Glossary E
From Legend of the Five Rings Rules
Contents |
[edit] Each other
“Each other” preceding a term (for example, "each other player") does not mean “every alternating one,” but refers to all things other than the thing named.
[edit] Element keyword
Any of the following five keywords representing the mystical elements: Air, Earth, Fire, Water, Void.
[edit] Enemy
In a battle or attack, 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. [ADDED April 20 2008]
See Sequence of Play, Attack Phase, Battles.
A Personality you somehow control in an enemy army is still “enemy” to you.
If you somehow change sides in a battle (for example, through the card "False Alliance") your perspective on who is "enemy" and who is "friendly" changes immediately.
For "enemy leader" see Leader.
[edit] Engage
Refers to the time point when a Combat Segment begins. This is the same point of time that the battle begins.
[edit] Enlightenment victory
A way to win by bringing Elemental Rings into play. See The Player, Enlightenment Victory
[edit] Enter
All forms of going to an area count as "entering" the area. Specifically, when a unit enters an army, it can do so by movement, assignment, entering play there, or any other effect that causes it to go to the army from another location. [ADDED May 1 2008]
[edit] Entering-play Honor loss
The highest amount of Honor loss caused by any one trait on a card that is triggered by it entering play, or zero if there is no such trait on the card. [CLARIFIED, 8 July 2008]
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 in response to an effect that 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 “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 "Lose 1 Honor, or 3 Honor if you are a Scorpion Clan player" yields an entering-play honor loss of 1, not 3.
[edit] Equip
An action that attaches a card to a Personality. See Sequence of play, Equip.
[edit] 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.
A few common usages of the phrase in Battle actions are:
- "Even if you control no units at the current battlefield" -- Overrides the Rule of Presence.
- "Even if [a card being targeted, or a performing card] is [not at the current battlefield, or at some location other than the current battlefield]" -- This form of wording is intended to overrule the Rule of Location, but does not by itself override Presence.
[CLARIFICATION March 23 2008]
[edit] 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 do count as bonuses or penalties (see Card features, General rules about stats).
[edit] Expensive
A comparison word referring to Gold Cost. For example, a card with a higher Gold Cost relative to another is more expensive.
[edit] Experienced
Some cards have the Experienced 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.
If there is no number, the experience level is 1.
A non-experienced card's experience level is zero.
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 purposes of the Unique trait.
Even if they are Unique, Experienced cards with the same title but different experience levels may be included in the same deck.
Likewise, more than three Experienced cards with the same title may be included in the same deck, as long as each Unique one has a different experience level and there are no more than three non-Unique cards with the same title and experience level.
Unique Experienced cards still follow the rules for entering play 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.
Example: A player can include the Unique non-experienced Personality "Matsu Ichi" and the Personality titled "The Golden Ronin," with the keyword Experienced Matsu Ichi, in the same deck. However, he can not bring a version of Ichi into play while any player controls a Unique version of him.
Similar restrictions on bringing into play apply to Singular Experienced cards that the player already controls a Singular version of.
Non-Unique, non-Experienced versions of a card do not affect the legality of including Unique Experienced versions of it in a deck, or the legality of playing those Experienced versions.
During the Dynasty Phase, if an Experienced 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.
A Personality's Honor Requirement does not affect overlaying, but other requirements of play (such as the Loyal keyword) must be met before the card can overlay.
You do not have to pay Gold costs unless the overlaying Personality is two or more experience levels above the overlaid Personality, and more expensive than the overlaid Personality. In that case you pay the difference between the overlaying and overlaid Personalities’ Gold costs.
A card can only overlay another card in play that has the same title (even if another of its alternate titles is different) and has a lower experience level. This latter card is known as the overlaid card.
A Unique card can not overlay another card if there is a third card in play that is a Unique version of the overlaying card.
See Physically marked card states, Overlaying.
Back to the Comprehensive Rules
