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Created April 5, 2016 00:41
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--- rules3.1.txt 2016-04-04 17:40:04.373071100 -0700
+++ rules3.2.txt 2016-04-04 17:40:20.901982700 -0700
@@ -216,7 +216,6 @@
 Resource
• (207) Traits
o (207.1) Traits include all text listed on the Traitline under a card’s art.
-Problems do not have Traits.
 (207.1a) A card can have multiple Traits. These traits are separated by
a “•”
 (207.1b)Some traits have icons associated with them; these traits may
@@ -232,8 +231,8 @@
owner, and the set on the opposite side of the carddefines that Problem’s
confront requirements for its owner’s opponent.
• (210) Problem Bonus
-o (210.1) Problem cards have a Problem Bonus which indicates how many
-additional points the first player to confront thatProblem scores.
+o (210.1) Problem cards have a Problem Bonus, which indicates how many
+points a player scores for winning a Problem Faceoff at that Problem.
• (211) Point Value
o (211.1) Troublemakers have a point value, which indicates how many points a
player scores for defeating that Troublemaker.
@@ -482,23 +481,26 @@
o (511.3) Attachments which are attached to a face-down host are dismissed by
the game.
o (511.4) Non-Friends which are frightened are turnedface-up.
-o (511.4) Characters which are in the home of a player other than their
-controller are sent to their controller’s home by the game.
-o (511.5) Triggered effects that have been created and are waiting to be
+o (511.5) Characters which are in the home of a player other than their
+controller or in an area which has ceased to exist are sent to their controller’s
+home by the game.
+o (511.6) Non-character cards which are in an area which has ceased to exist
+are dismissed by the game.
+o (511.7) Triggered effects that have been created and are waiting to be
processed are processed.
- (511.5a) If multiple triggered effects are waiting to be processed, the
+ (511.7a) If multiple triggered effects are waiting to be processed, the
player that most recently had priority processes all of his waiting
effects in the order of his choosing, followed by the next player in turn
order, and so on.
-• (511.5a.i) If multiple triggered effects are waiting to be
+• (511.7a.i) If multiple triggered effects are waiting to be
processed as a new priority window is being opened,the turn
player instead processes all of his waiting effectsin the order of
his choosing, followed by the next player in turn order, and so
on.
- (511.5b) If processing any triggered effects creates additional triggered
+ (511.7b) If processing any triggered effects creates additional triggered
effects, these additional effects wait to be processed until the next wave
of Pre-Priority Processing.
-o (511.6) Successive waves of Pre-Priority Processingare performed until a
+o (511.8) Successive waves of Pre-Priority Processingare performed until a
wave is completed during which nothing happens. Then, Pre-Priority
Processing ends and the player receives priority.
• (512) Timing Rules
@@ -804,8 +806,6 @@
o (611.4) As a player confronts a Problem, that player scores a point. If an
opponent also meets their confront requirements forthat Problem (611.3),
there will be a Problem Faceoff at that Problem.
- (611.4a) The first player to confront a given Probl em also scores the
-Problem Bonus of that Problem.
• (612) Faceoff Step
o (612.1) If the turn player confronted both Problemsin one score phase,
perform a Double Problem Faceoff at both Problems. This is a type of Problem
@@ -897,6 +897,8 @@
 (705.2b) If the action is a card being played, put that card in the queue.
 (705.2b) Determine the costs of the action
 (705.2c) Pay those costs
+• Effects which happen as a player plays a card resolve before
+moving past this step.
 (705.2d) Follow the instructions of the card, action or ability in order.
• Any decisions that must be made as part of following those
instructions are made in order; if multiple un-ordered decisions
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