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*# This behavior highlights how card effects take precedence over standard game rules. The face-down condition bypasses the normal <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">RevealCard()</span> function, ensuring that Traps remain hidden in compliance with their unique mechanics. | *# This behavior highlights how card effects take precedence over standard game rules. The face-down condition bypasses the normal <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">RevealCard()</span> function, ensuring that Traps remain hidden in compliance with their unique mechanics. | ||
*# Therefore, while the '''Seek''' process normally requires cards to be revealed, the Trap mechanic ensures that this reveal is skipped. The handling of Traps shows how <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">AttachCard()</span> triggers card-specific logic (via callbacks) that overrides the default rules, allowing Traps to stay face-down as intended.<div style="height: 20px;"></div> | *# Therefore, while the '''Seek''' process normally requires cards to be revealed, the Trap mechanic ensures that this reveal is skipped. The handling of Traps shows how <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">AttachCard()</span> triggers card-specific logic (via callbacks) that overrides the default rules, allowing Traps to stay face-down as intended.<div style="height: 20px;"></div> | ||
− | * Intentional or not?<br /> | + | * Intentional or not?<br />Yes we may say that the behavior of Traps not revealed after '''Seek''' function is intentionally coded by the developers, and here is why:<br /> |
− | Yes we may say that the behavior of Traps | + | *# Traps have specific mechanics that are fundamental totheir function: they are played facedown and ''only revealed when triggered''. There is no excpetion; if a Trap is revealed faceup in the graveyard it is because cards are placed faceup in the graveyard; if a trap is returned to hand, nothing says that it should be revealed. |
− | *# Traps have specific mechanics that are fundamental totheir function: they are played | + | |
*# The fact that Traps aren’t revealed during a '''Seek''' mechanism follows the logic of the game. The code appears to be structured to ensure this rule is confirmed by preventing the <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">RevealCard()</span> function from bieng triggered for Traps. | *# The fact that Traps aren’t revealed during a '''Seek''' mechanism follows the logic of the game. The code appears to be structured to ensure this rule is confirmed by preventing the <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">RevealCard()</span> function from bieng triggered for Traps. | ||
*# Functions like <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">PlayFaceDown()</span> and specific conditions in the code show that the developers have built these special rules for Traps, and they take effect before the standard rules apply. | *# Functions like <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">PlayFaceDown()</span> and specific conditions in the code show that the developers have built these special rules for Traps, and they take effect before the standard rules apply. | ||
− | *# Now, | + | *# Now, the following example code would essentially stop <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">PlayFaceDown()</span> from bypassing the reveal process for '''Seek'''ed cards. |
*# So, if the deloppers of the game wanted to modify the <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">PlayFaceDown()</span> behavior as explicitly stated in the rulebook, they would likely handle the situation easily. It would only require a global phase test. | *# So, if the deloppers of the game wanted to modify the <span style="font-family: monospace; background-color: #f8f9fa; padding: 0.2em 0.4em; border: 1px solid #d1d5da; border-radius: 3px;">PlayFaceDown()</span> behavior as explicitly stated in the rulebook, they would likely handle the situation easily. It would only require a global phase test. | ||
{| class="wikitable" | {| class="wikitable" |
Alan said: "Card effects take precedence over the game rules."
void PlayFaceDown(ShadowEraCard card, bool isSeeked)
{ if (isSeeked) { // Allow RevealCard() to be invoked for Seeked cards RevealCard(card); } else { // Keep the card face-down as usual (normal Trap behavior) KeepCardFaceDown(card); } } |
Additionally, after examining the ShuffleDeck() function (located in GameModel.cs -> public static void ShuffleDeck(int side)), there is no "function" evidence suggesting that the deck needs to be shuffled following a Seek function.
Although some cards refer to the shuffle action, the specific mechanism for it is not detailed.