My Little Pony™ Collectible Card Game

My Little Pony™ Collectible Card Game
M
y Little Pony™ Collectible Card Game
is a fun and exciting game based on the world of
My Little Pony™: Friendship is Magic™. In this game, players
take on the roles of heroic ponies confronting challenges and
solving problems in the magical land of Equestria.
Table of Contents
Game Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 The Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Game Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Ready Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Troublemaker Phase . . . . . . . . . . . . . . . . . . . . . . . . 10
Main Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Score Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Faceoffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
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My Little Pony® Collectible Card Game
Game Overview
Object of the Game
The object of the game is to score 15 points. The first player to score 15 points
wins the game!
What You Need to Play
In order to play My Little Pony CCG, you need a Mane Character card, a
deck of 10 Problem cards, a draw deck of at least 45 other cards, and a small
number of counters.
You can also use a Score Slider and a Turn Card to keep track of your score
and what actions you can take on your turn.
Collectible Card Game
This High Magic theme deck contains enough cards for one player to start
playing My Little Pony CCG. Other sets, and many more cards, are available in
booster packs that allow you to discover exciting new strategies, personalize
this deck, or create whole new decks of your own design!
High Magic Rulebook
2
The Cards
There are six types of cards in the game:
Problems Mane Characters
Friends
Problems Resources
Events
Troublemakers
Problem cards represent the various obstacles, difficulties, and challenges that
ponies face during their adventures in Equestria. Each player has a deck of 10
Problems. Each player has one Problem in play at a time. You score points by
confronting both your Problems and your opponent’s Problems.
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My Little Pony® Collectible Card Game
Mane Characters & Friends
Your Mane Character represents you in the world of Equestria. Friend cards
represent those ponies and other creatures who are helping you overcome
challenges and succeed in your adventures. During the game, you use these
cards to confront Problems and score you points.
Mane Characters start in play with their “Start” side up. You may play Friend
cards from your hand either to your home (the play area directly in front of
you) or straight to a Problem.
Princess Luna is always on watch, ready to leap into action when
somepony falls into a nightmare they cannot escape.
High Magic Rulebook
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Resources
Resource cards represent objects, locations, and
other assets that help you on your adventures. You
may play a Resource either to your home or on
another card as instructed by the Resource’s game
text.
Events
Event cards represent clever tricks and fun twists
of fate that change the game in unexpected ways.
When you play an Event, it has a one-time effect on
the game, then goes to your discard pile. Events tell
you in their game text when you can play them, and
some can even be played during your opponent’s
turn.
Troublemakers
Troublemaker cards represent the disruptive
creatures of Equestria. You may play these cards to
Problems. Each player can have no more than one
face-up Troublemaker at each Problem. Your
Troublemakers prevent your opponent from
confronting its Problem.
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My Little Pony® Collectible Card Game
Card Anatomy
2 3
1
4
1
2
1
2 3
Princess Luna is always on watch, ready to leap into action when
somepony falls into a nightmare they cannot escape.
6
Mane Character
1
4
5 6
1
2
3
2
Resource
Title
Power
Color
High Magic Rulebook
Friend
5 6
1
4
5 6
4
5
6
8 6
2
Event
Cost
Play Requirement
Game Text
Troublemaker
9
6
7
8
9
1
Problem
7
9
Bonus Points
Points
Confront Requirements
6
Game Setup
To set up the game, both players follow these steps:
1. Place your Mane Character, “Start” side up, in your home.
2. Choose a Problem marked “Starting Problem” from your Problem deck.
Place it, face-up, between yourself and your opponent, so that the text
faces you.
3. To keep track of your score, place your Score Slider and Turn
Card where you can see them. Slide the Score Slider under the
Turn Card so that only the “0 points” row is visible.
4. Choose a player at random to take the first turn.
Your Side
Opponent’s Side
5. Shuffle your Problem deck and set it beneath your starting
Problem. Shuffle your draw deck and draw six cards from it. If you don’t like
this hand, you may shuffle it back into your deck and draw six cards again.
You may do this once.
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My Little Pony® Collectible Card Game
Playing
the
Game
The game is played in a series of turns. Each player takes a full turn before the
other player takes a turn.
Turn Order
Each player’s turn is divided into five phases, which are played in the following
order:
1. READY PHASE
Ready your exhausted cards, receive action tokens, and draw a card.
2. TROUBLEMAKER PHASE
Uncover and challenge Troublemakers.
3. MAIN PHASE
Play cards and take actions.
4. SCORE PHASE
Confront Problems, score points, and resolve Problem faceoffs.
5. END PHASE
Check for number of cards in hand and Friends at home.
High Magic Rulebook
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1. Ready Phase
This phase is divided into three steps:
Step 1. Ready all your exhausted cards by removing exhaustion counters
from them. When a card becomes exhausted, it is marked with an exhaustion
counter and can’t be exhausted again until it is readied. (Note: On your first
turn, you don’t have any exhausted cards.)
Step 2. Collect action tokens. The number of action tokens you collect on your
turn is determined by the score of the player with the most points, as detailed
below:
If the highest score is… You collect this many action tokens
0-12
2-5
3
6-10
4
11 or more
5
For example, on the first turn of the game, both players are tied at zero points,
so the first player collects 2 action tokens.
Unspent action tokens accumulate from one turn to the next. In game text,
action tokens are represented by icons, such as this: .
Step 3. Draw a card. (Exception: On the very first turn of the game, the first
player does not draw a card.)
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My Little Pony® Collectible Card Game
2.Troublemaker Phase
This phase is divided into two steps:
Step 1. Uncover Troublemakers. If you have any face-down Troublemakers in
play, turn them face-up in any order. (Note: On your first turn, you don’t have
any face-down Troublemakers to uncover.)
Step 2. Challenge Troublemakers. If you have at least one character at a
Problem with an opponent’s face-up Troublemaker, you may challenge that
Troublemaker to a faceoff. (See below for details on resolving Troublemaker
faceoffs.) If you win this faceoff, the Troublemaker is dismissed and you score
the points listed on its card. If you lose, one of your characters involved in the
faceoff is sent to your home.
Note: You can’t challenge your own Troublemaker unless it has the “Epic” trait
(see the Glossary section at the end of these rules for details).
High Magic Rulebook
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3. Main Phase
During this phase you can take the following actions in any order:
Play Friends, Resources, and Events: To play one of these cards, pay a
number of action tokens equal to its cost, then put the card into play. Friends
are played either to your home or to a Problem. Events take effect and are then
put into your discard pile. Resources are played wherever their game text says
they may be played.
Play Requirements
Cost
Many cards also have a play rePlay
quirement in the form of a powRequirement
er value and a color. In order to
play one of these cards, you not
only pay its cost, but must have
the required power in the required color already in play.
For example, Rainbow Dash, Weather Leader requires 2 blue in order to be
played. If you have at least two blue Friends with 1 power each, or one blue
Friend with at least 2 power, you can play this card.
Move: You may pay 2 action tokens to move one of your characters from your
home to a Problem, from a Problem to home, or from one Problem to another.
Play Troublemakers: You may pay 1 action token to play a Troublemaker card
face-down at a Problem.
Draw a card: You may pay 1 action token to draw the top card of your draw
deck.
Rally frightened cards: You may pay 2 action tokens to unfrighten one of your
frightened cards.
Use Game Text: You may also have cards in play whose game text can be
executed in the Main Phase. This may require you to exhaust those cards and/
or pay action tokens.
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My Little Pony® Collectible Card Game
4. Score Phase
During this phase, you may score points by confronting Problems and winning
faceoffs.
Resolving Problems
The first step of the Score Phase is resolving each Problem at which you have at
least one character, in order to see if you can confront that Problem.
For each Problem at which you have at least one character, carry out the following steps:
Step 1. Check for Troublemakers. If an opponent’s face-up Troublemaker is at
this Problem, you can’t try to confront this Problem. In that case, you must
resolve another Problem or be finished resolving Problems.
Step 2. Check if your characters at the Problem are fulfilling the confront requirements on your side of that Problem. Confront requirements include an
amount of power, and may require a combination of one or more colors. Here
are some examples:
+
Requires 2 blue power and 2 pink power
+ 3 Requires 2 blue power and 3 power in any combination of
colors (including blue)
+
Requires 2 blue power and 2 power in any color except blue
3 Requires 3 power in any combination of colors
If you’re fulfilling the requirements, you successfully confront that Problem
and score 1 point.
Step 3. Check if you are the first player to confront the Problem. If you are, score
that Problem’s bonus points.
High Magic Rulebook
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Example 1: The confront requirement on your side of a Problem is
4 , so
you need 4 power in any combinations of colors in order to confront it. You
have two Friends at the Problem, one with
and the other with
. You
confront the Problem.
Example 2: The Problem’s requirements are
+
, so you need 1 blue
power and 1 power of any color but blue. You have two Friends at the Problem,
one with
and the other with
. You confront the Problem.
Example 3: The Problem’s requirements are
+ 3 , so you need 3 purple
power and 3 power in any combinaton of colors. You have three Friends at
the Problem: one with
, one with
, and the last with
. While you
have more than the 6 power required, you don’t have 3 purple, so you can’t
confront the Problem.
Example 4:
Your opponent has a face-up Troublemaker at the Problem. The
Problem’s requirements are
+
, so you need 2 orange and 2 yellow.
You have two Friends at the Problem, one with
and the other with with
. You would be able to confront this Problem, but your opponent has a
face-up Troublemaker here, so you can’t.
Example: You
can confront
this Problem
with these
Friend cards.
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My Little Pony® Collectible Card Game
Resolving Problem Faceoffs
While all the characters at a Problem are working together to solve it, they are
also competing to see who has helped solve it best. To resolve this competition, you and your opponent may have a faceoff.
If you have confronted both Problems this turn, you must have a double
Problem faceoff.
If you have confronted one Problem this turn, and your opponent can also
confront that Problem (that is, your opponent can fulfill its confront requirements), you must have a single Problem faceoff. Remember: If you have a
Troublemaker at the Problem, your opponent can’t confront it.
Problem faceoffs are detailed later in these rules.
Example: Because you have confronted
this Problem and your opponent can
also confront it, you will have a single
Problem faceoff.
Example: Because you have confronted both Problems, you will
have a double Problem faceoff.
High Magic Rulebook
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Solving and Replacing Problems
After resolving a singe Problem faceoff, that Problem is considered “solved.”
All characters at that Problem are sent home. All Resources on the Problem
and all face-up Troublemakers at the Problem are dismissed. (Note that any
face-down Troublemakers at the Problem remain in place, and will be at the
new Problem.) The Problem is put at the bottom of its Problem deck facedown and the next Problem in the deck is put into play in its place. Note: For
a double Problem faceoff, you would perform all the above steps for both
Problems.
5. End Phase
If you have more than 8 cards in your hand, you must discard down to 8. If you
have more Friends in your home than the home limit on your Mane Character,
you must retire Friends from your home until you do not exceed your home
limit. (Note that Resource cards and your Mane Character don’t count toward
your home limit.)
The Basics
These rules cover the basics of how to play the My Little Pony CCG. For additional
rules, read on! For more comprehensive rules, frequently asked questions, and
more, visit www.enter-play.com
Want More Tips?
The Pony Primer is a downloadable print-and-play tutorial for one or more players!
You can find the Pony Primer at www.enter-play.com/learntoplay
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My Little Pony® Collectible Card Game
Faceoffs
Adventures in Equestria are full of conflict. Brave heroes stand up to bullies,
scoundrels, and monsters. Rival ponies argue over who is the fastest, smartest, or most talented. Even friends sometimes compete to see who can be the
most helpful.
In My Little Pony CCG, these conflicts are resolved with faceoffs.
4
To resolve a faceoff, flip over the top card of your deck, revealing its power
value. Add that value to the power values of all your characters involved in
the faceoff. Your opponent does the same. The player with the highest total
power wins the faceoff!
Types of Faceoffs
There are three types of faceoffs.
• Troublemaker faceoffs happen when you challenge a Troublemaker during
your Troublemaker Phase.
• Double Problem faceoffs happen during the Score Phase when you have
confronted both Problems this turn, regardless of whether or not your opponent is fulfilling the requirements.
• Single Problem faceoffs happen during the Score Phase if you confronted
just one Problem this turn and your opponent is fulfilling the confront requirements for the same Problem.
High Magic Rulebook
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Resolving a Faceoff
Regardless of the faceoff’s type, it’s resolved as follows:
Step 1: Determine which cards are involved.
• In a Troublemaker faceoff, when you challenge a Troublemaker, all your
characters at the Troublemaker’s Problem are involved. The Troublemaker is also involved, though your opponent’s characters at that Problem are not.
• In a single Problem faceoff, all your characters at the Problem are involved,
as are all your opponent’s characters at the Problem.
• In a double Problem faceoff, all your characters at both Problems are involved, as are all your opponent’s characters at both Problems.
In all faceoffs, characters that are exhausted or frightened are involved in the
faceoff, but don’t contribute their power to it.
Step 2: Flip. Both players flip and reveal the top cards of their decks.
Step 3: Compare totals. Each player adds up the total power of all their cards
involved in the faceoff plus the power value of the card(s) they flipped. This is
their total faceoff power. The player with the highest total faceoff power wins
the faceoff. (If the total is a tie, both players flip an additional card and add the
new power value, and keep flipping until the tie is broken.)
At the end of the faceoff, all cards you flipped for the faceoff are placed facedown at the bottom of your deck in any order you choose.
Winning or Losing a Faceoff
The result of winning a faceoff depends on the faceoff type:
Winning a Troublemaker faceoff: When you challenge a Troublemaker and
win the faceoff, the Troublemaker is put into its owners discard pile and you
score its points.
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My Little Pony® Collectible Card Game
Losing a Troublemaker faceoff: When you challenge a Troublemaker and
your opponent wins the faceoff, you must choose one of your characters involved in the faceoff. It is sent home.
Winning a single Problem faceoff: The winner scores points equal to the
bonus points on the Problem. The Problem is now “solved,” as detailed above.
Winning a double Problem faceoff: The winner scores points equal to the
greater of the two bonus points on the Problems. Both Problems are now
“solved,” as detailed above.
Timing Rules
When you take an action, that action must be fully resolved before another
action can take place.
Some cards have a timing phrase at the start of their text, such as “Main Phase:”
or “Faceoff,” that tells you when that card’s text can be used (or, in the case of
Events, when that card can be played).
Main Phase: Actions with “Main Phase” timing can be used during the Main
Phase of your turn.
Faceoffs: Actions with “Faceoff” timing can be used during faceoffs, even
during your opponent’s turn.
Reactions: Actions with “Reaction” timing can be used at any time that their
triggers are met, on any player’s turn. A reaction can’t be played until its
trigger is fully resolved, and can only be used once per trigger.
Immediate: You can play “Immediate” timing cards (and activate Immediatetiming abilities) at almost any time, even during your opponent’s turn, as long
as any other cards and abilities have finished resolving. Each player always has
an opportunity to play or activate an Immediate-timing card or ability before
that player’s opponent has the opportunity to play or activate a second one
in a row.
High Magic Rulebook
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Glossary
and
Other Rules
+1 Power Counter: While a card has at least one +1 power counter on it, that
card’s power is increased by 1 for each +1 power counter on it.
Banish: When a card is banished, it is removed from the game entirely.
Calming X: When an opposing Friend enters play here, that Friend gets -X
power until the end of the turn.
Caretaker: This card has +1 power while at a Problem with at least one of your
Critter Friends.
Characters: The term characters refers to both your Mane Character card and
your Friend cards.
Chaos: When you flip a card with “Chaos” text on it during a faceoff, that text
takes effect immediately. If two player flip cards with Chaos at the same time,
the player whose turn it is resolves their card first.
Colorless Characters: Some characters have no color. While a character has
no color, it can’t contribute its power to confront requirements that require a
specific color, and doesn’t help fulfill other cards’ play requirements.
Competitive X: While involved in a faceoff, this card has +X power.
Control: Players control the cards they start the game with and play. If a player
takes control of an opponent’s card that is in that opponent’s home, the card is
sent to the new controller’s home.
Diligent X: When you win a faceoff involving this card, you may put a number
of +1 power counters on this card equal to X.
Dismiss: When a card is dismissed, it is removed from play and put into its
owner’s discard pile.
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My Little Pony® Collectible Card Game
Eccentric X: Opponents need +X power in any combination of colors to
confront this card’s Problem.
Epic Troublemakers: When a Troublemaker with the “Epic” trait is uncovered,
dismiss all other face-up Troublemakers at its Problem. While this Troublemaker is face-up at a Problem, neither player can confront that Problem, and
face-down Troublemakers can’t be uncovered at that Problem. Players may
challenge their own Troublemakers with the “Epic” trait.
Exhaust: To exhaust a card, put an exhaustion counter on it. An exhausted
card can’t be exhausted again until it is readied. An exhausted character can’t
contribute its power to faceoffs or confronting Problems.
Face-up Troublemakers: When a card’s text refers to Troublemakers, it refers
only to face-up Troublemakers unless the text specifies that it refers to facedown Troublemakers. If you have multiple face-up Troublemakers at the same
Problem, those Troublemakers (of your choice) must be dismissed until you
have only one face-up Troublemaker at that Problem. If one of those Troublemakers has the “Epic” trait, you can’t choose it to be dismissed unless all the
others have “Epic” too.
Friend Tokens: Some cards create “Friend tokens.” These tokens act as Friends,
but if they are frightened or leave play, they are removed from the game. You
may use dice, special “token” cards, or other counters to represent these tokens
in play.
Frighten: When a card is frightened, it is turned face-down. Frightened Friend
cards are still Friends, but have no color, power, traits, or game text so they
can’t help you win faceoffs or confront Problems. While frightened, a card can’t
be exhausted or readied. When a card becomes frightened, all counters are
removed from it, and any cards on or beneath it are dismissed.
Hasty: You may play this card as an Immediate action.
High Magic Rulebook
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Meticulous X: At the start of your turn, you may look at the top X cards of your
deck and put them on either the top or the bottom of your deck in any order.
Move: When game text allows you to “move” a card, you may move it to a Problem from your home, to your home from a Problem, or from one Problem to
another without paying the standard 2 action tokens unless otherwise indicated. When game text says a card can’t be moved, that card is still sent home
when its Problem is replaced. Finally, note that playing a card is different than
moving a card.
Multicolored Characters: Some characters have more than one color. When
trying to confront a Problem, you may only use one of those colors. In order to
play such a card, you must fulfill all its play requirements.
Negative Values: It’s possible for a character’s power to be modified so that
it is less than zero. However, negative power values are treated as zero except
during calculations. During faceoffs involving these Friends, when resolving
their Problems, or using them to provide play requirements, their power is
considered to be zero. For example, if you have two Friends in a faceoff, one
with 3 power and another with -2, your total power in the faceoff would be 3.
Persistent: If this card would be dismissed, banished, put into its owner’s
hand, or otherwise leave play, you may frighten it instead.
Power and Color: Some game text gives bonus power, such as “Choose a
Friend to get +2 power.” Others give bonus power and a color, such as “Choose
a Friend to get +
.” Note that when a character receives both bonus power
and a color, it has both its original color and that bonus color, as well the bonus
power. For example, if you give a Friend with 1 power +
, that Friend
is both and and has 3 power. (Note, however, that when confronting a
Problem, a character with multiple colors can still only apply its power to one
color requirement. The example / Friend could apply its power to either
a requirement or a requirement, but not both.)
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My Little Pony® Collectible Card Game
Prepared: When an opponent starts a faceoff at this card’s location, gain an
action token.
Rally: During the Main Phase, pay 2 action tokens to unfrighten one of your
frightened cards.
Ready: To ready an exhausted card, remove the exhaustion counter from it.
Retire: When a card is retired, it is removed from play and put into its owner’s
discard pile. You can only retire a card you control. Retiring is not the same as
dismissing.
Running Out of Cards: If you run out of cards in your draw deck, just skip the
draw step of your Ready Phase and keep playing. If you need to flip a card for a
faceoff, but have no cards in your draw deck, skip your flip step of the faceoff.
(Your Problem deck will never run out of cards, since replaced Problems are
put at the bottom of your Problem deck.)
Showy X: Opponents pay +X actions to move characters to this card’s Problem.
Starting Problem: At the beginning of the game, you must choose a Problem
with this keyword to be your first Problem of the game.
Stubborn: While exhausted, this card still contributes its power to Faceoffs
and to confronting problems, just as if it were ready.
Swift: You pay 1 less action token to move this card.
Unfrighten: When you unfrighten a card, turn it face-up. It’s no longer frightened.
Unique Cards: If a card has the “Unique” trait, a player can only have one copy
of that card in play at a time. If a player controls multiple copies, that player
chooses to dismiss them one at a time until they only have one in play.
Villain: When this card is uncovered, frighten all Friends at its Problem.
Vexing: If an opponent would confront this card’s Problem, you may retire this
card instead.
High Magic Rulebook
22
Deck Building
To build your own deck, you need a Mane Character, a minimum of 45 cards in
your draw deck, and exactly 10 cards in your Problem deck. You may have no
more than three copies of any one card in your draw deck, and no more than
two copies of any one card in your Problem deck.
When building a deck, be aware of your cards’ colors and play requirements.
It’s essential to have enough Friends that either have no requirement or have a
requirement that can be met by your Mane Character. Without them, you may
find yourself with cards in your hand that you can’t play.
When building your Problem deck, note the confront requirements and make
sure that you have sufficient Friends in those colors to confront those Problems.
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My Little Pony® Collectible Card Game
Credits
Art Direction/Graphic Design - Leslie Irwin, Dan Burns, Gene Barbera,
Game Design & Development - Rob Broughton, Amanda Craig, Darrell
Hardy (Lead Designer), Adam Hollister (Lead Developer), Trevor McGregor
Production Supervision - Gail Tilden
High Magic Playtesting - Caycee Anderson, Emily Anderson, Matt Ashworth,
Matthew Baker, Austin Baldauf, Chris Ballew, Donald Barksdale,Justin Beal,
Christopher Berchtold, Read Bixby, Robby Branson, Matthew Brino, Justin
Cheng, Brandon Collins, Brendan Cooney, Anthony Cordero, Lucas Coyne,
Josiah Delgado, Mike Devion, Colton Domgaard, Alex Duncan, Alex East,
Vincent Edmonds, Joe Edwards, Brian Ek, Stephen Frantz, Jonathan Freitag,
John Hancock, Paul Hardtke, Bryan Headen, Dustin Henry, Jamie Judson,
Tori Kidwell, Ricardo Lopez, Joel Martinez, Keyana Merrick, Derek Minasian,
Eric Molt, David Nadler, Tyler O’Boylan, Michael Ploof, Phillip Powell, Denny
Ray, Cameron Rhodes, Cody Rinehart, Nils Ropertz, Conrad Ross, Raymond
Routier, Will Schlesinger, Avery Shiver, Kyle Shoptaw, David Siegeroth, Justin
Simms, James Tyree, Andrew Vaillancour, Joe Vesper, William Wade, Charlotte
White, Niko White, Matthew Wuthrich, Luke Wyman, Johnny Yu, Vinson Yuen,
Terence Zerwig
Special thanks to Lynda Connell, Jessica Brown, Olivia Feldman, Mary Tronti
and all of our friends at Hasbro for being so supportive!
Original Game Concept - Amanda Craig, Pavel Smith
Publisher - Dean Irwin
Turn
urn Order
rder
1. READY PHASE
•
•
•
Ready your exhausted cards
Receive action tokens
Draw a card
2. TROUBLEMAKER PHASE
• Uncover your face-down Troublemakers
• Challenge Troublemakers (optional)
3. MAIN PHASE
In any order (all optional)
• Play cards from your hand
• Pay 1 to draw a card
• Pay 1 to play a Troublemaker
• Pay 2 to move a character
• Pay 2 to rally a frightened Friend
• Activate a Main Phase ability on a card in play
4. SCORE PHASE
• Confront Problems in any order
• Resolve any Problem faceoffs
5. END PHASE
• Discard down to 8 cards in your hand
• Retire Friends from your home in excess
of your home limit
www.enter-play.com
HASBRO and its logo, MY LITTLE PONY and all related characters are trademarks of Hasbro and are used with
permission. © 2015 Hasbro. All Rights Reserved. Produced by Enterplay under license from Hasbro.
Enterplay logo is a registered trademark of Enterplay LLC. ® 2015 Enterplay. All Rights Reserved.
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