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[MECCG] CRF 5, Changes

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Ichabod

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Jul 10, 1997, 3:00:00 AM7/10/97
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Official as of 5/19/97

Movement/Hazard Phase

General

-=-Companies at the same non-haven/non-darkhaven site must join at the end
of all movement/hazard phases, before the site phase starts. Companies at
the same haven/darkhaven site may join at this time.

-=-If companies would join at the end of the movement/hazard phase such
that the company composition rules are violated, one company of the hazard
playerąs choice must return to its site of origin.

Company

-=-[Appendum to existing ruling] This ruling has been moved to
movement/hazard Phase, General. Also, this ruling has been modified. If
companies would join at the end of the movement/hazard phase such that the
company composition rules are violated, one company of the hazard playerąs
choice must return to its site of origin.

Playing Hazards

-=-If a company is moving from a surface site to an under-deeps site,
hazards may not be played keyed to the region of the surface site.

-=-Angmar Arises, In Darkness Bind Them, and Reaching Shadow may not be
used to play creatures keyed to double shadow-lands.

End-of-Turn Phase

-=-End-of-Turn effects are triggered by the ending of the End of Turn
phase. Once both players are done with all actions in the End of Turn
phase, all End of Turn effects are declared and resolved in the order
chosen by the current player.

-=-Cards may be played after hand size has been reconciled during the
End-of-Turn phase.

The Free Council

-=-Only resources that directly affect corruption checks may be played
during the Free Council.

Rulings by Term

Active Condition

-=-When a card mentions an alternate use, the active conditions given in
the begining of the card text need only be met if they are also mentioned
by the alternate use.

-=-Your opponent's resources may be the active conditions for your
resources, but may not be the targets for your resources.

Agent

-=-Agents revealed at under-deeps are discarded without effect.

-=-Agents may not be attacked by companies.

-=-Only face-up agents are considered for uniqueness.

Ally

-=-Allies that may not be attacked by certain attacks may still tap to give
+1 prowess to characters facing that attack. (move this from Goldberry).

-=-Allies can be controlled by followers

Attack

-=-Cards only modify attacks if they say they do. So Sun will not modify
an Assassin.

-=-Burglary Attempts

-=-May not be used to pick up Ally or Information cards. (move all other
burglary rulings here)

Company

-=-Company composition changes (including bringing a character into play)
must all be done at the same time during the organization phase. During
this time no other actions may be taken.

Corruption

-=-You can not attempt to remove a corruption card without tapping if you
have attempted to remove that card already this turn.

Discard

-=-When a card is discarded, so are all permanent-events on that card.

Eliminated

-=-When a card is eliminated, all permanent-events on that card are discarded.

-=-Exhausted

-=-Permanent-events discarded when the play deck is exhausted are shuffled
into the new play deck along with the rest of the discard pile.

-=-The play deck is exhausted when the last card is drawn.

May not Untap

-=-Nothing may untap a character who is the subject of an effect that
states the character may not untap.

Sage Only

-=-Any card requiring a sage to play is a sage only card.

Miscellaneous Rulings

Multiplayer Games

-=-Only the player to the left of the moving player may take advantage of
drawing cards, including cards drawn for events like The Nazgul are Abroad
and From the Pits of Angbad.

-=-Only the hazard player and the moving player may play Twilight unless a
third playerąs card is affected by an environment card.

-=-All players reset their hand size when any turn or movement/hazard phase
ends.

Optional Rules

-=-For recently visited sites, the automatic-attack gets +1 for each player
who has that site in their discard pile.

Rulings by Card

Aware of Their Ways

-=-Consider sites to be unique cards for the play of this card.

Bill the Pony

-=-May not be used at an under-deeps site.

Cruel Caradhras

-=-This card can be played on a company using region movement to leave a
site in an affected region.

Cracks of Doom

-=-Has Errata. Add: łOnly playable during the site phase.˛

Great Secrets Buried There

-=-(Council of Lórien ruling)‹In sanctioned tournament play, if you play
this card as a hazard on your opponent, you must be able to provide your
opponent with a copy of any uncommon Under-deeps sites if he does not have
a copy in his location deck.

Greed

-=-Is triggered by a special ring item being played, but not by items being
transfered.

Indur Dawndeath

-=-The attacker chooses which item is discarded if the target has more than one.

Muster

-=-Has errata. Replace entire text with: łWarrior only. An influence check
against a faction by a warrior is modified by adding the warriorąs prowess
to a maximum modifier of +5.˛

Noble-hound

-=-Does not protect against the strike from Lucky Search.

Not at Home

-=-Cannot cancel any attack other than a Dragon, Drake, or Troll attack.
This inlcudes automatic-attacks.

Old Road

-=-May be used to influence an opponent's faction only when you are
attempting to bring your copy of the faction into play.

Pallando

-=-Can only see the top card of an opponent's discard pile. [Note: cards
are discarded one at a time with a reasonable pause, not all at once.]

Ren the Unclean

-=-The moving player makes corruption checks first. Each player decides the
order of the corruption checks for their characters.

The Ring's Betrayal

-=-Targets one character and a ring they bear. The ring must be chosen at
time of declaration if the character bears more than one.

Sacrifice of Form

-=-The Wizard's followers are not discarded.

-=-The Wizard faces any affects of a failed strike that was assigned to
him, such as the body check from Dragon's Blood.

Twilight

-=-Cannot be affected by cards that affect resources when it is in your
hand or discard pile.

Vilya

-=-Has errata. Add: łCannot be duplicated on a given turn.˛ The entire text
on Vilya now reads: łPlayable on Elrond only. +4 prowess, +2 body, +6
direct influence until the end of the turn. If Elrond is at Rivendell and
your play deck has at least 5 cards in it, you may take 3 resource cards of
your choice from your discard pile and shuffle them into your play deck.
Elrond makes a corruption check modified by -3. Cannot be duplicated on a
given turn.˛

------- "The Crossing-guard of Mordor" -------
Craig "Ichabod" O'Brien http://www.cstone.net/~ichabod
ich...@cstone.net Me:CCG Official Netrep
"It is for discipline that the Lord scourges his worshippers."
-Judith 8:17 <<<0>>> Praise "Bob"

T & M Davison

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Jul 12, 1997, 3:00:00 AM7/12/97
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I can handle most of this, but that is a huge change for Muster, why does
this sort of thing keep happening? (and after so long for Muster???). I
don't mind the 'fixes', but I do object to totally changing the worth of a
card in this way.


If ICE keeps this up I think they should start printing replacement cards
for those affected (black border if required). The modified cards could be
printed in a 'fixed set' booster box, perhaps with a special symbol on them
(like an expansion set), so we could play with the cards as printed and not
have to keep referring to long lists of errata.

This is one reason I have not entered any tournaments, I don't want my
carefully constructed deck hamstrung by some errata I have not come across
and find out about only in the middle of a game.

Tony D

PS Just reading the player guide for Dark Minions, love it, keep up the
great work.

Ichabod <ich...@spamblock.net> wrote in article
<ichabod-1007...@0.0.0.0>...
> Official as of 5/19/97

Andrew Markiel

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Jul 13, 1997, 3:00:00 AM7/13/97
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T & M Davison (t...@actonline.com.au) wrote:
> I can handle most of this, but that is a huge change for Muster, why does
> this sort of thing keep happening? (and after so long for Muster???).

Because CCGs are huge (the main METW set itself is 400 cards or so). It's
extremely difficult to play-balance all of those distinct pieces. As more
games get played, the designers realize they maed a mistake. Fixing these
mistakes isn't easy, but for the big ones the fixes produce a better game.
(Granted, it's hard from the outside to see how they missed Muster, but
nobody's perfect, and ICE has done an impressively good job).

> I don't mind the 'fixes', but I do object to totally changing the worth of a
> card in this way.

It's a lot better than leaving it: the card is too powerful, particularly
when influencing factions from the opponent (I need a 15 on two dice...
Muster! I made it!) My play group errated the card a while ago.


I like the idea of printing replacements as promos, though. Just send out
reprinted Musters along with all the rest of the promo cards. I still think
they should have errated Cave Drake to be a Drake at the same time they
released them in LE. That would allow everyone to get the new versions
easily.

-Andrew
mar...@callisto.pas.rochester.edu

John Fahey

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Jul 13, 1997, 3:00:00 AM7/13/97
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T & M Davison <t...@actonline.com.au> wrote in article
> If ICE keeps this up I think they should start printing replacement cards
> for those affected (black border if required). The modified cards could
be
> printed in a 'fixed set' booster box, perhaps with a special symbol on
them
> (like an expansion set), so we could play with the cards as printed and
not
> have to keep referring to long lists of errata.

"It's like you're reading my mind, man" - Bart Simpson

We were just thinking about the same thing. It wouldn't be a problem having
to pay a reasonable sum. What would be a problem is if they tried to do it
through a re-release the whole set or something stupid. At least though we
could just get the ones we wanted I suppose.
The other thing I was thinking was will there be enough time for a
reasonable amount of play testing between sets, with the new release
schedule. If not then we can expect to see more stuff like the "Card Effect
Limitations" section in the new CRF.

These things aside though, we played last night and it was great fun. I've
played three LE games now and am pretty much getting on top of the rules
although I haven't delved into the whole MELE vs METW thing yet, might as
well wait for MEAS now.
It must be tough for people who never played METW to pick up the rules, not
that I'm complaining because I think they work well once you get familiar
with them.

John

Mike Hess

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Jul 15, 1997, 3:00:00 AM7/15/97
to

> -=-Burglary Attempts
>
> -=-May not be used to pick up Ally or Information cards. (move all other
> burglary rulings here)

Just curious what the "other burglary rulings" are. I can't find any
others. I have often wondered whether the optional rule for Hobbit
Burglary is still available, since the card was added for the
Dragons expansion. I've always been a firm believer that burglary
ought to be a native ability to all Hobbits.

--
Mike Hess mh...@iquest.net
-----------------------------------------------------------------
"Deserves death?! I daresay he does. Many that die deserve life.
Can you give it to them? Then do not be too quick to deal out
death in judgement. Even the wise cannot see all ends." -Gandalf-

Trevor Stone

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Jul 15, 1997, 3:00:00 AM7/15/97
to

In article <33CB96...@iquest.net>, Mike Hess <mh...@iquest.net> wrote:
>> -=-Burglary Attempts
>>
>> -=-May not be used to pick up Ally or Information cards. (move all other
>> burglary rulings here)
>
>Just curious what the "other burglary rulings" are. I can't find any
>others. I have often wondered whether the optional rule for Hobbit
>Burglary is still available, since the card was added for the
>Dragons expansion. I've always been a firm believer that burglary
>ought to be a native ability to all Hobbits.
>
It's still optional, and is optional because it's REALLY easy to have a REALLY
annoying and REALLY abusive burglary deck. Now that we've got Fatty, though,
burglary isn't as needed (Smaug? Go away! Balrog? Go away!").

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