Autor Wątek: SnM - Legacy (zasady wg The Obsidian Hand)  (Przeczytany 2622 razy)

kempy

  • Quartz Magistrate
  • eternal Personality
  • *
  • Wiadomości: 9670
  • N /\ M E T /\ K E R
    • Zobacz profil
    • http://www.rpgi.fora.pl/
SnM - Legacy (zasady wg The Obsidian Hand)
« dnia: 2016-11-08, 22:55 »
https://www.facebook.com/events/1818064211810661/

- Sign ups will last until Sunday the 20th November @ 11PM CET and first round pairings will follow immediately.
- Ruleset: https://www.facebook.com/The-Obsidian-Hand-435836199934225/
- All cards reprinted in IA last promo bundle are treated as MRP + same for unreleased promos like Shadow of the Dark God and Doom of the Dark Lord.
- Please, use Tournament Mode and name your games "Legacy". Check tutorial video to see how to make it or just ask Kempy Nezumi on FB.
- One deck for whole tournament. No changes allowed. Notice that in Tournament Mode every deck has its own checksum number visible to TO.
- Before the game start both players may agree to play best-of-three. If not, winner will be scored 2-0. Final game will be best-of-three.
- Match times will be 5-7 days. Or faster if all finish their games earlier.
- Person that disconnects automatically loses that game. If agreed upon by both players, you may start the game over again instead.
- No results equals double loss (this time 0 points for every player).
- Round robin if less than 6 players, if more last official floor rules for number of rounds and cuts.
- All players should check the 'Hide Hand From Spectators' option during tournament games.
- All players must check the 'Verbose Chat Log' option in the player options.
- All players have to use latest Sun and Moon version and update immediately if it's available



The Obsidian Hand Ruleset

I. Introduction

The Obsidian Hand was founded by at least 2 representatives from The Jade Hand Council (Morito Maruku and Kwek) with other players that have been playing since Imperial Edition.

The goal of The Obsidian Hand council and its ruleset is to gather data and practical player input; data that will be used as evidence for any discussions for The Jade Hand ruleset.

II. Overview

To have an idea on what The Obsidian Hand Ruleset is - this is basically a mix of the most recent rulings, with the addition of other rules that will enable new cards to go hand-in-hand with older sets. Short story, its the Legacy format agreed on by the Jade Hand Council after Ivory rolled out with a few changes (see IV. Initial Guidelines).

> Twenty Festivals (20F) - for majority of the rules
> Emperor Edition (EE) - mostly for Reactions, the Maneuvers Segment, Starting Holdings, etc.

We follow answers provided by the official Rules Team to address any rules questions.
If none is available, this will be discussed among the council and answered via the Discussion Group (found in Facebook).
* We will also attempt to contact members of the Rules Team for support from time to time.

III. Goals

This ruleset's primary goal is to make the game easier to understand without sacrificing strategic depth.

The following are ideals wherein this is based on:
> Mechanical Identity
> Avoiding Rules Complications
> Card Interaction
> Lessen Abuse
> Feedback and Player Impact

IV. Initial Guidelines

The following are Major Changes from the last Jade Hand Legacy (post Ivory Edition) votings:

Deck Construction:
Only available Starting Holdings are MRPsof Border Keep & Bamboo Harvesters (notably Border Keep exp); Legacy rulebook ability available.
Border Keep will have 1st turn immunity - will not be affected by other player's cards, until it's controller's 1st turn ends
No Gold Splitting or Pooling.
Clan Discount rule and Out-of-Clan Price Hike Rule is applied to all personalities; regardless of when it was printed.
Rings allowed are only their MRPs.
Cards aforementioned to be the same cards are now treated otherwise.
    i.e. Utaku Genshi and Utaku Uzuki; Bayushi Hisoka and Bayushi Goshiu Experienced 2
    will be considered different cards in relevance to deck building restrictions
    *Both are under a watchlist for possible changes

Dishonor Victory:
If a player reaches -20 or less Familiy Honor, he/she loses the game at the end of the current turn.
    *This follows the “dip & die” mechanic of Emperor Edition with a modification to reflect the long standing history of Dishonor Victory being instantaneous.

Turn Structure:
Start Phase - Straighten Phase - Event Phase - Action Phase - Attack/Battle Phase (optional) - Dynasty Phase - Discard Phase - Draw Phase - End Phase
    * Dynasty Discard Player Ability is removed.

Maneuvers Segment is retained:
Infantry Attackers - Infantry Defenders - Cavalry Attackers - Cavalry Defenders

Action Sequence:
Announce - Target - Interrupt - Pay Cost - Resolve Effects - Clean-up

Battle Related:
Reactions that trigger before or after engaging are now Absent Engage actions; however, cards that interact with Reactions can still interact with them. Defender still has first priority in playing Engage actions.
Cards that create presence, satisfy the Rule of Presence even it does not have the Absent Keyword.
Player Abilities
Cavalry
After Starting Holdings enter play (much like choosing which Border Keep and Bamboo Harvesters one will be using):
In turn order, (starting from the player going first) players have the option to gain the Cavalry Engage Player Ability. If they do, they cannot assign units during the Cavalry Maneuvers Segment for the rest of the game; this rule is not one that can be overcome by contradictory card effects. Failure to announce this, waives the option to gain this ability.
 
Absent Engage: Move your performing Cavalry unit led by an unbowed Cavalry Personality to the current battle.
Naval Invasion
Engage: Once per battle, target your performing Naval Unit led by an unbowed Naval Personality at the current battlefield: You have the first opportunity to take a Battle action. This action must be performed by a card in that Naval Personality's unit.
Seppuku
Repeatable Reaction: Before you lose Honor from a card effect that targeted or was performed by your Courtier, Samurai, or Shugenja Personalities: He commits seppuku. If the seppuku destroyed him, reduce the Honor loss to one.
    * Seppuku: Rehonor, then destroy, a Personality who commits Seppuku; these effects cannot be negated, delayed, or redirected; unless the action explicitly interacts with Seppuku.
    ** The above ability is not considered Performed, by rules on Performing.

Performing
Personalities and Followers may perform actions. They are considered performing if one of the following condition/s are met:
the action is on a Spell that the Personality is casting or part of a ritual
the action is on an Item attached to the Personality
the action is on the card itself
the action will issue or create a duel
the action explicitly states that the card is chosen/targeted as performing it/its performer.
the action requires targeting or changing the status of the card on the cost constraints (text before ":")
the action uses "to" in between [targeting/change in game state] for a [change in game state] to happen.
      i.e. bow to bow, dishonor to destroy, target to redirect
Ratling • Nonhuman • Tactician • Those Who Wait Tribe


kempy

  • Quartz Magistrate
  • eternal Personality
  • *
  • Wiadomości: 9670
  • N /\ M E T /\ K E R
    • Zobacz profil
    • http://www.rpgi.fora.pl/
Odp: SnM - Legacy (zasady wg The Obsidian Hand)
« Odpowiedź #1 dnia: 2016-12-10, 13:00 »
Wyniki:

1. Chris Justice - 2:0 - Naga / Heart of Shinomen Forest / Yokuni Sensei - Snake Swarm (darmowe lasy to zło)
2. Oni no El  - 1:1 - Spider / Fields of the Dead / Kuroko Sensei - Honor Rocket (pekkle, oki, clouty - to je szybkie)
3. Kempy - 0:2 - Ratling / Depths of the Shinomen / Tomorrow Sensei - Broken Shinbone Swarm (a to akurat za wolne)
Ratling • Nonhuman • Tactician • Those Who Wait Tribe