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WoW TCG Comprehensive Rules v3.0

Last post 11-19-2008, 11:38 PM by BlueRider. 37 replies.
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  •  11-14-2007, 8:48 PM 922986

    WoW TCG Comprehensive Rules v3.0

    Hi All,

    An update to the comprehensive rules has been posted at:

    www.ude.com/wow/rules

    Your feedback is very welcome in this thread.

    Thanks to all who contributed!
    PR

    ------- Log of major changes between v2.22 and v3.0:

    --
    ERRATA
    --

    Corki's Ransom, Alliance (Outland-227C)
    Quest
    Put Corki's Ransom FROM PLAY into its owner's hand and pay (2) to complete this quest. <p> Reward: Draw a card.

    Judgement of Light, 2, Paladin (Legion-58R)
    Ability—Holy JUDGEMENT

    Judgement of Wisdom, 5, Paladin (Legion-59R)
    Ability—Holy JUDGEMENT

    --
    FUNCTIONAL UPDATES (existing rules that have received functional changes)
    --

    * The rules for reattaching a card in play and retargeting a card on the chain have been synchronized. In each case, that card's attach/target description is read from the perspective of that card's current controller (rather than the player doing the reattaching/retargeting). The applicable rules are:

    400.6b If that description refers to “you,” it’s read from the perspective of that attachment’s controller (if it’s currently in play) or the player moving that attachment into play (if it’s not).

    706.2 Some modifiers tell a player to “change” the single target of a link to a second target. To do so, that player targets that second target with that link, but its target description continues to be read from the perspective of that link’s controller (so “opposing” continues to mean opposed to that player, and so on).

    --

    * Party now refers to all cards in play under a player's control, not just characters:

    415.9b Cards in play under a player’s control are collectively called his or her party.

    --
    NEW HOTNESS
    --

    206.1b An Alliance player is one who controls an Alliance hero and a Horde player is one who controls a Horde hero.

    307.4 Some locations have a capacity value in their lower right corner.

    706.5 Some links target randomly.

    New glossary entries: Berserking, Capacity, Conspicuous, Diplomacy, Finishing Move, Shadowmeld, War Stomp

    ------- Log of major changes between v2.21 and v2.22:

    This update is irregular in that it's relatively major, but not associated with one of the three big sets of the year. Instead, it's associated with three smaller sets of cards, namely the Black Temple raid, the Badge of Justice trinkets, and the Darkmoon Faire product. Because of this irregularity, and also because this update will impact DMF New Jersey and the World Championships, I'm going to be a bit more verbose than usual in describing the changes below.

    --
    ERRATA
    --

    * Silas Darkmoon has recieved errata to clarify that his power adds to his stats rather than wipes them, which is important in a few corner cases. While we're on the subject of Silas, rules buffs will be interested to note that he's the first card to actually road test the dependency rules that have been lurking at the tail end of the comp rules, so an example has been added there.

    Silas Darkmoon, 6, Ally—Gnome Ringleader, Unique, 0 [Melee] ATK / 0 Health
    Silas has ADDITIONAL ATK equal to the combined ATK of all other allies in your party, and ADDITIONAL health equal to the combined health of all other allies in your party.

    --

    * The three cards that "double" ATK have been functionally changed to clear up confusion caused by differing interpretations of how that word worked in the context of a continuous modifier. The new wording clarifies that the size of the buff is locked on resolution, and stays locked for the rest of the turn (so if a weapon strike takes your hero to 3 ATK, for example, then Avenging Wrath will give that hero +3 ATK this turn, even after that combat concludes).

    Avenging Wrath, 4, Paladin (Betrayer-68U)
    Instant Ability—Retribution
    Double your hero's ATK this turn.

    -> Your hero has +X ATK this turn, where X is its ATK.
     
    Bloodstained Ravager Gauntlets, 7, HuSh (Legion-256R)
    Armor—Mail, Hands (1), 2 DEF
    [Activate] >>> Double target weapon's ATK this turn.

    -> Target weapon has +X ATK this turn, where X is its ATK.
     
    Ripper, 1, Hunter (Legion-38U)
    Ally—Ravager, Pet (1), 1 ATK (Melee), 1 Health
    (3) >>> Double Ripper's ATK this turn.

    -> Ripper has +X ATK this turn, where X is its ATK.

    --

    * Noali's Imps how have damage type fire. This is because (a) going forward, every "non-standard" ally in play (including tokens) will have an explicit damage type rather than rely on the melee-default rule, and (b) if we're going to give Imps an explicit damage type then melee doesn't make a lot of sense :)

    Imp Mistress Noali, 6, Horde, Ally—Blood Elf Warlock, 4 [Fire] ATK / 4 Health
    Your face-down resources are also Imp Demon allies with 1 [FIRE] ATK / 1 health.

    --
    NEW HOTNESS
    --

    * Locations are a new card type, so they get their own set of rules (307) and are also responsible for the following updates:

    300.1 There are eight card types: ability, ally, armor, hero, item, location, quest, and weapon

    410.6g  During PPP, each player who controls more than one location must choose one and turn the rest face down

    --

    * Master Heroes, while technically not a new card type, are still kind of a big deal, so they also get their own rules (301.4) as well as these updates:

    205.1 A card can gain additional damage types, and packets can have more than one damage type (because Illidan has damage type melee and can gain additional types from any non-melee weapon with which he strikes)

    301.5 A hero can't enter a party from an RFG zone if there's already another hero in that party (to cover unlikely-but-possible Cheat Death shenanigans)

    --

    * New rules (402.2) are required for Essence of the Martyr, the first card that can become a copy of another card, so section 402 has been created for "copying", and the existing rules for copying a link have been moved there as well.

    --

    * Darkmoon Card: Madness is an advance teaser for the new way that all applicable payment powers will be worded from now on. A new rule (701.1) explains that powers that formerly ended with "Use only on your turn", for example, now start with "On your turn:". Why the change? Apart from saving a few characters (which is never unimportant) this moves the restriction up front which (a) is where it more properly "belongs" since such restrictions impact how a power is used rather than how it resolves, and (b) hopefully means it's less likely to be missed/forgotten.

    --
    FUNCTIONAL UPDATES (existing rules that have received functional changes)
    --

    * A trio of related rules changes revolve around the never-dull topic of replacements. First, the zone-change exception that used to hang around at the end of what is now section 415.10 has been completely removed. Why? Well, generally, the fewer exceptions in the rules, the better. And, specifically, because the only reason this rule existed was because of an awkward desire for costs and if-you-do checks to "kind of still work" despite zone-change replacements. With this update, the decision has been made to let go of this desire and simultaneously tighten/simplify rules 707.1e (which now says that you can't pay any cost that would be replaced) and 709.2f (which now says that an "if you do" check fails if any part of it was replaced in any way). The good news is that 709.2f has an example that illustrates pretty much everything discussed in this paragraph, which I'll copy here:

    Example: You control Dramla Lifebender, Grunt Baranka, and Ritual Sacrifice. You can’t use Ritual Sacrifice’s power while Dramla is in your party. In addition, when Baranka defends against an opposing ally, her power triggers and tries to destroy her, but Dramla’s modifier replaces the destruction event by removing Baranka from the game. Baranka’s “if you do” is not satisfied, and so the attacking ally is not destroyed.

    --

    * Semi-related to the last point is a simplification to 415.10d, which now says that any and all events that put a card into a graveyard from play are destroy events. (Previously, attachments falling off a host were sometimes exceptions.) Now you can always be confident that play to graveyard = destroy, and destroy = play to graveyard.

    --

    * A new PPP check has been added at 410.6f: all counters on face-down resources are removed.

    --

    * Finally, 415.9b clarifies that a non-character card in play that becomes a character (like Essence of the Martyr, or one of Noali's Imps) neither enters play nor enters a party. (Previously, an argument could be made for it entering a party.)

    ------- Log of major changes between v2.2 and v2.21:

    105.1/501.1 Only physically exhausted cards can be readied, and vice versa (Shadowstep)

    413.8 To remove a card from the game, first reveal it unless it’s being removed face down (Bimble Blackout)

    703.6 Triggered powers that are active in non-public zones (Bimble Blackout)

    ------- Log of major changes between v2.1 and v2.2:

    100.2d Deckbuilding rules

    306.2d Smoke or Croak rules

    307.2 A quest is “neutral” if it has neither the Alliance nor the Horde trait icon

    405. Dual shield and sextuple wield

    411.3 A player searching a zone for “a card” can’t fail to find a card unless that zone is empty

    413.4 Playing with the top card of your deck revealed

    703.1a Powers that trigger when an event “next” happens

    Glossary: Class, Damaged, Deckbuilding, Dual Shield, Loyal, Neutral, Race, Random, Rarity, Reattach, Resistance, Sextuple Wield, Text, Thrown, Undamaged

    ------- Log of major changes between v2.01 and v2.1:

    **UPDATED RULES**

    101 Opening hands are "put" not drawn; mulligans are performed simultaneously.

    403.2a Tokens entering, leaving, or in play are cards in all respects.

    413.8b A card in an RFG zone is face up and public, unless it was removed by a modifier that specified that it was removed “face down,” or removed while it was a face-down resource. In both cases, it remains face down in that RFG zone, and only its owner may look at it. A face-down card is effectively blank—it has no name, type, tags, or text—while in an RFG zone. If a face-down card from an RFG zone enters play, it enters play as a face-down resource.

    706.2 Some modifiers let a player “change” the single target of a link to a second target. To do so, that player targets that second target with that link, but its target description is read from that player’s perspective (so “opposing” means opposed to that player, and so on). If no legal second target can be chosen, that link is not changed.

    **NEW RULES**

    104.3 "Double"

    200.3 "Make up" a name

    205.1d “Becomes” a [damage type icon] card

    206.1 A hero is a traitor if it has that word on its type line; otherwise it’s loyal.

    300.1a “Becomes” a different card type

    405 Two-Handed dual wield

    413.9b If multiple resources appear identical (because they’re all face down, or all face up with the same name) but some are affected differently by modifiers, those affected resources must be clearly distinguished while they remain so affected.

    500.5 End the turn

    501.1b Inspire

    • Only an exhausted card can be inspired, and no more than once each turn. You can’t choose to inspire a ready card or the same card more than once each turn.

    • Some characters allow you to inspire more than one card. If you control such a character during another player’s ready step, you may inspire any, all, or none of those cards.

    706.4 Some characters say that opposing links “must target” them if able.

    714.1 Continuous modifiers are either definite or indefinite.

    717.5 Some modifiers prevent “the first” X damage that a character would be dealt each turn.

    800.3 Lady Katrana Prestor

    ------- Log of major changes between v2.0 and v2.01:

    103.3 Links that can't be interrupted

    403/404 Damage no longer follows rules for counters

    409.6f All damage on non-characters is removed by PPP
     
    801 Major change to mandatory loop rules (with Withering Shout example)

    NEW/UPDATED GLOSSARY ENTRIES

    * Shuffle: If a modifier says to shuffle one zone into another, first combine the cards from the source zone into the destination zone, then shuffle that combined pile, even if one of those zones is empty.

    ------- Log of major changes between v1.21 and v2.0:

    100.2 Reputation

    400. New section: Attachments (including new rules for Moving Attachments)

    405. New section: Dual Wield (including Ranged Dual Wield)

    409.6 PPP updated

    501.1a Inspire

    6. Sabotage added to combat rules

    702. Completion powers renamed to reward powers

    704.1b "Definite" continuous powers generate modifiers “as” events happen

    705.6 Copying a card on the chain

    NEW/UPDATED GLOSSARY ENTRIES

    * Ally type = Any tag on the left side of an ally’s type line, following the dash.

    * Flip power = A hero’s payment power that involves flipping that hero.

    * Keyword = Words in type lines are no longer keywords. Most bold words are keywords, except for Ongoing, Reward, and Aldor/Scryer Reputation.


    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-14-2007, 8:50 PM 922988 in reply to 922986

    Re: WoW TCG Comprehensive Rules v2.0

    Reserved1
    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-14-2007, 8:52 PM 922989 in reply to 922988

    Re: WoW TCG Comprehensive Rules v2.0

    Reserved2
    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-14-2007, 8:53 PM 922990 in reply to 922989

    Re: WoW TCG Comprehensive Rules v2.0

    Reserved3
    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-14-2007, 8:55 PM 922991 in reply to 922989

    Re: WoW TCG Comprehensive Rules v2.0

    1120110:
    Reserved2


    reserved? aka new rules encyclopedia? haha

    but for real...when in MotL offically tourney legal?
    the reason i ask is i will be attending a regional on dec1 aka saturday of worlds.

    will i be able to play MotL?

    Member of the Legion of Doom
    DMF Orlando-88th Place
    NACC- 3-6....Zenith Shadowforce...really?

  •  11-14-2007, 9:00 PM 922994 in reply to 922991

    Re: WoW TCG Comprehensive Rules v2.0

    1819107:
    but for real...when in MotL offically tourney legal?
    the reason i ask is i will be attending a regional on dec1 aka saturday of worlds.

    will i be able to play MotL?
    The answer to this question is found in the World of Warcraft Tournament Policies document, section C-8.
    WoW Tournament Policies, C-8:
    • March of the Legion set becomes legal on December 7, 2007.


    Magneto:
    We are the future, Charles; not them.

    Player Management: Level 2
    Rules Knowledge - VS System: Level 1
    Rules Knowledge - World of Warcraft: Level 2
    Rules Knowledge - Yu-Gi-Oh!: Level 2
    Tournament Organizer: Level 1
  •  11-15-2007, 2:42 AM 923086 in reply to 922986

    Re: WoW TCG Comprehensive Rules v2.0

    Readying a card due to "Inspire" seems to be a "may"-effect, correct? Just to be sure, because the reminder text of the card in the given example in the FAQ doesn't say "you may". This could be leading to a misrepresentation if for any reason a player don't want to ready a card but thinks he must due to reminder text.

    Vindicator Zalreth, 7, Ally—Draenei Paladin, 5 ATK (Holy), 5 Health
    Aldor Reputation, Protector
    When Zalreth is destroyed, you may remove him from the game. If you do, put an ally card from your graveyard into play if its cost is less than or equal to the number of resources you have.


    You may remove Zalreth from the game only if he has remained in your graveyard continuously since his destruction. Opponents may remove ally cards from your graveyard in response to his effect, but you don’t choose an ally card until it resolves, at which time your opponents can no longer respond.
    Just to be sure: Opponent may remove Zalreth from the graveyard in response to his effect and then the effect will do nothing, correct?

    Imp Mistress Noali, 6, Horde, Ally—Blood Elf Warlock, 4 ATK (Fire), 4 Health
    Your face-down resources are also Imp Demon allies with 1 ATK / 1 health.

    The Imp Demon allies are still resources. They don’t leave play as resources or enter play as allies. They have ATK, health, type, and tags as specified, but no name. They have damage type melee. Each one can attack immediately unless it was placed during the current turn.

    I don't understand the marked text. As you say a face-down resource is still a resource, so if it would leave play why it would not leave play as a resource? What passage in the CR rules are saying that?


    André Bronswijk, Germany

    WoW Rules Knowledge Level 3
    Player Management Level 3

    German speaking community:
  •  11-15-2007, 7:11 AM 923176 in reply to 923086

    Re: WoW TCG Comprehensive Rules v2.0

    Hi André,

    1175924:
    Readying a card due to "Inspire" seems to be a "may"-effect, correct? Just to be sure, because the reminder text of the card in the given example in the FAQ doesn't say "you may".

    That's correct: Inspire is optional, but that's not spelled out in the reminder text.

    Vindicator Zalreth, 7, Ally—Draenei Paladin, 5 ATK (Holy), 5 Health
    Aldor Reputation, Protector
    When Zalreth is destroyed, you may remove him from the game. If you do, put an ally card from your graveyard into play if its cost is less than or equal to the number of resources you have.


    You may remove Zalreth from the game only if he has remained in your graveyard continuously since his destruction. Opponents may remove ally cards from your graveyard in response to his effect, but you don’t choose an ally card until it resolves, at which time your opponents can no longer respond.

    1175924:
    Just to be sure: Opponent may remove Zalreth from the graveyard in response to his effect and then the effect will do nothing, correct?

    Correct.

    Imp Mistress Noali, 6, Horde, Ally—Blood Elf Warlock, 4 ATK (Fire), 4 Health
    Your face-down resources are also Imp Demon allies with 1 ATK / 1 health.

    The Imp Demon allies are still resources. They don’t leave play as resources or enter play as allies. They have ATK, health, type, and tags as specified, but no name. They have damage type melee. Each one can attack immediately unless it was placed during the current turn.

    1175924:
    I don't understand the marked text. As you say a face-down resource is still a resource, so if it would leave play why it would not leave play as a resource? What passage in the CR rules are saying that?

    The marked text is talking about the moment Noali enters play. If you have six resources, a triggered power looking for "When an ally enters play," and another triggered power looking for "When a resource leaves play," then the first powers triggers only once (for Noali) rather than seven times, and the second power doesn't trigger at all.

    As you say, the second power will trigger later if one of your Imp Demon ally resources leaves play.

    Thanks,
    PR


    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-15-2007, 2:34 PM 923538 in reply to 923176

    Re: WoW TCG Comprehensive Rules v2.0

    Also, along this same line..
    Just to be clear, if Noali is already in play and you place more resources, they do not proc any Come Into Play effects, correct? Like watcher Mal'wi or they cant be used to satisfy the quest Hellfire Fortifications.

    Level 1 WoW RK
    Gone but not forgotten...
    Also
    Remember your fallen heroes.
  •  11-15-2007, 2:40 PM 923541 in reply to 923538

    Re: WoW TCG Comprehensive Rules v2.0

    Yes, that would be correct.  They would not trigger any 'come into play' effects that trigger off Allies coming into play.
  •  11-15-2007, 3:42 PM 923604 in reply to 923538

    Re: WoW TCG Comprehensive Rules v2.0

    1301250:
    Also, along this same line..
    Just to be clear, if Noali is already in play and you place more resources, they do not proc any Come Into Play effects, correct? Like watcher Mal'wi or they cant be used to satisfy the quest Hellfire Fortifications.

    Hi Plumm,

    Excellent question, and one that has definitely persuaded me that Noali's FAQ entry will be getting a tweak next week (when we add any other questions that come up over the weekend).

    I explained above that her FAQ entry means that any resources that "come to life" as she enters play are NOT "allies entering play" and so won't be shot by an opposing Watcher Mal'wi.

    However, if you then place a new resource face down, it WILL be shot by the Watcher. The applicable rule is: that resource is painted by Noali's continuous modifier (710.1c) before any powers trigger off it entering play (710.1d).

    Note that you still can't complete Hellfire Fortifications, because you didn't "play an ally"; you placed a resource (that then become an ally as part of entering play).

    Thanks for the question,
    PR


    paul_ross@upperdeck.com
    UDE TCG Rules
  •  11-15-2007, 8:30 PM 923771 in reply to 923604

    Re: WoW TCG Comprehensive Rules v2.0

    Yay!...I was wrong!....;-)
  •  11-16-2007, 12:13 PM 924105 in reply to 923771

    Re: WoW TCG Comprehensive Rules v2.0

    This was brought up on the general forums.  For sealed play, could you remove all Scryer or Aldor cards from your deck and swap them for the opposite faction from your side deck in between games?  It's clear that you can't do this in constructed play since all cards in your side deck must be able to go in your deck.  However, since all unused cards are considered to be your side deck for sealed play regardless of legality, I wasn't sure.

    Edit: And while you're thinking about that.  For a constructed tournament, could you put no Scryer or Aldor cards in you deck and then put both Scryer and Aldor cards in your side deck and side in one side or the other during a match?  They would both be legal since you could put either of them in your deck.

    ======================
    Sweet Zombie Uther!
    It's a dirty job, but someone has to do it.
  •  11-16-2007, 6:13 PM 924672 in reply to 924105

    Re: WoW TCG Comprehensive Rules v2.0

    1123981:
    Edit: And while you're thinking about that.  For a constructed tournament, could you put no Scryer or Aldor cards in you deck and then put both Scryer and Aldor cards in your side deck and side in one side or the other during a match?  They would both be legal since you could put either of them in your deck.
    I'm on the fence about Sealed events, but I'm going to have to go ahead and say that's not legal.  Deck construction rules and restrictions still apply to your side deck (no more than 4 copies of a card, unless Unlimited, and all cards must either share a trait icon with your hero or be neutral)... so as per the definition of Aldor Reputation and Scryer Reputation naming them as deck restrictions, then you cannot include both in your Side Deck, regardless of neither in your main Deck.

    Magneto:
    We are the future, Charles; not them.

    Player Management: Level 2
    Rules Knowledge - VS System: Level 1
    Rules Knowledge - World of Warcraft: Level 2
    Rules Knowledge - Yu-Gi-Oh!: Level 2
    Tournament Organizer: Level 1
  •  11-18-2007, 3:49 PM 926588 in reply to 924672

    Re: WoW TCG Comprehensive Rules v2.0

    I agree that this is most likely not allowed.  The CR just doesn't seem to be clear about if an individual card must be a legal card to go in your side deck or if the side deck in its entirety must be legal.

    ======================
    Sweet Zombie Uther!
    It's a dirty job, but someone has to do it.
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