Obvious Rule Patch: Difference between revisions

Mewtwo's special attack makes it immune to all attacks, whether or not they do damage. They aren't immune to trainer cards such as Energy Removal, though.
(Mewtwo's special attack makes it immune to all attacks, whether or not they do damage. They aren't immune to trainer cards such as Energy Removal, though.)
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** Later on, Fossil Cards, which are a different class of cards that can be played on the field like Basic Pokémon, count as a Knocked Out Pokémon when their Hit Points are depleted. Previously, they were simply discarded with no other penalty. This was because Fossil cards were rarely used for their intended purpose, which was to evolve them into usable Pokémon. Instead, they were treated as walls while the players charged up their Pokémon from the (normally) unattackable Bench. When the [[Pokémon Diamond and Pearl|Diamond and Pearl]] sets came out, there were now six different Fossil Cards: Dome Fossil, Helix Fossil, Claw Fossil, Root Fossil, Skull Fossil, and Shield Fossil, plus Old Amber, which has the same traits [[My Friends and Zoidberg|but isn't a Fossil Card]]. A player could conceivably put 4 of each into a deck and litter his or her playing field with them, stalling out every match.
*** Note that each of these new rules only indirectly block these loopholes. It seems Nintendo tries its very hardest not to ban anything or to directly address exploits.
** One from the game's early days was the "Mewtwo Mulligan Deck" - a deck that simply had one copy of the original Mewtwo card and Psychic energy filling out the other 59 cards. Starting a hand without a Basic Pokemon (only a 1/60 chance) allowed the user to declare a mulligan, allowing them to draw another seven cards, and forced the other player to draw another card. This would keep going until the MMD user could either force a loss by running the other player out of draws before the game even began, or got their Mewtwo out and could use its power (to become immune to all damageattacks) to stall the opponent out. A patch was put in to make the extra draw for the opposing player optional.
* In the trick-taking game ''[http://boardgamegeek.com/boardgame/54307/chronicle Chronicle]'', wild cards have no suit and no value. There are six wild cards in the deck. Three of them are auto-win cards (the Demon beats everything but the King, the King beats everything, and the Dragon destroys the trick entirely) and three of them have effects unrelated to the trick (the Angel, Sage and Fool). So in theory, in a three-player game the players ''could'' play these three cards, resulting in the trick having no winner. The rules specify that the first player wins should this ever actually occur.