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My Little Pony Card Game Core Rules 1.3.0 (as translated by Pony Plays Card Games)

These are the My Little Pony Card Game Core Rules version 1.3.0 as translated by Pony plays card games.

I have tried to stay as true to the original text as possible, with the exception of using the official English terminology (that is not always the closest translation to the original Chinese). I hope you find this to be a useful resource.

And if you are looking for more of a quick start guide, the rules that you will find in with the starter decks can be found here: Rules of play.

1. Game Concept

101.0.0 General Rules

These rules applies to the My Little Pony card game played by two players. These rules are the most common and recommended way to play the game.

101.1.0 When a card effect contradicts these rules, the card effect shall prevail; In the Event of any conflict between the Q&A and these rules or the effects of the cards, the Q&A shall prevail.

102.0.0 Game Preparation

Before playing, players need to prepare a game Deck composed of My Little Pony trading cards, including: (1) Main Deck consisting of 50 cards: The main Deck can include Character cards, Event cards, and Item cards; (2) a Scene Deck consisting of 15 Scene cards; (3) A Story Deck consisting of 4 Story cards; (4) 1 Main Character card. Together, these cards make up the game Deck.

102.1.0 In a game Deck, up to 4 cards with the same number can be put in.

102.1.1 Whether or not the card has the shiny mark (※) does not affect the main body of the card number, as long as the main body of the number (the letter and number parts) are the same, they are considered "cards with the same number".
102.1.2 There can be any number of "Everyday Scenes" in a Scene Deck. See 204.4.0.
102.1.3 When building a Story Deck, the four stories selected must be four stories with the same primary title and different secondary titles, and the stage is I-IV.

102.2.0 Players may use other cards or objects in place of the Main Character card if both players agree.

103.0.0 Start the game

Before starting the game, both parties need to follow the following steps to prepare for the game; The game then begins, with the first player starting their first turn.

103.1.0 Shuffle

Both players shuffle the main Deck and the Scene Deck to randomize, then Hand the Deck to the Rival to shuffle and cut, and then place it back up in their Main Deck Area and Scene Deck Area respectively.

103.1.1 During the game, if the main Deck or Scene Deck needs to be shuffled, it must also be shuffled by the Rival after the shuffle is completed.

103.2.0 Setting the Protagonist Card and the Story Card

Both players place their protagonist cards on the left side of the Story Area, and then arrange the stories in the Story Deck horizontally in their Story Area from left to right according to the Story stage (I-IV) of the Story cards.

103.3.0 Determining Turn Order

If both players agree, any method may be used to decide who goes first. Generally, the winner of rock-paper-scissors (or another method) decides who will be the first player.

103.4.0 Drawing Starting Hands and Setting Plans and Scenes

103.4.1 Both players draw 5 cards from the top of their main Deck as their starting Hand.

103.4.1a If players are not satisfied with their starting Hand, they may choose to place all their cards at the bottom of the Deck in any order and redraw 5 cards from the top of the Deck as their starting Hand. This process is called "mulligan."
103.4.1b The first player decides first whether to mulligan, followed by the second player's decision.
103.4.1c Each player may only mulligan once.

103.4.2 Both players place the top 4 cards of their main Deck face-down horizontally on top of their Story cards in order according to the Story stages. This is called a Plan.

103.4.3 The first player takes the top card from the Scene Deck and places it face-down vertically in the Scene Area; the second player takes the top card from the Scene Deck and places it face-up vertically in the Scene Area.

104.0.0 End of Game

The game ends when either player or both players win the game. If one player wins, the other player loses. If both players win at the same time, the game is a draw. A player wins the game when they meet any of the following conditions:

104.1.0 The player advances their Main Character to stage IV of the Story.

104.1.1 Usually, the effect text of the Story stage includes a description such as 'When promoted to this stage, you win the game.' This description is not a card effect but a prescribed action according to the rules.

104.2.0 When a player's Rival has no cards left in their main Deck and needs or tries to draw a card from the main Deck.

2. Card Types

201.0.0 Character Cards

Character cards are one of the card types that make up the main Deck, referred to as "Characters". When a Character is played from the Hand, they enter the Adventure Area and contact with the opposing Character during the contact phase, Intervene the Rival's Plan or advance their Story. Character cards generally contain the following information:

201.1.0 Card Names

A commonly used way of calling cards, a card will only have one card name. Some effects focus on the card names of some cards, and the effects use a blue background to indicate the card name, which is used to refer to the card with this card name. That is, "a card with a card name XXX (XXX being positioned on a blue background. Sorry, not sure how to get these in the wiki text so I am having to use descriptions in such cases)".

201.2.0 Card Type

Used to mark the type of card, and the Characters are uniformly represented by the horseshoe icon.

201.3.0 Rarity

Used to mark the rarity of a card. It is a purely visual identity, does not affect the game process, and does not participate in the gameplay mechanism.

201.4.0 Keywords

Used to mark the types and characteristics of Characters, Characters usually have multiple keywords. The card effect uses 「」 to indicate the keyword, which is used to refer to the card with this keyword. 「XXX」 is "a card with the keyword XXX", and the effect of affecting any of these keywords will affect that type of Character.

201.5.0 Cost of Force of Harmony

Cost of Force of Harmony Requirements are usually marked on the top half of a card. Used to indicate the amount of Harmony Power that needs to be consumed when playing the card from the Hand, which is mainly produced by tapping Scene cards.

201.6.0 Card Abilities

Referred to as "abilities", and players can perform different actions based on the card abilities described on the Character if they are eligible. Some abilities will have the following prompt to indicate when the ability can be used. Some Characters have no ability. See 501.0.0 and 503.0.0

201.6.1 Appear abilities (Appear), which are triggered abilities that are triggered when the Character with this ability is played from the Hand or is moved into the Adventure Area due to other abilities.

201.6.2 Farewell abilities (Farewell), which are triggered abilities that are triggered after the Character with this ability is removed from the Adventure Area due to communication or other abilities.

201.6.3 Pre-plan abilities (Pre-plan), which are triggered abilities, are triggered when the Character with this ability is removed from the Story Area as a result of Intervening the Plan.

201.6.4 There are three kinds of Adventure abilities (Adventure):

201.6.4a Triggered ability: The text description of this type of ability usually includes "when"/"whenever" to specify the triggering condition. Once the condition is met, the ability is triggered and used.
201.6.4b Continuous ability: This type of ability remains active while the Character with this ability is in the Adventure Area.
201.6.4c Activated ability: This type of ability usually consists of a "cost" and an "effect," where the "cost" portion is typically represented with white background and blue text (for example, "AdventureTap"). Players can use these abilities during their own Main Phase.

201.7.0 Inspiration

Inspiration is usually indicated in the lower half of the card. It represents the Character's persuasiveness in interactions, with Characters having higher Inspiration being more likely to succeed in Contacts.

201.8.0 Card Number

Used to distinguish different cards. If the main part of the card number (consisting of letters and numbers) is the same, the card is considered the same type of card even if there are differences in the card illustration or additional shiny markings (※). See 102.1.1.

201.9.0 Printing Information

Used to indicate the card's printing batch. It is purely a visual identifier, has no effect on gameplay, and is not involved in game mechanics.

202.0.0 Event Cards

Event cards are one of the card types that make up the main Deck, commonly referred to as "Events". When an Event is played from your Hand, the ability described on it takes effect immediately. After processing, the Event is immediately moved to the Retirement Area. Event cards generally contain the following information:

202.1.0 Card Name

See 201.1.0.

202.2.0 Card Type

Indicates the type of the card, with Events uniformly represented by a note page icon.

202.3.0 Rarity

See 201.3.0.

202.4.0 Cost of Force of Harmony

See 201.5.0.

202.5.0 Card Abilities

After a player uses an Event, the ability described on the card is immediately applied. The ability may either resolve all at once or continue to take effect after resolution, but the Event card is moved to the Retirement Area after the ability is resolved.

202.6.0 Card Number

See 201.8.0.

202.7.0 Printing Information

See 201.9.0.

203.0.0 Item Cards

Item cards are one of the card types that make up the main Deck, referred to simply as "Items". The Items need to be adorned by a Character in the Adventure Area, and after being played, it must be held by the selected Character (it must match the Character described in the ability text on the Item. If there is no Character written on the Item, you can choose any Character).

The Items adorned by the Character will be placed in the same tile as the Character. Normally, a Character can hold a maximum of one Item. If a Character who already has an Item wants to adorn a new Item, the action to hold it will be changed to: Move the Character's already adorned Item into the Retirement Area and adorn a new Item. The ability of the Item will take effect for the duration of its possession.

When the Character holding the Item leaves the Adventure Area, the Item they hold also leaves the Adventure Area. If the Character holding the Item enters the Settlement Area, the Item it holds will move to the Settlement Area with the Character, and then carry out subsequent processing. If a Character holding an Item in the Adventure Area or Settlement Area enters a location outside the Settlement Area and there is no effect specifying the Item's destination, the Item will enter the Retirement Area when the corresponding Character enters a location outside the Settlement Area.

Items generally contain the following information:

203.1.0 Card Name

See 201.1.0.

203.2.0 Card Type

Indicates the type of the card, with Items uniformly represented by a treasure chest icon.

203.3.0 Rarity

See 201.3.0.

203.4.0 Cost of Force of Harmony

See 201.5.0.

203.5.0 Card Abilities

The abilities of Items cannot be applied independently in the Adventure Area, but must be used by the Character in the Adventure Area to take effect.

203.6.0 Card Number

See 201.8.0.

203.7.0 Printing Information

See 201.9.0.

204.0.0 Scene Card

Scene cards are the only card types that make up the Scene Deck and can generate Force of Harmony or be used to inspire, referred to simply as "Scenes". Scenes generally contain the following information:

204.1.0 Card Name

See 201.1.0.

204.2.0 Card Type

Indicates the type of the card, with Scenes uniformly represented by a sign post icon.

204.3.0 Rarity

See 201.3.0.

204.4.0 "Everyday" Mark

Used to indicate whether this Scene is a "Everyday Scene". Scenes with it are called "Everyday Scenes." Players can ignore the restriction that "only 4 cards with the same card number can be put in" when building a Scene Deck, and put any number of Everyday Scenes into it.

204.5.0 Scene Ability

All Scenes have the ability to generate Force of Harmony and Inspiration Boost effects.

204.5.1 When playing cards from the Hand, a player needs to tap the corresponding number of Scenes in the Scene Area to generate the corresponding Force of Harmony according to the needs of the Cost of Force of Harmony on the card played.

204.5.2 Inspiration Effects: In the Inspiration step of the contact phase, the player can turn the front face of the Scene face down (flip it) to use the Inspiration Boost effect. See 404.3.1 and 404.3.2.

204.5.2a Scenes that are face down cannot be used to inspire, but can still be tapped to generate Force of Harmony.

204.6.0 Card Number

See 201.8.0.

204.7.0 Printing Information

See 201.9.0.

205.0.0 Main Character Card

Main Character cards are chosen when building a Story Deck to represent the player's Character image, referred to as the "Main Character".

Players can use any card or object in place of their Main Character, so long as it is agreed upon by both players to replace the Main Character before the game begins.

The Main Character generally contains the following information:

205.1.0 Card Name

See 201.1.0.

205.2.0 Rarity

See 201.3.0.

205.3.0 Card Number

See 201.8.0.

205.4.0 Printing Information

See 201.9.0.

206.0.0 Story Cards

Story cards are selected when constructing a Story Deck and represent the player's game objectives and victory conditions. They are referred to simply as "stories." All stories are horizontal cards. A Story card generally contains the following information:

206.1.0 Card Name

The common way to refer to a card. On the card face, there is a main title representing the Story and a secondary title that differs according to the Story stage, displayed as text of different sizes within the same frame. Both together make up the full card name. When constructing a Story Deck, the four chosen stories must have the same main title, different secondary titles, and stages marked with numerals 'I-IV'.

206.2.0 Rarity

See 201.3.0.

206.3.0 Story Stage

Indicates the stage corresponding to the Story, marked by Roman numerals at the bottom right of the card. The Story stage affects the order in which stories are placed during game setup and the sequence of Story progression during the game.

206.4.0 Story Ability

The ability triggered when a Story reaches the stage corresponding to this type of effect, usually beginning with "When promoted to this stage, " as the opening of the effect.

206.5.0 Card Number

See 201.8.0.

206.6.0 Printing Information

See 201.9.0.

207.0.0 Tokens

207.1.0 Concept of Tokens

Tokens are a type of object placed on cards or other locations to indicate certain states, or to interact with certain rules and effects. They do not need to be included in any Deck and are only used when needed.

207.1.1 The card number of a token usually starts with 'TK-'. With the agreement of both players, any object can be used as a token.

207.1.2 Some effects may check whether a specific token is placed on a Character. 'Obtained' means the corresponding token is currently placed on the card; 'Not obtained' means the corresponding token is not currently placed on the card.

207.1.2a The 'obtained' and 'not obtained' statuses update in real time. If a corresponding token was once placed on a card, when the token is removed, the related status changes to 'not obtained'.

207.2.0 Token Types

There are several types of tokens. Different types of tokens have different names; Tokens with the same name are considered the same token. Common tokens are of the following types:

207.2.1 Candy Tokens

Candy is a special class of token that can be placed on specific Characters in the Adventure Area. The candy itself has no ability, but some abilities may focus on the number of candies a Character has.

207.2.1a A maximum of 1 candy can be placed on a Character. When a Character has already obtained candy, all effects that cause that Character to gain candy will not be executed (see 502.1.1b).

207.2.1b Candy can only exist on Characters in the Adventure Area or on Characters in the Settlement Area, and when a Character who has obtained Candy leaves both areas, the Candy will be removed. the Candy removed by the rules will not trigger any ability.

207.2.1c When a Character in the Adventure Area who has obtained Candy leaves the Adventure Area, the Candy will move with the Character to the Settlement Area before further processing. (NOTE: 207.2.1b is marked as having been included in this update of the core rules unintentionally and should be disregarded. Only including it so that anybody going through the original gets concerned at the rules absence in my translation)

207.2.2 Gift tokens

207.2.2a Gifts are a special class of tokens that can be placed on specific Characters in the Adventure Area.

207.2.2b There are 6 types of gifts, namely "Twilight Sparkle's Gift", "Fluttershy's Gift", "Pinkie Pie's Gift", "Rainbow Dash's Gift", "Applejack's Gift", and "Rarity's Gift". When an effect causes a Character to receive a gift, it is usually specified which gift it is.

207.2.2c Gift tokens usually have the following two abilities:

  1. The first ability of a gift is usually "at the beginning of each turn, this gift can be opened (triggering the effect of the gift and removing it)", which is a rule-based effect. It is used to indicate that a gift can be opened at the beginning of each turn. In addition, the abilities of some cards may also open a gift.
  2. The second effect of the gift is usually a triggered effect that triggers when the gift is opened. "Opening the Gift" means using the trigger effect of the gift and removing the gift. The gift being removed because it was opened does not affect the Handling of its effects. The specific effects after unwrapping depend on the type of gift and are categorized as follows based on the type:
    • Twilight Sparkle's Gift: When this gift is unwrapped, reveal the top 2 cards of the Deck, choose 1 card to add to your Hand, and place the remaining card at the bottom of the Deck.
    • Fluttershy's Gift: When this gift is unwrapped, choose 1 Character in your Retirement Area with a Cost of Force of Harmony of 3 or less and add it to your Hand.
    • Pinkie Pie's Gift: When this gift is unwrapped, the Character who receives this gift gains +1 Inspiration this turn.
    • Applejack's Gift: When this gift is unwrapped, the Character who receives this gift gains the following ability this turn: "Adventure; Tap: Choose 1 of your Scenes and untap it."
    • Rainbow Dash's Gift: When this gift is unwrapped, we can move the Character who receives this gift to any empty space in your Adventure Area.
    • Rarity's Gift: When this gift is unwrapped, choose 1 Character in the Rival's Adventure Area; that Character gets -1 Inspiration this turn.

207.2.2d During the preparation step at the start of a turn, if both players have multiple Characters in the Adventure Area with held gifts, the turn player first decides all at once the number of gifts they want to open and the order in which to do so, and then the Rival does the same for their own gifts; the Rival's gift abilities are then resolved in order, followed by the turn player resolving their gift abilities in order. (For the complete process of opening gifts, refer to 503.0.0)

207.2.2e Gifts can only exist on Characters in the Adventure Area or the Settlement Area. When a Character who has received gifts leaves these areas, the gifts are removed, and gifts removed according to this rule do not trigger any abilities.

207.2.2f When a Character with gifts in the adventure zone leaves the adventure zone, the gifts move with the Character to the Settlement Area, after which subsequent processing occurs.

3. Area

The Area refers to the location where cards can be placed, including the Main Deck Area, Scene Deck Area, Adventure Area, Story Area, Scene Area, Retirement Area, and Hand cards.

301.0.0 Main Deck Area

The Main Deck Area is the area used to place the main Deck, and the cards placed in this area are simply called decks. The Main Deck Area is a private area, and the decks should be placed face down. Players cannot view the contents of their own or Rival's decks, nor can they change the order of the decks at will, but they can check the number of cards in decks on both sides at any time.

302.0.0 Scene Deck Area

The Scene Deck Area is the area where the Scene Deck is placed. The Scene Deck Area is a private area, and the Scene Decks should be placed face down. Players cannot view the contents of their own or the Rival's Scene Decks, nor can they change the order of the Scene Decks at will, but they can confirm the number of cards in Scene Decks on both sides at any time.

303.0.0 Adventure Area

The Adventure Area is an area used to place Characters for contact, this area contains 3 tiles, on each of which you can place one Character, and no new Characters can be placed in the spaces of existing Characters. The Adventure Areas of both players are arranged opposite each other, and each tile corresponds to the one opposite it.

303.1.0 The Adventure Area is a public area where all cards are placed face up and the card information is fully exposed. Both players can check the cards in both Adventure Areas at any time, but pay attention to etiquette when looking at each other's cards to avoid upset.

303.2.0 Players are not allowed to change the position of Characters in the Adventure Area at will. When a card is newly moved into the area, it is up to the player who owns the area to determine the position of the new card.

303.3.0 When there are Characters in all spaces in the Adventure Area, Character cards cannot be played from the Hand, and the effect of moving the Character into the Adventure Area cannot be settled.

304.0.0 Story Area

The Story Area is used to place stories, plans, and the Main Characters, and is used to mark the progress and outcome of the current game. Each Story in the Story Area has specific stages, ranked from low to high as I, II, III, and IV stages. Moving a Main Character to a Story at a higher stage is called Promoting the Story.

304.1.0 The Story Area is a semi-public area, and the information disclosure status varies depending on the state of the cards in this area.

304.2.0 The stories and Main Characters in the Story Area are placed face-up, with all card information fully visible. Both players can view the face-up cards in either player's Story Area at any time, but please observe proper etiquette when viewing the Rival's cards to avoid any upset.

304.3.0 Plans in the Story Area are placed face down, and neither player can view the contents of their own or the Rival's plans.

304.4.0 A Plan is a special card state, placed face down on top of a Story to protect our Story. Each Story can have at most one Plan on top. When a player wants to take an action to advance a Story during the contact phase, they need to check the Rival's plans. If a Story of the opposing player, which is at the same stage as the Story you are about to advance to, has a Plan on it, then you cannot take the action to advance the Story.

304.5.0 After a player's Character takes an action to promote a Story, the Story stage of that player needs to be checked. If the player has promoted to stage 4, they win the game.

304.6.0 Players may not arbitrarily change the order of stories and plans in the Story Area.

304.7.0 Newly moved plans into the Story Area should, as much as possible, be placed on top of a Story that is at a higher stage and does not already have a Plan.

305.0.0 Scene Area

The Scene Area is the area where Scenes are placed, and all cards in the Scene Area are Scenes. Unless otherwise specified, "adding a Scene card" means moving one card from the top of the Scene Deck face up into the Scene Area.

305.1.0 The card information in the Scene Area is fully public. Both players can look at the cards in both Scene Areas at any time (including those placed face down), but be careful with etiquette when looking at each other's cards to avoid upset.

306.0.0 Retirement Area

The Retirement Area is an area used to place Characters who are Retired due to contact, Events after effect settlement, discarded cards, and cards that have been moved into the Retirement Area for other reasons.

306.1.0 The Retirement Area is a public area where all cards are placed face up and the card information is fully exposed. Both players can check the cards in the Retirement Area at any time, but be careful with etiquette when looking at each other's cards to avoid upset.

306.2.0 A player's card is moved to the Retirement Area in the following cases:

306.2.1 Cards discarded from the Hand are moved to the Retirement Area.
306.2.2 Events used from a Hand are moved to the Retirement Area after the effect is settled.
306.2.3 Items held by a Character will be moved into the Retirement Area when the Character moves into the Retirement Area.
306.2.4 Plans that trigger the Pre-plan ability of the Plan will be moved to the Retirement Area after the effect is settled.
306.2.5 Characters that lose in contact are moved into the Retirement Area during the zone transfer step.
306.2.6 Use other abilities that move cards into the Retirement Area.

306.3.0 The order of the cards in the Retirement Area does not affect the game, and players can change the order of their cards in the Retirement Area at will.

307.0.0 Hands

Hands are the areas used to keep the cards drawn.

307.1.0 The Hand is a personal area visible only to the individual player. Players can check their own Hand at any time but are not allowed to view their Rival's Hand.

307.2.0 Both players can confirm the number of cards in their Rival's Hand at any time.

307.3.0 There is no limit to the number of cards a player can have in Hand. However, during the discard step at the end of their turn, if a player has more than 10 cards, they must discard until they have 10 cards in Hand.

307.4.0 The order of cards in Hand does not affect the game; players can freely rearrange the order of their cards.

308.0.0 Settlement Area

The Settlement Area is a special zone used only in certain effect resolutions to indicate that a card is currently being resolved. The Settlement Area does not actually exist on the play area; cards in the Settlement Area still exist within the game but are not in any other area.

308.1.0 Cards enter the Settlement Area in the following situations:

308.1.1 When an Event is used, the Event enters the Settlement Area; after the corresponding Event ability is resolved, the Event leaves the Settlement Area and enters the Retirement Area.
308.1.2 When a Pre-plan ability is triggered, the Plan enters the Settlement Area; after the corresponding Pre-plan ability is resolved, the Plan leaves the Settlement Area and enters the Retirement Area.
308.1.3 If a Character leaves the Adventure Area and some triggered abilities are activated, the Character enters the Settlement Area; after the corresponding abilities are resolved, the Character leaves the Settlement Area and enters the Retirement Area (see 614.0.0).

4. Round Structure

401.0.0 General Provisions

401.1.0 In a game, the first player plays the first round of the game and becomes the turn player of that round. After all stages of a round, the turn ends and the other player starts a new round and becomes the turn player of the new round. In a game, both players take turns taking turns. For first time players, see 103.3.0.

401.1.1 In this section, the "player playing his turn" is referred to simply as the "turn player" and the other party is referred to as the "opposing player".

401.2.0 Each turn consists of the following four phases in order: starting phase, main phase, contact phase, and end of round stage; Each phase is also broken down into various steps in turn. There are these phases and steps in each turn, even if nothing happens in them. In a step, when all effects are settled and the action is executed, or when no effect is available and no action can be executed, or when you choose to give up using all available abilities, you move to the next step. After completing all the steps of a phase, move on to the next phase.

402.0.0 Starting Phase

The starting phase consists of the following steps:

402.1.0 Untap

The turn player untaps all tapped Characters and Scenes.

402.2.0 Draw

If this is the first turn of the game, skip this step. The turn player draws 1 card, and if the number of cards in their main Deck is 0 at the time of this action, the player loses the game.

402.3.0 Add Scene

If the number of cards in the Scene Decks is 0 at the time of this step, skip this step. The turn player adds 1 Scene.

402.4.0 Preparation

This step is used to deal with some abilities at the start of the round, skip this step if there are no relevant abilities. If both players have abilities to use at this step, the turn player decides which abilities to use first, and then the opposing player decides which effects to use. The opposing player settles the ability first, and then the turn player settles the ability. (For the complete process of using the effect, please refer to 504.0.0)

403.0.0 Main Phase

During the main phase, the active player can spend Force of Harmony to play Characters, Events, and Items, or activate activated abilities. When a player plays a card, they must meet the card's Cost of Force of Harmony requirements, which are indicated on the card. The way to meet the Cost of Force of Harmony requirement is to tap the corresponding number of Scenes to generate sufficient Force of Harmony; you cannot tap extra or fewer Scenes. Tapping Scenes as a way to meet Force of Harmony requirements is considered a prescribed action under the rules. During the main phase, the following steps can be performed in any order and any number of times:

403.1.0 Using Activated Effects

The turn player selects a Character in their Adventure Area and uses the activated Adventure Area ability printed on the card.

403.2.0 Playing Characters

When playing a Character, after meeting the Cost of Force of Harmony requirement, choose an empty space in the Adventure Area and place the Character in the selected space.

403.3.0 Playing Events

When playing an Event, after meeting the Cost of Force of Harmony requirement, begin to resolve the ability described on the Event.

403.3.1 The last step of resolving all Events is 'Move this Event to the Retirement Area,' after which the Event is considered fully resolved.

403.3.2 Some Events may also have Pre-plan abilities. When playing these Events, these Pre-plan abilities are not applied. These Pre-plan abilities are only triggered and applied when the Event is intervened as a Plan, and when these Events are intervened as a Plan, none of their abilities other than the Pre-plan abilities are applied.

403.4.0 Playing Items

When playing an Item, after meeting the Cost of Force of Harmony requirement, choose a Character in the Adventure Area to adorn the Item. For rules regarding adorning Items, refer to 203.0.0.

404.0.0 Contact Phase

The contact phase consists of the following steps:

404.1.0 If these are the first two turns of the game, skip this phase.

404.2.0 Check whether a Character(s) exists in a line (i.e., counterpoint spaces) of both players in the Adventure Area, decide which action to be performed and perform it (the action is divided into: contact, act or skip). This process always proceeds in the following order:

  1. The first line of the Adventure Area on the left Hand side of the first player
  2. The line in the middle of the Adventure Area
  3. The first line of the Adventure Area on the right Hand side of the first player. For the first player, see 103.3.0.

404.3.0 Contact

When there are Characters directly opposite each other in a line in the Adventure Area of both players in the contact phase, the Characters of both sides contact. Contact between Characters follows the following steps:

404.3.1 Turn Player Inspiration Step

The turn players can choose a face up Scene to use to inspire, settle its effect, and turn the Scene face down after settlement; Or choose not to use it.

404.3.1a If it only applies to a specific Character, it can only be used to inspire if the player's Character in this contact is a specific Character that meets the requirements.

The player can repeat this process as many times as they want until they choose not to inspire. This step ends when the player selects not to use any more Inspiration boost abilities.

404.3.2 Inspiration Step for the Rival Player

In this step, the opposing player will perform the Inspiration step, and the specific operation is the same as 404.3.1.

404.3.3 Settlement Step

Both players will calculate the Inspiration of their Character and all the Inspiration given to the Character by adding up the Inspiration given to the Character by all other effects, and the final Inspiration will be calculated. The side with the highest Inspiration in the end is the winner of the contact, and the party with the lower Inspiration is the loser of the contact.

If the final Inspiration is equal, both players are the loser.

404.3.4 Area Transfer Step

Determine what action the player will perform based on the victory or defeat of both players. The turn player judges and takes action first, and then the opposing player judges and takes action. After both parties have completed this step, move on to the next step.

404.3.4a If your Character is the winner, the Character remains in place without any action.

404.3.4b If your Character is (one of) the loser(s), the Character is Retired (see 614.0.0).

404.3.5 End Step

After the above steps are completed, the Character contact in the current line ends.

404.3.5a All "... in this exchange" effects end at this step.

If this line is not the last line in the Adventure Area, check the status of the Character in the next line and decide the action to be performed in the next line. If this line is the last line in the Adventure Area, the contact phase ends.

404.4.0 Action

During the contact phase, if there is a Character only on the turn player's space and the corresponding space on the Rival's side has no Character, the turn player may choose to take one action.

Actions are divided into Promoting the Story and Intervening the Plan, but only one type of action can be executed per action.

404.4.1 Promoting the Story

If the turn player chooses to take the action of Promoting the Story, they must first check whether the conditions to perform the promote action are met. If the Rival's Story at the next stage of the same Story has a Plan on it, promoting the Story cannot be chosen. Example: During the contact phase, the turn player wants to move the Main Character from Stage I of the Story to Stage II, but the Rival's Stage II Story has a Plan on it, so the action of promoting the Story cannot be executed.

If the turn player executes the action of promoting the Story, the turn player's Main Character moves to the next Story.

If it is not Stage IV, the corresponding ability of the Story is used, and then the Character's action on the current space ends. If it is Stage IV, the player wins the game. See 104.1.0.

404.4.2 Intervening the Plan

If the turn player chooses to take the action of Intervening the Plan, the Plan on the Rival's Story card of the lowest Story stage is removed. The removed Plan is revealed. If the revealed Plan has a Pre-plan effect, the corresponding ability is used and then the Plan is placed in the Retirement Area; otherwise, the Rival places the revealed Plan into their Hand.

404.4.3 End Step

After completing the selected action above, the Character on the current space ends their action. If this space is not the last line in the Adventure Area, check the status of the Character in the next line and decide the action to be executed in the next line. If this space is the last line in the Adventure Area, the contact phase ends.

404.5.0 Skipping

When there are no Characters in the current player's square, skip the contact step for that square.

If this square is not the last line in the Adventure Area, check the status of the Characters in the next line and determine the actions to be performed there.

If this square is the last line in the Adventure Area, the contact phase ends.

405.0.0 End of Turn Phase

The end of turn phase includes the following steps:

405.1.0 Clearing Step: All "until the end of turn" effects for both players end.

405.2.0 If the turn player's Hand contains 11 or more cards, the turn player must discard until they have 10 cards. Discarding done for this purpose does not trigger any triggered abilities.

5. Abilities

A single card may have multiple abilities, each ability separated by a line break.

501.0.0 Ability Categories

Based on the conditions of use, card abilities are divided into the following categories:

501.1.0 Triggered Abilities

Triggered abilities have trigger conditions and are used immediately when the trigger conditions are met. Unless otherwise specified, players must use these effects. Example: Appear & Pre-plan, these abilities are used immediately when their trigger conditions are fulfilled.

501.1.1 When multiple triggered abilities are used at the same moment:

501.1.1a If the triggered abilities used simultaneously belong to the same player, that player decides the order of resolution.
501.1.1b If the triggered abilities used simultaneously belong to both players, the Rival resolves their abilities first; after all of the Rival's abilities are resolved, the turn player resolves theirs.

501.1.2 If an ability satisfies the condition of a triggered ability during its resolution, the triggered ability will only be used after the current ability has been resolved.

501.1.3 "When" vs. "Whenever": "Whenever" means that if the trigger condition is met multiple times simultaneously, the ability will also trigger multiple times. If the ability text only has "when," even if the trigger condition is met multiple times simultaneously, the ability will only trigger once. Example: If our Adventure Area has a BP03-CR07 Twilight Sparkle and we use an Event with the effect "Draw 5 cards, discard 4 cards.", after the Event resolves, Twilight Sparkle’s effect will trigger 4 times.

501.2.0 Continuous Abilities

Continuous abilities remain active as long as their conditions are met and do not need to be used. When the required conditions for a continuous ability change from not being met to being met, it takes effect immediately; if the condition changes from being met to no longer being met, the effect immediately ends.

Example: "Adventure All 「Sweetie Belle」 and 「Scootaloo」 in your Adventure Area get +1 Inspiration." This type of effect remains active while the Character is in the Adventure Area; "Adventure While there is any 「Fluttershy」 in your Adventure Area, this Character gains +2 Inspiration during the Rival's turn." This type of effect takes effect when the conditions are met, that is, when there is at least one Character with the "Fluttershy" keyword in our Adventure Area and it is the Rival's turn.

501.2.1 If an ability, when resolving, causes the condition of a continuous ability to change (from being met to no longer met, or from not being met to being met), the continuous ability will only become inactive/active after this ability has finished resolving.

501.3.0 Activated Abilities

Players can only activate and immediately use such abilities during their own Main Phase. Unless otherwise specified, players can only use activated abilities when there are no other abilities pending resolution. Activated abilities generally consist of a "cost" and a "resulting effect," and the corresponding ability can only be used when the player is able to perform the action described in the "cost" portion.

(For the full procedure on using activated abilities, see 503.0.0) Example: "AdventureTap Choose 1 「Pet」 in your Adventure Area, it gets +2 Inspiration until the end of turn." This ability can be activated while the Character is in the Adventure Area by paying the cost of "tapping this card." If the Character with this ability is already tapped, the player cannot pay the cost of "tapping this card," and therefore the entire ability cannot be used.

501.3.1 Inspo Boost (Inspo Boost) is a type of special activated ability. This ability can only be activated during the Inspiration Step pertaining to the player that controls the ability, in the Contact Phase, and the cost to activate the ability is "flip this Scene."

501.3.1a If none of the contents of an Inspo Boost effect can be carried out, the player cannot use that effect.

501.3.2 Explore is a special type of triggered ability, and the cost of this type of ability is to "flip this Scene."

501.3.2a In most cases, cards that have explore abilities include text that says "During your Main Phase, you can flip this Scene to use this card's ability." This text is not part of the card’s ability, but rather a reminder.

Even without this text, the ability is still carried out as normal.

501.3.2b: If none of the contents of an explore ability can be executed, the player cannot use that ability.

501.4.0 Rule-based Abilities

Rule-based abilities specify the conditions and methods for using cards. Such abilities remain in effect even when the card is not being used. Example: "Draw 1 card. Can only be played if there is a 「Rarity」 in your Adventure Area." This ability specifies that this Event can only be used from the Hand when there is at least one Character with the "Rarity" keyword in the Adventure Area.

501.5.0 Conditional Checks

Some abilities partially check the card's information, and the corresponding ability can only be executed if the conditions are met. The conditions passed through this check are as follows:

501.5.1 If X has an 「A」, which is usually used for triggered and activated abilities, it will detect whether one or more cards in area X have the keyword 「A」, and if the condition is met, the subsequent ability will be executed. Example: "Appear If there is an 「Owlowiscious」 in your Adventure Area, choose 1 Character in the Rival's Adventure Area with Inspiration 5 or less to Retire." Conditional judgment will be made when the card triggers the Appear ability, and if there are 1 or more Characters in your Adventure Area with the "Owlowiscious" keyword, the ability will be activated.

501.5.2 As long as X has an 「A」 that is usually used for continuous effects, it will detect whether there is one or more cards in area X with the keyword 「A」, and if the condition is met, the subsequent ability will take effect; And whenever the situation changes in area X, the same test will be performed again, and if the conditions are no longer met, the effect will be invalidated. Example: "Adventure While there are 2 or more Items in your Retirement Area, all Characters in your Rival's Adventure Area get -1 Inspiration." This effect detects the number of Items in the Retirement Area when the Character moves into the Adventure Area, and re-judges the condition whenever the type or number of cards in the Retirement Area changes.

501.5.3 If X contains other 「A」s. When performing this conditional check, it checks whether one or more cards in area X have the keyword 「A」 in addition to the card itself with the ability written on it, and if the condition is met, the subsequent ability will be performed. Example: "Appear If there is another 「Rainbow Dash」 in your Adventure Area, this Character gets +2 Inspiration until the end of turn." If there are 1 or more Characters with the 「Rainbow Dash」 keyword in addition to the Character that triggered the Appear ability in your Adventure Area, the ability will take effect.

501.6.0 Flavor Text

Flavor text is printed on the card with a special formatting and is usually meant to highlight the flavor of the card's effect. It has no rules significance and is unrelated to the gameplay. Common types of flavor text include the following:

502.0.0 Principle of Ability Resolution

502.1.0 When a player attempts to resolve an ability:

502.1.1 If an ability contains multiple actions, they must be carried out in the order described in the text.
502.1.1a If an indicated action cannot be fully performed, execute whatever portion can be performed.
502.1.1b If an indicated action cannot be performed at all, skip that action.
502.1.1c Drawing a card is always an executable action, but if a player attempts this action when their library is empty, they lose the game.
502.1.2 Even if none of the content of an ability or Event can be performed, a player may still play and resolve that ability or Event (except Inspo Boost and "Explore" abilities).

503.0.0 Complete Process of Playing Cards and Abilities

In general, the process of playing a card or ability can be handled simply, without referring to this section. In some cases, playing a card or ability may involve the triggering or resolution of multiple abilities. To clarify the sequence of playing a card or ability and make the processing steps clearer, this section can be referenced.

The complete process for playing a card or ability is as follows:

503.1.0 Declare the card or ability to be played, and if there is a cost, pay it together with the declaration.

503.1.1 In general, a player can only play cards or activated abilities during their own main phase, when there are no other abilities waiting to be resolved, and when no abilities are about to become pending abilities.
503.1.2 Triggered abilities are used immediately when their trigger conditions are met. Unless otherwise specified by the ability, players must use these abilities.
503.1.3 If a declared card or the card corresponding to a declared effect is in a hidden state, it must be revealed.
For example: If I want to play a card from my hand, I need to reveal it when declaring to play it.
503.1.4 The cost of a card is usually the Cost of Force of Harmony. If other abilities affect the Force of Harmony cost of this card, the exact Force of Harmony cost should be calculated and paid at this step.
503.1.5 The cost of an activated ability usually consists of a series of actions that the player must perform, which are indicated using blue text on a white background.
(Translators note: There was a visual example here in the original text, of "Adventure Area, XXXX;" that depicted the blue XXXX on white background as the actions you needed to perform.)
503.1.6 The process of paying costs is, if the cost is a Force of Harmony requirement, the corresponding number of Scene cards need to be tapped. If the cost is a different action, the player needs to perform the action specified in the cost section in full and in order. The process used for payment does not use the pending settlement list. If the player cannot pay the cost, the player cannot play this card or this ability.
503.1.7 If the card to be played is a Character, it must be declared to be played when there is an empty space in the Adventure Area where the Character can be placed.
503.1.8 If the card to be played is an Item, it must be declared to be played only if there is a Character in the Adventure Area who can adorn the Item.

503.2.0 Move the corresponding card to the appropriate position depending on the card or ability type played.

503.2.1 If a Character card is played, place it in an empty space in your Adventure Area.
503.2.2 If you are playing an Item card, select a Character in your Adventure Area to adorn this Item and place it under that Character. If the selected Character already has an Item, move the Character's previous Item into the Retirement Area, and then the Character adorns the new Item. If the Items used have requirements for what Character may adorn it, you can only select the Character that meets the requirements.
503.2.3 If an Event card is played, move it into the Settlement Area, and the ability of the Event becomes a pending ability.
503.2.4 If an ability is played, it becomes a pending ability and enters the pending settlement list.
503.2.4a Persistent abilities and regular abilities do not use the pending settlement list.

503.3.0 Play the card or ability to complete the process and handle the resulting effect.

503.3.1 If a Character card with an Appear ability is played, it has a pending ability, which will be triggered as the Character enters the Adventure Area.
503.3.2 If an Event card is played, its ability will become an ability to be settled, and the corresponding Event card will be moved to the Retirement Area after the ability settlement is executed.

504.0.0 Pending Abilities and List of Pending Abilities

In most cases, the process of playing cards or abilities can be handled simply, and this section is not needed. In some cases, multiple abilities may be played simultaneously. To clarify the order in which abilities are resolved and to make the resolution process clearer, this section can be referenced.

504.1.0 Pending abilities are abilities that have been determined to be played but have not yet been resolved. They may come from:

  1. A triggered ability that meets its conditions, which then triggers and becomes a pending ability.
  2. A player who plays an activated ability and pays its cost; the subsequent ability becomes a pending ability.
  3. A player who plays an Event; the Event enters the Settlement Area, and the Event's abilities become pending abilities.

504.2.0 The pending settlement list is a list composed of a series of pending settlement abilities. These pending settlement abilities are strictly arranged in a specific order, and the relative order of any ability on the pending settlement list cannot be changed with respect to the other abilities on the list.

504.3.0 When an ability becomes a pending settlement ability, it is placed onto the pending settlement list. Generally, a pending settlement ability placed onto the list will be positioned at the top of the list. When a pending settlement ability enters the very top of the list, all other pending settlement abilities on the list are shifted down by one position (the ability that was originally at the top will become the second ability on the list); the relative order of pending settlement abilities on the list cannot be changed.

Example: If the pending settlement list has three abilities in order from the top: A, B, and C, and ability D becomes a pending settlement ability, D will enter at the top of the list, pushing A, B, and C down by one position. The final order of the pending settlement list from the top will be D, A, B, C.

504.4.0 If no new abilities become pending settlement abilities, the process of resolving the pending settlement abilities on the list begins.

504.4.1 When resolving the pending settlement abilities on the list, each time, the ability at the very top of the list is resolved first. Once an ability on the pending settlement list is executed and completed, it is removed, and all other pending settlement abilities on the list move up one position (the ability that was originally second from the top becomes the new top ability).
Example: If the pending settlement list has three abilities in order from the top: A, B, and C, after ability A is resolved and executed, B and C move up one position. So, the final order of the pending settlement list from the top will be B, C.

504.5.0 If an ability, during its execution, meets the trigger conditions of other triggered abilities, the triggered abilities will be triggered and used after the current ability has been fully resolved, thereby becoming pending settlement abilities.

Example: In the pending settlement list, starting from the top, there are three abilities in order: A, B, and C. ability A is "Draw 1 card, discard 1 card." In our Adventure Area, there is an active ability E: "Adventure When you draw 1 card, choose 1 Character in your Adventure Area to get +1 Inspiration until the end of turn." When resolving the pending settlement list, we first resolve ability A and perform the actions in order: "draw 1 card, discard 1 card." The condition for ability E is met after we draw 1 card, but at this time, ability A is still resolving, so ability E is not played yet. After we complete the action "discard 1 card," ability A finishes resolving and is removed from the pending settlement list. Abilities B and C move up one position in the list, then ability E is added and enters the pending settlement list, pushing B and C back down one position. At this point, the pending settlement list from the top in order is E, B, C.

504.6.0 If multiple abilities become pending settlement abilities simultaneously, they are handled as follows: If multiple abilities from the same player become pending settlement abilities simultaneously, the player decides the order in which they enter the top of the pending settlement list. If multiple abilities from both players become pending settlement abilities simultaneously, the turn player first decides the order for their own abilities to enter the top of the pending settlement list; after all of the turn player's pending settlement effects have entered the list, the opposing player decides the order for their own abilities to enter the top of the pending settlement list; after both players have no more abilities to put onto the pending settlement list, resolve these pending settlement abilities starting from the top of the list in order.

Example: If the abilities A and B of turn player X and the abilities C and D of non-turn player Y simultaneously become abilities to be resolved, turn player X needs to first decide the order in which abilities A and B enter the top of the settlement list. After player X decides, player Y then decides the order in which effects C and D enter the top of the settlement list. Suppose player X decides to let ability A enter first and ability B enter second, then ability A will first become the topmost ability on the settlement list, and then ability B will enter the settlement list and become the new topmost ability, causing ability A to move down and become the second ability on the settlement list. After abilities A and B have both entered the settlement list, suppose player Y decides to let their ability D enter first and ability C enter second, then after all abilities have entered the settlement list, the order from top to bottom on the settlement list will be C, D, B, A.

6. Definitions of terms and common actions

601.0.0 Drawing cards

601.1.0 Drawing cards refers to moving the cards at the top of the Deck to the hand.

601.2.0 Drawing N cards means moving N cards from the top of the Deck to your Hand. If the effect of drawing multiple cards makes a triggered ability meet the conditions, then the trigger ability is triggered after all cards have been drawn.

602.0.0 Discard

602.1.0 Discarding means moving a card(s) from the Hand to the Retirement Area.

602.2.0 If there is more than 1 card, the order they move in is at the discretion of the player. If the effect of discarding multiple cards satisfies the conditions of a triggered ability, the triggered ability will be triggered after all cards are discarded.

602.3.0 In the discard step at the end of the turn, discarding cards due to having more than 10 cards in Hand does not trigger triggered abilities.

603.0.0 Counterpoint

603.1.0 Counterpoint refers to the positional relationship of the Adventure Area grid. The two spaces belonging to different players in the same line are counterpointed, and these two spaces are counterpoint to each other.

603.2.0 A Character placed in a counterpoint grid space is a counterpoint Character.

604.0.0 Becoming a Plan

604.1.0 Becoming a Plan means placing a card horizontally, face down, on a Story card without a Plan, and must be placed on the largest Story stage that has no Plan card.

605.0.0 Removal

Removal may refer to removing a Plan or removing a token.

605.1.0 When a Plan is removed, turn the removed Plan over and check whether the Plan has a Pre-plan ability. If there is, the Plan will be moved to the Retirement Area after playing the ability of the Plan. If not, the player who owns the Plan will move the card to their hand.

605.2.0 When a Plan with a Pre-plan ability is removed, and the Pre-plan ability cannot be executed due to the lack of valid targets, the execution of the Pre-plan ability is skipped and the Plan is moved to the Retirement Area.

Example: If you use the Pre-plan ability of "Choose 1 Character in your Adventure Area to get +2 Inspiration this turn", if there is no Character in your Adventure Area, the execution of the Plan effect will be skipped and the Plan will be moved to the Retirement Area.

605.3.0 When a token is removed, remove it from the game and it no longer has any influence within the game.

606.0.0 Abilities that last one turn

606.1.0 Such abilities end in the clearing step of the end of turn phase, and are usually expressed as "...... this turn" in the effect text.

607.0.0 Increase/Decrease Inspiration

607.1.0 When calculating a Character's Inspiration, add all active effects to the original Inspiration, and calculate the sum. If the result is 0 or lower, it is counted as 0.

Example: A Character has 2 Inspiration, and the ability of "-3 Inspiration" takes effect on it. When calculating Inspiration, the Character's Inspiration is "2-3 = -1", and if the final result is less than 0, the Character's final Inspiration is recorded as 0.

607.2.0 All active effects of such abilities are calculated in no particular order and are independent of their effective chronological order.

Example: A Character with 2 Inspiration, a "-3 Inspiration" and a "+1 Inspiration" ability will take effect on it. When calculating Inspiration, the effects of -3 Inspiration and +1 Inspiration will be calculated at the same level, and the effect that affects the final Inspiration will be calculated as "-2 Inspiration", so the Character's final Inspiration will be recorded as 0.

607.3.0 When an ability needs to confirm a Character's Inspiration, if the Character's Inspiration is affected by other abilities at the same time, the Inspiration value changes, and the changed size is confirmed.

Example: If a Character's Inspiration is 4, the ability of "+1 Inspiration" will take effect on it, and the Character's final Inspiration will be recorded as 5. At this point, an ability of "Retire 1 Character with Inspiration 4 or less" does not Retire the Character.

608.0.0 Cost of Force of Harmony

608.1.0 When playing a Character, Event, or Item from the hand, the corresponding number of Scenes in the Scene Area must be tapped according to the Force of Harmony requirement displayed on the card.

608.2.0 Tapping Scenes is a rules-based action, scenes must be tapped at one time to the same count as the cost of Force of Harmony of the card played. You cannot tap more or less.

608.3.0 A player can only tap the corresponding number of scenes in the Scene Area when playing a card.

609.0.0 Top of Deck vs. Bottom of Deck

609.1.0 Top of Deck refers to the uppermost part of the Deck. The top card of the Deck refers to the card on the very top of the Deck. The top N cards of the Deck refer to the N topmost cards of the Deck. The bottom of the Deck refers to the lowermost part of the Deck. Deck bottom cards refer to the bottom-most cards of the Deck. The bottom N cards of the Deck refer to N cards of the Deck counting from the bottom.

609.2.0 When an ability instructs a player to turn over (reveal) the top N cards of the Deck, the top N cards of the Deck are displayed face up, and the cards are still considered to be in the Deck in their original order.

609.3.0 If more than 1 card is to be placed on the top of the Deck, the order of placement is chosen at the player's discretion. If there is more than 1 card to be placed at the bottom of the Deck, it is up to the player to decide the order of placement.

610.0.0 Tap/Untap

610.1.0 Tap is a polysemy term that can denote both the action of changing a card from a vertical state to a horizontal state, or a card being placed horizontally.

610.2.0 Tap effects cannot select a Character or Scene that is already tapped to tap.

610.3.0 The Untap polysemy can represent both the action of changing a card from a horizontal state to a vertical state, or placing a card in a vertical position.

610.4.0 Untap Effects cannot select a Character or Scene that is already untapped.

610.5.0 Abilities that allow for characters to be tapped or untapped can only apply to Character in the player's Adventure Area.

610.6.0 Abilities that allow you to tap or untap Scene cards can only affect face up or face down scenes in the player's Scene Area.

611.0.0 Flipping

611.1.0 Flipping a specific card means having those cards ignore the rules of the zone and reveal the card information until the ability is settled.

611.2.0 The flipped card remains in its original position.

611.3.0 When the ability is about to settle, if there are still unmoved flipped cards, put them back in their original position and their information is no longer reviled; If more than 1 card is returned, it is up to the player to decide the order of return.

612.0.0 Moving in the Adventure Area

612.1.0 Moving in the Adventure Area means moving a Character in the Adventure Area from the current tile to another empty space in the Adventure Area. If there are no empty spaces in our Adventure Area, this action cannot be performed.

612.1.1 Entering the Adventure Area from another area or entering another area from the Adventure Area does not count as moving in the Adventure Area.

612.1.2 If a Character moves into another space because of an ability and then moves back to its original position because of an ability, it is still considered that the Character has moved this turn, and that Character has moved twice in the Adventure Area this turn.

613.0.0 Viewing (Looking at)

613.1.0 Viewing a specific card is the process of making the card information unilaterally visible to a player, ignoring the rules of the zone, until the effect is settled. The viewing action is usually performed by the user of the ability, unless otherwise specified by the ability.

613.2.0 The card being viewed is still in its original position.

613.3.0 When an ability is about to settle, if the relevant effect does not specify the destination of some of the cards being viewed, the cards will be returned to their original position in their original order, and their information will no longer be disclosed to the player performing the view action; Even if the effect allows the player to put the cards back in any order, the player cannot place the card being viewed in the position of a card that was not previously being viewed. Example: The ability is "View all of our plans and put them back in any order". At this time, if we only have plans on Story Stages II and IV, we can only view the plans on Story Stages II and IV when performing this ability, and we can choose to put them back in place or swap the two plans when putting them back, but we cannot put the Plan on Story Stages I or III.

614.0.0 Leaving the Field

614.1.0 When a rule or effect requires that certain specified characters leave the Adventure Area, the following steps must be performed in order. These steps are collectively referred to as 'leaving the field actions':

614.1.1 Check whether the Character leaving the Adventure Area will meet the conditions for any triggered abilities. If leaving the Adventure Area does not meet the conditions for any triggered abilities, skip directly to 614.1.3; if leaving the Adventure Area does meet the conditions for some triggered abilities (usually Farewell abilities), continue to perform the following actions in order.
614.1.2 Move the Character that needs to leave the field into the Settlement Area, and then play any triggered abilities (such as Farewell abilities).
614.1.2a If the process of executing this triggered ability causes the condition of a new triggered ability to be met, that new triggered ability will not be played until after the leaving the field action has been fully completed (see 501.1.2).
Example: There is only BP02-SR05 Rainbow Dash in your Adventure Area (Farewell If there is no other character in your Adventure Area, choose 1 Character in Rival's Adventure Area with Inspiration 6 or more to Retire.), and there is BP01-U01 Twilight Sparkle in the same line in the opponent's Adventure Area (Farewell Draw 1 card.). In the contact phase, the opponent uses inspire abilities to increase Twilight Sparkle's Inspiration to 7, and the operations that should be performed in the area transfer step are: first move Rainbow Dash into the Settlement Area, and play the ability to make Twilight Sparkle Retire; This will cause the opponent's trigger conditions to be met, but at this time, Rainbow Dash has not yet completed the leaving the field action; Therefore, we need to wait for Rainbow dash to complete leaving the field action, and then the opponent will perform Twilight Sparkle's leaving the field action and play its ability.
614.1.3 Move the Character that needs to leave the field from the Settlement Area to the Retirement Area.
614.1.3a If the corresponding triggered ability specifies a destination for the related card, execute according to that ability and skip the execution of action 614.1.3.
Example: If there is a Character in your Adventure Area with the ability "Farewell Shuffle this Character into its owner's Main Deck.", when this Character leaves the field, it will first move to the Settlement Area, then execute its ability, shuffling the Character into the Main Deck, and will not be moved to the Retirement Area.

614.2.0 A triggered ability of "When/Whenever a Character leaves the field..." is used after the field-leaving action has been executed, and it is used simultaneously with abilities triggered during the field-leaving action.

614.2.1 If the simultaneously used triggered abilities belong to the same player, that player decides the order in which the abilities enter the pending settlement list. If the simultaneously played triggered abilities belong to both players, the turn player first decides the order in which their abilities enter the pending settlement list, and then the non-turn player decides the order in which their abilities enter the pending settlement list. (Refer to 504.0.0)
Example: In your Adventure Area, you only have BP02-SR05 Rainbow Dash (Farewell If there is no other character in your Adventure Area, choose 1 Character in Rival's Adventure Area with Inspiration 6 or more to Retire.). In the same line in the opponent's Adventure Area, there is BP01-U01 Twilight Sparkle (Farewell Draw 1 card.). During our main phase, we use BP03-SPR16 Drifting on a Raft (This turn, draw 1 card each time a Character Retires due to Contact.). In the Contact Phase of the same turn, the opponent uses Inspo Boost to increase Twilight Sparkle's Inspiration to 7. We then move Rainbow Dash to the Settlement Area and use its ability to make Twilight Sparkle Retire, which satisfies the opponent's Twilight Sparkle's trigger condition. After Rainbow Dash's retirement action is completed, our Drifting on a Raft condition is also satisfied. At this point, the abilities of our Drifting on a Raft and the opponent's Twilight Sparkle are triggered simultaneously. The opponent draws 1 card first, then we draw 1 card.

615.0.0 Range of Numbers

615.1.0 Effects containing "at most," "at least," or "any" in their description allow the player to choose numbers within a certain range.

615.1.1 "At most X" means any integer from 0 to X can be chosen.

615.1.2 "At least X" means any integer greater than or equal to X can be chosen.

615.1.3 "Any" means any integer greater than or equal to 0 can be chosen.

616.0.0 Play, Resolution, and Execution

616.1.0 Play may refer to playing a card or playing an ability.

616.1.1 Playing a card means, according to the rules, playing a card from your hand and producing certain outcomes. (For playing cards, refer to 503.0.0)

616.1.2 Playing an ability means, according to the rules, making certain card abilities become pending abilities to be resolved. (For playing abilities, refer to 503.0.0)

616.2.0 Resolution generally refers to resolving a pending ability and removing it from the pending settlement list. Resolving an ability usually requires the player to perform a series of actions in order. (For specific resolution methods, refer to 502.1.0)

616.3.0 Execution usually refers to the player performing certain actions. An action typically changes the position or information of some cards in the game (for example, drawing a card, increasing or decreasing a Character's Inspiration, flipping a card, etc.). Players can only perform an action if allowed by the rules or card abilities (for example, they cannot randomly perform actions like drawing or discarding cards if not permitted by rules or abilities).

617.0.0 Putting In and Leaving

617.1.0 "Putting in" refers to placing a card into an area, while "leaving" refers to a card no longer being in its original area. For example: During the process of "draw 1 card," a card leaves the Deck and is placed into the hand; during the process of "discard 1 card," a card leaves the hand and is placed into the Retirement Area; during the process of "select a Character from the Adventure Area to put into the Retirement Area," a card leaves the Adventure Area and is placed into the resting area.

617.2.0 If the Plan is only to be placed into the Retirement Area, it will not trigger its Pre-plan ability. (Refer to 605.0.0)


The End

Thank you for reading :) Regards, Pony Plays Card Games.