text:
How does copying a creature with +1/+1 counters on it work?
If I have a 0/0 with 13 +1/+1 counters on it and I or my opponent copies that creature, would it copy the 0/0 and die from its base power and toughness, would it be a 0/0 with 13 +1/+1 counters, or would it be a base 13/13 from copies the original creature's current power and toughness?

Copy effects copy the printed values[1] —not the current values— of the object being copied, so the copy will be a 0/0.

706.2. When copying an object, the copy acquires the copiable values of the original object’s characteristics and, for an object on the stack, choices made when casting or activating it (mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on). The “copiable values” are the values derived from the text printed on the object (that text being name, mana cost, color indicator, card type, subtype, supertype, rules text, power, toughness, and/or loyalty), as modified by other copy effects, by its face-down status, and by “as . . . enters the battlefield” and “as . . . is turned face up” abilities that set power and toughness (and may also set additional characteristics). Other effects (including type-changing and text-changing effects), status, and counters are not copied.

(Emphasis mine.)
If an object is being created as a copy (e.g. Clone), some pre-existing unmentioned effect (such as the one created by Bad Moon's ability) would be needed to keep the copy alive.
If an existing object is becoming a copy (e.g. Lazav, Dimir Mastermind), pre-existing counters of its own or some pre-existing unmentioned effect (such as the one created by Arcane Flight's ability) would be needed to keep the copy alive.

If copying a token, the token's initial values are copied.

It depends on both what is doing the copying and what exactly is the copied creature.
I'm going to assume the target creature is a Spike Feeder that you gave an additional 11 +1/+1 counters to. Those 11 +1/+1 counters are irrelevant because the copy will not have them.
There's basically two main ways to copy a creature:

A Clone effect, that is something entering the Battlefield as a copy of the target. The game treats this copy just like how an original would enter. In our case, you would have a Spike Feeder that enters with 2 +1/+1s on it.
Your opponent has an existing creature, e.g. Lazav, Dimir Mastermind, that can copy your creature. In that case, it will copy all it can which including the printed power and toughness but will not trigger any Enter the Battlefield abilities. So if your Spike Feeder died and Lazav chose to become a copy of it, he'd become a 0/0 and die due to state-based actions.

Final note, if you copy a 0/0 creature that enters with X +1/+1 counters (e.g. Apocalypse Hydra) with a Clone-like effect, the X used for the EtB effect will be 0 and the clone will most likely die immediately.

Fun little corner case:  Soul Separator used on Spike Feeder will create a 1/1 with 2 +1/+1 counters on it and a 0/0 with no abilities.  Soul Separator only works on creatures in graveyards though, so it won't have any counters on it at the time.


text:
Using a Joker with two tiles from my rack and one from the board
I don't quite know the lingo, so apologies for that:
The Joker was on the board in place of a black 2 - I replaced it with a black 2, and I know that I have to use it with 2 tiles from my hand to make a meld. I have a red 5 and a red 8. There is a red 7 elsewhere on the board. So I did red 5-J-7-8.
Technically, two of those tiles came from my hand. However, I was only able to make the meld with the red 7 on the table. My mom said it was against the rules, that you needed to be able to use the two tiles in your hand with the Joker to make a complete set.
My red 5 and red 8 alone couldn't make a complete set with the joker...but technically I did use the Joker in a new set with 2 tiles from my rack. So which of us is right?

Can you please quote the exact wording of your rules? You say "I have to use it with 2 tiles from my hand", Gregor thinks his rules say "you must immediately replay the joker in a run or set with at least 2 tiles from your hand". Without an exact quote from the rules (and there are a few different versions out there) it's almost impossible to know which interpretation is correct.

My rules state:

The tile used to replace a joker must come from a player's rack and not from the table. A joker that has been replaced must be used in the player's same turn with 2 or more tiles from his rack to make a new set.

So, playing with my set of the rules, no, the example above would not be legal. The new set would need to stand alone. Adding that '7' midstream would not be part of the 'two or more tiles from his rack to make a new set.'

Hi Gary. As per my comments everywhere else on this question: there is more than one rule set in existence. I've edited your answer to make it clear that it only applies when using the particular rule set that you have. That said, your rules are probably at least similar to the OP's, seeing as you have the rule about two tiles from the hand.

Your answer could be improved still further with a reference, i.e. either a link to an online version of your rule set, or a citation saying who published your version of the rules and when (probably in small text at the bottom of a paper set of the rules).

Oh, and welcome to boardgames.SE! :)

As far as I know, there is no rule which says you may only use the joker in combination with tiles from your hand.
Tiles reused from the table must remain at the table (you can't take remaining tiles on your rack). This also applies to jokers.
So what you did is correct.
To stress it even more: if the table has 2-3-4 and you have 6, you can use the joker to build 2-3-4-j-6 so you only used 1 card of your rack.

The OP has a different ruleset to what you are clearly used to. The only way an answer is going to be useful to the OP is if it's related to the ruleset they have.

https://boardgames.stackexchange.com/a/7195/25029 seems to put a definitive end to this question. The rule is that when replacing the joker, one must use it to make a set on that turn. Apparently large rules changes have ocurred within the game.

This doesn't answer the question. OP is presumably using a different set of rules to the latest version.

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text:
What happens if I target Zada, Hedron Grinder with a spell and then donate it to an opponent?
What happens when I target Zada, Hedron Grinder (say with a Traitor's Roar or Threaten, but not both), then before the ability resolves (creating the copies), donate (using say Bazaar Trader) to an opponent?  Does the ability resolve?
If it does, since it's under an opponent's control when it does, are the copies made for their creatures or mine?
And who owns the copies since the Zada is under an opponents control?
Assuming Zada does resolve and depending on the answers above I understand one of the following would apply:

If I control the spell copies, but the spells target the opponents creatures, then this is the most useful as Threaten and Traitor's Roar (or any burn or kill spell) would operate as intended.
If the spell copies are the opponents (because the copies were generated by the newly acquired opponent's Zada), and the spell targets the opponents creatures, then Threaten really only temporarily gets me Zada back.  Still, Traitor's Roar (or destroy/burn spells) would still function as intended.
If I control the spell copies and the spells target my creatures then I would temporarily get Zada back and Traitor's Roar would hurt me.
If the spell copies are the opponents, but target my creatures, then the oponent would temporarily gain control of my creatures (except for Zada, which would come to me).  And Traitor's Roar would hurt me.

If any of these assumptions are wrong, please clarify how it would work.  (I'm basically trying to get effects to target an opponents creatures, similar to how the Ink-Treader Nephillim would, but keep it mono color.  Or if I temporarily give my creatures to an opponent, then I think I could have some fun with that too.)

Incidentally, Radiate might be the card you're looking for.

Zada's ability will still resolve, and you will still be the controller of that ability, so donating Zada will not make any difference.

112.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered

Emphasis mine. Zada's ability triggers as soon as you finish casting Traitor's Roar. It then goes on the stack, as an ability controlled by you, before you get a chance to respond with something like Bazaar Trader's ability.
If you did respond with Bazaar Trader's ability, then after that resolves, Zada's ability would still resolve like normal, and you would still be the one affected by it. You would be the controller of the copies of the spell, and they would target your creatures.

111.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.

Thanks for the clarification... that substantially reduces the number of tricks I was hoping to utilize, but there are still plenty of fun shenanigans I can pull with Mirrorwing and Zada.

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text:
Does creating a token copy count as having cast a spell?
If I have Prototype Portal copy an artifact but I have Paradox Engine, would Paradox Engine’s abilities activate every time I copy?

No.
Casting a spell is a keyword action that involves placing a card (or copy thereof) on the stack, making choices, optionally activating mana abilities, and paying its cost.
Activating an activated ability (such as Prototype Portal's second abiliy) is not casting a spell.
Creating a copy of an object is not casting a spell (even if the object being copied is a spell).
Putting an artifact on the battlefield is not casting a spell.

No. Paradox Engine cares specifically about casting spells, whereas Prototype Portal has an activated ability. These are different things (though they can have the same result, e.g. an artefact entering the battlefield).

Technically, casting a spell can't place an artifact on the battlefield. Resolving a spell can.

(And please use [mtg:Card Name] to link to cards instead of using a link.)

@Ikegami Technically, if there were a spell that has placing an artifact on the battle field as a cost, then casting the spell would place an artifact on the battlefield.

@ikegami [mtg:Card Name] is fine as long as the card name isn't also part of other, longer card names. I personally prefer going to Gatherer, searching for the card, then use [Card Name](http://gatherer.wizards.com/whatever the full URL is, I'm just copy-pasting it). It's not much slower, but it's more reliable.

@Arthur Doing it that way makes it annoying when people click on the link though; instead of getting a new window popup with the card; you get redirected to the gatherer site.

@Acccumulation, Yeah, I know, but there isn't


text:
Can I copy a spell that's in my graveyard?
If I cast an instant and then activate League Guildmages ability, can I use the ability again next turn if that card I cast is in the graveyard?

This doesn't directly answer your question, but it may be of interest: Spellweaver Volute copies an instant card in a graveyard. This at least demonstrates that copying objects in a graveyard is possible, even if League Guildmage can't do it.

No, because a card is a spell only while it's on the stack.
League Guildmage requires you to copy a spell, which is a certain kind of object:

109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.

Spells only exist on the stack, which is the zone where spells and abilities remain until they resolve, are countered, or otherwise removed:

111.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”

In zones other than the stack and the battlefield, a card is simply a card and cannot be copied by the Guildmage.
If you find a way to cast that instant from the graveyard, for example through Jump-start, then you may copy it again, because it doesn't matter for the Guildmage from where you cast it. But you do have to cast it first.


text:
Does copying a spell on the stack count as casting it?
What happens if I have Paradox Engine but I use League Guildmage's ability. Would Paradox Engine’s ability activate?

Kind of, but I thought they said copies of spells went on the stack so...

The "duplicate" questions are not duplicates.  They are similar questions, but one is "yes", the other is "no", and this question is in between them.  The fact that this question was marked a duplicate of two different questions with opposite answers should be a clear sign that the duplicate mark is false.

This one needs to be reopened. We have not actually got a question about this. We have one about casting a copy, but that is different to copying a spell that's already cast.

No, the copy is not cast, and would not trigger Paradox Engine.
From the Gatherer Rulings on League Guildmage:

10/5/2018     The copy is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell won’t trigger.

Paradox engine cares only if you cast the spell, and a copy of a spell made by League Guildmage is not cast.


text:
Rebound affecting Return to Dust (second main phase)
The way Return to Dust is phrased is a bit confusing, does it see a difference between pre-combat and post combat main phases?  If I cast return to dust post combat and Taigam, Ojutai Master is under my control, will I have 2 targets to choose from on the initial cast?  When the spell rebounds, will I have one or two targets available to me?

No, Return to Dust does not differentiate between pre- and post-combat main phases. You get to exile 1-2 targets when you cast it during any of your main phases, and 1 otherwise.
Generally, when an effect asks about any property of an object or the game state (such as which phase it is), then as long as the wanted properties are fulfilled, the others can be what they want. Specifically, if Return to Dust does something else "if you cast it during your main phase", then it doesn't matter if it's your pre- or any post-combat main phase.

505.1. There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.

If you cast the card again through Rebound, it will happen during your upkeep. The second cast is independent of the previous because it's a new object rather than a copy, so it looks at the current phase. It finds that it's not a main phase, so you get to exile only 1 target.

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence.[..]

Technically, you can choose 2 targets if it's not your main phase, you just can't exile.


text:
Reraising in no limit texas holdem
If one player reraised and the next player behind does not complete the bet can the next player reraise?

I think you need a bit of clarification on 'does not complete bet'.  Do you mean they fold?  Do you mean they go all in but for less than the total of the bet?

Go all in but for less than the total of the bet. Thxs bernard

thanks for clarification.  I think you might be getting confuses with rules for an 'underraise'  which I'll try to clarify in a more detailed answer.

Yes.  If someone bet (or reraise), other players can reraise after him.  The round of bets is finish when all players either: called, fold, or bet all-in.

TL:DR;  If a player went all in for less than bet.  Yes player may re raise.  If a player went all in for less than a minimum raise then some players might not be allowed to re raise depending on subsequent action.
The above is correct but as the question has been clarified that the question is about a player being all in for less than the bet then Its worth giving a more detailed answer.
I'm using Robert's Rules from here as reference
Let say blinds are 400-800 in an example 6 handed game.  I'm assuming you mean No Limit (as not stated in question)
(I'm assuming understanding of seat abbreviations but if that needs clarifying I will)
The action might go -
SB - 400
BB - 800
UTC - fold
HJ - raise to 2000
CO - re-raise to 7000
Button - All in for there remaining 5000.
So now the Small Blind fits the example of next player in your question.   The small blind can make a re raise again.  The minimum being to 12000 as

Any wager must be at least the size of the previous bet or raise in that round, unless a player is going all-in.

If another player does raise of go all in then The button can only win whats in the main pot.  In this case that will his 5000.  5000 from the Cut off.  If other player call then 5000 from that goes to main pot and blinds (if folded) as well.
the left over 2000 from Cut off is either returned if his raise has no callers/re raisers) or goes towards a side pot.
I think as you've asked the question you may be getting confused about rules for  whats I've always known as an 'under raise', when a player goes all in for less than a legal raise.  Although the rules link does not use a specific term.

All raises must be equal to or greater than the size of the previous bet or raise on that betting round, except for an all-in wager. A player who has already checked or called may not subsequently raise an all-in bet that is less than the full size of the last bet or raise.

So let change the above example slightly
SB - 400
BB - 800
UTC - fold
HJ - raise to 2000
CO - re-raise to 7000
Button - All in for there remaining 11000.  (less than the legal 12000 min raise)
If all players before the cut off call or fold then CO only has the option to call the 11000.  This is a rare situation where a player is prohibited from raising.  However if any player prior to CO raises then the the CO is allowed to re raise that again.

When betting starts anyone can raise.
Even if it is called to the big blind they can raise pre flop on the initial betting round.
If someone cannot cover a bet or raise a side pot is created.
Say the bb raises on the initial betting round.  If no one re-raises the bb cannot 3 bet when it gets back to them.
Say UTG 3 bets and UTG +1 is short and has to create a side pot.  It is still considered a raised pot and anyone can 4 bet.  Except the original raiser unless he got raised.


text:
Killing planeswalker before taking out the player?
So I have heard a few different things and wanted to know for sure.
If a player has a planeswalker on the field, do I have to destroy the planeswalker before I can attack the player?
If not, what happens to the planeswalker if I lose all my hp? I've heard a few different things about this as well.

You are not required to attack planeswalkers before the player.
When you attack, you may attack either the player or any planeswalker they control. The rules on declaring attackers quite simply state you choose attackers, then you choose which player or planeswalker each one is attacking:

508.1 First, the active player declares attackers. [...]

508.1a The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the turn began.

508.1b If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active player announces which player or planeswalker each of the chosen creatures is attacking.

So, totally up to you whether you want to attack the player, one of their planeswalkers, or a combination.
If I had to guess, you've heard people share strategy advice that you should attack planeswalkers before the player so as to prevent the player from activating that planeswalker's ultimate ability—ultimates often turn the tide of the game permanently for whoever activates them. Some of them might've even put it as strongly as "you must attack planeswalkers first!" — but that's advice, not a game rule. Attacking the player remains a valid option; after all, a player who's hit 0 life and lost the game can't activate an ultimate either. :)

If not, what happens to the planeswalker if I lose all my hp? I've heard a few different things about this as well.

If you hit 0 life you've lost the game. The game is over, or if it's multiplayer, all cards you own leave the game entirely. So what happens is your planeswalker card is out of the game at that point.
Assuming you have something like Platinum Angel out which prevents you from losing the game for having 0 life, then nothing happens. You've just hit 0 (or negative) life. You continue play because you haven't lost. You still have out whatever you had out before you hit 0 life, and none of it has changed, just the same as nothing would change from you dropping from 10 to 5 life.
Your life total and your planeswalkers' loyalty are wholly unrelated things and do not interact.


text:
Can I delay the $200 to avoid paying some of my taxes?
Say you pass go in Monopoly and you land on a property stating to pay 10% of your entire bank. Is it against the rules to not pick up the $200 from passing go until after you pay the 10%?

I’m not sure if editing out any mention of cheating is going too far. It might have just been an issue of terminology; but the question was originally asking if something was cheating or not; not only what the rules are. If we leave the question as-is; my answer needs to be edited as well.

In some ways, I guess it's also up to you, as the 10% of your entire bank is a house rule (or some esoteric variant I'm not aware of), so it would be up to you how you decide to implement it.

@MattTaylor No, 10% is specifically an option in the rules, and printed on the Income Tax space itself...

https://www.thesprucecrafts.com/thmb/Yl7SYVeFs_wuxhAtYnmAGI_mBtg=/450x0/filters:no_upscale():max_bytes(150000):strip_icc()/8266555568_218538bcb4_z-59642e953df78cdc68c06a61.jpg

@GendoIkari since which version? That may well be a US-only thing, as I've never seen a UK Monopoly board with that alternate, it's always just pay £200

@MattTaylor It appears that the UK edition does not have the 10%... It is part of the original rules, but in 2008 the US editions started leaving it out as well. http://monopoly.wikia.com/wiki/Income_Tax

You will get your $200 before paying the tax.
From the the rules:

Each time a player's token lands on or passes over GO, whether by throwing the dice or drawing a card, the Banker pays himther a $200 salary.

So the $200 comes as a result of passing over Go, technically you would have that money before you even get to your final landing space of Income Tax.
Note that this is not really a question of cheating. Generally cheating means to intentionally break the rules to gain an advantage. If someone thought that you were not supposed to get the $200 until after you paid the tax, they would be playing incorrectly. But it would only be cheating if other payers were playing correctly and a player purposely paid too little tax.

I think your answer is still good even though any mention of cheating has been edited out of the question.

Indeed the "GO" space says, "Collect 200 as you pass" i.e. not "After you pass" or anything else, implying you take your money as you pass that space and before you reach the tax space.


text:
How does the quick-start adventure for Dragonfire employ scenes?
In the quick-start adventure that is included with Dragonfire, encounters are drawn after every round. Does the quick-start adventure not use scenes? Or is every round its own scene?

The quick-start Adventure doesn't use scenes, instead  it simplifies the rules down to essentially just the Encounters phase, and player turns.


text:
Bloom Hulk and Kronch Wrangler
When you have a Kronch Wrangler on the battlefield

Whenever a creature with power 4 or greater enters the battlefield under your control, put a +1/+1 counter on Kronch Wrangler.

and a Bloom Hulk enters the battlefield

When Bloom Hulk enters the battlefield, proliferate.

which ETB effect goes onto the stack first?
Are the triggers simultaneous, so I as an active player can choose to give my Kronch Wrangler a counter, and then proliferate it?

You chose the orders your triggers go on the stack.  If you want to give you Kronch Wrangler 2 counters, you would put the proliferate trigger on the stack first, thus putting it on the bottom of the stack, thus causing it to resolve after Kronch Wrangler's trigger.

603.3b If multiple abilities have triggered since the last time a player received priority, each player, in APNAP order, puts triggered abilities they control on the stack in any order they choose.


text:
Do Commanders' abilities work from the command zone?
I have a milling deck that uses Phenax, God of Deception. One of his abilities is:

Creatures you control have "{T}: Target player puts the top X cards of their library into their graveyard, where X is this creature's toughness."

Since that ability will effect all my creatures, does Phenax have to be played on the field or could he remain in the command zone and I still use that ability on my creatures?

Unless otherwise stated, abilities on permanents are only in effect when the permanent is on the battlefield. It does not have any effect if Phenax is in your command zone. See the comprehensive rules:

604.2. Static abilities create continuous effects, some of which are prevention effects or replacement effects. These effects are active as long as the permanent with the ability remains on the battlefield and has the ability, or as long as the object with the ability remains in the appropriate zone, as described in rule 112.6.

This ability isn't among the exceptions listed in 112.6, which are too long to be listed here; I agree with @Arthur's comment that the general rule is 'if it makes sense on the battlefield, it only functions on the battlefield'.

I think it's worth noting that 112.6 lists all the exceptions to this. The list is quite long, but basically, it boils down to "when it doesn't make sense otherwise". Phenax' ability makes perfect sense on the battlefield, and therefore it only functions while on the battlefield.


text:
Can a card copying a double-sided planeswalker transform?
If I have a Dack's Duplicate  copying Jace, Vryn's Prodigy, can it transform into Jace, Telepath Unbound?
I imagine it would not — it would be similar to the rules for tokens right, it doesn't have the face to flip to, and in this case I would assume duplicate would just be exiled forever if it tried right?

You are correct about the outcome, but it is a different set of rules that deals with what happens here.
In the case of a Jace token, it can’t transform because tokens cannot exist outside of the battlefield, and can’t ever come back to the battlefield after leaving. With a non-token copy, we have this rule:

711.8a If a player is instructed to put a card that isn’t a double-faced card onto the battlefield transformed, that card stays in its current zone.

So the Duplicate will remain in exile.

What if the copied card is in fact a flip card? For example, we are getting Metamorphic Alteration in M19. What if I enchant my delver of secrets, copying Nicol Bolas, The Ravanger. Then I pay the cost on Bolas(Previously a delver) to flip into Bolas Planeswalker? Not sure if this is a different question or not - so I'll comment for now.

@Christopher That sounds like a separate (and good) question to me.

I feel like you would end up putting Insectile Aberration into play, but please do ask a new question because I'm not sure!


text:
MTG planeswalker-flicker ruling
Lets say I have a Kiora, Master of the Depths in play that has 2 loyalty because I used her -2. I also have a Felidar Guardian in play and a Restoration Angel in hand.
Now here is the question: Can I minus Kiora (potentially killing her), flash in a Restoration Angel targeting Felidar Guardian causing its enter the battlefield trigger to go on the stack and blink Kiora with Felidar saving her and getting value off of the minus ability, or is she just dead because she has no loyalty? I'm assuming the latter because I'm thinking it would be similar to -1-1 counters because taking away loyalty is the cost of the ability. (If anything I'm just making sure)

You're correct in assuming that that trick won't work.  The entire process of paying the loyalty cost and then having the Planeswalker die due to state-based actions doesn't use the stack, so there's no opportunity for a spell or ability (which would use the stack) to preempt it. Between the time you pay the -2 cost (bringing her to 0 loyalty) and the next time you'd be able to use a spell or ability, she's been moved to the graveyard.
If you want to preempt a state-based action, your only option is a replacement effect, but you'd be hard-pressed to find a replacement effect that would save a Planeswalker at 0 loyalty.

I added some wordage to this answer to clarify some parts of what's going on. Please check over it & see if you're OK with it, and revise further or roll back to your heart's content.

Thanks, I was pretty sure that was the rules interaction, Walkers would be a little too broken in eternal formats if that was the case. I'm no judge, so I figured I would ask. Thanks again!

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text:
Playing Desertion on a commander
I'm not sure how playing Desertion on a commander works. I did a quick search and got even more confused, do the EDH rules overwrite it?
Commander Ruling:
If Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.

This is a replacement effect. It applies last (!!) and may apply multiple times to an event.
The creature never goes to the original destination zone and will not
     trigger triggering abilities based on going there (e.g. "dies"
     triggers).

Desertion's Ruling:

Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.

https://magiccards.info/cn2/en/107.html
This spell includes a replacement effect. If the target is an artifact or creature, it never goes to the graveyard.

And a 4-year old Quote for reddit.

"The Comprehensive Rules cover the interactions in Rules 614.15 and 616.1a:
616.1a If any of the replacement and / or prevention effects are self-replacement effects (see rule 614.15), one of them must be chosen. If not, proceed to rule 616.1b
614.15. Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replaces all or that spell or ability's own effect (s). Such effects are called self-replacement effects. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects."

"Desertion is an example of a self-replacement effect, and it should be chosen instead of the command zone replacement effect. This same rule applies to Hinder / Spell Crumple, allowing them to tuck a commander."

Desertion does work against commanders. Commanders no longer go to the command zone instead of the graveyard or exile as a replacement effect. Instead, rule 903.9a now says

If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.

As a result, when a commander is countered by Desertion, the only applicable replacement effect is Desertion's self-replacement effect, so Desertion's controller takes control of the commander.

Under the previous Commander rules, the answer would be as follows:
Desertion does work against commanders. The replacement effect on Desertion is a self-replacement effect, as defined in rule 614.15:

Some replacement effects are not continuous effects. Rather, they are an effect of a resolving spell or ability that replace part or all of that spell or ability’s own effect(s). Such effects are called self-replacement effects. The text creating a self-replacement effect is usually part of the ability whose effect is being replaced, but the text can be a separate ability, particularly when preceded by an ability word. When applying replacement effects to an event, self-replacement effects are applied before other replacement effects.

So, when Desertion resolves and counters a commander, there are two replacement effects that can apply. One is the commander replacement effect quoted in the question, that in this case would allow its owner to move the commander card to the command zone instead of the graveyard. The other is Desertion's self-replacement effect that would move the card to the battlefield under Desertion's controller's control instead of the graveyard. As the quoted rule says, we have to apply self-replacement effects first, so the commander card enters the battlefield under Desertion's controller's control. Once we apply that replacement effect, the commander replacement effect cannot be applied because the commander is moving to the battlefield. So, the end result is that it goes to the battlefield.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
When I cast a Cascade spell with Jodah, Archmage Eternal, do I cascade for 5 or the spell's original cost?
I have a question regarding Jodah, Archmage Eternal and cascade mechanic. If I cast a 10 drop, but I cast it for WUBRG with Jodah, does cascade trigger for 10 or the 5 that I paid?

10

Let's look at Cascade.

702.84a Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose converted mana cost is less than this spell’s converted mana cost. You may cast that card without paying its mana cost. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”

Cascade is dependent on the CMC, so let's look at that.

202.3. The converted mana cost of an object is a number equal to the total amount of mana in its mana cost, regardless of color.

Finally, the CMC is dependent on the mana cost, so let's look at that.

202.1. A card’s mana cost is indicated by mana symbols near the top of the card. (See rule 107.4.) On most cards, these symbols are printed in the upper right corner. Some cards from the Future Sight set have alternate frames in which the mana symbols appear to the left of the illustration.

Whatever cost you actually paid to cast the spell is irrelevant; only what's printed on the card matters. Alternative costs, whether they are casting for {W}{U}{B}{R}{G} with Jodah or casting for free, do not change or replace the converted mana cost of the spell, as the following reminder rules tells us:

117.9c An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value.

I'm not sure this is right. From 202.1 "A card's CMC is indicated by the mana symbols", but a spell is a different entity to a card, and its CMC can be different. A card is a card when it is in your hand or graveyard, but on the stack it is a spell and it's cmc can be different.

@Andrew The only time a card's CMC changes is when it is being cast and has an X in its cost, then the CMC changes based on the value of X. So a Fireball with X = 3 would have a CMC of 4 while being cast, but a 1 everywhere else.

To address Andrew's question, I would suggest quoting rule 117.9c in the answer: "An alternative cost doesn’t change a spell’s mana cost, only what its controller has to pay to cast it. Spells and abilities that ask for that spell’s mana cost still see the original value." and maybe 117.9 for the exact definition of an alternative cost.

@murgatroid99, Added.

@Andrew, Re "A card is a card when it is in your hand or graveyard, but on the stack it is a spell", You are mistaken. A card on the stack doesn't stop being a card; it is a spell in addition to being a card. /// Now, not all spells are cards. A spell can also be a copy of a spell, or a copy of a card on the stack. The mana cost of those objects is the value copied from the original.

Great answer, thank you. For future, could you add diego's comment about spells with X so others can reference. Clarified for me!

The question is about Cascade. Adding an explanation of how to determine the value of {X} is quite far off topic. If you feel it should be answered, feel free to post a question about it. You could even answer the question yourself if the point is to help others.

Thanks to all for clearing it up, my confusion was based on the way counterbalance worked with entreat the angels in legacy and that it was cmc 3 when revelaled on top, but it couldn't be used to counter an opposing entreat as it had a different cmc because of the x cost.

@Andrew, {X} is a mana symbol on the card, so it is included in the mana cost and thus the CMC


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Who gets the Commander if it dies or is exiled with a coin counter from Athreos, Shroud-Veiled?
In a game of Commander, I control Athreos, Shroud-Veiled and put a coin counter on another player's Commander.
If the Commander dies or is exiled, its controller gets to choose to put it back in the command zone, and the trigger says it should return to the battlefield under my control.
So who gets the Commander?
As a side note, this game took place before the Commander "dies trigger" rules change.

The commander's owner always gets to choose whether the commander remains in the graveyard to get returned, or whether it goes to (and remains in) the command zone. The only difference between the old and current rules is that under the old rules, Athreos didn't even trigger if the commander's owner choose to move it to the command zone.
Previously, moving a commander to the command zone was handled exclusively as a replacement effect. A commander that left the battlefield for any reason wouldn't even hit the zone it was going to, but straight to the command zone, if its owner chose to. In that case, Athreos wouldn't even trigger, let alone return the commander under your control.

903.9. If a commander would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.

614.6. If an event is replaced, it never happens. [..]

Under the current rules, a commander moving to the hand/library from anywhere is still handled with a replacement effect:

903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. [..]

However, a commander can now move to the graveyard or exile from anywhere and thus trigger all applicable triggers. In that case, its owner gets a choice to move it to the command zone, before anthing on the stack can resolve, as a state-based action:

903.9a If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.

That means that under the current rules, Athreos would trigger on the commander's death, but if its owner chooses to move it to the command zone, Athreos' ability will not do anything on resolution because the card it referenced is no longer in the appropriate zone.

But have the creatures already changed the zone, when the ability triggers, or are they on the way to another zone but currently still on the battlefield? "dies" (action) vs "graveyard" (zone, state), "put into exile" (action) vs exile (zone, state)?

@Puce When a commander's zone change triggers an ability, that ability triggers immediately but does not enter the stack yet. It enters the next time a player would get priority, but by that time, the commander's owner has already had the choice to move it to the command zone.

The commander's owner gets to choose.

If they choose to put it into their command zone, it stays there. You don't get to reanimate it under your control.
If they choose to leave it in the graveyard for some reason, you do reanimate it under your control.

You get the same outcome whether you're using the old rules or the new rules. State-based actions occur before players get priority, and before triggers go on the stack. The replacement itself would occur even sooner, at the moment the zone change would happen—if the command zone replacement effect was applied, the commander wouldn't even be considered to have died!
Either way, the option to move their commander into their command zone from the graveyard therefore happens before Athreos's triggered ability even goes on the stack.
Athreos's triggered ability will then go on the stack if it saw the creature die. (This happens under the new rules either way, or the old rules if the opponent opted to let their commander die.) If the player moved their commander out of the graveyard into their command zone via the state-based action, Athreos won't be able to find the commander anymore and won't reanimate them. From Athreos's rulings:

If a creature with a coin counter on it is put into a graveyard or exile but leaves that zone before Athreos’s last ability resolves, that card stays in its new zone, even if that zone is also a graveyard or exile. You don’t return it to the battlefield. (2020-01-24)

If however their commander is still in the graveyard because it wasn't moved, it'll be put onto the battlefield under your control as part of Athreos's ability resolving.


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Does a legendary creature "die" when put into the graveyard due to the Legendary rule?
The Scarab God's text reads:

When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.

If I have Mirage Mirror in place and my opponent attempts to exile The Scarab God, can I in response, make Mirage Mirror a copy of it, then select the original Scarab God to be put into the graveyard, and finally return it at the beginning of the next end step?
The Legendary rule reads:

If a player controls two or more legendary permanents of the same name when state-based effects are checked, that player chooses one of those permanents and immediately put the others into their owners' graveyards, without any player having an opportunity to respond.

Is that "put the others into graveyard" considered "dying"?

Yes, it's considered as died.

700.4. The term dies means “is put into a graveyard from the battlefield.”


text:
In Magic: The Gathering, how does Ugin, the Ineffable's static ability interact with colorless spells that have X in their cost?
If I have Ugin, the Ineffable in play and I want to cast Ugin's Conjurant, how does Ugin, the Ineffable's static ability interact with paying the cost?
Can I announce I want to cast Ugin's Conjurant for 5 and then only pay 3 mana because Ugin, the Ineffable's static abilit reads "Colorless spells you cast cost 2 less to cast"?

@Hackworth Oh shoot, good spot! I thought we might've had something like this before, but couldn't find it. I'm going to roll back my genericisation of the title so that people searching on this speific issue can find that generic dupe target.

Apologies for the duplication. Have upvoted your answer in the original question as well.

No worries. I remember such old dupes only if I answered them myself .

Yes, you can choose 5 for X then only pay 3 mana with Ugin, the Ineffable out.
This is because the process of casting a spell works like this:

Make choices your spell offers you, including choosing modes and the value you'll pay for X in the casting cost where applicable.
Choose targets.
Determine the total cost of the spell, which is its cost plus any cost increases and minus any cost reductions.
Pay that cost.

(There's some other details I've glossed over, but those are the most commonly encountered parts.)
This means in step 1, you're choosing 5 as the value for {X}. Then in step 3, you determine the cost: that's {5} reduced by {2} to get a total cost of {3}.
This also means if you chose 2 as the value for X, you may cast Ugin's Conjurant for {0}.


text:
Can I tap equipped artifacts for Improvise?
The reminder text for the Improvise keyword states:

Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.

Can I tap an Artifact that is equipped to a Creature? And does the equipped Artifact retain its effect applied to the Creature it is equipped on?

That's not actually the definition of Improvise. If you have a rules question about a keyword ability, the first thing you should do is look up its actual definition instead of relying on the reminder text. I this case, it's the following: For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.

Yes you may use Equipped Artifacts to pay costs of spells with Improvise.
The Improvise is defined in the comprehensive rules under 702.125 as follows:

702.125a: Improvise is a static ability that functions while the spell with improvise is on the stack. “Improvise” means “For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.”

Whereas equipment is defined under 301.5 as:

301.5: Some artifacts have the subtype “Equipment.” An Equipment can be attached to a creature. It can’t legally be attached to an object that isn’t a creature.

All the Improvise mechanic cares about is that the object you are tapping is an Artifact, and your equipment fulfills that condition. Tapping the equipment isn't one of the conditions outlined in 301.5 for unattaching equipment, so it will remain attached (and continue applying its effects to the attached creature). For completeness sake common conditions that will cause the equipment to unattach are:

The Equipment becomes a creature
The Equipment loses the subtype "Equipment"
The Creature it is attached to stops being a creature
The Creature it is attached to gains protection from the equipment
The Creature it is attached to leaves the battlefield
The Equipment is attached to a different permanent
An Effect specifies that the Equipment should be unattached

One thing to keep in mind is though is when some people attack with a creature, they will tap the attached cards along with the creature they are attacking with. This isn't actually correct, but rarely makes a difference in the game. So just know that if you attacked with equipped creature you may still use the Equipment to pay costs of Spells with Improvise.


text:
Mirage Mirror + Itlimoc, Cradle of the Sun
If I use my Mirage Mirror to copy another player's Itlimoc, Cradle of the Sun, will my copy be this version of the double sided card, or the original front face of the card, Growing Rites of Itlimoc?

If you copy a Itlimoc, Cradle of the Sun, you get an Itlimoc, Cradle of the Sun, not its front face. The most relevant rule from the Comprehensive Rules:

711.4b While a double-faced permanent’s back face is up, it has only the characteristics of its back face.

The further down in 711.5, the rules also acknowledge the possibility of copying the back face of a card:

Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can’t transform.

See also rule 706 for more on copying.


text:
Does excess Planeswalker damage hit the player?
A friend said that excess damage will spill over and hit the player, but I can't find anything to support that. I've seen 306.7:

306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal
  that damage to a planeswalker the first player controls instead. This
  is a redirection effect (see rule 614.9) and is subject to the normal
  rules for ordering replacement effects (see rule 616). The opponent
  chooses whether to redirect the damage as the redirection effect is
  applied.

but that doesn't mention excess damage.

For example, in any of the following scenarios, does the excess damage hit the player after killing the Planeswalker?

If I hit a Planeswalker with 4 loyalty like Samut, the Tested with a 5/5 creature like Collasapede?
If I hit a Planeswalker with 4 loyalty like Samut, the Tested with a 5/5 creature with trample like Giant Warthog?
If I hit a Planeswalker with 4 loyalty like Samut, the Tested with an instant or sorcery that does 5 damage like Explosive Impact?

Does excess Planeswalker damage hit the player?

No.

An creature only deals damage to the player or planeswalker it is attacking. In this scenario, it must assign 5 damage to the planeswalker.

510.1b An unblocked creature assigns its combat damage to the player or planeswalker it’s attacking. If it isn’t currently attacking anything (if, for example, it was attacking a planeswalker that has left the battlefield), it assigns no combat damage.

Remember, when a creature is declared as an attacker, you must explicitly choose which player or planeswalker that creature is attacking.

508.1b If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active player announces which player or planeswalker each of the chosen creatures is attacking.

Trample doesn't help deal damage to a player or planeswalker the creature isn't attacking. Trampling has no effect if there are no blockers, so this scenario is identical to the previous one.

702.19b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. [...]

The damage source's controller either redirects the damage or they don't. (If there were multiple sources dealing damage simultaneously, or if a source dealt damage multiple times, each could be redirected or not independently.)

306.7. If noncombat damage would be dealt to a player by a source controlled by an opponent, that opponent may have that source deal that damage to a planeswalker the first player controls instead. This is a redirection effect (see rule 614.9) and is subject to the normal rules for ordering replacement effects (see rule 616). The opponent chooses whether to redirect the damage as the redirection effect is applied.

that doesn't mention excess damage

Damage to a planeswalker results in loss of loyalty counters. Dealing an amount of damage to a planeswalker that's larger than the number of loyalty counters is has is simply waste. (You can't remove a counter it doesn't have.)

306.8. Damage dealt to a planeswalker results in that many loyalty counters being removed from it.


text:
Player count variants for Pitch
Pitch is one of my favorite card games but it is sometimes hard to have the correct number of people to play. There are 2 main variants we play where 1 will play 4 people with fixed teams and the other will play 5 people with variable teams.
Common Rules
Played with a 52 card deck plus 2 jokers. Each hand will have 10 points total. The winning bidder will pick the trump suit. The point cards in that suit are the Ace, Jack, Off Jack (OJ), Big Joker (BJ), Little Joker (LJ), Ten, Three (worth 3 points), and Two (worth 1 point to whoever played it). The order of trump cards is (High) A, K, Q, J, OJ, BJ, LJ, and 10-2 (Low). All cards besides the trump suit (off) are basically no value. If an entire trick only has off cards in it, then the last winner still leads the next trick.
Bidding starts to the left of the dealer and each person can either increase the bid or pass. The minimum bid is five so everyone could pass and leave the bidder with a 5 bid. The bidding only goes around once so you have to bid high enough the first time.
The winning bidder leads the first trick. Only point cards are kept from each hand and the rest are discarded.
4 Player Variant
Your partner sits across the table from you. Everyone is dealt 9 cards (generally dealt 3 at a time) to start. After the winning bidder names the suit, everyone throws away all their cards that are not in that suit except for the winning bidder. Usually they are thrown away face up to make sure no trump cards are thrown away. Then the dealer deals everyone back up to 6 cards except for the winning bidder who gets the remainder of the deck. At this point the winning bidder must make a 6 card hand from all of their cards. This may also mean that they have to burn trump cards. They can only burn non-point cards.
Then the winning bidder leads and play continues with the winner of each trick leading until all 6 tricks are played. Each team gets the number of points they actually got that round unless the winning bidders team does not make their bid. In that case, they go negative the amount they bid.
Play continues until one team reaches 42 points.
5 Player Variant
In the 5 player variant, each player is trying to win individually. Ten cards are dealt to each player which leaves 4 cards. Each person bids just like in 4 player with the winner picking the trump suit. The difference is that the winning bidder will get the 4 remaining cards and then call for his partner. To call for his partner he will ask for a specific card in the trump suit. Whoever has that card will be their partner for this round. The other 3 people will be on a separate team this round and try to set the winning bidder and their partner. Everyone discards down to 6 cards and the play proceeds like in the 4 player variant.
For scoring the round, the winning bidder and his partner will both get points equal to the points their team got and the other 3 players will get an equal amount of points based on what their team got. For example, if the winning team got 8 points, then both the winning bidder and their partner would have 8 added to their score and the other three players would all get 2 added to their score.
Question
Are there good way to do 2, 3, 6, etc. player versions of either of these variants?

I'm an avid pitch player as well, 4pt 10pt and 13pt :)
For 2-3 players, you can play 4 point pitch with no teams! I find 4 point perfect for times when you need something to do but don't have a whole lot of time! You can also play 4 point pitch with 4 players, having 2 teams of 2 players.
In 4 point pitch, the points are: 'High','Low','Jack','Game'. High being the highest trump card played (Ace usually), Low being the lowest trump played (two usually). Jack is the Jack in the suit that is trump. For 'High' and 'Jack' whoever takes these tricks and wins those points. For 'Low' whoever plays that card, regardless of who takes it in the trick it is played, will get that point. 'Game' is a sum of cards that you take in your tricks that you win. In any suit, Aces = 4pts, Kings = 3pts, Queens = 2pts, Jacks = 1pt, tens = 10 points. 'Game' can be tricky in this but it makes it interesting! Once all 6 tricks are finished, you add up the cards you took in the tricks to get your score for 'Game'. Whoever has the highest amount of points for 'Game' gets the single Game point.
In this game you play with all suits, but the first trick you still have to lead what you say is the trump suit. Minimum bid is 2, maximum bid is 4. You are dealt 6 cards and that is all you play with, the rest of the deck is not used and jokers are not used. Trump will win the trick if the other players do not play trump. If the first player of a trick plays trump, you must play trump if you have it (in other words, you must follow the first suit played, otherwise you can trump in at anytime or sluff off in a different suit if you cannot follow the first suit played). You can play to 11pts, 14pts, or 21pts.
For 6 players, you can play 10 point pitch which you explained in your post! The only difference, every player gets 9 cards and there is no deck left over. You play your hand with what you are dealt.
For 13 point pitch it is the same as 10pt pitch, you just play with with off 3 :) meaning if trump is hearts, the 3 of hearts and 3 of diamonds are both worth 3 points! so be very careful. You can play this with 4, 5, or 6 players.

and yes, I did make an account for the sole purpose of answering this question :)

Thank you for your response. After I posted this question, a guy at work introduced me to the 4 point pitch variant. I find it to be much harder to bid than the higher point variants because you have no idea which card will end up low or high or if there even is a jack. I like it because it adds a lot of variability but feels like a completely different game.

Also, thank you for making an account to answer this questions. It helps me and anyone else who may be searching for the same thing.

It definitely is different from 10 point, but it's perfect for when you only have 2-3 people to play! I'm glad it was helpful. Happy pitching!

The holder of the low trump makes the bid more risky and provides more chances of being set. If deuce is hidden in kitty then the 9 of trump becomes low. If both deuce an 9 are buried in kitty then 10 is low. This does not happen very often.

"For 'Low' whoever plays that card, regardless of who takes it in the trick it is played, will get that point."
This is patently bad game design, reminiscent of the Free Parking rules from home brewed Monopoly. Whoever takes the trick with low, earns low. That is how Pitch is properly played.


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Does Untaidake, the Cloud Keeper now provide mana for casting Planeswalkers?
With Planeswalkers being Legendary now, and all Planeswalkers receiving errata to become Legendary, does Untaidake, the Cloud Keeper generate {C}{C} mana for the purpose of summoning Planeswalkers?

Yes. Planeswalkers are legendary.  Untaidake, the Cloud Keeper gives mana for Legendary purposes.

Thank you! That's going to be interesting sideboard for Eldrazi Tron

@ApostolApostolov that is an interesting way to look at it. Maybe in a match up where planeswalkers would be more important than the Eldrazi, you could replace 1 or 2 temples with them. That being said, Untaidake is a legendary land, so you would only want a few more than likely.


text:
Can I give a creature spell hexproof to prevent it from being countered?
The card Dive Down states:

Target creature you control gets +0/+3 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)

If I cast creature and opponent casts counter, can I Dive Down on the stack to give creature hexproof?

So if I understand correctly:

You're casting a creature spell.
Your opponent has cast Essence Scatter targeting that spell to counter it.
You want to use Dive Down to prevent that creature spell from being countered.

No, you can't do this. For a few reasons:

Hexproof only functions on the battlefield. A creature card on the stack that has hexproof can still be a target of your opponent's spells. (Same for when it's in your graveyard, in exile, etc.)

702.11b “Hexproof” on a permanent means “This permanent can’t be the target of spells or abilities your opponents control.”

(Anytime it's not on the battlefield, it's not a permanent.)
Dive Down targets a "creature", which refers to only creature permanents on the battlefield. It can't target a spell — things that target creature spells say "creature spell", such as Essence Scatter.

114.2. Only permanents [ed: cards and tokens on the battlefield] are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, (b) targets an object that can’t exist on the battlefield, such as a spell or ability, or (c) targets a zone.

If you want to prevent your creatures from getting countered, you'll need effects that say your spell "can't be countered." For example, Altered Ego and Carnage Tyrant both can't be countered. Meanwhile Surrak Dragonclaw and Prowling Serpopard both grant this ability to other creature spells you cast, whilst also having the ability themselves.

Thnak you very much for both the answer and suggesting Prowling Serpopard. This was a card I was looking for! The other one unfortunately is not Standard.

You're welcome. Personally Surrak and Prowling Serpopard are both among my absolute favorite cards, even beside the "your creature spells can't be countered" ability. :)

I wonder if it'd be worth mentioning the technicality that even if a creature spell can't be countered, it can still be the target of a counterspell like Essence Scatter, it's just that the "counter [the] spell" clause won't do anything. So "can't be countered" is not quite the same as hexproof for spells. It's admittedly obscure but I could imagine that tripping someone up someday.


text:
Do Multiple Into the Wilds Stack
What would happen if I hand more than one Into the Wilds in play? I was curious if I get an extra use of looking at the top card of my library and playing it if it's a land, or do I only get that once no matter how many I have in play?

Each one will trigger separately, so you'll check the top card of your library once per Into the Wilds you have in play.
We know this is the case because it's a triggered ability. Those use the words "when", "whenever", or "at". The rules for triggered abilities mention a more detailed format for them:

603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”

Other forms of effects will be very carefully worded to not use this same formula.
In general if you've got multiple cards instructing you to do the same thing, you do that thing for each one. Cards in general don't care if you've got another one of them around; they still have their instructions and expect you to follow them regardless of whether another card also gave you those instructions.

Re "In general if you've got multiple cards instructing you to do the same thing", Replacement effects that replace the original even with a completely different event (e.g. If you would draw a card, lose a life instead) are the primary "exception".


text:
Anyone know what game uses these six-sided dice with letters and a dart-like glyph on them?
Does anyone know what these cubes are used for? Is it a board game?
The dice are all identical, with sides, [D,S,S,T,M,Glyph].

Cubes have 6 sides, you have shown 5, what's on the 6th?  Is it a repeat of one of the other sides?

None of these, anyway... https://boardgamegeek.com/wiki/page/word_dice_game#

@John If they're all the same, based on a few different angles visible in the big pile, I think there are two sides with an S opposite each other.

@tuskiomi LCR dice have 3 identical sides, and then each of the 3 letters on the other sides.

FWIW the "Glyph" looks to me like a dart. Building from there, maybe D/T could stand for Double/Triple (rings on a dart board)...

I half expected a "dart dice" image search to find something like this, but it didn't :(

@BenjaminCosman I agree.  S = Single, D = Double, T = Triple, and the Dart = a Dart.  This probably has something to do with darts.  Not sure what the M is for.

Maybe M is for miss?

Probably just imperfections in the printing; but the glyphs don't all look the same. In the bottom picture of the individual die, it looks like an electric cord.

While trying to track this down, I found a patent that describes something very similar to this. This die may be a further iteration of the idea described here: http://www.freepatentsonline.com/y2018/0021669.html


text:
Is there a term for cards that have the same name in the same set (like basic lands) but are different cards?
It seems "reprints" is used for cards that are reprinted. But is there terminology for cards that have the same name but are in the same set?
For example if there are 3 or 4 different "Mountain" basic lands, in the same set, I don't think the term "reprint" quite correct.

The term is variant. There are usually 3–4 variants of each basic land in a set. Promos offer an alternate art variant of the card. The term was also used to describe the Unstable cards that had alternate functional variants.


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What does the game consider being the same instance of a card?
I control one Synod Sanctum, exile some permanents with it, and then my opponent destroys it without me being able to use its returning ability.
If I later on draw another Synod Sanctum, can I return to the battlefield the cards exiled by the first one?
The wording is:

Return all cards exiled with Synod Sanctum to the battlefield under your control.

What if I get the same Synod Sanctum back with Trash for Treasure? It's the same physical card back on the battlefield. Does the game consider it's the same instance or a different one?

Possible duplicate of How does having multiple creatures with the same name affect those creatures' abilities?

That's really close, but I could see it not quite being a duplicate because that question seems to target the case where there are multiple cards that share a name, rather than the same card representing two different game objects.

@DavidZ The question was updated a bit after my initial close vote; I agree that it is no longer a duplicate.

@Gendolkari: well, the site gave me the choice between "this is a duplicate" and "No, my question is different. I will edit to explain how". I chose the later ;)

You can not return the exiled cards once the Synod Sanctum that exiled them has left the battlefield.
When a card refers to itself by name it is referring only to that object, and not other objects with the same name. As stated in the Comprehensive Rules:

201.4.: Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless of any name changes caused by game effects.

When a permanent leaves the battlefield it ceases to be the same object and the game "forgets" the linked cards. There are a couple exceptions (400.7a-f) but Synod Sanctum is not one of them.

400.7.: An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence.

Keep in mind this means that if the Synod Sanctum changes zones for any reason (it gets returned to your hand or even flickered with a Ghostly Flicker type effect) it will be treated as a new object and your exiled cards will no longer be reachable.

@liberforce Checkout the links to the mtg Gameapedia, they do a decent job of separating out the different rules sections. It can be a good place to check if you are trying to figure how different parts of the game work.

As examples of cards that have extra rules to get around this, see cards like [Mairsil, the Pretender] (which marks the cards with counters) and [Smuggler Captain] (which uses the text "cards named Smuggler Captain").

No, you can only return the cards that were exiled by that specific instance of a Synod Sanctum.
When a card refers to itself by name, it refers to that specific object only.

201.4. Text that refers to the object it’s on by name means just that particular object and not any other objects with that name, regardless
  of any name changes caused by game effects.

If the object leaves the zone that it is in, it loses all memory of what it was before it moved. So even if you can bring the right Synod Sanctum back it won't have access to the cards its previous instance exiled.

400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence.
  There are nine exceptions to this rule: (but none of them make this
  work)

Hum... What if I can get that specific instance into the battlefield with [mtg:Trash for Treasure] for example, did the game forgot it was the same?

@liberforce added the rule that explains that detail.


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Does a card with "put into play" trigger an "enters the battlefield" effect?
Say I have a card which says:

when a horse enters the battlefield give it +1/+1

and a card that says:

put two horse tokens into play

Do my horse tokens get +1/+1 even though it says they are put "into play" and not "enters the battlefield?

It would be a bit easier to understand your question if you could [edit] it to include exactly which cards you are thinking of.  Concrete references to cards are easier to work with than just the descriptions.

After Malco's edits, this is certainly a much better answer and worthy of being open.

as always consider the oracle text over all.

Short answer: yes.

Long answer:
Your confusion stems from a change in terminology that took place in July 2009:

The in-play zone is now the battlefield.
This was the single biggest Oracle change. A lot of cards—no, seriously, a lot of cards—do something when they enter the battlefield, or do something when they leave the battlefield, or enter the battlefield with counters on them, or put a token onto the battlefield, or so on. It stands to reason; the battlefield is the primary game zone. A total of 2,417 cards now say "battlefield" in their Oracle wordings.
There are a number of variations in the wordings. "Put [something] into play" became "Put [something] onto the battlefield." "When [something] comes into play" became "When [something] enters the battlefield." "From play" and "in play" became "from the battlefield" and "on the battlefield," respectively. There are others, but you get the idea.

Oracle is a database of all tournament-legal cards, which includes the up-to-date wordings that take rule changes into account.  If you had looked up your token-creating card on Gatherer after this change, you would have found that the Oracle wording of the card said something like "Put two horse tokens onto the battlefield."
Note that the wording used for this changed again in 2016. The release notes for Kaladesh explain the new terminology:

Starting with Kaladesh, you're going to see a new rules term on cards: create. This new bit of templating is a new way to say "put a token onto the battlefield." This isn't a functional change in any way. The tokens still enter the battlefield like they always did.

As with the previous update in 2009, older cards once again received Oracle text updates to reflect the new wording. You can see the difference on cards like Advent of the Wurm.

The funny thing is that this wording for tokens actually changed again in Kaladesh. The current wording would be "Create two horse tokens". They will still triggered enters the battlefield abilities.

Why replace the auto card tag with a direct link?

@Rainbolt You can only see the difference between the printed and oracle text if you view an older expansion.  The auto tag takes you to the 2017 reprint, which already has the new text.

Ah, I didn't know that you could link to a specific version of the card. Nice catch.


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Can I use Heroscape-style tiles in my own game designs?
I'm in the the very early stages of coming up with a game with some coworkers. I remembered how well the Heroscape tiles locked together. However, I'm not able to find any information regarding intellectual property protections on the tile design. Would I be able to make similar and compatible tiles without issue?
A Heroscape landscape is pictured below.

Hi, and welcome to Board & Card Games SE! Check out our [tour] to see how we work here. Whether you can use heroscape tiles, and what other tiles exist, are two very different questions, and people should focus on asking only one question per question here.

While making compatible tiles probably won't be viable without a license, there are many ways you can make interlocking hexes...

Many games have a playfield made up of hexagons. Some games also contain interlocking tiles/sheets that are made up of hexagons (e.g. Clans of Caledonia, Wombat Rescue).
I'm not aware of any that use plastic sheets, other than Heroscape. Nor am I aware of any that use an interlocking mechanism like Heroscape used. But it's interesting to note that the size of Heroscape's hexes is a very common size -- I have not checked this for my answer but I remember them being almost exactly the same size as Memoir 44 terrain tiles?
I'm not a lawyer, and frankly this is definitely the kind of thing I'd suggest a lawyer for, but in terms of prior-art I'd say:

Cardboard hexes/hex sheets are completely safe
Plastic hexes/hex sheets are probably safe
Plastic hexes/hex sheets the same size/shape as Heroscapes, with the same hex size, and the exact same interlocking mechanism is a no-no.

So you'll be able to design and produce your game using similar tiles with no legal issues. And you'd need to consult a lawyer about producing "Heroscape-compatible" tiles.

If interlocking hexes are what you are inquiring about, Heroscape patented that idea when it introduced them.  As US Patent law has a default term of 20 years, even if not extended via patent term adjustment, and Heroscape was introduced in 2004, their patent has not yet expired, and Hasbro is definitely still occasionally making use of it (such as in their MtG: Arena of the Planeswalkers product line), so I would not expect them to allow a patent infringement to go unchallenged.


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Supernatural Stamina & Vehicles
I crew a Vehicle to block. Once it's a creature, I cast Supernatural Stamina, targeting the Vehicle. Text for Supernatural Stamina:

Until end of turn, target creature gets +2/+0 and gains "Whenever this creature dies, return it to the battlefield tapped under its owner's control."

If my Vehicle dies, does it return to the battlefield because it met its trigger by dying, or does it remain in the graveyard because the effect checks for a creature, and it's an artifact in the graveyard? If it does return, does it return as a creature until end of turn, or as an uncrewed vehicle?

Hi Pie, and welcome to the site! Check out our [tour] to see how we work here, and when you reach 20 rep, you can join us in [chat].

Your vehicle will return to the battlefield, uncrewed and not a creature.
The first part is because of rule 201.5:

201.5. If an ability of an object uses a phrase such as “this [something]” to identify an object, where [something] is a characteristic, it is referring to that particular object, even if it isn’t the appropriate characteristic at the time.

Supernatural Stamina is using "this creature" as a flavorful alternative to "this object". :)
Meanwhile, it returns as an ordinary uncrewed vehicle because of rule 400.7:

An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence. There are nine exceptions to this rule: [None of these exceptions apply here.]

Once it returns to the battlefield, it has absolutely nothing to do with the previous crewed vehicle object that was represented by that same card. It's a brand new vehicle.

Re "as a flavorful alternative to "this whatever-it-is"", as a flavorful alternative to "this object".

"There are nine exceptions to this rule" Yup. That's why we love MTG.


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How do I get rid of Rules Lawyer and win the game?
Rules Lawyer says

State-based actions don't apply to you or other permanents you control.

https://magiccards.info/rule/704-state-based-actions.html
I've seen a bunch of people asking how to kill this creature and thus win the game.
How would one do it? You can't kill it by it blocking your monsters, you can't lower its toughness enough to kill it, you can't give it negative counters to kill it. And you can't win the game with it on the field. How does one kill this card?

Most of the statements in this question are false in the general case. Unless a player controls two or more Rules Lawyers, you can kill it with combat damage or by lowering its toughness either with a continuous effect or counters, because its effect only applies to other permanents you control, i.e. not itself. In addition, it does not stop any player from winning or losing the game, it just removes some specific (but admittedly common) ways for its controller to lose the game.

It states that "creatures you control" global effect, isnt that right?

"other creatures you control"

"other permanents you control", really. You quoted the exact text at the beginning of your question.

This question should clearly be interpreted as being about having two Rules Lawyers.  It would be hilarious if Rules Lawyer were legendary, as it effectively has mirror gallery as a sub ability.

In fact, Rules Lawyer can be removed as easily as any creature normally can be, because its effect only applies to you and other permanents you control. It can be removed by dealing lethal damage to it or by reducing its toughness to 0.
If a player has two copies of Rules Lawyer, however, then each one will protect the other, and some other kind of effect will be needed to remove it. You will have to resort to one of the hundreds or even thousands of cards that can destroy a creature (e.g. Murder) or artifact (e.g. Naturalize), or exile one (e.g. Path to Exile or Fade into Antiquity), or bounce one (e.g. Unsummon or Steel Sabotage), or even send one to a library (e.g. Banishing Stroke). Mass destruction (e.g. Wrath of God or Creeping Corrosion), exile (e.g. Final Judgment or Merciless Eviction), bounce (e.g. Evacuation or Hurkyl's Recall), or sending to library (e.g. Terminus). There are dozens of variants of each of these kinds of effects, and even others that remove creatures or artifacts without relying on state-based actions.
Regarding winning the game, even if you can't do so via state-based actions, you can still win the game with an effect that specifically wins the game, such as Laboratory Maniac, or Biovisionary, or Azor's Elocutors, or any of over a dozen similar effects. You an also make the controller of Rules Lawyer directly lose the game with cards like Door to Nothingness or Phage the Untouchable or even the Unstable card Baron Von Count, and there are also several other cards this kind of effect too.

You could global destroy creatures, you could target kill it, you could global bounce creatures, you could bounce it specifically, you could global kill artifacts, or kill specific artifact to get rid of the creature, or exile it then win according to normal rules.
As for beating the opponent you can lower their life points until they have 0 and then murder card the rules lawyer. Or mill their deck and then kill the rules lawyer. Also if you have an Instant Win card you could use that. Its a very formidable card, but nowhere close to invincible.


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How does playing a Meld card as my Commander work?
Gisela, the Broken Blade is a legendary creature that melds with Bruna, the Fading Light to create Brisela, Voice of Nightmares. All three are legendary creatures and as part of the meld action are exiled before returning melded into a new object.
Will the melded card Brisela be considered a player's commander still, for purposes of doing commander damage?
Further, what happens when Brisela leave the battlefield?

Given we've received a question about melded legendary cards from Brothers War, I've updated this to make it more generically applicable to melded cards.

The melded card will be your commander. If either Gisela or Bruna are your commander at the start of the game, when they meld together Brisela will still be considered your commander for all purposes.
When and if Brisela leaves the battlefield only the original commander half will follow the commander rules for returning to command zone, the other half will behave as any other card would. This is covered in the rulings for both Bruna and Gisela:

In a Commander game, your commander may be Bruna, the Fading Light or Gisela, the Broken Blade, and the other may be in your deck. If they meld into Brisela, Voice of Nightmares, Brisela will also be your commander; but if Brisela leaves the battlefield, only the card chosen as your commander at the start of the game may be put into the command zone.

Would Brisela count as a different commander for counting commander damage? Similar to having two commanders with partner. For instance, if I inflict 15 combat damage with Gisela, then meld to Brisela and inflict another 6 combat damage, will I win?

@MatthewJensen thats a good question, I'd be inclined to say they are treated as the same, but cant fid an official answer on that.


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Am I permitted to see my own combat cards?
While engaging in combat within Scythe, player can insert one combat card (yellow, small) per mech/character behind power dial, which serves as attack boost.
However, I fail to find in the rules book whether I am permitted to see values of my own combat cards and choose respectively. Both ways make sense (random choice and possibility to see), thus I am very uncertain.

You may always look at the power cards in your own hand and see their content and values. The content is only kept secret from other players. Other players only know how many combat cards you have in your hand.
From the rules page 7, up in the top right:

COMBAT CARDS: Draw the indicated number of combat cards. The number of combat cards you have is public information, but the content of those cards is kept secret from opponents.

Kept secret from opponents — not from you. You can see the content of those cards.
This means during combat you choose your power cards with full knowledge of what values they have. Your opponents won't know what you've played until the Reveal in combat (page 23).


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When and how do I use token and checklist cards?
I have a little problem. I just started playing MTG and in booster packs (4, 2 for each intro pack) I found two token cards (creature - 'Wolf' and artifact - 'Thopter'). Also, there was a checklist in two of them.
When and how should I use the token cards? What are the checklists for?

If you have unrelated questions, please ask them separately in the future.

Certain cards instruct you to place tokens onto the Battlefield (e.g. Silverfur Partisan, Aspiring Aeronaut). You may use token cards as those tokens, though you need not use those. Any physical object will do as long as you can clearly represent whether the token is tapped or not.

100.2. To play, each player needs his or her own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.

Keep in mind that token cards are not considered cards as far as the rules are considered.

108.2. When a rule or text on a card refers to a “card,” it means only a Magic card. Most Magic games use only traditional Magic cards, which measure approximately 2.5 inches (6.3 cm) by 3.5 inches (8.8 cm). Certain formats also use nontraditional Magic cards, oversized cards that may have different backs. Tokens aren’t considered cards—even a card that represents a token isn’t considered a card for rules purposes.

This means your deck can't contain tokens.

Double-faced cards don't have the normal back other Magic cards have. Such cards would be identifiable in your deck, in your hand, etc.
One solution is to place your deck in truly opaque sleeves.
The other is to use a checklist card as a proxy when the double-faced card isn't on the battlefield.

Note that those are the only two ways you may have dual faced cards in a deck - 711.3 "Players must ensure that double-faced cards in hidden zones are indistinguishable from other cards in the same zone." Also the word "proxy" has a specific tournament meaning that is distinct from a checklist card


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What are these wooden dice with X's and O's on 2 sides?
I have a handful of dices like this but I do not have an idea what should I do with them. Could you help me with the name of the game, or with the rules?
Faces on the dice are, 1 side with an X, 1 side wit an O having a small dot and 4 sides are blank.

I see what appears to be 3 different faces on the dice. What frequency does each of those faces appear?

All dice have a face with and X and an O with a small dot in them. These are on the opposite side of the dices, all other face are empty

Almost certainly some proprietary version/variant of Noughts and Crosses (Tic-Tac-Toe); does it matter exactly what the rules were?

My first instinct is that they're parts of a wooden Tic-Tac-Toe board (something like this: https://www.amazon.co.uk/Bigjigs-Toys-Noughts-Crosses-Children/dp/B00ZI4IP8W), but the dots are confusing me. Also the number of dice would imply a 5x5 board instead of a 3x3.

The game is Quixo; here are the rules. The only game component you're missing is a 5x5 board to put them in, and the game should be playable without that.

Notably, the amount of dice in the picture provided matches the amount of dice needed for Quixo.


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In One Night Werewolf: Monster, does the master play?
I got the ruleset for One Night Werewolf:Monsters and it mentions that it can be played with 3-7 players.
However, I don't think it is clear if the Master is also a player or just narrates the game and does not actually play?

Note that there are apps that can handle giving the instructions

That is a nice thing to know! I will look for such app that is PT-BR friendly

I didn't notice the "Monster" part of the game name, so I won't confirm there's one for your specific game. Still, something worth looking for :)

I went to a boardgame related website that is in PT-BR and there is an audio of the turn orders there. I would never even think about that if you hasn't suggested it :)

All play. You don't need a master: the players can all call the time/sequence (with their heads down and eyes closed) as needed. If you have a spare "player" who wants to moderate, that's fine, too, of course.


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Occult Research for azathoth on Eldritch Horror
One occult research card for Azathoth states that in order to solve it, you must research Clue tokens found across the map. In a game just finished, I did a clue research and gained a clue but failed the overall encounter. Could I still place the clue I gained on the occult research card even though I failed the overall encounter?
The description for the occult research card is:

After an investigation resolves a research encounter, he may spend 1
  Clue he gained form that encounter and place that clue on this card.
  At the end of the Mythos Phase, if there are Clues on this card equal
  to the number of investigators, solve this Mystery.

"gained a clue but failed the overall encounter" - if you gained the Clue how have you determined the failure?

@tsuma534 gained a clue before having to roll the die to determine if I passed a test. I failed the die roll and picked up an injury. The prize for passing the test was something else which I don't recall now.

You failed the test, but not the encounter. See http://boardgames.stackexchange.com/a/33887/14416

Yes, resolving the encounter doesn't mean you have to resolve it successfully. Your clue gained during the encounter still entitles you to place it, as the Mystery states.
A few references to illustrate that the term resolve doesn't imply success or passing a test:
On page 9 of the rulebook, when describing Phase 2, the Encounter Phase:

During this phase, each investigator resolves one encounter.... is phase starts with the Lead Investigator. He resolves an encounter, then the investigator to his left resolves an encounter, and so on, until each investigator has resolved one encounter.

Under Token Encounters on the same page:

Clue tokens allow investigators to draw and resolve Research Encounter cards.
Gate tokens allow investigators to draw and resolve Other World Encounter cards.
Active Expedition token allows investigators to draw and resolve Expedition Encounter cards.

On Page 12 under Complex Encounters:

Expedition Encounters, Other World Encounters, and Special Encounters are rewarding but dangerous adventures called complex encounters. Each of these cards has three effects. To resolve these encounters, an investigator first resolves the initial effect (the top box of the card). Depending upon the result of this effect, he immediately resolves one of the other two effects.

These examples illustrate that resolving doesn't imply success, as the last case even talks of resolving and then branching based on the result of the effect (implying that 'resolve' could be a success or failure).

Any source quotes to support this answer?

Is there a specific aspect of the question or answer you would like to see documentation for?  The term "resolve" is used numerous times in the EH documentation to make it clear that it's synonymous with "complete" and not "complete successfully".  The wording in the quote within the question seems straightforward to me "he may spend 1 Clue he gained" etc.  Wherein lies the lack of clarity?

I have read the rules and did not make this connection, so quoting one of the "numerous times" and referencing a page would be helpful I think.  I'd like to read it for myself and not hunt for it tho I can if you can't quote=)

I'm happy to throw a few references into my answer, just wanted to be sure there weren't other aspects people wanted references to. I will edit it soon.

Eldritch Horror doesn't have a concept of failing or succeeding at an encounter.
Occult Research only cares whether you gained a Clue from a Research Encounter. It doesn't care if you were Injured along the way, had to sign a Dark Pact or did anything else which might be thematically considered a failure.


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Can I tap a land creature for mana *and* attack with it?
If my friend has a land-creature and he tapped it for mana, can he attack with that land-creature after?

Hi Nguyen, welcome to the site. I see from your informed badge you've checked out our [tour], thanks for doing so! I've removed the second question from your question. Please ask it separately. We have a policy of only asking one question per question, except when makes no sense to do so. You can always access the previous revisions of your question (and the text I deleted) from your revision history, accessed by clicking the edited X time ago link at the bottom of your post.

No, he can't. A creature must be untapped to be declared an attacker, so if it's tapped for any reason—including for mana—before attackers are declared, it can't attack.

thank you very much, and if i kill it,  will it still stay on the battle field as a land or it will go to the graveyard?

That's a separate question, so it should be asked separately instead of in a comment. Fortunately, someone already did: https://boardgames.stackexchange.com/questions/3762/when-land-becomes-creature-can-you-kill-it


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Resource about strategy in makruk?
Makruk is a Thai board game related to chess. According to former world chess champion Vladimir Kramnik, who developed an interest in the game,

Makruk Thai is more strategic than International Chess. You have to plan your operations with total care since Makruk Thai can be compared to an anticipated endgame of International Chess.

Since the game is so strategic, are there are books or other resources that teach some aspects of strategy in makruk? They need not be in English; German and French also work for me.

The only detailed (non-Thai) resource on Makruk I could find so far is the book "Thai Chess & Cambodian Chess (Makruk & Ouk Chatrang)" by Gary Gifford. Besides the rules of both games including a dedicated chapter on counting rules with some endgame problems, the largest part of the thin book (<100 pages) is about openings and annotated games.
I think it is a good book to get started with Makruk, since it gives some basic idea of the strategy, but given the limited scope you can of course not expect deep analyses.
One side note: The author claims in several places that it is not possible to checkmate with 3 queens/met even if they cover both colors. This is not the case, and in one case where he even gives a specific position, Stockfish in fact finds a mate in 20 (where the counting rules would allow up to 59 moves).


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What is this game involving moving circular levels and small balls that get moved up and down them?
I remember a childhood game for many player, with each player receiving multiple small plastic balls. The balls were placed on the game board, a circle with many moving levels, each with indentations for the ball. On each turn, a player could move a level as far as they wanted until a ball fell from the level above. Any idea what game this is?

Your description seems to match Stadium Checkers, or it's Tournament variant.

It sounds like Valkuil — its Dutch name. The English name is Stay Alive.

No, not quite what I had in mind.

Ok. It is based on the same principle. "Loosing your marbles".

It seems to be that you are referring to Abalone

No, this game had rotating plastic rings with indentations. When the rings were rotated, the balls fell from one ring to the next.

No need to downvote it, simply not voting it might serve the cause here.


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Iron will and negative pass-effects. Loophole?
Yesterday I played a game of Battlestar Galactica: The Board Game with all expansions. We got the crisis card "Reactor Critical" (from the Daybreak expansion), with a difficulty of 7, and the effects:

Pass: The current player draws 2 Treachery cards
  Fail: -1 Fuel

Now, both the pass and fail effects are negative. However, I had the leadership card Iron Will (from the Exodus expansion) on my hand. It is a skill check card which reads:

Skill check: If total strength is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale

The first part of this card is very interesting. If you don't pass the skill check, we should of course not trigger the pass effect. However, if we get 2-6 points, the effect of Iron Will triggers, meaning we should also not trigger the fail effect. So neither of the negative effects from the skill check should be triggered.
Have I understood this correctly, or is there some rule I have not seen?
Btw, the skill check failed massively, so we didn't bother discussing it.

You're correct.
However, Iron Will's second part will still trigger and cause a loss of morale if the check is 0 or less (e.g. if you Jury Rigged on a 7 check and get 0).
Iron Will doesn't make you pass. It just stops the labelled fail effect from triggering. It isn't a loophole in general; sometimes you miss out on good stuff on the pass, occasionally you can avoid bad stuff on the pass.
Note that if you have a 12 check with an 8+ effect, Iron will won't stop the 8+, only the effect labelled with "fail".


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In "Prophecy", when going onto a space that has a villain on it, are you required to fight it?
A few days ago, I played the RPG "Prophecy" for the first time. While playing, we ran across a question that the experienced player among us did not know, and looking through the rules didn't give any answers (although it is of course possible we just missed it).
After a player has flipped over an "Adventure" card on a space, and a monster / villain is revealed - like, say, a Flock of Harpies - the player then has to fight this monster. If they lose, on the next turn they can then move away from the space with the monster (or of course fight it again).
After the player has moved away from this revealed monster, let's say another player then moves to the spot with this monster.
Are they then required to fight this monster, seeing as how they have just landed on the spot with a revealed monster, or can they choose whether they want to fight or not?

The short answer is yes, if you end your movement on a space with a revealed monster on it you must fight it.
This is set out in the rules, under Adventure Cards, the two parts that govern this are the following:

You are always affected by the Adventure cards located in the space where you end your movement.

and

If you encounter a Creature you must battle it (unlike using an Opportunity,
  fighting a Creature is mandatory).