Legacy Format Changes to the Current Rulebook

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These changes are applicable ONLY to the Legacy Format. These changes do NOT affect normal Samurai Format play.

Contents

[edit] p. 11, Special Card Types

ADD: "Winds.

Winds represent an aspect of the Imperial Court you support. Winds have only a title and a text box. A Wind never goes in either of your decks.

Actions on Winds may be taken any number of times per turn.

While you have a Wind in play, you may not discard the Imperial Favor for its rulebook effects."

[edit] p. 12, Holdings

ADD: Fortifications are a special type of Holding card. These are defensive structures permanently associated with a particular Province. Fortifications do not enter play bowed, as other Holdings do; instead, they can only enter play by attaching to the Province from which they came. A Province can attach any number of different Fortifications, but no more than one copy of each. Fortifications that change between two players’ Provinces are controlled by the player whose Province it is.

During battles, Fortifications exist at their Province’s battlefield, and you can only take actions from a Fortification at the current battlefield.

[edit] p. 18, Attachments

ADD: "Ancestors

Ancestors represent the spirits of long-gone personalities returned from the grave to assist your faction. An Ancestor card is an attachment with the following stats: Force bonus; Chi bonus; Honor Requirement, which follows the rules for Follower HR; Gold Cost, Focus Value.

All players have the ability “Reaction: Any number of times per turn, after one of your Personalities enters play: Attach an Ancestor card from your hand to him (paying all costs).”
- An ancestor that has a faction alignment printed on it can only attach to a personality of that faction, and is destroyed if the attached personality ever loses that faction keyword. Likewise, an ancestor with “Shadowlands” will only attach to a “Shadowlands” personality and is destroyed if the personality ever loses “Shadowlands”.
- As an additional cost of attaching an ancestor, you must bow the attaching personality.
- Ancestors cannot be transferred.
[Shadowlands clause DELETED and MERGED April 08 2008]

[edit] p. 20, Spells

REPLACE "Spells have no Force or Chi bonuses." With "Most spells have no force or chi bonuses."
ADD: "Some spells do have a printed force or chi bonus. In such cases, the bonus is displayed exactly as it would be on an item cards."

[edit] p. 20, Fate Card Types

ADD: "Sensei

A Sensei represents the person who was your teacher on the path to adulthood. A sensei card is a Fate card and goes in your Fate deck. If your Sensei card has a Dynasty back, you must either use sleeves in your deck, or play it before the start of the game.

A Sensei card has the following stats; the modifiers alter the relevant stat on your Stronghold while the Sensei is in play: Starting Province Strength modifier; Gold Production modifier; Starting Family Honor modifier; Focus Value. Sensei cards with no printed Focus Value have an FV of zero.

Each game, before revealing strongholds, you may remove one sensei from your Fate deck, and reveal it at the same time as your stronghold. Your Fate deck must STILL contain at least forty cards after removing your initial Sensei (see Legacy Pregame Rules). This is the only way to get a sensei into play without a card effect. This does not count as bringing a card into play.

Sensei modifiers will not reduce your province strength or gold production below 0, or your starting family honor below -19. If a card effect causes you to change Sensei during the game, the new Sensei's starting family honor modifier does not affect your current family honor, but any changes to the Province Strength modifier do affect the strength of your provinces.

Each Sensei has a list of factions that may use it. You may only use a Sensei if your faction is among those listed on the Sensei card, or if it lists "All Clans" or "All Factions" instead. A Sensei that lists "All Clans" or "All Factions" may be used regardless of your Stronghold and/or Faction. A Sensei's Factions listing does not count toward the keyword rule (ie, a Sensei that can be used by a Naga player is not a Naga card) [CLARIFIED April 08 2008]

["Important Note" DELETED April 08 2008]

[edit] p. 21, Reading the Card

ADD: "Titles and Family Names

The majority of Personality cards have family names. For each Personality card, the family name will be either the FIRST or ONLY name in the card's title. Not all such terms are family names. See Legacy Glossary, Family Name for a complete list.

[edit] p. 21, Keywords

ADD: The following keywords are equivalent or implied as noted.

The Creature keyword is equivalent to the Nonhuman keyword. [CHANGED June 03 2008]
The Diplomat keyword is equivalent to the Courtier keyword. [CHANGED June 11 2008]
The Sailor keyword is equivalent to the Naval keyword. [CHANGED June 11 2008]
The Yoritomo's Alliance keyword is equivalent to the Mantis Clan keyword. [CLARIFIED June 20 2008]
The Monkey Clan keyword is equivalent the Toturi's Army keyword. [CLARIFIED June 20 2008]
Any card with the Naga, Ogre, Oni, or Ratling keyword is considered to also have the Nonhuman keyword. [Ogre and Ratling ADDED June 03 2008]
Any card with the Necromancer, Skeletal, Skeleton, or Zombie keyword is considered to also have the Undead keyword.
[Undead implying Shadowlands DELETED June 20 2008]
Any card with the "Master of (element keyword; Air, Earth, Fire, the Void, or Water)" is considered to also have the "Elemental Master" keyword. [ADDED May 03 2008]

NOTE: Cards that make an explicit distinction between two keywords above (The Daini, Kyuden Kitsune, Mantis House Guard) take precedence over the above rules. A personality with "Yoritomo's Alliance" is not considered to have "Mantis Clan" for the purpose of determining whether the personality will join a Kyuden Kitsune player, unless the personality has the actual "Mantis Clan" keyword on the card.

[edit] p. 24, Strongholds

REPLACE the entire section with: "Before the game begins, you may search your fate deck for up to one Sensei card, and remove it. Your deck must still be of legal size after doing so.

Once all players have done this, all players simultaneously reveal their strongholds, and any wind and/or sensei they chose to play. No more than one sensei or wind may be revealed in this way at this time (unless a stronghold' game text allow otherwise).

[edit] p. 24, Legacy Holdings

REPLACE "If you're not going first, you may now search" with "If you're not going first and have no holdings in play, you may now search"

ADD: "If you have put a Legacy Holding in play this way, you may not bring holdings in play except through another player's card effects until your first turn begins.

[edit] p. 29, Check Conditions

REPLACE "Each separate ability on each card" with "For cards printed with the Lotus or Samurai edition game bugs, each separate ability on each card"

[edit] p. 32, Duration of Effects

ADD: Changes to whether you can achieve a certain victory condition (e.g. The Iron Citadel, Return of Fu Leng, Right to Rule) are permanent by default. [examples CHANGED April 08 2008]

[edit] p. 32, Share

ADD: "Some older cards refer to "Transfering" as "Moving".

[edit] p. 33, Imperial Favor

ADD: "You may not use these abilities while you have a wind or Gozoku Sensei in play".

[edit] p. 43, Rules Glossary

ADD:

[edit] Double Chi

When a Personality in a duel has the Double Chi keyword, the focus value of each of the Personality's focused cards is added twice instead of once to the Personality's duel resolution score. [ADDED July 29 07]

[edit] Enlightened

A Personality with the Enlightened keyword has +1F for each Ring in play.
In addition, all players may take the following action: Elemental Open: Bow one of your target Enlightened Personalities: Straighten a target Ring."

[edit] Fear

Some older cards have an abilities that read: "Battle: Fear X". These abilities should generally be read as "Fear Battle: Once per battle, bow all non-Undead Followers in a target unit with Force less than or equal to X."

Some cards have variations on these abilities (eg, "Battle: Fear X. This fear affects Personalities as if they were Followers."). Apply such variations to the ability above (the already mentioned ability would thus read: "Fear Battle: Bow all non-Undead Personalities and Followers in a target unit with Force less than or equal to X").

[edit] Formation

Formations are a special type of Action card that represent the capabilities of an organized army.
• When played, a Formation enters play at the current battlefield, and remains in play and controlled by its player until it is removed.
• After a Formation enters play but before it resolves, destroy all other Formations controlled by the same player.
• Each Formation has a requirement listed after the phrase, “Formed by”. You cannot play a Formation unless your army at the current battlefield meets this requirement. Also, unless a Formation is in play and its “Formed by” requirement is met, it produces no effects and its abilities cannot be used. Each condition mentioned must be met by a separate thing. For example, “Formed by a Samurai and a Courtier” requires two cards to meet, and is not satisfied by one Personality who is both a Samurai and a Courtier.
• Actions provided by Formations may be used any number of times per turn.
• Formations are played using the following action that all players may take and that is not actually on the Formation card itself: Battle: Any number of times per turn: Play a Formation from your hand. You may then take an additional legal Battle or Open action.

A Formation is not destroyed if its “Formed by” requirement stops being met. It simply stops being useful. It will become useful again if its conditions are met once more. A “Formed by” requirement does not need to be met by the exact same set of cards throughout a battle. "

[edit] Inexperienced

Inexperienced is a special form of the Experienced keyword. It is the lowest level of experience a personality can have; (treat it as experience level -1). A personality with the Inexperienced keyword may be overlaid by a version of that personality without any version of the experienced keyword, or by a personality with a version of the experienced keyword."

[edit] Ninjutsu

Ninjutsu #

Personalities with the Ninjutsu keyword are treated specially at certain times while face-down. While face-down in play or in a Province, a Ninjutsu Personality is a Personality with 2F, 3C, an Honor Requirement of “–”, a Gold Cost of 4, a Personal Honor of 0 and the Ninja keywords. He also is considered a Ninjutsu Personality while face-down, although the numerical value of the keyword is determined by its value on his face-up side.

A face-down Ninjutsu Personality in play may attach Items, Spells, and Followers regardless of restrictions on those cards and may attach Spells without being a Shugenja. You may freely look at the faces of any face-down card you control that is clearly marked as being a face-down ninjutsu personality.

When a face-down Ninjutsu Personality in play would be flipped face-up, check all play restrictions, including Honor Requirement, of the face-up side. If that Personality cannot join you, discard him and everything attached to him instead of flipping him. Otherwise, flip him face-up, then discard all cards illegally attached to him. The Personality retains all existing effects when flipping in either direction. Flipping does not count as entering play.

Personalities may not be face-down in the discard pile.

In addition, all players may take the following actions:
Open: Any number of times per turn, pay Gold equal to the Ninjutsu value of a facedown Ninjutsu Personality you control: Turn the Personality face-up.
Reaction: Any number of times per turn, after an action targets a facedown Ninjutsu Personality you control, pay Gold equal to his Ninjutsu value: Turn the Personality face-up. If he is now an illegal target for the action, negate its effects on him."

[edit] Ritual

A Spell ability with the Ritual keyword allows or requires multiple Shugenja to perform it. All the performers must be at the same location, and they must include the one with the Spell attached, who is called the primary Shugenja. Followers with the Shugenja keyword may assist with performing Rituals. [CLARIFIED April 08 2008]

Also, unless a Ritual explicitly states otherwise and despite possible interpretations of loose grammar, the primary Shugenja is always included when determining numbers and/or total stats for the conditions, costs, or effects of Rituals." [ADDED April 08 2008]

[edit] Yu

Yu is an ability that represents the ability to harm your opponent even if it means your death.

If one or more cards with the Yu keyword are in an army losing to another army during the resolution of a battle, each may destroy an opposing Follower, or a opposing Personality with no Followers, that has a Force less than or equal to the losing card’s Yu value. Multiple cards may also combine their Yu values to destroy one card, but one card may not destroy multiple cards. This occurs after determining final army totals but before destroying the losing side. Destroying cards in this way does not alter the outcome of the battle, and it does not earn the loser any Honor. Using the Yu keyword is not an action. The Attacker or Defender makes all decisions for all Yu values in his army, and can use the keywords in any order.

When giving a bonus to the Yu value of a card that does not have the keyword, the card gains Yu 0 before receiving the bonus, and keeps it for the same duration as the bonus. This is a change from the earlier rule that gave Yu 0 permanently.

[edit] p. 47, Experienced

ADD, after the fifth paragraph: "Cards with Experienced X (Alternate Title) are considered to also have all alternate titles that the Alternate Title card has. Additionally, all higher Experience keyword levels of a card with an Experienced (Alternate Title) keyword are considered to have that alternate title.

Example 1: Heigi's "Experienced 5 Akodo Ginawa" keyword is also considered to have the "Ginawa" alternate title, because Akodo Ginawa's Experienced 4 keyword does.
Example 2: Shosuro's "Experienced 7" keyword is considered to have the Ninja Shapeshifter alternate title because her Experienced 1 version does."

[ADDED April 08 2008]

ADD: "Some cards have the "Experienced KYD" keyword (Possibly with a number between Experienced and KYD). Treat this card as a separate experience level of the personality. The main implication of KYD is that cards with the same title and experience level can be included in the same deck if one has “KYD” and the other does not.

When overlaying an Experienced KYD personality, ignore the "KYD" entirely, and treat the personality as if it had the "Experienced" trait, along with any appropriate number."

[edit] p. 50, Ranged Attack

ADD: "Some card effects allow ranged attacks to be combined. Ranged attacks may only be combined if:

-Each of the actions that produce the ranged attack may legally be used at this time.
-Each of the actions that produce the ranged attack may legally target the target of the combined ranged attack.

If all these conditions are met, you may combined the ranged attacks, creating a single ranged attack with strength equal to the total strength of all involved ranged attacks, as well as any special trait the original ranged attacks had (such as being compared against chi rather than force, bowing rather than destroying the target, etc).

NOTE: Some cards refer to cards combining ranged attacks "as if they were in the same unit". Ignore the part about "as if they were in the same unit"."

[edit] p. 52, Terrain

ADD: "Delayed Terrain and Immediate Terrain"
Some terrains have the Delayed Terrain or Immediate Terrain keyword. Cards with the Immediate Terrain keywords are treated as normal terrains. Cards with the Delayed Terrain keyword, however, do not resolve immediately upon being played.

Instead, if they are still in play, they resolve immediately before the resolution segment. Targets for delayed terrain do not have to be selected until they resolve.

NOTE: For cards printed prior to Gold Edition, all terrain cards are Delayed Terrains unless the card's game text specify it takes effect immediately upon being played.

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