Eastern Hub Port, Gate Guardsman and Strike Chain

L5R CCG Rules board, 9 November 2007

A topic from AEG's L5R CCG Rules forum, copied for Oracle of the Void from a copy of the forum saved in October 2015, so pages it didn't save are missing. Players' names are left out; the rules officials are named. Rulings are as they stood on these dates; later rulings, the rulebooks and the Rules Archive may differ.

A player, 9 November 2007

According to here and here, the action granted by Eastern Hub Port interrupts the reaction window (occuring before reactions are taken).

1)Does this mean that all granted additional actions now interrupt? Can the reaction on Gate Guardsman now be used to interrupt the Strike Summit/Center/Base chain? or 2)Is Eastern Hub Port different due to the action being granted by a trait rather than by a reaction?

If the answer is #2, can we assume that all actions granted by traits will interrupt, but actions granted by reactions will not?

Martin Lund (rules official), 9 November 2007

According to here and here, the action granted by Eastern Hub Port interrupts the reaction window (occuring before reactions are taken).

1)Does this mean that all granted additional actions now interrupt? Can the reaction on Gate Guardsman now be used to interrupt the Strike Summit/Center/Base chain? or 2)Is Eastern Hub Port different due to the action being granted by a trait rather than by a reaction?

If the answer is #2, can we assume that all actions granted by traits will interrupt, but actions granted by reactions will not?

As per the Comprehensive Rules, there is currently no rule that prevents a Trait or Reaction that grants an additional opportunity to take a Battle Action in the "after resolving" timing window from immediately granting you that opportunity to act.

Delayed Effects (such as 'take another Battle action' instructions from the newly resolved Battle Action) always happen first.

Then you resolve Trait Triggers.

Then you have the opportunity to take Reactions.

Gate Guardsman could, in theory, interrupt the Strike Chain if the Gate Guardsman is controlled by the Active Player.

Incidentally, this issue was covered by RogerGS, the rules team lead, here several months ago.