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The following new rules, clarifications, and errata have been issued for the Premier and Dark Prophecies Editions of The Wheel of Time. Where possible, rules within each major heading are listed alphabetically, with card-specific rulings appearing last. New errata: July 21Allegience Specific Rules (page 28)Under Aiel, remove "or troop". New definition: July 20Participate asCertain characters may participate in challenges as troops, and certain troops may participate as characters. This ability does not change the type of the card in any way. Characters participating as troops merely roll their dice during the Coming to Grips phase, and add damage to (and may take damage from) the troop damage pool. Troops participating as characters merely roll their dice during the Opening Moves phase, and add damage to (and may take damage from) the character damage pool. New rules and errata: June 27The following new rules and errata address the issues of damage, being killed, and the ever-popular Compulsion/Darkfriend issue. Definitions
Rulebook changesPage 23 - Damage
Page 23 - Effects of Damage Page 26 - Step 1, Discard the Dead
Page 26 - Victory and Defeat ErrataBitter FightingReplace killed with mortally wounded. Seasoned WarriorChange he may pay to he may, as an event, pay. New ruleIf an effect would place a character or troop in a player's control (such as the expiration of Compulsion), and that card could not be legally controlled (for example, if it now has an invalid allegience), the character and all attached cards are placed in their owner's respective discard piles. AllegiencesThere seems to be some confusion about which traits are allegiences. There are exactly 10 possible allegiences at the current time:
Any other boldface trait is, at least for now, only a trait and not an allegience. Also, any reference to an allegience in boldface is identical to the phrase "... has the ** allegience". cards with no costCards with no cost (no symbols in the lower right corner) are not valid targets for effects which refer to the cost of their target. controlling charactersVillain Players cannot control any Ta'veren, Starting Hero, or card with the Dragon Allegiance, and Hero Players cannot control any Starting Villain or card with the Dark One Allegiance. Any effect that would attempt to attach an illegal allegiance is ignore. (This is an addition to the current Allegiance rules.) killing a cardSome cards use the word kill in their effect. To kill a card, move it directly to the killed pile. Do not pass Go. Do not collect $200. playing eventsNo events may be played in any given turn until dominance has been determined. rotating cards in a challengeIn order to generate symbols in a challenge, character and troops must rotate. Rotating to generate symbols in a challenge is voluntary. A participant can stand around as a target dummy if you desire and not rotate to generate symbols. simultaneous stepsThe following steps are all considered simultaneous:
ErrataChildren of the LightChildren of the Light characters and troops you control cannot participate in the same challenge as Aes Sedai, Dark One or Dragon characters and troops you control, unless those Children of the Light cards also have the same allegiance (Aes Sedai, Dark One or Dragon) as the cards with which they would participate. Generating symbolsAlthough the rulebook does not say this word for word, nothing changes between the Opening Moves and Coming to Grips aspect of dice resolution. Under Coming to Grips, it should also read Generating symbols during this step is considered simultaneous, and no actions may be taken or events played, except ones which allow rerolls, until both players are finished. CallandorCallandor is a sa'angreal, and works like all other angreal. You roll the dice for Callandor at the same time your are rolling the One Power dice for the target character, and those dice are considered to be from the target character. ChargeReplace the effect text for Charge with:
CompulsionFor you to play Compulsion, you must have more pattern than the number of symbols you would have to pay to recruit that character. Defensive MeasuresDefensive Measures may not be used in the Last Battle. Future ReturnsReplace the effect text for Future Returns with:
Guarded by FateReplace Ability with Permanent Ability. High Lord SamonHigh Lord Samon adds High Lord to Be'lal's title. House GuardsReplace Ability with Permanent Ability. Juilin SandarJuilin Sandar can only target non-hero and non-villain characters with his ability. SabotageSabotage may not be in a player's opening hand. Taking AdvantageReplace the effect text for Taking Advantage with:
Clarificationscost reductionsTo use Rand's ability (or similar questions with Lord Edorian) you must pay an appropriate symbol from Rand (or a High Lord). If this reduces the card's cost to zero, the symbol is still lost. damage negationThe Ta'veren's damage negation ability (using pattern) can be used to remove any amount of damage from the opponents' character damage pools whenever a Ta'veren is participating in the challenge. (See also the targeted damage comment above.) dragonswornThe dragonsworn have no cost to recruit. You may recruit them without needing any one at the homefront. effect timingEach effect completes before any other effect can begin. playing eventsAt any appropriate time, the Subordinate Player can say "I want to play an event" or "(this particular time to play an event) is about to end and I don't want to play an event, do you?" In either case, if the Dominant Player decides to play an event (or event-like effect), the Subordinate Player can also decide at that point. If the Dominant Player passes, the Subordinate Player must play or pass as he said before. In all cases, after either player plays an event, his opponent gets the next opportunity to play an event. If the opponent passes his opportunity, and then the original event-player chooses not to play another event, that event-playing-opportunity ends. The Dominant Player can ask the Subordinate Player if he is going to play an event at any of these event-playing times (before any events have been played in one) without having to commit to whether he will play an event or not. An example, after damage has been distributed in a challenge: The Dominant Player wants to play an event. He (for nefarious reasons) wants to know if the Subordinate Player intends to play one also, so he asks. The Subordinate Player says "yes," and the Dominant Player wants to see this event before he plays his so he passes his first opportunity. The Subordinate Player now must play an event (or event-like effect). The Dominant Player is utterly surprised by this event and it ruins the use of the event he was intending to play, so he passes again. If the Subordinate Player plays another event, the Dominant Player will have the opportunity to play an event after that. If he doesn't, the challenge finishes resolving with no further opportunity for event play. replacing charactersReplacement is an event-like effect. When replacing characters, the replacement has the same status in all respects:
Reserve TokensThe Reserve Tokens from Combat Reserves and Dangerous Liaisons are interchangeable. targetted damageSome damage is targetted. Such damage does not go into the damage pools, and is applied before pool damage. Ta'veren can still use pattern to negate such damage. targetting characters in the battlefieldDuring the action round, step 2, you can play advantages on characters in the battlefield (or even standing down). while participating in a challengeA target is considered to be a participant/participating in a challenge from the moment they commit to the challenge (when tokens are revealed, it reinforces, etc) until the moment the challenge in which they are participating is resolved. This may mean you occasionally need to keep track of the pools for a challenge before the challenge round begins. Those pools cannot be used until the challenge is being resolved. While participating effects can be generated with symbols from the Action Round, or from earlier-resolved challenges. With respect to Infiltration and Heron-Mark Blade, these tokens will go into the proper pools for those challenges whenever you generate the effect. A Stroke of LuckThe symbol generated from A Stroke of Luck is as if the character rolled it. It has the same allegience(s), and is the same type. Al'cair'rahienallenIf Al'cair'rahienallen is used with A Stroke of Luck to generate an Intrigue symbol, you do not also generate a Damage symbol. Andoran SpearmenA card cannot be "ready, but killed." A card in the killed pile is neither ready nor rotated. Andoran Spearmen can use their special ability if they have damage equal to or greater than their highest ability. Aura of DeathAura of Death is the source of the damage. CompulsionThis includes any doubling for allegiance (if you control no characters of the target allegiance) and for Light Nature. Generally, no discounts (like paying pattern) can be applied to this. You control the character for the whole turn following the turn you play Compulsion. Control allows you to treat the character as if it were a character in your faction for all intents and purposes. Note that there are restrictions on what cards a player can control (see above). Defensive MeasuresDefensive Measures may be played in the Action Round. It may be played during one challenge while targetting troops in a different challenge. It can not be played during the Coming to Grips phase. DistractionsDistractions may be played at any time you could normally play an event, limited to times when there are troops participating in a challenge. Horn of ValereTo control the Horn of Valere, you must have 20 more tokens than any other single player. Once you control it, it is no longer a Contested Advantage. There is no loss of pattern for discarding or otherwise losing Horn of Valere. Lord EdorianLord Edorian's effect triggers on card titles. Lord LirLord Lir's ability may be used a maximum of once per turn. You may use his ability during the Opening Moves, regardless of how much damage is on Lord Lir. The Truth They TellThe symbols for The Truth They Tell have to come from initial generation (unless you have some effect which allows you to rotate other characters during your Action Round). You may choose different challenges, and it is possible to put symbols into pools for challenges before the challenge has started to resolve. ![]() |