EE Glossary R

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Ranged Attack

A Ranged Attack represents a warlike effect that kills at a distance, such as archers’ arrows, a magical fiery bolt, or a thrown boulder.

In an effect, “Ranged X Attack” (where X is a number known as the strength of the Ranged Attack) is shorthand for “Target a Follower or a Personality without Followers in the current enemy army. If its Force is equal to or less than X, destroy it.”

A Ranged Attack’s strength is treated as a stat with regard to bonuses, penalties, and minimums.

Even if the targeting of a Ranged Attack is changed to a different card type or other game element, its destruction effect can only destroy a Personality or Follower, unless an effect specifically permits destroying something else.

The source of targeting and effects from a Ranged Attack is the same as the source producing it. Ranged Attacks come from the card effects that create them, not the rulebook.

Ranged Attack targeting occurs during action resolution and so is not required (see Abilities and actions, Required targeting). In other words, a Ranged Attack’s target or targets need not be legal or exist in order to announce the action.

References to a Ranged Attack’s targeting refer only to the targeting mentioned in the standard Ranged Attack text, not any targeting that forms part of an action that created the Ranged Attack.

For consecutive Ranged Attacks, or multiple single Ranged Attacks described in sequence in an action’s effects, the only required targeting is for the first of those Ranged Attacks.

Multiple Ranged Attacks created by a single effect can be simultaneous or consecutive. If not specified, they are simultaneous by default. Simultaneous Ranged Attacks are targeted at the same time, then their effects are applied at the same time. Consecutive Ranged Attacks are targeted one at a time, and the effect is applied to each target before the next target is chosen. Some consequences of the simultaneous/consecutive difference are that:

  • A simultaneous Ranged Attack will not destroy a Follower in time to allow a second simultaneous Ranged Attack on its Personality. This can be done with consecutive Ranged Attacks.
  • Force changes as an indirect result of cards being destroyed by simultaneous Ranged Attacks do not occur before all eligible targets are destroyed.

Although “Ranged Attack” is not a keyword, other effects may refer to and affect Ranged Attacks. A Ranged Attack action is one that produces a Ranged Attack as one of its effects.

Reconnaissance

Having Reconnaissance is a state that a player can be in at a particular location, and is granted explicitly by card effects.

For example, a player can have Reconnaissance at none, all or some of the battlefields in existence during a battle.

Reconnaissance grants no benefits by itself. However, other card effects may depend on whether or not a player has Reconnaissance at a particular location.

Reconnaissance is mechanically different from the Recon keyword, although in practice, an effect that grants Reconnaissance will often come from a Recon card.

Reduce/increase

Effects that "reduce" or "increase" some number only include effects that work by directly changing the number of something.
Examples: "All Honor gains this turn are reduced by 1;" "Reduce the Force bonus to 1;" "Set his Force to 3" (if his Force was over 3); "He copies the other Personality's Force" (if this lowered his own Force).

Such effects are considered to be reduction, and not negation, even if they happen to reduce the number in question to zero.

Some effects reduce or increase an indefinite number of numerical changes, such as to a Family Honor value or to a stat. Such effects are indefinite conditional effects that are triggered “before” any numerical change that is eligible to be reduced or increased.
Examples: In "All Honor gains this turn are reduced by 1," any particular Honor gain is modified by this effect at the timing point “before” the Honor gain occurs.

Refill

The process of putting a Dynasty card into a momentarily empty province. Instructions to "refill" a province, unless otherwise specified, will refill it with a face-down card from the top of the Dynasty deck (see Provinces).

An effect that tells you to refill a province in a special way - for example, face-up and/or with a specific card - will only affect the refilling of a province that is momentarily empty for other reasons. Refill effects by themselves do not discard cards or put them in already filled provinces.

Region

A card type that attaches to a Province. A Region is not in any side or army; thus, it is never an enemy or opposing card.

Remain

A duration that lasts while something “remains” in a given state starts only if the thing is in that state at the time the duration begin, and ends whenever the thing is no longer in that state.
Example: “While this Personality remains bowed, you gain 1 Honor before each of your Events Phases ends.” If the Personality is not already bowed, the effect does not happen, even if he bows later. If he straightens, the effect ends and does not resume if he bows. The effect also can last beyond the normal end-of-turn duration so long as he is bowed that whole time.

Contrast this with an effect that applies if or while something “is” in a given state. Such an effect has a normal duration and can turn on and off as the thing fluctuates between states.

Remove from the game

To put into the outside-the-game area. See Areas of the game, Outside the game.

Resolve

  1. The point before an action or trait resolves when its Resolution step begin. The point after it resolves is after when its Resolution step ends.
  2. The point before a battle resolves is before its Resolution Segment begins. The point after it resolves is when that segment ends.
  3. The point before a duel resolves is after one player has called a strike (step F), and the point after a duel resolves is once consequences of the duel (if any) have been applied (step J).
  4. An Event starts to resolve after it enters the resolution area, and stops resolving after its effects, if any, have been activated.
  5. A Ranged Attack itself (as opposed to an action or trait that created the Ranged Attack) resolves after any of its effects are activated, regardless of whether the actual application of those effects is delayed until a later time.

Restriction

A restriction is a condition that limits when an action, trait or effect can happen, what it can target or affect, or when a card can enter play.

Restrictions usually appear in the constraints block of an action but may also be conditions placed on effects.

Honor Requirements are a type of restriction, as are the Loyal, Unique and Singular rules.

The phrase “ignoring restrictions” should be interpreted in the narrowest possible context.
Example: An action that says “bring the card into play, ignoring restrictions” means that only the restrictions on entering play are lifted, not other restrictions on the action.

Result (of a duel)

An effect that depends on winning or losing a duel. See Glossary, For.

Return

The wording "return [card] to [game area]" should only be interpreted as "put [card] into [game area]." It does not require tracking whether the card has ever been in the game area in the first place.

Example: "Return this Follower to your hand" puts the Follower in your hand even if it was never in your hand (such as if it was discarded directly from the Fate deck and then played from the discard pile).

Reveal

To turn a face-down card face-up as an instantaneous state change.
Examples: A card in a province, or a focused card being turned face up during a duel.

See Glossary, Look and Glossary, Show for comparisons.

Ring

A card type representing mastery of mystical teachings.


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