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Rules v2.0.0

These are the abridged, upcoming v2.0.0 rules for the My Little Pony Card Game. These are abridged from the official rules, and may not be suitable for tournament play. See the official v2.0.0 rules PDF (Chinese) for complete rules and the Chinese terms glossary.

These rules are currently in testing and may contain translation errors. These will likely not reflect the final rules.

Game Objectives

A player wins the game as soon as either of these conditions are met:

Game setup

Deck preparation

Each player's seventy (70)-card Deck must consist of the following:

Deck composition diagram
The composition of a complete Deck.

The Deck may only include up to four (4) copies of any card with the same card ID number. Cards marked with ※ are mechanically indistinct and share the same card ID as those without. For example, BP01-CR01 and ※BP01-CR01 are considered to have the same card ID. Cards with the "Everyday" mark are the exception; the Deck can have an unlimited quantity of these.

Game area setup

Game area diagram
How the game area should look for the second-turn player when setup is completed. First-turn player would have the first Scene card in their Scene Area be placed face-down.
  1. Each player shuffles their Main Deck and Scene Deck separately, then places them face-down in their Main Deck Area and Scene Deck Area, respectively.
  2. Each player places their Main Character card, then lays out the four (4) Story cards to its right in their Story Area in ascending order (I, II, III, IV).
  3. Decide who goes first; that player becomes the First Player.
  4. Each player draws the top five (5) cards of their Main Deck as their starting Hand.
    • A player dissatisfied with their starting Hand may take a mulligan. Mulligan means a player may move their entire Hand to the bottom of their Main Deck and draw five (5) new cards.103.4.1a-b Each player may mulligan only once per game.103.4.1c
  5. From the top of their Main Deck, each player draws the next four (4) cards and places them face-down, one (1) on each Story card. These are their Plan cards or Plans. Neither player may look at their own or Rival’s Plans during setup or at any time in the game unless instructed to do so by an Effect.
    • Plans may be placed on top of the Story card with the Story's Effect exposed, or beneath the Story card with the Plan card exposed underneath.
  6. Finally, each player takes the top card of their Scene Deck and places it in their Scene Area, face-down if the player is going first or face-up if the player is going second.

Abilities

Many Character cards (and some Item cards, when adorned by a Character) provide Abilities that change the dynamics of gameplay. Each Ability has a triggering condition, and an Effect which describes what actions must be taken on the game state when the triggering condition is met. Conditions for triggering card Abilities are noted by colored chips, with the given term inside, preceding the Effect text:

Get +/- Inspiration, Cost of Force of Harmony

Effects can modify the Inspiration or Cost of Force of Harmony of a card, e.g. "gets +2 Inspiration" or "gets -1 Cost of Force of Harmony". This is added to or subtracted from the initial value shown on the card to form its total Inspiration or Cost of Force of Harmony. Any time a card's Effect checks for one of these values, use the current total with Effects, not the initial value. Characters which reach zero (0) or less Inspiration do not Retire.

Tap

Some Effects or Ability Costs may cause a card to become tapped, or turned horizontally. A card which is tapped may not be used again to pay a Tap Cost until it is untapped at the Start Phase or by a card's Effect.

Retire

When a Character Retires, it is moved from the Adventure Area to the Retirement Area. Usually, this occurs due to Contact,404.3.4b but some card Effects can also Retire Characters. If a Character being Retired has a Farewell Ability, it is triggered after leaving the Adventure Area, but before entering the Retirement Area.

Cards by name

Some Effects may refer to a card by name with <Card Name>, e.g. BP02-SPR24 Party Cannon would be referenced as Party Cannon. Any card with the given name is a valid target for resolving the Effect. (Note: in this wiki, card reference chips link to the appropriate card page)

Play

The First Player begins Turn 1 and is now the Active Player. The First Player's opponent becomes the Rival player.

Start Phase

  1. Untap: The Active Player untaps all of their tapped (horizontal) cards by turning them vertically.
  2. Draw: The Active Player draws one (1) card from the top of their Main Deck into Hand. On the first turn of the game, the First Player draws no card.
  3. Add Scene: The Active Player draws one (1) card from the top of their Scene Deck and places it face-up into their Scene Area.

Main Phase

During the main phase, the Active Player may perform any number of the following actions in any order:

Play a card from Hand

When a player plays a card, they must tap a number of Scene cards to generate Force of Harmony equal to that card’s total Cost of Force of Harmony (one can use face-down Scene cards as well as face-up ones). During the first two rounds of the game, the second-turn player may tap their Main Character to generate an additional Force of Harmony.NEW

Activate abilities

When a player activates an Adventure<Cost> Ability of a Character in their Adventure Area, they must:

Contact Phase

Skip this Phase on the first two (2) turns of the game (both players take one turn each).

At the beginning of this Phase, Rival may play Characters with a Leap Ability into their Adventure Area as though they were in their Main Phase.NEW

Then, starting from the left-most lane relative to the First Player, Characters in both players’ Adventure Areas Contact each other one lane at a time. After all three lanes have resolved, this Phase ends.

In each Contact, one of three situations can occur:

Contact

If both players have a Character in this lane, the Characters Contact:

  1. Active Player may choose whether to Inspiration Boost the Character with Inspo Boost Effects. If they choose to do so, they select any number of Scene cards, flip those cards face-down, and resolve each flipped card’s Inspo Boost Ability.
  2. Rival may choose to Inspiration Boost in the same manner.
    • Note: Once Rival begins Inspiration Boosting Characters or elects not to Inspiration Boost, the Active Player may not further Inspiration Boost their Characters.
  3. Resolve the Contact by comparing the two Characters’ total Inspiration values:
    • The Character with the lower total Retires (moves to the Retirement Area).
    • If the Character with the higher total has a Triumph Ability, it is triggered now.NEW
    • If both totals are equal, both Characters are Retired.
    • If any Character being Retired has a Farewell Ability, it is triggered now. If both Active Player and Rival have Effects which would trigger at the same time, the Active Player's Effects resolve first.
  4. Finally, all active Inspo Boost effects expire.

A Character being tapped or having moved from another lane does not affect whether the Character Contacts. Tapped Characters engage in Contact just as untapped Characters. Characters which move to a later lane in Contact Phase may Contact again, and Characters which move to an earlier lane may not Contact at all.

Take Action

If only the Active Player has a character in this lane, the player will Take Action and may choose to either:

Skip

If the Active Player has no Character in this lane, they Skip the Contact and take no action. This applies regardless of whether Rival has a Character in that lane.

End Phase

At this point, all "until the end of turn" Effects end.

There is a ten (10) card maximum Hand size at the end of a player's turn. If a player ends their turn with eleven (11) or more cards in Hand, they must discard cards to the Retirement Area until they have only ten (10). Players get to choose which cards they wish to discard, and only during the End Phase of their own turn, not Rival's turn. Cards discarded in this manner do not trigger Abilities.

It then becomes Rival's turn: the Active Player becomes the Rival, and the previous Rival becomes the Active Player.

Repeat the above Phases in turn order until one player meets a Game Objective and wins the game.


This is the end of the essential rules of the game. Below sections provide more information about terminology and the layout of the cards and game area.

Game area

Main Deck

The Main Deck is a face-down stack of Character, Event and/or Item cards placed in the Main Deck Area. At the beginning of setup, there should be fifty (50) cards in the stack. Neither player can inspect the Main Deck unless instructed to do so by card Effect.

Scene Deck

The Scene Deck is a face-down stack of Scene cards placed in the Scene Deck Area. At the beginning of setup, there should be fifteen (15) cards in the stack. Neither player can inspect the Scene Deck unless instructed to do so by card Effect.

Scene Area

The Scene Area is where drawn Scenes are placed. Once game setup is completed, this area should have only one (1) Scene card, either face-down for First Player, or face-up for their opponent. This is an open area which can be freely inspected by either player, including face-down cards.

Story Area

The Story Area consists of four (4) face-up Story cards laid left-to-right in sequential order, a single Main Character card, and up to four (4) Plan cards. Once game setup is completed, each Story card should have a face-down Plan card drawn from the Main Deck placed with it, and the Main Character card should be placed face-up to the left of the Story cards. Neither player may inspect Plan cards, nor rearrange Story or Plan cards, unless instructed to do so by card Effect.

Adventure Area

The Adventure Area consists of three (3) Slots, each for placing a Character card as well as an adorned Item card. Each Slot, when paired with the Slot directly across from it in Rival's Adventure Area, forms a lane for engaging in Contact. Cards in this area are always face-up, and may be freely inspected by either player.

Retirement Area

The Retirement Area consists of Main Deck cards which have been removed from play, e.g. from being discarded or Retired. Cards in this area are always face-up, and may be freely inspected be either player.

Hand

The Hand consists of any number of drawn Main Deck cards, conventionally placed in the player's hands. Cards in this area may only be freely inspected and rearranged by that player. A player may only know the number of cards in their Rival's Hand, not the contents. Once game setup is completed, there should be five (5) cards in Hand. At the end of the Discard Step of the player's End Phase, there should be no more than ten (10) cards in Hand.

Card types

Common features

Elements common to all card types include:

Rarities

The following symbols and abbreviations are used to indicate the rarity of the card for collection purposes:

Gem Abbrev. Rarity Name Usage
C Common The most common Character cards, as well as all Story cards.
U Uncommon Character cards rarer than Common.
SR Silver Rare Character cards rarer than Uncommon.
GR Gold Rare Character cards rarer than Silver Rare.
CR Colorful Rare The rarest Character cards.
SPR Sapphire Rare Event and Item cards.
ER Emerald Rare Scene cards.
RR Ruby Rare Main Character cards.
PR A promotional card. The actual rarity is indicated by the card's gem symbol.
TK A Token card. Has no rarity.

Character cards

Character cards form part of the Main Deck and are essential to play. They are used for resolving Contacts with Rival's Characters and have Abilities with Effects that can be activated during play.

Character cards contain the following information as well as that common to all cards:

Event and Item cards

Event and Item cards form part of the Main Deck and provide useful supplements to Character cards.

Event cards have Effects which are activated by playing from Hand.

Item cards can be adorned to Characters to provide them with additional Abilities. When adorned by a Character, an Item is placed in the same Slot in the Adventure Area as the Character card so that the Ability text of both cards are visible. A Character can only be adorned with one (1) Item at a time; if one is already adorned by the Character, the current Item must be sent to the Retirement Area and then replaced by the new one.

Event and Item cards contain the following information as well as that common to all cards:

Main Character cards

Main Character cards are used to mark at which stage in the Story the player has achieved. During the first two rounds of the game, the second-turn player may tap their Main Character to generate one (1) Force of Harmony.NEW If players agree, any other object may be used in place of a Main Character card.

Main Character cards contain the following information as well as that common to all cards:

Story cards

Story cards form the sequential stages of the Story Area through which players advance their Main Character.

Story cards contain the following information as well as that common to all cards:

Scene cards

Scene cards are the sole constituents of the Scene Deck. Each of these produce one (1) Force of Harmony when tapped, and provide Inspo Boost or other Effects when flipped.

Scene cards contain the following information as well as that common to all cards:

Tokens

Tokens are cards or other objects used to indicate various conditions and Effects. They are not part of the Deck; they are placed outside of the game area and used when needed. Official Token cards have card ID numbers beginning with "TK-". In lieu of these, players may agree upon any other object to be used in place of a Token card.

Currently, only Treat and Present tokens are in use.

Treat Tokens

Treat Tokens or Treats, used in the BP03 "Nightmare Night" set as TK-01 Treat, can be placed on Characters in the Adventure Area allowing them to be utilized by or to trigger card Effects. If a Character with a Treat leaves the Adventure Area, the Treat is Removed.207.2.1b Characters can only have one (1) Treat at a time. If a Character already has a Treat, Effects which would be triggered by giving that Treat do not trigger.207.2.1a

Present Tokens

Present Tokens or Presents, used in the BP04 "Hearth's Warming" set, can be placed on Characters in the Adventure Area,207.2.2a and have Abilities which trigger when unwrapped.207.2.2c If a Character with a Present leaves the Adventure Area, the Present is Removed.207.2.2e A Present may be unwrapped either during the Start Phase of each turn,207.2.2d or when a card Effect instructs it to be unwrapped.207.2.2c

There are six (6) types of Presents, one for each Mane Six character:207.2.2b-c

Terminology clarifications

"when"
If the trigger condition occurs multiple times simultaneously, it only triggers the Ability once. Compare to "whenever."
"whenever"
If the trigger condition occurs multiple times simultaneously, it triggers the Ability that many times.501.1.3 (referred to as "Each time when") Compare to "when."
"Remove"
If the target is a Plan card, it is treated as if the player Intervened the Plan: its Pre-plan Ability triggers (if it has one) and is then sent to the Retirement Area. If the target is a Token, it is moved outside of the game area and no longer affects gameplay.
"until the end of turn"
The Effect lasts until the Active Player's End Phase.
"reveal"
The card is shown and visible to both players until the current Effect resolves.
"Look at"
The card is shown and visible only to the indicated player until the current Effect resolves, after which it is returned to its original location (unless stated otherwise). This Effect ignores normal area rules.