Hello, FOW players!!
As we provide updated CR 5.0, I explain some updated rules and reason why we changed them.
1. Rules about chase
First, we change current chase rules. Right now, when we start resolving chase, we resolve them all then we can put another onto the chase again. That rule has problem when cards or abilities put another cards or abilities on the chase when we resolve it. Cause we’ve started to resolve already, we cannot chase to that cards/abilities and it’s guaranteed to resolve. That rule makes some ugly cards like Spell Transcription.
Also, current rules force a player to move priority to another player when he or she puts a card or an ability. For example, player A plays X, player B passes, then we NEED to ask player A whether we can resolve X or not. That is not intuitive. Basically, if player A plays X and player B says “okay”, we resolve it right away, cause we feel player A already passed.
First, we change current chase rules. Right now, when we start resolving chase, we resolve them all then we can put another onto the chase again. That rule has problem when cards or abilities put another cards or abilities on the chase when we resolve it. Cause we’ve started to resolve already, we cannot chase to that cards/abilities and it’s guaranteed to resolve. That rule makes some ugly cards like Spell Transcription.
Also, current rules force a player to move priority to another player when he or she puts a card or an ability. For example, player A plays X, player B passes, then we NEED to ask player A whether we can resolve X or not. That is not intuitive. Basically, if player A plays X and player B says “okay”, we resolve it right away, cause we feel player A already passed.
To resolve them, we change current chase rules to the following:
* When both player passed the priority, only TOP of the chase is resolved. Then, we can put another onto the chase (or pass).
* When a player plays something, he or she keeps his priority.
* When there’re several automatic abilities triggered, turn players put his or hers all, then non-turn player’s.
* When both player passed the priority, only TOP of the chase is resolved. Then, we can put another onto the chase (or pass).
* When a player plays something, he or she keeps his priority.
* When there’re several automatic abilities triggered, turn players put his or hers all, then non-turn player’s.
2. Pierce
Right now, all damage from Pierce is dealt to the controler of the blocker. On the other hand, when an attacker is blocked and later the blocker leaves field, damage from the attacker is dealt to the original attacked object. Then if the attacker has Pierce and the blocker is removed, is the damage dealt to attacked object or the controler? Either way, it looks weird.
Right now, all damage from Pierce is dealt to the controler of the blocker. On the other hand, when an attacker is blocked and later the blocker leaves field, damage from the attacker is dealt to the original attacked object. Then if the attacker has Pierce and the blocker is removed, is the damage dealt to attacked object or the controler? Either way, it looks weird.
To resolve this and make the rule more intuitive, we change Pierce rules as follow:
* Attacker with Pierce is blocked and it deals more damage than blocker’s capacity (DEF minus damage already dealt), the excess damage is dealt to ORIGINAL ATTACKED OBJECT.
* Attacker with Pierce is blocked and it deals more damage than blocker’s capacity (DEF minus damage already dealt), the excess damage is dealt to ORIGINAL ATTACKED OBJECT.
3. Illegal target
Under current rules, if all the targets of a card or an ability illegal, all of the card/ability is canceled. However, for example, if a card text says “Destroy target resonator. Draw a card” and the target become illegal, there’re no reasonable reason to explain why “draw a card” part shouldn’t be resolved.
Under current rules, if all the targets of a card or an ability illegal, all of the card/ability is canceled. However, for example, if a card text says “Destroy target resonator. Draw a card” and the target become illegal, there’re no reasonable reason to explain why “draw a card” part shouldn’t be resolved.
From 5.0, we change the rule as follow:
* When you resolve a card or an ability, even if all the target become illegal at that time, all other part not relating target still resolves.
* When you resolve a card or an ability, even if all the target become illegal at that time, all other part not relating target still resolves.
4. Global effects
When a global information changing effect is made by non-ongoing ablities, cards taking effect is “locked” at that time, and if another card comes after that, the effect doesn’t apply it. It’s too complicated for deciding which card takes effects and which doesn’t.
When a global information changing effect is made by non-ongoing ablities, cards taking effect is “locked” at that time, and if another card comes after that, the effect doesn’t apply it. It’s too complicated for deciding which card takes effects and which doesn’t.
From 5.0, we change the rule as follow:
* All global effects applying to cards with certain condition, not specific cards, are applyed to all cards with that condition, no matter when the card starts to fulfill it. If a card fulfill the condition at the time the effect start and then later the card stops to fulfill it, the effect stops to apply it too.
* All global effects applying to cards with certain condition, not specific cards, are applyed to all cards with that condition, no matter when the card starts to fulfill it. If a card fulfill the condition at the time the effect start and then later the card stops to fulfill it, the effect stops to apply it too.
5. Removing unecessary rules.
Some of the rules are too complex without avail. We remove following rules:
* “You may have one copy of [Addition: Field] with the same name” rules. Now you can have any number of the same copy of [Addition: Field].
* “This ability” and “this ability of this card” rules. Instead, some of the abilities will have ability word and handled with that. For exapmple, Rotting Bloodsucker’ text will be like “[Continuous] (ability description). Your triggers only once for each turn.”
Some of the rules are too complex without avail. We remove following rules:
* “You may have one copy of [Addition: Field] with the same name” rules. Now you can have any number of the same copy of [Addition: Field].
* “This ability” and “this ability of this card” rules. Instead, some of the abilities will have ability word and handled with that. For exapmple, Rotting Bloodsucker’ text will be like “[Continuous] (ability description). Your triggers only once for each turn.”
6. Offical Card Text (OCT)
Cards from 1st to 3rd set have old wording and doesn’t work properly under new CR. To make them work, we’ll publish comprehensive Official Card Text (OCT) for all cards in a few weeks. CR 5.0 will be legal when OCT is published.
Cards from 1st to 3rd set have old wording and doesn’t work properly under new CR. To make them work, we’ll publish comprehensive Official Card Text (OCT) for all cards in a few weeks. CR 5.0 will be legal when OCT is published.
Comprehensive Rule ver. 5.0
Thanks for understanding these rule changes. We hope you all now enjoy our great game with these new rules.
Thanks for understanding these rule changes. We hope you all now enjoy our great game with these new rules.
NOT THE LATEST RULES A LOT HAS CHANGED!!! Please educate yourselves on the most up to date information at Fowtcg.us
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