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MLPCCG Rules 3.0 Changes
--- ../../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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