Glossary M

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[edit] May

The word “may” usually means a choice or option. "May" and "can" are interchangeable in most contexts.

Effects in the same sentence after a “may” must all be applied if the choice is made to apply them, unless separated by the word “or.” For example, “He may bow him and gain 2 Honor” refers to the choice to apply both the bowing and Honor gain effects, but “He may bow him or gain 2 Honor” refers to a choice to either bow or gain 2 Honor.

[edit] May not

"May not" means that a player is prohibited from carrying out a procedure that is usually optional - for example, taking an action, assigning a unit, declaring an attack, bringing a Personality into play, or targeting a certain card - even if card effects make that procedure required.

Example: An effect says "The Personality may not assign this turn." If a card effect requires the player to assign the Personality, the assignment fails and does not happen.

A player cannot choose an option covered by "may not" in order to have it fail if there is another legal option.

Example: If the player in the above example controls another Personality not covered by the "may not assign" effect, and a card effect requires him or her to "assign a Personality," the Personality not covered by the effect must be chosen.

Note, however, that targeting is independent from choices that follow it, and choices within a sequence of effects are independent from each other, unless otherwise stated.

Example: If an action reads "Target a Personality. He may not assign this turn," you may choose a target who is covered by "may not assign," and then the assignment fails.

Finally, the wording "Target a Personality who may legally assign" requires you to target a Personality not covered by "may not assign" effects and who otherwise meets the legal requirements for assigning to attack.

"May not" is not negation.

[ADDED April 28 2008]

[edit] May remain bowed

This effect means that while the card is bowed, its controller may negate any effect that straightens the card, until the card straightens or leaves play. Its duration is while the card is bowed, rather than the standard duration of effects. See also Glossary, Remain.

[edit] Military victory

A way to win the game by having your last opponent’s last Province destroyed. See The Player, Military victory.

[edit] Maximum / Minimum

A value past which a stat can not go. See Card features, Stats.

Restrictions on single effects such as “This cannot raise his Force above 3” do not impose a maximum or minimum on other effects.

[edit] Move

To change a unit’s location between battlefields or between home and battlefield (in either direction) due to an effect that specifies that it “moves” the unit.

If a unit that was in an attacking army at any point during a battle’s resolution tries to move to any battlefield (even the same battlefield whose battle resolved) during the same Attack Phase, the unit does not move. This is not negation of the movement (see Do Not). Note that even if it is known beforehand that the movement will not occur due to this rule or any other effect, an action that moves a unit as one of its effects can still be taken, because of the Blind cards rule. [REVISED 15 January 2008, again 16 March 2008 (replacing "fail" with "does not move"), again 19 March 2008 (covers any battlefield, not another battlefield, in line with Rulebook)]

Units returning home after battle resolution are not considered to "move."

Effects that would move an attached card alone fail; they do not cause the Personality to which they are attached to move.

[edit] Move to attack/defend

The phrase "move to attack" can be expanded as "move into an attacking army." Specifically, this means it also includes moving between two battlefields on the attacking side. "Move to defend" has a parallel interpretation involving defending armies and sides. [ADDED April 22 2008]


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