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INSTRUKCJA - CRF VER. 15

Rulings By Term

[A][B][C][D][E][F][G][H][I][J][K][L][M]
[N][O][P][Q][R][S][T][U][V][W][X][Y][Z]

-= AAA =-

Actions

  • Tapping a resource can only be done at a time when you could otherwise play a resource event.

Active Conditions

  • An active condition must be in play or established when the action requiring it is declared. Active conditions serve as the price of an action. They are restrictions on the player invoking the action.
  • Annotation 5: If an action requires an entity to tap as a condition for the action's main effect, that entity must be untapped when the action is declared; else, the action may not be declared. Tap the entity at this point; this is considered synonymous with the action's declaration, i.e., it is not a separate action. When it comes time to resolve the action in its chain of effects, that entity must still be in play and tapped or the action is canceled.
  • Annotation 6: If an action requires an entity to be discarded as a condition for the action's main effect, that entity must be discarded when the action is declared; this is considered synonymous with the action's declaration, i.e., it is not a separate action.
  • Annotation 7: If any other active condition for an action does not exist when the action is resolved, the action has no effect; if the action was playing a card from your hand, it is discarded.
  • Annotation 8: An action that requires a target is considered to have the active condition that the target be in play when the action is declared and when it is resolved. An action may not be declared if its target is not in play. However, dice-rolling actions may always be targeted by other actions declared later in the same chain of effects.
  • Your opponent's resources may be the active conditions for your resources, but may not be the targets for your resources.
  • If an "alternative" or "additional" effect does not have any "playable ..." conditions, then the "playable on ..." conditions from the primary effect of the card apply. The following cards are exceptions to this rule: Gloom, Good Sense Revolts, Half an Eye Open, Heedless Revelry, Here is a Snake, In the Name of Mordor, Inner Cunning, Nobody's Friend, Withdrawn to Mordor, and Wolf- riders.
  • See also Rulings by Term, Target.

Agent

  • Rules Erratum: A tapped agent may take an action to untap (i.e., move from tapped status to utapped status).
  • Rules Erratum: An agent may tap to play creatures at a site if the company is moving to the site.
  • Rules Erratum: Agent attacks against minions are always detainment. [Effective 8/27/98]
  • Playing a card that makes an agent attack is considered the attack's declaration.
  • Agents are not creatures.
  • Rolls made by agents during combat are done simultaneously with rolls made by characters during combat, after step 4 of the strike sequence.
  • Only face-up agents are considered for uniqueness.
  • While in play agents played as hazards may not become minion characters, and agents pla assigned strikes, tapping for +1 to prowess) and for the play of cards that directly affect the attack.

-= BBB =-

Balrog

  • @ Erratum: Balrog players receive no MPs for heor items played at their darkhavens.

Burglary Attempts

  • After a successful burglary attempt, another character may tap to play a minor item.
  • The character who fails the burglary roll must face the automatic-attack as though he were a one-character company. He can receive no combat support other than what he himself can provide.
  • On-guard creatures are faced by the whole company after a Burglaring attempt, regardless of the success of the attempt.

Body Check

  • Annotation 22: When a character fails a body check, his items may be immediately reassigned to unwounded characters in his company, one item per character. Reassigning of the eliminated character's items is considered to be synonymous with his failed body check, i.e., no action may take place between the failed check and reassigning the items. Unassigned items are discarded.
  • Effects that modify a character's body also modify the number an Orc or Troll would be discarded on. A maximum to body applies equally to the discard number.
  • If an Orc or Troll could be discarded and eliminated by a result, discard them instead of eliminating them.
  • "Affecting the body check" includes modifying the die roll or the body of the character making the check.
  • See also Movement/Hazard Phase, Combat, General.

-= CCC =-

Cannot be Duplicated

  • Annotation 11 (modified from its original version): Some cards cannot be duplicated in limited cases -- generally on a specific target. Multiple copies of these cards or their effects may be in play normally, so long as each applies to a different target. A card that cannot be duplicated can be played when a copy is already in play only if the copy in play is currently being targeted by an effect that will discard it.
  • Short-events that cannot be duplicated cannot be played if a card of the same name is currently having an effect on play.

Card Effect Limitations

  • You may not play the following cards if your opponent is a Ringwraith or Sauron. Additionally, if you are not a Ringwraith or Sauron, a Ringwraith or Sauron opponent can play these cards against you and not be affected by any of their global effects.
    • All hazard events that require an agent*
    • Bane of the Ithil-stone
    • The Black Enemy's Wrath
    • Foul Fumes
    • In the Heart of His Realm
    • Mordor in Arms
    • M√mak
    • Worn and Famished
  • * Near to Hear a Whisper and Sudden Fury from Middle- earth: Against the Shadow and Great Need or Purpose may be played because they do not target a specific agent.
  • The following cards are also listed in the MELE Rules book as having no effect on a Ringwraith/Sauron player, but this interpretation has been modified.
  • Chance of Being Lost and Winds of Wrath: You may play these cards against any opponent who is using the same type of location deck (hero sites or minion sites) as yourself.
  • Great Secrets Buried There: This card may be played against a Ringwraith or Sauron player.
  • The Nazg√l are Abroad: This card may be played against a Ringwraith or Sauron player. The only restriction is that the first two paragraphs are ignored when you play Nazg√l creatures against a Ringwraith or Sauron oppo HREF="turn.htm#companies">Organizing Companies; and Rulings by Term, Influence.

Corruption

  • Rules Erratum: Corruption cards must always start a chain of effects. [Effective 8/27/98]
  • Annotation 23: When a character fails a corruption check, the standard effects of this (i.e., the character being discarded or eliminated and his items being discarded) are implemented immediately and are considered synonymous with the failed check. A card causing the corruption check may modify the standard effects of a failed check (e.g. The Precious), but this timing would not be changed. Certain cards, e.g., Traitor, which do not cause a corruption check, but specify an action that results from the passive condition of a failed check, take effect as the first declared action in a chain of effects immediately following the chain of effects that contains the corruption check.
  • Characters with 0 corruption points must still make corruption checks.
  • A character may attempt to remove a corruption card without tapping. The roll is at -3.
  • You can not attempt to remove a corruption card without tapping if you have attempted to remove that card already this turn. You may not tap to remove a corruption card that you tried to remove without tapping already this turn.
  • The resolution of a character tapping to give +1 to a corruption check happens when the corruption check itself resolves.
  • If an effect is in play that prevents a character from being discarded, the character is not considered to fail his corruption check if a result is achieved that would discard him. A Wizard would not be eliminated and his player would not lose the game.
  • A character attempting to remove a corruption card on another character may ignore the tapping requirement and recieve -3 to the roll.
  • See also Turn Sequence, Organization Phase, Storing Items.

-= DDD =-

Darkhaven

  • Rules Erratum: Attacks keyed to Darkhavens are detainment. [effective 11/17/97]
  • Whenever a hazard affecting heroes refers to a Darkhaven, interpret it as referring to a Haven instead.
  • Attacks at Darkhavens are canceled only if the company is at the Darkhaven.
  • Darkhavens count as their own nearest Darkhaven.

Detainment Attacks

  • When a strike from a detainment attack succeeds, the character who was facing that particular strike must tap.
  • Attacks that have special effects when they wound a character do not have that effect when they are detainment attacks. This is because detainment attacks never wound a character.

Discard

  • A discarded non-Wizard/non-Ringwraith character may be brought into play again by any player.
  • When a card is discarded, so are all permanent-events on that card.
  • Cards discarded from a player's hand must be discarded one at a time. This is mainly to allow a Pallando player to see each card as it is discarded.
  • Whenever a character is discarded, all non-follower cards played with that character are also discarded.
  • If a card leaves active play, including being returned to a player's hand, it immediately ceases having an effect on play. [effective 11/3/97]
  • Cards in the discard pile do not remember how they were played.

Dragons

  • Dragon automatic-attacks are not considered manifestations of any unique Dragon.
  • If a manifestation of a unique Dragon is defeated, then the automatic- attack at the associated site is removed, and that site therefore loses its hoard status.
  • If you defeat the attack from a Dragon manifesta your hand mean that you draw up to your new hand size or discard down to it at the appropriate points during the game.
  • Effects which increase hand size are cumulative.
  • See also Card Errata and Rulings, Favor of the Valar.

Haven

  • Havens can tap. Whenever a hazard affecting minions refers to a Haven, interpret it as referring to a Darkhaven instead. Havens count as their own nearest Haven.
  • If two companies join at a Haven, cards played on the discarded version of the Haven transfer to the version of the Haven that stays in play.

Hobbits

  • If a Hobbit is a starting character and leaves play, then it may only be brought back into play normally at Bag End.

-= III =-

Influence

  • Restricted direct influence is limited in its use, usually to characters and/or factions of specific races. Unrestricted influence has no use restrictions.
  • When a character suffers a minus to direct influence, it must come from unrestricted direct influence first. If there is no unrestricted influence and there are multiple instances of restricted direct influence, the player may choose which restricted direct influence the minus is applied to.
  • A character removed from the control of direct influence outside the organization phase does not need to be controlled by general influence until that player's next organization phase.
  • Changes to general influence take place immediately, with a minimum of zero free general influence.
  • See also Turn Sequence, Organization Phase, Followers and Organizing Companies; and Rulings by Term, Company.

Items

  • The "free" minor item may only be played immediately after playing the resource that taps that site.

-= LLL =-

Leader

  • Factions played with a leader are worth two extra MP per group of factions, not per faction.

-= MMM =-

Manifestations

  • A Fallen-wizard (nor any other player) may not have two resource manifestations of the same unique resource in his deck.

Marshalling Point Pile

  • Under standard rules, no more than half of your marshalling points can come from any one type of marshalling point. Do not round up. The easiest way to deal with this is to set the category with the most marshalling points to equal the total of all other categories of marshalling points.
  • You may not target hazards in your opponent's marshalling point pile for removal.
  • You may not gain marshalling points from a hazard you played yourself.

May not Untap

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

MELE vs. METW

  • Hero items may not be used as conditions for minion resources, and minion items may not be used as conditions for hero resources. Note that a Fallen- wizard may play special ring items regardless of the alignment of the gold ring item tested.
  • # If you are playing against a deck with three Wizards in it, you may play any combination of three Ringwraiths, except one each of three different Ringwraiths.
  • You may not have both the minion and hero version of a unique item in your deck.

Minion characters

  • Minion characters are not affected by cards that target agents.

Modes

  • When one mode effect is applied to a Ringwraith, all other cards applying a mode effect to that Ringwraith are discarded.
  • When a Ringwraith is in a mode, only apply games, the automatic-attack gets +1 for each player who has that site in their discard pile.
  • See also Rulings by Term, Burglary Attempts.

-= PPP =-

Passive Conditions

  • A passive condition causes an action to happen as stated on a card already in play.
  • Annotation 9: If a card specifies that an action is to occur as a result of some specific passive condition, this action becomes automatically the first action declared in the chain of effects to immediately follow the chain of effects producing the passive condition. The passive condition must exist when this resulting action is resolved in its own chain of effects, or the action is canceled. Note that actions in the strike sequence follow a different set of rules.
  • Annotation 9a: If a card is required to be discarded by some passive condition, the card is discarded immediately when the condition resolves, not in the following chain of effects.
  • Annotation 10: If more than one action is required to be the first action declared in a chain of effects, the player whose turn it is chooses the order in which they are declared. No other actions may be declared in this follow-up chain until the multiple required actions have been declared.
  • A card causing an action as a result of a passive condition must be in play when the action resolves, or else the action is canceled.

Playing a Card

  • Playing a card is the process of bringing a card from your hand into play.
  • You may not play a card which has no effect on the game. Causing a dice roll is considered to be having an effect on the game.

-= RRR =-

Reveal

  • Any revealed cards are shown to all players.

Ring Items

  • You should shuffle your deck after searching it for a Lesser Ring.

Ringwraith

  • You may have any number of Ringwraiths in your sideboard, as long as you do not duplicate more than one of them in the combined deck and sideboard.
  • Characters with combat bonuses against Nazg√l also get those bonuses against Ringwraiths. However, other effects that affect Nazg√l do not affect Ringwraiths.
  • Ringwraiths may not move from a non-Darkhaven site to another non- Darkhaven site unless they are using Dwar Unleashed. This means a Ringwraith may not move to Under-deeps sites that do not have a Darkhaven for a surface site.

Ringwraith Follower

  • Ringwraith followers may still use magic as printed on their card.
  • When your revealed Ringwraith leaves play without being eliminated, you have until the end of your next organization phase to bring your Ringwraith back into play, and use him to re-control any Ringwraith followers. Otherwise, all Ringwraith followers are discarded.

-= SSS =-

Sage Only

  • Any card requiring a sage to play is a sage only card.

Short-event

  • Short-events are discarded when resolved in a chain of effects, not when declared. Thus, they can be targeted by certain special effects in the chain of effects.

Sideboard

  • The sideboard is increased to 30 cards for one and two-deck games, 35 for three-deck, and 40 for four-deck.
  • You can access hazards from your sideboard when your opponent's Wizard/Ringwraith is in play. You must declare this at the end of your opponent's untap phase and then access hazards as if you had tapped a Nazg√l permanent-event to do so. The hazard limit against all of your opponent's companies that turn is halved, rounded up.
  • Tapping a Nazg√l to bring cards in from the sideboard does not turn the Nazg√l into a short-event. It is discarded immediately upon declara a dice-rolling action, e.g. a corruption check.
  • Annotation 2: A corruption check or any dice-rolling action can be targeted in the chain of effects during which it was declared.
  • Annotation 3: Long-events and certain other cards do not have targets because they are not played out through one specific entity, i.e., they generally affect an entire class of things.
  • Annotation 4: An action may not target a face-down card nor any element of a face down card. Face down cards include unrevealed new site cards and on-guard cards.
  • You cannot target an opponent's character or resources with your own resources.
  • A card that is played on a card continuously targets the card it is on.
  • See also Rulings by Term, Active Condition.

Timing

  • The validity of an effect, including the hazard limit, is checked upon declaration and upon resolution.
  • Annotation 24: If a card specifies that more than one action occurs when the card itself is resolved in a chain of effects, all of these actions are to be resolved in the card's chain of effects uninterrupted and in the order listed on the card. No actions may be declared to occur between these multiple actions. The actions listed on the card are considered to have been declared in the reverse order as they are printed.
  • (amendment to original version of Annotation 24): As an exception, if one of the effects of a card is an attack, cards may be played that cancel the attack, cancel one of its strikes, or that otherwise are playable during the strike sequence--see Annotation 18 (Turn Sequence, Movement/ Hazard Phase, Combat, Strike Sequence).
  • Annotation 27 : If a card has optional effects, the player playing the card must choose which will take place. He must do this at the time the card is played, not when it is resolved in its chain of effects. When such a card is resolved, if any active conditions for the choice of effects do not exist, the card has no effect and is discarded. The player may not at this point choose to implement an alternative effect of the card.

Trophies

  • Creatures whose marshalling points are listed with an * give marshalling points while used as trophies.
  • Defeated Dragon manifestations can be used as trophies, including Dragon factions.
  • Trophies can be discarded to satisfy "thieving" attacks, and count as items for all other effects.
  • Characters may not be taken as trophies
  • Trophies in Fallen-wizard companies give prowess and influence bonuses based on the MPs printed on the card.

-= UUU =-

Under-deeps

  • Marshalling points with companies at or moving from an Under-deeps site do not count for the purposes of calling the Free Council. They do count at the Council. This includes minion and Fallen-wizard companies.
  • When a company's site of origin is an Under-deeps site and the company reveals a new site at the start of its movement/hazard phase, the company is declaring it will make a roll to determine if the movement was successful. No cards can be played between the site being revealed and the roll except for Reach of Ulmo. Neither player draws cards for this movement if the roll is not successful.
  • At an Under-deeps site, after a successful rescue attempt, a character can tap for a minor item only.
  • Automatic-attacks that allow the revealing of creature cards are not stopped by Stealth or Secret Entrance.
  • Creatures revealed as automatic-attacks do not count as creatures.
  • @ With the addition of the sites in Balrog, Windthrone is now always a surface site of an underdeeps.

     
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