The Feral Pack in play at the same time Nymeria Sand: who gets Deadly?

By Bafflermeal, in 2. AGoT Rules Discussion

Recently in our gaming group, we had the following happen.

On my side, Direwolves, non-Direwolves and the Feral Pack. On the other, Nymeria Sand and her Sand Snake sisters.

The question is, which characters have the Deadly keyword now? Both are constant effects. It would seem to me that the Sand Snakes lose and gain Deadly endlessly.

In the case of conflicting issues its the first player who decides.

Personally i think that the the feral pack will strip deadly full stop for all practical intents and purposes, but it probably is the case that FP gets the nod.

Underworld40k said:

In the case of conflicting issues its the first player who decides.

Personally i think that the the feral pack will strip deadly full stop for all practical intents and purposes, but it probably is the case that FP gets the nod.

Not true. FP decides the order in which passive effects resolve. Nymeria and Feral Pack are lasting effects, though. This is a case of a lasting effects conflict (see FAQ p. 14). The FP decides nothing here. All you need to do is basic arithmetics: Nymeria adds +1 Deadly, Feral Pack subtracts -1 Deadly, so the card ends up with 1-1=0 Deadly. If there was a Sand Snake card with printed Deadly, it would be 1 (printed) + 1 (Nymeria) - 1 (Feral Pack) = 1 Deadly; that card would have Deadly. OK?

Actually, the first player has no say in this. It's like calculating STR or determining whether a character has some icon. You start from the base number and add all relevant modifiers. So here, the Sand Snakes start with 0 Deadly, gain 1 from Nymeria and lose 1 from Feral Pack. If the Martell player had a weapon attachment on one of the Sand Snake and an Alchemist's Shop in play, that character would gain 1 extra Deadly from Alchemist's Shop and thus have 1.

Doh, misinterpreted the effects. I blame mondays. Brain not yet engaged.

Khudzlin said:

Actually, the first player has no say in this. It's like calculating STR or determining whether a character has some icon. You start from the base number and add all relevant modifiers. So here, the Sand Snakes start with 0 Deadly, gain 1 from Nymeria and lose 1 from Feral Pack. If the Martell player had a weapon attachment on one of the Sand Snake and an Alchemist's Shop in play, that character would gain 1 extra Deadly from Alchemist's Shop and thus have 1.

What stops a player from saying: Sand Snakes start with no Deadly, lose 1 from Feral Pack, and then gaining 1 from Nymeria, netting a Deadly keyword at the end?

Because you start all computations of that kind from scratch every time - the reason being that it shouldn't matter in what order effects are applied. It's always no deadly (0), gain deadly (1), lose deadly (-1), so the end result will be 0 + 1 - 1 = 0 (no deadly) every time.

Because modifyers are applied all at the same time, and the caps (minimum or maximum) are always applied last. That way, the end result doesn't depend on the order of application.