Saturday, January 18, 2014

My Little Judgment: Interesting rules problems

So sorry for my absence lately.  Blogger was having a problem regarding adding images, and I know you all would not enjoy big blocks of text.  Have something to make it at least look nice, amirite?
Anyway, the subject today is going to be my attempt to give some commonly asked rules questions some answers, because if it's being asked here, it's likely being asked elsewhere.  Firstly, everyone ought to check EnterPlay's FAQ page.

Villains have been a significant problem for our group, and the rules for them are rather spread out throughout the rule book.  The biggest thing is what happens when they are uncovered, so here's a little summary on villains.  Villains flip normally (I don't know why I thought they stayed face-down until they're challenged), and when they do, they do a lot of damage.  If your opponent has a face-up troublemaker there already, it gets dismissed, though it seems there's nothing preventing them from playing another one face-down (it just never gets uncovered while the villain's around).  Also, all Friends at that problem are frightened as well, so unless you plan on arranging some miraculous faceoff shenanigans, you won't be able to challenge it immediately.  While it's out, neither player can confront the problem, but either player can challenge it.

While we're talking about frightened cards, keep in mind that the way to fix that in the rules is to pay 2 tokens to ready it.  Blue has plenty of cards that ready other cards, so it's a lot more than just a combo piece for cards that exhaust themselves.  If a card lets you ready something, it will let you ready frightened cards, too.
EDIT: Upon later inspection, I can see blue doesn't actually have many cards that let you ready frightened cards.  The pictured Rainbow Dash, Weather leader does have that effect, though.  Anything else that readies characters will not ready frightened cards, because they have no card type while frightened.

I believe I covered this already, but it's worth mentioning again.  The many events that give +1 to two colors basically need to be rewritten given how EnterPlay has ruled it.  They will make the character those two colors and give it +2 total power.  The effect only lasts for the main phase though, so the whole point is to allow you to play cards with high requirements.  However, the cards that give the bonus until the end of the turn can be used for problems (and is probably the whole point).  At that time, you can choose for it to apply all of its power to one color or another for its requirement.  You don't get to split it up.

Somewhat card-specific here.  Cards that have effects when you confront the problem will apply after you've confronted it and gained the point.  For example, Rarity, Truly Outrageous can add her power to the problem, then go home for the bonus points.  A bit more advanced, Lotus Blossom will let you fetch a card from your discard pile to go on top of your deck.  You get the points for confronting problems before you have faceoffs, so the card you fetch will very likely be used for the faceoff.

Make sure you take note of character effects that increase your power, as well as the timing as such.  Forest Owl constantly adds power, so if all you have is a 1-power character with it, it suddenly becomes 2 power and you can play cards that need that much power.  In a far more limited fashion, I was actually once able to take advantage of Flitter's troublemaker increase, allowing me to play Vision of the Future on a Troublemaker faceoff.  Power is not just limited to problem requirements and faceoffs, after all.

Remember, I'll be here to answer any rules questions you have.  Just send them to mlpblogrules@gmail.com, and I'll answer one every week.  As long as there aren't any more technical hiccups, I promise I'll keep bringing them to you every week.

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