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This page contains most recent rulebook, included in the 10th anniversary starter decks.

This rulebook was updated June 13th, 2005, 1:18 PM.

This rulebook was last updated March 6th, 2018, 3:10 PM.

Introduction[]

Redemption® is a collectable trading card game of biblical adventure. Players use Heroes to rescue Lost Souls, overcoming any Evil Characters who oppose them.

In Redemption® you may custom build your own deck. Designing a new deck allows you to continually discover new strategies for victory. To build your deck, you may purchase booster packs where common, uncommon, rare, or ultra rare cards are found. Trading cards is fun, too!

Inspiration for all Redemption® cards is taken from the Bible. We at Cactus Game Design strive to provide the best scriptural reference on every card. Not all of the card concepts, because they incorporate multiple chapters in the Bible, can be printed on a single card. If you have a question, please look it up in your Bible. Read all relevant verses given in Scripture. If you find any mistakes, please write and tell us.


Our Mission[]

Games are marvelous tools for bringing people together for fun and fellowship, and fellowship is our purpose. Redemption ® is a game that is both entertaining and edifying. I invite you to explore, learn, enjoy, and share the Redemption ® experience!

Enjoy the fun and master the strategies!

Rob Anderson, Designer

Game Overview[]

Rescues: Your Hero (cross icon card) rescues a Lost Soul if the Hero crosses the Field of Battle to reach the Lost Soul in your opponent’s Land of Bondage. Sometimes a Hero is unopposed, but usually your Hero must defeat an opposing Evil Character (dragon icon card) in the Field of Battle. The Evil Character is defeated if one of these happens:

  • Your Hero’s strength (*/) is greater than or equal to

the blocking Evil Character’s toughness (/*), or

  • Your Hero ignores the blocking Evil Character, or
  • The blocking Evil Character is removed from battle

(by being converted, discarded, removed from the game, captured, returned to territory, etc.)

Your Hero is made stronger with good enhancements (Bible icon cards). Your opponent’s Evil Character is made stronger with evil enhancements (skull icon cards). The brigade color of the enhancement must match the brigade color of the character using the enhancement.

When the Evil Character(s) in battle is defeated, your opponent must surrender a Lost Soul from his Land of Bondage. Then that Lost Soul goes to your Land of Redemption®. The rescue attempt is successful, and the Lost Soul is now called a Redeemed Soul. However, if you do not defeat the blocking Evil Character(s), your rescue attempt fails. You are permitted a maximum of one rescue attempt per turn unless a card states otherwise.

Winning: You keep score by the number of Redeemed Souls found in your Land of Redemption®. The player with the most Redeemed Souls wins. A game usually ends when one player has rescued five (5) Lost Souls.

Anatomy of a Card[]

Please refer to the Anatomy of a Card page.

Beginning a Game[]

Begin Redemption® with a legal deck. (See DECK BUILDING RULES). Counters will also be necessary (coins, chips, dice, etc.). You will use counters for numbering turns, marking a card’s ability or signaling changes throughout the game.

Start by thoroughly shuffling your deck. Your opponent(s) may also shuffle your deck. After completing your shuffle, cut your opponent’s deck by leaving at least five (5) cards in the smaller pile. When more than two people are playing, each player will cut the deck of the player to his left.

Each player draws eight (8) cards to form a starting hand.

Rules for drawing cards:

  • Cards are always drawn from the top of the player’s own draw pile and placed in the player’s hand.
  • Each time you draw a Lost Soul at any time in the game, it is immediately placed in your Land of Bondage and replaced by drawing another card.
  • You may not look at cards in any draw pile or discard pile (other than the top card of the discard pile) unless a special ability on a card allows a player to search a deck. The deck is always reshuffled when this occurs unless a card states otherwise.

The player who draws the most Lost Soul cards decides who will take the first turn. If two or more players draw the same number of Lost Soul cards, roll a die (or use some other random method) to determine who will choose the player to take the first turn. The player selected to go first will begin his first turn. (See DIAGRAM OF A TURN). The person to the player’s left takes the next turn. A round is completed when each player finishes one turn.

Diagram of a Turn[]

1. Draw Phase[]

You draw three (3) cards from your deck and add them to your hand. *NOTE: In a two (2) player game, the player who goes first does NOT draw until his/her next turn. If you have any Lost Souls in your hand, place them in your Land of Bondage and draw another card.


2. Upkeep Phase[]

You may place any number of characters (cross or dragon icon) into your territory. You may change counters if needed.


3. Preparation Phase[]

You may perform any number of these actions in any order. Actions may be repeated unless a limit is stipulated:

a) Place a character (cross or dragon icon) into your territory.

b) Place an artifact face down in your artifact pile.

c) Activate an artifact by placing an artifact face up on your artifact pile (limit once per turn).

d) Place a site into your territory.

e) Place a Lost Soul into a site.

f) Set aside a character.

g) Return a character from your set-aside area and place it back into your territory.

h) Place a weapon-class enhancement on a warrior-class character in your territory.

i) Place a fortress on the table as described on the fortress. At this time its special ability becomes active.

j) Place or remove a card in a fortress as described on the fortress.


4. Battle Phase[]

Follow these steps in order:

a) You may begin a rescue attempt or battle challenge by placing a Hero into the Field of Battle. If you make a rescue attempt or battle challenge, go to step b. Otherwise, skip to the Discard Phase.

b) Your opponent may block your Hero by placing an Evil Character into the Field of Battle.

c) Check for initiative. The player with initiative may play an enhancement (or pass if allowed). Repeat this step as necessary.

d) Resolve the rescue attempt or battle challenge.


5. Discard Phase[]

You may perform any number of these actions in any order. Actions may be repeated:

a) Place a character (cross or dragon icon) into your territory.

b) Place an artifact face down in your artifact pile.

c) Place a site into your territory.

d) Set aside a character.

e) Place a weapon-class enhancement on a warrior-class character in your territory.

f) Place a fortress on the table. At this time its special ability becomes active.

When you have performed all of these actions that you wish, you must decrease your hand to eight (8) cards or less. Discard cards from your hand if necessary. This ends your turn.

Draw Phase[]

On your first turn, skip the Draw Phase and play with your starting hand. On your second turn, and each turn after this, you draw three (3) cards. If you draw a Lost Soul, instead of placing it in your hand, place it in your Land of Bondage and draw a replacement card.

Upkeep Phase[]

You must change counters if needed. Add counters to any of your characters that were set aside on a previous turn. Mark reductions on any of your characters that were poisoned or infected on a previous turn.

Preparation Phase[]

During the Preparation Phase, you place cards onto certain parts of the table. (See PLAYER’S CARD ARRANGEMENT).


Characters[]

You may place any number of characters (Heroes or Evil Characters) into your territory. Characters put into play remain in play for the rest of the game unless defeated in battle or removed from play by a special ability.

You may not have character cards with the name of the same person in your territory, set-aside area or in the Field of Battle at the same time.

Example: You may have more than one Moses in your deck or hand, but you are allowed only one Moses in your territory, set-aside area or the Field of Battle. Something could happen in the game that would cause you to have two cards named Moses in your territory or Field of Battle. If it does, you must select and discard one of these cards. Also, you cannot band in a character with the name of the same person as a character already in the Field of Battle.

Character names for Heroes such as: Seraphim, Faithful Servant, and Mighty Warrior are not the same character. These names identify types of people. Evil Characters such as: Stone Throwers, Chaldeans, Locust from the Pit, and Astrologers are not the same character. These are names of groups. You can have more than one of these characters in your territory or in the Field of Battle at the same time.


Sites[]

You may place any number of sites into your territory.


Site Maintenance[]

You may move your site to your Land of Bondage and place a Lost Soul into the site. Place the Lost Soul on the site so that the icon box on the site is visible. (See PLAYER’S CARD ARRANGEMENT). A site that holds a Lost Soul is considered occupied. Once a site is occupied, neither the Lost Soul nor the site can be moved until the Lost Soul is rescued or discarded. Only one Lost Soul card may be held in a site at a time (unless a special ability says otherwise). The special ability on a single-colored site is active only while it is occupied.


Artifacts[]

You may place any number of artifacts face down in your artifact pile.


Artifact Activation[]

Only one artifact in the artifact pile may be active at a time. Once per turn, you may select one artifact to be activated and flip it face up on your artifact pile. The face up artifact becomes active and cannot be changed until your next turn. To change the activated artifact, you select a new artifact and place it face up on the artifact pile and return the other artifact face down in the artifact pile. If you choose to have no artifacts activated, you may turn the top artifact face down.

Some artifacts have a limited number of times you can use them. When these come to an end, you must discard them immediately. Once such an artifact is activated, it must be counted as having been used. This is true even if other events duplicate the effect of the artifact or if the artifact is negated during the turn.

Example: You activate the artifact Ark of the Covenant which has the special ability, “Regardless of battle outcome, any Evil Character an opponent uses to block a rescue attempt is discarded at the end of battle. Limit Holder to two such discards per game.” During the battle your Hero’s strength is enough to discard your opponent’s blocking Evil Character. Nevertheless, since you activated Ark of the Covenant, you must still count this discard as one of your two discards with Ark of the Covenant.

Some artifacts affect all players. These include (1) Altar of Incense (i.e. it protects all Old Testament Heroes from discard by a special ability, not just the Heroes of the player who activated it), (2) King's Sword, (3) Priestly Breastplate, (4) Holy of Holies, (5) Crown of Thorns, (6) Cross Beams of the Cross, (7) Household Idols, and (8) Asherah Pole.

Others are read only from their owner's perspective. Artifacts that have a limit on how many times they can be used or include the word "owner" or “holder” are not used against their owner. These include (1) Temple Veil, (2) Gifts of the Magi, (3) Priestly Crown, (4) Thirty Pieces of Silver, (5) Holy Grail, (6) Ark of the Covenant, (7) Miraculous Handkerchiefs, (8) Unholy Writ, (9) Chariot of Fire, (10) Tables of the Law, (11) Elijah's Mantle, (12) David's Harp and (13) Ram's Horn.


Weapon-class Enhancements[]

You may place a weaponclass enhancement on a warrior-class character in your territory.


Fortresses[]

You may place any number of fortresses on the table as described on the fortress. You may add or remove cards in a fortress as described on the fortress. You may only hold your own cards in a fortress unless a card states otherwise. Afortress may not be used to gain access to an opponent’s sites.

Note: All artifact, covenant, and fortress cards are unique. You are allowed one of each card type with the same name in play at a time.


Set Aside a Character[]

You may set aside a character with a set-aside enhancement or return a character from a setaside area to your territory. You may only return characters from your set-aside area during your Preparation Phase. HINT: Plan ahead when setting aside an Evil Character. You may need that Evil Character to block during an opponent’s turn.

Battle Phase[]

For ease of reading, this section has its own page.


Battle Resolution After the last enhancement is played, the possible outcomes are:


Evil Character Wins[]

Your opponent’s Evil Character wins if one of these conditions is met:

a) The Evil Character’s strength is greater than or equal to the Hero’s toughness, and the Hero’s strength is less than the Evil Character’s toughness. The Hero is discarded, and the Evil Character withdraws to your opponent’s territory.

b) Your opponent’s Evil Character repels the Hero. Each Hero and Evil Character withdraws to his owner’s territory.

c) All Heroes were removed from battle. Each surviving Evil Character is returned to his owner’s territory.

All enhancements played during the Battle Phase (except set-aside or weapon-class enhancements, or cards such as Thorn in the Flesh placed on other cards during battle) are discarded to the owner’s discard pile. No Lost Soul is rescued.


Hero Wins[]

Your Hero wins if one of these conditions is met:

a) The Hero’s strength is greater than or equal to the Evil Character’s toughness, and the Evil Character’s strength is less than the Hero’s toughness. The Evil Character is discarded, and your Hero withdraws to your territory.

b) The Hero ignores the Evil Character. The Hero and the Evil Character each withdraw to his owner’s territory.

c) All blocking Evil Characters were removed from battle. Surviving Heroes return to their owners’ territories.

All enhancements played during the Battle Phase (except set-aside or weapon-class enhancements, or cards placed on other cards during battle) are discarded to the respective owner’s discard pile. Assuming no dominants are played during Battle Resolution to prevent it, the rescue attempt is successful, and your opponent must select and surrender to you one available Lost Soul from his Land of Bondage. NOTE: Your opponent cannot surrender to you a Lost Soul to which your Hero(es) does not have access due to a site or a special ability printed on the Lost Soul.


Mutual Destruction[]

There are two possible scenarios for a mutual destruction:

Mutual Destruction by numbers:The battle ends in a mutual destruction by numbers if both the Hero(es) and the Evil Character(s) have enough strength to defeat each other. In this case both the Hero(es) and the Evil Character(s) are discarded. All enhancements played during the Battle Phase (except for set-aside or weapon-class enhancements, or cards placed on other cards during battle) are discarded to each player’s respective discard pile. JUST AS CHRIST LAID DOWN HIS LIFE TO REDEEM US, THE HERO IS WILLING TO LAY DOWN HIS LIFE TO RESCUE A LOST SOUL. Therefore, in a mutual destruction by the numbers, the rescue attempt is successful. Your opponent must select and surrender to you one available Lost Soul from his Land of Bondage. This is considered a defeat of the Evil Character because the Hero was able to make a successful rescue even though the Hero was discarded.

Mutual Destruction by Mutual Removal: Mutual destruction by mutual removal does not result in a successful rescue. (See Mutual Destruction by Mutual Removal under SITUATION DESCRIPTIONS).


Stalemate[]

The rescue attempt ends in a stalemate if neither the Hero(es) nor the Evil Character(s) have enough strength to defeat the other. Both the Hero(es) and the Evil Character(s) withdraw to their respective territories. All enhancements played during the Battle Phase (except setaside or weapon-class enhancements, or cards placed on other cards during battle) are discarded. No Lost Soul is rescued. This is considered a defeat of the Hero since the Hero was unable to make a successful rescue.


Side Battles[]

Certain cards cause two characters to fight each other in what is referred as a side battle. An example is Troops Discharged a gold brigade evil enhancement that reads, "Select two Evil Characters in play to fight each other." This immediately requires two characters to fight a new battle. The original battle is temporarily suspended until the side battle is completed. The side battle is still part of the same Battle Phase because the main battle has not yet concluded. After the side battle is resolved, all surviving characters return to their previous locations. Non surviving characters and their enhancements are discarded. Surviving characters that return to the main battle bring their enhancements to the main battle. Any ongoing effects of special abilities are applied (e.g., immunity) to the main battle unless that special ability was exhausted in the side battle (e.g., a draw a card). Rules for initiative in the original battle resume. Only one side battle may be initiated by a player each turn.

Exceptions to Enhancements played in the Field of Battle[]

There are three types of enhancements that you can play on a character not necessarily in the Field of Battle. These are healing enhancements, set-aside enhancements, and weapon-class enhancements.


Healing Enhancements[]

A healing enhancement has the word “heal” in its special ability. “Heal” special abilities save a character from being discarded and/or remove the effect of all poisons and diseases on a character. You may play a healing enhancement at any time and its special ability activates even if played outside of battle. You may play a healing enhancement on any of your characters of matching brigade in play (including a character that is being discarded). You may direct the effect of the healing enhancement at any character in play that is currently poisoned, diseased, or being discarded. Be sure you follow the wording on the special ability of the healing card. If you play a healing enhancement in battle according to initiative, you may heal a poisoned or diseased Hero in battle, territory, or a set-aside area and the healed Hero remains in its current location. If you play a healing enhancement at any other time, or you heal a character that is about to be discarded, then the healed character is immediately returned to its owner’s territory.

Example: You have Silas, a blue brigade Hero, in the Field of Battle and Isaiah, a green brigade Hero, in your territory. Silas has been defeated and is on his way to the discard pile. You activate the green brigade enhancement Ointment on Isaiah. Ointment reads, “Heal any Hero in play.” Then you direct the healing effect at Silas. This heals Silas and returns him to your territory.

Healing special abilities on character cards must be activated in battle like all other character special abilities. They are activated the moment the character enters the Field of Battle and must be used at that time or forfeited.


Set-Aside Enhancements[]

A set-aside enhancement has the phrase “set a (type of character) aside” in its special ability.Aset-aside enhancement can be played on a character of matching brigade in your territory during your Preparation Phase or Discard Phase. Its special ability activates even though it is played outside of battle. You may also play them in battle according to the rules of initiative. You can direct the effect of the set-aside card to any character you own and currently control. You may set aside a character with multiple set-aside cards if they are played at the same time.

Example: You have Gideon, a gold brigade Hero, in your territory. You play (activate) Prayer and Fasting on Gideon whom you set aside to pray and fast. This increases his abilities by 1/1 for each turn he is set aside. A player may not set aside an opponent’s character unless:

a) The special ability of the enhancement specifically states that the opponent’s character may be targeted and

b) The set-aside card is activated on a character in the Field of Battle.

Example: Your opponent is blocking your rescue attempt and plays the pale green enhancement Foolishness of Five Virgins on his Evil Character in the Field of Battle. The special ability on the card reads, “Holder may interrupt the battle and set aside all female Heroes in the Field of Battle for 5 turns, then return them to their owner’s territory.” This allows your opponent to set aside all your female Heroes that are currently in the Field of Battle.


Weapon-Class Enhancements[]

Weapon-class enhancements have a weapon symbol (one half (1/2) of a puzzle piece showing half a shield) below the icon box. A weapon-class enhancement can be held outside of battle by a warrior-class character of matching brigade. Warrior-Class Characters (Heroes or Evil Characters) have a weapon symbol (the other 1/2 of the puzzle piece showing the other 1/2 of the shield) below the icon box.

A weapon-class enhancement can be played in either of these ways:

a) Played during battle as a regular enhancement and used by any character of matching brigade following the regular rules of initiative, OR

b) Placed on a warrior-class character of matching brigade during the Preparation Phase or Discard Phase.

The abilities (*/*) on the weapon class enhancement are active on the character while in battle or in a territory. The special ability on the weapon only activates when the character enters battle and only lasts for the duration of the battle unless specified otherwise.

If a weapon-class enhancement is played during battle on a character who is a warrior, then, following battle resolution when enhancements in battle are normally discarded, a player may decide to keep the weapon-class enhancement on the surviving warrior. If a weapon-class enhancement is played during battle on a character who is not a warrior, the enhancement is discarded after battle like any other enhancement.

If a warrior is discarded or captured, or returned to hand, all weapon cards on the character are discarded. If a warrior is converted, weapons remain on the character. The special ability on the weapon continues to function provided it does not conflict with the nature of a Hero or Evil Character.

Weapons may not be exchanged between characters and may only be moved to another character in battle if the holder of the weapon is defeated and another warrior-class character is in battle and able to hold the weapon.

Discard Phase[]

You may perform as many of these actions as often as you choose:

a) Place a character (cross or dragon icon) into your territory.

b) Place an artifact face down into your artifact pile.

c) Place a site into your territory.

d) Set aside a character.

e) Place a weapon-class enhancement on a warrior-class character in your territory.

f) Place a fortress on the table. At this time its special ability becomes active.

After you have completed all the actions you choose, you must reduce the cards in your hand to eight or less. If you have eight or fewer cards in your hand, then you should announce that you are finished. If you have more than eight cards in your hand, then you should reduce the cards in your hand down to eight or fewer by discarding cards from your hand face up on the top of your discard pile.

This ends your turn. Play now passes to the left.

NOTE: If you have activated the Tables of the Law artifact during your Artifact Activation Phase, then you may end your turn with up to 10 cards in your hand.

Winning the Game[]

When one player has rescued 5 Lost Souls and has placed these Redeemed Souls into his Land of Redemption, that player wins the game.

NOTE: When the 5th Lost Soul is rescued, any Lost Souls that are rescued simultaneously using the New Jerusalem dominant or the Lost Souls card are included in the score. Also, players can play to additional rescues if they choose. For example, in Type II Tournament Rules a game is won by 7 rescues.

Glossary of Terms[]

Please refer to the main Glossary of Terms page.

Deck Building Rules[]

For ease of viewing, this section has its own page.

Optional Advanced Rules[]

These rules may or may not be used at the discretion of the players. However, everyone must agree prior to play which optional rules, if any, are to be used.

Name-on-Name Bonus[]

If an enhancement is played on a character, and the title of the enhancement contains the name of that character, then the enhancement is worth double its abilities (*/*) value. Only the abilities (*/*) in the icon box of the enhancement double. The special ability of the enhancement remains the same. For example, a player making a rescue attempt with Ruth (a 6/4 character) could play Devotion of Ruth (a 2/1 enhancement) to strengthen Ruth and increase her abilities to 10/6 instead of 8/5.

NOTE: The Name-on-Name Bonus rule is used in most official Redemption® Fellowship Tournaments.

Experience Credit[]

Each time a character successfully rescues a Lost Soul or successfully blocks, the character receives a 1/1 counter. In this way a character grows stronger with experience.

NOTE: Type II Tournament Rules are always played under the Experience Credit rule.

Rescuer’s Choice[]

Before a player begins a rescue attempt, he must announce which Lost Soul he is trying to rescue. That is the only Lost Soul he is eligible to rescue. If that particular Lost Soul is taken out of play prior to the end of the battle (by Burial, Son of God or New Jerusalem), then the rescuer will not rescue a Lost Soul even if his forces win the battle.

NOTE: Type II Tournament Rules are always played under the Rescuer’s Choice rule.

Resolving Special Ability Combinations[]

When cards are added from the booster packs, some card combinations can be complex. The following description of special abilities should be used to determine the outcome of difficult situations.

Different Abilities[]

  • Scissors - Special abilities that cannot be negated are scissors. These include abilities that read, "cannot be negated (and/or interrupted, prevented)" and abilities gained in set-aside (or on a previous turn).
  • Paper - Special abilities that negate special abilities are paper. These read "negate,” “prevent,” or “interrupt and prevent."
  • Rock - Special abilities that limit targets of special abilities are rock. These read "ignore," “repel,” "immune," "have no effect," "protect," “may not be (captured, converted, etc.),” or "cannot be (captured, converted, etc.)."
  • Other - Other special abilities (such as band, capture, convert, discard, search) can be negated or have their potential targets limited.

EXAMPLE: The Strong Angel (paper) does prevent Prince of Tyrus' immunity (rock), but does not prevent Gibeonite Trickery (scissors).

EXAMPLE: A capture ability used by Simon the Magician (scissors) does work against The Strong Angel (paper) but cannot target Lydia (rock).

EXAMPLE: If there is only one Hero in battle, Prince of this World (rock) cannot be targeted by A Child Is Born (scissors) but can have his immunity negated by Abraham’s Servant to Ur (paper).

EXAMPLE: Holy Grail (other) can have its potential targets limited by Kingdoms of the World, Baal Worship, or Altar of Dagon (all rock).

EXAMPLE: Unholy Writ (other) can have its potential targets limited by Lydia or Elizabeth (both rock). One way to capture Lydia would be to block Lydia (rock) with Job's Wife (paper). This would negate Lydia's special ability, thus allowing her to be captured by Unholy Writ.

Same Abilities[]

If two special abilities of the same type are in conflict, these are the results:

  • Scissors vs. Scissors – A “cannot be negated” ability can NEVER be negated even by another “cannot be negated” card.
  • Paper vs. Paper – A negate ability always works unless it is negated by another ability.
  • Rock vs. Rock – If characterAis ignoring character B (or is repelling character B or makes character B “have no effect”), then character B cannot ignore or repel or be immune to character A. If one character in a battle is immune to the character it is fighting, the other character can be immune back. This is called mutual immunity and results in a stalemate.

EXAMPLE (scissors vs. scissors): Holy of Holies (paper and scissors) does not prevent Michael's special ability (scissors), but it does prevent The Strong Angel's special ability (paper).

EXAMPLE (scissors vs. scissors): An Evil Character enhanced with Tower (paper and scissors) does not negate Michael's special ability (scissors), but it does interrupt The Strong Angel's special ability (paper).

EXAMPLE (paper vs. paper): Queen of Sheba’s (paper) ability to negate certain enhancements can be negated by Job’s Wife (paper), because Job’s Wife’s special ability is a “negate all special abilities…” ability.

EXAMPLE (paper vs. paper): Captain of the Host’s (paper) “negate all special abilities except banding…” prevents the “negate all special abilities…” on King of Tyrus (paper).

EXAMPLE (rock vs. rock): Ahuman Hero uses Devotion of Ruth (rock) to ignore gray brigade. The blocking gray Evil Character cannot use Balaam’s Disobedience (rock and scissors) to become immune to the Hero because the Hero’s ignore ability happened first.

EXAMPLE (rock vs. rock): Mary Magdalene (rock) makes a rescue attempt and is blocked by Prince of this World (rock). The result is mutual immunity, and the battle would end in a stalemate, assuming no other cards were played. Remember that rules of initiative apply when playing any character or enhancement, including an enhancement with an interrupt special ability. Some cards can keep other cards from entering battle. If a card does not enter battle, its ability does not activate.

EXAMPLE: Eve prevents female Evil Characters from entering battle. Neither a Witch of Endor enhanced by Tower (scissors), nor Sapphira (paper) can block Eve. Since a character's special ability is only activated as the character enters battle, the abilities of these Evil Characters can never become active to negate Eve's special ability.

EXAMPLE: Household Idols causes good banding cards to have no effect (be ignored). Neither Elders of Jerusalem (scissors), nor a Hero enhanced with Gathering of Angels (scissors), nor Jacob (other) can enter battle if Household Idols (paper and rock) is activated. If a card has no effect (or is being ignored or repelled), it cannot enter battle to activate its special ability.


Concerning Target for Special Abilities[]

When you choose a target for a special ability that target cannot change.

If a special ability is prevented, and the prevent is later negated, then you can select a target for the ability. It never targeted in the first place, so there is no change in targets.

If a dominant is played that was intended to target a certain card, it may be picked up if the intended target is no longer available due to the effect of another card. It never made the actual targeting, since the target was never really available. So, there is no true change of targets.

If a non-dominant ability is activated and an available, legal target is selected, then that target cannot change. If the ability is interrupted, and the target is removed, then a second target cannot be selected.

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