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1. Overview
1. Overview
This document is the description of the rules for Force of Will.
This document provides a detailed description of the rules for Force of Will.
1.1. Number of players
1.1. Number of Players
This game is played by two players.
This game is played by two players.
1.2. Valhalla Rule and Bifrost Rule
1.2. Valhalla Rule and Bifrost Rule
In this comprehensive rules, we describe Valhalla rules and Bifrost rules. If not specified, all rules are applied both in Valhalla rules and Bifrost rules.
In this rules document, we will describe both Valhalla rules and Bifrost rules. If not specified, all rules are applied in both Valhalla and Bifrost.
If "<<Valhalla>>" is written on a section, that rule is applied only in Valhalla rules.
If “<<Valhalla>>” is written on a section, that rule is only applied in Valhalla.
If "<<Bifrost>>" is written on a section, that rule is applied only in Bifrost rules.
If “<<Bifrost>>” is written on a section, that rule is only applied in Bifrost.
Players must agree which rules they use in the game they play before the game begins.
Players must both agree which rules they will use in the game before playing.
1.3. How to win
1.3. How to Win
During the game, players fulfilling the losing condition loses the game.
If a card or ability causes a player to lose the game, the other player will be declared the winner.
If a player loses the game and the other one hasn't, the player not losing the game wins.
If both players lose the game at the same time, the game will end in a draw.
If both players lose the game in the same time, the game ends in draw.
During a game, a player may concede the game. In this case, the opposing player wins.
During a game, players may concede the game and leave from it. In this case, his or her opponent wins. Conceding the game is not replaced by any effects and no effects force players to concede.
Conceding the game is not replaced by any effects
1.4. Golden rules of the game
No Effect may force a player to concede.
If comprehensive rules and texts of a card is contradicted, card texts precede.
1.4. Golden Rules of the Game
When an effect instructs you to do something and part of it is impossible to do, you do anything others that can legally do. When an effect instructs you to do something a number of times and you cannot do it fully, you still do that as many times as possible. If you would perform something zero or minus times or amounts, you don't perform it at all.
Whenever a card's text directly contradicts these rules, the card takes precedence.
If an effect resolved and a status of a card or a player changes to the status that exact same as before, it's never treated as "becoming" that status.
The card overrides only the rule that applies to that specific situation.
If an effect prohibit to do something and the other effect instructs to do that, prohibiting effect precedes.
When an effect instructs you to do something, and everything is not possible. You do as much as you can legally do.
If an effect instructs you to choose a number, you need to choose an integer 0 or higher.
When an effect instructs you to do something a number of times, and you cannot do it entirely, you still do it as many times as possible.
1.5. Basic Concept
When you would produce or perform something zero or negative times, you do not perform or produce it at all.
Player:One who plays this game. On each turn, player who perform the turn is called turn player, and the other player is called non-turn player.
When an effect changes the status of a card or player to the exact same status, it's never treated as “becoming” that status.
Owner: Owner of a card is a player who bring the card at the beginning of the game.
Example: If a resonator that is rested is targeted by an effect that would “Rest target Resonator.” The resonator will not get any bonuses that would trigger “When this resonator is rested.”
Control: During a game, each of cards, abilities and effects are controlled by a player. A player who controls cards abilities or effects is a controller of them. If a card or an ability refers "you", it refers its controller. If no controller-changing effects are applied, the controller of a card, ability or effect is determined as below:
When an effect allows or directs something to happen, and another effect states that it can't happen, the “can't” effect takes precedence.
▶ Controller of a card is an owner of it.
Example: If one effect reads “You may recover target resonator.” and another reads “Resonators can't be recovered.” the effect that prevents a resonator from recovering wins.
▶ Controller of an ability is an controller of the card with that ability.
When an effect instructs you to choose a number, you must choose an integer that is greater than, or equal to, zero (0).
▶ Controller of an effect is an controller of the ability generates that effect.
1.5. Basic Concept
Life Point: Each player has a number called life point. If a player has life point 0 or below, he or she loses the game.
Player: Someone who is playing in the game.
▶ Life point is increased and decreased by a multiple of one hundred. If an effects instruct player to pay any amount of life point, he or she pays it by a multiple of one hundred. Whenever you have any fractions less than a hundred, in your life point, round it up to the nearest hundred.
The Player whose turn is currently taking place is called the Turn Player. The other player is called the Non-Turn Player.
▶ If a card refers 'life', it refers life point.
Owner: The player who brought the card to the game.
Control: During a game, cards, abilities, and effects are considered to be controlled by a player. If a card or ability refers to “you” , it is referring to its controller. If no effects are applied that would cause the controller to be changed, the controller of a card, ability, or effect is determined as below:
The owner of the card.
The controller of an ability is the controller of the card with that ability.
The controller of an effect is the controller of the ability that generates the effect.
Life Points: Each player has a number of life points. If, at any time, a player has life points equal to, or less than, zero (0), he or she loses the game.
Life points are increased and decreased by multiples of one hundred. When an effect instructs a player to pay any amount of life points, he or she must pay it in multiples of one hundred. Whenever you have any fractions less than a hundred, round it up to the nearest hundred.
If a card refers to “life”, it is referring to Life Points.