Take Control of...

By bbosveld, in CoC Rules Discussion

If you use a card like Blind Submission test somthing like "Take control of a oponents character of skill 2 or less until the end of this phase".

Do you move that character to your side of the table? Like could you then assign that character to a story (on your side)?

Or do you leave it on their side and then (still having control) keep it from being assigned to a story as a defence, etc.

Thanks.

You can do it either way so long as both players know what the situation is and don't forget.

yes you move the character to your side of the table and use it like the other caracters you have in play.

If this character was exhausted you keep it exhaust, if it was ready you keep it ready (and for exemple commit it in a story). If you take control of a character already committed in a story, you move it to your side of the table and uncommit it from the story (and leave it exhausted if it has been exhausted to commit).

Dadajef said:

yes you move the character to your side of the table and use it like the other caracters you have in play.

If this character was exhausted you keep it exhaust, if it was ready you keep it ready (and for exemple commit it in a story). If you take control of a character already committed in a story, you move it to your side of the table and uncommit it from the story (and leave it exhausted if it has been exhausted to commit).

Sorry to dredge up something old and likely answered, but I have questions regarding Blind Submission.

1. I am holding this card as not the active player. I want to try and use one of the active players characters against himself in a defensive manner. I therefore must play Blind Submission at the start of the Story phase while characters are not exhausted right? If I wait until after commited to stories then I take control of an exhausted character that I cannot commit on my side (though I effectively romove the character from the story?) While writing this question I am trying to figure out the interaction, so I originally wanted to allow the active player to commit and then play the card to take one character away and defend with it. But I think this might not be allowed.

2. A much more fundamental question I have as an old MTG player. So during story resolution players can basically do nothing but "Disrupts"? Sorry if story resolution is not the right term, but once you start down the iconic struggles you are basically stuck with very little ability to interject right? After the last icon struggle on the story card is resolved players have the ability to play Action cards prior to determination of skill totals?

3. I assume you still resolve the icon struggles even in an unchallenged story?

Trying to play against myself and learn the rules so it is easy to get brain paralysis. I don't mean to be inane and should I have the priveledge of someone across the table I likley would not have these fundamental Qs.

1) Right, during the fisrt step of the story phase (5.1 Actions may be taken). You take control of one ready opponent's character and can use it to commit as defender during step 5.4.
If you play it after active player commits its character (during step 5.3) you remove the character from the story and keep it in your play area. If the character was exhausted, he is always exhausted and you can't commit it as defenser, but if the character was committed and not exhausted (some cards says you to commit a character without exhausting it) you could commit it during step 5.4 as all ready characters you control.

2) In all green sequence you can only play Disrupt or Forced Response, yes. If you want to give icons or skill bonus to your characters with some Action effect you must play your effect during step 5.1, 5.3 or 5.5 (generally the best moment is the 5.5 because all attackers and defenders are committed). The skill resolution is in the same green sequence as icons struggles (see rules p.9, the detailed turn Sequence of the English rules p.13 is not complete). So you could play Response or Action after all icons and skill resolutions from all stories are resolved. You resolve entirely story 1 and story 2 and story 3 (as a same block). Then you can play Response for Story 1 or 2 or 3, then you can play actions.

3) You resolve stories that contains committed characters, and a resolution is icons struggles + skill check (even if there is no defender in the story)

Read the faq after you play few games, you will find a lot of information about the game.

This card can really help out against Agency then. demonio.gif Get someone with Investigation (for offensive use) or someone with Combat (for defensive). babeo.gif