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 Post subject: Cycle + mulligan != 5
 Post Posted: Wed Oct 07, 2009 10:22 am 
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Joined: Wed Jun 10, 2009 11:19 pm
Posts: 55
By cycling then mulliganing, I get 5 cards on my first mulligan, rather than 6.


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 Post subject: Re: Cycle + mulligan != 5
 Post Posted: Wed Oct 07, 2009 3:05 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
That makes sense.
Cycle gets rid of a card, bringing you from 7 cards to 6.
Mulligan lets you draw a new hand that is one size less than the previous one, so 6 -1 =5

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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 Post subject: Re: Cycle + mulligan != 5
 Post Posted: Thu Oct 08, 2009 7:49 pm 
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Joined: Wed Jun 10, 2009 11:19 pm
Posts: 55
Let me rephrase:

To start a recent game I loved my hand but didnt have the base I needed, so I cycled. In trying to then pass, I accidentally mulliganed. Not that big a deal I thought, since this time I'd get a more playable hand. But my mulliganed hand had only 5 cards!

After passing you can no longer mulligan, I'm not sure why cycling should be any different. It seems to me that if it remains possible, the code for mulliganing should be fixed to reflect the number of mulligans rather than the cards in hand.


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 Post subject: Re: Cycle + mulligan != 5
 Post Posted: Thu Oct 08, 2009 10:14 pm 
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The Dark Platypus
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Joined: Fri Jun 12, 2009 12:48 am
Posts: 951
Or just add a confirmation to the mulligan?

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Altren wrote:
I agree with Keyser, and that's what I'm planning to implement actually.

|| The Rise of the DCC | Plasmatium Netherious | Tastes Like Chicken | The Astridian Conspiracy ||

Guild -> | Platypus Rising|


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