coming of Galactus

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koriteki
Dr Doom


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MessageSujet: The coming of Galactus   Sam 8 Déc - 12:53

Je voulais savoir, si dans un match de Coming of Galactus, il y'avait des cartes non utilisabale par ses challengers.
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Gégé
Silver Surfer


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MessageSujet: salut   Sam 8 Déc - 15:47

Toutes les cartes banies surement....
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koriteki
Dr Doom


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MessageSujet: Re: The coming of Galactus   Sam 8 Déc - 16:19

En dehors des cartes bannies, il n'y a pas de restriction?
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vincentjannin
Imperiex


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MessageSujet: Re: The coming of Galactus   Sam 8 Déc - 17:06

koriteki a écrit:
En dehors des cartes bannies, il n'y a pas de restriction?

Non l'alliance peut jouer avec toutes les cartes VS (sauf les bannies).

Par contre, le deck Galactus ne doit contenir que des cartes MCG. Et le deck des planètes ne peut pas être modifié.
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Kyle7
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MessageSujet: Re: The coming of Galactus   Dim 9 Déc - 3:25

Jje profites de ce Topic pour préciser les choses sur Galactus. Voici donc ci dessous 2 articles qui répondent à Beaucoup de questions sur le déroulement de la partie et pose un problème majeur à résoudre. Ensuite vous aurez la FAQ officiel trouvez sur le site de UDE. Si vous avez d'autres questions et besoin d'autre précision n'hésitez pas:

1ER Article: Dans cet article j'ai mis en gras un passage très confus qui me trouble et sembl aller à l'encontre de la FAQ. Je ne vois pas la différence entre le Clobber et Rigged Election mais si vous comprenez merci de m'expliqué.


The players fighting against Galactus are referred to as the Alliance.

The Alliance and Galactus will both start with 100 endurance (hence the number 100 in the top corner of the Galactus card).

At the beginning of the game, each Alliance player chooses a team. Those teams are considered to be crossed over for the duration of the game.

At the beginning of the game, each player draws four cards, just as with regular Vs. System. Galactus then draws a card for each player and puts one resource into play for each player. For example, if there are three Alliance players, the Galactus player will draw three cards then place three cards from his or her hand into his or her resource row face down.)

Each turn, Alliance players will draw the normal two cards. Galactus will draw three cards per turn.

The Alliance players share phases, so they do things in whatever order they choose. Each one will play resources at the same time, share a recruit step in which they recruit characters in any order they choose, and share an attack step in which they declare attacks in any order they choose.

Players may declare team attacks with characters controlled by other Alliance players (as long as both players agree, that is).

Players may target teammates’ characters with effects as if they controlled them. However, they don’t control characters controlled by the other Alliance players. (So, you could play It’s Clobberin’ Time! on your teammate’s Fantastic Four attacker, but you couldn’t exhaust it to add a counter to Rigged Elections.)

Galactus will always recruit characters first each turn. The planets will dictate initiative when they’re in play, but even when the players have the initiative, Galactus will build and recruit first.
When there is no planet in play, the Alliance has the initiative.
The game ends at the end of the turn in which either the Alliance or Galactus has been reduced to 0 endurance. Just like in regular Vs. System, the team/player with the lower endurance total will lose the game.
The only way to win the game is to reduce Galactus’s endurance total to 0.
When Galactus is on the board, he is considered to be in play but is not a character. He can be exhausted to pay costs as if he were a character and can use abilities printed on the card, but he cannot be attacked, exhausted, or otherwise interacted with.



2EME Article:
Winning

The game is won by reducing your opponent to 0 endurance or less while keeping your endurance higher, and this is checked at the normal point during the wrap-up each turn.

Unlike a normal game, each side has 100 endurance. Galactus has that much all to himself because he’s, ya know, real big. The Alliance players, on the other hand, don’t have individual endurance totals, but instead share a combined total of 100.

What’s a combined total? It means that any time an Alliance player loses or pays endurance, that amount is deducted from the combined total (and, similarly, any endurance gains are added).

One other total that Alliance players should keep their eyes on is the number of planets Galactus has won. Once that total hits three, Galactus may consume all three during the build phase to knock one player out of the game completely, regardless of where the endurance totals stand.


Starting

As the game starts, each member of the Alliance chooses one team, and all chosen teams are crossed over for all Alliance players for the duration of the game.

Each player (including Galactus) draws an opening hand of four cards and can mulligan as normal. Galactus then draws an additional card for each Alliance player, and then chooses that many cards from his hand to put face-down into his resource row.


Turn Sequence

Galactus draws three cards at the start of each turn. Alliance players each draw two as normal.

Regardless of initiative, Galactus always performs his resource, recruit, and formation steps before the Alliance. Then, the Alliance players share:

A single resource step, during which they may each place a resource

A single recruit step, at the start of which they each get an individual amount of resource points equal to the number of cards in their individual resource rows

A single formation step, during which they can rearrange their own characters within their own visible and hidden areas as normal

During the combat phase, the Alliance players share a single attack step, during which they can team attack with other Alliance players in any mutually agreeable order.

Starting with the third turn, each turn opens with a new planet phase, at the start of which the top card of the planet deck is flipped and becomes the contested planet for the turn. Then, there’s a priority window for effects before the draw phase. The contested planet specifies the initiative for the turn; the Alliance has the initiative for the first two turns. The contested planet’s objective is checked as the very first part of the wrap-up each turn, after all players have passed the recovery phase. Galactus wins the planet unless the Alliance has completed its objective.


Planets

A planet’s powers are active only while it’s being contested. Planets can be won (and then later consumed) by Galactus, or saved by the Alliance. Consuming a planet removes it from the game. Players can’t interact with planets in any other way. In particular, planet effects can’t be negated.

Every planet has three parts:

Initiative: This is who will have initiative this turn. Although Galactus will always recruit his characters first, the planet will dictate who will attack first each turn. If there is no planet in play (turns 1 and 2), then the alliance (which is the team of players opposing Galactus) will have the initiative.

Game Text: Every planet does something either when it’s flipped or while it’s in play. This particular planet has an effect when it’s flipped; others might completely alter the game the entire time they remain in play. Some of the effects can be crazy and hard to plan for. That’s half the fun. You never know what’s going to happen next and you’ll constantly have to change your plans to keep up. Some of them might even seem good for the alliance. Seem good, anyway. Like this one . . . is this going to help Galactus or the alliance?

Objective: This is what you have to do to stop Galactus from eating this planet. In this case, you’d figure out who the highest-cost character in play on the other side of the board is, and then try to stun that character. If two characters are tied, then pick one and stun it. There are plenty of different objectives to reach. From stunning characters to other crazy conditions to meet, you won’t know what to expect on any given turn. You might think stunning his biggest character on turn 3 will be easy, but don’t sleep on the Big G. He plays by his own rules.


Home Stretch

A few more rules for that player at the kitchen table who everybody turns to for help:

Each Alliance player can target any Alliance-controlled character as if he or she controlled it.

Galactus can’t directly attack an Alliance player unless no Alliance player controls a non-stunned, visible character.

The uniqueness rule applies on a player-by-player basis, so two different Alliance players can play the same unique card.

“Opposing” means controlled by an opponent. “Friendly” means controlled by any player who isn’t an opponent (including yourself). The Alliance players are friendly to each other and opposing to Galactus.


At the start of each game, the Alliance elects (or rolls dice to choose) a decision maker. Any time the Alliance can’t agree on a mutual decision, that player makes the choice.


FAQ
The Coming of Galactus Frequently Asked Questions
Compiled by Paul Ross, with contributions from Dave DeLaney, David Harris, and Edwin Teh
Last updated November 16, 2007

1. Applicable cards in this set are legal for sanctioned Constructed tournaments upon release.

All cards are legal for sanctioned Constructed tournaments except Planets and the Galactus avatar.

2. Epic plot twists

Plot twists with version Epic can’t be negated.

3. Opposing and friendly

Opposing cards or effects are those controlled by one of your opponents. Friendly cards or effects are those controlled by you or a friendly (non-opposing) player.

4. Worldeater locations

The Worldeater locations were printed with their names and versions reversed. All should have version Worldeater. As a result:

• Flipping an exact copy of a Worldeater you already control will invoke the uniqueness rule.
• Flipping a Worldeater when you control a Worldeater with a different name will not.

5. Giant-Size VS FAQs

A summary of the Giant-Size VS rulebook can be found here:

http://entertainment.upperdeck.com/vs/en/news/article.aspx?aid=3424

5.1 Alternate win conditions

The only way for the Alliance to defeat Galactus is to reduce his endurance to 0. If a card says that an Alliance player loses the game, only that player is removed from the game.

5.2 Characters controlled by the Galactus player

Characters controlled by the Galactus player can team attack, reinforce, and be reinforced as though they had all affiliations.

5.3 “As the turn ends” objectives

These objectives are checked at the same time as all other objectives, as the first part of the wrap-up each turn (before checking endurance totals or recovering and readying characters, even though this is technically earlier than “as the turn ends”).


SINGLE CARDS

Call in a Favor
Plot Twist, 3
Each player may discard a card. If he does, he may search his deck for a character card that shares an affiliation with that card, reveal it, and put it into his hand.

Starting with the primary player, each player chooses whether or not to discard, and then all cards are discarded simultaneously. Next, each player that discarded searches his or her deck for an applicable card, and then all of those cards are revealed simultaneously.

Dr. Doom, Power-Hungry
Character, 5, 10/8
While Dr. Doom is in combat, whenever an opponent plays a plot twist, you may turn target plot twist in your resource row face down.

You may only target a plot twist that is face up as this power triggers. You can't target a face-down resource, play it in response, and then turn it face down as this effect resolves.

Firelord, Herald
Character, 7, 16/16
When Firelord becomes stunned, reveal the top card of your deck. Replace up to X face-up resources, where X is that card's cost.

This effect doesn't target any resources; you choose which to replace as it resolves (after which it's too late for any player to respond by doing anything to the chosen resources). You may choose resources controlled by other players.

High Evolutionary, Intellectual Giant
Character, 2, 3/3
At the start of the build phase, each player draws a card.

These cards are drawn before any resources are built.

Human Torch, Fiery Friend
Character, 6, 14/10
Pay X+X ATK this turn >>> Stun target character with DEF X or less. Use only during the combat phase and only if Human Torch has not been in combat this turn.

You may pay an even amount of Human Torch's ATK (including zero) to stun a target character with DEF less than or equal to half that amount. You may do so multiple times each combat phase as long as Human Torch doesn't enter combat or run out of ATK.

Infiltrate
Plot Twist, 2
Ongoing: Characters you control can team attack protected characters.

Characters you control don't have flight, even though they can team attack as though they had it. Characters you control still can't attack hidden characters, attack from your support row without range, and so on.

Kingpin, Overboss
Character, 5, 9/10
Leader: If Kingpin would become stunned, instead, you may stun an adjacent character.

If Kingpin is defending, breakthrough is still calculated based on Kingpin's DEF and whether or not Kingpin was reinforced.

Mr. Fantastic, Flexible Thinker
Character, 3, 4/4
While Mr. Fantastic is in combat with an opposing character with cost 2 or less, he gets -4 / +4.
While Mr. Fantastic is in combat with an opposing character with cost 4 or more, he gets +4 / -4.

Mr. Fantastic can only get each bonus once, regardless of how many low-cost or high-cost characters are in combat with him. While being team attacked by both, he gets both bonuses, and they cancel each other out.

Omnipotence
Plot Twist, 5
Play only during the build phase. <p> Choose a card name. <p> Ongoing: Plot twists with the chosen name can't be played, and the payment powers of cards with that name can't be used.

You can choose the name of a non–plot-twist card. The named card doesn't have to be in play.

Silver Surfer, Herald
Character, 11, 35/35
You can't lose endurance.

While you control a non-stunned Silver Surfer, your endurance total can’t become lower for any reason. As a result, you can’t lose or pay endurance, or have your endurance total set to a lower number either directly or through switching totals with a player with less endurance. You don't take stun endurance loss as Silver Surfer himself becomes stunned.

Silver Surfer's Board
Equipment, 0
Equip only to Silver Surfer. <p> Exhaust Silver Surfer's Board >>> Put a cosmic counter on a cosmic character you control. You may move equipped character to your hidden or visible area.

This is the first equipment that exhausts itself. It doesn't exhaust as the equipped character exhausts.

Siphon Energy
Plot Twist, 6
Choose a non-ongoing plot twist in any resource row not named Siphon Energy. You may play it.

Siphon Energy has received errata. The italic text above updates the printed card text.

Playing the chosen plot twist works much like playing it from your own resource row, except you don't need to turn it face up in the process. You control the effect, so its threshold cost is compared to the number of resources you control rather than the number of resources in its resource row.

Stardust, Herald
Character, 10, 27/27
When Stardust enters play, target opponent chooses a player friendly to him. The chosen player KO's all characters he controls.

That opponent can choose him or herself (and must do so if there are no other friendly players).

Strategic Thinking
Plot Twist, 2
Whenever a character enters play this turn, put a +1 / +1 counter on it.

After Strategic Thinking resolves, it triggers off any character controlled by any player entering play this turn. If two copies of Strategic Thinking are played on the same turn, such a character receives two counters, and so on.

Taur
Planet
At the start of the combat phase, the Alliance chooses an Alliance player. Galactus can attack only that player and characters he controls this turn.

This planet takes precedence over the Giant-Size VS rule that the Galactus player can’t attack directly unless no Alliance player controls a non-stunned, visible character. If the chosen player doesn’t control any non-stunned, visible characters, that player can be attacked directly.


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Kyle7
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MessageSujet: Re: The coming of Galactus   Dim 9 Déc - 4:06

Correction j'ai trouvé la réponse à ma question.

Citation :
ONLY TARGETTING EFFECTS AND TEAM ATTACKS ARE SHARED. The Field is NOT.

this means:

Multiple players can not abuse rigged elections, and cannot all take advantage of global non-targetting pumps or effects. AKA: each player running new brotherhood, or players trying to cash in on friendly ally effects.

However, say a player that called out the fantastic 4 team (to team up each player at the start fo the game) could play "It's Clobberin Time!" on a friendly allied attacker not in their field. (as long as the friendly character was teamed up through the start-of-game crossover)

This also means that because players do not share a field, you cannot use a character NOT in your play zone to pay a cost. So...
-You may NOT have player 1 play finishing move and have player 2 exhaust to meet the its requirement.
-You cannot recruit a character into a play area other than your own.
-You cannot recruit an equipment into any play area other than your own.
-If the effect does not TARGET. you can safely assume it can only be used on your own.

Voilà en clair tu peux jouer TTG sans problèmes mais pas Roy Harper de manières abusives.

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philippe
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MessageSujet: Re: The coming of Galactus   Mar 11 Déc - 20:23

Qu'est-ce que tu veux dire par jouer "TTG... Roy Harper de manière abusive" ?
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Gégé
Silver Surfer


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MessageSujet: salut   Mar 11 Déc - 20:30

C'est à dire que tu ne peux utiliser les persos de tes collegues pour booster Roy Harper en épuisant les leurs.
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Afro-G
Poison Ivy


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MessageSujet: Re: The coming of Galactus   Mer 12 Déc - 1:50

Citation :
At the beginning of the game, each Alliance player chooses a team. Those teams are considered to be crossed over for the duration of the game.

Ca veut dire que chaque joueur choisi une équipe d'affiliation, donc si quelqu'un joue 2 team il devra quand meme jouer ses team-up pour que les 2 soient crossover? (si personne d'autre n'a choisi cette équipe)
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MessageSujet: Re: The coming of Galactus   Mer 12 Déc - 16:53

C'est tout à fait ça Afro-G.
Et pour répondre à Phillipe, tu peux cibler les persos des autres mais pas les utiliser pour payer des coûts. C'est pour éviter les abus du genre Colonel Yorg, Roy Haper, ou rigged Elections (qui ne servirait ma foi à rien puisque la seul manière de battre Galactus est de lui mettre la patée).

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philippe
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MessageSujet: Re: The coming of Galactus   Mer 12 Déc - 21:41

Kyle7 a écrit:
The game ends at the end of the turn in which either the Alliance or Galactus has been reduced to 0 endurance. Just like in regular Vs. System, the team/player with the lower endurance total will lose the game.
The only way to win the game is to reduce Galactus’s endurance total to 0.
When Galactus is on the board, he is considered to be in play but is not a character. He can be exhausted to pay costs as if he were a character and can use abilities printed on the card, but he cannot be attacked, exhausted, or otherwise interacted with.



2EME Article:
Winning

The game is won by reducing your opponent to 0 endurance or less while keeping your endurance higher, and this is checked at the normal point during the wrap-up each turn.



Argh ! ! Shocked
Ai-je mal compris, ou le seul moyen de gagner contre Galac est de descendre ses PV à 0 ou moins ?
Cela équivaut t'il à dire: exit les plot twist et autres personnages tour 9 qui disent "you win the game" ou encore "your opponant lose the game" ? Crying or Very sad
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MessageSujet: Re: The coming of Galactus   Mer 12 Déc - 21:57

Tout à fait. J'avais potasser la combo Gainig Life+ Captain Marvel à 8 en Shadowpact mais ça marche pas...
Il faut détruire Galactus.

Mais je suis pas inquiet. J'ai trouver plein de Deck qui vont mettre très mal à la tête à Galactus.

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vincentjannin
Imperiex


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MessageSujet: Re: The coming of Galactus   Ven 21 Déc - 23:27

Ce soir nous avons enfin réussit à battre Galactus !!!!

Le match : Galactus = Koriteki (deck non modifié)
L'alliance : Séverin (Gotham Knight/GCPD) + Afro-G (MK/JSA) + Vincent (FF burn)

Les clefs du match :
- dynamic duo : les attaquants en équipe ne peuvent pas être stun. Accessoirement j'avais des Child named valeria pour aider.
- GCPD headquater : KO stun character lors de team attaque à 3 ou plus (la carte fait le café car en plus elle permet de renforcer)
- le burn des FF : 4 flamethrower + 4 adv. hardware + Human Torch, Flame On!
- un punisher avec M60s (il lui manquait un deuxième équipement pour faire le café)

Koriteki s'est bien battu mais la combinaison dynamic duo et GCPD headquater est très (trop) forte.

L'alliance (+75) bat Galactus (-21) Cool
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MessageSujet: Re: The coming of Galactus   Sam 22 Déc - 17:58

Et encore je jouais sans Tim Drake à 2 et avec une version pas optimisé. Mais la prochaine sera terrible. Bon je crois qu'on l'a bien tarté Galactus...

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MessageSujet: Re: The coming of Galactus   Mar 1 Jan - 3:36

Merci de me confirmer que les personnages faisant une team attaque, partage aussi leur différentes affiliation, car il n'est pas implicitement, que les personnages d'un joueur gagnent l'affiliation des autres (lors d'un même attaque !

Bonne année à tous.
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MessageSujet: Re: The coming of Galactus   Mar 1 Jan - 23:04

En fait tout les personnages ont l'affiliation de 3 équipes dans l'alliance puisque au début de la partie chaque joueur choisit une équipe de son choix et toutes les équi^pes sont Crossover. En Clair un deck TT, un FF et un Gotham Knight et tout le monde à les trois équipes. Si par contre une équipe à 2 affiliations alors il faudra comme d'habitude faire un Team Up pendant la partie.

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MessageSujet: Re: The coming of Galactus   Aujourd'hui à 5:50

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