Advanced Rules: Difference between revisions
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This page contains any more detailed rules and rulings that may not be not covered in [[How to Play]]. | This page contains any more detailed rules and rulings that may not be not covered in [[How to Play]]. | ||
== Rules == | |||
* Effect which trigger off of an action or ability last until the end of the current turn, unless otherwise stated. This contrasts with recurring effects from [[Scene|Scenes]], [[Field|Fields]] and [[Grab|grabbed]] [[Toy|Toys]], which are considered game states (e.g. "while this Toy is grabbed") and apply until the state no longer applies. | * Effect which trigger off of an action or ability last until the end of the current turn, unless otherwise stated. This contrasts with recurring effects from [[Scene|Scenes]], [[Field|Fields]] and [[Grab|grabbed]] [[Toy|Toys]], which are considered game states (e.g. "while this Toy is grabbed") and apply until the state no longer applies. | ||
=== Card Types === | |||
* [[Quick Action]]s are considered a subset of [[Action]]s, i.e. a Quick Action is an Action but an Action is not a Quick Action. | * [[Quick Action]]s are considered a subset of [[Action]]s, i.e. a Quick Action is an Action but an Action is not a Quick Action. | ||
* Cards which are multiple types simultaneously (such as [[Patches]]) count as both types in terms of card counts and taking up slots, i.e. a card that is both a [[Character]] and a [[Toy]] could not be played if you already have 5 Toys or 5 Characters on your [[Playground]]. | * Cards which are multiple types simultaneously (such as [[Patches]]) count as both types in terms of card counts and taking up slots, i.e. a card that is both a [[Character]] and a [[Toy]] could not be played if you already have 5 Toys or 5 Characters on your [[Playground]]. | ||
=== Value Changes === | |||
* Values halved by a card or effect (e.g. {{ItemIcon|Confidence|n}}, {{ItemIcon|Maturity|n}}, {{ItemIcon|CookieGain|n}}) are rounded down, unless otherwise stated. | * Values halved by a card or effect (e.g. {{ItemIcon|Confidence|n}}, {{ItemIcon|Maturity|n}}, {{ItemIcon|CookieGain|n}}) are rounded down, unless otherwise stated. | ||
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* Stat changes are considered to be "checked" when the effect is applied or at the start of the turn, and this new value is considered for future effects, such as swaps. For example, if a Character grabs a Toy, increasing its {{ItemIcon|Confidence|n}}, and its Confidence is then swapped with another Character's, the Confidence increases from the Toy is not reapplied. | * Stat changes are considered to be "checked" when the effect is applied or at the start of the turn, and this new value is considered for future effects, such as swaps. For example, if a Character grabs a Toy, increasing its {{ItemIcon|Confidence|n}}, and its Confidence is then swapped with another Character's, the Confidence increases from the Toy is not reapplied. | ||
=== Fights === | |||
* [[Quick Ability|Quick Abilities]]{{ItemIcon|QuickAbility|}} and [[Quick Action|Quick Actions]]{{ItemIcon|QuickAction|}} can be used during a player's Pre-Fight Step, even if it is not possible for a Fight to occur due to not having valid Characters to fight. This contrasts with cards which skip Fights and each player's first turn, as in these cases, the Fight Phase goes directly from the start of the Pre-Fight Step to the end of the Rewards Step, giving no window to use such actions. | * [[Quick Ability|Quick Abilities]]{{ItemIcon|QuickAbility|}} and [[Quick Action|Quick Actions]]{{ItemIcon|QuickAction|}} can be used during a player's Pre-Fight Step, even if it is not possible for a Fight to occur due to not having valid Characters to fight. This contrasts with cards which skip Fights and each player's first turn, as in these cases, the Fight Phase goes directly from the start of the Pre-Fight Step to the end of the Rewards Step, giving no window to use such actions. | ||
* A player ''winning a Fight'' refers to the action of receiving a [[Fight Win]] and the [[Fight Reward]] from your opponent's Character. ''Losing a Fight'' refers to the action of a Character regressing or being sent to Timeout. | |||
* In general, winning a Fight implies your opponent loses the Fight. | |||
** However, if a Character is prevented from losing a Fight due to a card effect (e.g. [[Cardboard Armor]]), the other player still wins, i.e. Fight Wins and Rewards are still handed out to the winner, but that Character does not regress or go to Timeout. | |||
==== Fight Replacers ==== | |||
* If both players control different cards which modify how [[Fight|Fights]] behave (such as replacing them with [[Mini-game|mini-games]]), the active turn player's card has priority. | |||
* Fight replacers (such as [[Sword In The Stone|Sword In The Stone]]) cannot be used if you are unable to Fight, for example due to a fight skip or due to either player having no valid Characters. If a player may Fight multiple times in a turn, this option is available for each distinct fight. | |||
* As with normal Fights, one player winning a Fight as per the rules of a fight replacer such as [[Jousting Arena]] or [[Cafeteria Trading Grounds]] implies the other player loses the Fight. | |||
=== Variable Values === | |||
==== Cards that Cost X ==== | |||
''See also: [[:Category:Cards with cost X]]'' | ''See also: [[:Category:Cards with cost X]]'' | ||
* Values of X must be chosen so resolution of the card effect produces a whole value greater than 0. For example, if a card says “X: draw X/3 cards”, you must choose multiples of 3 for the value of X. | * Values of X must be chosen so resolution of the card effect produces a whole value greater than 0. For example, if a card says “X: draw X/3 cards”, you must choose multiples of 3 for the value of X. | ||
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* If a player does play a card with a cost of X for their next action, Grade School will not refer to this new value of X when looking to see if the next card is played in ascending cost. The next card played will still only have to have a printed cost higher than 3. | * If a player does play a card with a cost of X for their next action, Grade School will not refer to this new value of X when looking to see if the next card is played in ascending cost. The next card played will still only have to have a printed cost higher than 3. | ||
==== Printed Values of * ==== | |||
* Clarifying text relating to values of * are not considered part of a card's ability and are thus unaffected by cards which remove a card's effect text, such as [[Got The Formula Wrong]]. | * Clarifying text relating to values of * are not considered part of a card's ability and are thus unaffected by cards which remove a card's effect text, such as [[Got The Formula Wrong]]. | ||
Revision as of 10:12, 25 August 2026
Note: This page is under construction. Rules and rulings will be added to this page sporadically and may not be in any order.
This page contains any more detailed rules and rulings that may not be not covered in How to Play.
Rules
- Effect which trigger off of an action or ability last until the end of the current turn, unless otherwise stated. This contrasts with recurring effects from Scenes, Fields and grabbed Toys, which are considered game states (e.g. "while this Toy is grabbed") and apply until the state no longer applies.
Card Types
- Quick Actions are considered a subset of Actions, i.e. a Quick Action is an Action but an Action is not a Quick Action.
- Cards which are multiple types simultaneously (such as Patches) count as both types in terms of card counts and taking up slots, i.e. a card that is both a Character and a Toy could not be played if you already have 5 Toys or 5 Characters on your Playground.
Value Changes
- Values halved by a card or effect (e.g. Confidence
, Maturity
, Cookie Gain
) are rounded down, unless otherwise stated. - Fixed increases and decreases to a Character's stats continue to apply even when that Character is Regressed or Restored, while effects which set, swap, or match these stats do not.
- Stat changes are considered to be "checked" when the effect is applied or at the start of the turn, and this new value is considered for future effects, such as swaps. For example, if a Character grabs a Toy, increasing its Confidence
, and its Confidence is then swapped with another Character's, the Confidence increases from the Toy is not reapplied.
Fights
- Quick Abilities
and Quick Actions
can be used during a player's Pre-Fight Step, even if it is not possible for a Fight to occur due to not having valid Characters to fight. This contrasts with cards which skip Fights and each player's first turn, as in these cases, the Fight Phase goes directly from the start of the Pre-Fight Step to the end of the Rewards Step, giving no window to use such actions. - A player winning a Fight refers to the action of receiving a Fight Win and the Fight Reward from your opponent's Character. Losing a Fight refers to the action of a Character regressing or being sent to Timeout.
- In general, winning a Fight implies your opponent loses the Fight.
- However, if a Character is prevented from losing a Fight due to a card effect (e.g. Cardboard Armor), the other player still wins, i.e. Fight Wins and Rewards are still handed out to the winner, but that Character does not regress or go to Timeout.
Fight Replacers
- If both players control different cards which modify how Fights behave (such as replacing them with mini-games), the active turn player's card has priority.
- Fight replacers (such as Sword In The Stone) cannot be used if you are unable to Fight, for example due to a fight skip or due to either player having no valid Characters. If a player may Fight multiple times in a turn, this option is available for each distinct fight.
- As with normal Fights, one player winning a Fight as per the rules of a fight replacer such as Jousting Arena or Cafeteria Trading Grounds implies the other player loses the Fight.
Variable Values
Cards that Cost X
See also: Category:Cards with cost X
- Values of X must be chosen so resolution of the card effect produces a whole value greater than 0. For example, if a card says “X: draw X/3 cards”, you must choose multiples of 3 for the value of X.
- Players declare the value they are choosing for X when they first activate the card by revealing it in their hand/targeting it in Timeout.
- Cards with a cost of X are still affected by Cookie cost modifiers in play. The modifiers will change the cost once a player has chosen the value for X upon activation.
- While not in play, cards with a cost of “X” are not considered to have a Printed Cost. They are only considered to have a cost on activation and during resolution of effects resulting from said activation. This means they are unable to be chosen by cards that allow you to play a card costing a certain amount or less, as these cards would not have a cost at the time the ability is played.
- Further implications of this are best explained using the Field Grade School. Grade school reads “Players may only play Action cards in ascending order”. If the last card played during the turn was a card with a printed value of 3 in hand (for example, Bike Helmet) then the following would be true concerning cards costing X.
- A player must choose at least 4 for the value of X if they wish to play a card costing X as their next action.
- If a player does play a card with a cost of X for their next action, Grade School will not refer to this new value of X when looking to see if the next card is played in ascending cost. The next card played will still only have to have a printed cost higher than 3.
Printed Values of *
- Clarifying text relating to values of * are not considered part of a card's ability and are thus unaffected by cards which remove a card's effect text, such as Got The Formula Wrong.