Thread:Buddyfight Unified Universe/@comment-26290163-20170416083651/@comment-26290163-20170416211249

Ah, I should have said that. So, the wording of the playtiming that happens when there is an attack, whether it's during the Attack Phase or Final Phase, has always had the "Play Timing (Only Once)" exception written into it in section 2. However, this can be misleading.

As I was corresponding with someone they had assigned to me at the time, and asking why, if they had the (Only Once) Play Timing limitation, were multiple [auto] abilities allowed to cycle through, he explained that the contradiction came from the fact that they used the term "Play Timing" when talking about two separate issues and cleared it up by giving me a new term called "Play Sequence".

I redid their diagram with the addition of the new term and sent it to them for approval. It took a while, but they wrote back saying that my diagram was actually what took place. It's a very simple fix, and one that makes they limitation language actually make sense.

Since they are already aware of this, I do wish they'd simply add it, but I am impressed with how much more they've put into their latest attempt, so I'm just happy they are moving forward.

While it isn't uncommon to receive an incorrect answer from support, they have been very good about fixing mistakes and owning up to them when I've quoted different aspects. When Impact Monsters first came out, through dialogue with them, they made changes to their Detailed Rules a few times within the span of just a few days, so I've always appreciated the give and take with them.

Here is the diagram I sent them that was approved and has the "Play Sequence" term in it. If you compare it to their diagram of a Play Timing, you'll see what I'm referring to. I posted this a long time ago somewhere, but this is an easier reference.