Thread:Buddyfight Unified Universe/@comment-26290163-20170416083651/@comment-26290163-20170417053721

Ahhh. I forgot to bring up the other part that contributed to the issue. While they had the restriction of "Only Once", they also had the rule, which is still there, of each player being able to only use one [Counter].

Here is the actual response from the person I would communicate with, "For further clarity, we should refer to "the entire timing where abilities can be played" as a play timing, whereas "a chain of abilities played" would be a play sequence.

The detailed rules may perhaps be slightly confusing with regard to that portion regarding the play timing during battle; basically what it means is that each player may only play 1 Counter each during the play timing during battle, but there can be multiple play sequences. Players, of course, cannot cast a Counter on their own abilities."

And a more thorough answer:

"1. The "Play Timing (only once)" basically is trying to reiterate that players cannot pass the right to play Counters repeatedly as previously explained. It can be a bit misleading, but what I've described to you previously has already covered what play timings are, and the priority in which players can perform actions.

2. Multiple automatic abilities may trigger and resolve in that battle phase play timing, but each player can only play 1 Counter, regardless of when during that timing they play the Counter.

3. More accurately, each player can only use 1 card or ability with Counter during the "during battle" play timing, but there can be multiple automatic abilities that resolve during that timing. As such, there are multiple sequences.

Say during a battle, the Turn Player has 2 automatic abilities and the Non-Turn Player has 1 automatic ability waiting to resolve.

[PLAY TIMING BEGINS] TP chooses to resolve first ability, NTP chooses not to Counter. Effect resolves [PLAY SEQUENCE 1] TP chooses to resolve 2nd ability, NTP chooses to Counter. Effects resolve [PLAY SEQUENCE 2] NTP chooses to resolve his/her ability, TP chooses not to Counter. Effect resolves [PLAY SEQUENCE 3] -Since all automatic abilities have resolved, the players may now cast Counters normally but since NTP has already used a Counter, he/she cannot Counter what the TP does. If TP chooses to Counter, then that would be [PLAY SEQUENCE 4]- [PLAY TIMING ENDS]

A play timing encompasses the entire time where the players can play cards and abilities, whereas a play sequence refers to specifically one instance where the players interact with their abilities and cards. The play timing passes the chance to cast a spell or ability first to each player until both players declare that they have nothing more to cast, starting from the turn player."

I wish that they had a comprehensive rule book that had details like this, but after having such a poor "detailed rules" for so long, I'm just happy with the improvement.

During the first Regionals through World, their Detailed Rules actually had it where an [Act] could be used during any Play Timing. I brought it to their attention before the NY Regionals and they acknowledged the issue as players could've been building decks around the incorrect rules. They passed it on to the rules department, but unfortunately it wasn't officially changed until after the first World's was over.

They've definitely gotten better and better, which is all you can ask for, really.

Hope the quoted answers shed a better light on the diagram issue;)