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August 28, 2015 23:50
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MLPCCG Rules 3.0 Changes
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--- ../../mlpccg/rules2.4.txt Fri Aug 28 16:37:04 2015 | |
+++ ../../mlpccg/rules3.0.txt Fri Aug 28 16:37:05 2015 | |
@@ -122,6 +122,7 @@ | |
begins. | |
(102.4a) To mulligan, a player shuffles their hand into their draw deck, | |
then puts the top 6 cards of their draw deck into their hand. | |
+o (102.5) Once any mulligans have been completed, the game starts. | |
• (103) Winning and Losing | |
o (103.1) As a player wins the game, the game ends immediately and no further | |
actions are performed. This can happen at any time, including during PrePriority | |
@@ -156,7 +157,8 @@ | |
o (105.1) Players asked to choose a number can choose any non-negative | |
integer. | |
o (105.2) A negative value is treated as zero except when calculating a | |
-character’s power or a cost. | |
+character’s power or a cost. When comparing numeric values, undefined | |
+values are treated as zero. | |
o (105.3) Zero is an even number | |
• (106) Players | |
o (106.1) The turn player is the player whose turn it is. Other players are nonturn | |
@@ -170,6 +172,10 @@ | |
Subtitle. | |
(201.1a) Two cards with the same Title but a different Subtitle (or vice | |
versa) do not have the same name. | |
+ (201.1b)A player instructed to ‘name a card’ may describe that card to | |
+an unambiguous degree in lieu of giving the precise name; however, | |
+the description given must be clear enough to refer only to a single | |
+card. | |
o (201.2) Text which refers to “this” card is referring to the card on which it is | |
printed, and not any other card with that name. | |
o (201.3) Text can refer to characters by their Title alone. | |
@@ -244,8 +250,8 @@ | |
of the card frame. | |
o (213.2) The collector number indicates the card’s number within its set. | |
o (213.3) The rarity indicator indicates the card’s rarity; this may be “C” for | |
-Common, “U” for Uncommon, “R” for Rare, “UR” for Ultra-Rare, “F” for Fixed, | |
-or “P” for Promo | |
+Common, “U” for Uncommon, “R” for Rare, “SR” for Super-Rare, “UR” for UltraRare, | |
+“F” for Fixed, or “P” for Promo | |
o (213.4) Some foiled cards may have an “f” indicating their foil status in place of | |
a rarity indicator. | |
3. Card Types | |
@@ -400,14 +406,16 @@ | |
(505.1c) The printed information of face-down cards is public unless | |
otherwise noted. | |
(505.1d) Face-down Troublemakers are not public. | |
+• (505.1d.i) Troublemakers that are face-down or being played | |
+face-down do not have names. | |
o (505.2) Face-down Troublemakers can’t be referenced by cards, abilities, or | |
effects except those which specifically reference “face-down” cards. | |
-o (505.3) As a card is turned face-down, it becomes a different card. (408.5) | |
+o (505.3) As a card is turned face-down, it becomes a different card. (409.6) | |
• (506) Moving | |
o (506.1) Moving is the act of putting a card from one area to another. A player | |
moves a card by following the instructions below in order: | |
(506.1a) Any modifiers affecting the state in which the card is moved | |
-are applied. | |
+are applied, and the card is put at its new area. | |
(506.1b) Continuous modifiers generated by the card begin affecting | |
the card’s new area, and continuous modifiers affecting cards at the | |
card’s new area begin affecting the moved card. | |
@@ -446,6 +454,8 @@ | |
o (509.3) Attachments are always at their host’s area. | |
o (509.4) Attachments have a host description, which is defined by the phrase | |
“this [thing]” or “that [thing]” in the attachment’s abilities. | |
+ (509.4a) Attachments retain their host description even if that | |
+attachment loses its abilities. | |
o (509.5) Some cards instruct a player to “reattach” an attachment. To do this, a | |
player must choose another card and attach the attachment to it. That card | |
becomes the attachment’s host, and the attachment ceases to be attached to | |
@@ -520,6 +530,8 @@ | |
of the condition being met. | |
(512.4d) You may only React to a condition that has been met since | |
the close of the most recent priority window. | |
+o (512.5) Cards with the timing phrase “Immediate” can be played or have their | |
+corresponding ability activated any time a player has priority. | |
• (513) Control and Ownership | |
o (513.1) Players own all cards with which they start the game. | |
o (513.2) Players control cards in play which they own, unless a modifier or | |
@@ -557,6 +569,10 @@ | |
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. | |
+ (514.2e) 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 | |
topmost unflipped card of their draw deck and a priority window opens. | |
(514.3a) Some modifiers instruct a player to flip a different number of | |
@@ -579,14 +595,14 @@ | |
o (514.5) Next, the player with a power total higher than that of any other | |
player wins the Faceoff, all other players lose the Faceoff, the Faceoff becomes | |
resolved, and one of the following things happens: | |
- (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. | |
+ (514.5a) If the challenger wins a Troublemaker Faceoff and the | |
+Troublemaker is still involved in the 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 send one of his characters that was involved in the Faceoff home. | |
- (514.5c) If a player wins a Problem Faceoff, that player scores points | |
-equal to the highest Problem bonus among Problems at which that | |
+ (514.5c) If a player wins a Problem Faceoff, that player scores the | |
+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 | |
@@ -604,7 +620,7 @@ | |
(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. (408.3) | |
+deck are flipped, the topmost unflipped card is drawn. (409.4) | |
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 | |
@@ -660,7 +676,10 @@ | |
specifies otherwise. | |
o (519.3) Counters remain on a card until they are removed. | |
(519.3a) All counters are removed from a card as part of it becoming a | |
-different card (408.5) | |
+different card (409.6) | |
+o (519.4) Some unnamed counters increase or decrease the power of a card | |
+(“+1 power counters”). These counters generate continuous modifiers until | |
+they are removed. | |
• (520) Copying | |
o (520.1) Some modifiers allow a player to copy an effect. To copy an effect, | |
process its text again. No decisions made for the original effect are duplicated | |
@@ -703,14 +722,14 @@ | |
o (607.3) To uncover a Troublemaker, turn it face-up. If that Troublemaker is | |
Epic, dismiss all other face-up Troublemakers at that Problem. | |
• (608) Challenge Step | |
-o (608.1) The turn player may challenge Epic Troublemakers or opposing | |
-Troublemakers one at a time in the order of that player’s choosing. That | |
-player is the challenger. | |
+o (608.1) The turn player may challenge up to one Epic Troublemaker or | |
+opposing Troublemaker at each Problem one at a time in the order of that | |
+player’s choosing. That player is the challenger. | |
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. | |
+times during the same Challenge Step | |
o (608.4) To challenge a Troublemaker, perform a Faceoff at that Problem. That | |
faceoff is a Troublemaker Faceoff. | |
• (609) Main Phase | |
@@ -758,9 +777,10 @@ | |
even if that character has more than one color. | |
(611.3c) Some problems have confront requirements that specify | |
power of a color that is not a certain color. These requirements can be | |
-met by power of any color that is not the prohibited color. | |
- (611.3d) Wild power can be contributed to by power of any color, | |
-including excess power of the colors of the other listed requirements. | |
+met by any power that is not the prohibited color. | |
+ (611.3d) Wild power can be contributed to by power of any color or no | |
+color, including excess power of the colors of the other listed | |
+requirements. | |
(611.3e) A player can’t confront a Problem if there is an opposing | |
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 | |
@@ -867,13 +887,15 @@ | |
have durations while others don’t, separate modifiers are | |
created for each part. Modifiers never have more than one | |
duration. | |
- (705.2e) As the last part of processing an action, one of the following | |
-things happens: | |
+ (705.2e) As the last part of processing an action, one or more of the | |
+following things happen: | |
• A Friend, Troublemaker, or Resource enters play | |
• An Event creates one or more modifiers and is then put into its | |
owner’s discard pile | |
• A Main Phase Action creates a modifier | |
• An ability creates one or more modifiers | |
+• Abilities that trigger “when [a player] plays [something]” trigger | |
+if the action being resolved is a card a player has played. | |
(705.2f) After an action has been resolved, priority passes to the next | |
player. | |
• (706) Entering Play | |
@@ -953,8 +975,8 @@ | |
exist. | |
o (711.2) Replacement modifiers are applied as the occurrence they replace | |
would occur. | |
-o (711.3) Continuous modifiers are applied in timestamp order unless one is | |
-dependent upon another. | |
+o (711.3) Continuous modifiers are applied in timestamp order from earliest to | |
+latest unless one is dependent upon another. | |
(711.3a) The timestamp of a continuous modifier is the time at which | |
that modifier was created. | |
(711.3b) A continuous modifier is dependent upon a second | |
@@ -968,6 +990,14 @@ | |
o (711.5) If some number of modifiers are dependent upon each other, they are | |
interdependent. Apply the earliest-timestamped one in timestamp order, and | |
apply the remaining ones as per dependent modifiers. (711.4) | |
+o (711.6) If multiple continuous modifiers would start to apply simultaneously, | |
+the player who most recently had priority chooses an order for the | |
+timestamps of those modifiers he controls. If no player has had priority since | |
+the start of the most recent priority window, the turn player instead chooses | |
+an order for the timestamps of those modifiers he controls. Those modifiers | |
+are timestamped prior to any other modifiers that would apply at the same | |
+time. Then, the next player in turn order chooses an order for the timestamps | |
+of those modifiers he controls, and so on, until all timestamps have an order. | |
• (712) Triggered Effects | |
o (712.1) As a player is about to receive priority, any triggered effects that have | |
been created since the last time a player had priority are processed during | |
@@ -1011,14 +1041,22 @@ | |
Rules Design: Rob Broughton, Amanda Craig, Darrell Hardy, Trevor McGregor, Pavel | |
Smith | |
Rules Development: Adam Hollister, Victor Potter | |
-Rules Team: Scott Goodrich, Victor Potter, John Temple | |
+Rules Team: Raymond Routier, Niko White, Matt Wuthrich | |
This is a comprehensive document, but additional questions can be asked of the rules | |
team at My Little Pony CCG Rules. | |
10. Glossary | |
+Calming X: A keyword ability cards can have. It means “When an opposing Friend enters | |
+play here, it gets –X power until the end of the turn.” | |
Caretaker: A keyword ability cards can have. It means “This card has +1 power while at a | |
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.” | |
+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.” | |
Home Limit: Mane Characters have a home limit. The home limit of a player’s Mane | |
Character defines how many Friends that player can control at their home at the end of their | |
turn. If a player controls more Friends at home at the end of their turn than their home limit | |
@@ -1028,6 +1066,9 @@ | |
at a number of cards from the top of an opponent’s draw deck equal to the number of cards | |
with Inspired you control. Put any number of them on top of the deck in any order, and the | |
rest on the bottom.” | |
+Meticulous X: A keyword ability cards can have. It means “At the start of your turn, you may | |
+look at the top X cards of your deck and put them on the top or bottom of your deck in any | |
+order.” | |
Prismatic: A keyword ability cards can have. It means “This card also has the colors of all | |
your other [crystal] characters.” | |
Pumped: A keyword ability cards can have. It means “Once per faceoff, during a faceoff | |
@@ -1035,6 +1076,8 @@ | |
banish it to beneath this card instead.” | |
Random: A keyword ability cards can have. It means “Once per faceoff, during a faceoff | |
involving this card, if you flip a card with 1 power, you may ignore it and flip a new card” | |
+Showy X: A keyword ability cards can have. It means “Opponents must pay +[X] to move | |
+characters to this card’s Problem.” | |
Spend: A word that can be associated with the Pumped keyword. To spend a card from | |
beneath another card is to put it into the discard pile. | |
Starting Problem: This is a flag which appears in bold text on Problem cards. Cards with | |
@@ -1050,5 +1093,7 @@ | |
card.” | |
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.” | |
+Vexing: A keyword ability cards can have. It means “If an opponent would confront this | |
+card’s Problem, you may retire this card instead.” | |
Villain: A keyword ability cards can have. It means “When this Troublemaker is uncovered, | |
Frighten each Friend at its Problem.” |
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