* FAQ - General Questions* *The Utterly Complete List of Changes for Netherworld Vets* Last Modified: April 8, 2001 Several Shadowfist veterans have requested a list of changes with more details than the one in Chapter 9 of the Year of the Dragon rulebook. Here's the list, including page number references to the rulebook. All changes are explained relative to the rulings in the Shadowfist Players' Guide, Volume 1, and this FAQ assumes you are familiar with that book. Depending on how picky you were with the old rules, you may not even be aware that some of this stuff existed, let alone that we changed it. In some cases where the changes aren't easily summarized, we just refer you back to the rulebook to avoid reprinting the rulebook here. :) If you see something in the rulebook that you think is a change, but isn't listed here, please let us know. You can contact us by email at zmangames@shadowfist.com, or by mail at: */Z-Man Games, Inc. PO Box 98 Eastchester, NY 10709/* Please enclose a self-addressed, stamped envelope if you'd like a reply. Compiled by Stefan Vincent and Julian Lighton. Copyright 2001, Z-Man Games, Inc. All rights reserved. This document may be reproduced and distributed provided that no fee is charged for such reproduction and distribution, and that it is transmitted in its entirety, including this disclaimer. For all other uses, please contact Z-Man Games, Inc. for terms. *What You Really Need To Know* Some changes have been catching some older players unawares, usually because they weren't in the list in Chapter 9. We'll go into more detail later in the FAQ, but, to summarize: * You may not play a Unique card if you already control a copy of it. * Sacrificing a card does not set off effects that trigger when something is smoked. (Such as Feast of Souls.) * Toast-It cards do not set off effects that trigger when something is toasted. (Such as Darkness Priestess.) * Fox Pass is Unique, not Limited. *The Full List of Changes* *Toasted Pile* The toasted pile is now face down, and it's rotated 90° relative to your deck so you don't get the two mixed up. (p.12) *Burned for Victory Pile* We said that "cards" in your burned for victory pile count toward winning, not just Feng Shui Sites. (p.12, 86) There isn't a way to get any other type of card in there yet, but we opened up that option. We also defined that cards in your burned for victory pile do not provide resources to you (p.10). Depending on which Daedalus rulings you read, that might or might not be a change for you. *At the Start of Your Turn...* We rolled "start of turn" effects into the Establishing Shot as the first step (p.16). Not a big deal, just defining that it is indeed part of your Establishing Shot, not governed by some other set of rules. *Who Plays First* We adopted the Daedalus ruling that, if it's your Main Shot, you get to make the first move (p.30). In other words, people can't jump right in on you and play Progress of the Mouse before you do anything. You can pass if you wish to let someone else take the first action, but otherwise you have the initiative. *Playing Feng Shui Sites* We defined the timing of the Power you gain when you play your first Feng Shui Site-it happens on resolution (p.27). That's not important very often, but it may help you win a game someday. We also formalized the Daedalus ruling from the Players' Guide that you can't voluntarily get another Feng Shui Site into play by any means if you're one away from winning (p.18). *Revealing Feng Shui Sites* We defined that revealing a Feng Shui Site is an immediate effect that happens when you use the Feng Shui Site's ability (p.18). You may also choose to reveal any Feng Shui Site you control as an immediate effect during any players' Main Shot. *Burning for Power* Burning for Power gives you a variable amount of Power, equal to one plus the number of players in the game, to a maximum of five (p.22). That's 3 Power in a 2-player game, 4 in a 3-player game, and 5 in a 4+ player game. We changed this to slow down the "steamroller" effect in 2-player games when one player burns for Power early. *Playing Cards After Burning for Victory* Some folks were aware of an old Daedalus ruling that said you could play Characters, States, and Edges in response to burning a Feng Shui Site for victory (like when your opponent hits you with a Bite of the Jellyfish and you want to spend your Power before it resolves). That wasn't actually correct under the old rules, and it's not correct under the new rules, either (p.64). You can't play those card types until the attack is over, and the attack isn't over until the triggered effects are resolved and the attackers go home. *Seizing and Burning Sites* We defined explicitly that the decision you make when you reduce a Site's Body to zero happens immediately (p.22, 64). It's not a declaration, and it's not an effect. The decision happens before any triggered effects are generated. *States* If a State leaves play before it resolves, that State is canceled (p.34). That's a reversal of a Daedalus ruling (it rarely came up, unless you played with a lot of Ascended and Queens of the Ice Pagoda). *Power: Generating vs. Gaining vs. Stealing* We defined that "generating" Power occurs only during your Establishing Shot, that "gaining" Power occurs during the Main Shot, and that "stealing" Power isn't the same as either of those two terms (p.27-28). Everybody "knows" which cards a Hacker can cancel despite the fact that no card actually used the word "steal" on it other than Hacker. :) We liked "steal" and decided to keep it, so we will be reprinting cards that steal (like Bite of the Jellyfish) using that wording. *Cost* We defined that "no cost" is different than 0-cost (p.32). If an effect says you play a card at no cost, that's what it means: no cost. Other effects that might lead you to believe that the cost is increased (like Ze Botelho's rules text, for example) don't work on "no cost" effects. *End of Turn* You may return to your Main Shot if any opponent generates any effect in response to your end of turn declaration (p.19, 43). This adds some risk to the "window of safety" that players used at the end of their opponents' turns to unload Events and use "turn to..." abilities that they had been saving. Note that you may return to your Main Shot, but you don't have to. If you've got nothing left to do, and you know the next player wants to play those Events he just grabbed with Wind on the Mountain, you don't have to let him. *Running Out of Cards* You now have until the end of the turn in which you run out of cards to win (p.15). If you haven't won by the end of that turn, you are removed from the game. It's basically one turn more than you got under the Daedalus rules, and you finally get to play with the card that's on the bottom of your deck. :) *Combat* We defined the timing more precisely for combat (p.59-66). Pretty much all the timing during an attack (like exactly when it ends) has been formalized, so read all of Chapter 6. It won't make much difference in your everyday games, but it'll come up occasionally. The most important things for you to know are: * We closed the "Ambush window" that allowed effects to be generated after an attacker with Ambush inflicted its damage in combat (p.61). You're still allowed to use Tactics to withdraw at that point, but nothing else sneaky. Only triggered effects and effects that specifically respond to previous effects are allowed now. * We defined what happens when the attack has multiple targets before anyone joins it (p.60), and what happens when the attack is declared on multiple targets (possible with Who Wants Some?) (p.62). * Interception is now formally a two-step process: first change location for all Characters, then declare interception (p.60). That may or may not be different than the way you played it before. The detailed step-by-step instructions for the attack didn't fit into the Year of the Dragon rulebook, so we're presenting them in the Rules FAQ (see the "Steps of the Attack" section). Warning: it's a detailed list, way more detailed than you will need for most of your games, but it'll help answer those truly picky timing questions. *Damage Redirection* You should read the whole rulebook section on redirection (p.38-39), but we'll cover the highlights here. We formalized the game term "signpost" to indicate how a damage redirection effect is set. And the timing of damage redirection effects has been changed: under Daedalus rules, the signpost was set on generation but it could still be canceled (unlike any other effect in the game). The signpost is now set on resolution like other effects. That may seem like the first person to play a redirection effect now has a huge advantage, but it's not as much as you might think. In the case of combat damage, just wait for the first redirection effect to resolve. Then play your redirection effect (new signposts erase earlier ones). In the case of an Event where it'll be too late if you wait for the scene to resolve, you can still play another redirection effect in response-what you redirect is not the original source of the damage, but the first redirection effect. That's because the effect that redirects the damage is considered to be the source of the damage, so you can redirect that too. We also defined stuff that Daedalus didn't, such as when you can generate effects that redirect damage (i.e., how far in advance you can set up signposts, p.38) and how long the signposts last (p.39). *Game Terms* We formalized the definition of a few terms that weren't defined before. Where there were several phrases used to mean the same thing on different cards, we picked one and applied it everywhere-as we reprint old cards, they will be updated to the current wording. We aren't going to list all the fine details here, since that would basically be repeating the glossary in the rulebook. But we will highlight those terms that were defined by Daedalus, and that we changed somehow (see the section on Keywords for more). * Cancel and smoke: we explicitly defined that these effects may be used in response to the appropriate Events (p.84). * Foundation Character: defined to be any Character that has no resource condition but provides at least one faction resource (p.88). Daedalus defined this term a little differently in the Players' Guide but never used it anywhere, so this isn't exactly a change, but we figured we'd list it anyway. * Not cumulative: additional copies of "not cumulative" cards have no effect if more than one is on a subject (for States) or in play (for Edges and other cards) (p.85). * Scene: we picked "scene" instead of the old "sequence of effects" since it sounded more like a movie (p.14,90). That and it's a lot shorter to say over and over. :) * Special Ability & Rules Text: special ability now refers only to the bold-faced special abilities like Guts and Ambush. Daedalus had defined the term "rules text" but didn't use it much to refer to the rules text, instead sometimes using "ability" and other times "special ability." We picked "rules text" to refer to the rules text (p.85,91). When you read old cards that refer to "special abilities" (like Larcenous Mist) just play them as if they said "rules text." We'll update those cards to use the term "rules text" when they're reprinted. * :: (double colon): we added the double colon in the rules text of some cards (p.85) to separate the part that is done on generation (the left of the colons) from the part that is done on resolution (the right of the colons). We used it where we thought the timing wouldn't be clear or could be read in more than one way without the colons. *Keywords* We have eliminated the concept of a "keyword," more or less (p.69). The intent is that slightly different game terms that sound like they mean the same thing actually do mean the same thing. But we did need to keep a few exceptions, so we tagged those in the rules or the glossary as "not the same as ... for purposes of other card effects" so you'd know. Here's the stuff you should be aware of: * Healing and removing damage counters are now the same (p.40). That means you can't use Hidden Sanctuary to pull damage off Walking Corpses, for example. We also said that you can't heal a card that isn't damaged (p.40). * Playing a card and returning a card to play are still different for purposes of effects that refer to "playing" or "returning" a card (p.30). The phrase "putting a card into play" will no longer be used on Z-Man cards; it's considered the same as playing a card if you see it on old Daedalus cards. (Unless the card is being "put into play" from a player's smoked pile; then it is the same as returning it to play.) * Sacrificing a card and smoking a card are still different (p.85). Or, depending on which part of the Daedalus Players' Guide you preferred, this might be a change for you (the keywords ruling said these were different, but the word "smoke" was used in the definition of sacrifice; people interpreted this both ways). So if you sacrifice a card, that won't trigger your Feast of Souls, for example. * A card with the Toast It restriction that leaves play is no longer the same as that card being toasted (p.82). In other words, a Toast It card won't trigger a Darkness Priestess any more. As we print more powerful cards, we found that we needed to use the Toast It restriction on many of them, and didn't want the Darkness Priestess to get out of control. * A card that leaves play due to losing a uniqueness auction is no longer the same as that card being smoked or toasted (p.57). Story-wise, there was really just one of the Unique card in play and you were wrangling over its loyalty, so effects that trigger on "smoking" or "toasting" don't trigger when the other copies leave play. * A card that "targets" is still different than a card that chooses/picks/etc. After much discussion we decided to keep this distinction. It provides a way to divide effects into two categories, and then we can make cards that affect or avoid only one of those categories. *Effect Types and Timing* We added a lot of detail to effects and their timing: how you know what happens when, and in what order. This whole section (p.45-53) is basically a long explanation of timing and how to figure out what happens when several players are trying to do stuff at once. If you never had timing arguments in your games before, you probably won't care much about this stuff now either. But if you did have timing arguments, you should read this whole section. The highlights are: * We expanded on Daedalus' definition of a "triggered effect" and formalized it. Triggered effects all generate before anyone is allowed to play voluntary effects. * We added definitions for other types of effects: "continuous" (effects that last while a particular card is in play) "voluntary" (effects you choose to use) "conditional" (effects that snap on while something is true, then off again when it's not) * We formalized the term "immediate" and explained how it changes the usual generation/resolution pattern. Other than "immediate," most of these terms don't appear in the rules text of cards, but it gives us a framework to talk about them, define their timing, and how they interact with each other. *Simultaneous Declarations* We formalized the Iala Mané ruling from the Daedalus Players' Guide about what happens when two players want to make a declaration at the same time. Use the simultaneous play rule to determine who goes first, then after the first declaration ends, the second happens without opportunity for anyone to do anything in between (p.55). This isn't actually a change, but not everyone knew about the Iala Mané ruling to begin with. *Designators* The definition of matching designators has been narrowed significantly relative to the last published Daedalus version (p.70-71). The "masculine/feminine" rule is gone, the "compound word" rule is (mostly) gone, and the "adjectival forms" rule is gone. Read the details in the rulebook, but basically designators have to match exactly with only a few exceptions (plurals still match, for example). We've also started showing designators in the rules text in Bold Italics so you can tell when a card is referred to by designator. When a card is referred to by title, we'll show the title in "double quotes" so you can tell the difference (p.10). When card is just referring to itself (this is the most common case), the name of the card appears in plain text without quotes. One additional item we'll be adding to the next revision of the rulebook is a rule for "double designators," such as Thunder Squire, who refers to a Thunder Knight. In those cases, you must match both designators. Which means that the Thunder Squire can return any Character that has both the designators Thunder and Knight, but he can't return just Thunder Characters or just Knight Characters. *Restrictions* We added some new restrictions and changed a couple of others (p.82), the most important being the change to the definition of Unique. * We eliminated the concept of "sub-types" for States, so Vehicle and Weapon are now restrictions. * Schtick: These States are always controlled by the controller of their subject. We added this for stuff that needed to behave like a Weapon but for game balance reasons can't be a Weapon. Fans of the Feng Shui roleplaying game will recognize this term for a character's special powers. * One-Shot: We replaced the old phrase "You may only play one copy of this card per game" with this. It's cropping up more often, so we formalized it. * Uncopyable: You can't copy, transfer, switch, or swap the rules text on an Uncopyable card, even if it's out of play. We added this so we could balance powerful cards that went over the top if multiple copies were running around at once. * Limited: Each player may now play one copy of a particular Limited Event per turn. That's how most people assumed it worked anyway, so we changed it to match. * Unique: You can't voluntarily play a second copy of a Unique card you already control, whether or not that card is face-up. You could under the Daedalus rules, but you can't any more. If you are somehow forced to play a second copy (an effect that returns/plays a card at random, for example), then conduct the auction as described in the rulebook if they're both face-up. If one is still face-down, then you don't conduct the auction until it's revealed. We also ruled that an effect that cancels or blanks a card does not affect that card's restrictions. *Special Abilities* We formally defined the term "special ability" to refer only to the bold-faced terms, and we made some minor changes to the wording of a few of them: * We defined the timing of Stealth - it's an effect that generates and resolves. * We also defined the timing of Regenerate. The healing happens at the start of your Establishing Shot. That doesn't often matter, but in a few rare cases it does. * We tweaked the definition of Guts so that the Character's Fighting does decrease but the damage it inflicts doesn't. This fixes a couple of odd interaction problems with other cards, most notably Hands Without Shadow. It also makes Guts Characters vulnerable to some effects that didn't previously affect them, like Masked Avenger's. *Auctions* We made auctions a little more painful (p.56-58), to encourage you to use some variety instead of packing decks full of multiple copies of a couple of Unique cards. This is another place you should read the whole section to get the actual rules, but the highlights are: * The card that loses the auction is canceled. Since we defined the timing for revealing Feng Shui Sites as "immediate," we needed to add this to avoid a situation where a card's effect could resolve even though it loses the auction. * The start of a normal two-card Uniqueness auction is no longer optional. If you control the second copy, you must start the auction if you have Power. You can't choose not to bid. If you don't have any Power, your copy is canceled and goes to the toasted pile without actually starting an auction. * If you somehow end up controlling more than one Unique card (much harder now that the definition of Unique has changed), then the losing card(s) in that auction go to the toasted pile, no matter which one entered play first. * We defined rules for auctions of more than two cards, potentially involving more than two players. The short story in this case is that all losing cards go to the toasted pile, and that any one of the involved parties could start the auction. If you're wondering why we generalized the Auction rules, we followed some interesting Daedalus design notes that we inherited. Now we can make cards that cause or create auctions for stuff besides Uniqueness, but at the moment the only kind of auction is the regular old Uniqueness auction. *Copying* We defined the general rule that copying abilities copy only the printed rules text, or printed Fighting, or whatever the particular card is copying (p.73). That's consistent with earlier Daedalus rulings about specific cards, only they never made a generic rule. We also stated that references to card titles in "double quotes" don't change when abilities are copied from one card to another. *Contradictions* We added a generic rule on contradictions that says, in general, "cannot" beats other wording (p.74). Daedalus didn't have a generic rule, but ours is consistent with their old rulings, with one exception: Total War. Daedalus ruled that Total War overrides the "cannot attack" restriction on cards like DNA Mage, but with the new generic contradictions ruling that wouldn't be true any more. We'll be rewording Total War when/if it's reprinted so it still does the same thing it did under the Daedalus ruling. *Stuff That Didn't Change* We get comments from folks that think some things are changes, but they aren't. As people ask these questions, we'll add them to the FAQ. * The cost reduction of Orange Senshi Chamber still affects all players, and so can be combined with another cost reduction. (Players' Guide p.26) * The order of the activities you take during your Establishing Shot is still Power, Unturn, Discard, Draw. (original rulebook p.2) *Changes to Old Cards* A bunch of Daedalus cards were reprinted in Year of the Dragon with errata relative to their original printed text. Vets will recognize some of that errata as coming straight out of the Players' Guide, but some of it is new. The list below will bring you up to speed on the reprinted cards with errata, and why it matters to you. The full text of the changed cards is listed in the Year of the Dragon rulebook. That list includes a number of other cards that haven't been reprinted yet (like Reinvigoration Process) where we are adopting the previous Daedalus rulings. Please note that the specific wording might change a little when/if those cards actually see print, but that's what we intend to do. *Amulet of the Turtle* "Overflow" damage above the Amulet's ability to soak it up is now redirected to the subject Character. So if you have only one [Magic] resource, and somebody hits your Character with a 10-damage Shattering Fire, the Amulet will soak up 1 damage, and then the remaining 9 damage hits the Character. Under the old wording, the Amulet would soak up all the damage hitting a Character simultaneously. That makes the card weaker, so we also dropped its cost to 0 to balance it. *Covert Operation* Covert Operation only affects opponents now, not "players." You can't play it on yourself to get it out of your hand (or to ditch one of your own cards) any more. *Dangerous Experiment* The Dangerous Experiment is actually risky now, and you can't drop multiples in one turn, or recycle it. Daedalus already had errata for this card to add the restrictions Limited and Toast It. Z-Man added two more choices for the toasting effect: instead of choosing a card in play, you may now choose a card in the burned for victory pile or smoked pile. *Darkness Priestess* Sorcereress in her subtitle was corrected to Sorceress. *Eunuch Underling* The Underling's subtitle changed from Sorcerous to Sorcerer, since we still wanted him to match other Sorcerers under the new designator ruling. *Evil Twin* Evil Twin now copies the restrictions of the card it copies, meaning that a second Twin of a particular Unique Character will cause a Uniqueness auction among the Twins. (However, since it's not Unique until you've already played it, it gets around the rule on playing second copies of Unique cards.) The old version simply added designators, but the new version actually changes the title and subtitle. For example, if you copy Ting Ting, your Evil Twin's title is "Evil Twin of Ting Ting" and her subtitle is "Sinister Sibling of Martial Artist." The Evil Twin is also an Uncommon now, rather than a Rare. *Explosives* We changed Explosives according to the Daedalus errata in the Players' Guide so that the Explosives adds to the subject Character's combat damage. Because of the timing of inflicting combat damage, the old wording meant that the Explosives couldn't be used to seize or burn Sites. *Fox Pass* Fox Pass is now Unique. If you've ever been in a large multiplayer game where everyone had a Fox Pass out, you'll appreciate the change. :) *Friends of the Dragon* We changed the Friends' subtitle from Dragon Supporters to Student Supporters. We're planning to do some cards that key on the designator Student, and took this opportunity to put the Friends into that group. *Hands Without Shadow* The Hands were rewritten to define the timing of the effect, and to define how much damage is inflicted, rather than "reducing Fighting to 1." That also fixes the weird interaction it had with Guts. *Infernal Temple* The Temple was brought in line with the Shaolin Sanctuary and the Abominable Lab, in that it keys on Characters only now, not just any Demon card. That means no bonus from Guiyu Zui, and no double bonus from The Demon Within. *Kinoshita House* We changed Kinoshita House according to the Daedalus errata in the Players' Guide. The character you unturn actually ceases attacking now. Under the old wording, there was a painful combo with CHAR that, well, it's not worth describing since it doesn't work any more. *Mole Network* Mole Network got two changes. The first is that you can't affect an opponent who hasn't had a turn yet. The second is that the Network affects an "opponent" now, instead of a "player," so you can't dump it by playing it on yourself. *Pocket Demon* You must now subtract the number of cards in your burned for victory pile from the Power you would generate using the Pocket Demon. That slows down the "leech" decks that intend to keep few or no Sites of their own in play and use Events to generate their Power. *Pump-Action Shotgun* We added the designator Gun to the Shotgun's subtitle, since under the Z-Man designator rules, "Shotgun" no longer matches "Gun." Our playtesters told us that this card absolutely had to match with Gunman and Really Big Gun, and this was a simple solution. (Some folks thought that the errata was the ability to unturn when a Unique Character is smoked, but the old one actually did that too. Most people just forget about it. :) *Red Monk* The Red Monk's ability now triggers at the moment a card you control is targeted by an Event. That eliminates the memory quiz if another player took control of the Monk. *Rigorous Discipline* We made it clear that Rig Dis only copies the printed rules text, per the Players' Guide ruling. *The Hungry* The Hungry's Power gain was lowered to 2 in a two-player game, since the power gained by burning for Power was also lowered. *Violet Meditation* See Pocket Demon. We made the same change here. *Vivisector* The Vivisector can no longer sacrifice himself. We also clarified the timing of his ability so it's clear that his victim is sacrificed on resolution, and that the victim actually has to be sacrificed for you to get the Power. *Questions about Old Cards under the New Rules* We couldn't reprint all the cards using the Z-Man phrasing, so naturally there were questions about how to read old cards with the new wording. The generic answer is: if it's not on the errata list, it does what it used to do. If necessary, we'll update the wording to make that true when/if it's reprinted. The specific answer might vary a bit, and we've included the most commonly asked questions below. *Bite of the Jellyfish* Bite of the Jellyfish is a "stealing" card. When/if it's reprinted it'll use the new phrase. *Butterfly Knight* The Knight must still be unturned to use his ability to "attack without turning." (p.59) *Expendable Unit and Final Brawl* You can't use an Expendable Unit to redirect a Final Brawl to a Character you control. Why? Because that would break the rule about "you can't redirect damage to a card that damage is already being inflicted on." Daedalus used this combo as an example in several places, including after they made the redirection rule that caused it to become illegal. *Hostile Takeover* Hostile Takeover is a "stealing" card. When/if it's reprinted it'll use the new phrase. *Kung Fu Student* Here's the official word if you haven't already heard it: the ruling in the Daedalus Players' Guide is incorrect. The Kung Fu Student gets only one +1 bonus regardless of how many Sites you control that meet his criteria. *Larcenous Mist (and others that use the phrase "special abilities")* Daedalus interchanged several terms that were all supposed to refer to the rules text of the card. We defined "rules text" to refer to the rules text, and "special abilities" to refer to the bold-faced stuff like Guts. Now if you read some of the old cards, you'll think that they refer only to the bold-faced stuff, but they haven't really changed. Play those cards as you did under Daedalus; when/if they're reprinted they'll be updated to the current phrasing. *Resistance Squad* The new wording on Resistance Squad as printed in Throne War isn't a change; the new version does the same thing that the old version did. The previous wording of the card wasn't clear on its timing and some folks thought it did less than it really does. *Shadowy Mentor* The fact that Shadowy Mentor now uses the phrase "take control" instead of just "control" doesn't make a difference in gameplay. Those terms weren't defined to mean anything different under Daedalus, and they don't mean anything different now either. Daedalus used different phrases to refer to the same effect; we chose to keep the phrase "take control" so we'll be updating all of the "control" cards to use the new wording as they're reprinted. *Thunder Squire* You can still use Thunder Squire to return any card with the designators Thunder and Knight. We'll make that clear when/if he's reprinted. *Total War* As noted in the Contradictions section, we'll need to reword Total War when/if it's reprinted so it still does what Daedalus said it did: cause Characters that cannot attack (like DNA Mage) to join the attack. Shadowfist Veteran's FAQ v1 Copyright 2001 Z-Man Games, Inc.