Subject: THE ANSWER (well, not really) Date: Fri, 15 May 1998 14:57:23 -0400 From: Steve Pine To: fkusumot@ix.netcom.com All right, this discussion has gone round and round with both sides of the argument not willing to concede any to the other side. One of the most interesting and insightful ideas I have seen came from Walter Hubar, with his 'punishments for not knowing the rules' idea. This is when it hit me, the REASON this debate exists in the first place. IT IS NEARLY IMPOSSIBLE TO LEARN ALL THE RULES TO MAGIC. Sure, all the basics are learned, but with the constant influx of card and ruling into the arena the ruling system has become so bogged down that events begin to occur that make it a tough call. FOR PEOPLE WHO THINK I AM JUST AVOIDING THE ISSUE: No, Nate's examples of the dice change, etc., do not fall under this category. However, the complexity of the game of magic makes it a highly daunting task to both learn all the loopholes in magic and then in turn remember all of these while the game is being played. Yes if one person makes a playing error it is the other person's responsibility to point of that error. However, the reason this error occurs in the first place is because of the amount of thought required to not make mistakes. Take the standard Waterspout problem, where you forget about upkeep altogether and don't bury your Djinn. If your opponent doesn't notice at what point if you remember should it be fixed. Obviously is you realize that turn it should be fixed. But what about 3 turns later? 6 turns? After the match? The rules don't state and the massive complexity of magic makes it impossible to go back. The other point is dealing with wording on cards. If you ask "Can I bury my Serrated Arrows?" if they have no counters on them (which would mean opponents turn is over), you are by the dictionary definition (Using Dishonesty or Deception in dealing with someone in order to obtain some sort of advantage -Websters) cheating, as making an immoral play, and I know (myself included) that most people would have too high of standards to make this play. HOWEVER. By the strict interpretation of the card and DCI's rules, there is absolutely nothing wrong with this play. So the solution? I have no idea, aside from a card by card ruling of what is or is not allowed (example of Arrows), or a large revamping of the rules (which in turn would just *add* to the confusion) there is no easy way to determine. In an ideal world we would not have to worry about it as everyone would be moral as thus no one would make a play like the one above. But that world does not exist, so we have to find some other way. Magic is different than any sport or game that Eric mentioned in that the even most basic of rule books is 10 times greater than any other sport. It'd be like in football is there were approxamity 3000 rules like "If you have made 2 consecutive 1st downs and are still on your own side of the field, opponent team loses 1 point", and so on. Until that time we just have to do the best we can. Steve Pine.