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MLPCCG Rules Changes
(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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