Reglas .... Aclaraciones y especificaciones

Alguna duda en una jugada específica?, no estás seguro de lo que hace una carta?. Esta es tu sección.

Moderadores: Alexis, FeDeX, daguajar

Reglas .... Aclaraciones y especificaciones

Notapor Alexis el Junio 11th, 2010, 2:52 am

Bueno tome la decision de recopilar aqui algunas reglas que son importante para el juego asi como aclaraciones que uno necesite
Bueno empezando
Regla de unicidad

Código: Seleccionar todo
704.   Uniqueness Rule

704.4   The uniqueness rule is only checked while resolving a character recruit or substitute effect, shifting a character into play, flipping a location, or attaching an equipment. It does not apply to any other modifiers that put an object into play or change control of an object.


Al reclutar un equipo
Código: Seleccionar todo
302.2   A player may recruit an equipment card only during his or her recruit step (see rule 404) and only while the chain is empty. This is also called “recruiting an equipment.”


Posteen su dudas para que esto se vaya fructiferando y tengamos que ir solo a un lugar en caso de dudas, o aclaracion haber si se puede hacer algo o no ...
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Re: Reglas .... Aclaraciones y especificaciones

Notapor Alexis el Junio 11th, 2010, 2:53 am

reservado para poner mas reglas
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Re: Reglas .... Aclaraciones y especificaciones

Notapor Alexis el Junio 11th, 2010, 2:53 am

bis
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Re: Reglas .... Aclaraciones y especificaciones

Notapor daguajar el Junio 11th, 2010, 4:57 am

Recomiendo que cuando coloquen una regla o tópico, coloquen la sección completa, no sólo extractos :)

Asumo que esta regla salió por lo del shift y la regla de unicidad en la fase de combate, duda que ya solucioné con Alexiss.

Eso, saludos.

P.S:: La sección completa

VS System : Uniqueness Rule escribió:704. Uniqueness Rule

704.1 As part of resolving a recruit or substitute effect for a unique character, or shifting a unique character into play, that effect’s controller puts each other unique object he or she controls with the same name as that character into its owner’s KO’d pile. This is not the same as KO’ing those objects.

704.1a Some modifiers say that “[description] character cards you control are not unique with cards with the same name but different version.” This means that any time character A entering play under your control would cause character B to leave play via 704.1, if A and B have different versions, and B fits [description], then B stays in play.

704.2 As part of flipping a unique location, its controller puts each other unique object he or she controls with the same name as that location into its owner’s KO’d pile. This is not the same as KO’ing those objects.

704.3 As part of attaching a unique equipment to a character, that character’s controller puts each other unique object he or she controls with the same name as that equipment into its owner’s KO’d pile. This is not the same as KO’ing those objects.

704.4 The uniqueness rule is only checked while resolving a character recruit or substitute effect, shifting a character into play, flipping a location, or attaching an equipment. It does not apply to any other modifiers that put an object into play or change control of an object.


VS System : Equipment escribió:302. Equipment

302.1 Equipment cards can be identified by the gray card background and the card type printed in the type line.

302.2 A player may recruit an equipment card only during his or her recruit step (see rule 404) and only while the chain is empty. This is also called “recruiting an equipment.”

302.3 A player recruits an equipment by following the applicable steps for playing effects. (See rule 505.) The player must also follow additional rules outlined below.

302.3a For an object to be legal to attach equipment to (see rule 708.12b), it must have type character; it must be visible, unless the equipment has concealed or concealed—optional (see rule 701.22b); it can’t have the stunned characteristic; it can’t already have its maximum allowed number of equipment equipped to it; any existing restrictions on attaching equipment to it must be satisfied; and it must be controlled by the controller of the effect whose modifier will attach the equipment (unless the equipment says "Equip only to an opposing character", in which case it must be controlled by an opponent of that controller).

302.3b The default maximum allowed number of equipment a character can have equipped is one.

302.3c A recruit effect is targeted if and only if it recruits an equipment card. The target is the character the equipment will get attached to. The effect can’t target a character that the equipment could not legally be attached to.

302.4 The equipment card itself represents the recruit effect on the chain. Resolving an equipment’s recruit effect follows the rules for resolving recruit effects. (See rule 508.3.) As the recruit effect resolves, the equipment card is put from the chain into play equipping the targeted character. It is then an object with the equipment type. (See section 214.)

302.5 The text of an equipment that is equipped to a stunned character is inactive; that text is treated as though it does not exist.

302.6 If an equipped character leaves play or is moved to a resource row, the equipment attached to that character is put into its owner’s KO’d pile as part of that character leaving play.

302.7 If an equipped character moves from a visible area to a hidden area (or vice versa), the equipment attached to that character is put into its owner’s KO’d pile as part of moving that character. Concealed—Optional equipment ignores this rule. (See rule 701.22b.)

302.8 Equipment, by default, is not unique but is allowed to have the unique characteristic. As part of attaching a unique equipment to a character, that character’s controller checks the uniqueness rule. (See rule 704.3.)

302.8a Equipment that is unique has the unique version. Because versions are not part of a card’s text, a unique equipment will remain unique even while it is attached to a stunned character. (See rules 210.1 and 302.5.)

302.9 A player instructed to put an equipment into play attached to a character must follow all applicable rules about what equipment is legal to attach to that character, just as in the cases where the player would be recruiting the equipment to that character or transferring it there. In this case, if the equipment can’t legally be attached to that character, the equipment does not enter play attached to that character; it will remain in the zone it was in before the player was instructed to put it into play.

302.10 As part of attaching an equipment to a character, that character’s controller gains control of that equipment.

Example: Misappropriation reads, “Transfer target equipment to target unequipped Brotherhood character you control.” As part of attaching the equipment to the Brotherhood character, you gain control of the equipment.
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