Hello. This is Carrot, the other half of Mysery Parfait. Usually I let Moogs handle the forum stuff, but this response is going to be lengthy enough and he's out sick so I figure I would crawl out of my cave and type it up myself.
The StackDanmaku!! does not use
the stack, in Magic: The Gathering sense. Instead, Danmaku is broken down into
actions and
reactions. Instead,
Danmaku!! uses
The Queue.
The QueueReally, Danmkau!! should be a lot simpler than Magic: the Gathering. We don't want that level barrier-of-entry for players. The general rule of thumb is to just play cards and respond in the order that they come up. However, we recognize that you can get into some situations where order of play matters and players want some sort of ruling on how to resolve the cards. Allow me to take a first cut at describing the way actions should be resolved in
Danmaku!!The basic premise is that when a card is played, the entirety of the card text is executed. Players play responses, and these responses happen in the order played, after the execution of the card completes. Each of these responses card are then executed in entirety, and any responses to those cards get added to the end of the queue.
Steps of Card Resolution:- Announce card
- Reveal card
- Declare targets
- Allow responses (Cancel effects)
- For each effect:
- Check targets
- Perform effect
- Allow responses
- Resolve responses
- Clean up action
[/list]Announce card or abilityThe player whose turn it is is called the
current player. They have the option to play a card or invoke an ability. They also choose when to progress from one step of their turn to the next. All abilities that can be used on another player's turn are generated in response to an event.
The current player chooses an Action card to play, such as Shoot!, or an ability such as the ability to activate your Spell Card using the Mini-Hakkero. If it is a card from their hand, they place it on the table so that others can see it.
As part of playing it, they declare any targets required on the card. This is any time that a card refers to "a player" or "another player" and not "you" on the card. Some effects refer to the chosen players. These cannot be changed once the card is declared.
Targets do not necessarily need to be legal before the card is played. For instance, Byakuren's spell card gives her +5 Range and +5 Distance. She can use this, and attack a player who then becomes in range.
Allow responses (Cancel effects)Starting with the current player and going in play order, players may play a response to the card being played. This will generally be written in the form "Play/Activate as another player plays a _____ card."
Most cards and abilities of this type allow the player to Cancel the card or ability being played. If this happens, then the card that is being canceled skips all effects and moves straight to the "resolve responses" step.
If a card has more effects in addition to the cancel effect (such as Reisen's Spell Card), these get added to the Queue.
Perform effectsFor each effect on a card, you perform the effect in the order listed. An effect is a block of text written on the card that states an action to perform, separated by vertical padding. This does not include reminder text in italics, or text that defines a condition to use the card, or text that defines when the card can be played for reaction cards, or text that describes alternate costs or play modes, such as the ability on Graze! to play the card on behalf of other players, or the ability on Shoot! to increase the range of the attack. Multiple sentences together may be part of the same effect. For instance, "Choose a player. That player gains 1 life," is a single same effect. Most Spell Cards provide two effects, an initial effect like "Draw 2 cards," and then a second effect of "Attack a player in range."
Check targetsAt the start of the effect, check to see if the targets are legal. For instance, if a target must be "in range," check the attacker's total Range against the total Distance to that target. These numbers can change between the time the card was announced and the time the effect is checked, depending on other effects previously executed. A card might have been played in response to another card, but by the time that card got executed, a target may no longer be legal.
Perform effectThen, the actions listed on the effect are performed. This could be drawing cards, attacking a player, etc. Note that a player is not defeated even if they are at 0 health at this point.
Allow responsesIf a player has a Reaction that can be played in response to when an effect is performed, they may play that response now. The effects of the response are not performed yet, but the card or ability gets added to the end of the queue. If multiple people have responses, add them in play order. If one of these responses cancels or avoids an attack, that part of the effect is enacted immediately. Any additional effects are added to the queue.
At this point the next effect listed on the card is performed, and so forth until all effects on the card are performed.
Resolve responsesAny cards played in response to the card or its effects now are resolved in the order they were played. They use the same steps for resolution, so a response may generate additional responses, which get added to the end of the queue.
Clean up actionOnce all responses are resolved, the action is then complete. All cards are placed in the discard pile in the order they were played, with the initial card on the bottom. At this point, and only at this point are life totals checked. In other words, you can keep shooting and shooting in response, but a player will not die until all responses are finished. This makes it possible for a double-KO. At this point 1Up cards can be played to save a person who would otherwise be defeated.
Shortcutting and RewindingIt's important to note that players will usually bypass this process and instead move to an abridged version. It's recommended to not use the above resolution system unless absolutely necessary. Instead the rule of thumb for quick play is to shortcut and rewind when a conflict occurs.
Example:
Patchouli uses her spell card to draw two cards and attack Yukari.
Yukari plays a Graze! card in response.
Reisen says she uses her own spell card to cancel Patchouli's spell card.
At this point, you would rewind to before Patchouli draws the cards or attacks Yukari. Yukari takes back her Graze! card, and Patchouli puts back the cards she drew.
If you want to avoid a case like this from happening, you can stop after playing a card and ask everyone, "does anyone want to cancel this?" If nobody chooses to cancel the spell card, then the chance is gone and players can no longer "retroactively" cancel it. Progress with the responses in a similar way.
If multiple people try play Graze! cards for the same person (on behalf of that person, for instance), then allow them to decide between themselves who is playing the Graze!, and the other player takes back their Graze! card (and Shoot! cards if played on another's behalf).
Let me know if there are any specific questions and I will try to answer them.