Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. See rule 800.4a.Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. 405.6h If a player leaves a multiplayer game, objects may leave the game, cease to exist, change control, or be exiled as a result.405.6g A player may concede the game at any time.They are dealt with before a player would receive priority. 405.6f State-based actions don’t use the stack they happen automatically when certain conditions are met.Turn-based actions also happen automatically when each step and phase ends no player receives priority afterward. They’re dealt with before a player would receive priority (see rule 117.3a). 405.6e Turn-based actions don’t use the stack they happen automatically when certain steps or phases begin.405.6d Special actions don’t use the stack they happen immediately.If a player had priority before a mana ability was activated, that player gets priority after it resolves. If a mana ability both produces mana and has another effect, the mana is produced and the other effect happens immediately. 405.6c Mana abilities resolve immediately.(See rule 604, “Handling Static Abilities.”) This includes characteristic-defining abilities such as “ is red” (see rule 604.3). 405.6b Static abilities continuously generate effects and don’t go on the stack.Effects may create delayed triggered abilities, however, and these may go on the stack when they trigger (see rule 603.7). 405.6a Effects don’t go on the stack they’re the result of spells and abilities resolving.405.6 Some things that happen during the game don’t use the stack.If the stack is empty when all players pass, the current step or phase ends and the next begins.
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