Shadowfist OmniFAQ Compiled by Julian Lighton Generated 2007-08-10 - New entries since 2006-08-05 are marked. This document attempts to answer every possible question players may have about the rules and card interactions of Shadowfist. Some of them might be unlikely, others obvious, and most are actually answered in the rulebook, but better safe than sorry. If you find an error in this document, have a suggestion for an addition, or just want to say hi, you can contact us by email at rules@shadowfist.com. Compiled by Julian Lighton. Copyright 2007. 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 Shadowfist Games for terms. The following cards have recieved errata. See the card's entry in the card-by-card rulings for details: Amulet of the Turtle (Unaligned) - LS YotD TKB Arcanowave Reinforcer (Architect) - LS YotD Art of War (Unaligned) - FP N2 Booby Trap (Dragon) - LS TFT Bull Market (Ascended) - LS YotD TKB CS Cellular Reinvigoration (Architect) - LS DF Chi Sucker (Architect) - NW City Park (Unaligned) - FP YotD TKB Covert Operation (Ascended) - LS YotD SSG Dance of the Centipede (Lotus) - LS Dangerous Experiment (Architect) - LS YotD TKB Darkness Priestess (Monarch) - NW TW Deathtrap (Lotus) - LS TFT Difficulty at the Beginning (Hand) - LS TFT Dirk Wisely's Gambit (Dragon) - FP YotD TKB The Eastern King (Ascended) - N2 SS Eunuch Underling (Lotus) - LS YotD Evil Twin (Lotus) - LS TW YotD Explosives (Unaligned) - LS YotD TKB The Faceless (Unaligned) - NW Fatty Cho (Hand) - BCL Field of Tentacles (Unaligned) - NW YotD TKB Fighting Spirit (Dragon) - FP 7M Fire Assassin (Monarch) - NW Forty-Story Inferno (Unaligned) - FP Fox Pass (Unaligned) - LS YotD TKB Friends of the Dragon (Dragon) - LS YotD Funky Monkey (Jammer) - DF BCL Fusion Rifle (Unaligned) - LS N2 Gnarled Attuner (Architect) - NW Gnarled Marauder (Lotus) - LS Hands Without Shadow (Unaligned) - LS YotD TKB Heroic Conversion (Dragon) - LS Ho Chen (Masters) - RW 7M The Hungry (Unaligned) - LS YotD Hydroponic Garden (Unaligned) - CS Ice Courtier (Monarch) - NW Illusory Bridge (Unaligned) - LS Infernal Temple (Lotus) - LS YotD Jimmy Wai (Unaligned) - NW Kar Fai's Crib (Dragon) - FP TKB Kinoshita House (Unaligned) - LS YotD TKB Larcenous Mist (Unaligned) - LS SS Lateral Reincarnation (Unaligned) - TFT SSG Marisol (Dragon) - NW Memory Reprocessing (Unaligned) - FP DF Mole Network (Ascended) - LS YotD TKB Mysterious Return (Hand) - LS Necromantic Conspiracy (Lotus) - NW TFT Netherflitter (Jammer) - 7M SSG Once and Future Champion (Monarch) - TW N2 Pocket Demon (Unaligned) - NW TW YotD TKB Police Station (Unaligned) - LS RW Positive Chi (Hand) - LS SS Primus (Purist) - SS DF Probability Manipulator (Architect) - LS TFT Progress of the Mouse (Hand) - LS Pump-Action Shotgun (Unaligned) - FP YotD TKB Red Monk (Hand) - FP YotD Reinvigoration Process (Architect) - LS SS Rigorous Discipline (Hand) - LS YotD Scroll of Incantation (Unaligned) - LS N2 Sergeant Blightman (Architect) - NW DF Shadowy Mentor (Ascended) - LS YotD TKB CS Shaolin Surprise (Hand) - FP SS Silver Jet (Dragon) - FP Silver Jet (Monarch) - BCL RW Soul Maze (Unaligned) - LS Spin Doctoring (Ascended) - RW Tank Warfare (Unaligned) - FP TKB Throwing Star (Unaligned) - LS Tom Donovan (Dragon) - 7M TFT Ultimate Mastery (Unaligned) - LS Violet Meditation (Unaligned) - NW TW YotD Violet Monk (Hand) - NW Vivisector (Architect) - LS YotD TKB White Senshi Chamber (Hand) - NW N2 Wing of the Crane (Unaligned) - FP 7M General Topics: This section contains answers that apply to many different cards. Many cards will refer you back to this section. (And others probably should, but do not.) If you are familiar with the answers in this section, you hopefully won't need to refer to this FAQ very often. Ambush Assassinate Attacking Out of Turn Battleground Sites Bonuses Until a Card Leaves Play Cancel and Smoke effects. Canceling the Target of the Attack Card Memory Changing the Target of Attackers Changing the Target of Events Combat and Non-Combat Damage Copying Damage Bonuses Damage Redirection Damage Reduction Damage that Cannot be Reduced or Redirected Deck Manipulation Entering Play Events That Generate Power in Your Establishing Shot Faceoffs Forced Discards Guts Healing Independent Influence Mobility Moving States Not a Legal Subject for States Not Affected By Not Cumulative Once Per Turn Abilities Partial Damage Redirection Playing "in response to" Playing cards at Reduced Cost Regeneration Reload Schticks Seizing Sites Spending Counters or Damage Instead of Power Stealth Superleap Tactics Taking Control of Cards The Burned-For-Victory Pile The Number of Sites Controlled by a Player Who Takes Yours Timing of Choices Toughness Vehicles Weapons What is Considered to be a Card's Cost When Subject is Determined X Fighting Ambush If a Character with Ambush somehow loses it after it has inflicted its Ambush damage, but before non-Ambush damage is inflicted, it does not inflict damage again. Ambush does not work on Sites, only on Characters. Assassinate If a Character with Assassinate is attacking a Character, interceptors cannot even be declared. If a Character gains Assassinate, already-declared interceptors cease intercepting immediately. It is permitted for a Character to change location to the location of the attack, even though it will not be able to intercept when it gets there. (But, if there are some Characters that it could intercept, and some that it cannot, it must intercept one that it can.) Attacking Out of Turn If you burn for Power during another player's turn, their turn does not end. If you want to attack in somebody else's turn, remember that they have the priority to do things. If you want to attack at the same time that they want to do something, they get to do it first. Since you can't declare an attack during another player's attack, or declare an attack in response to anything, you have to wait for whatever they started to finish. As long as you announced your desire to declare an attack at the time, you will get a chance to attack when they're done, before they can do anything else. You don't have to declare what you wanted to attack, or with who, and you can decide not to attack when you actually you get your chance. You do have to have been able to attack at that time, though. If whatever they did ended their turn, either because they declared the end of their turn when you wanted to attack, or because they attacked and burned for Power, you're out of luck. Battleground Sites Most Battleground Sites have rules text on the lines of "A player who seizes this Site gains 2 Power." Unlike many other abilities of Battleground Sites, this will trigger even if the Site was not in your front row at the time it was seized, but this may not always be completely clear from the wording. Bonuses Until a Card Leaves Play If a card gains something (usually +1 Fighting) until it leaves play, the bonus will remain even if the card's rules text is canceled. If another card copies one of these abilities, and gains the bonus, it also keeps the bonus after it loses the ability again. Cancel and Smoke effects. Cancel and smoke effects may be played in response to Events and the activation of any other cards that cannot be smoked. (Most likely because they sacrificed themselves to generate the effect.) If a card in play is being canceled and smoked, you may use its abilities in response. Canceling the Target of the Attack This type of ability is a continuous effect, not one that needs to generate and resolve. So, if you attack a Fox Pass (LS) with one of these cards, the Pass cannot be used in response. (Since the primary purpose of these cards is to shut down annoying defensive Sites, it'd be pretty silly if they could just be used in response to the attack declaration.) If the target of your attack is changed, the new target is also canceled, and the old one still remains canceled until the duration of the cancel ends. (It's usually until the end of the turn, but sometimes just until the end of the attack.) Card Memory A card is unaware of what has happened in the game before it has entered play. If it requires something to happen during a turn, and it only happened before the card was played, the card will assume that it didn't happen. (So, if you attack, then play Two Dragons Inn (SS), you will lose a point of Power at the end of the turn if you don't attack again.) States take this a step further: if they require that their subject do something, they will only trigger if their subject did it while it was a subject of the State. (So, if a Character attacks you, and a Heroic Conversion (LS) is moved onto it after the attack ends, you will not take control of that Character at the end of the turn.) Some States will trigger an effect at the end of the turn if their subject did something during that turn. If the State is no longer in play, or no longer on a subject who fulfilled that condition, it will not trigger. Changing the Target of Attackers When you use an effect that changes the target of an attacker, the new target must be legal for that attacker to attack. (It couldn't be a back-row Site unless the character could attack them, for instance. A prohibition against turning to attack Sites, however, is not the same as a total prohibition on attacking Sites, and won't stop the Character from having its attack redirected to a Site.) You may redirect an attack to an intercepting Character. If it was intercepting its new attacker, it ceases intercepting. If you redirect an attack to a Character, you may then intercept with it, as long as the attacker intercepted is attacking something else. If the target of an attacker dies while intercepting, the attacker ceases attacking. Remember that combat with the targets of the attack takes place after all interception has been dealt with. Changing the target of an attack will not change the order in which players intercept. Changing the target of an attack will not trigger effects that trigger when an attack is "declared" on the card in question. Changing the Target of Events Only Events that use the word "target" have targets. Choices made by other Events are not considered to be targets. The new targets of an Event must be legal targets for that Event. If the Event has multiple targets, you must choose the same number of targets, and the new targets must all be different from the old ones. If an Event targets a "player", it may be retargeted on the player who played it. If it says "opponent", it may not be. If an Event refers to the target of an attack, this is not the same as the Event having a target. Some Events target only some of the cards chosen. In these cases, only the cards associated with the word "target" may be changed. (For instance: Rigorous Discipline (LS) copies the text of a Character to target Character. You may change which Character receives the rules text, but not which Character is the source.) Combat and Non-Combat Damage Combat damage is the basic damage done in any combat. It is the only way to seize or burn Sites. No effect inflicts combat damage unless it specifically says it does. (The Gnarled Marauder (LS) has errata that makes this clear.) Even if an effect inflicting damage goes off during combat, it is not combat damage. If combat damage is redirected, it is no longer combat damage. Copying If a card refers to itself in its rules text, whether it says "this card", "this Site", or uses its title without quotation marks or bold italics, then, when copied, the copied rules text refers to the card it was copied to. If the copied rules text refers to designators, (in bold italics) or a specific card title, (title in quotation marks) that will not change. (So, if you copy Draco (YotD), you still can't discard cards titled "Draco" to cancel Events, no matter what card you copied the ability to.) Daedelus cards are referring to themselves if they use their title, or any card with the given designators if they refer to another card's title. Only the rules text printed on the card is copied. Rules text that has been copied from other cards is not, nor are permanent bonuses. (such as the Abysmal Absorber (NW)'s Fighting or the Red Monk (FP)'s Superleap.) If a card has an ability that requires a choice to be made when it enters play, such as Blue Monk (TW), it won't work when copied to another card, as the original's choice is not copied, and the recipient didn't have the ability when it entered play, so couldn't make its own choice. Even if an effect has canceled a card's rules text or caused it to be treated as if it were blank, the rules text may be copied. If you copy rules text that defines a value for X, and the card being copied to has another ability that also uses an X, each ability only affects its own X. (See See X Fighting for more details.) If you copy a card's abilities to itself, some abilities will effectively double up, and some will not. Toughness will, but other special abilities, such as Stealth, do not. Bonuses to Fighting and damage do, but X Fighting does not. Abilities that trigger when something happens will now trigger twice. Abilities that can be voluntarily activated would have to be activated separately and independently. (So, an ability that required turning wouldn't work twice, because you can't pay the cost of turning for two effects simultaneously.) An ability that could be used once per turn could now be used twice. Continuous and conditional effects would vary depending on their nature. ("All your opponents' Events cost one more" would double up, but "nobody can play Events" would not.) Damage Bonuses Damage bonuses do not increase non-combat damage. If a Character is in combat with multiple cards at once, compute the damage once, then divide it up. Damage bonuses, even conditional ones such as "+3 damage to the subject of a Vehicle" do not get applied separately to each eligible card. If some of the damage being divided is from a conditional bonus, it must be applied to an applicable card; it cannot be discarded, nor can it be used on a card it does not apply to. Damage Redirection Damage redirection effects must be played before the damage is actually inflicted. Once the damage is there, it can't be redirected. Damage from effects must be redirected in response to the effect. Damage from attackers and the target of the attack can be redirected once the attack is declared. Damage from and to interceptors can be redirected once they have been declared as an interceptor. You can't redirect arbitrary damage. A card must be a potential source of damage before you can redirect its damage. If you redirect damage to a card that leaves play, (even if it leaves play before the redirection effect resolves) the damage is still redirected, and ends up damaging nothing. (It's even legal to redirect the damage to be dealt to the target of an attack onto a character, then intercept with that character.) Damage redirection effects become the source of the redirected damage. This means that redirected combat damage is no longer combat damage, and, if it reduces a Site's Body to zero, the Site cannot be seized or burned. You can't redirect damage that's already being inflicted on a card to the card itself. So, if a City Square (LS) is going to take combat damage, you can't redirect the damage onto the City Square (LS) to make the attack fail; you'd have to redirect it to a different Site. Also, if an effect is damaging a number of Characters, such as Final Brawl (LS) does, you can't redirect all of its damage to a Character, such as with Expendable Unit (LS). If you had an effect that would redirect the damage from a single Character to another, (such as Righteous Protector (TW)) that would be allowed. The last effect to resolve that redirects a source's damage will control where the damage goes. This means that, if you respond, your signpost will get overwritten. If you want to re-redirect combat damage, you can wait until the next scene, and play your redirection then. If you want to re-redirect damage from an effect, you can't wait until the next scene, as the effect will have resolved and inflicted its damage by then, so what you have to do is to redirect the damage being inflicted by your opponent's redirection effect, if possible. (It's a source of damage, so it can usually be redirected.) If a card is being damaged twice simultaneously by the same source, (This could happen due to the Yellow Monk (NW) fighting another Character, for instance.) a damage redirection effect redirecting damage away from that Character can redirect only one of the two. (If both are already there, you choose when you play the redirection effect. If the second source of damage is generated after your redirection effect is played, then you redirect the original damage.) Damage Reduction Unlike damage bonuses, damage reductions apply to non-combat damage as well, unless they specify otherwise. The exception to this is if a card uses the phrasing "-X damage", which is treated identically to "+X damage". Damage that Cannot be Reduced or Redirected A Character with one of these abilities is not protected from effects that reduce or redirect its damage; it just ignores them, even if they resolved before it gained the ability. Any external effect that causes less damage to be dealt than the Character should do (based on its current Fighting and damage bonuses) is considered to be reducing the Character's damage, no matter the precise wording. Because a card that "cannot" have something done to it overrides other effects that try to do something, these Characters always win out over damage reduction and redirection. Being unable to have one's damage reduced does not mean that the Character's potential damage cannot decrease, only that damage reduction cannot reduce it. Changes in Fighting, the removal or cancellation of cards that provide damage bonuses, etc., will all still decrease the damage done. Deck Manipulation When you (or any other player) looks through your deck, you must reshuffle afterwards, unless the card that allowed you to look specificly says that you do not. (This doesn't apply to cards that let you look at part of your deck.) If you have to look through your deck and put a card in a specific location in your deck afterwards, you shuffle before putting the card there. Multiple uses of an ability that lets you look through your deck for a card and put a card on top of it do not combine well - each time you use it, you shuffle the previously-selected card back into the deck. If an effect reveals cards from your deck, and doesn't say where they go, they remain where they were, and are hidden again once the effect is done. Whenever you shuffle or cut your deck, your opponents must be satisfied with the process. The point is randomization, not allowing abuse of abilities that let you stack part of your deck. If a card says something like "cut your deck and draw a card" in order to produce a random card for some purpose, the card is actually drawn, and goes into your hand. Any ability that modifies or triggers off card drawing will aplly here, but the extra cards you draw will not be checked for whatever characteristic is wanted. Entering Play A card enters play whether it is played or returned to play. Abilities that trigger on a card entering play may always be responded to, even if the card was played out of a Proving Ground (LS) or the like. (They go onto the next scene.) Abilities that trigger on entering play cannot usefully be copied, even by Evil Twin (LS). The copying card didn't have the ability at the time it entered play, so the ability did not trigger. Events That Generate Power in Your Establishing Shot These Events are still considered to be Power generation, so you can't take extra discards when you get Power from one of them. If the Event is canceled, your other cards generate Power normally. If you play more than one of these cards during the same Establishing Shot, the first one to resolve will prevent the others from generating Power. You play these cards before you draw. If you draw one, you'll have to wait until the next turn to play it. When you do play it, you'll draw a card to replace it in that Establishing Shot. These cards determine how much Power you get on generation. If they are retargeted, or what they are counting changes in response, it does not alter the Power gained. Faceoffs The rules from the Shaolin Showdown rules cards are repeated here. A Faceoff represents one Character seeking out another to fight in one-on-one combat for personal reasons, without anybody else getting involved. An effect that creates a Faceoff may not be played during an attack. When a Faceoff effect resolves, the game cuts away from the main action, and the two Characters enter combat. Once the combat has ended, and anything resulting from it has resolved, the game cuts back to the main action, which resumes where it left off. If one of the Characters is in play at the end of combat, and the other was smoked by combat damage, then the controller of the survivor is the winner, and a beneficial effect will usually be triggered. Unlike combat during attacks, there is only one scene before the Characters actually enter combat. In addition to normal effects, effects that can only be played prior to combat, such as redirecting combat damage, can be played at this time. If, before combat damage is inflicted, either Character leaves play or changes controllers, the Faceoff ends immediately. A Faceoff is not an attack, and neither Character is attacking or intercepting. (So Ambush, Tactics, and other abilities that require you to be attacking or intercepting won't work.) The combat takes place at the location of the opponent's Character. Your character moves to that location at the beginning of the Faceoff, and returns to its prior location at the end. This is not considered to be "changing location" for the purposes of other game effects. (Your Character will also move to follow the other if it changes location during the Faceoff.) Any unresolved effects remaining in the Faceoff's original scene resolve normally after the Faceoff is completed. During the Faceoff, they cannot be canceled or otherwise directly interfered with. (So, Confucian Stability and Brain Fire could not be used on them, but you could still smoke a Vivisector's victim to prevent the power being gained.) (End of rules cards.) If either Character leaves play or changes controllers before the Faceoff Event resolves, the Faceoff ends as soon as the Event resolves, and the scene continues to resolve normally. The change of your Character's location happens before the one scene for pre-combat effects, so a Napalm Sunrise (FP) played in that scene would damage both Characters involved. There is no inherent requirement about the Fighting difference; the usual restriction about "no more than two lower" is a property of individual cards. Forced Discards Effects that force a player to discard a specific number of cards may be used on players with fewer cards in hand. A forced discard effect causes cards to go to the toasted pile, but it is not considered to be toasting cards. The cards are chosen at resolution; it is too late to find out what's being discarded, and play those cards. Guts A Character with Guts does have its Fighting reduced as it takes damage. Healing You can't choose an undamaged card for a healing effect, even if it will be damaged by the time the healing effect resolves. If an effect, such as Healing Earth (LS), allows you to allocate a specific amount of healing to a card, you may allocate more healing than there is damage. If a healing effect would remove more damage from a card than there is on it, or heals all damage, then it can heal additional damage that is inflicted before it resolves. Independent If you've failed an attack, and then make a successful attack with an Independent Character, you still can't attack with non-Independent Characters. Influence The basic mechanic is: Turn one or more cards with total Influence greater than or equal to an interceptor's cost :: That Character ceases intercepting. (2007-07-02) There are also cards with abilities that require turning Influence to use the ability. (2007-07-02) In neither situation can you divide up a single card's Influence to remove multiple interceptors, or to remove an interceptor and use an ability with the remainder; any excess Influence is simply wasted. (2007-07-02) Mobility A turned Character with Mobility can still change location in order to intercept. If a Character with Mobility wants to turn to change location, it can still do so. Changing location with Mobility will not trigger effects triggered by turning to change location. If a Character with Mobility wishes to move several columns, it must change location one column at a time, each time waiting for previously-generated "change location" effects to resolve before generating another one. (So, if somebody plays an effect that targets your location in response to you changing location, you cannot change location again in response.) Attackers and interceptors can't use Mobility (or any other way to voluntarily change location) while they're attacking or intercepting. Moving States Effects that move States from one card to another, such as Shaolin Surprise (FP), are not quite the same as playing the State. You can move States only to cards that they could have been legally played on. You may ignore restrictions on when the State can be played, however. (For instance, you can only move Avenging Fire (N2) to an opponent's Site, but you don't have to wait for an opponent to burn or seize your Feng Shui Site to move it.) The State is not being played, so it doesn't have to resolve again. If it has a continuous effect, the effect ends on the previous subject and begins on the new one immediately. If a State is moved in response to it generating an effect, the effect is not altered by the move. If it affects the State's subject, which card is the subject is determined when the effect is generated, so does not change. If the State's location is important, this is also determined at generation. If a State is moved onto a new subject, it is considered to have the age of the effect that moved it. (So, if Shaolin Surprise (FP) is used to move Shadowy Mentor (LS) onto a card that has previously been taken control of with Assassins in Love (LS), the Mentor will take precedence, whether or not it resolved more recently than the Assassins in Love. Not a Legal Subject for States If a Character is not a legal subject for States, no player may play or move States onto the Character. If the ability is gained after the State is played, the State is immediately smoked. If there's a restriction on what States the Character cannot be a subject of, any State that changes to become unplayable is immediately smoked. For instance, if the Character is not a legal subject for your States, your opponents can play States on the Character, but, if you take control of the State, (including the automatic change of control of Weapons, Vehicles, and Schticks) it is smoked. If a Character were not a legal subject for opponents' States, opponents could not play Vehicles, Weapons, and Schticks, on the Character, either, as they do not become your States until they have been played. The restriction that States cannot be played on a Character is not as strict. The States cannot be played or moved onto the Character, but, if the State gets on to the Character somehow, it will remain. Not Affected By Item (h) in the example list caused a couple of people to think "not affected by Events" applied to Events like Iron and Silk (LS) and Blood of the Valiant (FP) that resolved sometime earlier in the turn. It doesn't. For example, let's say The Prof (NW) is intercepting a Kung Fu Student (FP), (why? we don't know. But she is.) and the Student's controller plays Blood of the Valiant (FP) on the Student. The Prof (NW)'s "not affected by Events" means that she is not considered to be in play when the Blood is generated, and is not considered to be in play when it resolves. In this case, that doesn't make any difference, since Blood of the Valiant (FP) only cares whether the Kung Fu Student is in play when it resolves. Now the Blood has resolved, and the Prof's rules text won't help her against it any more. Assuming there are no more effects, the Student whacks the Prof and takes no damage in return. If an Event sets up a triggered effect that occurs later in the turn, (such as Carnival of Carnage (FP) or Surprise, Surprise (NW), a Character that is not affected by Events would not be affected by the triggered effect, either. "Not affected by" is also used in a slightly different context. Continuous effects, such as Superleap, don't generate and resolve, so don't quite fit with the definition given in the rulebook. A Character that is not affected by a continuous effect can't be modified by that effect, and can't have its in-game behavior modified by the effect. So, a Character that cannot be affected by Superleap can be declared as an interceptor against a Superleaper, even if turned. (These Characters can still use the ability if they have it.) The invisibility is one-way. A card that is not affected by Events and has an ability that triggers when an Event is played will still function normally. A card that is not affected by something still takes combat damage when it is in combat with it. Not Cumulative If a card or effect is not cumulative, then additional copies of the card provide no additional benefit if they're affecting the same cards. (A State or an Event that affects one Character would provide no additional effect if played on the same Character, but would work on a different Character. A global effect, such as an Edge, would provide no extra benefit at all if another copy were played.) The additional copies are not canceled or smoked; if one leaves play or ceases to operate, the others serve as backup. If the effect does not have a duration, (for instance, if it lets you draw cards, or damages a Character) then no extra benefit is gained if more than one copy resolves in a single scene. It doesn't matter if a different player controls the extra copy; it still provides no additional benefit. Effects that aren't cumulative use the card's Title to determine whether they work. If you used Evil Twin (LS) to copy Old Uncle (SS), you could draw four cards if you attacked with both, but neither additional Twins nor additional Uncles could increase this total. Once Per Turn Abilities If a card, such as Mutator (DF), has an ability that can be used a once per turn, (or any other limited number of times a turn) that limit is attached to the card. If the card uses the ability, then is taken control of, the counter for the ability does not reset. If your first use of the ability has not yet resolved, you still cannot use it again in response. If the ability is canceled, it still considered to have been used, so cannot be used again If the card leaves and is returned to play, however, it is considered to be a new card, so may use the ability again. Partial Damage Redirection Effects like the Yellow Monk (NW) redirect a fixed amount if damage, meaning that they set up a special redirection "signpost" for only that amount of damage from a source. If that source was inflicting more damage, and there is already a signpost to redirect that damage, the special signpost overrides the earlier signpost just for a portion of the damage it's redirecting, but does not cancel the earlier signpost outright (meaning that the rest of the damage is still redirected). If, in that situation, another damage redirection effect is used to redirect the original card's damage, it will override both the "normal" signpost and the partial redirection. If the source being redirected was inflicting less than the full amount of the redirection at the time the effect resolved, but the source's damage later increases, the amount redirected will also increase, until it reaches its limit. Playing "in response to" Certain cards and effects can be played in response to a specific occurrence. These override most of the rules about when you can play cards. For instance, you can't play cards during the Establishing Shot. Confucian Stability (LS) is played in response to an Event or State, so may be played in response to a Pocket Demon (NW). Avenging Fire (N2) may only be played when an opponent seizes or burns your Site, even though you cannot normally play States during another player's turn. In addition to playing card types when they could not normally be played, these effects can be used during the Establishing Shot, during combat, and after a player burns for Power. Normally, these effects say "play in response to...", or "you may play this card when...", or the like. In addition, any effect that cancels or otherwise alters an effect may be played in response to an appropriate effect, even if it doesn't say so explicitly. (So, you could use Wu Ta-Hsi (NW)'s ability to cancel Events even during the Establishing Shot, but not his ability to smoke States or Edges.) Some old cards said "... as it is being played." This is equivalent to "play in response to...." Damage redirection effects can be played in response to an effect that is a potential source of damage. (But you can't respond to combat damage, and still must redirect that before combat begins.) Playing cards at Reduced Cost If a card is played at "no cost", it is still being played at reduced cost. However, any effect that would increase its cost will have no effect. If a card is played at "0 cost", the base price is set to 0, and any other applicable reductions and increases are applied. Reducing a card's cost below zero has no additional effect. You don't get Power back. If a card, such as Gorilla Fighter (FP), reduces its own cost, you may combine that with one other cost reduction. It can be difficult to tell whether an effect plays the card upon resolution, (which means that the effect cannot be combined with other effects that play cards upon resolution) or whether you play the card normally. (Which means the effect can be combined with others.) If a card is phrased as "turn to play....", it plays upon resolution. (Also if you substitute other things for "turn". "To" or the double-colon symbol is the important part here.) Some examples: Proving Ground (LS) Smiling Heaven Lake (TW) Family Estate (LS) Events also sometimes play cards on resolution. If an event plays a card, and doesn't say that it is played "immediately", then the card is played on resolution. Some examples: Positive Chi (LS) Inauspicious Return (TW) If a card is played on resolution, it resolves at that point, and it cannot be responded to before it can generate effects that require it to turn, and, if it's a State or Edge, its rules text becomes active. (So, if you play a Vivisector (LS) normally, it can be killed in response, before you can turn it to sacrifice something. If you use a Proving Ground (LS) to play it, it enters play and resolves while the scene is resolving. By the time your opponents can play cards to kill it, in the next scene, it is able to turn to use its ability.) A card that just says "you may play...." lets you play the card normally. (Even if there's a restriction on when you may play the card, such as "Once each turn, you may play....") Some examples: Spirit Pole (FP) Andrea Van de Graaf (TW) Kar Fai's Crib (FP) (the part that lets you play States cheap. The part that plays Characters ignoring a resource condition is play-on-resolution, though this is not fully clear from the wording.) If a card allows itself to be played "when" a specific thing occurs or "during an attack", you may use an effect that can play the card on resolution to play the card. Some examples: Suong Xa (N2) The Baron (N2) BuroMil Grunt (FP) Regeneration Regeneration happens before you draw, discard, unturn cards, or generate Power. It is an effect that triggers at the start of your turn. The Character doesn't heal until the effect resolves, so something else that triggers in response could kill the Character. (For instance, if you want to play a Pocket Demon (NW) at the start of your turn, you have to do so in response to the Regeneration effect. This would allow an opponent to use Desolate Ridge (TW) to finish off the Regenerating Character.) Regenerating does not cause the Character to turn. Reload The rules from the Red Wedding rules card are repeated here: If a card with Reload is in your smoked pile, you may pay its Reload cost to put it on top of your deck. (The cost is paid in Power if nothing else is specified, For example, Reload: 1.) This is a normal effect, and if the card is no longer in your smoked pile by the time the effect resolves, it does not go onto your deck. Reload costs are not part of the card's normal effect, so an Event with a Reload cost that requires toasting cards cannot be canceled by a Hacker. (End of rules card.) There is nothing stopping you paying a card's reload cost more than once, but you don't get any benefit from anything but the first Reloading to resolve. (A possible reason you might want to do this would be if you Reloaded your Brass Monkey (RW), and an opponent played Inauspicious Reburial (LS) in response. You could respond to the Reburial by Reloading the Monkey again, getting it safely out of the way before the Reburial can resolve.) If a card says that you may Reload a card when something happens, you do not have to pay anything to do so. Schticks If the subject changes controllers, the Schtick changes controllers with it, and unturns in the process. Seizing Sites A new rule has been added: When you seize a Site, any of your attackers that entered combat with it can return to your Site structure at the Site's new location, instead of the location it started from. (You make this decision separately for each attacker.) (2007-07-02) Spending Counters or Damage Instead of Power When you spend damage, damage counters are removed from the card in order to pay for something. This is not considered to be playing a card at reduced cost. It can be combined with cost reductions. The act of paying for a card with counters cannot be canceled. (Though the card itself can be.) It is done on generation of the effect, just as spending the Power is. If a card cannot be healed, you cannot spend its damage. For the purposes of other cards, (such as Evil Whispers (RW) or Progress of the Mouse (LS)) this is not considered to be actual Power being spent. If you have multiple applicable cards with this ability, you can spend counters from multiple sources on the same card. Stealth Stealth is an effect that generates and resolves much like any other. When it resolves, the next interceptor ceases intercepting. A Character with Stealth can only use it once each attack, not once against each opponent's interceptors. (And your opponents don't have to declare their interceptors until the previous player's are finished with.) If a Character loses Stealth during an attack, then gains the ability again (whether from the same source or a different one), it cannot use the ability twice. Superleap If a Character with Superleap is attacking, turned interceptors cannot even be declared. If a Character gains Superleap, already-declared interceptors cease intercepting immediately if they are turned. It is permitted for a Character to change location to the location of the attack, even though it will not be able to intercept when it gets there. (But, if there are some Characters that it could intercept, and some that it cannot, it must intercept one that it can.) This allows you to turn to change location, then unturn with another effect in order to intercept a Superleaper. Conditional Superleap (such as that on Ho Chen (RW)) is checked from the point of view of the card that cares about it. (So, an opponent with more than three cards in hand could not play Point Blockage (SS) on him, but one with only one could.) Tactics If a Character with Ambush and Tactics withdraws after damaging the target of its attack, but before the target can inflict damage, the attack is still successful. Taking Control of Cards When you take control of a card, it unturns. Some older cards state explicitly that they unturn the card, but this is just a reminder, not an additional part of the card's effects. If you play an effect that takes control of a card you already control, it does not unturn. If a control effect doesn't give a duration, it lasts until the controlled card leaves play. (States that have a duration other than lasting as long as the card is a subject will say so.) Sometimes, multiple control effects will affect the same card. In this case, the most recent one to resolve controls the card. The others are ignored unless the most recent one ends, in which case the most recently-resolved one remaining wins. If a control effect is temporarily canceled (or a Shadowy Mentor (LS) is moved and then returns) it will return to its previous place in the order of control effects; it won't come back "on top". Sometimes, two Characters that turn and maintain to take control of other Characters are in a situation where each can take control of the other. If Character A turns to control Character B, and then B turns to control A in response, here's what will happen: Scene begins resolving B resolves, takes control of A. A unturns, but this does not cancel A's turn and maintain; it just means that the effect will end right after it resolves. A resolves, takes control of B. This ends B's turn and maintain. Both Characters revert to their previous controllers, and the Mexican standoff resumes. When a Character reverts to a previous controller, it will unturn, but it is not considered to be being taken control of. For example: Ting Ting (NW) has her abilities cancelled, and is stolen with a Shadowy Mentor (LS). The cancel wears off. She doesn't revert to the previous controller, as the Mentor is only maintaining an effect that has already taken control of her. The Mentor is then smoked. Ting Ting (NW) will revert to her previous controller. The Burned-For-Victory Pile Any card in your Burned-For-Victory Pile counts toward victory, not just Sites. However, you are still required to seize or burn a Feng Shui Site (or play one, if your opponents do not control any) in order to win. The Number of Sites Controlled by a Player Who Takes Yours When a Site is reduced to 0 Body by combat damage, it is seized, burned, or smoked immediately, before any events triggered either by the damage or the Site's fate generate. These triggered effects are placed on the first scene afterward, and see the board state as it is then, not as it was before combat. In other words, when comparing closeness to victory, or numbers of Sites, you do so after taking into account the seize, burn, or smoke. Timing of Choices All choices for an effect are made at generation under normal circumstances. There are choices that aren't made at generation, but they fall into several categories: Choice is based on secret information (Playing a character out of a Proving Ground (LS)) Choice is based on as-yet-unknown information (What cards will be revealed by Glimpse of Brief Eternity (7M) is unknown until resolution) Choice is one made by another player (Suicide Mission (LS), Dangerous Experiment (LS)), and not specifically mentioned as being on generation (as it is on War of Attrition (RW)) Choice is one of a set made by more than one player (Positive Chi (LS), Throwdown in Chinatown (BCL)), and is not specifically made on generation. A :: is used to explicitly force the choice to be made on resolution. (No card I can think of, but something like "Pay 1 Power :: Choose a character and smoke it" would suffice.) Toughness Toughness from multiple sources does accumulate. Vehicles If the subject changes controllers, the Vehicle changes controllers with it, and unturns in the process. Weapons If the subject changes controllers, the Weapon changes controllers with it, and unturns in the process. What is Considered to be a Card's Cost Under normal circumstances, a card's cost is the number printed on the card. It does not matter whether the card has an ability that reduces its cost, or was played at reduced cost through some other card; if one card looks at another's cost, it gets the printed number. If a Mutator (DF) or similar effect alters the card's cost, this is considered to be altering the printed cost of the card, so will change what other cards consider the card's cost to be. If a card has no cost (A Feng Shui Site) or a cost of X, treat its cost as zero. The exception to this is that when such a card is actually played, its cost is considered to have been the amount spent. When Subject is Determined When States generate an effect, the card they consider to be their subject is determined when the effect is generated. If the State is moved or smoked in response, (or sacrificed to generate the effect) this doesn't change who the subject is considered to be. If a State provides a continuous effect, which card is affected will change if the State is moved, and the effect will cease if the State leaves play. X Fighting If the rules text defining X is canceled, X is zero, and the Character will die immediately, unless some other effect is increasing its Fighting. This is true even if the value of X cannot change, such as on Che Gorilla (BCL). If a Character without an X Fighting copies the abilities of one with X Fighting, it gains nothing for it. If a Character with X Fighting copies the abilities of a Character with X Fighting, the most recent definition of X to resolve will define the Character's Fighting, and the old one is ignored. If a Character with an ability that defines X, such as Sam Mallory (FP), copies the abilities of an X Fighting Character, such as Might of the Elephant (LS), nothing happens. The two different definitions of X know which X they define, and won't affect each other. Card-By-Card Rulings: $10,000 Man See Toughness Can be healed by other effects. 18 Bronze Men Even if you lose control of the Site, you retain control of 18 Bronze Men, so your Characters still get the bonus. 200 Guys With Hatchets and Ladders If, by using Probability Manipulator (LS) (or Incarnate Abstraction (7M) and a Mutator (DF)), you change the number in this card's title, you may play another one. When the effect wears off, you keep both of them. A BuroMil Grunt (FP) retrieved this way will have been "returned to play", which is not the same as being "played", so it will not smoke at the end of the turn. If another player takes control of this card, and then it leaves play, your Characters are not smoked. 401k Squad See Toughness See Forced Discards You must discard a card and force an opponent to discard, unless you have no cards in hand. "Comes into play" is the same as "enters play". Abominable Lab Is a [tec] card while you have or Characters in play. Abominable Wave See Cancel and Smoke effects. Abysmal Absorber See Bonuses Until a Card Leaves Play If two toast a Character simultaneously, both gain the Fighting bonus. The Fighting bonus remains even if the ability is not active. (Even if another Character temporarily gains the ability, the Fighting bonus will remain afterward.) Because the Character is toasted instead of being smoked, it does not trigger effects that key off a Character being smoked. Abysmal Daughter Will trigger if she is smoked. If she is smoked simultaneously with other Characters, she will trigger for all of them. Abysmal Deceiver You gain the Power even if the Character ends up not being toasted. Abysmal Horror See Regeneration Abysmal Prince An Edge that has been damaged because of the Abysmal Prince's ability may be healed by cards that heal a "card". If the card in question specifies "Characters" or "Sites", it can't help. Any damage remains even if the Abysmal Prince's ability ceases to function. Edges cannot turn to heal. Abysmal Spirit See Assassinate Acupressure Master See Toughness (2007-07-02) See Healing (2007-07-02) The healing can't save the Acpressure Master from lethal damage, but it can remove the damage that triggered the effect. (Or any other damage inflicted simultaneously.) (2007-07-02) Adrenaline Junkie If his Fighting changes after interceptors are declared, no current interceptors will be removed. (But remember that each player's interceptors are dealt with before the next player declares theirs.) Adrienne Hart If a State is played on her while her ability is cancelled, it will remain even after her ability returns. Effects that move states from elsewhere (such as Shaolin Surprise (FP).) may not move States onto Adrienne. Aerial Bombardment If there is more damage than can be distributed, the rest is wasted. You must distribute as much as you can, though. You may count either a talent or a faction resource. This effect counts on generation. If the number of resources in the player's pool changes, it doesn't affect how much damage is done. Aether Spirit See Stealth See Damage Bonuses The Aether Spirit is itself a [mag] card, so always gets at least +1 damage. Agathon's Deputies The card doesn't have to be a Character. Agent Tanaka See Ambush See Assassinate Agony Grenade The subject is determined when you sacrifice the Grenade. Akani Hideo An effect is something that generates and resolves. Once a card has resolved, it's no longer an effect, and can be canceled. He only protects your cards from the "cancel" part of a "cancel and smoke" effect; they will still be smoked. (Unless they're Events.) Alabaster Javelin If the subject is smoked as a result of the Javelin being smoked, (Orange Monk (LS), for instance) this does not trigger the Javelin. Amulet of the Turtle ERRATA State Cost: [Mag] 0 Play on a Character. Redirect all damage inflicted on subject to this card. Smoke Amulet of the Turtle when it accumulates X damage; any damage in excess of X is immediately inflicted on subject. X= the number of [mag] resources in your pool. See Damage Redirection Amulet creates a permanent, redirection "signpost" when it initially resolves. This permanent redirection can be overridden by alter redirection abilities, but will remain when they go away, and will still redirect damage that they do not apply to. The Amulet itself is considered to be an effect that redirects damage, so Petroglyphs (TW) may be used in response to it being played. (And not once it has resolved) Since Petroglyphs' cancel does not specify a duration, the cancel is permanent. The damage inflicted by the Amulet is not redirected damage; it is new damage from the Amulet itself. If the [mag] in your pool is reduced to less than the damage currently on the Amulet, the Amulet immediately smokes and inflicts the appropriate amount of damage on the subject. The smoking and infliction of damage is one triggered effect, that generates and resolves normally. The Amulet's redirection ability will cause attacks on its subject to fail; the damage is redirected to the Amulet, and if the subject gets damaged, the damage is coming from the Amulet, not the attacker. If the subject receives some Ambush damage, and some normal damage, and the Ambush damage is sufficient to smoke the Amulet, the non-Ambush damage is inflicted normally. Anastasia See Healing You can't heal a card from lethal damage. Ancestral Sanctuary You may play this Site when your Feng Shui Site is seized or burned, even if you have already played a Site this turn. If you have no Feng Shui Sites in play when you play this, you do gain 1 Power. Ancestral Tomb A damaged Ancestral Tomb is not counted when determining if you can play another Feng Shui Site, but it is counted to determine that Site's cost. You cannot win by healing this card, even if no other players have Sites in play. Ancient Monument If it is face-down when the attack is declared, you do not have to inflict the damage on it. (You could if you wanted to, though.) Ancient Temple The attacker need not actually enter combat with the interceptor; a declaration is sufficient. Andrea Van de Graaf The Events are toasted immediately. This doesn't create an effect that plays the Event when it resolves; the Event is played just as it would have been when played from your hand. Ang Dao the Corrupt See Regeneration See Moving States You may choose which of the weapons in play you want to move onto him, and you can take as many as you want. Anomaly Spirit Anomaly Spirit gains the Fighting even if you are responsible for the creation of the new column. If all sites in a column are seized or removed from play, the location no longer exists, and putting a new Site where the old one was is beginning a new column. If a player has no Sites in play, the first one played creates a new column, even if that player already had Characters in play. Anubis See Stealth (2007-07-02) See Bonuses Until a Card Leaves Play (2007-07-02) If Anubis takes lethal damage at the same time as some other Characters, their deaths will not keep him alive. (2007-07-02) Ape City See Damage Reduction The Ape is Loose! See Damage Bonuses See Not Affected By If the Event has other effects in addition to damage or removing from play, those do not affect the target, either. Ape Nuts See Damage Reduction If you are attacking with a Character who must attack alone, such as The Golden Gunman (NW), the Ape Nuts cannot also be declared as attackers. Ape Shall Kill Ape See Faceoffs (2007-07-02) Apes of Wrath See Bonuses Until a Card Leaves Play Characters smoked by an opponent's Character in combat count, no matter who initiated the combat. States count as being smoked by an opponent if the opponent removed the subject from play. Arachnae See Assassinate See Regeneration Arcanogardener See Entering Play The +3 Body will remain as long as the ability is maintained, even if you no longer control the Site. Arcanoleech If you end up controlling the subject, you no longer get the extra Power. If the subject's controller skips Power generation, or suppresses it by playing Pocket Demon or the like, you don't get your Power. Arcanomoth See Bonuses Until a Card Leaves Play (2007-07-02) The Arcanomoth's cost is always 2. (2007-07-02) Cost reductions cannot pay the additional cost. (2007-07-02) If the Arcanomoth is 'returned to play', it cannot be given the bonus. (2007-07-02) If you pay the extra Power, there is never a time when the Arcanomoth does not have the bonus. (2007-07-02) Arcanorat See Ambush If you declare an attack with one Arcanorat, it goes home immediately, before other players can join. However, the attack won't end due to a lack of attackers until everybody has had a chance to join. Arcanoseed See Battleground Sites See Ambush You must turn the site and choose which attacker to give Ambush to at the time you declare the attack; you can't wait, or unturn Arcanoseed and use it again in the same attack. The Ambush is activated when the Character actually enters combat. If you remove the interceptor through some means before combat, the Ambush is still available. If, for some reason, the Characters enter combat, but do not actually get the opportunity to inflict combat damage, (Kan Li (LS) vs. a Character with a Shadowy Mentor (LS), for instance) the Ambush is still used up. Arcanostriker See Vehicles See Tactics If an interceptor takes damage or otherwise has its Fighting reduced below 3, it will cease intercepting. Arcanotank See Vehicles See Toughness The damage hits the subject, too, although the Toughness normally protects it. The damage comes from the Arcanotank. If it is on CHAR (NW), the damage is still absorbed by Toughness. All Characters at the location when the ability resolves are damaged. Arcanotechnician Toasting the Character is part of the cost of using Arcanotechnician. If the effect is cancelled, you have still lost the Character. You must choose what card you are returning when you play the effect; if something removes it in response, you're out of luck. Arcanotower 2056 See Toughness You cannot win the game by playing an Arcanotower. You must still seize or burn a Feng Shui Site. However, you can still play an Arcanotower when you are one Site away from victory. If an Arcanotower is seized while its abilities are cancelled, it will remain in the seizing player's Site structure if its abilities return. If the Arcanotower 2056 is smoked, not even Pocket Demon (NW) and the like will generate Power for you. (You may still skip Power generation to discard additional cards.) Arcanotower Now You cannot win the game by playing an Arcanotower. You must still seize or burn a Feng Shui Site. However, you can still play an Arcanotower when you are one Site away from victory. If an Arcanotower is seized while its abilities are cancelled, it will remain in the seizing player's Site structure if its abilities return. The additional cost does not apply to effects such as Shaolin Surprise (FP) that move States. Arcanovirus The decision on how much Power to spend is made at generation. If you spend the extra power, you do not choose a target. Cards like Evil Twin (LS) and Shards of Warped Reflection (7M) are treated as if their copied Fighting is their printed Fighting. X-Fighting Characters are never smoked. Arcanowave Pulse See Cancel and Smoke effects. Arcanowave Reinforcer ERRATA Edge Cost: [Arc] [Arc] [Tec] 2 All Characters you control inflict +1 damage and gain the designator Abomination. No rulings Arcanowave Researcher The card is chosen upon resolution; they can't wait to see what's picked, then play it. Arctic Fortress See Damage Reduction (2007-07-02) Arena Warrior See Faceoffs There is no restriction of the Fighting of the other Character. Then again, there's no bonus for winning, either. Armies of the Monarchs See Damage Reduction See Damage Bonuses While the damage bonus applies only to you, the penalty affects everybody. Armored in Life See Toughness Array of Stunts The Characters do not pass through the columns in between. This is changing locations for the purposes of other effects, but it is not turning to do so. Art of War ERRATA Edge Cost: 0 Unique. Your hand size is increased by 2. When the player to your left declares an attack, you must predict whether the attack will be successful. If you are incorrect, the player to your left takes control of Art of War. No rulings Artillery Strike See Reload You can play this and discard zero cards. Ashes of the Fallen The Character is toasted at the time you play Ashes of the Fallen. If Ashes gets cancelled, you're still out the Character. Assassin Bug The damage does not have to be combat damage. If Assassin Bug somehow gains an ability that allows it to damage Characters without fighting them, that damage will kill them. If Assassin Bug has Ambush (and is attacking), Unique Characters that intercept it will be smoked before they can inflict their combat damage. Assassins in Love See Taking Control of Cards Assault Drone See Toughness While the Drone cannot intercept, it is allowed to change location to that of an attack. If it doesn't somehow gain the ability to intercept, it will go home again when you declare interceptors, but you do get the opportunity to shoot. Assault Squad You have to play this when the attack is declared, not later. Opponents joining the attack won't trigger this. Atourina Baktiari You must damage either all characters or none; you can't pick and choose. Attack Helicopter See Vehicles See Mobility See Tactics Auspicious Termites Will not return, and can be burned, if it was cancelled at the time it was smoked. Avenging Darkness See Ambush This card never successfully inflicts combat damage, so cannot cause an attack to succeed. Sites are toasted as well as Characters. The toast happens at the time you would normally place damage counters. It is not a triggered effect. You cannot usefully seize or burn a Site for victory if Avenging Darkness damages it. You can burn for Power if other Characters reduced the Site's Body to zero at the same time. Avenging Fire This can be, and usually is, played during another player's turn. It must be played when the Site is seized or burned; you can't play it later. Avenging Thunder This card should be considered to be One-Shot. You gain the Power even if you cannot toast the Character. You cannot pick a Character that's no longer in play by the time you can play Avenging Thunder. (Most likely because it was smoked by the Temple of the Angry Spirits (TW).) Characters that will die due to some effect triggered by the seize or burn are still around at this time; those effects will resolve as part of the same scene as Avenging Thunder. Average Joe See Toughness Aztec Mummy See Toughness Double the damage after taking into account bonuses, penalties, and the like. If you turn a Feng Shui Site to give this card +1 Fighting, the ability can be canceled by Whirlpool of Blood (NW). Aztec Pyramid When you use this card, there has still been a coin flip for the purposes of other cards. If multiple players want to alter the coin flip, apply the simultaneous play rules. The current player acts first, and go around the table once clockwise. The last one to act wins. The timing of the flip-replacement ability is rather weird - you can't respond to it, and it effectively happens in the middle of generating or resolving another effect. (If it helps, it's a continuous ability that changes the way coin flips are done.) Ba-BOOM! If Ba-BOOM! is toasted or returned to your hand, he doesn't go off. If he's smoked by combat damage from an opponent's Character, it counts, no matter who initiated the combat. Back for Seconds Unturning an attacker does not stop them from attacking. Nothing stops a Character from attacking again if they become unturned. Bad Colonel See Damage Bonuses Bag Full of Guns PAP See Weapons See Damage Bonuses See When Subject is Determined The Characters at the subject's location when the effect resolves are affected. If the subject is no longer at the same location, the effect still remains. The effect continues even if Bag Full of Guns is smoked. Bag Full of Guns PAP See When Subject is Determined The Characters at the subject's location when the effect resolves are affected. If the subject is no longer at the same location, the effect still remains. The effect continues even if Bag Full of Guns is smoked. Bait and Switch You may play this while other players' Characters are still attacking. The new attacker does not inherit any interceptors already declared, and anybody who has already had a chance to intercept does not get another chance. If your attackers get eliminated during or after combat with the target, you can play the card, but the new attacker doesn't get to fight the target again. (2007-05-23) Attackers that have had their damage redirected or reduced continue to attack unless they fail to overcome an interceptor. (2007-05-26) Balanced Harmonies Essentially, this lets you move the damage on your cards around, as long as you don't reduce anything's Body or Fighting to zero. You can't use Toughness and similar abilities to come out with less total damage than you started with. Damage that cannot be healed cannot be moved with this effect, and is taken into account when preventing you from reducing Body or Fighting to zero with your damage reallocation. If, by some strange means (most likely Cellular Reinvigoration), there is more damage than you can legally reallocate, the excess is lost. Bandit Chief Compare current Fighting, including damage. Bandit Hideout If you seize Bandit Hideout, you take control of it when you decide to seize it instead of smoking it. This means that it's under your control when the opportunity to use it arises. Bao Chou See X Fighting You must heal him when you lose a Site. Baptism of Fire Baptism of Fire may be played during another player's turn. It may be (and frequently is) played during combat. This in turn allows effects that can be played in response to a State to be played. If a Character's Fighting is reduced to zero, you can't play this on it before the Character is smoked. The Baron See Ambush See Playing cards at Reduced Cost See Damage Bonuses This keys off the Power spent, not the cost of the card. Battle Arena See Toughness See Damage Bonuses Battle Cry You may play this card even if there are no in play. Battlechimp Potemkin PAP Cannot unturn another card more than once per turn. Can unturn himself any number of times per turn. Battlechimp Potemkin PAP You can prevent a player from recycling an Event from his or her smoked pile this way, but you cannot stop an effect, such as Memory Reprocessing (FP), from playing the Event directly out of the smoked pile. While the old Battlechimp doesn't have the designator , this one does. The Event goes through the normal life-cycle of an Event, and can be cancelled or Brain Fire (NW)d if appropriate. The Event is toasted immediately, there's no way for it to be removed from the smoked pile in time to save it. (Or in time to stop you from playing it.) Battle-Matic See Toughness See Vehicles If a card in your smoked pile matches multiple times, (In other words, [tec] States that are Weapons or Vehicles.) the Battle-Matic still only gets +1 Fighting for that card. The Bazaar Since you haven't looked at the contents of your deck, a few overhand shuffles can sufficiently randomize the card's position without slowing the game down too much. Bear vs. Fox See Faceoffs You don't have to play the Event right after the Faceoff combat; you may wait until later in the turn to use it. Bei Tairong See Superleap See Damage Bonuses Beneficent Tao See Healing The Reload is free. You can't heal an undamaged Site just to get the resource. Beneficial Realignment See Healing Beta Beast See Toughness The ability looks at the total number of resources provided, not the number of different types. General Olivet (DF), who provides [arc] [arc], would do full damage to a Beta Beast. Characters who provide no resources do full damage. If a character is providing an additional resource due to another effect, such as Characters with The Inner Fire (SS) in play, these resources are counted for determining whether Beta Beast has Toughness against them. Big Ass Car See Vehicles See Mobility See Toughness The Big Boss The card is played normally, and you must still follow the rules on when you can play cards. Big Brother Tsien See Once Per Turn Abilities Big Bruiser PAP See Guts See Toughness Big Bruiser PAP See Toughness Big Daddy Voodoo See Spending Counters or Damage Instead of Power See Once Per Turn Abilities The card you play with this ability still has to be playable at the time; you can't spend Big Daddy Voodoo's damage to play a Character during another player's turn. (Unless some other card lets the Character be played, of course.) Big Macaque Attack They do increase their own Fighting. Big Mack See Toughness See Damage Bonuses Big Red Button All damage comes from Big Red Button, not from the [Tech] cards it's smoking. The damage is all from one source, so it can all be redirected at once. The cards are smoked when Big Red Button resolves. If a card leaves play before then, or is not smoked for some reason, no damage is inflicted because of it. Big Rig See Vehicles See Mobility See Amulet of the Turtle (LS) for other rulings. Billy Chow See Superleap See What is Considered to be a Card's Cost The cost of the discarded card must exactly equal the cost of the Event. Binary Spirit See Healing See Once Per Turn Abilities You may use only one of the abilities each turn. You cannot discard cards to heal Binary Spirit if it is undamaged. Biomass Reprocessing Center PAP Will not cause a Uniqueness auction with Biomass Reprocessing Center (NW), as the other version is not Unique. Biomass Reprocessing Center PAP The discard and draw are linked; you must do both if you do either. Is not Unique, so will not cause a Uniqueness auction with Biomass Reprocessing Center (N2). Bio-Salvage If multiple Characters are smoked simultaneously, you still get one counter for each. Bird Sanctuary See Once Per Turn Abilities Foundations are cards that require no resources, and provide faction resources. 1-cost Characters that provide no faction resources will trigger this, as will those that require resources. Birdhouse Cafe This affects all Characters, including any opponents' Characters that joined your attacks, any Characters of yours that attacked, but changed controller, and opponents' Characters that attacked on their own this turn. (In all cases, the Cafe still keys off your victory conditions, not those of the player who controls the Character.) Bite of the Jellyfish Most effects cannot be played in response to a Bite, even if it was played after a burn for victory. You're still considered to be in combat at the time. Effects that may be played in response to Events may be played in response to a Bite, even if the player burned for Power. The power from burning for power is gained when the decision is made, so can be spent in response to a Bite, but only on the few cards that can be played in this situation. (On a Confucian Stability (LS), for instance.) If more than one Bite is played, the last one played (and so first to resolve) gets the Power. BK97 Attack Chopper See Vehicles See Damage that Cannot be Reduced or Redirected The subject's damage can still be redirected. Black Belt Rebels See Playing cards at Reduced Cost (2007-07-02) Black Flag Rebels They do increase their own Fighting, and that of other Black Flag Rebels. Black Helicopter Squad See Damage Bonuses (2007-07-02) If the Unique ceases attacking, this card will continue. (2007-07-02) Black Market Connections Yes, you really do toast your deck. This means that you will lose the game unless you win that turn. Already-revealed Limited and Unique Sites will not cause it to toast your deck. Black Ophir You check current Fighting. If an interceptor's Fighting is reduced, it will cease intercepting. If Black Ophir has Ambush, this can cause an interceptor to cease intercepting in the middle of combat, preventing it from ever doing its combat damage. Black Ops Team See Faceoffs You must have the Faceoff if you can. If the only Character in play is the Queen of the Darkness Pagoda (NW) with a Shadowfist (YotD), that's just too bad. Blade Freak The damage is placed on the scene in response to the Blade Freak being played. Blade of Darkness This includes resources provided by some effect. Blade Palm The "does not affect Event cards" on the original edition versions of this card has no special significance. Blanket of Darkness See Damage Reduction This applies to non-combat damage as well as combat. (+X and -X damage are restricted to combat damage, but other bonuses and penalties are not.) Blasting Crew If this card attacks without turning, or is added to an attack by unusual means (such as Bait and Switch (SSG), Inconvenient Debt (SSG), or Total War (FP)) it does not do its damage. Blessed Orchard You may activate a Blessed Orchard even if it is face-down at the time of the attack. The opponent may spend the Power in response, but it is during an attack, so what they may spend it on is restricted. Bleys Fontaine As long as you declare another attacker as well as him, he can attack. Opponents joining your attack will not help. He does not cease attacking if he's the only attacker left. This cannot cancel an effect generated by turning a card, and it will not prevent a card turning in response. Only the cards at the location when his ability resolves become turned. The Blind See Assassinate (2007-07-02) There is never a point in time when this card's fighting is not being increased by the size of some player's hand; if she is damaged beyond her base Fighting, she will not die when you have to pick an opponent. (2007-07-02) Blitzkrieg Other players' will unturn as well as yours if they're attacking. You can play this card outside of an attack, but it does you no good. Blood and Thunder See Damage that Cannot be Reduced or Redirected See Damage Bonuses Blood Eagles See Ambush Two Blood Eagles may give each other their bonuses. The bonus remains even if Blood Eagles are removed from play. The card given the bonus does not have to be an attacker. Blood Fields See Copying See Battleground Sites See Once Per Turn Abilities If you use Blood Fields to copy something, you have to wait for the copy effect to resolve before you can use the new abilities. So, you couldn't cancel a Whirlpool of Blood (NW) unless you'd already copied it earlier in the turn. If Blood Fields is copying a Feng Shui Site, cards that affect Feng Shui Sites (such as Whirlpool of Blood (NW)) still won't affect it. The chosen copy remains even if the Site changes hands. Blood Lust Effects normally count at generation, so changing the number of damaged Characters in response to Blood Lust being played does not change the amount of Power gained. Blood of the Valiant See Damage Reduction This applies only to combat damage. Blood Reaver See Damage Reduction Bloody Herd See Copying See Toughness You can copy an ability and then use it. 'Prior to combat' is any time during the period when the next Character the Bloody Herd is expected to fight is the character in question. (When one of the two is the next interceptor in a chain intercepting the other, or when all interception is finished, and one is attacking the other.) Bloody Horde Any card with the designators and will give the Horde their bonus. Barring use of Sinister Accusations (TW), that's only the Bloody Horde at the moment. The Blue Cardinal's Guards See Guts See Stealth See Damage Bonuses Blue Mandarin If you use this ability on a Character that's been declared as an interceptor, it ceases intercepting. Turning to heal and turning to change location (including the changing of location required to intercept) are both effects. Turning to attack is not. Nothing stops a Character from turning to generate an effect in response to you turning a Blue Mandarin. The ability doesn't cancel. If you respond to a Character being turned to generate an effect, the effect will still resolve. The Blue Moon Club The damage is inflicted after combat damage, so doesn't reduce the amount that The Blue Moon Club takes. The counters are removed even if the effect is canceled. Blue Senshi Chamber You can't turn Blue Senshi Chamber both to change the designator and to make somebody uninterceptable at the same time. If you seize the Blue Senshi Chamber, you'll have to turn it to change the designator if you don't like the one currently in use. BoBo Splitter See Weapons See Reload Yes, this includes the Splitter's subject. Boiler Room The discard is made at generation; you do not get the card back if the effect is canceled, and you cannot see which card you're discarding, and then play it. Bomb Factory See Damage Bonuses Bonebreaker Jun See Toughness BoneChill See Copying The rules text is considered to be printed on the card, and is thus able to be modified by those effect that do so. You still can't effectively copy it, though. Booby Trap ERRATA Event Cost: [Dra] 1 Play during an attack on a Site you control. Inflict 3 damage on that Site and all Characters at its location. This may be played at any time during an attack on one of your Sites. Booby-Trapped Tomb You don't have to inflict the damage if you don't want to. If Booby Trapped Tomb is revealed by combat damage, it will do its damage after the combat damage. If you want to weaken an attacker before it hits the Site, you have to reveal the Tomb earlier. The Book of Wrath You may turn this card in response to an effect that will smoke a Character. Boot Hill Characters that provide no resources at all are not foundations, nor are cards that provide only non-factional resources. Borrowed Nuke This is a [jam] card as well as a [dra] card. Both Guns Blazing Moving a State from elsewhere in play onto the subject does not count as playing it, and will not let you draw a card. The "draw a card" effect is placed on the scene in response to the State, and must resolve like most effects. (So you couldn't play the card you drew until the next scene.) The +1 Fighting is a conditional effect, and kicks in as soon as the State is played, without needing to resolve. (So, if you have a two-Fighting Character that is the subject of Both Guns Blazing, and you play a State on it, it is a 3-fighting Character, and your opponent cannot kill it by playing Final Brawl (LS) in response.) Botzilla See Guts (2007-07-02) Bouncing Benji See Reload See Damage Bonuses Bouncing the Rubble If the card smokes a Site, it will gain a counter for doing so. (2007-07-02) If a Site's Body is reduced to zero in response to this card being turned, the counter gained will not be involved in the effect. (2007-07-02) Smoking a Site directly does not add a counter; only reducing the Body by damage or other means will. (2007-07-02) The Bound See Mobility See Damage Bonuses The 1 point of damage happens before combat damage is inflicted. It does not count as combat damage itself. It is not optional, and must be inflicted. Only cards with that specific title will work; designator matches are not sufficient. Boundless Heaven Sword See Superleap See Damage that Cannot be Reduced or Redirected See Weapons You may still play this card through various cost-reduction abilities or return it to play as long as you pay the full price. You can ignore this card's resource conditions if some ability lets you. Bountiful Fields You may draw multiple cards from the same State if you control multiple copies of this card. Bounty If you manage to smoke somebody during combat by some means other than directly due to combat damage, (Nine Cuts (N2), for instance.) you do get the Power. However, it has to be the Character's ability that does it. Death Touch (LS) wouldn't work. You don't get Power for each Character with Assassinate. You can get Power if you join another player's attack. If they also have Bounty and an applicable attacker, you would both get the Power. Box of Bones This includes healing by Regeneration. (2007-07-02) This triggers when the healing actually happens, so the Character that gets healed cannot normally be killed with a Box of Bones without some other source of damage getting involved. (2007-07-02) Brain Eater See Ambush Brain Fire Only Events that use the specific word "target" may be Brain Fired. You must change all the targets; if you cannot, then you can't play Brain Fire. The new targets must be legal targets for the Event. In a two-player game, you can't Brain Fire a card that affects "target opponent", because the player who played the Event had only one opponent to choose from. Brain Fire targets the new targets. You can Brain Fire a Brain Fire, which is the only way to change the targets of an Event that's already been Brain Fired. (If you Brain Fired the initial Event, the last Brain Fire to resolve, which is the first one played, would be the last card to set the Event's targets.) If an Event refers to the target of an attack, Brain Fire cannot affect that. Effects normally count on generation. Brain Fire won't cause them to re-count for the new target. (So, a Pocket Demon (NW) already knows how much Power it will generate, so changing which player it is targeting is ineffective. Entropy Sphere (DF) will inflict the original target's cost in damage to the chosen Site, not the new target's.) Brain Sucker If a Brain Sucker becomes a itself, it ends up canceling its own abilities, and nothing else. Brain Tap Rifle See Weapons You may look at the player's hand or reveal a Site even if the damage is reduced or redirected. Brass Monkey See Reload If a Character ends up intercepting Brass Monkey without being declared as intercepting it, no Power is paid. (Fake Out (DF) and Darkness Falls (N2) are two ways that this can occur.) Breath of the Dragon See Toughness See Damage Bonuses You may play this on somebody else's attacker. Bribery The Power is given away when Bribery is played. If the target is smoked or the Event canceled, they still have the Power. The opponent may spend his or her new Power in response to the Bribery. The Power comes from your pool; you cannot play Bribery unless you have the Power to give away. Characters with X Fighting cannot be Bribed. Evil Twin (LS) may be able to be, as its copied Fighting is considered to be its printed Fighting. Brick House See Toughness Bridge of Birds This includes during attacks. "Bring It" See Schticks See Damage Redirection See Guts See Reload States don't have active rules text until they resolve, so you can't play "Bring It" in response to an effect that does damage and be able to turn it to redirect that damage. Broken Wheel Brigade See Damage Reduction You may discard more than one card per source of damage. Bronze Sentinel The number of Characters in your smoked pile is determined when you generate the effect. If something adds or removes some in response, it does not affect the Fighting bonus. Buddha's Palm You may not inflict less than the maximum damage in order to toast fewer cards. Buddhist Monk Sites are considered to be Power-generating if they have a positive number in their Power-generation diamond, even if something is preventing them from actually generating Power. Buffalo Soldier See Damage Bonuses See Not Affected By THe Buffalo Soldier is not protected by his own ability. If you have two Buffalo Soldiers, each protects the other. Bull Market ERRATA Event Cost: [Asc] [Asc] [Asc] 0 Limited. Every player gains 5 Power. No rulings Bulletproof Monk See Toughness Bullwhip See Weapons See Damage Bonuses You may use this ability on an already turned Character; it will still cease intercepting, assuming it was to begin with. The Burning King If you're closest to victory, and manage to get him into play through some means where you don't choose the Character (such as In Your Face Again (FP)) you get to keep him. If he's healed in response to the discard to take control of him, it doesn't matter; the effect only had to be legal at generation; it doesn't check again at resolution. Burning Man See Stealth (2007-07-02) See Damage Bonuses (2007-07-02) Buro Assassin See Ambush Buro Blue Spear See Weapons The damage is from the Blue Spear, not the subject. Buro Godhammer See Damage Bonuses Buro Official See What is Considered to be a Card's Cost Buro Scientist If you have multiple Buro Scientists, you can unturn multiple cards by playing one State or Event. BuroMil Elite See Toughness BuroMil Grunt This card is considered to be Uncopyable. If the Grunt is "returned to play", such as by a very desperate Golden Comeback (LS), it will not die at the end of the turn. BuroMil Ninja See Ambush See Assassinate The Assassinate kicks in depending on the controller of the interceptors Sites, not the controller of the target's. BuroMil "Savage" See Vehicles See Toughness See Mobility BuroMil Scout See Damage Bonuses If the Scout leaves play or stops attacking, the damage bonus is lost. Bush Pilot See Mobility (2007-07-02) If the Bush Pilot ceases attacking, other Characters that are attacking will continue doing so. (2007-07-02) Your opponents cannot join the attack without some ability that lets them attack back-row Sites. (2007-07-02) Butterfly Armor At the start of your turn, the Armor checks for its subject being unturned before your cards unturn. This card is not a Schtick. If you play it on an opponent's Character, that Character may attack during your Main Shot. (See See Attacking Out of Turn for the gory details.) Butterfly Knight Must be unturned in order to attack. The Butterfly Knight can turn to heal while attacking. Effects that are triggered by a Character turning to attack are not triggered when the Butterfly Knight attacks without turning. Similarly, if it were to gain the ability "cannot turn to attack", it could still attack without turning. Butterfly Swords See Weapons See Damage Bonuses Buzzsaw Arm See Weapons (2007-07-02) See Damage Bonuses (2007-07-02) Bzzzzzt! Unique is a restriction, and cannot be removed by the various ways to remove a Character's rules text. Cabinet Minister See Taking Control of Cards You choose whether you're controlling or canceling the Edge at generation. If you lose control of the Edge, you can use the Cabinet Minister to take it back, once the Minister has unturned. Cannibal Army You may damage the Site that was just played. (2007-07-02) Capoeira Master See Damage Bonuses Captain Jake Molloy See Guts See Mobility He won't cancel the card that generated the effect, just the effect itself. Captain Liu See Tactics See Toughness This includes himself. Capture Squad See Taking Control of Cards The change of control lasts until the controlled card leaves play, no matter what happens to the Capture Squad. The Capture Squad can take control of Sites with the appropriate designator, too. Car Wash See Healing The Character will be healed even if the Vehicle is no longer in play when the effect resolves. Carmen Zhou See Bonuses Until a Card Leaves Play Characters' rules text is active as soon as they're played - you can't stop Carmen gaining Fighting by revealing Sites in response to her being played. Carnival of Carnage Because each point is a separate source, a redirection effect can only redirect one point. If you respond to a Carnival with something that smokes Characters, such as Final Brawl (LS), the Carnival will not have resolved in time to trigger its points of damage for Characters smoked by that effect. Responding to the Final Brawl (LS) with a Carnival works fine. Casbah If somebody has no Power, and plays a 0-cost Event that will give them Power, you don't get anything. The theft goes on the scene in response to the Event, and therefore resolves before it. Cassandra If you don't have five cards in your deck, look at what you can. This will not cause you to lose the game, as the cards are considered to have remained in your deck. Cataract Gorge See Independent Catching Bullets You still have to pay the Event's cost, and meet any other requirements to play it. (2007-07-02) Cavalry Regiment See Independent The Character you choose does not have to be turned. Cave Network See Playing cards at Reduced Cost You must turn Cave Network when the attack is first declared. You can't use Fox Pass (LS) to redirect the attack, then use the Network. You must have sufficient resources to play the Character. If you can get rid of all of your Characters by generating effects in response to the attack, you can turn Cave Network as well. If the Characters won't go away until things resolve, this won't work, as you won't be able to turn the Cave Network until the scene is resolving, at which point it's too late to do so. (Most cards that require a sacrifice do so on generation. Vivisector (LS) is the most prominent exception.) (2007-05-24) Cave of a Thousand Banners If the Cave ends up in your back row, it continues to function. If a or Character manages to turn to attack more than once in a turn, it will get the bonus multiple times. The bonus remains until the end of the turn even if the Cave leaves play. CB Radio See Schticks See Tactics See Once Per Turn Abilities You can use the combination of Ambush and CB Radio to pull out and unturn after damaging a Character you are attacking, but before it can hit back; this will allow you to attack again. (But remember that Ambush doesn't work on Sites.) CDCA Scientist You do not have to discard the same number of cards that you drew, because it says "up to X" separately for each. You don't have to decide how many cards you're discarding until after you draw. If this ability is copied, it still checks for cards with the title "CDCA Scientist", not the title of the card it's been copied to. The Celestial Eye See Schticks If the subject is at the targeted location, it will also take damage. Celestial Stance See Superleap See Schticks Once you've paid the Power, changing location in response will not avoid the damage. Celestials The attack must have been declared by an opponent who is one Site away from victory; joining somebody else's attack doesn't count, even if it could allow them to win. Cellular Reinvigoration ERRATA Event Cost: [Arc] 1 Until the end of the turn, target Character gains Guts and is not smoked if its Fighting is 0. See Guts The Character can still be smoked by other means. Charmed Life (LS) will not save a card from a Cellular Reinvigoration wearing off. The controller of the Cellular Reinvigoration is considered to be responsible for the card being smoked when the effect wears off. Cenotaph See X Fighting See Assassinate Chain Lightning You choose who gets how much damage at generation. If this Event is retargeted, the person doing the retargeting chooses who receives how much damage. Chains of Bone The cards can be unturned by other means. If a card creating a turn and maintain effect is being locked down, you'll have to find some other way to end the effect; you can't just choose to end it. Chamberlain See Assassinate If he is smoked by damage simultaneously with another Unique Character, he still doesn't get to heal, as he is already dead. Chang See Healing If he takes damage at the same time he smokes a Character, you may heal that damage. (But you can't stop him from being smoked that way.) If the damage he inflicts due to taking damage kills an interceptor that survived combat with him (such as one protected by Iron and Silk), he will have overcome that interceptor. Chaos Spirit If a player controls no cards that you could damage, nothing happens. You always decide which card gets blasted. When you have to blast one of your own cards, you can have multiple Chaos Spirits pick the same card, even if it won't survive the first one. This happens after the scene in which a player declared the end of the turn. This means that normal effects cannot be generated in response, once people know what you're going to hit. (The exception is effects, mainly damage redirection, which specifically respond to damage being inflicted.) CHAR See Damage that Cannot be Reduced or Redirected CHAR only takes no damage from cards. Other effects of those cards, such as the outright smoking of Discerning Fire (NW), affect him normally. Charge of the Rhino This is not combat damage. Charmed Life See Not Affected By The subject may be removed from play by other means. (Being toasted or returned to hand, for instance.) If played in response to an effect that would smoke the subject, it will protect the subject. If an effect that would smoke the subject is played in response to Charmed Life, the Charmed Life won't resolve in time to help. Che Gorilla See X Fighting His Fighting will not change as the opponent's smoked pile changes size. Cheap Punks See Playing cards at Reduced Cost The cards played from Cheap Punks are not restricted by the normal rules on when you can play cards. You can play non-Events during other players' turns. You can play Characters during your attacks. You can play a Drug Lab (LS) if you have already played a Site this turn. The Punks will trigger even if you smoked them. However, sacrificing them will not work. Chen Sho Kung See Damage Reduction Cheng Hu Bai See Superleap (2007-07-02) The ability only applies to Cheng Hu Bai; other Characters cannot attack with him without an ability that lets them attack back-row Sites. (2007-07-02) If the Site he is attacking moves to the front row, he does not cease attacking. (2007-07-02) Chi Detachment This does not cancel any effect generated by its subject, and nothing prevents the subject from generating an effect in response to the card being played. The subject provides resources normally once smoked or the State is removed. Chi Reconfiguration Things other than attacks, such as Orbital Laser Strike (LS) and damage redirection, that were aimed at the old Site will not hit the new Site. You can't smoke a Site and immediately return it to play. Choices are made at generation, and the Site you're smoking isn't in your smoked pile at that point, so it's not a valid choice. The Site returns to play face-down. Chi Sucker ERRATA Netherworld Abomination Cost: [Arc] [Mag] [Tec] 2 Fighting: 1 Provides: [Arc] When Chi Sucker turns to attack, it gains +X Fighting until the end of the attack. X = the number of Power-generating sites controlled by controller of its target. No rulings Chi Syphon See Copying The copied rules text remains even if the Site being copied is blanked or leaves play. If a Site is the subject of more than one Chi Syphon, none of them will blank the rules text being added by others; only the original text can be blanked this way. If a Site has multiple turning abilities, you can only generate one by turning the Site. (Turning is part of the cost, and you can't pay multiple costs with one game action.) If somebody seizes the subject, they may use the copied abilities. Children of the Sharp Knives They can be healed through other means. If this card attacks from an Eagle Mountain (TW), or otherwise has Toughness that lasts until the end of the turn or the attack, it does not have to take damage if you burn for Power. (You have two triggered effects being generated at the same time - the Toughness wearing off, and the Children's taking damage. You can put them on the scene in whichever order you choose. If you put the Toughness' expiration on the scene first, it resolves after the damage.) Chimp Shack See Copying If Chimp Shack is copying a Site's abilities, the copying will continue even if the Site leaves play or you take control of it. Remember that Power generation occurs before you unturn cards, so you can use the ability of a Site such as Family Home (LS) to get extra Power, then unturn Chimp Shack to keep your options open. You may not play more than one Chimp Shack during an attack against you. Chimpanzer An opponent cannot even try to declare more than one interceptor against Chimpanzer. If Chimpanzer gains the Flying Bladder (NW)'s ability, it may not be intercepted at all. If a Character gains Chimpanzer's ability after interceptors are declared, all Characters in chains will cease intercepting. Even if the Chimpanzer has fought its way through all but one of the chain at the point, the remaining interceptor was still part of a chain, and is still removed. Chin Ken See Copying Chin Ken gains the abilities prior to combat, when there is still time to use voluntary effects such as Stealth. If he intercepts a Character who cannot intercept, he will copy their abilities, and cease intercepting before he can inflict combat damage. Chinese Connection See Healing See Once Per Turn Abilities The opponent receives the Power immediately, and will be able to spend it before the healing effect resolves. The Power comes from your pool. If no card is damaged, you cannot use the ability just to give somebody Power. Chinese Doctor See Healing This effect is not considered to be "turning to heal", even if the physician is healing himself. If you wish to turn the Doctor to heal, instead of activating his ability, you may. The Shaolin Showdown version of this card is missing its resource provision. It still provides [dra]. The resource provision was inadvertently omitted from the card; it does provide [dra]. Chin's Criminal Network This includes your opponents' Hood cards, too. (And don't forget to check for Hood Sites, States, and Edges.) Chin's Criminal Network is not ever in play, so cannot count itself. Chiu Fa See Playing cards at Reduced Cost The ignoring of resource conditions is a continuous effect, and can be combined with effects that play Characters when they resolve. (Such as his other ability.) Chizu See Reload This affects Sites, Characters, and States on those Characters. Edges and Events have no location. Chop Shop The Vehicle is sacrificed when you turn the Chop Shop. If the effect is canceled, the Vehicle is still gone, but nobody can stop you from getting the Power by getting rid of the Vehicle first. Christine Winter She is not supposed to be Unique. (2007-07-02) Chromosome Screamer See Guts See Damage Bonuses Church Official See Cancel and Smoke effects. City Hospital See Healing It will unturn even if you smoked the Character. If multiple unturn effects are generated at once, it won't be possible to use the Hospital multiple times; the effects don't unturn it until they resolve, and you can't add new effects to a scene that has started resolving. City Park ERRATA Feng Shui Site Generates: 1 Cost: 0 Body: 8 Heal City Park at the end of the turn it is revealed. When a Site you control is burned, you may play City Park face up at no cost if you have not played a Site this turn. See Healing City Park will heal at the end of the turn in which it is revealed, even if it has changed controllers by then. If City Park is played face-up, it was not revealed, and will not heal at the end of the turn. You can still combine City Park with cards like Ancestral Sanctuary (NW) and Contingency Plans (SS), as long as the Park gets played before the other Sites involved. City Square See Damage Redirection Claw of Fury See Assassinate See Playing cards at Reduced Cost The Event must use the word "target", and it must target you, the player, (i.e. "target player" or "target opponent") not one of your cards. Claw of the Dragon See Guts See Playing cards at Reduced Cost Claw of the Tiger The effect triggers after the subject enters combat, when it is too late to use voluntary effects. Claws See Toughness See Not Affected By Any card will do, including Sites and Edges. Superfreak (BCL) would still do his two-part damage; he doesn't actually have Ambush, even though he sort of acts like he does. Claws of Darkness Claws of Darkness must be on the subject both when it smokes a Character and at the end of the turn. Cliffhanger See Playing cards at Reduced Cost You still need to meet the resource conditions. If the card is not played, it remains on top of your deck. If the card revealed has conditions on when you can play it, such as Pocket Demon, Cliffhanger cannot override them. This doesn't allow you to play a duplicate Unique, Limited, or One-Shot card, nor does it let you play a Feng Shui Site if you are already at victory conditions. Other than that, anything goes. The revealed card remains on top of your deck if you do not play it. Cloaca See Not Affected By (2007-07-02) Close Call See Partial Damage Redirection If the source is damaging more than one card, you can redirect any damage you choose from that source, but not more than three points in total. (So, if a Napalm Sunrise (FP) were hitting a location, you could redirect one point from a Character and two from a Site, or one from the front-row Site, and two from the back-row.) Cloud Walking See Mobility See Toughness You cannot use the Mobility after you've intercepted, nor can you use it to change location to anywhere but the location of an attacker. If you are intercepting an attacker within your site structure, and you use the Mobility to move one column, you are required to keep changing location until you reach an attacker, and you must intercept. (If more than one location is being attacked, you need not stop at the first one you reach.) Cobra Clan Stalkers See Stealth See Damage Bonuses Code Red See Attacking Out of Turn Coffee-Stained Cop The smoking must be due to an effect generated by or damage inflicted by an opponent's card. It doesn't matter why it happened. Even if you Brain Fire (NW) a Nerve Gas (LS), or attack an opponent's Character, you still get the bonus. Cognitive Spirit You have to decide at the time you declare the attack. The chosen Character cannot intercept anybody. Coil of the Snake See Stealth You must both discard and draw; you can't do just one. You discard before drawing. Colonel Griffith See Tactics Don't forget to count the resources provided by a card's special abilities along with the normal resource provisions. Colonel Richtmeyer If he is played in response to an or Event, he will not cancel it. An interceptor with Ambush inflicts damage simultaneously with an attacker with Ambush. Colonel Wilhelm Reiger See Toughness Combat Aircar See Vehicles See Tactics See Mobility May only be played on Characters. Combat Courtship See Faceoffs Combat Veteran If you lose control of the Character, you still control the State; the player who stole your Character can't turn to increase its Fighting. You can turn as many as you have, and, if you can manage to unturn one, you can turn it again to give the subject an additional +1. If the subject loses the designator, the State remains. Commander Corliss Cards that return him to play may do so during your turn, and will not cause you to miss your Power Generation. No cards will generate Power for you, not even Pocket Demon (NW) and its like. You may still skip your theoretical Power generation to discard extra cards. Competitive Intelligence This won't cancel a Site being turned if it's played in response. You can't turn or reveal Sites in response, either. If you want to use this card to protect a turning Site against Whirlpool of Blood (NW), you'll have to figure out a way around the fact that your opponents all get a chance to respond before you do. You may not take notes on this in tournament play. If you forget what other players' Sites are, they can sneer at you if you want to look again later. Comrades in Arms See Toughness Concourse Godard For the purposes of other cards, a Nerve Gas (LS) or the like aimed at Concourse Godard is still a card that smokes other cards, not a card that inflicts damage. So, if he has a Charmed Life (LS), then he takes no damage. Confucian Stability See Cancel and Smoke effects. See Playing "in response to" Contest of Arms See Faceoffs The Event does not need to be selected until after the Faceoff is complete. Contingency Plans You may play both this and a City Park (FP) or the like. If you have no Feng Shui Sites in play when this plays one, you gain a Power. You cannot play a Feng Shui Site with this card if you are one Site away from victory. Contract of the Fox You may play this on an opponent's Character, and you would choose when to use it. This would allow you to disrupt turn and maintain effects, for instance. Conversion Drone See Toughness The "it" refers to the Character smoked by Conversion Drone, not to the Drone itself. If the Drone is smoked as well, the Character it smoked still returns. The returned Characters do not return to their normal state even if the Drone is not in play. The returned Characters retain their title, subtitle, and limitations, resource conditions and provisions, etc., so do, for instance, cause Uniqueness auctions. Cop on Vacation See Guts The bonus can apply to Sites as well as to Characters. Don't forget that, as he smokes interceptors, the number of cards controlled by that player is decreasing. Coral Reef You have to discard if you use the ability. You can turn more than one Reef in response to attacking, but you will not get more than one draw and discard. (This will help if the first is canceled.) Corporate Warfare See Influence (2007-07-02) Corrupt Bookie The initial prediction and Power-gain effect goes on the scene in response to the Faceoff effect. You get the Power even if the Faceoff is canceled. (But then there is no winner, so the Bookie will be smoked.) Corrupt Land Agent You may turn multiple Agents when a Site is played. Corruption See What is Considered to be a Card's Cost The Characters take the damage even if they are already turned. This is their current Fighting, not their printed or undamaged Fighting. If a Character's cost and Fighting are both 4 or greater, it still only takes 2 damage. Counterfeit Heart This does not stop cards such as Thunder on Thunder (LS), which do not target. The Counterfeit Heart prevents other Edges from being a legal subject of States. This will cause any States already on Edges when Counterfeit Heart is played to be removed. If Counterfeit Heart is in play, States may not be moved onto other Edges by effects such as Shaolin Surprise (FP). Covert Operation ERRATA Event Cost: [Asc] 0 Look at target opponent's hand. You may force that opponent to discard one card of your choice. It is considered to be your opponent making the discard, not you. It will trigger Paper Trail (LS) and the like. If your opponent wants to play cards from their hand, they must do so in response, before you choose the card to be discarded. Coyote Clan Scavengers See Ambush Crane Stance See Damage Reduction (2007-07-02) The State is not sacrificed until the time at which the damage would have been inflicted. (2007-07-02) If the damage is reduced to zero by other means, this card is not sacrificed. (2007-07-02) If a Character is the subject of multiple Crane Stances, only one is sacrificed. (2007-07-02) Cry of the Forgotten Ancestor See Cancel and Smoke effects. The Crystal Skull See Schticks Curio Shop See Damage Reduction See What is Considered to be a Card's Cost A 1-cost Character with a State on it that provides +X damage or +X Fighting will still do no damage. The State isn't doing the damage itself; it's just increasing the amount the subject inflicts. Curio Shop is not safe from your own cards; your Killing Rain (LS) or Mad Bomber (NW) will still hurt it. Curse of Discord This card is the one inflicting the damage. Only current Fighting counts; abilities that modify damage do not affect anything. Curse of Itzcoliuhqui See Damage Reduction If this is played on a Character that is already attacking or intercepting, no discard is required. Curtain of Fullness See Forced Discards Cutting Loose Ends Each player may choose a different player's smoked pile from which to toast cards, but may only choose one smoked pile each. When resolving this card, each player smokes and toasts their cards before the next player chooses. A player cannot smoke a card, and then choose it to be toasted; the two happen simultaneously. Cybermod Parlor You cannot use this ability if you seize this Site, or if you return it to play. (2007-07-02) Cyborg Mermaid See Guts (2007-07-02) Da Boys See X Fighting Their Fighting will not change as the opponent gains and loses cards. Dallas Rocket See Ambush See Damage Bonuses Damsel in Distress See Faceoffs See What is Considered to be a Card's Cost Dan Dammer, Jammer Slammer See Guts See Toughness See Not Affected By Dance of the Centipede ERRATA Event Cost: [Lot] 1 Target a card. That card cannot be turned in response :: Turn that card, and cancel any effect generated by turning it. You can't cancel turning to attack with this card -- attacking is not an effect generated by turning a card. (2006-10-26) Dangerous Experiment ERRATA Event Cost: [Arc] [Arc] [Arc] [Arc] 0 Limited. Toast It. You gain 5 Power, and the opponent to your left may toast a card you control, a card in your smoked pile, or a card in your burned-for-victory pile. The card to be toasted is chosen upon resolution. If Dangerous Experiment is canceled, nothing is toasted. Dark Sacrifice The determination of whether a Character will be sacrificed, and the choice of which one, happens when Dark Sacrifice resolves, not when it's played. The only way to avoid losing anything is to have no power and no Characters when Dark Sacrifice resolves. Characters who are not affected by Events or who cannot be sacrificed won't be sacrificed, but can't be chosen in the place of another Character, either. It is considered to be the victim who is sacrificing the Character, so your Darkness Priestess will give you a point of Power. You can't choose to kill a Character if the target has Power. You don't get to choose which character dies, either. Darkness Adept If she takes enough damage to smoke her, and other cards are being smoked simultaneously, such as in a Final Brawl (LS) she will be dead before she gets a chance to grow. Darkness Falls Yes, this can get awkward when characters have damage or States on them. A die is a useful tool; roll once for each interceptor to assign them to an attacker. Characters that are not affected by Events may choose which Character they are intercepting normally. Darkness Pagoda PAP Your attackers need not be the ones that smoked the interceptors. Will only trigger if you declared the attack, not if you joined somebody else. Darkness Pagoda PAP See Bonuses Until a Card Leaves Play You gain one Power per player, no matter how many of their interceptors you smoked. Darkness Priestess ERRATA Netherworld Sorceress Cost: 1 Fighting: 1 Provides: [Mon] [Mag] When any opponent sacrifices or toasts a card, you gain 1 Power. Toast It cards are not considered to be toasted for the purposes of other game effects, including this one. If an effect toasts the Priestess, she will still trigger. Darkness Warriors If you sacrifice them to some other effect, you don't get the Power. Dark's Soft Whisper You must play Dark's Soft Whisper in response to the end of the attack; you can't wait until later. Data Theft You still can't play a Feng Shui Site this way if you are one Site away from victory. The cards are returned to the deck in the same order they were originally in. Daughter of Flame See Assassinate David Maxwell The card returns to hand on generation. This means the ability cannot be canceled by Ring of Gates (NW) or the like. (You could use the ability, but nothing useful would happen.) If both of them manage to get into play without one returning to hand, nothing special happens afterwards. (Yes, this is possible.) Copying the ability will never return a Character to hand. Dawn of the Righteous See Healing Deadly Hands You may use this ability as many times as you have cards to discard. You choose the card you discard. This card is not a Schtick; if it's on a Character you don't control, you are still the one who makes the discards, assuming you want to. Death Ring See Faceoffs No, you don't get any reward for winning the Faceoff. Well, except that the other guy is dead, and yours isn't. Death Shadow See Damage Reduction This applies to all damage inflicted by a Character that has been declared as an interceptor against her. Death Touch The opposing Character is smoked after combat damage is inflicted, even if the subject has been smoked. No damage need be inflicted to smoke the Character. If a character is not smoked by combat damage, but is smoked by Death Touch, this will allow an attacker to overcome an interceptor. Even if the subject has Ambush, the other Character isn't smoked until after normal combat damage is inflicted. Death-O-Rama See Damage Bonuses Deathtrap ERRATA State Cost: [Lot] 1 When any Character enters combat with subject Site, inflict 1 damage on that Character. (Before combat damage is dealt.) Damage is dealt after combat has begun, when it is too late to generate voluntary effects. Deep-Cover Rebels See What is Considered to be a Card's Cost All your Characters may attack back-row Sites, not just the Deep-Cover Rebels. (They don't even need to be involved in the attack.) This doesn't allow opponents to join. If you lose the Deep-Cover Rebels after the attack has been declared, the attack continues. (It's legal to be attacking a back-row Site; it's just not legal to actually declare an attack on one.) Defiant Bloom You can heal fewer than three cards, but you can't heal more than one point from each. You may heal zero cards. Deja Vu The toasting is also immediate; there's no way to save the Event, nor to play it again with another Deja Vu. The Event behaves as if it were played normally; it may be canceled or otherwise messed with. Delay the Inevitable All conditions for playing the card aside from cost must be met, including the standard restrictions on what card types may be played when. (2007-07-02) If this card is played in response to a card that is being held from a Catching Bullets (CS), the card is not toasted at the end of the turn. (2007-07-02) Demolitions Expert See Damage Bonuses Demon Emperor See Regeneration See Stealth If the other ceases attacking or leaves play, the Emperor still keeps his Stealth. Demon Tank See Vehicles See Toughness See Regeneration The subject is smoked if it ever becomes a . Demon Whiskey It does not have to be a Site you control. The Demon Within If the subject later gains the designator again, nothing happens; the subject is only smoked if it is a when the State first resolves. Similarly, if the State is moved onto a , that Character is not smoked. Demonic Alliance See Regeneration (2007-07-02) Derek Han See Superleap See Not Affected By You may use these abilities more than once a turn. (This would help if somebody were to respond to your giving him Event protection with an Event, for instance.) Desdemona Deathangel PAP See Ambush Desdemona Deathangel PAP See Ambush You may sacrifice Desdemona. Desire Manipulator See Card Memory Desolate Ridge See Playing "in response to" You may use this on your own cards when you play an Event. Destroyer If you have multiple Destroyers in your smoked pile, they don't enter play simultaneously. Each one generates a triggered effect, and they all go onto the same scene. If you have three or more, this will force you to have multiple auctions, rather than one big one. (And don't forget that you must bid in each.) Destroyer Drone See Toughness See Damage Bonuses Detonating Corpses If the Fighting was X or otherwise undefined, the damage is equal to the value of X at the time of the Character's smoking. Devendra Chalal See Damage Bonuses (2007-07-02) See What is Considered to be a Card's Cost (2007-07-02) Devil's Mountain See Damage Redirection Devil's Rope See Schticks The number of counters gained is the Character's current Fighting. Diamond Beach See Toughness Die!!! See What is Considered to be a Card's Cost The Characters are turned as part of the cost to play Die!!!. The "total cost" phrase refers to the total cost of all the Characters you want to affect, not to the cost of each Character. Difficulty at the Beginning ERRATA Event Cost: [Han] 1 Play when an opponent plays a card. Toast that card unless its controller pays 1 Power. The card is not canceled. (Though Edges and States will never become active if they're toasted by Difficulty.) In particular, this card has very little effect on Events. (It can toast the actual card, but this doesn't stop the Event from happening.) The power gained by playing your first Feng Shui Site is gained upon resolution, and will not be available to pay a Difficulty at the Beginning played in response. Dimitri Lyapunov Copy abilities do not get the Drones' rules text. (2007-07-02) Dirk Wisely If anybody joined the attack, he wasn't the only attacker. It doesn't matter if there were other attackers at the end of the attack, only that there were other attackers at some point. Dirk Wisely's Gambit ERRATA Event Cost: [Dra] 0 Provides: [Dra] [Tec] Limited. Play when you declare an attack with only one attacker against a target controlled by an opponent who controls at least four cards. When your attacker inflicts combat damage on its target during this attack, gain 2 Power. You must play the Gambit when you declare the attack. You declare all attackers at once, so you can't attack, play the Gambit, then declare more attackers. If another player joins, it won't stop the Gambit from working. Dirty Tricks Both players must select before either discard is revealed. They cannot talk about the specific cards they are picking, though general comments (For instance: "That Ascended rat is winning, so we should be nice.") are permitted. The only time a target will not have to discard is when he or she has no cards in hand when Dirty Tricks resolves. Discerning Fire is not an absolute protection from this card. If two cards share another designator, they are legal targets. You don't actually pick which designator is being used; it only matters that all the targets share one. This means that, if Discerning Fire is having its targets changed by Brain Fire (NW) or the like, the new targets don't have to share the same designator as the old. Disco See Phlogiston Mine (N2) for rulings. The Discombobulator See Schticks This will not cancel a Site's effect, though it will end a turn and maintain. No particular Site is targeted; even if the entire Site structure is rearranged, the effect remains. If all Sites at the location leave play, the effect will not carry over to either of the formerly adjacent locations when the Site structure closes up. Disintegrator Ray The Characters killed by the subject do not trigger effects that require a Character to be smoked, because they were toasted instead. The toasting applies even to non-combat damage like the White Disciple (LS)'s ability. The Displaced If The Displaced and another Character smoke each other in combat, you can toast that Character. Sacrificing The Displaced will not trigger their effect. The Dis-Timed You only need to be ahead of one opponent. If multiple Characters are copying this ability, they will each generate Power, as they do not have the title "The Dis-Timed". DNA Mage Can attack if it somehow gains the ability to attack without turning. "Do You Feel Lucky, Punk?" You flip all the coins at the time you play the card; everybody knows how much damage is being inflicted before they choose whether or not to respond. You don't need to get two Heads in a row to stop. The average damage inflicted by this card is three. Doctor Shen See Toughness See Healing He must survive to the end of combat to trigger his ability. Only damage he inflicted in that combat is counted, and damage that is prevented or redirected isn't. You may divide the healing up among multiple characters. He always inflicts his full damage, even if that is considerably more than what is required to smoke his opponent. Doctor Zaius You make the flip and keep the stolen Characters even if Doctor Zaius is smoked. The flip is made on generation, so the opponents know if the Character is returning before the effect resolves. However, this happens during combat, so very few effects would let them do something about it. (Going Out in Style (N2) is one that would work.) Dog Soldiers The parenthetical sentence is just reminder text for an often-forgotten rule; the card doesn't change the way the game works while it's in play. Donner Lake You can't choose a Character that cannot be sacrificed. If there are no sacrificeable Characters at the location, nothing bad happens, and the Fighting bonus is still granted. Doomed Lackey See Toughness The Toughness happens even if the Doomed Lackey never actually enters combat. As long as it was declared as an interceptor, the effect triggers. The Toughness only applies to one player's interceptors of the attacker. The next player to declare interceptors makes his own chains. Doomsday Device You only get 1 Power no matter how many interceptors a single player declares. Dr. Ally Matthews If a card (such as Green Senshi Chamber (NW) or Tangram Alley (N2)) places a limit on X, the limit still applies. If an ability (such as Green Senshi Chamber (NW)'s) has a cost of X, she does not affect the amount paid, only the amount the ability actually works with. (So, you could turn her to add two to the Green Senshi Chamber (NW)'s X, then turn the Chamber, inflicting zero damage on it, (so, ordinarily, the X would be 0) and give somebody Toughness: 2.) Dr. Amanda Snow See Guts Her protection only applies to effects. She still interacts normally with the continuous abilities of Sites, such as Toughness. (If it generates and resolves, it's an effect.) You have to pay the State's cost. You may play States during other players' turns with this ability. Dr. April Mucosa See Damage Reduction This reduces both combat and non-combat damage. Dr. Celeste Carter See Assassinate She does gain a Fighting bonus for herself. It doesn't matter how many resources a card provides or requires; it won't increase or decrease her Fighting by more than one. If a card, such as DNA Mage (LS), is both [tec] and [mag], it has no effect on her Fighting. If you play it when she's down to one, her Fighting will not become zero briefly. Dr. Curtis Boatman PAP If somebody attacks you, and others join, those joining must pay separately. This is not stealing Power. Dr. Curtis Boatman PAP See Copying Dr. Ivan Vasilovich See Healing You gain the Power before the Event resolves. (So, if it steals your Power, it would steal the Power you just gained, too.) Dr. Jean-Marc Ngubane You can't both turn an [arc] Character and turn a [mon] one by turning him; you must do one or the other. Dr. John Haynes See Stealth See Toughness The Event must use the word "target". See Covert Operation (LS) for more rulings. Dr. Klaus Herrbruck See Reload Dr. Timbul Damiri The timing on this card is the same as that of the Vivisector (LS); the chosen Character is sacrificed when the effect resolves. If something prevents it from being sacrificed, then it will not be returned to play, either. While you could choose an opponent's Character, you cannot sacrifice a card you don't control, so nothing happens unless you gain control of the chosen Character before Dr. Damiri's ability resolves. When a card leaves and returns to play, it is considered to be a new card, without any of the baggage it had before. Some uses for Dr. Damiri's ability: Re-triggering Characters with "enters play" abilities, such as Primus (SS). Saving a Character from an effect aimed at it. (This won't help against global effects such as Neutron Bomb (LS), just things like Nerve Gas (LS).) Healing a Character. Making a Character stop attacking or intercepting. Removing States and other alterations to the Character. Ending an attack on the Character. Allowing repeat use of Characters with "once per turn" abilities, such as Mutator (DF). (Note that all of the above will happen if relevant, even if you don't want them to.) If you use Dr. Damiri on a Character that is attacking, it will enter play at an opponents location, then immediately move to your choice of your locations. It doesn't have to go back to the location it started at, because it's considered to be a new card. The card enters play turned if it was turned at the time it was sacrificed, not if it was turned at the time you turned Dr. Damiri. Draco PAP Can't cancel cards that would smoke a Character by damaging it. Even if the ability is copied, it's still cards with the title "Draco" that you can't use to pay for the effect. You can't discard the old version, either. If you do have a card that could be affected, you may use the ability, even if it won't actually be affected. (A Character with a MegaTank (FP) and a Neutron Bomb (LS), for instance.) Dragon Adept See Independent Dragon Boat Festival You unturn before you draw, so you get the first extra cards. Dragon Dojo A Character with more than one of the appropriate designators still only gets you one card. "Not cumulative" means that, if you have two Dragon Dojos at a location, you still only get one card when playing an appropriate Character there. (But if one of them is canceled in response, you will get the card from the other.) Dragon Fighter See Guts Dragon Graveyard No matter how many Characters hit the Site at once, you get only one Power. Dragon Mountain See Toughness The Toughness applies even when the Site is face-down. The Dragon Throne See Playing cards at Reduced Cost The Dragon Unyielding You may play this card even if your Character was also smoked. Drop Troopers See Playing cards at Reduced Cost You must still meet the resource conditions. Drug Lab An attacking can seize the site, but it will be smoked shortly thereafter, so there's little point. Is smoked by non-combat damage, too. Drugged! See Damage Reduction Note that it says "damage inflicted on subject", not "damage inflicted by subject". Drunken Stance This occurs prior to combat, not during it. If an interceptor has its Fighting reduced below 3, it will be affected, even if it was safe at the first opportunity to be bounced. If the interceptor's Fighting goes below 3 after it enters actual combat with the subject, it will not be bounced. Dump Scrounger The Character is toasted at the time you generate the effect; it cannot be saved. You cannot choose to toast an Ice Courtier (NW) to pay for this effect. Dump Warrior Ignoring "resource symbols" os the same as ignoring "resource conditions". The ability applies to cards with the Weapon and Vehicle restrictions, not to anything with those designators. Dunwa Saleem PAP See Taking Control of Cards The change of control lasts until the stolen Character leaves play. Dunwa has attacked successfully if he inflicts combat damage on the target of his attack. Dunwa Saleem PAP This is normal Power generation, even though he is not a Site. He will not give you Power if you skip Power generation, or if you use Pocket Demon (NW) or the like. You only get one Power, no matter how many [tec] cards you have. You do need to reshuffle after searching your deck. Duodenum of Yang Luo See Guts Once the Duodenum is attacking, it doesn't care about the status of the Sites at the location. If you declare an attack at an unrevealed Site, it's too late for its controller to reveal it. Unrevealed Sites won't keep it alive. If you lose the last revealed Site that's keeping it alive, its triggered effect will smoke it even if you reveal or play another in response. You need to play or reveal in response to the effect that relieved you of your last Site. Dust Storm This only affects Characters that are currently intercepting; future interceptions are unaffected. Eagle Mountain See Toughness The gaining of Toughness (whether from attacking with a revealed Eagle Mountain, or from revealing it mid-attack) is a triggered effect; an opponent may play Events in response to it, and damage your attackers before the Toughness resolves. If Eagle Mountain leaves play, the Toughness remains until the end of the attack. Eagle vs. Snake See Faceoffs Earth Poisoner This includes turning a Site with some effect, as well as turning it to use an ability. If an effect is used to turn your Sites, your Earth Poisoner will happily damage them. If the Earth Poisoner reveals a Proving Ground (LS) by damaging it, the Proving Ground (LS) will turn itself. This will trigger the Earth Poisoner's ability, and the Site will take two more damage. This additional damage is not combat damage, so you won't be able to seize or burn the Site if its Body is reduced to zero this way. Earth, Wind, and Fire While most cards in Shadowfist count things when you play them, this cannot. Until it actually heals damage, the amount it healed is unknown. All your cards will be healed, even if they were not damaged until after this card was played. The Eastern King ERRATA Lodge Mastermind Cost: [Asc] [Asc] [Asc] [Asc] 7 Fighting: 11 Provides: [Asc] Unique. Uncopyable. Not a legal target for Events. When you play him, and at the start of each turn, he gains the rules text of target Character until the ta