Here's another try at the golden rules. I think the wording can be tightened up, but hopefully the gist is there.
Rule 1. If a card's game text or rule says an action or situation happens, must happen, or always happens in some manner, a card's game text can make that action or situation happen in another manner.
Example 1: The Red Arrow can play a
Man during the assignment phase, even though the rules describe only a situation where companions are played during the fellowship phase.
Example 2: Some Secret Art of Flame can play a condition during the regroup phase, even though a rule says "A condition is always played during the fellowship phase (if it is a Free Peoples card) or the Shadow phase (if it is a Shadow card)..."
Rule 2. If a card's game text says to perform an action, and that action is directly prevented by a rule, that rule is ignored.
Example 1: Diversion ("...you may add 2 burdens to play this event during a skirmish involving a Hobbit") is directly prevented by (and therefore ignores) the rule that says "You cannot play an event during a phase that does not match its phase action." In contrast, the ability of Bilbo, Bearer of Things Burgled ("Regroup: Add a burden to play a
tale.") cannot be used to play Nine-fingered Frodo and the Ring of Doom (a skirmish event), because that text does not directly reference playing an event outside its phase.
Example 2: Sent Back ("Fellowship or Regroup: Play a Wizard (even if another copy of that Wizard is in your dead pile).") is directly prevented by (and therefore ignores) the rule that prevents a unique companion from being played if another copy of that card is in your dead pile. In contrast, Delving ("Fellowship: Exert a Dwarf companion to draw 3 cards.") is not directly prevented by The Rule of 4, which allows cards to be drawn, but limits the number drawn.
Rule 3. If a card's game text says a situation can happen, and this situation is directly prevented by a rule, that rule is ignored.
Flaming Brand reads: "This weapon may be borne in addition to 1 other hand weapon." This text ignores the rule that says "Each character may bear one possession or artifact of each class at one time."
Rule 4. Whenever a card's game text says an action/situation can happen, and another card's game text says that action/situation cannot happen, the "not" case takes precedence.
Faramir, Bearer of Quality uses his skirmish special ability ("Skirmish: ...make a minion...roaming...") on a Nazgûl while Bill Ferny, Swarthy Sneering Fellow ("Nazgûl are not roaming.") is in play. Since Ferny represents the "not" situation, the Nazgûl will remain not roaming.
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The above doesn't cover Whisper in the Dark; for that I'd add "A follower can bear cards that specifically allow its bearer to be a follower" to the rules.
Thanks Elessar! I appreciate what you are doing here. What a great way to help out our fellow LOTR TCG players!
Here's my input:
What you have listed for Rule 1 and Rule 2, I do find kind of vague. Instead, I think the following specific clarifications would be a more concrete way to clarify it. (I know exactly where to add these clarifications, too).
"For Free People's and Shadow card types other than events (i.e. companions, minions, possessions, conditions, artifacts, allies, and followers), they are played, by default, during the Fellowship (or Shadow) phase, but cards may allow them to be played during other phases."
"For events, they may not be played out of their phase unless allowed by the game text of that event."
Changed the wording of Rule 3 (covers Rule 2 to as well):
Rule 3. If a card's game text says to ignore a restriction or that the restricted situation "may" occur, that restriction is ignored.
No change to Rule 4. Looks good. Very nice!
For
Whisper in the Dark, I was thinking a cleaner option is just clarifying that "Followers can't bear other cards, except conditions."
A couple reasons for this choice:
1) It more simply accomplishes the same thing. Think about this: A follower
can only bear conditions that say a follower is allowed to bear it. So adding a statement that "A follower can bear cards that specifically allow its bearer to be a follower" is not really adding anything. Instead you would have a rule "Followers can't bear other cards", and another rule that says "If a follower must be the bearer, then a follower can be the bearer". Two separate conflicting rules, to me, is more confusing than a single, simple rule. (The goal is to make things as clear as possible, right?)
2) It allows the possibility for future conditions. Who knows, maybe some virtual cards will be created that say things like "Each time bearer is transferred to a companion, wound that companion" or "While the fellowship is ahead on the site path, bearer may not be transferred to a companion"... You get the idea.
Thanks!