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MLPCCG rules changes from 3.2 to 3.3
--- 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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