Commented out some rules text

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2017-09-07 19:40:02 +10:00
parent e81843cdd1
commit b991624879
+12 -6
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@@ -17,7 +17,6 @@ Fight your way across vast expanses, conquer enemy batallions, and survive in th
- [Types of Counters](#types-of-counters) - [Types of Counters](#types-of-counters)
* [Durability](#durability) * [Durability](#durability)
* [Armour](#armour) * [Armour](#armour)
* [Time](#time)
- [List of Keyword Mechanics](#list-of-keyword-mechanics) - [List of Keyword Mechanics](#list-of-keyword-mechanics)
* [Armour X](#armour-x) * [Armour X](#armour-x)
* [Pierce](#pierce) * [Pierce](#pierce)
@@ -31,7 +30,6 @@ Fight your way across vast expanses, conquer enemy batallions, and survive in th
* [Mulligans](#mulligans) * [Mulligans](#mulligans)
* [Maximum Hand Size](#maximum-hand-size) * [Maximum Hand Size](#maximum-hand-size)
* [Pilot Idiocy](#pilot-idiocy) * [Pilot Idiocy](#pilot-idiocy)
* [Duplicate Phase Skipping](#duplicate-phase-skipping)
<!-- tocstop --> <!-- tocstop -->
@@ -96,11 +94,15 @@ Armour
Armour counters protect a unit's durability. Each time a unit is attacked, if it has armour counters, remove one armour counter instead of any durability counters. Therefore, a unit with two armour counters can be attacked twice before taking damage. (Hint: Use small coins to represent armour counters.) Armour counters protect a unit's durability. Each time a unit is attacked, if it has armour counters, remove one armour counter instead of any durability counters. Therefore, a unit with two armour counters can be attacked twice before taking damage. (Hint: Use small coins to represent armour counters.)
Time <!--
---
#Time
#---
Time counters represent the amount of time remaining before some action takes place. If a permanent you control has a time counter on it at the beginning of your turn, then remove one time counter. (Hint: Use six-sided dice to represent time counters.) Time counters represent the amount of time remaining before some action takes place. If a permanent you control has a time counter on it at the beginning of your turn, then remove one time counter. (Hint: Use six-sided dice to represent time counters.)
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List of Keyword Mechanics List of Keyword Mechanics
=== ===
@@ -164,7 +166,11 @@ Pilot Idiocy
Some Pilot abilities and durability modifiers may instantly destroy a Mecha as soon as it's attached. In this event, the Pilot's and Mecha's abilities take effect for a moment before the Mecha is destroyed. Therefore, in the case of Jason "The Looks" Brannan being attached to a Mecha with 1 durability, both players reveal their hands and allow their opponent to take notes as needed, then the Mecha is destroyed, and finally both players hide their hands again. Some Pilot abilities and durability modifiers may instantly destroy a Mecha as soon as it's attached. In this event, the Pilot's and Mecha's abilities take effect for a moment before the Mecha is destroyed. Therefore, in the case of Jason "The Looks" Brannan being attached to a Mecha with 1 durability, both players reveal their hands and allow their opponent to take notes as needed, then the Mecha is destroyed, and finally both players hide their hands again.
Duplicate Phase Skipping <!--
---
#Duplicate Phase Skipping
#---
Some abilities may require you to skip a phase of your turn, or your entire turn to activate. If you do, you cannot activate multiple abilities with a single action this way. Therefore, in the case of having multiple copies of Pheonix in your graveyard, you may only skip your draw steps one at a time, and return one Pheonix to your hand at a time. Some abilities may require you to skip a phase of your turn, or your entire turn to activate. If you do, you cannot activate multiple abilities with a single action this way. Therefore, in the case of having multiple copies of Pheonix in your graveyard, you may only skip your draw steps one at a time, and return one Pheonix to your hand at a time.
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