diff options
Diffstat (limited to 'rules/en')
| -rw-r--r-- | rules/en/rules.md | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md index 09ee5694..0342d842 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -248,11 +248,14 @@ While you control an untapped permanent or have a playable card in hand * **Permanents** are game pieces which exclusively occupy one **tile** on the map * No **permanent** can be placed on a **tile** occupied by another **permanent** +* **Permanents** can only be played onto **available spawn tiles** + * Most maps declare **spawn tiles** for each player + * Other effects may specifie additional **spawn tiles** * A **Permanent** has an **owner** and a **controller**. * **Owner** of a **permanent** is the player from which's **store** the **permanent**'s card originates * **Controller** of a **permanent** is the player actually *controlling* the **permanent** * **Permanents** stay on the map till they are *destroyed* -* When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner**'s **discard pile** +* When a **permanent** is *destroyed* drop a possible contained **pile**, remove all marks from it and put its card in the **owner**'s **discard pile** * *Sacrificing* a **permanent** means its **controller** destroys it * *Sacrificing* is not different from *destroying* except its name so effect can reference either specifically @@ -276,7 +279,7 @@ While you control an untapped permanent or have a playable card in hand ## Permanent Piles -* **Permanents** can be piled on some other **permanents** +* **Permanents** can be *piled* on some other **permanents** * **Permanents** placed on another **permanent** form a **pile** * The **tile** of a **pile** is that of the *containing* **permanent** * If a *containing* **permanent** leaves the map its **pile** is *dropped* on its current **tile** @@ -437,6 +440,7 @@ Additional States a **unit** is in are represented by putting appropriate marker * **Equipments** can be *equipped* by **units** * An **equipment** forms a pile on the *equipped* **unit** * An **equipment** can be played normally or already *equipped* by the next played **unit** + * Each **equipment** not played onto a spawn tile and not *equipped* to a subsequently played **unit** is put into its **owner's** **discard pile** at end of turn. * Reduce the **durability** of each **equipment** in a **pile** by one if the **pile** gets *dropped* * An *adjacent* **unit** can *equip* an **equipment** using either a **move** or **attack action** |
