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November 22, 2014 02:03
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MLPCCG Rules Changes
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(104.2) If a modifier says something can’t happen and another modifier or | |
rule tries to make that thing happen, that “can’t” modifier takes precedence. | |
(104.2) If a modifier or rule says something can’t happen and another | |
modifier or rule tries to make that thing happen, that “can’t” modifier takes | |
precedence. | |
======================================================== | |
o (203.2) A card of a color contributes power of that color, but a card which | |
‘adds its power’ to another card does not add its colors to that card. | |
o (203.2) A card with one or more colors contributes power of those colors. | |
o (203.3) A card which ‘adds its power’ to another card does not add its colors | |
to that card. | |
======================================================== | |
(305.1b) A Resource that is an attachment enters play attached to the | |
card it was played on. | |
(305.1b) A Resource that is an attachment enters play attached to the | |
card it was played on, at that card’s Area | |
======================================================== | |
o (401.1) Cards can be in any one of six zones: Draw Deck, Problem Deck, Hand, | |
Play Zone, Discard Pile, and Banished Zone. A given card always exists in a | |
distinct zone, and never exists in more than one zone at a time or ‘between’ | |
zones. | |
o (401.1) Cards can be in any one of seven zones: Draw Deck, Problem Deck, | |
Hand, Play Zone, Discard Pile, Banished Zone, and Queue Zone. A given card | |
always exists in a distinct zone, and never exists in more than one zone at a | |
time or ‘between’ zones. | |
======================================================== | |
o (401.3) The Draw Deck and Problem Deck zones are ordered. Players may | |
not rearrange the order of cards in these zones, but may rearrange the order | |
of cards in other zones. | |
o (401.3) The Draw Deck, Problem Deck, and Queue zones are ordered. Players | |
may not rearrange the order of cards in these zones, but may rearrange the | |
order of cards in other zones. | |
======================================================== | |
o (401.4) Players share the Play zone. Each player has their own instance of | |
each other zone. | |
o (401.4) Players share the Play zone and the Queue zone. Each player has | |
their own instance of each other zone. | |
======================================================== | |
o (402.3) If multiple cards are put on the top or bottom of a Draw Deck | |
simultaneously, they may be put there in any order. | |
o (402.3) If multiple cards are put on the top or bottom of a Draw Deck | |
simultaneously, they may be put there in any order and are not revealed. | |
======================================================== | |
o (402.4) As a player shuffles a Draw Deck, flipped cards are set aside, the | |
remaining cards are shuffled, and the flipped cards retain their order in the | |
deck. | |
o (402.4) As a player shuffles a Draw Deck, flipped cards are set aside, the | |
remaining cards are shuffled face-down, and the flipped cards retain their | |
order in the deck. | |
======================================================== | |
(408) Queue Zone | |
o (408.1)Cards which are resolving or waiting to resolve exist in the queue | |
zone until they resolve. | |
======================================================== | |
o (408.5) A card that changes zones becomes a different card. Modifiers or | |
effects which applied to it no longer apply, even if it returns to its original | |
zone. | |
o (409.6) A card that changes zones or changes position in an ordered zone | |
becomes a different card. Modifiers or effects which applied to it no longer | |
apply, even if it returns to its original zone or position. | |
======================================================== | |
o (501.1) Each player owns two areas in the play zone: That player’s home, and | |
that player’s Problem. A player’s home is where that player’s Mane character | |
starts the game and a player’s Problem is where that player’s Problem cards | |
reside while in play. | |
o (501.1) Each player owns two areas in the play zone: That player’s home, and | |
that player’s Problem. A player’s home is where that player’s Mane character | |
is located at the start of the game and a player’s Problem is where that | |
player’s Problem cards reside while in play. | |
======================================================== | |
o (501.5) If text uses the phrase “there” it is referencing the area specified in its | |
text (which may not be the area of the card that text is on). | |
o (501.5) If text uses the phrase “there” it is referencing the area specified in its | |
text (which may or may not be the area of the card that text is on). | |
======================================================== | |
o (503.1) All cards enter play ready unless otherwise stated. Cards in play with | |
no exhaustion counters on them are ready. | |
======================================================== | |
(503.4a) Problems are not ready or exhausted, and can’t ready or | |
exhaust, even while in the play zone. | |
======================================================== | |
o (506.1) Moving is the act of putting a character from one area to another. | |
o (506.1) Moving is the act of putting a card from one area to another. | |
======================================================== | |
o (507.1) A card’s power is the number in the top right-hand corner. | |
o (507.1) A card’s power is the value in the top right-hand corner, which may | |
be adjusted by modifiers or effects. | |
======================================================== | |
o (508.1) A cost is anything a player must pay to take an action. An instruction | |
to “pay” is always a cost. A player can’t pay a cost unless he has the means to | |
pay all of it. | |
o (508.1) A cost is anything a player must pay to take an action or to process an | |
effect or modifier. An instruction to “pay” is always a cost. | |
======================================================== | |
(508.1d) A player can’t pay a cost unless he has the means to pay all of | |
it. | |
======================================================== | |
o (511.4) Characters which are in the home of a player other than their | |
controller are sent to their controller’s home. | |
======================================================== | |
o (512.3) Cards with the timing phrase “[x] Phase” can be played or have their | |
corresponding ability activated only to open a priority window during the | |
specified Phase of their owner or controller’s turn. The turn player may | |
choose to do this as another priority window closes, in which case a new | |
window opens before the game moves forward. | |
o (512.3) Cards with the timing phrase “[x] Phase” can be played or have their | |
corresponding ability activated only by the turn player, to open a priority | |
window during the specified Phase of that player’s turn. The turn player may | |
choose to do this as another priority window closes, in which case a new | |
window opens before the game moves forward. | |
======================================================== | |
o (513.2) Players control cards which they have played. | |
o (513.2) Players control cards in play which they own, unless a modifier or | |
effect changes the controller of a given card. | |
======================================================== | |
o (514.2) As a Faceoff begins a priority window opens, and some number of | |
cards become involved in the Faceoff. | |
o (514.2) As a faceoff begins some number of cards become involved in the | |
faceoff, all triggers which trigger at the start of a faceoff trigger, and a priority | |
window opens. | |
======================================================== | |
o (514.3) As that priority window closes, each player simultaneously flips the | |
top card of their draw deck and a priority window opens. | |
o (514.3) As that priority window closes, each player simultaneously flips the | |
topmost unflipped card of their draw deck and a priority window opens. | |
======================================================== | |
(514.4b) Flipped cards which are ignored are not added to a player’s | |
power total. | |
(514.4b) Flipped cards which are ignored are not added to a player’s | |
power total, but remain flipped. | |
======================================================== | |
(514.5a) If the challenger wins a Troublemaker Faceoff, the | |
Troublemaker is defeated, the challenger scores points equal to the | |
Troublemaker’s point value, and the Troublemaker is dismissed. | |
(514.5a) If the challenger wins a Troublemaker Faceoff, the challenger | |
defeats the Troublemaker. To defeat a Troublemaker, a player scores | |
points equal to the Troublemaker’s point value and dismisses the | |
Troublemaker. | |
======================================================== | |
(514.5b) If the challenger loses a Troublemaker Faceoff, the challenger | |
must choose one of his characters that was involved in the Faceoff to | |
be sent home. | |
(514.5b) If the challenger loses a Troublemaker Faceoff, the challenger | |
must send one of his characters that was involved in the Faceoff home. | |
======================================================== | |
o (514.6) Then, a priority window opens. As that priority window closes, all | |
flipped cards are put on the bottom of their owner’s decks, all cards cease to | |
be involved in a Faceoff, and the Faceoff ends. | |
o (514.6) Then, all triggers which trigger at the end of a faceoff trigger and a | |
priority window opens. As that priority window closes, all flipped cards are | |
put on the bottom of their owner’s decks, all cards cease to be involved in a | |
faceoff, and the faceoff ends. | |
======================================================== | |
o (515.4) Some modifiers instruct a player to ‘ignore’ a flipped card. A card | |
which is ignored remains flipped, but does not add its power to a player’s | |
power total. | |
(515.4a) A card which is ignored can’t be ignored again. | |
======================================================== | |
o (516.1) Some cards can only be controlled in certain quantities. When | |
players control an illegal configuration of these cards, a uniqueness violation | |
occurs. Uniqueness is checked continuously throughout the game and a | |
violation can occur at any time, including during Pre-Priority Processing and | |
while no player has priority. When a Uniqueness violation occurs, the game | |
pauses until the violation is repaired. | |
o (516.1) Some cards can only be controlled in certain quantities. When a | |
player controls an illegal configuration of these cards, a uniqueness violation | |
occurs. Uniqueness is checked continuously throughout the game and a | |
violation can occur at any time, including during Pre-Priority Processing and | |
while no player has priority. When a Uniqueness violation occurs, the game | |
pauses until the violation is repaired. | |
======================================================== | |
o (608.4) To challenge a Troublemaker, perform a Faceoff at that | |
Troublemaker’s Problem. That faceoff is a Troublemaker Faceoff. | |
o (608.4) To challenge a Troublemaker, perform a Faceoff. That faceoff is a | |
Troublemaker Faceoff. | |
======================================================== | |
o (615.1) All triggers which trigger at the end of the turn trigger at this time. | |
======================================================== | |
o (616.4) The turn ends. | |
o (616.4) All modifiers which last “this turn” or “until the end of the turn” end, | |
the current turn ends, and the next player in turn order begins their turn. | |
======================================================== | |
(705.2b) If the action is a card being played, put that card in the | |
queue. | |
======================================================== | |
(707.2a) Some modifiers have a cost. The cost of a modifier is defined | |
as the portion of its text preceding the word ‘to’. If the word ‘to’ does | |
not appear in a modifier’s text, that modifier has no cost. A modifier’s | |
cost must be paid in order to process the subsequent text. | |
======================================================== | |
(707.4a) Faceoffs can’t be started during a faceoff. | |
======================================================== | |
o (708.4) Triggered modifiers are a type of continuous modifier which may | |
have a duration and/or specify that it triggers the next time a specified thing | |
occurs. Triggered modifiers can be identified by the words ‘when’ or ‘at’ and | |
function like triggered abilities. (704) | |
o (708.4) Triggered modifiers are a type of continuous modifier which may | |
have a duration or specify that it triggers the next time a specified thing | |
occurs. Triggered modifiers can be identified by the words ‘when’ or ‘at’ and | |
function like triggered abilities. (704) | |
======================================================== | |
Prismatic: A keyword ability cards can have. It means “This card also has the colors of all | |
your other [crystal] characters.” | |
======================================================== | |
Teamwork: A keyword ability cards can have. It means “Your other Friends here that share | |
a Trait with this card also have its other printed abilities.” | |
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