Secret HQ


art (c) Mike Trap

Thanks to Braz King for compiling this FAQ!

Comprehensive Card FAQ

 This FAQ compiles all of the card-specific rulings, changes, and frequently asked questions from the Z-Man Games FAQs to date into a single, comprehensive, alphabetized listing.  No changes to the text have been made other than: 

        spelling corrections

        splitting multiple card entries from the original FAQs into single card entries (i.e.: Yellow Monk, Yellow Senshi Chamber, etc. )

        putting in the text where the original FAQs did not include the ruling, but referred the reader to another card (i.e.: Pocket Demon and Violet Meditation, etc.)

        eliminating references to sections of the original FAQs that are not reprinted here

Where multiple entries for a single card were included in previous FAQs, all entries are included.

Entries from original FAQs that were structured as questions are included here under the card title(s) that the question referred to.

All references to �we� or �us� are from the original FAQs and refer to the game design team.

This FAQ is up-to-date as of the Boom Chuka Luka set.

If you find an error in this document, have a suggestion for an
addition, or just want to say hi, you can contact us by mail at

Z-Man Games, Inc.
PO Box 98
Eastchester, NY 10709

Please enclose a self-addressed, stamped envelope if you'd like a
reply. You can also reach us by email at zmangames@shadowfist.com.

Compiled by Braz King from earlier FAQs posted on the www.shadowfist.com website.  The earlier FAQs were compiled by Julian Lighton and Stefan Vincent. 

Copyright 2002, Z-Man Games, Inc. All rights reserved. This document may be reproduced and distributed provided that no fee is charged for such reproduction and distribution, and that it is transmitted in its entirety, including this disclaimer. For all other uses, please contact Z-Man Games, Inc. for terms.

Combos That Don't Work

We've had enough people think that these combos work that we felt we
had to point them out. Nice try though. :)

Expendable Unit and Final Brawl

You can't use an Expendable Unit to redirect a Final Brawl to a
Character you control. Why? Because that would break the rule about
"you can't redirect damage to a card that damage is already being
inflicted on." Daedalus used this combo as an example in several
places, including after they made the redirection rule that caused it
to become illegal.

Palace Guards and Fox Pass/Flying Sleeves

The Palace Guards' return to play triggers when an attack is declared
against you. That's not the same as when you change the target an
attack using a card like Fox Pass, so your Guards will not return to
protect you in that case. See the rulebook glossary on page 85.

Cave Network and Fox Pass

The trick along the lines of the Palace Guards doesn't work here
either. The Cave Network triggers only when an attack is declared,
not when one is retargeted.

Complied FAQs and Errata by Card Title

18 Bronze Men (SS)

Even if you lose control of the Site, you retain control of 18 Bronze Men, so your Characters still get the bonus.

Amulet of the Turtle  (LS/YotD)

"Overflow" damage above the Amulet's ability to soak it up is now
redirected to the subject Character. So if you have only one [Magic]
resource, and somebody hits your Character with a 10-damage Shattering
Fire, the Amulet will soak up 1 damage, and then the remaining 9
damage hits the Character. Under the old wording, the Amulet would
soak up all the damage hitting a Character simultaneously. That makes
the card weaker, so we also dropped its cost to 0 to balance it.

Ancient Monument (SS)

If it is face-down, you do not have to inflict the damage on it. (You could if you wanted to, though.)

Apes of Wrath  (TW)

The Apes get their bonus when States you control are smoked by
opponents. But in most cases it's not obvious who smoked a State
because they're automatically smoked when their subject leaves play.
The player who removes the subject from play is considered to be the
player who smoked any States on that card for purposes of effects like
the Apes'.

Arcanorat  (N2)

If you declare an attack with one Arcanorat, it goes home immediately,
before other players can join. However, the game won't end the attack
due to a lack of attackers until everybody has had a chance to join.

Art of War  (N2)

If you forget to predict, you were automatically wrong.

Atourina Baktiari  (N2)

You must damage either all characters or none; you can't pick and choose.

Battlechimp Potemkin (DF)

While the old Battlechimp doesn't have the designator Chimp, this one does.

The Event goes through the normal life-cycle of an Event, and can be cancelled or Brain Fired if appropriate.

The Event is toasted immediately, there's no way for it to be removed from the smoked pile in time to save it. (Or in time to stop you from playing it.)

The fact that you can't play other people's Events during your Main Shot means that you can't easily get rid the resources from Dirk Wisely's Gambit by playing, and thus toasting, it. (The Year of the Dragon version, which is considered to be errata despite the lack of an errata symbol, doesn't allow using it when joining an attack. You'd have to declare an attack of your own during somebody else's turn to recycle a Gambit.)

Bear vs. Fox (SS)

You don't have to play the Event right after the Faceoff combat; you may wait until later in the turn to use it.

Beta Beast (DF)

The ability looks at the total number of resources provided, not the number of different types. General Olivet, who provides [Arc] [Arc], would do full damage to a Beta Beast.

Characters who provide no resources do full damage.

If a character is providing an additional resource due to another effect, such as Fire Characters with The Inner Fire in play, these resources are counted for determining whether Beta Beast has Toughness against them.

Big Daddy Voodoo  (BCL)

Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source.

This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power.

The card you play with this ability still has to be playable at the time; you can't spend Big Daddy Voodoo's damage to play a Character during another player's turn.

Big Macaque Attack (DF)

They do increase their own Fighting.

Big Red Button  (N2)

All damage comes from Big Red Button, not from the [Tech] cards its
smoking. The damage is all from one source, so it can all be
redirected at once.

Big Rig  (BCL)

Even if the damage overflows, Big Rig will cause an attack on its subject to fail. The damage that ends up being inflicted on the subject is coming from Big Rig, not from any attacker.

If the subject receives some Ambush damage, and some normal damage, and the Ambush damage is sufficient to smoke Big Rig, the non-Ambush damage is inflicted normally.

Billy Chow  (BCL)

Any card that requires or provides [Chi] is a [Chi] card, so you can use your extra foundations to cancel Events.

The cost has to exactly equal the cost paid for the Event. If the Event was played at no cost, you need to discard a 0-cost card.

Binary Spirit  (BCL)

You cannot discard cards to heal Binary Spirit if it is undamaged.

Bite of the Jellyfish  (LS)

Bite of the Jellyfish is a "stealing" card. When/if it's reprinted
it'll use the new phrase.

BK97 Attack Chopper (DF)

The subject's damage can still be redirected.

Blood Fields  (N2)

If you use Blood Fields to copy something, you have to wait for the
copy effect to resolve before you use it. So, you couldn't cancel
a Whirlpool of Blood unless you'd already copied it earlier in the
turn.

If Blood Fields is copying a Feng Shui Site, cards that affect Feng
Shui Sites (such as Whirlpool of Blood) still won't affect it.

Blue Mandarin (DF)

If you use this ability on a Character that's been declared as an interceptor, it ceases intercepting.

Turning to heal and turning to change location are both effects. Turning to attack is not.

Nothing stops a Character from turning to generate an effect in response to you turning a Blue Mandarin.

The ability doesn't cancel. If you respond to a Character being turned to do something, the effect will still resolve.

Blue Senshi Chamber  (N2)

You can't turn Blue Senshi Chamber both to change the designator and
to make somebody uninterceptable at the same time.

Borrowed Nuke (DF)

Yes, this is a [Jam] card as well as a [Dra] card.

Bounty  (N2)

If you manage to smoke somebody during combat by some means other than
directly due to combat damage, (Nine Cuts, for instance.) you do get
the Power. However, it has to be the Character's ability that does
it. Death Touch wouldn't work.

Brain Fire  (N2)

All the new targets must be different from the originals. If there
are not enough new targets available, you can't play Brain Fire.

Brain Fire does target the new targets. If you have a Brain Fire of
your own, you can Brain Fire the Brain Fire. (Even back to the
Event's original targets.)

Buffalo Soldier  (BCL)

If you control more than one Buffalo Soldier, each will protect the others.

BuroMil Grunt (DF)

If he is "returned to play", he does not smoke at the end of the turn. (This requires the specific phrase, "return to play", as on Golden Comeback. Inauspicious Return, on the other hand, tells you to "play" the card from your smoked pile. This will not save the Grunt.)

Butterfly Knight  (NW, N2)

The Knight must still be unturned to use his ability to "attack
without turning." (p.59)

Car Wash  (BCL)

Even if the Vehicle is smoked in response to you turning Car Wash, the subject will still be healed.

Cave Network  (LS, YotD)

Q: Do I have to meet the resource requirements for Cave Network?

(p.30). Yes. Cave Network just reduces the cost, it doesn't
eliminate the need to meet resource requirements. A card has to
explicitly say "ignoring resource conditions" if you are allowed to
ignore resource conditions.

CB Radio (BCL)

The subject will end up unturning before withdrawing from the attack, but it all happens during the resolution of a single scene, so you won't have a chance to turn the character to do anything until it has already stopped attacking and gone home.

If the subject inflicts Ambush damage on the target of its attack, and then withdraws and unturns before normal combat damage is inflicted, then it will be able to attack again. (But you cannot Ambush Sites.)

If there are multiple CB Radios on a Character, it can unturn once for each.

CDCA Scientist  (YotD)

Yes, the draw effect is independent from the discard effect. Let's
say X=2. You could draw up to X (i.e. 0, 1, or 2) cards, and then
discard up to X (i.e. 0, 1, or 2) cards. The number of cards you
discard does not have to equal the number you draw.

Chaos Spirit (DF)

If a player controls no cards that you could damage, nothing happens.

You always decide which card gets blasted. When you have to blast one of your own cards, you can have multiple Chaos Spirits pick the same card, even if it won't survive the first one.

This happens after the scene in which a player declared the end of the turn. This means that normal effects cannot be generated in response, once people know what you're going to hit. (The exception is effects, mainly damage redirection, which specifically respond to damage being inflicted.)

Che Gorilla (BCL)

His Fighting will not change as the opponent's smoked pile changes size.

If his rules text is blanked, he will die, as X defaults to 0.

Chinese Connection (BCL)

The opponent receives the Power immediately, and will be able to spend it before the healing effect resolves.

Chinese Doctor (SS)

An error was made in production; new Chinese Doctors still provide a [Dra] resource.

Chin's Criminal Network (BCL)

This includes your opponents' Hood cards, too. (And don't forget to check for Hood Sites, States, and Edges.)

Chi Reconfiguration (DF)

Things other than attacks, such as Orbital Laser Strike and damage redirection, that were aimed at the old Site will not hit the new Site.

City Park  (FP, YotD)

We removed the "keyword" ruling, which means that "put into play" now
means the same thing as "play". However, that didn't stop you from
playing more than one City Park when one of your Sites is burned,
because the card, which says you can play it, overrides the general
rules, which say you can't. So, City Park should say:

"Heal City Park at the end of the turn it is revealed. When a Site you
control is burned, you may play City Park face up at no cost if you
have not played a Site this turn."

Claws (BCL)

Superfreak would still do his two-part damage; he doesn't actually have Ambush, even though he sort of acts like he does.

Coil of the Snake (SS)

You must both discard and draw; you can't do just one.

You discard before drawing.

Combat Veteran (DF)

If you lose control of the Character, you still control the State; the player who stole your Character can't turn Battlegrounds to increase its Fighting.

You can turn as many Battlegrounds as you have, and, if you can manage to unturn one, you can turn it again to give the subject an additional +1.

Commander Corliss (SS)

Cards that return him to play may do so during your turn, and will not cause you to miss your Power generation.

No cards will generate Power for you, not even Pocket Demon and its like.

You may still skip your theoretical Power generation to discard extra cards.

Concourse Godard (DF)

For the purposes of other cards, a Nerve Gas aimed at Concourse Godard is still a card that smokes other cards, not a card that inflicts damage. So, if he has a Charmed Life, then he takes no damage.

Contingency Plans (SS)

You may play both this and a City Park.

If you have no Feng Shui Sites in play when this resolves, you do gain a Power.

Conversion Drone  (N2)

The "it" refers to the Character smoked by Conversion Drone, not to
the Drone itself.

If the Drone is smoked as well, the Character it smoked still returns.

The returned Characters do not return to their normal state even if
the Drone is not in play.

The returned Characters retain their title, subtitle, and limitations,
resource conditions and provisions, etc. so do, for instance, cause
Uniqueness auctions.

Coral Reef (DF)

You have to discard if you use the ability.

You can turn more than one Reef in response to attacking, but you will not get more than one draw and discard. (This will help if the first is Whirlpooled, for instance.)

Corruption (DF)

The Characters take the damage even if they are already turned.

Covert Operation  (LS,YotD)

Covert Operation only affects opponents now, not "players." You can't
play it on yourself to get it out of your hand (or to ditch one of
your own cards) any more.

Q: Can my opponent use Covert Operation to force me to discard a card that I just played?

(p.29) No. When you play a card, you put it onto the board at that
instant. If an opponent attempts to make you discard a card in
response (Covert Operation, Curtain of Fullness, etc.) they won't be
able to affect the card you just played because that card is already
on the board. In fact, if you play cards in response to the discard
effect, those cards will be in play too and so couldn't be discarded
either.

Cutting Loose Ends  (N2)

Each player may choose a different player's smoked pile from which to
toast cards.

Da Boys (BCL)

Their Fighting will not change as the opponent gains and loses cards.

If their rules text is blanked, they will die, as X defaults to 0.

Dance of the Centipede  (LS)

We dropped the crucial word "turning" from the last line. This should
say "Target a card. That card cannot be turned in response :: Turn
that card, and cancel any effect generated by turning it."

Dangerous Experiment  (LS, YotD)

The Dangerous Experiment is actually risky now, and you can't drop
multiples in one turn, or recycle it. Daedalus already had errata for
this card to add the restrictions Limited and Toast It. Z-Man added
two more choices for the toasting effect: instead of choosing a card
in play, you may now choose a card in the burned for victory pile or
smoked pile.

Darkness Adept  (TW)

If a Darkness Adept's Fighting is reduced to zero, she's smoked like
any other card, even if she also smokes the opposing Character and
triggers her ability. Her Fighting gain won't save her because she's
already in the smoked pile when it resolves.

Darkness Falls  (N2)

Yes, this can get awkward when characters have damage or States on
them. A die is a useful tool; roll once for each interceptor to
assign them to an attacker.

Characters that are not affected by Events may choose which Character
they are intercepting normally.

Darkness Priestess  (LS, YotD)

Sorcereress in her subtitle was corrected to Sorceress.

Dark Sacrifice (DF)

The determination of whether a Character will be sacrificed, and the choice of which one, happens when Dark Sacrifice resolves, not when it's played.

The only way to avoid losing anything is to have no power and no Characters when Dark Sacrifice resolves.

Characters who are not affected by Events or who "cannot be sacrificed" won't be sacrificed, but can't be chosen in the place of another Character, either.

It is considered to be the victim who is sacrificing the Character, so your Darkness Priestess will give you a point of Power.

You can't choose to kill a Character if the target has Power. You don't get to choose which character dies, either.

Death Ring (BCL)

No, you don't get any reward for winning the Faceoff. Well, except that the other guy is dead, and yours isn't.

Defiant Bloom (DF)

You can heal fewer than three cards, but you can't heal more than one point from each.

Deja Vu (DF)

The toasting is also immediate; there's no way to save the Event, nor to play it again with another Deja Vu.

Demon Tank (DF)

The subject is smoked if it ever becomes a Demon.

Destroyer (DF)

If you have more than one Destroyer in your smoked pile, each "return to play" effect is placed on the scene. After the first one resolves, each subsequent one will cause a separate auction, which has to be dealt with before the next Destroyer returns.

Die!!!  (TW)

The "total cost" phrase refers to the total cost of all the Characters
you want to affect, not to the cost of each Character (that's why it
says total. :)

Dirk Wisely's Gambit  (FP, YotD)

We blew it in the printing of Dirk Wisely's Gambit in Year of the
Dragon. The Gambit was narrowed to be used only when you declare an
attack (not when you join an attack). That wasn't exactly intentional
at the time, but we're going to keep it that way. Consider this an
errata; when/if Dirk's gets printed again, we'll put the errata symbol
on it.

Dirty Tricks (BCL)

Both players must select before either discard is revealed. They cannot talk about the specific cards they are picking, though general comments (For instance: "That Ascended rat is winning, so we should be nice.") are permitted.

The only time a target will not have to discard is when he or she has no cards in hand when Dirty Tricks resolves.

Disco (BCL)

If Disco is face-down, you can get a point of Power by revealing it, choosing, then turning. You don't have to reveal and choose a designator beforehand.

DNA Mage  (N2)

If you manage to give him Butterfly Knight's ability, he may attack.

Doctor Shen (SS)

He must survive to the end of combat to trigger his ability.

Only damage he inflicted in that combat is counted, and damage that is prevented or redirected isn't.

You may divide the healing up among multiple characters.

He inflicts his full damage, even if that is considerably more than what is required to smoke his opponent.

Doctor Zaius (BCL)

You make the flip and keep the stolen Characters even if Doctor Zaius is smoked.

"Do You Feel Lucky, Punk?" (BCL)

You flip all the coins at the time you play the card; everybody knows how much damage is being inflicted before they choose whether or not to respond.

You don't need to get two Heads in a row to stop.

The average damage inflicted by this card is three.

Dragon Boat Festival (SS)

You unturn before you draw, so you will be the first player with an increased hand size.

Dragon Dojo (SS)

A Character with more than one of the appropriate designators still only gets you one card.

"Not cumulative" means that, if you have two Dragon Dojos at a location, you still only get one card when playing an appropriate Character there. (But if one of them is cancelled in response, you will get the card from the other.)

Dr. Ally Matthews  (N2)

If a card (such as Green Senshi Chamber or Tangram Alley) places a
limit on X, the limit still applies.

If an ability (such as Green Senshi Chamber's) has a cost of X, she
does not affect the amount paid, only the amount the ability actually
works with. (So, you could turn her to add two to the Green Senshi
Chamber's X, then turn the Chamber, inflicting zero damage on it, (so,
ordinarily, the X would be 0) and give somebody Toughness: 2.)

Dunwa Saleem (DF)

You only get one Power, no matter how many [Tech] cards you have.

Duodenum of Yang Luo  (N2)

Once the Duodenum is attacking, it doesn't care about the status of
the Sites at the location. If you declare an attack at an unrevealed
Site, it's too late for its controller to reveal it.

Eagle Mountain  (TW)

We haven't actually gotten any questions on Eagle Mountain, but we
wanted to make sure everybody understood how it worked. The easy part
of the effect is when the Mountain is face-up: all Characters at its
location gain Toughness: 1 when they turn to attack. We wanted you to
be able to use the Mountain by surprise during an attack, so we added
the second part: If the Mountain is face-down, you can still send your
attackers in. When you reveal the Mountain, they gain Toughness: 1 at
that time.

The Eagle Mountain effect is triggered, so opponents can respond to it
like any other effect. If you reveal your Mountain during an attack,
that generates the effect that will give your attackers Toughness.
But your opponent could respond with a Final Brawl, which will resolve
first and hit your attackers before they get the Toughness.

Earth, Wind, and Fire (BCL)

If cards you control become damaged before this resolves, they will be healed, and the amount of damage inflicted will change appropriately. (While most cards in Shadowfist count things when you play them, this cannot. Until it actually heals damage, the amount it healed is unknown.)

Entropy Sphere (DF)

You can play two Spheres that will damage the same Site, even if the first to resolve will smoke it.

Esteban Vicente (DF)

If he enters play during an attack, it's possible that the target of the attack will end up in the back row. If this happens, the attackers move to the new location, and keep attacking the Site. (This is in the YotD rulebook, on page 59. It doesn't happen normally because most effects that can move Sites around during an attack say that they can change the target of an attack.)

Eunuch Underling  (LS,YotD)

The Underling's subtitle changed from Sorcerous to Sorcerer, since we
still wanted him to match other Sorcerers under the new designator
ruling.

Everybody Was Kung Fu Fighting (BCL)

This will be smoked even if you turn an opponent's card by means of Monkeywrenching or Dance of the Centipede.

Evil Twin  (LS,YotD)

Evil Twin now copies the restrictions of the card it copies, meaning
that a second Twin of a particular Unique Character will cause a
Uniqueness auction among the Twins. (However, since it's not Unique
until you've already played it, it gets around the rule on playing
second copies of Unique cards.)

The old version simply added designators, but the new version actually
changes the title and subtitle. For example, if you copy Ting Ting,
your Evil Twin's title is "Evil Twin of Ting Ting" and her subtitle is
"Sinister Sibling of Martial Artist." The Evil Twin is also an
Uncommon now, rather than a Rare.

Expendable Unit  (N2)

Expendable Unit can not be used to absorb a Final Brawl; it would be
redirecting damage to the card the damage was being inflicted on in
the first place, which is not allowed.

Explosives  (LS,YotD)

We changed Explosives according to the Daedalus errata in the Players'
Guide so that the Explosives adds to the subject Character's combat
damage. Because of the timing of inflicting combat damage, the old
wording meant that the Explosives couldn't be used to seize or burn
Sites.

Fake Out (DF)

If the Character intercepts somebody else, it can be placed anywhere in the chain of interceptors.

If the former interceptor cannot intercept anybody else, it goes home.

The former interceptor stays at the location of the attacker for the time being. It doesn't go home and need to change location again, nor can it move to a different location to intercept an attacker there.

Fallen Heroes (DF)

The Character is toasted on generation; you cannot use a Golden Comeback to save it. (Nor can anybody else use an Inauspicious Reburial to stop you from getting the bonus.)

Family Estate  (LS, YotD)

Q: Can I use Smiling Heaven Lake and Family Estate (or Proving Ground) to play a Character at reduced cost and ignoring a resource condition?

(p.47) No. Effects resolve one at a time. Both the Lake and the
Estate play a Character when they resolve; the Character must be
played right then, so you can't wait for the other effect to resolve
as well.

Fatty Cho (BCL)

His Fighting will not change later; you discard once, and that sets his Fighting for as long as he stays in play.

If his rules text is blanked, he will die, as X defaults to 0.

You discard the cards immediately when you play him; opponents can't use discard effects in response to give you fewer cards to discard.

Fearsome Foe (DF)

Nobody has to intercept. Fearsome Foe only requires that, if they do intercept, your opponents have to put at least one interceptor in the way of the subject. The rest of their interceptors can intercept somebody else.

If Fearsome Foe is played after you declare interceptors, it's too late for it to stop your interceptions.

If some of your Characters can intercept the subject and some cannot, you must select one that can intercept the subject.

You can declare fewer interceptors than there are attackers with Fearsome Foe. You have to assign one interceptor to each attacker with a Fearsome Foe until you run out of interceptors or attackers with the State.

Feeding the Fires  (N2)

You may not save the extra pseudo-power you get from this. If you use
a counter to play a 1-cost card, the other point of "power" you could
have had is wasted.

You can't play two cards simultaneously and split the "power", either.

Feng Kan (SS)

Feng is not a legal designator, (Because it's part of a card type.) but we don't foresee any trouble in finding matches for this card.

Fire Acolytes  (N2)

If two acolytes die simultaneously, they both go off, because each
fulfills the condition for the other.

Fist of Shadow  (N2)

There must be an Edge in play to use his ability; you may not
sacrifice him for one Power without a target.

Fists of Fury (BCL)

The damage that this inflicts is not combat damage; it will not make an attack succeed, and it will not trigger another burst of damage from Fists of Fury.

Overkill damage is still inflicted. If your 8-Fighting Character beats up on somebody else's 1-Fighting speed bump, you may do the full eight to a different character.

 Five Fingers of Death (BCL)

The toasted Character never goes to the smoked pile, and does not trigger effects that key off a Character being smoked.

Forgotten Shrine (SS)

It doesn't matter whether the Site is turned to generate an effect, because it's a just-revealed Proving Ground, or because you played Monkeywrenching.

If you use this in response to a Site being turned, or if the target Site is turned in response to it, the target doesn't take damage this time. In both cases, this is because the Site is already turned by the time Forgotten Shrine resolves.

Fortress of Shadow  (NW)

Q: When do I count Sites for Nine Dragon Temple, Fortress of Shadow,and the like?

(p.52 and p.64) The decision to seize or burn a Site happens before
triggered effects are generated. That means Nine Dragon Temple has
already changed hands when its effect goes off, so you count at that
time. Let's say you have 2 Sites, and your opponent has 3, one of
which is a Nine Dragon Temple. You reduce it's Body to zero and
decide to burn it for victory. Then the Temple's effect triggers, and
when it resolves we check to see who is closer to victory. You now
have 3 Sites, and your opponent has 2, so your opponent gets the Power
from the Temple.

Forty-Story Inferno  (FP)

An Inferno you control only prevents interceptors during attacks you
declare. It has no effect when one of your opponents is attacking
another opponent. For those without the twisted minds, if you are not
participating in that attack, you are attacking with zero Characters.
Now read the Inferno again, and realize that you really don't want it
to burn you, too.

Four Sorrows Island (SS)

If the target is already intercepting, it ceases doing so.

Fox On the Run (BCL)

While the attack is considered to be a success, you play this card after the attack is over, so it is too late to make cards such as Dirk Wiseley's Gambit work.

Fox Pass  (LS, YotD)

Fox Pass is now Unique. If you've ever been in a large multiplayer
game where everyone had a Fox Pass out, you'll appreciate the
change. :)

Free Fire Zone (DF)

You don't have to smoke the Sites by combat damage; any means will do.

You can get Power from smoking your own Sites.

Friends of the Dragon  (LS, YotD)

We changed the Friends' subtitle from Dragon Supporters to Student
Supporters. We're planning to do some cards that key on the
designator Student, and took this opportunity to put the Friends into
that group.

Funky Monkey (BCL)

Like all set-preview promos, the promo Funky Monkeys now have this rules text.

Furious George  (N2)

Butterfly Knights may join Furious George if they're attacking without
turning.

General Olivet (DF)

If you burn for Power during another player's turn, their turn does not end.

If you want to attack in somebody else's turn, remember that they have the priority to do things. (Either playing a card or declaring an attack or the end of the turn.) If you want to attack at the same time that they want to do something, they get to do it first. Since you can't declare an attack during another player's attack, or declare an attack in response to anything, you have to wait for the attack or the scene to finish. As long as you announced your desire to declare an attack at the time, you will get a chance to attack when they're done, before they can do anything else.

You don't have to declare what you wanted to attack, or with who, and you can decide not to attack when you actually you get your chance.

If whatever they did ended their turn, either because they declared the end of their turn when you wanted to attack, or because they attacked and burned for Power, you're out of luck.

Geoscan Report (SS)

You may use this card on an already-revealed Site.

Going Out in Style  (N2)

This card is played during combat, overriding the general rule that
prevents you from using effects during combat. This, in turn, allows
effects to be used that say that they are played in response to
Events, such as Confucian Stability.

Gorilla Fighter  (N2)

The cost reduction remains even after the Gorilla Fighter is played.
So, if another player has seized two of your Feng Shui Sites, your
Gorilla Fighter has a cost of 2, and a mean nasty opponent can kill
the Gorilla Fighter by playing Die!!! and turning only one Character.

Got My Mojo Working (DF)

You can't play this card just to get it out of your hand in response to an Event that doesn't damage or smoke Characters.

You also can't play it if all Characters are "not affected by" the played Event. (The Prof and Charmed Life can cause this.)

Grizzly Pass  (TW)

Only face-up cards matter for the Grizzly Pass effect. We meant to
say that explicitly on the card, but...

Hall of Portals  (N2)

If you use Hall of Portals within your own Site structure, the
characters moving back and forth do not pass through the intervening
columns.

If you use Hall of Portals on an opponent's Site, you may still only
change location to that Site for the purpose of intercepting an attack
there.

Hands Without Shadow  (LS, YotD)

The Hands were rewritten to define the timing of the effect, and to
define how much damage is inflicted, rather than "reducing Fighting to
1." That also fixes the weird interaction it had with Guts.

Heaven's Peak (SS)

Turning to heal is an effect.

Turning a Character as part of the cost of a different card's effect, such as Die!!! or the new Biomass Reprocessing Center, will trigger Heaven's Peak.

Helix Scrambler  (N2)

The character need not be damaged by the Scrambler for its rules text
to be blanked.

Hell Charger (DF)

Changing location only allows you to move one column to the left or right in your Site structure. (Or to move to the location of an attack on an opponent's card.)

Hermes (SS)

Even if both Hermes and Malachi are in play, you may still get one card or one damage. Two is not possible, though.

Hexagram Spirit (DF)

If the opponent plays named cards in response to the Spirit turning to attack, you won't get any Power for them; they have to be in the hand when the effect resolves.

Don't forget that you can look at another player's toasted pile at any time.

Hostile Takeover  (LS)

Hostile Takeover is a "stealing" card. When/if it's reprinted it'll
use the new phrase.

Hot Springs (DF)

Sites with continuous effects, such as Puzzle Garden, Dragon Mountain, and the like, still interact normally with the Character. (Sites that turn to do something, or that say "when something happens, do this" are the main examples of Sites that generate their effect.)

If Hot Springs' effect is used in response to another Site's effect, the protected Character won't be affected by the other Site.

A face-down Temple of the Angry Spirits gets to inflict combat damage when it's revealed by damage. If you didn't know the face-down Site was a Temple, it's too late to turn Hot Springs to save your Character once you find out it is. The same is true of Hartwell Iron Works' ability; once the Character's entered combat, it's too late to generate voluntary effects.

Iala Mane (SS)

If you burn for Power during another player's turn, their turn does not end.

If you want to attack in somebody else's turn, remember that they have the priority to do things. If you want to attack at the same time that they want to do something, they get to do it first. Since you can't declare an attack during another player's attack, or declare an attack in response to anything, you have to wait for whatever they started to finish. As long as you announced your desire to declare an attack at the time, you will get a chance to attack when they're done, before they can do anything else.

You don't have to declare what you wanted to attack, or with who, and you can decide not to attack when you actually you get your chance.

If whatever they did ended their turn, either because they declared the end of their turn when you wanted to attack, or because they attacked and burned for Power, you're out of luck.

Ice Pagoda  (N2)

Don't forget that, when you attack, none of your attackers are going
to be at the location of your Ice Pagoda.

Ice Shaman (BCL)

You can't turn him to inflict a damage and heal a damage at the same time.

Ice Sorceress (DF)

Even if the Site's Body changed in response to her ability, it won't be reduced below one. She will never smoke a Site when her ability first resolves. Once it has resolved, damage inflicted later can reduce a Site's Body to 0.

You decide whether you're increasing or decreasing the Site's body at the time you turn her.

If she didn't apply her full Body reduction when the effect resolved, the amount she reduced it by remains the same even if the Site gets bigger.

Ice Vixen (BCL)

She will heal when an opponent plays a state, such as Shadowy Mentor, on her.

Identity Chop Shop (DF)

You can remove a designator in a card's title for all intents and purposes, (So you could cause a Student of the Dragon to no longer be counted as a Student.) but you can't get around Unique and Limited in this manner.

If a card, such as Ting Ting, has a designator more than once, (Ting, in this case.) one use of the Chop Shop can remove them all.

You can't add or remove the designators in a card's rules text. (So, you couldn't change CHAR so that he take no damage from Fire and Ice cards, nor could you remove the Fire to make him "take no damage from cards".

Removing a designator in response to an effect such as Discerning Fire will not protect the Character. (The Character was a legal target at the time it was played.) Removing a designator in response to global effects like Shattering Jade will save the Character. (These effects don't select any Characters; they hit everything applicable at the time they resolve.)

IFF Missiles (DF)

This card looks at matching designators at the time it resolves.

You can't choose to miss some Characters; everybody who has no match gets hit.

All the matches don't have to be the same. If somebody controlled two Students and two Heroes, none of them would be damaged.

Infernal Plot (SS)

You do not have to choose the cards to put into the victim's hand until Infernal Plot resolves, since you don't know how many will be discarded until then.

Infernal Temple  (LS, YotD)

The Temple was brought in line with the Shaolin Sanctuary and the
Abominable Lab, in that it keys on Characters only now, not just any
Demon card. That means no bonus from Guiyu Zui, and no double bonus
from The Demon Within.

Iron Monkey  (YotD)

The amount of Power he steals is fixed at generation - even if your
opponent spends Power in response, you still get whatever was half at
the time the Iron Monkey inflicted his damage. And that means if two
Characters with this ability (Rigorous Discipline, anyone? :) hit the
same target simultaneously, you will steal all Power from that
opponent. (Well, if they had an even amount of Power. If they had an
odd amount, the rounding down will leave them with a point.)

Isis Fox (BCL)

She does not have to be part of the attack to get the bonus.

Jack Hades (BCL)

Only events that use the word "target" are considered to target him.

Je Pai  (N2)

Yes, that "even if it is now turned" part is redundant. Not everybody
knows the rules as well as you do. :)

Jeroen Becker  (N2)

It's a Dutch name, which is pronounced (roughly) Veroon.

Jueding Shelun  (L)

Q: When I turn an opponent's Proving Ground with Jueding Shelun, can I use it to play a Character?

(p.29) No. Effects that allow you to turn an opponent's card do only
that: turn it. If that card happens to generate an effect if its
controller turns it (like Proving Ground), you're not entitled to
generate that effect.

Johnny Badhair (DF)

Resource conditions only matter for Characters, not the States.

John Tower (BCL)

Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source.

This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power.

You may play the Character even if you could not normally play Characters at the time, such as during somebody else's turn, or during an attack.

Only effects that use the word "target" will trigger him.

Jury-Rigged Dynamo (DF)

This won't trigger off cards that "generate" Power during another player's Establishing Shot. Most cards, however, will trigger it. (Hall of Brilliance is currently the only one that won't.)

Stealing Power doesn't trigger the Dynamo, either.

If Power is gained more than once in the same scene, such as with multiple Mobius Gardens, it's not possible for the Dynamo to get you more than one Power, since it can't unturn until the scene resolves, and by that point, it's already done triggering. If it was turned, you can't even get one Power. If it was unturned, you can get a Power and have it unturn.

Just a Rat (DF)

Just a Rat has to successfully bypass the interceptor with Stealth to do the damage. If it tries and is somehow stopped, no damage is done.

Kar Fai�s Crib  (FP)

Q: Does that mean that I can't combine Spirit Pole and Kar Fai's Crib
to play a state from my smoked pile at -1 cost?

You can. Neither of these cards have to generate and resolve an
effect in order to be used. Kar Fai's Crib has a continuous effect;
when you play a [Dra] State, you can pay one less power if you wish
to. Spirit Pole works similarly; you can play States from your smoked
pile, as long as you haven't already done so this turn.

It's only when you've got two effects that both want to play the cards
themselves that you can't combine them.

Kar Fai's Legacy (DF)

The character is toasted on generation; there is no way to retrieve it.

Katie Kincaid (SS)

Once you know whether or not she's getting Ambush, she's in combat, and it's too late to play most effects.

You flip only once, no matter how many Gun States are on her.

Killing Ground (DF)

If you play a 0-cost Site before any others, you will no longer be able to play non-0-cost Sites that turn.

King Kung (DF)

You have to decide how to divide up his damage before you find out what any unrevealed Sites are.

Damage bonuses must be divided up between the two sites; they don't apply separately to each. (This is different from the Gnarled Marauder, because its ability is to inflict the same amount of damage on each Site.)

He will take damage from a back-row Temple of the Angry Spirits.

You can't choose not to enter combat with either Site, though you do not have to put damage on both. (So an unrevealed Temple would not get to strike back if you assigned it no damage.)

If you reduce both Sites' Bodies to zero, you handle each one just as if you'd reduced it to zero normally. You can seize one and smoke the other, burn both for power, or whatever your heart desires. Any triggered effects (such as Nine Dragon Temple) or responses (such as Bite of the Jellyfish) due to your decisions take place after you've dealt with both Sites. (So that Bite will get ten power.)

King of the Fire Pagoda  (N2)

You get only one point of damage and one card per attack, no matter
how many attackers you declared.

King of the Thunder Pagoda  (N2)

If somebody redirects his damage, the 3 damage effect is triggered
when the damage-redirection effect resolves, not when it's generated,
or when the damage is actually redirected by the signpost.

King on the Water (SS)

If the target has already been declared as an interceptor, it ceases intercepting.

Kinoshita (SS)

This will not cancel an effect generated by turning a Character, and the target may still turn in response.

Kinoshita House  (LS, YotD)

We changed Kinoshita House according to the Daedalus errata in the
Players' Guide. The character you unturn actually ceases attacking
now. Under the old wording, there was a painful combo with CHAR that,
well, it's not worth describing since it doesn't work any more.

Q: If I use Kinoshita House to stop one attacker but the other one
hits, is that a successful attack?

(p.19). Yes. If at least one attacker inflicts combat damage on its
target, the attack is successful.

Koko Chanel (SS)

If you burn for Power during another player's turn, their turn does not end.

If you want to attack in somebody else's turn, remember that they have the priority to do things. If you want to attack at the same time that they want to do something, they get to do it first. Since you can't declare an attack during another player's attack, or declare an attack in response to anything, you have to wait for whatever they started to finish. As long as you announced your desire to declare an attack at the time, you will get a chance to attack when they're done, before they can do anything else.

You don't have to declare what you wanted to attack, or with who, and you can decide not to attack when you actually you get your chance.

If whatever they did ended their turn, either because they declared the end of their turn when you wanted to attack, or because they attacked and burned for Power, you're out of luck.

Kung Fu Prodigy (BCL)

You can even turn States on the subject that you do not control. The controller of the State will be unable to respond by turning it to use its effects, as it is already turned.

If there is a State on the subject, and a State is played on that State, you will not be able to use it for Kung Fu Prodigy's ability.

Kung Fu Student  (FP, YotD)

Here's the official word if you haven't already heard it: the ruling
in the Daedalus Players' Guide is incorrect. The Kung Fu Student gets
only one +1 bonus regardless of how many Sites you control that meet
his criteria.

Larcenous Fog (SS)

You may play this on your own Sites. Why you would want to is left as an exercise for the student.

Larcenous Mist (SS)

This will not cancel an effect that has been generated, or that is generated in response.

Larcenous Mist  (LS, SS)

(and others that use the phrase "special abilities")

Daedalus interchanged several terms that were all supposed to refer to
the rules text of the card. We defined "rules text" to refer to the
rules text, and "special abilities" to refer to the bold-faced stuff
like Guts. Now if you read some of the old cards, you'll think that
they refer only to the bold-faced stuff, but they haven't really
changed. Play those cards as you did under Daedalus; when/if they're
reprinted they'll be updated to the current phrasing.

Legion of the Damned  (DF)

You can damage any Site, not just the one being attacked.

Life in the Fast Lane (BCL)

This includes when the Vehicle's subject leaves play.

You can use this when an opponent's Vehicle leaves play.

Lusignan's Tower  (N2)

The discard is not a requirement to be met in order to play an Event;
it's just a punishment.

If they have no cards left, nothing happens to them, and the Event
resolves normally.

They may play more Events in response to the discard, before it
resolves.

The card to be discarded is not determined until the effect resolves,
so they can't wait to see what they're losing, and then play it.

Lusignan the Fool  (N2)

You may draw a card even if your hand is full.

If you have a Supercomputer going, you may still draw an extra card.

The Events your opponents play are not considered to be toasted for
purposes of other game effects.

Major Hottie (DF)

Her abilities apply to all [Jam] Characters, not just yours.

Malachi (SS)

Even if both Hermes and Malachi are in play, you may still get one card or one damage. Two is not possible, though.

Marauder Gang (DF)

They will be smoked even if there was nothing that could be attacked.

Market Square (SS)

You may use this ability even if the Site is face-down at the time.

Master Hao (DF)

This ability applies to non-combat damage, too.

Master Killer (SS)

If you play this card when non-Uniques have already been declared as interceptors, they cease intercepting.

You choose which Character to play Master Killer on if there is a choice.

You may not choose a Character that was smoked by the former subject in the combat in which the former subject was smoked. If none of the Characters are alive, Master Killer remains in your smoked pile.

The subject need not have been smoked by combat damage. If a White Disciple kills the Master Killer, he becomes the Master Killer.

If the new subject is smoked in response to Master Killer being played onto them, it will not return to play on a different Character.

Max Brunner (BCL)

This means that, whenever your cards want Pledged, a Cop will suffice, and vice versa. (So, you can play Cops out of the Family Estate.) If you have a card that requires matching designators, such as Gambling House or Discerning Fire, you could match an opponent's SWAT Team and Student of the Bear.

Your opponents must still follow the normal designator rules. This isn't changing the designators on your cards.

Maze of Stairs  (N2)

A Character that will inflict no damage (due to Operation Killdeer,
damage redirection, or the like) continues attacking unless it fails
to overcome an interceptor. It will enter combat with the Maze,
allowing another attacker to damage it.

Memory Reprocessing (DF)

The Event is played and the Power gained on generation. Memory Reprocessing cannot be usefully cancelled.

The Event played with Memory Reprocessing generates and resolves like an Event played from your hand; it can be cancelled and otherwise interfered with in the usual fashion.

An error was made in writing this card's rules text. You still ignore resource conditions, just like you did with the Flashpoint version.

Misery Totelben (DF)

A Site that is face-down will still be revealed when it uses an ability, even if the ability is not its own.

A face-down Proving Ground can turn to use another Site's ability without having to first be revealed and automatically turned. (Proving Ground's own ability is unusual in that it requires the card to be face-up in order to be used.)

A face-down Site that's copying a Proving Ground has to be revealed (and therefore turned) before the Proving Ground's ability can be used. If a Site is face-up when it gains a Proving Ground's ability, it will not turn itself.

A Site with two abilities that require turning can use one or the other; you can't turn it once to generate the two separate effects.

Misery Totelben can't be turned at all. Even other cards such as Shaking the Mountain will be unable to.

Mole Network  (LS, YotD)

Mole Network got two changes. The first is that you can't affect an
opponent who hasn't had a turn yet. The second is that the Network
affects an "opponent" now, instead of a "player," so you can't dump it
by playing it on yourself.

Molotov Cocktail Party  (N2)

The damage to the other Site is not combat damage.

If a Gnarled Marauder uses this card, it will inflict 5 combat damage
on each Site on its own. Then, Molotov Cocktail Party's effect will
trigger separately for each of the two, inflicting another 5
non-combat damage on each of the Sites.

Mo' Monkeys, Mo' Problems (SS)

A Character with more than one of the appropriate designators still only gets you one card.

Motor Pool (DF)

Remember that you generate Power before you unturn cards.

Mr. Red  (N2)

The coin is flipped after combat has begun; it's too late to play
effects once you know who he's backstabbing.

If, through whatever twisted means, more than one Character with
Mr. Red's ability enters combat with a Site, apply the simultaneous
play rule: Generate his triggered effects going clockwise around the
table from the player whose turn it is, then resolve in reverse order.
The final one to resolve that got Heads gets to seize the Site.

Mr. Simms (BCL)

If the appropriate player has no Characters, you can't use his ability.

Mutator (DF)

Changing a card's cost doesn't let you play it cheaper, as it has to be in play already before the Mutator can affect it. All it will do is mess with the few abilities that key off of a card's cost.

You can't use most abilities, including this one, during the Establishing Shot, so you can't increase your Power generation.

Napalm Sunrise (BCL)

Only cards at the location when Napalm sunrise resolves take damage. You can turn to change location in response.

This will hit any attackers at the location, too.

Natraj Thalnasser (SS)

He can turn to heal.

No matter how much damage a Natraj (or any Character) takes, his Fighting is never reduced below zero, so no amount of damage can smoke him mid-turn.

He can be smoked by effects that don't damage him, such as Nerve Gas.

The fact that he will be smoked at the end of the turn is not an effect that smokes him, (it's an effect that's keeping him alive shutting off) so Charmed Life cannot keep him alive.

Netherworld Portal  (N2)

You must choose which, if any, Character gets the bonus when you
declare the attack.

Newest Model (DF)

You play this card on the State, not on the Character the State is on.

If the Character is smoked, the subject State is also smoked. Newest Model won't protect against this indirect smoking.

Nexus Tower (DF)

You can bring back any type of card, but it will never lose the Toast-It restriction.

Aside from coming from the smoked pile, the card you play generates and resolves normally.

Nine Dragon Temple  (YotD)

Count the number of Feng Shui Sites after the Nine Dragon Temple's
Body is reduced to zero (which means after the Site has changed hands
if it's seized or burned, since that decision is faster than triggered
effects). See the example on p.52.

If Nine Dragon Temple is smoked or toasted by an effect that doesn't
reduce its Body (Suicide Mission, for example), its effect doesn't
trigger.

Q: When do I count Sites for Nine Dragon Temple, Fortress of Shadow,and the like?

(p.52 and p.64) The decision to seize or burn a Site happens before
triggered effects are generated. That means Nine Dragon Temple has
already changed hands when its effect goes off, so you count at that
time. Let's say you have 2 Sites, and your opponent has 3, one of
which is a Nine Dragon Temple. You reduce it's Body to zero and
decide to burn it for victory. Then the Temple's effect triggers, and
when it resolves we check to see who is closer to victory. You now
have 3 Sites, and your opponent has 2, so your opponent gets the Power
from the Temple.

 No Man's Land (DF)

If a Character is given an ability by an opponent that would cause it to inflict less damage, (Rigorous Discipline to give you the Scrappy Kid's ability, for instance) the Character will inflict less damage, as the ability reducing the damage is on your card, even though you didn't put it there.

If the Character's Fighting is reduced, (such as by The Prof's Gambit) that will affect how much damage it inflicts.

Nuclear Power Plant (BCL)

You cannot turn the Sites by any means, including Monkeywrenching or Shaking the Mountain.

Your opponents will have no problem using those effects on you, however.

Nuked (DF)

If the flips stop on a player who has no Sites, nothing happens. (You do not skip players with no Sites.)

You determine which Site will be affected when you play Nuked. People can then respond accordingly.

Nunchucks (BCL)

You may inflict some or all of the damage on the subject.

Obsidian Mountain  (N2)

The "Obsidian Mountain" in quotation marks refers to any card with
that title, so playing more than one Obsidian Mountain won't lead to
the Chain Reaction of Sudden and Complete Site Annihilation.

Old Uncle (SS)

"Not cumulative" means that, if you turn more than one Old Uncle to attack, you still only get two cards. (But if one of them is cancelled in response, you will get the cards from the other.)

Ominous Swamp  (N2)

You don't pay the power if the Swamp is not revealed.

Once and Future Champion  (N2)

The +1 Fighting lasts until he leaves play.

Opium Den (SS)

If the Character attacks, this will not cause the turn and maintain to cease, it just turns off the penalty for a time.

Orange Senshi Chamber  (N2)

The -1 cost for Orange Characters is mandatory and cumulative with
other cost reductions, unlike other price breaks.

OrangoTank  (NW)

OrangoTank's ability forces Characters to intercept, but they don't
have to intercept OrangoTank. They can intercept any attacker, as
usual.

Orbital Laser Strike (DF)

The number of [Tech] resources you have is determined when you play the card. The damage is unaffected if that number changes.

Palace Guards  (TW)

Palace Guards return to play even if they can't intercept the attacker
(for example, the attacker has Assassinate and is attacking a
Character). The "must intercept" part of their wording means that you
have to declare them as interceptors if legally possible (we don't
like to put the phrase "if legally possible" on any cards since it's
implied in everything).

If there's an attacker that the Guards can't legally intercept, and
another that they can, you have to declare them as interceptors
against the character that they can intercept.

If the Guards survive after interception, they stay in play.

Paradox Divination (DF)

If you have more resources than cards left, look at what you can.

Parting Gift (DF)

If the attack ended because all attackers were removed, whether by Kinoshita House or by failing to overcome an interceptor, they do not take the damage.

Attackers continue attacking even if they won't be doing any damage. (Perhaps because of damage redirection or Operation Killdeer.) They only stop when they're intercepted by something they couldn't kill. This means that they will be present to take damage.

Partners (BCL)

The Character chosen does not have to be at the same location, or even be controlled by you.

If the smoked Character was not the subject of Partners, then Partners will still provide its original Fighting bonus.

Path of the Lurking Rat (SS)

Characters that can't attack back-row Sites may not turn to attack with the subject or join the attack.

Path of the Raging Bear (SS)

This is cumulative with Sam Mallory.

Payback Time  (TW)

Payback Time (like everything else) generates after the attacker makes
his/her decision about the Site. If the attacker decides to seize the
Site, that happens first, then you can use Payback Time to hit your
former Site if you wish. And if that was the Site that would cause
the attacker to win, you can, if you're lucky, use Payback Time to
reduce the Body of another Site to zero to prevent the win. (see the
example on p.44)

Peasant Leader (SS)

If either Character's Fighting changes, you still keep control; it only matters if it was legal when the effect was generated.

Peking Opera Troupe (SS)

Cards in burned-for-victory piles are not considered to be controlled.

Phlogiston Mine  (N2)

Because the choice is immediate, you may reveal the Mine in response
to an Event, choose the appropriate resource, and gain a point of
power.

Phlogiston is a substance or principle that many early chemists
theorized was involved in the process of combustion.

Plains of Ash (SS)

If you regain control, you don't get the extra Body back.

Pocket Demon  (LS, YotD)

You must now subtract the number of cards in your burned for victory
pile from the Power you would generate using the Pocket Demon. That
slows down the "leech" decks that intend to keep few or no Sites of
their own in play and use Events to generate their Power.

Point Blockage (SS)

It only matters that the subject not have Superleap when you play Point Blockage; if Superleap is gained later, it has no effect on this card.

The target need not be damaged by Point Blockage to become turned.

Koko Chanel will still be able to unturn during other players' Establishing Shots.

Political Corruption (BCL)

Sites burned for victory do not count for this.

Portal Nexus (DF)

You can swap any number of FSS around, but you can only put them in positions that had been occupied by a FSS. Non-FS remain where they were.

If you have only one Feng Shui Site, it can't move at all.

Portal Rat (SS)

Only combat damage will kill the Edge; other sources cannot damage the Edge.

If an Edge is being targeted by the Abysmal Prince's ability, Portal Rat cannot attack it, because the Prince's ability says so.

Other Characters cannot usefully copy this ability, as it still prevents cards with a title other than "Portal Rat" from attacking the Edge.

Primeval Forest (SS)

Generates one Power normally while unrevealed, even in your back row.

Primus (SS)

Yes, it is possible to play him, but you'll really have to work for it.

[Pur] is a faction resource.

Primus (DF)

If you bring back Primus during another player's turn, they can respond to Primus' effect with cards other than Events; they're only shut down completely once the effect resolves.

The promotional Primuses are considered to have this rules text now.

Prisoner of the Monarchs  (N2)

This card will remove an interceptor. Even if the interceptor's
controller pays off immediately, the Character has already been
removed.

Proving Ground  (LS, N2)

Q: When I turn an opponent's Proving Ground with Jueding Shelun, can I use it to play a Character?

(p.29) No. Effects that allow you to turn an opponent's card do only
that: turn it. If that card happens to generate an effect if its
controller turns it (like Proving Ground), you're not entitled to
generate that effect.

Q: Can I use Smiling Heaven Lake and Family Estate (or Proving Ground) to play a Character at reduced cost and ignoring a resource condition?

(p.47) No. Effects resolve one at a time. Both the Lake and the
Estate play a Character when they resolve; the Character must be
played right then, so you can't wait for the other effect to resolve
as well.

Pump-Action Shotgun  (FP, YotD)

We added the designator Gun to the Shotgun's subtitle, since under the
Z-Man designator rules, "Shotgun" no longer matches "Gun." Our
playtesters told us that this card absolutely had to match with Gunman
and Really Big Gun, and this was a simple solution. (Some folks
thought that the errata was the ability to unturn when a Unique
Character is smoked, but the old one actually did that too. Most
people just forget about it. :)

Punks (BCL)

If they inflict combat damage on an unrevealed Feng Shui Site that turns out to be Unique, it does not take the extra damage this time around.

Purist Aspirant (DF)

This can be used on your own cards, (such as Final Brawl) too.

Purist Initiate (DF)

You have no choice in the matter. Even if you want to, you cannot treat those resources as being [Arc] or [Lot].

This ability applies while you control the cards. If somebody else steals your Paradox Beast, it gives them [Arc], and if you steal one from them, it provides [Pur].

Puzzle Garden  (TW)

The limit of three damage applies separately to each time a Character
damages the site; if you hit it twice with something big, it ends up
taking six.

Quantum Sorcery (DF)

You choose whether to draw or get the Power at the time the effect resolves. You could therefore turn several copies of this card and an equal number of Characters and draw until you found the card you wanted, then get Power from the rest.

Queen of the Ice Pagoda  (N2)

States already on cards you control remain.

Rachel McShane (SS)

Turning a card as part of the cost of a different card's effect, such as Die!!!, is considered to be turning a card to generate an effect.

Rama Singh (BCL)

You may play him if there are no edges in your smoked pile.

Raptor Squad (DF)

If Raptor Squad is stolen, attacks, and returns before your next Establishing Shot, it will unturn. When it attacked, "your" was referring to somebody else.

Really Big Gun  (LS)

Q: Does +X damage from a Really Big Gun increase my White Disciple's pinging effect too?

(p.84). +X damage effects only add to combat damage, so if you put a
Really Big Gun on your White Disciple, you still have a Disciple that
turns to inflict 2 damage.

Red Don  (N2)

The "rules text related to an ability" includes preconditions, costs
to use, effects, the duration, etc. It does not include other turning
abilities on the same card (such as the Man With No Name) or any other
rules text. (So, if he copied a Swiss Banker, he would not be smoked
if you had no power.)

Abilities that happen when a Character turns to attack may not be
copied; turning a card must be part of the cost to generate the
effect.

If a card turns some other card to generate its effect, (Biomass
Reprocessing Center) Red Don may copy that ability.

Because he gains the rules text immediately, instead of having to let
it resolve, (like Blood Fields does) it would be possible to use him
to Whirlpool a Whirlpool.

If he copies a State with a turning ability that affects the State's
subject, he cannot use the ability, as he has no subject.

Abilities that would produce an illegal board position (such as Lily
Pond) do nothing if he uses them.

Red Monk  (FP, YotD)

The Red Monk's ability now triggers at the moment a card you control
is targeted by an Event. That eliminates the memory quiz if another
player took control of the Monk.

Red Senshi Chamber  (N2)

If a Character is "not affected by Superleap" it may intercept a
character with Superleap while turned. The Superleaper has not lost
the ability, (it wouldn't lose the bonus from Twin Thunder Kick) it
just isn't finding it all that useful right now.

Rend Chi (SS)

The amount of damage actually inflicted is determined at resolution; if somebody heals your Character in response, no damage will be inflicted.

It's not possible to be at the location of an opponent's Character except during an attack or a Faceoff.

This Event targets only your Character, not the opponent's Character. (So, it could not heal The Eastern King, but could damage him, and Brain Fire cannot change who is being damaged, only who is healed.)

Replacement Parts (DF)

The damage will not return if the State leaves play.

Resistance Squad  (NW, TW)

The new wording on Resistance Squad as printed in Throne War isn't a
change; the new version does the same thing that the old version did.
The previous wording of the card wasn't clear on its timing and some
folks thought it did less than it really does.

Righteous Bro (BCL)

Players only "generate" Power during their Establishing Shot. Gaining six Power during the Main Shot (say, by Vivisecting Homo Omega) will not trigger Righteous Bro.

Because this happens in the Establishing Shot, your opponent will not be able to spend the Power before you can steal it, except under highly unusual circumstances.

Rigorous Discipline  (LS, YotD)

We made it clear that Rig Dis only copies the printed rules text, per
the Players' Guide ruling.

Rocket Man (BCL)

As the number of appropriate Characters and Sites at the location changes, his Toughness and damage Bonus will change as well.

If Dr. Ally Matthews changes the value of his X, it alters both his Toughness and his damage.

Roller Rink (BCL)

At one damage, you still can't return anything.

Rookies (BCL)

If something targets Rookies and then smokes them, (such as Nerve Gas) they will trigger twice.

Serena Chase (BCL)

She will only trigger if the player still controls three or more Sites after combat damage is taken into account; if the attack removes one or more sites, they will not be counted.

Sergeant Blightman  (NW)

Sarge still "Cannot turn to heal." That got zapped accidentally when
the Toast It restriction was put in. He's good, but he's not that
good. :)

Sergeant Blightman v2 (DF)

This errata overrides the erroneous errata in the YotD rulebook.

He can be healed by other cards.

Serket (DF)

If you have only one interceptor available, you can't intercept her.

Shaolin Agent (DF)

He will gain Fighting even if he joins somebody else's attack.

Shaolin Surprise (SS)

If you can't play the State on the card in question, you can't move it there, either. (This only applies to restrictions on where the State could be played, not when it could be played.)

If the old subject leaves play and then is returned to play, the State will not return to it.

Shui Yu (SS)

[Mag], [Tech], and [Chi] are not faction resources.

Sharing a faction resource with another Character means requiring or providing a faction resource that the other Character also requires or provides.

Shui is not a legal designator, (Because it's part of a card type.) but we don't foresee any trouble in finding matches for this card.

Silver Jet (BCL)

Like all set-preview promos, he will acquire the rules text of the final version once Red Wedding comes out. Until then, his text is blank, aside from his being Unique. He does not have the rules text of the Flashpoint Silver Jet.

Even though the Flashpoint Silver Jet does not say his is Unique, he is, and will cause Uniqueness auctions with this version as well as himself. (The lack of Unique was a production error, and he received errata soon afterward. See the YotD rulebook or the Daedelus Player's Guide.)

Simian Sneaker (DF)

He'll come back even if you didn't control the Site that was seized, as long as it was yours originally.

Sinister Accusations  (TW)

A designator is just one word, so you'll need three Sinister
Accusations to add the designators Kar, Fai, and Crib to a card, for
example. Remember that you are adding designators, not changing
titles, so you can't force a Uniqueness auction with Sinister
Accusations.

If you add a designator to a card and then use an effect like
Assassins in Love that takes control of the card based on that
designator, you will keep control of that card even if the Sinister
Accusations is removed later. In other words, those effects only
check the designator at the time they generate or resolve (depending
on the effect's wording). If the designator isn't there later, that
doesn't matter any more.

If you're perverse enough to give the designator "Mastermind" to a
Brain Sucker, (which cancels all Masterminds) the Brain Sucker ends up
canceling itself, and nothing else.

Six Bottles Hwang (SS)

This is not considered to be forcing an opponent to discard anything; it's a cost that they choose to pay. (So Resistance Squad will not trigger.)

If they can't discard three cards, they can't intercept.

Sliding Paper Walls (SS)

You must use Sliding Paper Walls at the time the attack is declared, not later.

An adjacent location is either of the columns to the left or right of the one containing Sliding Paper Walls.

Sliding Paper Walls may be used even if it's not in the same row as the Site being attacked.

It may not be used if the target of the attack is in its own column.

The damage inflicted on the Site behind it is not combat damage, and will not allow that Site to be seized or burned.

If more than one Sliding Paper Walls is used at a time, each will, when it resolves, exchange position with the Site that was originally being attacked, wherever it has moved to. The Sliding Paper Walls that end up in the position of the Site that was attacked (this will always be the first one to resolve) becomes the target of the attack.

Smart Gun  (N2)

You may pick and choose which Characters get hit; it's not all or
nothing.

You don't pick a designator, any Character that shares any designator
with the guy you fought may be damaged. A card that shares more than
one designator can still only be damaged once. (So, if you fought a
Student of the Shark (Pledged Hood), you could damage The Pledged and
a Kung Fu Student, but another Student of the Shark could only be hit
once.)

Smiling Heaven Lake  (TW)

Q: Can I use Smiling Heaven Lake and Family Estate (or Proving Ground) to play a Character at reduced cost and ignoring a resource condition?

(p.47) No. Effects resolve one at a time. Both the Lake and the
Estate play a Character when they resolve; the Character must be
played right then, so you can't wait for the other effect to resolve
as well.

Smoke on the Water (BCL)

Players may turn Characters to move within their own Site structure in response to this, but only the player controlling the target of the attack can use that fact to get interceptors in place. (The other players aren't yet allowed to move Characters to another player's location.)

Shadowy Mentor  (LS, YotD)

The fact that Shadowy Mentor now uses the phrase "take control"
instead of just "control" doesn't make a difference in gameplay.
Those terms weren't defined to mean anything different under Daedalus,
and they don't mean anything different now either. Daedalus used
different phrases to refer to the same effect; we chose to keep the
phrase "take control" so we'll be updating all of the "control" cards
to use the new wording as they're reprinted.

Soul Maze  (LS)

We failed to state that the two Characters must be about to enter
combat with each other.

Soul Maze  (LS)

The Soul Maze is what's called a problem card because it's not
immediately clear how it interacts with other cards. Let's break it
down. First of all, you can't use the Soul Maze until prior to
combat. Second, the Maze's effect only lasts until the end of combat
.

If one or both of the Characters ceases intercepting or attacking, the
Soul Maze effect will continue until the end of combat (assuming there
were other attackers. If that was the only attacker, then that will
also cause the combat to end and turn off the Soul Maze).

When a State's rules text is swapped by Soul Maze, think of it as a
"copy" of that State on the other Character. That "copy" is
considered to be unturned when the Soul Maze effect resolves (even if
the "original" is turned). That Character's controller controls the
"copy" of the State and can use it normally. For example, a "copy" of
a Fusion Rifle can be turned to inflict 2 damage. It's not really a
copy since the original State has no effect on its subject while the
Soul Maze effect is running, but it should help you understand how
this works.

If a State that causes a change of controllers (like Shadowy Mentor)
is swapped, the original Character will no longer be subject to its
effect, and will revert to its previous controller (p.72). That also
causes the Character to cease attacking / intercepting. At the end of
combat when the Soul Maze effect expires, the control effect will
resume.

Spies Everywhere (BCL)

Only effects that use the word "target" will trigger this.

Spirit Frenzy  (LS)

Q: Can I turn one Character to activate two Spirit Frenzies? Or turn a
Character to heal and attack at the same time?

(p.55) No, for two reasons. You can only take one game action
(generate an effect, etc.) at a time, and then you must give your
opponents an opportunity to take an action of their own before you
take another. And on top of that, when you generate an effect, you
have to meet all preconditions and pay all costs for that effect. So
if you turn a Character to attack, it's then too late to turn it to
heal afterward, since it's already turned.

Spirit Pole  (FP, N2)

The Spirit Pole allows you to play one State during each player's Main
Shot. And the "normal cost" phrase seems to throw people - it doesn't
mean "printed cost" or anything in particular. It just means you are
playing the card from your smoked pile. Any other cost reduction
(like Kar Fai's Crib, or Johnny Tso) or cost increase (like Jui Szu)
still applies. The phrase "0-cost States cost 1..." means that you
have to pay 1 extra Power for a State with a printed cost of 0, and
cost reduction/increases apply here as well. So you can play a Flying
Guillotine using Spirit Pole for no cost on Johnny Tso. We'll reword
this explicitly when/if the Pole is reprinted.

Q: Does that mean that I can't combine Spirit Pole and Kar Fai's Crib
to play a state from my smoked pile at -1 cost?

You can. Neither of these cards have to generate and resolve an
effect in order to be used. Kar Fai's Crib has a continuous effect;
when you play a [Dra] State, you can pay one less power if you wish
to. Spirit Pole works similarly; you can play States from your smoked
pile, as long as you haven't already done so this turn.

It's only when you've got two effects that both want to play the cards
themselves that you can't combine them.

Spit and Baling Wire (DF)

If the State ends up no longer in either play or in your smoked pile, it's safe from being toasted, even if you then play it again.

If the State is smoked, then returns to play, Spit and Baling Wire will lose track of it, and it won't be toasted no matter where it ends up. (Unless it was brought back by another Spit and Baling Wire, of course.)

Strange Magic (BCL)

You can play this if there are some characters that cannot move; just move everybody who can do so.

Street Fighter (BCL)

You must choose a Character if you can, even if you are forced to choose an opponent's.

Street Gang (BCL)

If they run in to a face-down Temple of the Angry Spirits, it will be too late for them to redirect the Temple's damage.

Supercomputer  (N2)

Even if you would be drawing zero cards, you may still draw three
instead.

Superfreak (BCL)

If an opponent redirects his combat damage, only the Ambush portion will be redirected. The rest will almost always be inflicted normally. This is because redirection effects will always take the first damage inflicted on the appropriate card.

If his Fighting goes down after his Ambush damage, the reduction will reduce his normal damage. (So, if he takes three damage simultaneously with his Ambush damage, he will do no normal damage.)

He is not considered to have the ability Ambush, so cards like Claws, Colonel Richtmeyer, and Wall of 1000 Eyes will not affect him.

Swinging With the Hand (BCL)

If a Character runs in to a face-down Temple of the Angry Spirits, it will be too late to use this to redirect the Temple's damage.

You redirect all damage from the source, even if it's spread among multiple cards, as long as the card being redirected to is not one of the cards being saved. (So, you could redirect a Final Brawl to a Site, but not to a Character.)

Sword Dance (SS)

You don't have to move all the Weapons to the same Character.

The Fighting bonuses are granted after the States are moved, not before.

Sword of the Master (SS)

This is not a Weapon.

Characters with an X Fighting do not have their Fighting reduced to zero. The definition of X is not a bonus to their Fighting; it is their Fighting.

Even Characters whose damage cannot be reduced, such as CHAR, will be affected by this. You're not directly reducing the damage they inflict, but getting rid of something that increases it.

It doesn't matter what source provided the bonuses, whether it's the other Character itself, a State on it, a permanent Fighting bonus, an Edge, etc.

Any additional abilities provided by the same source as the damage or Fighting bonus are not cancelled. So, Arcanowave Reinforcer still makes the Character an Abomination, Disintegrator Ray still toasts things, and so on.

Only the damage and Fighting bonuses on the specific Character in combat with the subject are cancelled. An Arcanowave Reinforcer would continue to give other Characters +1 damage.

No matter what their source, the damage and Fighting bonuses return at the end of combat. (Unless their duration ended before then, of course.)

Taggert (BCL)

Taggert has to be turned to gain the bonus from both Sites and Events.

Temple of the Angry Spirits  (TW)

The Temple does not have to be face-up to inflict its damage during
combat. It has been ruled otherwise on occasion, but, as it says on
p.34, "A Feng Shui Site does not have to be revealed before you use
its ability." (If it's unrevealed, you have the option of not using
the ability, in the unlikely event that you're feeling nice.)

You must divide up the Temple's damage among the attackers as you see
fit. It doesn't hit every attacker for the full amount of its Body.

If a Gnarled Marauder hits a back-row Temple of the Angry Spirits, the
Temple does not inflict its damage on the Marauder because the
Marauder didn't actually enter combat with the Temple.

Temple of the Monkey King (SS)

If the Character uses its ability in response to you turning Temple of the Monkey King, then the ability will resolve before the Temple's cancellation does.

Temple of the Shaolin Dragon (SS)

Players who don't control a Netherworld Site cannot join attacks against it, either.

If it's in your back row, it still can't be attacked by players who don't control a Netherworld Site.

If, while attacking it, a player loses all Netherworld Sites, their Characters cease attacking.

Temporal Realignment (DF)

You can't pick the same card to be toasted and shuffled back in. (Well you can, but it will end up in the toasted pile, not your deck.)

The cards being returned to your deck are chosen when you play this card, but don't get shuffled back in until it resolves. This lets your opponents remove them from your smoked pile in response.

That Which Does Not Kill Me...  (N2)

Like Going Out in Style, this may be played during combat.

The Big Boss (BCL)

The card is played normally, and you must still follow the rules on when you can play cards.

The Bound  (N2)

The 1 point of damage happens before combat damage is inflicted. It
does not count as combat damage itself.

The Burning King  (N2)

If you're closest to victory, and manage to get him into play through
some means where you don't choose the Character (such as In Your Face
Again) you get to keep him.

If he's healed in response to the discard to take control of him, it
doesn't matter; the effect only had to be legal at generation; it
doesn't check again at resolution.

The Discombobulator (BCL)

This will not cancel a Site's effect, though it will end a turn and maintain.

No particular Site is targeted; even if the entire Site structure is rearranged, the effect remains.

If all Sites at the location leave play, the effect will not carry over to either of the formerly adjacent locations when the Site structure closes up.

The Dis-Timed  (N2)

You only need to be ahead of one opponent.

The Dragon Unyielding (SS)

You may play this card even if your Character was also smoked.

The Eastern King (SS)

The promo Eastern King has these abilities, too.

The Faceless  (NW)

We meant to explicitly say that you keep control of the States you
steal even if The Faceless leave play.

The Hungry  (LS, YotD)

The Hungry's Power gain was lowered to 2 in a two-player game, since
the power gained by burning for Power was also lowered.

The Inner Fire (SS)

If you control more than one copy of The Inner Fire, your Fire Characters will provide one [Chi] for each copy.

Your Fire Characters are [Chi] cards while this is in play.

Fire Characters in your smoked pile will not provide [Chi].

The Man (BCL)

You still pay full price for these cards.

The Mantis (BCL)

When determining if he has Toughness, do not take into account any Toughness or similar damage-reduction effects that are affecting him.

The Nefarious Master Chin (BCL)

He does not have to be involved in the Faceoff for you to gain the Power.

The Prof  (N2)

She hasn't changed in how she works from the original version. The
"that affect cards in play" clause was redundant, since cards not in
play don't generally have active abilities.

The Prof's Gambit  (N2)

This card does affect cards like CHAR that can't have their damage
prevented. Like damage, it reduces their Fighting directly, so they
end up not inflict as much damage.

The first sentence could probably be better-worded. "Who is closer to
victory than you" applies both to "being attacked by" and "attacking."

The Strangled Scream  (N2)

If the Scream leaves play, you still retain control of any Characters
you've borrowed.

The Suits (BCL)

If they inflict combat damage on an unrevealed Feng Shui Site that turns out to be Unique, it does not take the extra damage this time around.

The Twisted Gardens  (N2)

Yes, Temple of the Angry Spirits inflicts +1 damage. At the moment,
no other non-Character cards would, because they don't inflict any
combat damage, so the damage bonus isn't helpful.

Three Sectional Staff (SS)

Keep flipping as long as you keep getting Heads.

Throwdown in Chinatown (BCL)

Everybody chooses where their damage will be inflicted when this effect resolves. Because of this, any damage redirection effects must be generated before you know for certain that they'll be needed.

Thunder Pagoda  (N2)

Choose which effect you want when the Pagoda's effect resolves.

The single-Character bonus does not change if the number of Thunder
attackers does.

Thunder Squire  (NW, N2)

You can still use Thunder Squire to return any card with the
designators Thunder and Knight. We'll make that clear when/if he's
reprinted.

Thunder Swordsman (DF)

He is a Thunder Knight.

Tiger Hook Swords (SS)

You draw a card even if the subject is also smoked.

If the subject smokes more than one Character simultaneously. draw a card for each.

If more than one Tiger Hook Swords is on a Character, each will let you draw a card.

Tiger vs. Crane (SS)

You may not inflict more than one damage on any card.

You do not have to inflict all three points of damage.

Time Keeps On Slipping (BCL)

This will include effects such as Pocket Demon.

Total War  (FP)

As noted in the Contradictions section, we'll need to reword Total War
when/if it's reprinted so it still does what Daedalus said it did:
cause Characters that cannot attack (like DNA Mage) to join the
attack.

Two Dragons Inn (SS)

This affects you as well.

It only matters if they control Characters at the end of the turn, not whether they controlled any during their turn.

Underworld Tracker  (TW)

No one has called us on this yet, but to be precise, Underworld
Tracker should say "If in your smoked pile when..." We implied that by
using the phrase "returns to play..." but that's no excuse.

Vassals of Chin (BCL)

The value of X will not change as the other attackers die off.

Violet Meditation  (LS, YotD)

You must now subtract the number of cards in your burned for victory
pile from the Power you would generate using the Pocket Demon. That
slows down the "leech" decks that intend to keep few or no Sites of
their own in play and use Events to generate their Power.

Vivisector  (LS, YotD)

The Vivisector can no longer sacrifice himself. We also clarified the
timing of his ability so it's clear that his victim is sacrificed on
resolution, and that the victim actually has to be sacrificed for you
to get the Power.

Walk of a Thousand Steps (SS)

Compute X before taking Toughness and the like into account, but after any partial redirections. (So, if Old Man Wu is the subject of Walk of a Thousand Steps, and six damage is being inflicted on him, he can redirect one point of damage, (leaving five) and ignore half of what is left. (Half of five, rounded up is three, so he would take two damage. If he had Toughness: 2, he would take none.)

Walk on the Wild Side (BCL)

This increases not only combat damage, but damage from Events and other effects.

We Have the Technology (BCL)

Spending these counters isn't some kind of effect that can be cancelled or responded to. You play the card normally, only you take some or all of the Power spent from an alternate source.

This is not considered to be playing a card at reduced cost. For all intents and purposes, you are spending Power.

The card you play with this ability still has to be playable at the time; you can't spend the counters to play a State during another player's turn.

Wei Fong-Yi (SS)

If you stole a State that can generate an effect, such as a Pump-Action Shotgun, it will be too late to use the effect that combat.

White Disciple  (LS, YotD)

Q: Does +X damage from a Really Big Gun increase my White Disciple's pinging effect too?

(p.84). +X damage effects only add to combat damage, so if you put a
Really Big Gun on your White Disciple, you still have a Disciple that
turns to inflict 2 damage.

Q: I'm intercepting with my White Disciple, and the attacker redirects
his damage. If I turn the Disciple to blast the attacker, will that
be redirected?

(p.39) Yes. A damage redirection signpost will grab the first damage
from the correct source that arrives. So, the damage from the
Disciple's blast will be redirected and use up the signpost, and the
White Disciple's combat damage will hit the attacker.

Who's The Monkey Now?  (TW)

You can't use Who's The Monkey Now? in response to a "cancel and
smoke" card that's being used to cancel an Event. Because "cancel and
smoke" is defined to smoke a card only if that card is still in play,
it's not smoking anything when it's canceling an Event, since Events
are never in play.

Wing of the Crane  (FP)

If Wing of the Crane smokes a card that's controlled by someone other
that it's owner, that card comes back into play under its owner's
control (because cards that are smoked lose their "memory").

Xin Kai Sheng  (TW)

Xin Kai Sheng's effect goes off at the end of the turn even if he
leaves play, so yes, you can "suicide" him into an opponent's
Character and, presuming his damage smokes that Character, you will
grab that Character at the end of the turn. And you keep control of
those returned Characters if Xin Kai Sheng leaves play (you could
still lose control of them for some other reason, of course).

Year of the Snake (SS)

As long as any of your attackers are attacking a Site, you may play this card. Characters who are attacking other Characters will change target, too.

You don't have to change the target to a card controlled by the player who controls the old target.

If you change the target of an attack to a card at a different location, the attackers will move to the location of the new target, but all currently declared interceptors will cease intercepting, even if they are capable of moving to the new location. (However, players do not declare their interceptors until the previous player is finished intercepting, so you can only evade one player's interception this way.)

Changing the target of the attack to a different player's card does not change the order in which players declare interception.

If other players join your attack, their attackers will not change target.

Yellow Monk  (NW)

The Yellow Monk redirects 1 damage, meaning that it sets up a special redirection "signpost" for only that 1 damage from that source. If that source was inflicting more than 1 damage, and there is already a signpost to redirect that
damage, the Yellow Monk�s special signpost overrides the earlier signpost just for the 1 damage, but does not cancel the earlier signpost outright (meaning that the rest of the damage is still redirected).

If, in that situation, another damage redirection effect is used to
redirect the original card's damage, it will override both the
"normal" signpost and the Yellow Monk�s.

Yellow Senshi Chamber  (NW, N2)

The Yellow Senshi Chamber redirects 1 damage, meaning that it sets up a special redirection "signpost" for only that 1 damage from that source. If that source was inflicting more than 1 damage, and there is already a signpost to redirect that damage, the Yellow Senshi Chamber�s special signpost overrides the earlier signpost just for the 1 damage, but does not cancel the earlier signpost outright (meaning that the rest of the damage is still redirected).

If, in that situation, another damage redirection effect is used to
redirect the original card's damage, it will override both the
"normal" signpost and the Yellow Senshi Chamber�s.

Yung Chang (DF)

The Site generates bonus Power even if Yung Chang is no longer in play.

Zheng Yi Quan (SS)

A typographical error was made in the subtitle. It is to be played as if it said Kung.

Zodiac Lounge (BCL)

The characters keep the damage bonus even if Zodiac Lounge is removed mid-attack.

 

Collector�s Information

LIMITED/STANDARD

* Alchemist Lair was supposed to provide [Magic] resources, but was
printed with [Chi] resources instead. The correct version was
printed in Flashpoint.

* There are two versions of The General: one with a black title, the
other with a white title. These appear to be about equally
distributed. It was supposed to have a white title.

* There are two versions of Ultimate Mastery with slightly different
rules text (one version uses more words to say the same thing as the
other). These also appear to be equally distributed.

* Hill of the Turtle appears as both a Common and Uncommon card.

* The art for Reinvigoration Process shows the Mark Tedin art from
Cellular Reinvigoration. The art was supposed to be by Anson
Maddocks, that's why he's credited on the card. Sorry, we don't
have Anson's art to show you.

* Helix Chewer appears in an Event border rather than a State border.

* Thunder on the Mountain has a stray "m" in the rules text. That was
supposed to be an Architects of the Flesh resource symbol.

* Margaret Organ-Kean's name is misspelled as "Keen" on her cards.

* The art for Hands Without Shadow is really by Edward Beard, Jr., not
L.A. Williams.

Limited Edition

* We've occasionally seen cards with their Ting Ting gold foil stamp
somewhere other than the upper right corner. We've also heard about
cards that had more than one gold foil stamp-if you have one and
would like to show it to us, we'd appreciate it.

Standard Edition

* As mentioned previously, the Operation Killdeer characters were
supposed to be removed but weren't, so you'll still find them in
this set.

* Standard Edition starter decks sometimes contain only one Rare card,
and sometimes contain as many as six Rare cards. We haven't worked
out the statistics on this; if you have, let us know. :)

Netherworld

* Ting Ting appears about 1/3 less often than other rare cards due to
the distribution on the rare card sheet.

* The subtitle for Darkness Priestess misspelled "Sorceress" as
"Sorcereress"

* The printer had a cutting problem with part of the print run, so
it's not uncommon to find cards with "dented" and/or flaking edges,
even straight out of the booster pack.

Flashpoint

* The White Ninja was printed on the rare sheet in this set, but was
pulled out to be used as a promo card. Some boxes were packaged
before she could be pulled, so you will sometimes, although very
rarely, find a White Ninja in a Flashpoint booster pack.

Year of the Dragon

* Jane Q. Public was printed without a dragon's head symbol in the
upper right corner.

* House on the Hill has its artist credit printed in black instead of
white, which means you can't really see it against the dark
background. It's still by Mark Poole.

 

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