[Chrononauts] Memo from your future self question

Carol Townsend carol.townsend at gmail.com
Mon Apr 28 22:21:22 EDT 2008


On 4/28/08, Jesse Chvojka <chvojka at pas.rochester.edu> wrote:
>
> Hi, my name is Jesse and I've been playing Chrononauts for about a year
> now.


Hi Jesse!  Welcome!  :)


I just stumbled onto this list just now and have had a burning
> question, can a "Memo from your future self" be played to void another
> Memo?


Yup.
Wow... this hasn't been put into the FAQ's yet on the wiki...hmmm...

Anyway, here's the official rules:
http://wunderland.com/LooneyLabs/Chrononauts/Rules.html

In which it says:
"...the Memo From Your Future Self. This card can be played at any time, to
negate a card being played by someone else. Note that playing a Memo just
cancels and discards the card being played; it doesn't change whose turn it
is."

So yup.  A Memo cancels and discards the card that has just been played.
 Was that card a Memo?  Then yup... that first Memo didn't happen.

My wife did that to me which haulted the game for a good five
> minutes.  After a fierce debate, it became house rules that Memos can
> void other Memos.


House rules are also, I believe, tournament rules - Amy... you're our
current chrono-expert.  Is this how you run the tourneys at Origins?


Currently, our record is three consecutive Memos played
> each voiding the previous one.  Pardon if this question has arisen
> before.  Thanks in advance.



No worries - like I said, I didn't see it in the Official FAQ on the Wiki...
and now that Andy has weighed in, it is official.
(btw - the wiki is here:
http://rabbits.continuation.org/wiki/Chrononauts_FAQ)

And yes... Memoing memos with a 3rd memo (Cake, as you posted next) is also
fun... the thing that didn't happen because of the first memo happened again
because of the 2nd memo... but then didn't happen again because of the 3rd
memo.

Just remember, in meandering the memo world, there's the official rules 3
Memoranda on Memos:

 - Be Punctual With Memos: Remember that a Memo must be used to stop a card
as it's being played. Obviously it takes a little bit of time to absorb
another player's action and decide to use the Memo on it, but you also can't
let too much time go by and still expect to have the Memo accepted. Here's a
good rule of thumb: once another card has been played, or drawn, it's too
late.

 - Memos Aren't Retroactive: Since certain cards allow you to play more than
one card in a row, it must be noted that a Memo only cancels the most
recently played card. If you play a Memo as soon as another player reveals a
Fast Forward, then the entire Fast Forward is canceled; however, if you wait
until the player has revealed one of the cards being played as a result of
the Fast Forward, then it is only the new card that is canceled. In this
case, the Fast Forwarding player may still play a second card.

 - Memos Can't Stop Victory Itself: The Memo cannot be used to cancel an ID
or Mission card. Once a player declares victory by revealing one of these
cards, it's too late to use a Memo to cancel the card they used to achieve
that victory. Given this, though, etiquette (and coolness) suggests a good
solid pause after making a play that's going to let you win, to make sure no
one wants to use a Memo on you, before revealing your ID or Mission (and
doing the Chrononauts Victory Dance).

Now to go put this up on the FAQ.

Keep on Chronoing!!
Carol

-- 
Carol Townsend
carol.townsend at gmail.com
H: 630.681.0311
C: 630.215.6027
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