From WotC@aol.com Mon Jun 23 15:32:46 1997 Received: from emout05.mail.aol.com (emout05.mx.aol.com [198.81.11.96]) by chickasaw.gate.net (8.8.5/8.6.12) with ESMTP id PAA116556 for ; Mon, 23 Jun 1997 15:32:41 -0400 From: WotC@aol.com Received: (from root@localhost) by emout05.mail.aol.com (8.7.6/8.7.3/AOL-2.0.0) id PAA17996 for daili@gate.net; Mon, 23 Jun 1997 15:32:17 -0400 (EDT) Date: Mon, 23 Jun 1997 15:32:17 -0400 (EDT) Message-ID: <970623153214_1925563629@emout05.mail.aol.com> To: daili@gate.net Subject: Re: BT:TCG rulings Status: RO I'm the CS rep for BattleTech, and part of my duty is to archive the rulings that come out of the rules team. I've converted them to ASCII in one big document for you: BATTLETECH GENERAL RULINGS compiled by JD Wiker DECK CONSTRUCTION RULES * Deck size is limited to a maximum of sixty cards--unless, of course, you and your opponent agree otherwise prior to playing a non- tournament game. * There are no limitations on the number of specific cards you may have in your deck except the 60-card maximum mentioned above. Note that tournament play may require that you not play with certain cards, or that you play with six or less cards. See the BattleTech TCG Official Tournament Rules for more information. Universe Rules * Cards with the keyword "Wolf's Dragoons" may not be put in a deck with a House or Clan. They are treated as though they were a "House" or "Clan" of their own. Keywords: * "Omni" is a type of Mech. Currently all of the Clan's 'Mechs in the card game are OmniMechs, so ignore that keyword for purposes of Universe deck construction. * The Clans are Jade Falcon, Wolf, Ghost Bear, and Smoke Jaguar. CARDS "Mission" Abilities * Cards with abilities that are only played during missions or battles, such as the Catapult or Chaparral Missile Tank, may only affect 'Mechs or targets involved in the mission or battle. Commands "Scrap to ...": * Command cards may only be used during the Deploy Phase, unless the text says otherwise (Rulebook, p.13). No, you cannot normally use a command card while it's being attacked. (Conus) "Scrap When Revealed": * Command cards cannot normally be activated outside of your Deploy Phase, so a card like Saturation Bombing that is damaged by an unblocked 'Mech is scrapped with no chance to activate it. Command Enhancements: * These are generally cumulative, except in the case of pilots. Pilots: * See the entry on "Reassigning Pilots" under PHASES: Deployment. 'Mechs * 'Mech options, including Overheat, Alpha Strike, Missiles, Jump, ECM, and so forth, are only usable by 'Mechs involved in the current mission. That is, only 'Mechs that are attacking or blocking can use those abilities. 'Mech Options Anti-Missile: * Anti-Missile is cumulative. ECM: * ECM is not cumulative. Jump: * Remember that each 'Mech option can be used only once per mission, so Jump is not "pumpable." * As with all 'Mech options that have a cost, jumping is optional. Missiles: * 'Mech options are in addition to, not instead of, any damage the 'Mech normally deals. * The 'Mech's missiles are considered to be part of its damage for purposes of Forged Mission Orders, Heroic Sacrifice, Topple, and so on. NARC: * NARC is not cumulative. Overheat: * Remember that each Mech option can be used only once per mission, so Overheat is not "pumpable." * Overheat damage is added to any damage suffered during a mission, and all that damage is applied at the same time. Remember that armor only applies once to that lump sum, not separately for each source of damage. Missions * Definition of "Mission" versus "Battle" A battle is merely one kind of mission. Not all missions are battles, but all battles are missions. * If you don't actually block with a 'Mech and you have enough initiative, you can still play Mission cards as long as they don't require a blocking 'Mech to be effective. REGIONS Command Post * No rulings yet. Patrol Region * No rulings yet. Scrapheap * You may count the cards in your opponent's Scrapheap at any time. Stockpile * You may count the cards in your opponent's Stockpile at any time. Under Construction Region Cards under construction are in play, but they are only considered "cards under construction," as opposed to a 'Mech or Command Card. PLAYING CARDS Resources * There is no such thing as "resource burn." * If you do not use Resources by the end of the Deployment phase, you lose them. Deployment Costs * The total cost of playing any card is the total of all the numbers in its deployment cost. So the Dasher D (4/2A/1M/1T) costs 4 + 2 + 1 + 1 or 8 resources to put into play. However, there is a reason why part of the cost is written with letters next to the numbers. If you have the corresponding assets in play, you can ignore those parts of the cost--that is, you can ignore the numbers next to those letters. Using the Dasher D as an example, if you have the Tactics asset in play, the total cost of the Dasher D is only 7. If you have Assembly, Munitions, and Tactics in play, the total cost is only 4. Note that you don't have to have two Assembly assets in play. Having an asset lets you completely ignore the number next to it. Also, you either have an asset or you don't. For example, you do not need to actually tap a Support: Munitions for resources in order to reduce the cost of the Dasher D. * Some 'Mechs give you an additional deployment if you reveal them when you deploy them. You can only deploy those 'Mechs if you have not already used all of your deployments for this turn. Support Cards * Support cards are similar to land in Magic: The Gathering. You can get from all of the Support: Tactics that you have in play, just like you can get mana from all your forests in Magic. (Conus) PHASES Untap * You cannot decline to untap a card during your Untap phase unless a card gives you that option. Draw * You cannot decline to draw less than two cards during your Draw phase unless a card gives you that option. The rules for the first player on the first turn are the only time defined by the rules when you would draw less than two cards. Repair/Reload * You may only repair 1 damage per turn, period, regardless of how many command cards providing Assembly you have in play or how many resources you have available. Deployment * You can activate any card under construction whose construction cost has been paid. Command cards move into your Command Post as soon as they are activated. 'Mechs do not move into your Patrol region until the End of Turn phase, so they can't attack that turn (but they can use abilities like the Catapult's right away). * You can construct a card with more counters than is necessary. Activating a card with construction counters over the cost does not give you an added benefit unless noted on the card (e.g., Saturation Bombing, Culling, etc.). * You deploy cards one at a time and add construction counters one at a time. You can interweave these as much as you like. As an extreme example, you can construct one card, deploy a card, construct that card, deploy another card, and construct that card. Reassigning Pilots: * Reassigning pilots between 'Mechs during the Deployment phase does not tap either of the 'Mechs. * You may not voluntarily reassign a pilot if doing so would reduce the 'Mech's attack to less than zero. Missions * The rules on the Turn Sequence should say "...and resolving each mission in sequence." End Phase * No rulings yet. Assets * Cards that provide a given asset are not cumulative, so no matter how many Support: Tactics cards you have, your initiative is still just +1. If you want to raise your initiative any higher, you will need to use cards that add to your initiative, as opposed to merely playing another Support: Tactics. * You do not have to have one Munitions card in play for each missile you want to modify. Having Munitions at all modifies all of your missile rolls (whether you want it to or not). MISSIONS Declaring Attacks * You may attack with multiple 'Mechs simultaneously *or* attack one 'Mech at a time. * You can attack with a 'Mech more than once in the same Missions phase if you manage to untap it again during that phase. Declaring Blocks * Blocking taps the blocking 'Mech. Resolving Initiative * Determine initiative right after the block or blocks have been declared. If someone then plays an effect that changes his or her initiative, you'll have to recalculate it. Damage Redirecting Damage * To scrap an enhancement with redirected damage, all the damage must be dealt at the same time. Cards Under Construction: * If a card under construction has one or more counters on it and an attack or ability deals enough damage to remove all of the counters, and if there is still damage left over, the card under construction is scrapped. * Every two points of damage from an attack or an ability removes one construction counter. The odd point of damage, if any, either causes the card to be scrapped or is lost. For example, three points of damage will scrap a card with one construction counter on it, but it will only remove one counter from a card that has two. 'Mechs Under Attack: * The normal rules for blocking apply here. If the attack is not blocked, then the target (i.e., the 'Mech) is in combat with the attacker(s). If the attack is blocked, then the target (i.e., the 'Mech) can be included in the combat or left out. Regardless, tapped Mechs can be included in the combat, and including an attacked 'Mech in combat doesn't tap it. * Depleted 'Mechs can still be included in the combat. They won't deal damage, but other effects (such as ECM) apply. * If the Mech being attacked is left out of the combat, it can only be damaged if something allows the attacking player to deal damage to the target (e.g., Puma Prime or Heroic Sacrifice). Order of Resolving Effects During Missions 1. Resolve mission cards or abilities involving die rolls (except those that rely on information that isn't known until later, such as Head Shot and Pryde's Pride) as soon as they are played. 2. Resolve missile rolls when damage is applied. 3. After damage is applied, resolve mission cards or abilities that involve information that wasn't known until after damage was applied. (At this time, the only cards that fall into this category are Head Shot and Pryde's Pride.) * Note that you can play an ability or mission that you can only play when your 'Mech is blocked and then play Forged Mission Orders to negate the block--the ability or mission still applies. (Example: Critical Hit resolves by giving a 'Mech +6 attack, and the same player then plays Forged Mission Orders. The 'Mech is then considered unblocked, but because the Critical Hit was already resolved, the 'Mech gets the bonus and can apply even the additional damage to the original target--assuming, of course, that the blocker was the only blocker.) Guarding * During the Mission phase, you may move each 'Mech from one location to another. That includes from a guarding position to the patrol region or vice-versa. Also, you may move a 'Mech from one guarding position to another guarding position. (Conus) (C)1996 Wizards of the Coast, Inc. BattleTech and 'Mech are registered trademarks of FASA Corporation. (C)1996 FASA Corporation. All rights reserved. The BattleTech universe is owned by FASA Corporation and used under license. BattleTech Specific Card Rulings Ambush! * Remember that damage is not resolved when a card is played or activated, but at the end of combat. Ambush does not prevent attacking 'Mechs from dealing damage. * The use of Ambush! is declared before blockers are assigned. If Ambush! was the card under construction being attacked, there will be no "original target." Bearer of McKennsy Hammer * There is no rule stopping a 'Mech from attacking more than once during a mission phase. If the 'Mech untaps from the die roll, it may attack again. Bjorn Jorgensson * (Errata) Should have the keyword "unique" on the card. * (Errata) Bjorn Jorgensson may only deal his additional +5 damage if his 'Mech is unblocked. (Rules Team, 12/4) Black Hawk D Nova * Because you cannot lower a 'Mech's attack below 1 when paying the cost for doing something, the Black Hawk D's attack must be augmented with an enhancement or mission card before it can jump. Black Market Connections * You cannot choose to retrieve from your Scrapheap the card you scrap in order to pay for Black Market Connections. You must make all choices involved with the card at the same time, so you're choosing which cards to scrap at the same time you're choosing which card to retrieve. Blitzkrieg * See the entry under "Order of Resolving Effects During Missions" in the General Rules Summary. * Cards or effects like NARC and Anti-Missile still apply. FMO doesn't remove the 'Mech from the mission. It simply stops damage from being dealt or received. Missiles cannot be used, as they are considered part of the 'Mech's damage. Bribed Pilot * The unpiloted 'Mech does not have to be tapped to be affected by this card. Candace Liao * Candace Liao scraps all Subterfuge cards that are revealed *after* she comes into play, not all Subterfuge cards that are revealed *when* she comes into play. Cataphract * The Unlimited version of the card is listed as being a Davion 'Mech. It should be a Liao 'Mech. Combat Engineers * (Errata) Combat Engineers is incorrectly listed as Infantry Support in its own card text. Death Commando Strike * This can be used against cards under construction, regardless of whether they are 'Mechs or not. See the "Under Construction Region" rulings in the BattleTech General Rulings. Deploy Reinforcements * Speed, guarding another site, being tapped, and so on don't prohibit a Mech from entering the battle, just from blocking the attack, which is the normal path to combat. 'Mechs which are specifically prohibited from entering battle--such as 'Mechs in the Scrapheap-- may be chosen by this card, but they will not be able to enter battle. Effective Groundwork * This effect is cumulative. This means that a second EG would cause the damage to be multiplied by 4, a third would cause the damage to be multiplied by 8, and so on. Elemental Point * Site enhancements can be played on Elemental Point. Elite 'MechWarrior * Elite 'MechWarrior and Maneuvering Ace have a special ability unrelated to speed that lets them be blocked only by *guarding* 'Mechs. They can effectively ignore Perimeter Alarm. (Wiker) Extra Armor Plating * The Unlimited version of the card accidentally omitted the instruction to draw a card when Extra Armor Plating is revealed. Forged Mission Orders * See the entry under "Order of Resolving Effects During Missions" in the General Rules Summary. * Cards or effects like NARC and Anti-Missile still apply. FMO doesn't remove the 'Mech from the mission. It simply stops damage from being dealt or received. Missiles cannot be used, as they are considered part of the 'Mech's damage. Grayson Death Carlyle * Grayson Death Carlyle works much the same as Perimeter Alarm-- it lets your 'Mechs ignore the speed of the attacking 'Mechs. Elite 'MechWarrior and Maneuvering Ace will still get around this. (Wiker) Guerrilla Support * (Errata) The cards are scrapped from the Stockpile. Heavy Fog * If you attack and assign damage first, and your opponent then plays Heavy Fog for his action, you decide where the -2 damage is applied. (Wylie) * Heavy Fog will also reduce missile damage. Heavy Industry * Using up a deployment is part of the cost of using this ability, so you cannot use it if you have used all of your deployments for that turn. Helicopter Support * There is no rule stopping you from using an ability more than once during a mission, so if Helicopter Support untaps, you can use it again during the same mission. * Whenever you use this ability, assign the damage, roll the die, and apply the appropriate result. If the die roll untaps this card, you can use the ability again during the same mission. Heroic Sacrifice * Heroic Sacrifice can be used by a blocking 'Mech, but remember that the target is what is being attacked. (This makes for an unwise tactic.) * The damage a 'Mech with Heroic Sacrifice would normally deal to the blocking 'Mechs is instead dealt to the target. "Damage" here refers to the 'Mech's Attack, not the damage applied to it. * The damage applied to the original target comes from the 'Mech, not Heroic Sacrifice. Hovertank Detachment * See the ruling on Helicopter Support. Inside Job * Inside Job doesn't have anything to do with speed; it allows a 'Mech to be unblocked, period. The drawback on this, of course, is that the 'Mech has to attack alone. (Wiker) Long-Range Targeting System * You *must* deal half the 'Mech's damage to the target it is attacking; the remaining half will still be dealt as normal. Lured Into Bog * Lured Into Bog works like Perimeter Alarm: it only lets you ignore the attacking 'Mech's speed. (Wiker) Massive Battlefield Confusion * The phrase "damage from 'Mechs that have already dealt damage is redirected" means that if your opponent had the lower initiative and has already assigned damage from his 'Mechs, the damage is randomly re-assigned by this card. Master Spy * You do not have to scrap "scrap when revealed" cards if Master Spy forces you to show them to your opponent. Mislabled Drop Boxes * The counters that were on the original card under construction remain, meaning that the new 'Mech might be completely paid for. Misrouted Command * This can be played against tapped 'Mechs. * If two or more Misrouted Command cards are played on the same 'Mech, remove one counter from each one every time that 'Mech would normally untap. Morgan Kell * Morgan Kell works pretty much the same way as Inside Job. The drawback is that he gets returned to your hand. (Wiker) Navigation Computer * Navigation Computer lets the 'Mech ignore the normal rules for whether it can be blocked based on its speed, so Perimeter Alarm will render Navigation Computer moot. (Wiker) No Quarter * See the entry under "Definition of 'Mission' versus 'Battle'" in the General Rules Summary. * The second battle is still part of the same mission, so you could not play No Quarter again, as per the rules on playing Mission cards. Operations Liaison * Does not take the place of your normal draws, and can be resolved at any time during your Draw phase--even between draws. Overwhelm * "All" of the damage includes damage dealt by missiles. All missiles must be assigned to the chosen 'Mech. (Wiker) Perimeter Alarm * Perimeter Alarm lets patrolling 'Mechs block the attacker, regardless of the attacker's speed. Essentially, it lets the patrolling 'Mechs ignore the attacking 'Mech's speed for the purpose of declaring a block. (Wiker) Quick Salvage Operation * The 'Mech is under the control of the person who plays Quick Salvage Operations. Retrofitted Laser System * The overheat ability of this enhancement is in addition to any overheat ability the Mech already has. Using one overheat ability does not force it to use the other. Retrofitted Missile Rack * The missiles provided by this enhancement are in addition to any missiles the 'Mech already has. Rookie Pilot * As errata, Rookie Pilot should read: "A 'Mech's Attack can be reduced to less than zero by Rookie Pilot." Secured Drop Site * If the card isn't a Mech, you do not get the extra deployment. Steal 'Mech * If you and your opponent reveal an equal number of counters, Steal 'Mech has no effect at all. Takashi Kurita * If Takashi Kurita is in play when Treachery! is played, only one 'Mech is considered to be "able to attack your Stockpile." Once the first 'Mech (or group of 'Mechs) has attacked, the others are not forced to do anything. They may attack Takashi if they wish, but if he is destroyed, then the others are now able to attack the Stockpile, so must do so. Temporary Cease-Fire * Temporary Cease-Fire only affects damage dealt by the 'Mech. It does not affect damage dealt by cards other than 'Mechs. Treachery! * "Able to attack your Stockpile" means that the 'Mech is untapped and not prevented from attacking by some other effect. Victor Steiner-Davion * (Errata) Should not have Armor and Structure ratings. (C)1996 Wizards of the Coast, Inc. BattleTech and 'Mech are registered trademarks of FASA Corporation. (C)1996 FASA Corporation. All rights reserved. The BattleTech universe is owned by FASA Corporation and used under license. *** Let me know if there are any problems. JD Wiker Customer Service Wizards of the Coast My New Hours: 9 AM to 6 PM, Tuesday thru Saturday