* Shaolin Showdown FAQ* Last Modified: Aug 24, 2001 Welcome to the Shaolin Showdown FAQ! We've broken our FAQ into several smaller documents, since we've found that folks have distinct interests and don't necessarily need everything in one place. This FAQ addresses questions that we think people people might ask about the cards of Shaolin Showdown. Some of them might be unlikely, but better safe than sorry. (And yes, technically, this can't be a FAQ, since people haven't had a chance to ask the questions frequently yet.) 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 mail at: Z-Man Games, Inc. PO Box 98 Eastchester, NY 10709 Please enclose a self-addressed, stamped envelope if you'd like a reply. You can also reach us by email at rules@shadowfist.com . Compiled by Julian Lighton. Copyright 2001, Z-Man Games, Inc. All rights reserved. This document may be reproduced and distributed provided that no fee is charged for such reproduction and distribution, and that it is transmitted in its entirety, including this disclaimer. For all other uses, please contact Z-Man Games, Inc. for terms. *The Rules Cards:* Shaolin Showdown contains two rules cards, each appearing half as often as a common. (So, in two boxes, you'll recieve a bit under three of each.) Like the booster pack wrappers, you can use these in the Power for Promos exchange program, and they are worth three points each. Despite that number in a diamond, they aren't Power-generating Sites, and, even if you were to get them into play, (which, as far as our best mad rules scientists can tell, isn't possible) they would give you no Power. Here is the text of the rules cards: *Card 1:* *Shaolin Showdown Rules Card* *Clarifications:* *Not cumulative:* Similarly to States, (see Year of the Dragon Rulebook, p. 85) an Event (or other effect) that is not cumulative gives no additional benefit to a card that is currently affected by another copy of that Event. If the effect does not have a duration, (for instance, if it lets you draw cards) then no extra benefit is gained if more than one copy resolves in a single scene. *New Restrictions:* *No Max:* You may have more than 5 copies of this card in a deck. *New Rules:* *Faceoff:* 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. For answers to some possible questions on Faceoffs, see the other rules card. *Card 2:* *Answers to Your Faceoff Questions* For the basic information on Faceoffs, see the other rules card. 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.) *Frequently Asked Questions:* *Faceoffs:* 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 played in that scene would damage both Characters involved. *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. *Ancient Monument* If it is face-down, you do not have to inflict the damage on it. (You could if you wanted to, though.) *Bear vs. Fox* You don't have to play the Event right after the Faceoff combat; you may wait until later in the turn to use it. *Chinese Doctor* An error was made in production; new Chinese Doctors still provide a [Dra] resource. *Coil of the Snake* You must both discard and draw; you can't do just one. You discard before drawing. *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 and its like. You may still skip your theoretical Power generation to discard extra cards. *Contingency Plans* You may play both this and a City Park. If you have no Feng Shui Sites in play when this resolves, you do gain a Power. *Doctor Shen* 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 inflicts his full damage, even if that is considerably more than what is required to smoke his opponent. *Dragon Boat Festival* You unturn before you draw, so you will be the first player with an increased hand size. *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.) *Feng Kan* */Feng/* is not a legal designator, (Because it's part of a card type.) but we don't foresee any trouble in finding matches for this card. *Forgotten Shrine* It doesn't matter whether the Site is turned to generate an effect, because it's a just-revealed Proving Ground, or because you played Monkeywrenching. If you use this in response to a Site being turned, or if the target Site is turned in response to it, the target doesn't take damage this time. In both cases, this is because the Site is already turned by the time Forgotten Shrine resolves. *Four Sorrows Island* If the target is already intercepting, it ceases doing so. *Geoscan Report* You may use this card on an already-revealed Site. *Heaven's Peak* Turning to heal is an effect. Turning a Character as part of the cost of a different card's effect, such as Die!!! or the new Biomass Reprocessing Center, will trigger Heaven's Peak. *Hermes and Malachi* Even if both are in play, you may still get one card or one damage. Two is not possible, though. *Iala Mane and Koko Chanel* 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. 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. *Infernal Plot* You do not have to choose the cards to put into the victim's hand until Infernal Plot resolves, since you don't know how many will be discarded until then. *Katie Kincaid* Once you know whether or not she's getting Ambush, she's in combat, and it's too late to play most effects. You flip only once, no matter how many */Gun/* States are on her. *King on the Water* If the target has already been declared as an interceptor, it ceases intercepting. *Kinoshita* This will not cancel an effect generated by turning a Character, and the target may still turn in response. *Larcenous Fog* You may play this on your own Sites. Why you would want to is left as an exercise for the student. *Larcenous Mist* This will not cancel an effect that has been generated, or that is generated in response. *Market Square* You may use this ability even if the Site is face-down at the time. *Master Killer* If you play this card when non-Uniques have already been declared as interceptors, they cease intercepting. You choose which Character to play Master Killer on if there is a choice. You may not choose a Character that was smoked by the former subject in the combat in which the former subject was smoked. If none of the Characters are alive, Master Killer remains in your smoked pile. The subject need not have been smoked by combat damage. If a White Disciple kills the Master Killer, he becomes the Master Killer. If the new subject is smoked in response to Master Killer being played onto them, it will not return to play on a different Character. *Mo' Monkeys, Mo' Problems* A Character with more than one of the appropriate designators still only gets you one card. *Natraj Thalnasser* He can turn to heal. No matter how much damage a Natraj (or any Character) takes, his Fighting is never reduced below zero, so no amount of damage can smoke him mid-turn. He can be smoked by effects that don't damage him, such as Nerve Gas. The fact that he will be smoked at the end of the turn is not an effect that smokes him, (it's an effect that's keeping him alive shutting off) so Charmed Life cannot keep him alive. *Old Uncle* "Not cumulative" means that, if you turn more than one Old Uncle to attack, you still only get two cards. (But if one of them is canceled in response, you will get the cards from the other.) *Opium Den* If the Character attacks, this will not cause the turn and maintain to cease, it just turns off the penalty for a time. *Path of the Lurking Rat* Characters that can't attack back-row Sites may not turn to attack with the subject or join the attack. *Path of the Raging Bear* This is cumulative with Sam Mallory. *Peasant Leader* If either Character's Fighting changes, you still kepp control; it only matters if it was legal when the effect was generated. *Peking Opera Troupe* Cards in burned-for-victory piles are not considered to be controlled. *Plains of Ash* If you regain control, you don't get the extra Body back. *Point Blockage* It only matters that the subject not have Superleap when you play Point Blockage; if Superleap is gained later, it has no effect on this card. The target need not be damaged by Point Blockage to become turned. Koko Chanel will still be able to unturn during other players' Establishing Shots. *Portal Rat* Only combat damage will kill the Edge; other sources cannot damage the Edge. If an Edge is being targetted by the Abysmal Prince's ability, Portal Rat cannot attack it, because the Prince's ability says so. Other Characters cannot usefully copy this ability, as it still prevents cards with a title other than "Portal Rat" from attacking the Edge. *Primeval Forest* Generates one Power normally while unrevealed, even in your back row. *Primus* Yes, it is possible to play him, but you'll really have to work for it. [Pur] is a faction resource. *Rachel McShane* Turning a card as part of the cost of a different card's effect, such as Die!!!, is considered to be turning a card to generate an effect. *Rend Chi* The amount of damage actually inflicted is determined at resolution; if somebody heals your Character in response, no damage will be inflicted. It's not possible to be at the location of an opponent's Character except during an attack or a Faceoff. This Event targets only your Character, not the opponent's Character. (So, it could not heal The Eastern King, but could damage him, and Brain Fire cannot change who is being damaged, only who is healed.) *Shaolin Surprise* If you can't play the State on the card in question, you can't move it there, either. (This only applies to restictions on where the State could be played, not when it could be played.) If the old subject leaves play and then is returned to play, the State will not return to it. *Shui Yu* [Mag], [Tech], and [Chi] are not faction resources. Sharing a faction resource with another Character means requiring or providing a faction resource that the other Character also requires or provides. */Shui/* is not a legal designator, (Because it's part of a card type.) but we don't foresee any trouble in finding matches for this card. *Six Bottles Hwang* This is not considered to be forcing an opponent to discard anything; it's a cost that they choose to pay. (So Resistance Squad will not trigger.) If they can't discard three cards, they can't intercept. *Sliding Paper Walls* You must use Sliding Paper Walls at the time the attack is declared, not later. An adjacent location is either of the columns to the left or right of the one containing Sliding Paper Walls. Sliding Paper Walls may be used even if it's not in the same row as the Site being attacked. It may not be used if the target of the attack is in its own column. The damage inflicted on the Site behind it is not combat damage, and will not allow that Site to be seized or burned. If more than one Sliding Paper Walls is used at a time, each will, when it resolves, exchange position wilth the Site that was originally being attacked, wherever it has moved to. The Sliding Paper Walls that end up in the position of the Site that was attacked (this will always be the first one to resolve) becomes the target of the attack. *Sword Dance* You don't have to move all the Weapons to the same Character. The Fighting bonuses are granted after the States are moved, not before. *Sword of the Master* This is not a Weapon. Characters with an X Fighting do not have their Fighting reduced to zero. The definition of X is not a bonus to their Fighting; it is their Fighting. Even Characters whose damage cannot be reduced, such as CHAR, will be affected by this. You're not directly reducing the damage they inflict, but getting rid of something that increases it. It doesn't matter what source provided the bonuses, whether it's the other Character itself, a State on it, a permanent Fighting bonus, an Edge, etc. Any additional abilities provided by the same source as the damage or Fighting bonus are not canceled. So, Arcanowave Reinforcer still makes the Character an */Abomination/*, Disintegrator Ray still toasts things, and so on. Only the damage and Fighting bonuses on the specific Character in combat with the subject are canceled. An Arcanowave Reinforcer would continue to give other Characters +1 damage. No matter what their source, the damage and Fighting bonuses return at the end of combat. (Unless their duration ended before then, of course.) *Temple of the Monkey King* If the Character uses its ability in response to you turning Temple of the Monkey King, then the ability will resolve before the Temple's cancellation does. *Temple of the Shaolin Dragon* Players who don't control a */Netherworld/* Site cannot join attacks against it, either. If it's in your back row, it still can't be attacked by players who don't control a */Netherworld/* Site. If, while attacking it, a player loses all */Netherworld/* Sites, their Characters cease attacking. *The Dragon Unyielding* You may play this card even if your Character was also smoked. *The Eastern King* The promo Eastern King has these abilities, too. *The Inner Fire* If you control more than one copy of The Inner Fire, your */Fire/* Characters will provide one [Chi] for each copy. Your */Fire/* Characters are [Chi] cards while this is in play. */Fire/* Characters in your smoked pile will not provide [Chi]. *Three Sectional Staff* Keep flipping as long as you keep getting Heads. *Tiger Hook Swords* You draw a card even if the subject is also smoked. If the subject smokes more than one Character simultaneously. draw a card for each. If more than one Tiger Hook Swords is on a Character, each will let you draw a card. *Tiger vs. Crane* You may not inflict more than one damage on any card. You do not have to inflict all three points of damage. *Two Dragons Inn* This affects you as well. It only matters if they control Characters at the end of the turn, not whether they controlled any during their turn. *Walk of a Thousand Steps* Compute X before taking Toughness and the like into account, but after any partial redirections. (So, if Old Man Wu is the subject of Walk of a Thousand Steps, and six damage is being inflicted on him, he can redirect one point of damage, (leaving five) and ignore half of what is left. (Half of five, rounded up is three, so he would take two damage. If he had Toughness: 2, he would take none.) *Wei Fong-Yi* If you stole a State that can generate an effect, such as a Pump-Action Shotgun, it will be too late to use the effect that combat. *Year of the Snake* As long as any of your attackers are attacking a Site, you may play this card. Characters who are attacking other Characters will change target, too. You don't have to change the target to a card controlled by the player who controls the old target. If you change the target of an attack to a card at a different location, the attackers will move to the location of the new target, but all currently declared interceptors will cease intercepting, even if they are capable of moving to the new location. (However, players do not declare their interceptors until the previous player is finished intercepting, so you can only evade one player's interception this way.) Changing the target of the attack to a different player's card does not change the order in which players declare interception. If other players join your attack, their attackers will not change target. *Zheng Yi Quan* A typographical error was made in the subtitle. It is to be played as if it said */Kung/*.