Comprehensive Rules: Difference between revisions
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# | The '''Comprehensive Rules''' are designed to be the end-all, be-all of the Magic rules. In this mighty tome everything from [[Banding]] to the layering of continuous effects is described and explained. As [[Wizards of the Coast]] warns, this is not for the faint of heart. While ''all'' the rules for Magic are in the Comprehensive Rules, they're not meant for everyday use; rather, for specific cases during competitive games. In most ordinary situations, the basic rulebook is sufficient. | ||
When making a reference to a specific rule the clearest way to do it is as follows [CR <rule>]. An example, if someone explains [[Mana|Mana Abilities]] and ends his or her explanation with [CR 406.1], then he makes a reference to rule 406.1 which states: | |||
<blockquote>'''CR 406.1''' | |||
*A mana ability is either (a) an activated ability that could put mana into a player's mana pool when it resolves or (b) a triggered ability that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana.</blockquote> | |||
The Comprehensive Rules are available from [http://magic.wizards.com/en/gameinfo/gameplay/formats/comprehensiverules Wizards of the Coast] in TXT, PDF, and DOCX formats, and are 209 pages long. | |||
Rules are numbered, and many are divided into subrules. Subrules skip the lower-case letters 'l' and 'o', to avoid confusion with the numbers '1' and '0'. So, for example, 704.5k is followed by 704.5m, then 704.5n and 704.5p. | |||
==Current version== | |||
{{#invoke:CR|TOC|}} | |||
The Comprehensive Rules ends with a [[Glossary]] of terms used in the document and on Magic cards throughout the game. | |||
[[Category:Magic rules]] |
Revision as of 18:12, 4 August 2015
The Comprehensive Rules are designed to be the end-all, be-all of the Magic rules. In this mighty tome everything from Banding to the layering of continuous effects is described and explained. As Wizards of the Coast warns, this is not for the faint of heart. While all the rules for Magic are in the Comprehensive Rules, they're not meant for everyday use; rather, for specific cases during competitive games. In most ordinary situations, the basic rulebook is sufficient.
When making a reference to a specific rule the clearest way to do it is as follows [CR <rule>]. An example, if someone explains Mana Abilities and ends his or her explanation with [CR 406.1], then he makes a reference to rule 406.1 which states:
CR 406.1
- A mana ability is either (a) an activated ability that could put mana into a player's mana pool when it resolves or (b) a triggered ability that triggers from a mana ability and could produce additional mana. A mana ability can generate other effects at the same time it produces mana.
The Comprehensive Rules are available from Wizards of the Coast in TXT, PDF, and DOCX formats, and are 209 pages long.
Rules are numbered, and many are divided into subrules. Subrules skip the lower-case letters 'l' and 'o', to avoid confusion with the numbers '1' and '0'. So, for example, 704.5k is followed by 704.5m, then 704.5n and 704.5p.
Current version
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 1. Game Concepts
- 100. General
- 101. The Magic Golden Rules
- 102. Players
- 103. Starting the Game
- 104. Ending the Game
- 105. Colors
- 106. Mana
- 107. Numbers and Symbols
- 108. Cards
- 109. Objects
- 110. Permanents
- 111. Tokens
- 112. Spells
- 113. Abilities
- 114. Emblems
- 115. Targets
- 116. Special Actions
- 117. Timing and Priority
- 118. Costs
- 119. Life
- 120. Damage
- 121. Drawing a Card
- 122. Counters
- 123. Stickers
- 2. Parts of a Card
- 200. General
- 201. Name
- 202. Mana Cost and Color
- 203. Illustration
- 204. Color Indicator
- 205. Type Line
- 206. Expansion Symbol
- 207. Text Box
- 208. Power/Toughness
- 209. Loyalty
- 210. Defense
- 211. Hand Modifier
- 212. Life Modifier
- 213. Information Below the Text Box
- 3. Card Types
- 4. Zones
- 5. Turn Structure
- 500. General
- 501. Beginning Phase
- 502. Untap Step
- 503. Upkeep Step
- 504. Draw Step
- 505. Main Phase
- 506. Combat Phase
- 507. Beginning of Combat Step
- 508. Declare Attackers Step
- 509. Declare Blockers Step
- 510. Combat Damage Step
- 511. End of Combat Step
- 512. Ending Phase
- 513. End Step
- 514. Cleanup Step
- 6. Spells, Abilities, and Effects
- 600. General
- 601. Casting Spells
- 602. Activating Activated Abilities
- 603. Handling Triggered Abilities
- 604. Handling Static Abilities
- 605. Mana Abilities
- 606. Loyalty Abilities
- 607. Linked Abilities
- 608. Resolving Spells and Abilities
- 609. Effects
- 610. One-Shot Effects
- 611. Continuous Effects
- 612. Text-Changing Effects
- 613. Interaction of Continuous Effects
- 614. Replacement Effects
- 615. Prevention Effects
- 616. Interaction of Replacement and/or Prevention Effects
- 7. Additional Rules
- 700. General
- 701. Keyword Actions
- 702. Keyword Abilities
- 703. Turn-Based Actions
- 704. State-Based Actions
- 705. Flipping a Coin
- 706. Rolling a Die
- 707. Copying Objects
- 708. Face-Down Spells and Permanents
- 709. Split Cards
- 710. Flip Cards
- 711. Leveler Cards
- 712. Double-Faced Cards
- 713. Substitute Cards
- 714. Saga Cards
- 715. Adventurer Cards
- 716. Class Cards
- 717. Attraction Cards
- 718. Prototype Cards
- 719. Case Cards
- 720. Controlling Another Player
- 721. Ending Turns and Phases
- 722. The Monarch
- 723. The Initiative
- 724. Restarting the Game
- 725. Rad Counters
- 726. Subgames
- 727. Merging with Permanents
- 728. Day and Night
- 729. Taking Shortcuts
- 730. Handling Illegal Actions
- 8. Multiplayer Rules
- 800. General
- 801. Limited Range of Influence Option
- 802. Attack Multiple Players Option
- 803. Attack Left and Attack Right Options
- 804. Deploy Creatures Option
- 805. Shared Team Turns Option
- 806. Free-for-All Variant
- 807. Grand Melee Variant
- 808. Team vs. Team Variant
- 809. Emperor Variant
- 810. Two-Headed Giant Variant
- 811. Alternating Teams Variant
- 9. Casual Variants
- 900. General
- 901. Planechase
- 902. Vanguard
- 903. Commander
- 904. Archenemy
- 905. Conspiracy Draft
The Comprehensive Rules ends with a Glossary of terms used in the document and on Magic cards throughout the game.