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April 24, 2015 20:58
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MLPCCG Rules changes from 2.1 to 2.4
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+ (203.1a) The colors are blue, pink, white, purple, yellow, and orange. | |
+ (207.1b) Some traits have icons associated with them; these traits may also be referenced using the associated icon. | |
+ (212) Home Limit: Mane Characters have a home limit, which indicates how many Friends a player controlling that Mane Character can have in their Home at the end of their turn. | |
- (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. | |
+ (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 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. | |
- (506.1) Moving is the act of putting a card from one area to another. | |
+ (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. | |
+ (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. | |
+ (506.1c) Abilities that trigger “when [something] is moved†trigger. | |
- (506.2) Characters can’t be moved or sent to their current area. Characters you control can’t be moved or sent to an opponent’s home. | |
+ (506.2) Characters can’t be moved or sent to their current area. Characters can’t be moved or sent to the home of a player other than their controller. | |
- (511.2) Attachments check whether or not they are attached to a host. Any that are not are dismissed by the game. | |
+ (511.2) Attachments check whether or not they are attached to a host that matches their host description. Any that are not are dismissed by the game. | |
+ (511.4) Non-Friends which are frightened are turned face-up. | |
- (511.4) Characters which are in the home of a player other than their controller are sent to their controller’s home. | |
+ (511.4) Characters which are in the home of a player other than their controller are sent to their controller’s home by the game. | |
- (513.1) Players own all cards which they start the game with. | |
+ (513.1) Players own all cards with which they start the game. | |
- (513.3) Players control modifiers which have been created by cards or effects they control. | |
+ (513.3) Players control modifiers which are created by cards or effects they control. If a modifier is created by a card which has no controller, that modifier is controlled by the player who owns the card that created it. | |
- (513.4) Players control triggered effects which have been created by cards they control. | |
+ (513.4) Players control effects which are created by cards they control. If an effect is created by a card which has no controller, that effect is controlled by the player who owns the card that created it. | |
- (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. | |
+ (514.2) As a faceoff begins some number of cards become involved in the faceoff, the player who started the faceoff and that player’s opponent become involved in the faceoff, all triggers which trigger at the start of a faceoff trigger, and a priority window opens. | |
- (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. | |
+ (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. | |
- (514.4a) A player’s power total is the sum of the combined power of all cards that player controls involved in that faceoff and the combined power of all cards that player flipped during that faceoff. | |
+ (514.4a) A player’s power total is the sum of the combined power of all cards that player controls involved in that faceoff, the combined power of all cards that player flipped during that faceoff, and any modifiers modifying that player’s power total. | |
+ (514.4a.i) If a player is challenging a Troublemaker they control, that Troublemaker’s power is not added to that player’s power total; it is added to that player’s opponent’s power total instead. | |
- (514.5) Next, the player with the highest power total wins the Faceoff, the other player loses the Faceoff, and one of the following things happens: | |
+ (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: | |
- (514.6) 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. | |
+ (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 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. | |
+ (516.2a) If a Uniqueness violation is created by a set of cards controlled by multiple players, the player who most recently had priority is the violating player. If no player has had priority since the start of the most recent priority window, the turn player is the violating player instead. | |
- (516.4a) If a player controls a Troublemaker with Villain and any player controls another Troublemaker at that card’s Problem, those cards violate uniqueness. | |
+ (516.4a) If a player controls an Epic Troublemaker and any player controls another Troublemaker at that card’s Problem, those cards violate uniqueness. | |
- (516.4b) While repairing a Troublemaker uniqueness violation, players can’t choose a Troublemaker with the Villain keyword to be dismissed by the game unless all violating cards have the Villain keyword. | |
+ (516.4b) While repairing a Troublemaker uniqueness violation, players can’t choose an Epic Troublemaker keyword to be dismissed by the game unless all violating Troublemakers are Epic. | |
- (518.1) To search a zone is to look at all of the cards in that zone. A player searching a zone for a card of a specified description may fail to find a card. | |
+ (518.1) To search a zone is to look at all of the cards in that zone. A player searching a zone for a card of a specified description may choose to fail to find a card. | |
+ (520) Copying | |
+ (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 for the copy. Copied effects are controlled by the player who created them. | |
+ (520.1a) Copied effects are not played, and a copied effect is not itself a card. | |
- (607.1) If there is a face-up Troublemaker with the Villain keyword at a Problem, Troublemakers can’t be uncovered at that Problem. | |
+ (607.1) If there is a face-up Epic Troublemaker at a Problem, Troublemakers can’t be uncovered at that Problem. | |
- (607.3) To uncover a Troublemaker, turn it face-up. If that Troublemaker has the Villain keyword, dismiss all other face-up Troublemakers at that Problem. | |
+ (607.3) To uncover a Troublemaker, turn it face-up. If that Troublemaker is Epic, dismiss all other face-up Troublemakers at that Problem. | |
- (608.1) The turn player may challenge opposing Troublemakers or Troublemakers with Villain one at a time in the order of that player’s choosing. That player is the challenger. | |
+ (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. | |
- (608.2) The turn player may challenge an opposing Troublemaker or a Troublemaker with Villain if that player controls at least one character at that Troublemaker’s Problem. | |
+ (608.2) The turn player may challenge an Epic Troublemaker or opposing Troublemaker if that player controls at least one character at that | |
- (608.4) To challenge a Troublemaker, perform a Faceoff. That faceoff is a Troublemaker Faceoff. | |
+ (608.4) To challenge a Troublemaker, perform a Faceoff at that Problem. That faceoff is a Troublemaker Faceoff. | |
- (611.3e) A player can’t confront a Problem if there is an opposing face-up Troublemaker or a face-up Troublemaker with Villain at that Problem. | |
+ (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. | |
- (613.2) Replace any Problems which are solved. To replace a Problem, the following steps are performed in order: Any characters (including Frightened Friends) there are sent to their controller’s home, any face-up Troublemakers there are dismissed, and any Resources there are dismissed. Cards dismissed in this way are dismissed by the game. Then, put the Problem being replaced on the bottom of its owner’s Problem deck, and put the top card of that deck into play at that area. | |
+ (613.2) Replace any Problems which are solved. To replace a Problem, the following instructions are performed in order: Any characters (including Frightened Friends) there are sent to their controller’s home, any face-up Troublemakers there are dismissed, and any Resources there are dismissed. Cards dismissed in this way are dismissed by the game. Then, put the Problem being replaced on the bottom of its owner’s Problem deck, and put the top card of that deck into play at that area. | |
+ (701.5) Tag words are italicized words in a card’s text box that are sometimes used to group sets of similar card powers. Tag words have no specific game text. Each tag word is defined in the glossary. | |
- (707.4) If a modifier starts a faceoff, as that modifier resolves, the faceoff starts. This does not cause a new priority window to open; this is an exception to (514.2). Instead, the current priority window remains open and the turn player receives priority. | |
+ (707.4) If a modifier starts a faceoff, as that modifier resolves, the faceoff starts. This does not cause a new priority window to open; this is an exception to (514.2). Instead, the current priority window remains open and the player whose modifier started the faceoff receives priority. | |
- (710.5a) If one or more modifiers that were attempting to replace that occurrence no longer apply, they are ignored. | |
+ (710.5a) If one or more modifiers that were attempting to replace that occurrence no longer apply, they fail to resolve and do not affect the game. | |
- (801.1)If simultaneous decisions must be made by one or more players, the player who most recently had priority makes all of his decisions first, then the next player in turn order, and so on, until all decisions are made. After all decisions have been made, they are resolved simultaneously. | |
+ (801.1)If simultaneous decisions must be made by one or more players, the player who most recently had priority makes all of his decisions first. If simultaneous decisions must be made by one or more players as a new priority window is being opened, the turn player instead makes all of his decisions first. Then the next player in turn order makes all of their decisions, and so on, until all decisions are made. After all decisions have been made, they are resolved simultaneously. | |
+ Chaos: A tag word cards can have. It is used to group abilities which function when a card is flipped. | |
- Home Limit: Mane Characters have a home limit printed in their text box. 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 allows, they must retire Friends until they no longer have more at home than their home limit allows. | |
+ 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 allows, they must retire Friends until they no longer have more at home than their home limit allows. | |
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