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1. Fundamentals
100. Building a deck
100.1 The minimum deck size for Constructed play is 60 cards. The minimum deck size for Sealed Pack play is 30 cards. There is no maximum deck size. Decks can’t include hero cards.
100.2 Some cards have one or more trait (207) icons. A player can include such a card in his or her deck only if it shares at least one trait icon with his or her hero. Cards with no trait icons can be included in any deck. In addition, some cards have bold text that reads, “[Trait] Hero Required.” A player can include such a card in his or her deck only if his or her hero has that [Trait].
100.3 Some tournaments allow players to have an optional side deck. Players must start each match with their main deck, but may swap cards between side deck and main deck between games in a match. For Constructed play, a side deck is exactly 10 cards and can include any cards that could be included in the main deck. For Sealed Pack play, a side deck is all cards in a player’s card pool that are not being played in the main deck.
100.4 A deck for Constructed play (including the side deck, if applicable) can include a total of only four copies of any card with the same name. Decks for Sealed Pack play can include any number of cards with the same name. Cards with the unlimited keyword are an exception to this rule. Decks can include any number of cards with the unlimited keyword.
101. Starting a game
101.1 Each player needs a deck and starts the game with a hero in play. Players then use a random method to determine who will be the first player to take a turn. Before starting the first turn, each player shuffles his or her deck and then presents it to an opponent, who cuts and/or shuffles it. Each player then draws an opening hand of seven cards.
101.2 Once per game, after drawing an opening hand but before starting the first turn, each player may mulligan. To mulligan, a player shuffles his or her hand back into his or her deck and draws seven new cards. The first player decides whether to mulligan, and then the next player clockwise, and so on. After all players have decided whether to mulligan, the first turn starts.
102. Winning and losing
102.1 Players win the game if no opposing players remain in the game.
102.1a A player loses the game if his or her hero is destroyed. A player also loses the game if he or she is required to draw a card from an empty deck. These are both pre-priority checks (408.6). If all remaining players lose the game simultaneously, the game is a draw.
102.1b A player may concede at any time to remove him or herself from the current game.
102.2 A player that loses the game is removed from the game, and vice versa. All cards that player owns are removed from the game. Any links that player controlled are interrupted. Cards that player controlled but doesn’t own revert to the last controller they had that is still in the game; if no such player exists, those cards are removed from the game. Continuous modifiers that player controlled no longer apply.
103. Contradictions
103.1 If the text of a card specifically contradicts these rules, that card takes precedence.
103.2 If a modifier says that [something] can’t happen, and another modifier or rule tries to make [something] happen, that “can’t” modifier takes precedence (but see 103.3). If an action can’t be performed, any cost involving that action can’t be paid. “Can’t” modifiers are not replacement modifiers (716). Events that can’t happen can’t be replaced.
103.3 If a card can’t be destroyed, but destruction of that card can’t be stopped due to the rules of uniqueness (411), the rules of uniqueness take precedence.
103.4 If a modifier says that [something] can’t happen, and that modifier ends at the same time another modifier or rule tries to make [something] happen, then [something] doesn’t happen.
Example: You control Valthak Spiritdrinker and a hero with fatal damage on it. An opponent attacks Valthak with his hero, and both deal fatal combat damage to each other. The first wave of pre-priority checks (408.6) destroys Valthak and the opposing hero, but doesn’t destroy your hero because Valthak’s modifier says that can’t happen. As a result, that opponent loses the game before you. If there are any other players remaining in the game, your hero is destroyed in the next wave of checks.
Valthak Spiritdrinker, 4, Horde, Ally—Undead Warlock, 3 ATK (Shadow), 4 Health
Your hero can't be destroyed.
104. Numeric values
104.1 Players asked to choose “any number” can choose zero or any positive integer. Players can’t choose an infinite numeric value.
104.2 Negative values are treated as zero for all purposes except raising or lowering them. Undefined values that would be numeric are treated as zero.
105. Ready and exhausted
105.1 Unless otherwise specified, cards enter play ready (upright) and stay ready until exhausted. To exhaust a ready card, turn it sideways. To ready an exhausted card, turn it upright. As a ready step (501.1) starts, the turn player readies all cards in play that he or she controls.
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