diff --git a/rules.fodt b/rules.fodt index 2f1e1ab..c2b5133 100644 --- a/rules.fodt +++ b/rules.fodt @@ -1,10 +1,10 @@ - Julie 2018-05-24T22:43:50.5332845552018-08-22T00:57:35.061518941P1DT21H8M19S85LibreOffice/5.1.6.2$Linux_X86_64 LibreOffice_project/10m0$Build-2 + Julie 2018-05-24T22:43:50.5332845552018-08-22T00:59:18.553785764P1DT21H8M25S86LibreOffice/5.1.6.2$Linux_X86_64 LibreOffice_project/10m0$Build-2 - 13123 + 0 0 46145 21883 @@ -13,12 +13,12 @@ view2 - 13601 - 18297 + 14215 + 7034 0 - 13123 + 0 46143 - 35004 + 21881 0 0 false @@ -68,7 +68,7 @@ false false true - 7544451 + 7576768 false false true @@ -813,6 +813,9 @@ + + + @@ -39562,7 +39565,7 @@ Keeper of the Cards Rulebook - 5th Edition + 5th Edition, Revision 1 Introduction Keeper of the Cards is a trading card game, loosely inspired by elements from various popular trading card games you may be familiar with. The primary distinguishing factor of Keeper of the Cards, however, is that you don't just trade cards; you create cards. Unlike other trading card games, there are no official cards for Keeper of the Cards. Instead, there are official effect components that can be used for cards and official rules for calculating the cost of playing any given card. These rules are laid out separately in the document titled, “Card Building Guide”. @@ -39584,7 +39587,7 @@ The card on the left is a creature, and the card on the right is a spell. As you can see, they are both very similar; the only real difference is that spells have a pair of triangles instead of the additional elements found on a creature. The elements marked on the cards are: - + The name of the card. This is purely cosmetic and has no effect on the game. @@ -39613,7 +39616,7 @@ Other than that, there are no restrictions on what legal cards you can put in your deck. In particular, there is no restriction on how many copies of a given card you may have in your deck; if you like, you can populate your deck with 50 identical cards. The reason for this is simply that such a rule would be difficult to enforce; any dedicated deck builder would be able to get around such a requirement simply by adding unnecessary targetings, slightly varied activation costs, slightly varied power levels, etc. Secondarily, even if it could be enforced properly, such a rule is unnecessary as things such as instant win conditions are not a particular issue for this game. The Field Each player's field contains the following zones: - + Deck: Contains your deck. The deck's contents are not revealed to anyone, and it is shuffled before the start of the game. @@ -39635,12 +39638,12 @@ Turn Order Each turn in Keeper of the Cards consists of the following phases: - + Resource Phase: Place up to two cards from your hand, face-down, onto the Resource Zone, oriented vertically (unexhausted). Then draw a number of cards equal to two minus the number of cards you placed into the Resource Zone. In other words, you can either place none and draw two, place one and draw one, or place two and draw none. - + @@ -39649,7 +39652,7 @@ - + Action Phase: You may play any cards from your hand that you are able to, and you may also activate in-play creature abilities and in-play traps with no activation condition. @@ -39676,7 +39679,7 @@ Some activation conditions may cause abilities to activate while the card is not in play. Therefore, if any creature or spell has its ability activated when it is not in play and was not in play immediately prior to the action responsible for fulfilling the condition, the card's resource cost is paid before the effect activates. This, again, also applies to spells. For example, if an activation condition is triggered by the card being destroyed while in the deck, you must pay that card's resource cost; however, if the activation condition is instead triggered by the card being destroyed while in play, you do not have to pay the card's resource cost in that case. Some abilities also have an activation cost, which is a special cost (such as removing a certain number of counters, sacrificing one of your cards, or paying a certain number of hitpoints) that you must pay upon activation of the ability. Activation costs are designated at the beginning, after any activation condition, but before any targeting or effect text. If you activate an ability you are unable to fully pay the activation cost for, the effect of the ability disappears. It should be noted that “sacrificing” a card is not considered to be the same as “destroying” the card, and “paying” hitpoints is not the same as taking damage; therefore, these costs cannot be used to satisfy activation conditions referring to the destruction of a card or damage to hitpoints. To battle, go through the following steps (only during the attacking player's Battle Phase): - + The attacking player exhausts any number of their unexhausted creatures, which become the attacking team, and declares one target: a player, or a creature. Note: any given player or creature can only be targeted once per battle phase. The attacking player selects and announces the defending order of the attacking team (the order in which these creatures will be damaged). @@ -39718,7 +39721,7 @@ One important term when it comes to chains is the term “negate”. To “negate” something means to make it so that it never happens. If something is negated, any relevant costs are still paid (including the exhaustion required for creature attacks and abilities). Winning and Losing Any given player can lose in three ways: - + by having their hitpoints reduced to 0; @@ -39732,7 +39735,7 @@ Any player who loses is out of the game and can no longer affect the game in any way. When only one player remains in the game, that player is declared the winner. Ability Clarifications/Rulings This section serves to clarify some things regarding ability texts. It is listed alphabetically based on the text portion at hand. - + Activate when...”: “Activate when X” is not the same as “activate in response to X”. “Activate when X” abilities do not chain to other cards under any circumstances. In addition, unlike abilities that chain to other cards, multiple “activate when...” effects can be activated in response to the same event. If this happens, all such abilities must be activated at the same time, before any of them are resolved. @@ -39769,7 +39772,7 @@ Revised Ability Text This section lists old ability text portions which have been revised. The revision is indicated as the old text, then an arrow pointing to the right, and then the new text. Redacted text is crossed out in the old text, and added text is bold in the new text. If you see any of these old text portions in a card, you must use the card in the way indicated by the new text, if applicable. These are listed in alphabetical order. Note: [x], [y], and [z] are replaced with numbers in cards. - + Exhaust [x] of your unexhausted cards in play.” → Exhaust [x] of your unexhausted creatures in play. @@ -39782,7 +39785,7 @@ Redacted Ability Text (Banned Cards) This section lists ability texts which have been redacted. This is generally because the text results in cards that are too powerful or create a bad game experience. Any card with any of these texts is considered to be banned, i.e. may not be used in a game. Note: [x], [y], and [z] are replaced with numbers in cards. - + Inflict a total of [x] damage to targets. diff --git a/rules.pdf b/rules.pdf index 41b99af..d829868 100644 Binary files a/rules.pdf and b/rules.pdf differ