From: gkatz@csws4.ic.sunysb.edu (Gerald W Katz)
Subject: Re: More Tough Combos
Organization: State University of New York at Stony Brook
Date: Wed, 19 Aug 1992 20:22:05 GMT

In article <1992Aug18.155422.3431@ll.mit.edu> mikem@ll.mit.edu writes:
>praxis@jhunix.hcf.jhu.edu (Laura L Perkinson) writes:
>>
>>	Also, in the old Eon version, I seem to recall a power called
>>Negator, where you could cancel any one action by someone/turn. (ie, you
>>can't play that card, you can't ally with him, can't agree to that deal.
>>It couldn't interfere with the use of someone's powers.) It was a real
>>bitch w. Gambler.
>>	"This card is an 89."
>>	"I don't believe that!"
>>	"Yes, you do!"
>
>[here we go again, another NEGATOR discussion.]
>
>The Negator couldn't be used this way.  Examples of negatable actions are
>somewhat muddied, and subject to individual interpretation, but here's the
>way I see it.  First, here's the relevant wording from the Negator power:
>
>	Once, before cards are revealed in each challenge, you may
>	make any other player change a game action he has just
>	taken, e.g. playing a particular card, pointing the cone at
>	a specific target, selecting certain tokens, buying any
>	cards, etc.
>
>I would say that this does NOT give the NEGATOR the ability to stop a
>player from saying whatever he/she chooses.  A player can still ask for
>allies without being negated.  It's only the physical action that can
>be negated.  In essence, once per challenge, before cards are revealed,
>the negator can say "Don't do that" after a player action.  Examples:
>
>Player selects a token to put in cone.  "Don't do that."  Player must 
>    return that token and either choose another or not add any more.
>
>Player points cone.  "Don't do that."  Player must point cone elsewhere.
>
>Player buys cards.  "Don't do that."  Player must take back lucre and
>    return cards to the deck.
>
>Player places a challenge card face-down.  "Don't do that."  Player must
>    choose another card to place face-down.
>
>The basic theme is that the player actually has to manipulate game
>components, and the Negator can cause the player NOT to manipulate
>those game components in a certain way.
>
>The Negator could NOT be used to change a spoken decision or a request.
>It can't stop a player from asking for allies.  (but it can affect one
>allying player's choice of tokens)  And it can't reverse a player's
>spoken acceptance/refusal of the gambler's stated card value.
>
>
>In My Humble Opinion.
>
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I disagree.  We've always played that Negator can negate a decision
made by a player, even to the extent of mimicking Magnet.
"I negate your decision not to let me ally" or "I negate your decision
to ask Cavalry for an ally."  Granted it makes Negator powerfu, but
since it's limited to only one negation and only before cards are revealed,\
it's not godlike.  Many things happen or could happen before cards are revealed
that Negator would want to prevent.  He can't stop them all, such as Cavalry
being asked to ally, the Mayfair Void being played, someone using the Finder
edict to find your attack 40, etc.  After cards are revealed, forget it.
You can't negate the Chosen flare, Mutant Flare, or Stellar Gas when you
played a compromise card.  However, as mentioned earlier, Negator is a
very potent power, which I learned the hard way when I used to think it 
was weak.  Even Skeptic has gained my approval.  (But keep Lloys away from me.)


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						gkatz