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Mr. Card Game» Forums » Rules

Subject: Ties rss

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Alexander Cherry
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The core rules say:

----BEGIN RULES---
Whenever the turn order returns to the player with the Certificate of Participation, each player in clockwise order, starting with the player with the Certificate of Participation, is given the option to start a March on the Tower or to pass. If all players pass, continue playing as normal. If anyone chooses to March on the Tower, then all players March on the Tower together.

At the beginning of the march, the Naughty Sorceress automatically deactivates all Buff skills on the table. Then, all players take one last turn together simultaneously. Starting with the player to the left of the player who announced the march, in clockwise order, each player performs a non-combat phase. Once the player who announced the march finishes his non-combat phase, in the same order, each player performs a combat phase and announces his final total combat score. Whoever has the highest total combat score and a total value equal to or greater than the power of the Naughty Sorceress defeats her... and wins.

----END RULES----

So... what happens if two people have the same combat score? How do we break ties? The rules don't seem to cover this (seemingly somewhat common) case, nor is it addressed on the errata posted on their website.

(Obviously ascension games avoid this.)

Has anyone found a good tie-breaker?
 
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Alexander Cherry
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10:53:02 - Lxndr: […] ties. how to break them?
10:55:29 - Graydon Schlichter: Meat on hand
10:55:50 - Graydon Schlichter: But ties are so rare, you may never see one.
10:56:07 - Lxndr: so far one out of 3 games!


So, there's word from the horse's mouth.
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rachel kol
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Are ties really that rare? We've played two games and one ended in a tie. I don't know why that would be unusual.
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rachel kol
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We just ended up deciding that ties were fine, and in the event of a tie, everyone at the table has to participate in a group high-five.

The meat solution is less awkward.
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