Anything which triggers off the exact same condition - in this case, “when your turn begins” - can generally be triggered in any order. From the rules page 22 on Simultaneous Effects:
“When one or more abilities have the same timing trigger or can be triggered at the same time, each player chooses the order his own abilities trigger. A player can trigger an optional conditional ability before a required conditional ability if they both have the same trigger condition.”
The example given is to take the draw from Wyldside and then sell it to Aesop.
This is presumably on top of the player priority rules, i.e. the player whose turn it is gets to resolve first if they so wish.
This I am not sure about. Do conditional triggers like Underworld Contact work like “turn begins → if condition X, Y” or like “if condition X when turn begins → Y” ?
The first, I’m 99% sure of this. I think I’ve seen a Lukas discussion about this, but I can’t find it. Can anyone either correct me or find that discussion?
You would gain the credit since the “if" conditional is fulfilled when the ability resolves.
Hope that helps,
–Lukas Litzsinger Game Designer Fantasy Flight Games
I assume this refers to not being able rez Adonis with Executive Bootcamp to collect credits immediately?
While initially confusing, the difference becomes clear if you consider that you must immediately choose the order of resolution for abilities triggered at the “when your turn begins” step once you reach this point. Any unrezzed or unplayed cannot be added to the queue, because they were not active for their trigger condition to be met.
In the first example, The Supplier and Underworld Contacts are already in play, thus you add their abilities to the queue (in any order) when your turn begins. Therefore, you can increase link before UC triggers if it is placed 2nd in the queue.
In the second example, the turn begins and Executive Bootcamp triggers to allow you to rez Adonis. However, Adonis cannot trigger because we have already passed the “when your turn begins” step, so it’s trigger condition won’t be met until the following turn. The same would apply if the runner installed a Daily Casts from The Supplier. Credits would not be collected this turn because the card was not active when the turn began.
I would wager it’s a “most recent printing” sort of principle, thus making the correct cost 3 (which is a shame, because I personally think the card would have been just fine at 2 :D)
Along the line of … you can never swim in the same river twice…
twin’s behind an oversight AI’d Janus.
What happens. Wording from the twins is “you may reveal and trash another copy of that ice from HQ to force the Runner to encounter the piece of ice just passed again.”
Option a: the ice is trashed. Twins play is irrelevant.
Option b. the piece of ice just passed was a janus with oversite. Corp has a the same timing window to use the twins abilities. Runner encounters the same piece of ice, again.
The ruling was made that the corp trashes the ice, not the runner which must therefore happen in the corp portion of the timing window. But the corp gets to choose the order of execution of actions that occur in the same timing window.
Well there is no longer a “piece of ice just passed” for the Runner to encounter again. Is there a ghost of ICE that somehow The Twins can refer to? Sounds like no, but given my track record on these rules questions that probably means Lucas will rule opposite.
If the piece of ICE is no longer rezzed for any reason the twins can’t fire.
Subroutines are broken in the paid ability window immediately after “when you encounter”. As soon as you break them, OAI trashes the janus. Since there is no longer a rezzed piece of ICE to pass the twins can’t trigger.