Glossary A
From Legend of the Five Rings Rules
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[edit] Ability
Text on a card, or granted to a player, that allows an action to be taken. Abilities are used. See Abilities and actions.
[edit] Action
A sequence of targeting, costs, and effects that comes from an ability. Actions are indicated by "Limited," Open," "Battle," "Reaction," or a combination thereof. Actions are taken. See Abilities and actions.
[edit] Action card
A card type that is usually played from the hand for an action, then discarded. Action cards are played. See Action cards.
[edit] Action Phase
A part of the turn sequence. See Action Phase.
[edit] Active player
The player whose turn it is, or the player who is going first if the first turn of the game has not yet started.
[edit] Additional
1. Some effects grant an “additional” phase or segment within the sequence of play.
Unless the effect explicitly delays the additional phase or segment, it occurs once the action or trait that granted it has ended, and the opportunity to play Reactions to the end of the action or trait has passed [ADDED Oct 17 2007, CLARIFIED June 3 2008], regardless of what phase or segment the sequence of play is currently in.
During the additional phase or segment, the game is considered to be in that phase or segment, rather than in the phase or segment during which the effect occurred. For example, if a Limited action creates an attack during the Action Phase, the game is considered to be in the Attack Phase and not the Action Phase for the duration of the attack.
After the additional phase or segment finishes, the phase or segment in which it was created resumes.
If subsequent effects refer to occurrences associated with the additional phase or segment (for example, battlefields and assigning in an Attack Phase), they modify the phase or segment itself, and they take effect before the additional phase or segment begins. This is an extension of the "phrases modifying effects" exception to the order of effects rules.
2. Some effects grant an “additional” action of a given type (usually Battle, Open or Limited).
A granted additional action does not count against the normal sequence of actions in the current segment or phase; for example, an additional Battle action is taken without waiting for, or expending, the next normal chance to take a Battle action.
When an action or triggered trait grants an additional action, the timing of the additional action is delayed, such that the action is taken once the action or trait that granted it has ended, and the opportunity to play Reactions to the end of the action or trait has passed. This makes sure that Battle actions can not occur within other Battle actions, and so on. [CLARIFIED June 3 2008]
A granted action opportunity can be used to pass.
3. Some effects grant an additional time an ability or trait can be used in a period of time (for example, “an additional time per turn”).
This additional time also applies to any period of time greater than the one granted; so, for example, an ability that can be used "one additional time this battle" can also be used once during the battle even if it was restricted to once per turn or once per game. [ADDED December 6 2007]
4. Some effects cause a player to draw an "additional" card during the End Phase. This card draw happens just after the normal End Phase card draw. [ADDED Oct 20 2007]
[edit] All
A cost or requirement that refers to "all" of a certain thing requires that there be one or more of those things in play.
If required targeting calls for all of a certain thing to be targeted, effects that change targeting will not work, because a different legal target cannot be chosen.
[edit] Ally
[ADDED Sept 22 2007]
An ally is a third-party player, neither Attacker nor Defender, who has had units on one side or the other in the current Attack Phase. The Attacker's allies, or attacking allies, are allies who have had units on the attacking side, and likewise for the Defender's allies or defending allies.
An ally is also an allying player. Units, Personalities, and other things in the game are also allied if they are controlled by an ally.
[edit] Another
“Another” usually refers to a card, player or other thing in the game that is different from the card, player, etc., in question.
“Another” should not be taken as a restriction on the keywords or other characteristics of the source of an effect, cost or targeting.
Example: If a Lion Clan Personality, Matsu Ichi, has the text ”Target another Lion Clan Personality,” the targeting is legal even if Matsu Ichi loses the Lion Clan keyword.
[edit] Any
One or more.
EXCEPTION: The specific phrase "any number of," includes zero.
[edit] Armor
Armor is a keyword found on Items. A Personality can only have one Armor attached at any time, and cannot attach an Armor if he or she already has one attached.
[edit] Army
One or more units in a given side at a battlefield.
A side with no units is not an army. Specifically, its force total is zero, regardless of effects that modify “army” Force.
When "army” is used to refer to a side of a battle that units are being moved to, assigned to, entering play in, or created in, this does not imply that an army must already exist there; the location can have no units to begin with, as an army is being brought into existence there.
Likewise, comparing the number of units in an army to the number of units in another army does not imply that both sides must contain one or more units for the comparison to be valid. This is similar to the rules for absent stats; if anything in the game needs to know the Force, number of units, or other numerical aspect of an "army" with no units, it is always zero.
A unit that enters an army that is enemy from its controller’s point of view, without changing controller, is still controlled by its original player. Such a unit adds Force to the army it is in, and undergoes the consequences of victory or defeat with that army. However, the unit’s controller, and no other player, is still the one who gets to use its card’s abilities and treats it as “his” or "her" unit when using other abilities.
If text refers only to “your army” it means “your army at the current battlefield.”
[edit] Assign
To change the location of one or more units from home to a battlefield.
Each of the assigned units becomes part of the attacking or defending army, and is in the attacking or defending side, at its battlefield.
Assignment is not considered to be “moving.”
Units led by bowed Personalities can not normally assign, either as part of the normal Attack Phase procedure, or through other effects that assign them.
If an effect allows a unit to assign at any time other than the Infantry and Cavalry Maneuvers Segments, and more than one player can assign at that time, the order of assignment follows the standard Maneuvers Segment order – Attacker first, then attacking allies, then Defender, then defending allies. This is an EXCEPTION to the timing rule that the order of effects in timing conflict is determined by the active player.
Some effects may allow a player to assign units he or she doesn’t control, or to assign or move a player’s units to the army of the player’s enemy. Assignment to the defending or attacking army depends on who controls the unit, not necessarily who assigns it.
Example: If the Attacker is allowed to assign one of the Defender’s units he or she does not control, he or she must normally still assign it to the defending army.
The choice of assignment refers to which one of several battlefields a unit is assigned to, not the initial selection to have a unit assign or stay at home. Specifically, if player A “may assign” one of player B’s units, player A does not have the option to make player B’s unit stay at home instead of assign. However, player A may choose not to assign player B’s unit, in which case player B gets control over its assignment. If player A “assigns” one of player B’s units, with no “may,” then there is no choice in the matter; player A must assign the unit to a battlefield if legal.
The player who actually assigns a unit is the player who chooses which battlefield it assigns to.
[edit] Attach
When a player attaches an attachment card, he or she brings it into play, adding it to a personality’s unit. If the source of an attachment card to be attached in an effect is not specified, it must come from the player’s hand. Transferring a card from one unit to another is not attaching. A Personality card is not considered attached to its attachment card. Thus, Followers, Items, Spells, and so on are always considered "cards without attachments."
When a player attaches a region, he or she brings it into play, associating it with a Province. Changing a region’s province is also considered attaching.
An effect that lets a player "attach a card" does not allow attachment of a non-attachment card. [ADDED February 12 2008]
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