CE Glossary E
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Each other
“Each other” before a thing (for example, "each other player") does not mean “every alternating thing,” but refers to all things other than the thing that has been previously referred to.
Example: “Draw two cards. Each other player draws one card.” means that all players except yourself draw one.
Element keyword
An element keyword (not “elemental”) is a term that covers the following five keywords representing the mystical elements: Air, Earth, Fire, Water, Void.
Enemy
In a battle and/or Attack Phase, if you are the Defender or a defending ally, "enemy" describes a player who is the Attacker or an attacking ally, armies on the attacking side, and units or cards in units controlled by an attacking player.
Conversely, if you are the Attacker or an attacking ally, "enemy" describes a player who is the Defender or a defending ally, armies on the defending side, and units or cards in units controlled by an defending player.
In a phrase such as "an enemy card," "enemy" does not refer to cards outside of units, but can refer to units outside the current battlefield and cards in them.
Examples: Terrains and Regions are not in units, so are not enemy cards.
A Personality you somehow control in an enemy army is still “enemy” to you.
If you somehow change sides in a battle, your perspective on who is "enemy" and who is "friendly" changes immediately.
See Sequence of Play, Attack Phase, Battles. For "enemy leader" see Leader.
Engage
Refers to the time point when a Combat Segment begins. This is the same point of time that the battle begins.
Enlightenment victory
A way to win by bringing Elemental Rings into play. See The Player, Enlightenment Victory
Entering-play Honor loss
A card’s entering-play Honor loss is the highest amount of Honor loss caused by any one trait on the card that is triggered by it entering play, or zero if there is no such trait on the card.
A fluctuating entering-play Honor loss is not fixed when the card enters play, but changes with the game state. If this amount cannot be clearly determined when an effect requires it, it is zero.
A conditional entering-play Honor loss is checked against the current game state.
Example 1: To figure out the entering-play Honor loss from the trait “After P’an-Tzon enters play: Lose Honor equal to the number of Shadowlands Holdings you control” you look at the number of Shadowlands Holdings the current controller has, not the number of such Holdings he or she had when the card originally entered play.
Example 2: If you are a Unicorn Clan player, the trait "After Hanzo enters play: Lose 1 Honor, or 3 Honor if you are a Scorpion Clan player" yields an entering-play honor loss of 1, not 3.
Equip
An action that attaches a card to a Personality. See Player_abilities.
Even if
The phrase "Even if" followed by a condition means that something can happen in spite of a rule that says it can't happen while that condition is true. "Even if" only supersedes rulebook rules, not card effects.
Example: "Battle: Even if Hida Kuon is bowed ..." in an ability means that Kuon can use his ability while bowed, superseding the rulebook rules that abilities on bowed cards can't be used. However, if the effect "A target personality cannot use his abilities while bowed" is applied to Kuon, he cannot use his ability, because his "Even if" phrase only supersedes the rulebook rule.
See also the Rule of Presence and the Rule of Location.
Exchange
When two stats are exchanged, their current values are noted. Then, each stat is set to the other's current value, simultaneously. Any changes to stat values from an exchange count as bonuses or penalties (see Setting stats to a value).
Expensive
A card with a higher Gold Cost stat relative to another is more expensive.
Experienced/Inexperienced
Some cards have the Experienced or Inexperienced keyword, representing their progression in the story from a less experienced version.
The Experienced keyword may be accompanied by a number that represents the card's experience level, and a name that is an alternate title for the Personality (such as, “Experienced 3 Ginawa.”) These are not separate keywords; they modify the Experienced keyword.
The number need not be a whole number (example: "Experienced 3.5.")
If there is no number, the experience level is 1.
A non-experienced card's experience level is zero.
The keyword Inexperienced refers to an experience level of -1.
Expressions such as "an Experienced personality" refer to a card with the Experienced keyword regardless of what number or name follows it.
References to more and less Experienced versions of a card refer to cards with higher and lower experience levels, respectively.
The alternate title counts in all ways as a second title for the card. For example, both titles are checked for applying the Unique keyword.
Even if they are Unique, Experienced and/or Inexperienced cards with the same title but different experience levels may be included in the same deck.
Likewise, more than three Experienced and/or Inexperienced cards with the same title may be included in the same deck, as long as each Unique one, and each set of up to three non-Unique ones, has a different experience level.
Unique Experienced/Inexperienced cards still follow the rules for entering play and changing control that apply to Unique cards (see Glossary, Unique). Keep in mind that an Experienced card's alternate title also regulates his or her capacity to enter play and change control.
Example: A player who controls a Unique version of The Golden Ronin with the keyword “Experienced Matsu Ichi” can not bring the Unique non-Experienced version of Matsu Ichi into play, or take control of another player’s Unique version of “Matsu Ichi.”
These restrictions on playing and controlling Unique Experienced cards also apply to Singular Experienced cards.
Non-Unique, non-Experienced versions of a card do not affect the legality of including Unique Experienced or Inexperienced versions of it in a deck, or the legality of playing those Experienced versions.
During the Dynasty Phase, if a Personality is face-up in one of the active player's Provinces, it can overlay a less experienced Personality with the same title controlled by the active player.
Overlaying during the Dynasty Phase can happen at any time a card can enter play from a Province.
The overlaying Personality's Honor Requirement need not be met, but other requirements of play (such as the Loyal keyword) must be met before the card can overlay.
A player cannot overlay a Unique card onto another card if that player controls a third card in play that is a Unique version of the overlaying card.
Gold costs need not be paid to overlay.
See rules on Overlaying.
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