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Mastering the Advanced Rules of Runes & Regulations
So, you’ve got the basics of Runes & Regulations down. You understand how to play, how to strategize, and how to have a whole lot of fun doing it. But now, my friend, it’s time to level up. It’s time to dive into the advanced rules of Runes & Regulations, where things get real interesting.
First off, let’s talk about the special abilities. These are powerful and unique skills that can give you a serious advantage over your opponents. They can range from healing abilities that rejuvenate your cards to destructive ones that can wipe out your opponent’s cards in the blink of an eye. The important thing to remember is that these abilities can only be used once per round, so you’ll need to decide carefully when to activate them.
Then there are the Wild Cards. These little devils can be a game changer. They can mimic any other card on the board, giving you the flexibility to adapt your strategy on the fly. One round you could be boosting your own cards, and the next you could be sabotaging your opponent’s plans. The possibilities are endless, and that’s what makes them so exciting.
But wait, there’s more! The advanced rules introduce Event Cards, which can completely shake things up. These cards can trigger unexpected events that can benefit or hinder you and your opponents. From a sudden influx of magic power to a malicious curse that targets certain cards, you never know what’s coming next. It’s a rollercoaster of surprises that keeps you on the edge of your seat.
Lastly, let’s talk about the scoring system. In the advanced mode, points are earned not only for completing objectives but also for the strength and rarity of the cards you play. So, it’s not just about completing missions, it’s about maximizing your potential and making strategic choices that will earn you the most points. It adds a whole new layer of depth to the game and rewards players who can think ahead and make smart decisions.
So, my friend, now that you’ve mastered the basics, it’s time to take your Runes & Regulations skills to the next level. Embrace the advanced rules, tap into the special abilities, wield the power of the Wild Cards, brace yourself for unexpected Events, and play strategically to earn those sweet, sweet points. Get ready for a whole new level of excitement and challenge!
Hey there! Just a heads up, this part might get a bit technical. But no worries, if you’ve come this far, you already have everything you need to start playing.
Consider this section as your go-to guide if things get confusing when multiple players want to use effects at the same time. Most of the time, you’ll be able to figure it out during the game, but sometimes, things can get a little complicated.
Let’s Talk About Effects
Triggered Effects vs Continuous Effects
Some cards have triggers and effects. When the trigger happens, you have the option to use the effect right then and there.
If you forget to use an effect when the trigger happens and the game keeps going, you can’t go back and use that effect later unless the trigger happens again. Unfortunately, we’re sorcerers, not time-travelers.
If a card has an ongoing effect, that effect is always active and does not require a specific event to occur.
Effects That Require a Cost
Some effects ask you to pay a cost in order to use them. If you can’t afford the cost, you can’t use the effect. Here are some examples of effects that come with a price:
- Effect: Choose a card from your hand, then destroy a creature. (You can only use this effect if you have a card in your hand to discard).
- Effect: Sacrifice a mythical creature, then summon a creature from your discard pile onto your lawn. (You can only use this effect if you have a mythical creature on your lawn to sacrifice).
- Effect: Each player must return a creature to their hand. (You can only use this effect if every player has a creature on their lawn to return).
Actions That Cannot Be Done
Hey there! Have you ever played a card game where you encountered a situation where you had to do something impossible? It happens sometimes, and when it does, you can just ignore that action. Let me give you a couple of examples of impossible actions:
- If you’re told to discard a card but you don’t have any cards in your hand, you can just skip that step.
- Or let’s say you’re asked to return a Mythical Creature, but you don’t have any Mythical Creatures on your Lawn. In that case, you can ignore that too.
Changing the Rules
Now, some cards have effects that actually change the rules of the game. When this happens, you always follow the rules written on the card, instead of the usual rules of the game. These effects are what we call rule-modifying effects. Let me give you an example:
- Continuous Effect: My hand limit goes up by 2.
- Effect: I skip my Spin phase.
The Order of Resolution
Sometimes, one card’s effect is triggered by another card’s effect. This sets off a chain of effects. Each effect in the chain is like a link.
I have to deal with the effect of the first link before moving on to the next link in the chain. Every link needs to be resolved before I can continue playing.
For example: During my Summon phase, I play The Handsomest Pegasus and activate its ability to take control of Sparkly Dragon from my opponent’s Lawn.
As soon as Sparkly Dragon enters my Lawn, I use its ability to cast Just For the Hex of It. I decide to hex Teeny Tiny Manticore in my neighbor’s Lawn.
When the Teeny Tiny Manticore has been hexed, you can keep on playing and move on to your Spin phase.
There’s something interesting that happens in the game sometimes. It’s called the effect chain. This chain can have many effects all happening at once, like during the Beginning of Turn phase. But here’s the thing, all of these effects are considered one link in the chain. And any targets for these effects must be chosen before the chain resolves.
Let me give you an example. Imagine you have Bratty Dragon and Tail-Chasing Unicorn on your Lawn during the Beginning of Turn phase. Both of these cards have effects that trigger at the same time. So, before any of these effects resolve, you must choose the targets for both of them.
When you cancel out an action triggered by another action, the original action’s effect is negated.
Let’s say I play a card called “This Spells Disaster.” Now, you decide to activate a card called “Grubby Grabber” in response. By doing so, you nullify the effect of my card, “This Spells Disaster”, and add it to your hand instead.
If multiple things happen at the same time, they are done in the order they happened.
Example: I play This Spells Disaster. You want to use Tricky Trap and someone else wants to use Salty Shaker.
Since I played a spell first, Tricky Trap happens before Salty Shaker.
Since Tricky Trap and Salty Shaker don’t interfere with each other, they both happen.
If multiple effects occur simultaneously, we resolve them in a clockwise fashion, starting with the player whose turn it is.
For example, let’s say Player A plays Griffin with a Tiny Head. Player B wants to ACTIVATE Gettin’ Diggy With It, and Player C wants to ACTIVATE Bio Bio Gadget.
Since both Gettin’ Diggy With It and Bio Bio Gadget have the same trigger, we resolve them in clockwise order, starting with Gettin’ Diggy With It and then moving to Bio Bio Gadget.
If the resolution of Gettin’ Diggy With It does not interfere with the resolution of Bio Bio Gadget, then both of these Runes can successfully be resolved.
If a card’s effect gets activated but hasn’t been resolved yet, you can’t pick that card as the target for another card’s effect.
For example: I play the Rune-Eating Dragon card. You want to ACTIVATE the Bio Bio Gadget card.
Since both the Rune-Eating Dragon and Bio Bio Gadget effects would trigger at the same time, we resolve them in clockwise order, starting with Rune-Eating Dragon. However, I can’t choose Bio Bio Gadget as the target for Rune-Eating Dragon because it has already been triggered.
Once we resolve Rune-Eating Dragon’s effect, Bio Bio Gadget can be resolved normally. At this point, you can choose Rune-Eating Dragon as the target for Bio Bio Gadget because its effect has already been resolved.
If I try to use a Rune but it doesn’t work, I have to put that Rune back on my Fence. Let me give you an example: I play a spell called “This Spells Disaster.” You want to use your Grubby Grabber and another player wants to use their Salty Shaker. However, because I played my spell first, Grubby Grabber will resolve before Salty Shaker. This means that when it’s your turn to discard a card, you won’t be able to because Grubby Grabber already resolved. So, unfortunately, your Salty Shaker won’t work either, and you’ll have to put it back on your Fence. It’s a bit disappointing, but that’s how it goes sometimes.