My Little Pony CCG Comprehensive Rules

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1 My Little Pny CCG Cmprehensive Rules Table f Cntents 1. Fundamentals 101. Deckbuilding 102. Starting a Game 103. Winning and Lsing 104. Cntradictins 105. Numeric Values 106. Players 2. Parts f a Card 201. Name 202. Pwer 203. Cst 204. Play Requirement 205. Type 206. Traits 207. Text Bx 208. Cnfrnt Requirements 209. Prblem Bnus 210. Pint Value 211. Cllectr Number and Rarity 3. Card Types 301. Mane Character 302. Friend 303. Prblem 304. Event 305. Resurce 306. Trublemaker 4. Znes 401. General 402. Draw Deck 403. Prblem Deck 404. Hand 405. Play 406. Discard Pile 407. Banished Zne 408. Changing Znes 5. Game Cncepts 501. Area 502. Actin Tkens 503. Ready and Exhausted 504. Frightened 505. Face-Dwn Cards 506. Mving 507. Pwer 508. Csts Cmprehensive Rules Versin Attachments 510. Pririty 511. Pre-Pririty Prcessing 512. Timing Rules 513. Cntrl and Ownership 514. Faceffs 515. Flipping 516. Uniqueness 517. Pints 518. Searching 519. Cunters 6. Turn Sequence 601. General 602. Ready Phase 603. Ready Step 604. Actin Step 605. Draw Step 606. Trublemaker Phase 607. Uncver Step 608. Challenge Step 609. Main Phase 610. Scre Phase 611. Cnfrnt Step 612. Faceff Step 613. Slve Step 614. End Phase 615. End f Turn Step 616. Wrap Up Step 7. Abilities and Mdifiers 701. Abilities 702. Cntinuus Abilities 703. Activated Abilities 704. Triggered Abilities 705. Prcessing Actins 706. Entering Play 707. Mdifiers 708. Cntinuus Mdifiers 709. One-Sht Mdifiers 710. Replacement Mdifiers 711. Mdifier Interactins 712. Triggered Effects 8. Additinal Rules 801. Simultaneity 802. Lps 9. Credits 10. Glssary Page 1

2 My Little Pny CCG Cmprehensive Rules 1. Fundamentals (101) Deckbuilding (101.1) A Draw Deck has a minimum f 45 cards and n maximum number f cards. (101.2) A Draw Deck can include any number f Friends, Events, Resurces, and Trublemakers. A Draw Deck can t include mre than 3 cpies f a card with the same name. (101.3) A Prblem Deck must include exactly 10 Prblem cards. (101.3a) A Prblem Deck can t include mre than 2 cpies f a card with the same name. (101.3b) A Prblem Deck can t include cards ther than Prblem cards. (101.3c) A Prblem Deck must include at least ne Prblem with the Starting Prblem keywrd. (102) Starting a Game (102.1) Each player needs a Draw Deck, a Prblem Deck, and a Mane Character. Each player starts the game with their Mane Character in play with its Start side face up. (102.2) Next, players simultaneusly chse a Starting Prblem frm their Prblem Deck and put it int play. (102.3) Players use an agreed-upn randm methd t determine which player will play first. Each player shuffles their Prblem Deck and Draw Deck, then puts the tp 6 cards f their Draw Deck int their hand. (102.4) Once per game, befre the start f the first turn, each player may mulligan. Players chse whether r nt t mulligan in turn rder. Thse that chse t mulligan then d s simultaneusly, after which the first turn begins. (102.4a) T mulligan, a player shuffles their hand int their draw deck, then puts the tp 6 cards f their draw deck int their hand. (103) Winning and Lsing Cmprehensive Rules Versin 2.0 Page 2

3 My Little Pny CCG Cmprehensive Rules (103.1) As a player wins the game, the game ends immediately and n further actins are perfrmed. This can happen at any time, including during PrePririty Prcessing and while n player has pririty. (103.2) A player wins the game if that player has a scre f 15 r mre pints. (103.2a) If multiple players wuld win the game simultaneusly, the game is a draw. (103.2b) If a game ends in a draw, n player wins. (103.3) A player wins the game if n ppnents remain in the game. (103.4) A player may cncede the game at any time. A player that des s lses the game. (103.5) If a player lses the game, that player is remved frm the game. This can happen at any time, including during Pre-Pririty Prcessing and while n player has pririty. (104) Cntradictins (104.1) If a card specifically cntradicts these rules, that card takes precedence. (104.2) If a mdifier says smething can t happen and anther mdifier r rule tries t make that thing happen, that can t mdifier takes precedence. (103.5a) As a player is remved frm the game, all cards that player wns are remved frm the game, any mdifiers cntrlled by that player cease t exist, and all areas wned by that player cease t exist. (104.2a) If an ccurrence can t happen, any cst invlving that ccurrence can t be paid. Occurrences that can t happen can t be replaced. (104.2b) Players can t chse t d smething that can t be dne. (104.3) Sme rules cause actins t be perfrmed by the game. Smething that is perfrmed by the game can't be stpped, replaced, r prevented, even if that thing can't be dne. (105) Numeric Values (105.1) Players asked t chse a number can chse any nn-negative integer. Cmprehensive Rules Versin 2.0 Page 3

4 My Little Pny CCG Cmprehensive Rules (105.2) A negative value is treated as zer except when calculating a character s pwer r a cst. (105.3) Zer is an even number (106) Players (106.1) The turn player is the player whse turn it is. Other players are nnturn players. (106.2) A player s ppnents are the ther players in the game. 2. Parts f a Card (201) Name (201.1) A card s name has tw parts: a Title and a Subtitle. A card s Title is printed in the upper left-hand crner f the card, and a card s Subtitle is printed immediately beneath it. The name f a card is its Title fllwed by its Subtitle. (201.2) Text which refers t this card is referring t the card n which it is printed, and nt any ther card with that name. (201.3) Text can refer t characters by their Title alne. (202) Pwer (202.1) A card s pwer is the value printed in the upper right-hand crner f the card. (201.1a) Tw cards with the same Title but a different Subtitle (r vice versa) d nt have the same name. (202.2) Prblems d nt have Pwer. (203) Clr (203.1) Cards can have ne r mre clrs. A card s clr is defined by the icn in the tp right-hand crner. (203.2) A card f a clr cntributes pwer f that clr, but a card which adds its pwer t anther card des nt add its clrs t that card. (204) Cst Cmprehensive Rules Versin 2.0 Page 4

5 My Little Pny CCG Cmprehensive Rules (204.1) A card s printed cst is the value printed in a white circle t the left f the card art. This value is the number f actin tkens that must be paid t play the card. (205) Play Requirement (205.1) A card s play requirement is printed immediately belw the card s cst. A play requirement indicates a clr and a value. A player must have characters with at least that much cmbined pwer f that clr in rder t play the card. (204.1a) Mane Characters, Trublemakers, and Prblems d nt have a printed cst. (205.1a) Cards withut a cst d nt have a play requirement, and nt all cards with csts have play requirements. (206) Type (206.1) A card s type is indicated by an icn in the tp-left crner f the card. (206.1a) Cards ther than Mane Characters als have their card type printed n the card. Fr Prblems, this infrmatin is t the left f the text bx, and fr ther cards it is lcated beneath the art. (206.1b) Text which references a card by type can reference that type either by the text n the type line r by the type icn in the upper lefthand crner. (206.2) Fllwing is a list f card types and their respective icns. Mane Character Friend Prblem Trublemaker Event Resurce Cmprehensive Rules Versin 2.0 Page 5

6 My Little Pny CCG Cmprehensive Rules (207) Traits (207.1) Traits include all text and icns listed n the Trait line under a card s art. Prblems d nt have Traits. (208) Text Bx (210.1) Prblem cards have a Prblem Bnus which indicates hw many additinal pints the first player t cnfrnt that Prblem scres. (211) Pint Value (209.1) Prblem cards have tw distinct sets f cnfrnt requirements; the set beneath the text bx defines that Prblem s cnfrnt requirements fr its wner, and the set n the ppsite side f the card defines that Prblem s cnfrnt requirements fr its wner s ppnent. (210) Prblem Bnus (208.1) A card s text bx is belw its Type line and may include game text, reminder text, and flavr text. Flavr text is italicized beneath the game text and has n impact n gameplay. Reminder text is italicized text in parentheses that explains game text, and is nt itself game text. (209) Cnfrnt Requirements (207.2) A card can have multiple Traits. These traits are separated by a (211.1) Trublemakers have a pint value, which indicates hw many pints a player scres fr defeating that Trublemaker. (212) Cllectr Number and Rarity (212.1) Each card has a cllectr number and a rarity indicatr at the bttm f the card frame. (212.2) The cllectr number indicates the card s number within its set. (212.3) The rarity indicatr indicates the card s rarity; this may be C fr Cmmn, U fr Uncmmn, R fr Rare, UR fr Ultra-Rare, F fr Fixed, r P fr Prm (212.4) Sme filed cards may have an f indicating their fil status in place f a rarity indicatr. Cmprehensive Rules Versin 2.0 Page 6

7 My Little Pny CCG Cmprehensive Rules 3. Card Types (301) Mane Character (301.1) Mane Characters start the game in play at their wner s hme, with their Start side face-up. (301.2) Mane Characters have a Start side and a Bsted side, and may have text which instructs a player t turn them ver. As a Mane Character is turned ver, its ppsite side becmes face-up. (301.3) Mane Characters have the card infrmatin f their face-up side. (301.4) Mane Characters are characters. (301.5) Mane Characters can t leave play. (302) Friend (302.1) Friends enter play at yur hme r at a Prblem. (302.2) Friends are characters. (303) Prblem (303.1) Prblems enter play at their wner s Prblem area riented s that their cnfrnt requirements are facing the players thse requirements apply t. (303.2) Each Prblem is assciated with its wner s Prblem deck. (304) Event (304.1) Events have Timing Phrases which specify when they can be played. (304.2) As a player plays an Event, that player prcesses the Event s text bx in rder and then the Event is put int its wner s discard pile. (305) Resurce (305.1)As a player plays a Resurce, that Resurce enters play. (305.1a) A Resurce that is nt an attachment enters play at its wner s hme. (305.1b) A Resurce that is an attachment enters play attached t the card it was played n. Cmprehensive Rules Versin 2.0 Page 7

8 My Little Pny CCG Cmprehensive Rules (306) Trublemaker (306.1) Trublemakers enter play face-dwn at a Prblem. (306.2) Players can cntrl nly ne face-up Trublemaker at a given Prblem. If a player cntrls mre than ne face-up Trublemaker at a given Prblem, that player is vilating uniqueness (516) 4. Znes (401) General (401.1) Cards can be in any ne f six znes: Draw Deck, Prblem Deck, Hand, Play Zne, Discard Pile, and Banished Zne. A given card always exists in a distinct zne, and never exists in mre than ne zne at a time r between znes. (401.2) Each zne exists at all times even if it cntains n cards. (401.3) The Draw Deck and Prblem Deck znes are rdered. Players may nt rearrange the rder f cards in these znes, but may rearrange the rder f cards in ther znes. (401.4) Players share the Play zne. Each player has their wn instance f each ther zne. (402) Draw Deck (402.1) The Draw Deck zne cntains a player s Draw Deck. If text refers t a player s deck, it is referring t that player s Draw Deck unless it specifies the Prblem Deck. (402.2) Cards in the Draw Deck are nt public t any player. The number f cards remaining in the deck is public. (402.3) If multiple cards are put n the tp r bttm f a Draw Deck simultaneusly, they may be put there in any rder. (402.4) As a player shuffles a Draw Deck, flipped cards are set aside, the remaining cards are shuffled, and the flipped cards retain their rder in the deck. (403) Prblem Deck (403.1) The Prblem Deck zne cntains a player s Prblem Deck. (403.2) Cards in the Prblem Deck are nt public t any player. The number f cards remaining in the deck is public. Cmprehensive Rules Versin 2.0 Page 8

9 My Little Pny CCG Cmprehensive Rules (403.3) If multiple cards are put n the tp r bttm f a Prblem Deck simultaneusly, they may be put there in any rder. (404) Hand (404.1) Each hand zne cntains the cards a player has drawn. Cards in players hands are nt public, but each player may lk at the cards in his wn hand at any time. (405) Play (405.1) The play zne is where cards enter play. Each player wns 2 areas in the play zne: their hme area and their prblem area. Cards may enter play at any f these areas, and cards in play are public unless therwise nted. (406) Discard Pile (406.1)Each player s discard pile cntains that player s cards which have been put there by any means. Cards in the Discard Pile are public (407) Banished Zne (407.1)Each player s banished zne cntains that player s cards which have been banished. Cards in the banished zne are public. (408) Changing Znes (408.1) T dismiss a card is t put it frm play int its wner s discard pile. Only cards in play can be dismissed. (408.2) T retire a card is t put it frm play int its wner s discard pile. Players can nly retire cards they cntrl, and nly cards in play can be retired. Retiring a card is nt the same as dismissing it. (408.2) T discard a card is t put it frm a player s hand int its wner s discard pile. Only cards in a player s hand can be discarded. (408.3) T draw a card is t put the tpmst unflipped card f a player s draw deck int that player s hand. Only cards in draw decks can be drawn. (408.3a) An instructin which puts a card int a player s hand is a draw nly if it specifically uses the term draw (408.3b) If a player is instructed t draw multiple cards, each ne is drawn ne at a time, and each draw is a separate ccurrence. (408.4) T banish a card is t put it int its wner s banish zne. Cmprehensive Rules Versin 2.0 Page 9

10 My Little Pny CCG Cmprehensive Rules (408.5) A card that changes znes becmes a different card. Mdifiers r effects which applied t it n lnger apply, even if it returns t its riginal zne. (408.5a) If a mdifier causes a card t change znes r an effect triggers frm a card changing znes, and that effect r mdifier later tries t affect that card, it can d s, but nly if the card has since remained in the new zne cntinuusly. 5. Game Cncepts (501) Area (501.1) Each player wns tw areas in the play zne: That player s hme, and that player s Prblem. A player s hme is where that player s Mane character starts the game and a player s Prblem is where that player s Prblem cards reside while in play. (501.2) Cards that are played t r at an area enter play at that area. (501.3) Cards that are played n a card enter play at that card s area, attached t that card. (501.4) If text uses the phrase here, it is referencing the area f the card that text is n. (501.5) If text uses the phrase there it is referencing the area specified in its text (which may nt be the area f the card that text is n). (502) Actin tkens (502.1) Actin Tkens are accumulated during a game and are used t pay csts. (502.1a) Actin Tkens d nt expire. (502.1b) Actin tkens may be spent in any rder. (503) Ready and Exhausted (503.1) All cards enter play ready unless therwise stated. (503.2) As a card becmes exhausted, an exhaustin cunter is placed n it. (503.2a) Cards with exhaustin cunters n them can t becme exhausted. (503.3) T ready a card is t remve an exhaustin cunter frm it. Cmprehensive Rules Versin 2.0 Page 10

11 My Little Pny CCG Cmprehensive Rules (503.4) Cards which are nt in the play zne are nt ready r exhausted, and can t ready r exhaust. (503.5) Exhausted cards d nt cntribute their pwer t Faceffs r t cnfrnting prblems. (504) Frightened (504.1) As a card becmes frightened it is turned face dwn, all cunters are remved frm it, and all cards attached t it are put int their wner s discard piles. (504.2) While a card is Frightened it is neither ready nr exhausted. (504.2a) Frightened cards can t ready r exhaust (504.2b) Frightened cards can t becme frightened. (504.3) As a card is unfrightened, it is turned face up and ceases t be frightened. (505) Face-dwn cards (505.1) Face-dwn cards retain their card infrmatin unless therwise nted. (505.1a) Face-dwn cards lse and can t have abilities and traits unless thse abilities culd nly functin while the card is facedwn. (505.1b) Face-dwn cards have n clr r pwer; this is nt the same as having a pwer f zer. (505.1c) The printed infrmatin f face-dwn cards is public unless therwise nted. (505.1d) Face-dwn Trublemakers are nt public. (505.2) Face-dwn Trublemakers can t be referenced by cards, abilities, r effects except thse which specifically reference face-dwn cards. (505.3) As a card is turned face-dwn, it becmes a different card. (408.5) (506) Mving (506.1) Mving is the act f putting a character frm ne area t anther. (506.2) Characters can t be mved r sent t their current area. Characters yu cntrl can t be mved r sent t an ppnent s hme. Cmprehensive Rules Versin 2.0 Page 11

12 My Little Pny CCG Cmprehensive Rules (506.3) Characters can be mved via the Mve main phase actin. Mdifiers which indicate that a player pays mre r fewer actin tkens t mve a character nly affect the cst f that main phase actin. (506.4) Characters can als be mved by mdifiers frm cards r effects, which will meet cnditins that check fr a card t be mved. (506.5) Sme text can state that characters are sent t an area. Sending a character t an area is nt the same as mving it. (507) Pwer (507.1) A card s pwer is the number in the tp right-hand crner. (507.2) A player s pwer is the cmbined pwer f his characters in play. (507.3) A player s pwer f a clr is the cmbined pwer f characters he cntrls in play f that clr. (507.4) A card s printed pwer is the pwer value printed n the card, regardless f any mdifiers which adjust that card s pwer. (508) Csts (508.1) A cst is anything a player must pay t take an actin. An instructin t pay is always a cst. A player can t pay a cst unless he has the means t pay all f it. (508.1a) Any part f a cst that wuld be replaced can t be paid. (508.1b) If an actin has multiple csts, they may be paid in any rder that allws all f them t be paid. (508.1c) If an actin can t be taken, csts invlving that actin can t be paid. (509) Attachments (509.1) Sme cards are played n anther card. These cards are attachments, and a card an attachment is played n is that attachment s hst. (509.2) An attachment enters play attached t its hst (509.3) Attachments are always at their hst s area. (509.4) Attachments have a hst descriptin, which is defined by the phrase this [thing] r that [thing] in the attachment s abilities. (509.5) Sme cards instruct a player t reattach an attachment. T d this, a player must chse anther card and attach the attachment t it. That card Cmprehensive Rules Versin 2.0 Page 12

13 My Little Pny CCG Cmprehensive Rules becmes the attachment s hst, and the attachment ceases t be attached t any ther card. (510) Pririty (510.1) Pririty is the pprtunity fr a player t take an actin. Only ne player may have pririty at a time. While a player has pririty, they may perfrm any actin allwed by the timing rules r they may pass pririty t anther player. Players pass pririty in clckwise rder. Once a player takes an actin pririty is passed t the next player. (510.2) A pririty windw is the interval f time during which players receive pririty. As a pririty windw pens, the turn player gets pririty. The pririty windw clses as all players pass pririty cnsecutively withut taking actins. (510.3) As a pririty windw clses, the turn player may chse t pen anther pririty windw by taking a legal actin as defined by the timing rules. If the turn player chses nt t pen anther pririty windw, the game mves frward. (511) Pre-Pririty Prcessing (511.1) As a player is abut t receive pririty, Pre-Pririty Prcessing (PPP) is perfrmed. PPP is perfrmed in a series f waves which check the fllwing things in rder: (511.2) Attachments check whether r nt they are attached t a hst. Any that are nt are dismissed by the game. (511.3) Attachments which are attached t a face-dwn hst are dismissed by the game. (511.4) Triggered effects that have been created and are waiting t be prcessed are prcessed. (511.4a) If multiple triggered effects are waiting t be prcessed, the player that mst recently had pririty prcesses all f his waiting effects in the rder f his chsing, fllwed by the next player in turn rder, and s n. Cmprehensive Rules (511.4a.i) If multiple triggered effects are waiting t be prcessed as a new pririty windw is being pened, the turn player instead prcesses all f his waiting effects in the rder f his chsing, fllwed by the next player in turn rder, and s n. Versin 2.0 Page 13

14 My Little Pny CCG Cmprehensive Rules (511.4b) If prcessing any triggered effects creates additinal triggered effects, these additinal effects wait t be prcessed until the next wave f Pre-Pririty Prcessing. (511.5) Successive waves f Pre-Pririty Prcessing are perfrmed until a wave is cmpleted during which nthing happens. Then, Pre-Pririty Prcessing ends and the player receives pririty. (512) Timing Rules (512.1) Timing phrases specify when an activated ability can be activated. Timing phrases n Events specify when that Event can be played. The bld text preceding a : in a text bx is cnsidered the timing phrase. (512.2) Timing phrases n Events specify when that Event can be played. (512.3) Cards with the timing phrase [x] Phase can be played r have their crrespnding ability activated nly t pen a pririty windw during the specified Phase f their wner r cntrller s turn. The turn player may chse t d this as anther pririty windw clses, in which case a new windw pens befre the game mves frward. (512.3a) Cards with the timing phrase [x] Phase can t be played r have their crrespnding ability activated during a faceff. (512.4) Cards with timing phrases including the wrds Faceff r Reactin can be played r have their crrespnding ability activated any time a player has pririty and the card r ability s ther cnditins are met. Cards r abilities with timing phrases including the wrd Faceff may nt be played r activated utside f a Faceff. (512.4a) Cards and effects with timing phrases which specify a type f Faceff can nly be played r activated during the specified type(s) f faceff. (512.4b) Cards r abilities with a timing phrase which specifies a Phase r step prir t the wrd Reactin can nly be played r activated when the cnditin defined in their text ccurs during the specified Phase r step. (512.4c) A Reactin can nly be played r activated nce per instance f the cnditin being met. (512.4d) Yu may nly React t a cnditin that has been met since the clse f the mst recent pririty windw. (513) Cntrl and Ownership (513.1) Players wn all cards which they start the game with. Cmprehensive Rules Versin 2.0 Page 14

15 My Little Pny CCG Cmprehensive Rules (513.2) Players cntrl cards which they have played. (513.3) Players cntrl mdifiers which have been created by cards r effects they cntrl (513.4) Players cntrl triggered effects which have been created by cards they cntrl. (513.5) Cards, mdifiers, and effects are always read frm the perspective f their cntrller. (513.6) Text which refers t yur cards is referring t cards yu cntrl. (514) Faceffs (514.1) T perfrm a Faceff, fllw the instructins belw in rder. (514.2) As a Faceff begins a pririty windw pens, and sme number f cards becme invlved in the Faceff. (514.2a) If the Faceff is a Trublemaker Faceff, the Trublemaker and the challenger s characters at the Trublemaker s Prblem are invlved in the Faceff. (514.2a.i) If a Trublemaker faceff is started by an effect r mdifier, the invlvement f cards in that faceff is gverned by the instructins f that effect r mdifier instead (514.2c) (514.2b) If the Faceff is a Prblem Faceff, characters at the Prblem(s) where the faceff is being reslved are invlved in the Faceff. (514.2c) If the faceff is started by an effect r mdifier, cards are invlved in the faceff as specified by the effect r mdifier that started it. (514.2d) Invlvement in a faceff des nt flag any cards; which cards are invlved in a faceff is cntinuusly checked, and cards can becme invlved r cease t be invlved in a faceff as they begin r cease t fit the descriptin specified by the effect, mdifier, r rule that started the faceff. (514.3) As that pririty windw clses, each player simultaneusly flips the tp card f their draw deck and a pririty windw pens. (514.3a) Sme mdifiers instruct a player t flip a different number f cards during faceffs. These mdifiers affect nly the number f cards flipped at this time. Cmprehensive Rules Versin 2.0 Page 15

16 My Little Pny CCG Cmprehensive Rules (514.4) As that pririty windw clses, players cmpare pwer ttals. (514.4a) A player s pwer ttal is the sum f the cmbined pwer f all cards that player cntrls invlved in that faceff and the cmbined pwer f all cards that player flipped during that faceff. (514.4b) Flipped cards which are ignred are nt added t a player s pwer ttal. (514.4c) If bth players pwer ttals are the same, each player flips anther card and a pririty windw pens. As that pririty windw clses, players cmpare pwer ttals again. Repeat this prcess until pwer ttals are nt the same. (514.5) Next, the player with the highest pwer ttal wins the Faceff, the ther player lses the Faceff, and ne f the fllwing things happens: (514.5a) If the challenger wins a Trublemaker Faceff, the Trublemaker is defeated, the challenger scres pints equal t the Trublemaker s pint value, and the Trublemaker is dismissed. (514.5b) If the challenger lses a Trublemaker Faceff, the challenger must chse ne f his characters that was invlved in the Faceff t be sent hme. (514.5c) If a player wins a Prblem Faceff, that player scres pints equal t the highest Prblem bnus amng Prblems at which that Faceff was reslved. (514.5d) If a player wins r lses a faceff started by an effect r mdifier, that player als fllws any crrespnding instructins specified by that effect r mdifier. (514.6) Then, a pririty windw pens. As that pririty windw clses, all flipped cards are put n the bttm f their wner s decks, all cards cease t be invlved in a Faceff, and the Faceff ends. (515) Flipping (515.1) T flip a card, a player reveals the tpmst unflipped card frm that player s draw deck. If there are n unflipped cards remaining in a player s deck, that player des nt flip a card. (515.2) Flipped cards d nt change znes, and keep their rder in the deck. (515.2a)If a deck is shuffled while sme number f cards in that deck are flipped, the flipped cards are nt shuffled. (402.4) Cmprehensive Rules Versin 2.0 Page 16

17 My Little Pny CCG Cmprehensive Rules (515.2b)If a deck is drawn frm while sme number f cards in that deck are flipped, the tpmst unflipped card is drawn. (408.3) (515.3) If a player is instructed t flip multiple cards simultaneusly, each flip is a separate ccurrence. (516) Uniqueness (516.1) Sme cards can nly be cntrlled in certain quantities. When players cntrl an illegal cnfiguratin f these cards, a uniqueness vilatin ccurs. Uniqueness is checked cntinuusly thrughut the game and a vilatin can ccur at any time, including during Pre-Pririty Prcessing and while n player has pririty. When a Uniqueness vilatin ccurs, the game pauses until the vilatin is repaired. (516.2) T repair a Uniqueness vilatin, the vilating player must chse a vilating card t be dismissed by the game. If this des nt repair the vilatin, then that player chses anther vilating card t be dismissed by the game, and s n, until the vilatin is repaired. (516.3) Sme cards have the Unique trait. These cards are Unique cards, and if a player cntrls mre than ne such card with the same name, thse cards vilate uniqueness. (516.4) If a player cntrls mre than ne face-up Trublemaker at the same prblem, thse cards vilate uniqueness. (516.4a) If a player cntrls a Trublemaker with Villain and any player cntrls anther Trublemaker at that card s Prblem, thse cards vilate uniqueness. (516.4b) While repairing a Trublemaker uniqueness vilatin, players can t chse a Trublemaker with the Villain keywrd t be dismissed by the game unless all vilating cards have the Villain keywrd. (517) Pints (517.1) Players start the game with zer pints. The game ends as a player reaches 15 pints. (517.2) If a card r effect instructs a player t scre sme number f pints, thse pints are scred with that card. If a mdifier instructs a player t scre sme number f pints, thse pints are scred with the card that created that mdifier. If a player scres pints as a result f winning a faceff, thse pints are scred with their cards that were invlved in the faceff. If a player scres pints as a result f cnfrnting a Prblem, thse pints were scred with the characters that player cntrlled at that Prblem. Cmprehensive Rules Versin 2.0 Page 17

18 My Little Pny CCG Cmprehensive Rules (518) Searching (518.1) T search a zne is t lk at all f the cards in that zne. A player searching a zne fr a card f a specified descriptin may fail t find a card. (518.2) If a player searches a deck, that deck s wner shuffles it after the player has finished searching. (519) Cunters (519.1) Cunters are markers placed n cards. Cunters may have different names, and mdifiers may refer t cunters with specific names. (519.2) If a card refers t a cunter, it refers t a cunter n itself unless it specifies therwise. (519.3) Cunters remain n a card until they are remved. (519.3a) All cunters are remved frm a card as part f it becming a different card (408.5) 6. Turn Sequence (601) General (601.1) Each turn is divided int Phases and Steps (601.2) At the start and end f each Phase and Step a pririty windw pens and the turn player gets pririty (601.2a) N player receives pririty during the Ready Phase until after the Actin Step (601.2b) N player receives pririty during the Wrap-Up Step (601.3) Fllwing is an utline f a cmplete turn: (602) Ready Phase (603) Ready Step (603.1) The turn player readies all f that player s cards. (604) Actin Step Cmprehensive Rules Versin 2.0 Page 18

19 My Little Pny CCG Cmprehensive Rules (604.1) The turn player receives a number f actin tkens based n the scre f the player with the highest scre, as fllws: (604.1a) The turn player receives 2 actin tkens if the highest scre is 1 r less. (604.1b) The turn player receives 3 actin tkens if the highest scre is mre than 1 but less than 6. (604.1c) The turn player receives 4 actin tkens if the highest scre is mre than 5 but less than 11. (604.1d) The turn player receives 5 actin tkens if the highest scre is 11 r mre. (605) Draw Step (605.1) The turn player draws a card. (605.1a) The turn player des nt draw a card n their first turn if they are the first player t take a turn. (606) Trublemaker Phase (607) Uncver step (607.1) If there is a face-up Trublemaker with the Villain keywrd at a Prblem, Trublemakers can t be uncvered at that Prblem. (607.2) Any face-dwn Trublemakers cntrlled by the turn player are uncvered in the rder f the turn player s chsing. (607.3) T uncver a Trublemaker, turn it face-up. If that Trublemaker has the Villain keywrd, dismiss all ther face-up Trublemakers at that Prblem. (608) Challenge Step (608.1) The turn player may challenge ppsing Trublemakers r Trublemakers with Villain ne at a time in the rder f that player s chsing. That player is the challenger. (608.2) The turn player may challenge an ppsing Trublemaker r a Trublemaker with Villain if that player cntrls at least ne character at that Trublemaker s Prblem. Cmprehensive Rules Versin 2.0 Page 19

20 My Little Pny CCG Cmprehensive Rules (608.3) Players can t chse t challenge the same Trublemaker multiple times during the same Challenge Step. (608.4) T challenge a Trublemaker, perfrm a Faceff at that Trublemaker s Prblem. That faceff is a Trublemaker Faceff. (609) Main Phase (609.1) The turn player may perfrm any Main Phase actin by pening a pririty windw and taking that actin. (609.2) The Main Phase actins are as fllws: (609.2a) Play a Friend, Resurce, r Event Card The turn player may pay a card s cst(s) t play it. Only Events with the timing phrase Main Phase may be played as Main Phase actins. (609.2b) Mve a Character The turn player may pay 2 actin tkens t mve a character that player cntrls t anther area. Characters can't be mved t their current area. The cst f the mve actin can t be reduced t less than 1 actin. (609.2c) Play a Trublemaker (609.2d) Draw a card The turn player may pay 1 actin tken t draw a card. (609.2e) Rally a Frightened Card The turn player may pay 1 actin tken t play a Trublemaker face-dwn t a Prblem. The turn player may pay 2 actin tkens t unfrighten a card that player cntrls. Cards which are nt frightened can t be unfrightened. (609.2f) Activate an ability Cmprehensive Rules The turn player may activate an ability with the Main Phase timing phrase by paying its cst. Versin 2.0 Page 20

21 My Little Pny CCG Cmprehensive Rules (610) Scre Phase (610.1) A cnfrnt step is perfrmed fr each Prblem in the rder f the turn player s chsing (611) Cnfrnt Step (611.1) The turn player cnfrnts a Prblem if that player meets the Prblem s cnfrnt requirements. (611.2) The cnfrnt requirements f a Prblem wned by a player are listed at the bttm f the Prblem card, beneath the text bx. The cnfrnt requirements f a Prblem wned by an ppnent are listed at the tp f the Prblem card. These requirements may be different fr each player. (611.3) A player meets the cnfrnt requirements f a Prblem if that player cntrls characters at that Prblem cntributing pwer in the required amunts f the required clrs t cnfrnting that Prblem. (611.3a) Characters cntribute their pwer t cnfrnting their Prblem unless therwise unable t. (611.3b) Characters can t cntribute pwer f mre than ne clr, even if that character has mre than ne clr. (611.3c) Sme prblems have cnfrnt requirements that specify pwer f a clr that is nt a certain clr. These requirements can be met by pwer f any clr that is nt the prhibited clr. (611.3d) Wild pwer can be cntributed t by pwer f any clr, including excess pwer f the clrs f the ther listed requirements. (611.3e) A player can t cnfrnt a Prblem if there is an ppsing face-up Trublemaker r a face-up Trublemaker with Villain at that Prblem. (611.4) As a player cnfrnts a Prblem, that player scres a pint. If an ppnent als meets their cnfrnt requirements fr that Prblem (611.3), there will be a Prblem Faceff at that Prblem. (611.4a) The first player t cnfrnt a given Prblem als scres the Prblem Bnus f that Prblem. (612) Faceff Step Cmprehensive Rules Versin 2.0 Page 21

22 My Little Pny CCG Cmprehensive Rules (612.1) If the turn player cnfrnted bth Prblems in ne scre phase, perfrm a Duble Prblem Faceff at bth Prblems. This is a type f Prblem Faceff. (612.2) If the turn player cnfrnted nly ne prblem while the ppnent culd als cnfrnt that Prblem, perfrm a Prblem Faceff at that prblem. (613) Slve Step (613.1) As the Slve Step starts, any Prblems at which Prblem Faceffs were reslved becme slved. (613.2) Replace any Prblems which are slved. T replace a Prblem, the fllwing steps are perfrmed in rder: Any characters (including Frightened Friends) there are sent t their cntrller s hme, any face-up Trublemakers there are dismissed, and any Resurces there are dismissed. Cards dismissed in this way are dismissed by the game. Then, put the Prblem being replaced n the bttm f its wner s Prblem deck, and put the tp card f that deck int play at that area. (614) End Phase (615) End f Turn Step (616) Wrap Up Step (616.1) N player receives pririty during the wrap up step (616.1a) Triggers that ccur during this step are reslved during PrePririty Prcessing at the start f the next turn (616.2) If the turn player has mre cards in hand than allwed by the maximum hand size, that player must discard cards until they n lnger have mre cards in hand than allwed. The default maximum hand size is 8. (616.3) If the turn player has Friends at their hme in excess f their hme limit, that player must chse and retire Friends at their hme until they n lnger have Friends at their hme in excess f their hme limit. A player s hme limit is defined in the text bx f that player s Mane Character (616.4) The turn ends. 7. Abilities and Mdifiers Cmprehensive Rules Versin 2.0 Page 22

23 My Little Pny CCG Cmprehensive Rules (701) Abilities (701.1) A card s abilities include the game text inside it s text bx, its keywrds, and any text added t it by mdifiers. There are three types f abilities: Cntinuus Abilities, Activated Abilities, and Triggered Abilities. (701.2) A paragraph break (indicated by <p> in rules and supplementary dcuments) in a card s text dentes a separate ability. (701.2a) Keywrds may be gruped tgether, but are always separate abilities. (701.3) Abilities functin nly in play unless they specify therwise r culd nly functin in a nn-play zne. (701.4) Keywrds are bld wrds in a card s text bx that represent cmmn card pwers. Nt all wrds in bld text are keywrds; each keywrd is defined in the glssary. (702) Cntinuus Abilities (702.1) Cntinuus abilities generate cntinuus mdifiers, and functin until the card that has them lses them r leaves the apprpriate zne. (703) Activated Abilities (703.1) Activated abilities are abilities that can be activated by a player as an actin while that player has pririty. Activated abilities can be identified by timing phrases indicating when they may be activated. (703.1a) Timing phrases n Event cards d nt indicate activated abilities. (703.1b) Only the cntrller f a card may activate its activated abilities. (703.1c) Abilities may be activated as ften as a player can pay their csts. (703.1d) The cst f an activated ability is defined by the text in the ability that precedes the wrd t. If the wrd t des nt appear in the text f the ability, that ability has n cst. (704) Triggered Abilities (704.1) A triggered ability watches fr its trigger cnditin t ccur, at which pint it triggers. A triggered ability can be identified by the wrds when r at. Cmprehensive Rules Versin 2.0 Page 23

24 My Little Pny CCG Cmprehensive Rules (704.1a) An ability which uses the wrds when r at but als has a timing phrase is nt a triggered ability. (704.1b) A triggered ability triggers nce fr each instance f its trigger cnditin, even if thse instances ccur simultaneusly. (704.1c) A triggered ability can trigger at any time, including while n player has pririty. As a triggered ability triggers, it creates a triggered effect. The prcessing f these effects is rdered by PrePririty Prcessing. (705) Prcessing Actins (705.1) T take an actin is t play a card, perfrm a Main Phase Actin, r activate an activated ability. (705.2) A player taking an actin reslves it by fllwing the steps belw. N player has pririty during these steps. If a player can t cmplete ne f these steps, the game state is rewund t the pint immediately befre that actin was taken. (705.2a) Annunce the actin and reveal its surce if the surce is nt public. (705.2b) Determine the csts f the actin (705.2c) Pay thse csts (705.2d) Fllw the instructins f the card, actin r ability in rder. Any decisins that must be made as part f fllwing thse instructins are made in rder; if multiple un-rdered decisins are made, they may be made in an rder chsen by the player taking the actin. Players can t chse t d things that can t be dne. If parts f these instructins have different duratins, r if sme have duratins while thers dn t, separate mdifiers are created fr each part. Mdifiers never have mre than ne duratin. (705.2e) As the last part f prcessing an actin, ne f the fllwing things happens: Cmprehensive Rules A Friend, Trublemaker, r Resurce enters play An Event creates ne r mre mdifiers and is then put int its wner s discard pile A Main Phase Actin creates a mdifier Versin 2.0 Page 24

25 My Little Pny CCG Cmprehensive Rules An ability creates ne r mre mdifiers (705.2f) After an actin has been reslved, pririty passes t the next player. (706) Entering Play (706.1) A card enters play as it is put int the play zne frm anther zne. A player puts a card int play by fllwing the instructins belw in rder. (706.1a) Any mdifiers that affect the state in which the card enters play are applied ( enters play face-dwn, enters play exhausted, etc) (706.1b) The card s cntinuus pwers begin generating cntinuus mdifiers, and any existing cntinuus mdifiers that wuld affect the card are applied t it. (705.1c) Abilities that trigger when [smething] enters play trigger. (707) Mdifiers (707.1) Prcessing an actin r effect can create ne r mre mdifiers. (707.2) Mdifiers affect the game when applied t it. A player applies a mdifier by prcessing its text in rder. If part f its text can t be dne, the parts which can be dne are still prcessed. (707.3) Mdifiers nly affect cards in play unless they specifically affect cards in ne r mre ther znes. (707.4) If a mdifier starts a faceff, as that mdifier reslves, the faceff starts. This des nt cause a new pririty windw t pen; this is an exceptin t (514.2). Instead, the current pririty windw remains pen and the turn player receives pririty. (708) Cntinuus Mdifiers (708.1) Cntinuus mdifiers affect the game ver a perid f time. Cntinuus mdifiers can be definite r indefinite. (708.2) Definite cntinuus mdifiers have a specific duratin. They may als have a while cnditin, which is nt itself a duratin. (708.2a) Mdifiers which have while cnditins nly affect the game while their while cnditin is true within their duratin. (708.2b) Definite cntinuus mdifiers which check game state infrmatin use that infrmatin as it was at the time the mdifier was created. Cmprehensive Rules Versin 2.0 Page 25

26 My Little Pny CCG Cmprehensive Rules (708.3) Indefinite cntinuus mdifiers affect the game fr as lng as they exist and any cnditins they have are true. (708.3a) Indefinite mdifiers which check game state infrmatin always use infrmatin frm the current game state. (708.4) Triggered mdifiers are a type f cntinuus mdifier which may have a duratin and/r specify that it triggers the next time a specified thing ccurs. Triggered mdifiers can be identified by the wrds when r at and functin like triggered abilities. (704) (709) One-Sht Mdifiers (709.1) One-sht mdifiers affect the game nce and then cease t exist. They d nt have a duratin. (709.2) One-sht mdifiers that check game state infrmatin use that infrmatin as it was at the time the mdifier was created. (710) Replacement Mdifiers (710.1) Mdifiers that use the wrds if, wuld, and instead are replacement mdifiers. A replacement mdifier replaces a specified ccurrence with a different ccurrence. Replacement mdifiers d nt define what can t happen. (710.2) A replacement mdifier can replace an ccurrence at any time, even during Pre-Pririty Prcessing r while n player has pririty. (710.3) Neither an ccurrence which has been affected by a replacement mdifier nr any ccurrence that ccurrence has been replaced with can be affected by that mdifier again. Thse ccurrences can still be affected by ther replacement mdifiers r ther instances f the same replacement mdifier. (710.4) A replacement mdifier can replace an ccurrence even if the ccurrence it is being replaced with can t be dne. (That ccurrence still can t be dne) (710.5) If multiple replacement mdifiers wuld replace the same ccurrence, the player that wuld be affected chses ne and applies it. If the ccurrence affects a card, effect, r mdifier, the cntrller f that card, effect, r mdifier is the player that wuld be affected. (710.5a) If ne r mre mdifiers that were attempting t replace that ccurrence n lnger apply, they are ignred. (710.5b) If ne r mre mdifiers are still attempting t replace the ccurrence, this prcess repeats until that is n lnger the case. Cmprehensive Rules Versin 2.0 Page 26

27 My Little Pny CCG Cmprehensive Rules (711) Mdifier Interactins (711.1) One-sht mdifiers are applied as they are created, then cease t exist. (711.2) Replacement mdifiers are applied as the ccurrence they replace wuld ccur. (711.3) Cntinuus mdifiers are applied in timestamp rder unless ne is dependent upn anther. (711.3a) The timestamp f a cntinuus mdifier is the time at which that mdifier was created. (711.3b) A cntinuus mdifier is dependent upn a secnd cntinuus mdifier if the presence f the secnd changes the result f the first. Mdifiers that dn t depend n any ther mdifiers are independent mdifiers. (711.3c) Mdifiers are never dependent n replacement mdifiers. (711.4) If a mdifier is dependent n a secnd mdifier with a later timestamp, it is nt applied in timestamp rder and instead applied immediately after the latest-timestamped mdifier n which it depends (711.5) If sme number f mdifiers are dependent upn each ther, they are interdependent. Apply the earliest-timestamped ne in timestamp rder, and apply the remaining nes as per dependent mdifiers. (711.4) (712) Triggered Effects (712.1) As a player is abut t receive pririty, any triggered effects that have been created since the last time a player had pririty are prcessed during Pre-Pririty Prcessing. (712.2) Triggered effects that check game state infrmatin use that infrmatin as it existed at the time that effect was created, irrespective f the game state at the time that effect reslves. (712.3) Sme triggered effects state that a player may d smething. Triggering these effects is nt ptinal; the effect is created, and the player s decisin is made as the effect is prcessed. 8. Additinal Rules (801) Simultaneity Cmprehensive Rules Versin 2.0 Page 27

28 My Little Pny CCG Cmprehensive Rules (801.1)If simultaneus decisins must be made by ne r mre players, the player wh mst recently had pririty makes all f his decisins first, then the next player in turn rder, and s n, until all decisins are made. After all decisins have been made, they are reslved simultaneusly. (802) Lps (802.1) Game states can exist in which a series f actins can be perfrmed indefinitely. Such series are lps. (802.2) If a lp invlves ne mre ptinal actins, after a full iteratin f the lp the next player wh has the pprtunity t perfrm an ptinal actin in the lp must chse a number. Then, in turn rder, each player with the pprtunity t perfrm an ptinal actin in the lp may chse a smaller number. The smallest number chsen is the number f times that the lp is repeated, ending just befre the player wh chse the smallest number has the pprtunity t take an ptinal actin in the lp; after that number f repetitins has been cmpleted, that player can t take an actin that wuld cntinue the lp. (802.3) If a lp invlves n ptinal actins, the player wh cntrls the first mandatry effect in the lp must chse a number greater than 24,567,837. The lp is repeated that many times, ending immediately befre the first mandatry effect wuld trigger the next time after the repetitins. That effect instead des nt trigger and play prceeds. (802.4) A player may break a lp befre the specified number f repetitins by taking an actin that wuld prevent the lp frm cntinuing, at which pint the lp ends and play prceeds. 9. Credits Rules Design: Rb Brughtn, Amanda Craig, Darrell Hardy, Trevr McGregr, Pavel Smith Rules Develpment: Adam Hllister, Victr Ptter Rules Team: Sctt Gdrich, Victr Ptter, Jhn Temple This is a cmprehensive dcument, but additinal questins can be asked f the rules team at My Little Pny CCG Rules. 10. Glssary Cmprehensive Rules Versin 2.0 Page 28

29 My Little Pny CCG Cmprehensive Rules Caretaker: A keywrd ability cards can have. It means This card has +1 pwer while at a Prblem with at least ne f yur [critter] Friends Hme Limit: Mane Characters have a hme limit printed in their text bx. The hme limit f a player s Mane Character defines hw many Friends that player can cntrl at their hme at the end f their turn. If a player cntrls mre Friends at hme at the end f their turn than their hme limit allws, they must retire Friends until they n lnger have mre at hme than their hme limit allws. Inspired: A keywrd ability cards can have. It means At the start f yur Main Phase, lk at a number f cards frm the tp f an ppnent s draw deck equal t the number f cards with Inspired yu cntrl. Put any number f them n tp f the deck in any rder, and the rest n the bttm. Pumped: A keywrd ability cards can have. It means Once per faceff, during a faceff invlving this card, if yu wuld put a flipped card n the bttm f yur deck yu may banish it t beneath this card instead. Randm: A keywrd ability cards can have. It means Once per faceff, during a faceff invlving this card, if yu flip a card with 1 pwer, yu may ignre it and flip a new card Spend: A wrd that can be assciated with the Pumped keywrd. T spend a card frm beneath anther card is t put it int the discard pile. Starting Prblem: This is a flag which appears in bld text n Prblem cards. Cards with Starting Prblem can be selected as the Prblem a player puts int play as a game is starting. Stubbrn: A keywrd ability cards can have. It means While exhausted, this card cntributes its pwer t Faceffs and t cnfrnting prblems. Studius: A keywrd ability cards can have. It means When yu win a faceff invlving this card, gain an actin tken frm this card unless yu have already gained an actin tken frm a card with Studius this faceff. Supprtive X: A keywrd ability cards can have. It means This card has +X pwer while with yur Mane Character that shares a clr with it. Swift: A keywrd ability cards can have. It means Yu pay [1 actin tken] t mve this card. Villain: A keywrd ability cards can have. It means When this Trublemaker is uncvered, Frighten each Friend at its Prblem. Cmprehensive Rules Versin 2.0 Page 29

30 My Little Pny CCG Cmprehensive Rules Cmprehensive Rules Versin 2.0 Page 30

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