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June 13, 2016 20:42
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MLPCCG rules changes from 3.2 to 3.3
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--- rules3.2.txt 2016-06-13 13:37:52.180208900 -0700 | |
+++ rules3.3.txt 2016-06-13 13:36:38.248943100 -0700 | |
@@ -57,10 +57,11 @@ | |
517. Points | |
518. Searching | |
519. Counters | |
520. Copying | |
521. Tokens | |
+522. Dilemmas | |
6. Turn Sequence | |
601. General | |
602. Ready Phase | |
603. Ready Step | |
604. Action Step | |
@@ -303,13 +304,10 @@ | |
Problem Deck. | |
o (402.2) Cards in the Draw Deck are not public to any player. The number of | |
cards remaining in the deck is public. | |
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 face-down, and the flipped cards retain their | |
-order in the deck. | |
• (403) Problem Deck | |
o (403.1) The Problem Deck zone contains a player’s Problem Deck. | |
o (403.2) Cards in the Problem Deck are not public to any player. The number | |
of cards remaining in the deck is public. | |
o (403.3) If multiple cards are put on the top or bottom of a Problem Deck | |
@@ -329,35 +327,38 @@ | |
o (407.1)Each player’s banished zone contains that player’s cards which have | |
been banished. Cards in the banished zone are public. | |
• (408) Queue Zone | |
o (408.1)Cards which are resolving or waiting to resolve exist in the queue zone | |
until they resolve. | |
-• (409) Changing Zones | |
-o (409.1) To dismiss a card is to put it from play into its owner’s discard pile. | |
+• (409) Flip Zone | |
+o (409.1)Each player’s flip zone contains that player’s cards which have been | |
+flipped. Cards in the flip zone are public. | |
+• (410) Changing Zones | |
+o (410.1) To dismiss a card is to put it from play into its owner’s discard pile. | |
Only cards in play can be dismissed. | |
-o (409.2) To retire a card is to put it from play into its owner’s discard pile. | |
+o (410.2) To retire a card is to put it from play into its owner’s discard pile. | |
Players can only retire cards they control, and only cards in play can be retired. | |
Retiring a card is not the same as dismissing it. | |
-o (409.3) To discard a card is to put it from a player’s hand into its owner’s | |
+o (410.3) To discard a card is to put it from a player’s hand into its owner’s | |
discard pile. Only cards in a player’s hand can be discarded. | |
-o (409.4) To draw a card is to put the topmost unflipped card of a player’s draw | |
+o (410.4) To draw a card is to put the topmost unflipped card of a player’s draw | |
deck into that player’s hand. Only cards in draw decks can be drawn. | |
- (409.4a) An instruction which puts a card into a player’s hand is a | |
+ (410.4a) An instruction which puts a card into a player’s hand is a | |
“draw” only if it specifically uses the term “draw” | |
- (409.4b) If a player is instructed to draw multiple cards, each one is | |
+ (410.4b) If a player is instructed to draw multiple cards, each one is | |
drawn one at a time, and each draw is a separate occurrence. | |
-o (409.5) To banish a card is to put it into its owner’s banish zone. | |
-o (409.6) A card that changes zones or changes position in an ordered zone | |
+o (410.5) To banish a card is to put it into its owner’s banish zone. | |
+o (410.6) 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 that card returns to its original zone or position. A card is not | |
considered to have changed position in an ordered zone unless that card is | |
directly put in a particular position or the cards in the zone are shuffled. | |
- (409.6a) If a modifier causes a card to change zones or an effect | |
+ (410.6a) If a modifier causes a card to change zones or an effect | |
triggers from a card changing zones, and that effect or modifier later | |
tries to affect that card, it can do so, but only if the card has since | |
remained in the new zone continuously. | |
-o (409.7) To cancel a card is to put it from the queue zone into its owner’s | |
+o (410.7) To cancel a card is to put it from the queue zone into its owner’s | |
discard pile. A card that is canceled before resolving does not resolve, and has | |
no effect. | |
5. Game Concepts | |
• (501) Area | |
o (501.1) Each player owns two areas in the play zone: That player’s home, and | |
@@ -566,16 +567,20 @@ | |
Problem(s) where the faceoff is being resolved are involved in the | |
Faceoff. | |
(514.2c) If the faceoff is started by an effect or modifier, cards are | |
involved in the faceoff as specified by the effect or modifier that | |
started it. | |
- (514.2d) Involvement in a faceoff does not flag any cards; which cards | |
-are involved in a faceoff is continuously checked, and cards can become | |
-involved or cease to be involved in a faceoff as they begin or cease to | |
-fit the description specified by the effect, modifier, or rule that started | |
-the faceoff. Players that become involved in a faceoff remain involved | |
-in the faceoff for the duration of the faceoff. | |
+ (514.2d) Involvement in a faceoff at a Problem does not flag any cards; | |
+which cards are involved in a faceoff is continuously checked, and cards | |
+can become involved or cease to be involved in a faceoff as they begin | |
+or cease to fit the description specified by the effect, modifier, or rule | |
+that started the faceoff. Players that become involved in a faceoff | |
+remain involved in the faceoff for the duration of the faceoff. | |
+• (514.2d.i)If a card becomes involved in a faceoff that is not | |
+occurring at a Problem, that card is flagged and will remain | |
+involved in the faceoff for the duration of the faceoff, even if it | |
+ceases to fit the specified description. | |
(514.2e) If the effect or rule that started the faceoff specified that all | |
characters and/or Troublemakers involved must be at one or more | |
particular Problems, the faceoff occurs at those Problems. This | |
includes Problem faceoffs and Troublemaker faceoffs. | |
o (514.3) As that priority window closes, each player simultaneously flips the | |
@@ -610,24 +615,21 @@ | |
highest Problem bonus from among Problems in play at which that | |
Faceoff was resolved. | |
(514.5d) If a player wins or loses a faceoff started by an effect or | |
modifier, that player also follows any corresponding instructions | |
specified by that effect or modifier. | |
-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, the faceoff ends. To | |
+o (514.6) Then, a priority window opens. As that priority window closes, all | |
+triggers which trigger at the end of the faceoff trigger and the faceoff ends. To | |
end a faceoff, perform the following instructions simultaneously: all flipped | |
cards are put on the bottom of their owner’s decks and all cards and players | |
cease to be involved in a faceoff. | |
• (515) Flipping | |
o (515.1) To flip a card, a player reveals the topmost unflipped card from that | |
-player’s draw deck. If there are no unflipped cards remaining in a player’s | |
-deck, that player does not flip a card. | |
-o (515.2) Flipped cards do not change zones, and keep their order in the deck. | |
- (515.2a)If a deck is shuffled while some number of cards in that deck | |
-are flipped, the flipped cards are not shuffled. (402.4) | |
- (515.2b)If a deck is drawn from while some number of cards in that | |
-deck are flipped, the topmost unflipped card is drawn. (409.4) | |
+player’s draw deck and puts it into the Flip Zone. If there are no unflipped | |
+cards remaining in a player’s deck, that player does not flip a card. | |
+o (515.2) Flipped cards are in the Flip Zone, and are not part of the draw deck | |
+while they remain flipped. | |
o (515.3) If a player is instructed to flip multiple cards simultaneously, each flip | |
is a separate occurrence. | |
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. | |
@@ -708,10 +710,26 @@ | |
‘token’ or ‘non-token’ cards. | |
o (521.3) A token may not exist in a non-play zone. A token which enters any | |
non-play zone immediately ceases to exist. | |
o (521.4) A token which becomes frightened or is otherwise turned face-down | |
immediately ceases to exist. | |
+• (522) Dilemmas | |
+o (522.1) Dilemma is a trait cards can have; a card with the Dilemma trait is a | |
+Dilemma. While in play, Dilemmas become Problems and lose their other card | |
+types. | |
+o (522.2) Dilemmas enter play at their own area; they do not enter play at home | |
+or at another Problem. | |
+ (522.2a)An area created by a Dilemma is in addition to any other areas, | |
+and does not overwrite or interfere with other areas. | |
+ (522.2b)An area created by a Dilemma is owned by the Dilemma’s | |
+controller. | |
+o (522.3) A Dilemma’s area exists for as long as the Dilemma remains in play; if a | |
+Dilemma leaves play, its area immediately ceases to exist and no other Problem | |
+is put into play there. This is an exception to (613.2). | |
+ (522.3a)If a Dilemma would be put into a Problem Deck, including as | |
+part of replacing a Problem, it is put into its owner’s discard pile | |
+instead. | |
6. Turn Sequence | |
• (601) General | |
o (601.1) Each turn is divided into Phases and Steps | |
o (601.2) At the start and end of each Phase and Step a priority window opens | |
and the turn player gets priority | |
@@ -752,11 +770,11 @@ | |
o (608.2) The turn player may challenge an Epic Troublemaker or opposing | |
Troublemaker if that player controls at least one character at that | |
Troublemaker’s Problem. | |
o (608.3) Players can’t choose to challenge the same Troublemaker multiple | |
times during the same Challenge Step | |
-o (608.4) To challenge a Troublemaker, perform a Faceoff at that Problem. That | |
+o (608.4) To challenge a Troublemaker, start a Faceoff at that Problem. That | |
faceoff is a Troublemaker Faceoff. | |
• (609) Main Phase | |
o (609.1) The turn player may perform any Main Phase action by opening a | |
priority window and taking that action. | |
o (609.2) The Main Phase actions are as follows: | |
@@ -809,13 +827,13 @@ | |
face-up Troublemaker or a face-up Epic Troublemaker at that Problem. | |
o (611.4) As a player confronts a Problem, that player scores a point. If an | |
opponent also meets their confront requirements for that Problem (611.3), | |
there will be a Problem Faceoff at that Problem. | |
• (612) Faceoff Step | |
-o (612.1) If the turn player confronted both Problems in one score phase, | |
-perform a Double Problem Faceoff at both Problems. This is a type of Problem | |
-Faceoff. | |
+o (612.1) If the turn player confronted two or more Problems in one score | |
+phase, perform a Multi Problem Faceoff at all Problems. This is a type of | |
+Problem Faceoff. | |
o (612.2) If the turn player confronted only one problem while the opponent | |
could also confront that Problem, perform a Problem Faceoff at that problem. | |
• (613) Solve Step | |
o (613.1) As the Solve Step starts, any Problems at which Problem Faceoffs were | |
resolved become solved. | |
@@ -1081,10 +1099,14 @@ | |
Problem with at least one of your [critter] Friends” | |
Chaos: A tag word cards can have. It is used to group abilities which function when a card is | |
flipped. | |
Competitive X: A keyword ability cards can have. It means “This card has +X power while | |
involved in a faceoff.” | |
+Cutie Mark: A keyword action that can appear on cards. It means “Put a +1 power counter | |
+on this card and it becomes cutie marked. You can’t Cutie Mark a cutie marked card.” | |
+Dilemma: A trait cards can have. Dilemmas become Problems and lose their other types | |
+while in play. If a dilemma would be replaced, it is put into its owner’s discard pile instead. | |
Diligent X: A keyword ability cards can have. It means “When you win a faceoff involving | |
this card, put X +1 power counters on this card.” | |
Eccentric X: A keyword ability cards can have. It means “Opponents need +x [wild] to | |
confront this card’s Problem.” | |
Hasty: A keyword ability cards can have. It means “You may play this card as an Immediate |
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