This search based on the March 17, 2008 release of the Rulings.
421 - Handling "Infinite" Loops
- 421.1 - Occasionally the game can get into a state in which a set of actions
could be repeated forever. These rules (sometimes called the
"infinity rules") govern how to break such loops. [CompRules 2003/07/01]
- 421.2 - If the loop contains one or more optional actions and one player
controls them all, that player chooses a number. The loop is treated as
repeating that many times or until another player intervenes, whichever
comes first. [CompRules 2005/08/01]
- 421.3 - If a loop contains optional actions controlled by two players and
actions by both of those players are required to continue the loop, the
first player (or the first involved player after the active player in turn
order) chooses a number. The other player then has two choices. He or
she can choose a lower number, in which case the loop continues that
number of times plus whatever fraction is necessary for the active player
to "have the last word." Or he or she can agree to the number the first
player chose, in which case the loop continues that number of times plus
whatever fraction is necessary for the second player to "have the last
word." (Note that either fraction may be zero.) This sequence of choices
is extended to all applicable players if there are more than two players
involved. [CompRules 2005/10/01]
Example: In a two-player game, one player controls a creature with the
ability "{0}: [This creature] gains flying," and another player controls a
permanent with the ability "{0}: Target creature loses flying." The
"infinity rule" ensures that regardless of which player initiated the
gain/lose flying ability, the nonactive player will always have the final
choice and therefore be able to determine whether the creature has
flying. (Note that this assumes that the first player attempted to give
the creature flying at least once.) [CompRules 2005/08/01]
- 421.4 - If the loop contains only mandatory actions, the game ends in a
draw. (See Rule 102.4b.) [CompRules 2006/02/01]
- 421.5 - If the loop contains optional actions controlled by different
players and these actions don't depend on one another, the active player
chooses a number. In APNAP order, the nonactive players can each either
agree to that number or choose a higher number. Note that this rule
applies even if the actions could exist in separate loops rather than in
a single loop. [CompRules 2005/08/01]
- 421.5 - If the loop contains at least one optional action controlled by each
player and these actions don't depend on one another, the active player
chooses a number. The nonactive player can either agree to that number or
choose a higher number. Note that this rule applies even if the actions
could exist in separate loops rather than in a single loop.
[CompRules 2003/07/01]
This search based on the March 17, 2008 release of the Rulings.
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