UU - Neigh, Neigh'd, Neighable, Neighing
NEIGH Cards
Neighing Card Effects
Neigh cards can only be used to stop a player from playing a card from their hand. This means you cannot Neigh a card effect. For example, if another player already has a card in their Stable that states "If this card is in your Stable at the beginning of your turn, DESTROY a Unicorn card," you cannot use a Neigh card to stop that effect from being used.
Neigh cards are defined as a card that has the word neigh in the card title.
- All Neigh cards contain the card effect text "Play this card when any player tries to play a card. Stop that player's card from coming into play and send it to the discard pile instead."
- All Neigh cards are all instant cards and follow the same rules as other instant cards.
- Instant cards can be played any time any other player plays a card (unless otherwise stated). If an Instant card is played in response to a card you played, you may respond with an Instant card of your own (even though you already played a card this turn). Any number of Instant cards can be placed onto the instant pile during a single turn.
Specific Card Rules and Information
At what point can someone no longer react with an instant card (Neigh) to a card play? You must give other players the opportunity to play an instant card (Neigh), simply asking "any response?" is a good verbal cue to get players to "pass". Once all players have had a chance to pass and everyone has indicated they do not wish to play an instant card, the card "resolves".
A player cannot now choose to play an instant card (Neigh), they were given the chance and declined. A player cannot assume a card is Un-Neigh'd and proceed to resolve a card without giving other players this opportunity to react to the card play. |
There is a requirement to play this card! |
"Another player must play a card; either as an action or to the instant pile. |
If you the above requirement is not met you cannot play the card. |
Can I use a Neigh card to stop someone from triggering a Unicorn card's effect? Once a card is in someone's Stable, a Neigh card cannot stop them if they choose to trigger the card's effect. NEIGH can be played to stop any Player's action phase card or any Instant card. |
Once a card is played as the Action of the Action Phase and that card is Neigh'd, the one Action for the turn has been completed. The player cannot then choose to play another card. |
A super Neigh cannot be Neigh'd by any card, including another super Neigh. |
Yay
- This upgrade card can be neigh'd when a player tries to play it.
- When in a player stable NO card that person plays can be neigh'd, including neighs.
RESOLVING INSTANT CARDS
Whenever any player plays a card, any other player may respond with an Instant card. If a player chooses to respond, their Instant card is placed on top of the card to which they are responding. This creates a pile. Once a pile has been created, you may only ever respond to the top card of the pile. If multiple players attempt to respond to a single card, the player who responded the fastest adds their card to the pile and all other cards played in response are returned to their players' hands. Players may continue to respond to each new top card in a pile until all players have declared that they do not intend to respond any further. When determining the order of resolution for a pile, always start at the top of the pile by first resolving the card that was played most recently, then resolve each consecutive card in order. Each time a card is resolved, one or more cards is removed from the pile, presenting an opportunity for the new top card of the pile to be responded to again.
The definition or use of the terms of Neigh
- "Neigh" expresses the intent of playing any card designated with the word neigh in the card title.
- Can I use a Neigh card to stop someone from triggering a Unicorn card's effect? Once a card is in someone's Stable, a Neigh card cannot stop them if they choose to trigger the card's effect.
- Neigh cards stop cards from being played, they do not stop effects from cards already in a stable.
- Neigh'd is a conditional label used to describe a card that has had a neigh card successfully played against it.
- The neigh card and the neigh'd card have both been placed into the discard pile.
- Neigh'ing is a conditional label used to describe the attempt to neigh a card until another neigh card is played or until the act of neighing is successful at which point the card is neigh'd.
- You are said to be neighing anytime you play a neigh card, until a point you are successful or not.
- Neigh-able is a conditional label used to describe a card that can have a neigh card played against it.
- Any card played as a player's action during their action phase is neigh-able (unless otherwise stated).
- Any card that is played in response to another card. eg. Instant cards
- Any card that is played from a player's Hand. Even though we play all cards with our hands, this refers to a card specifically in the Hand game terminology.
- Un-Neigh-able is a conditional label used to describe a card that cannot have a neigh card played against it.
- A card is un-neigh-able if that card is already in a player's stable.
- A card is un-neigh-able if that card it is brought directly into a player's Stable.
Difference between UN-Neigh-able and UN-Play-able
UN-NEIGH-ABLE
A card that you Bring into your Stable cannot be Neigh'd. This card is UN-Neigh-able.
A card that has the card text:"This card cannot be Neigh'd.". This card is UN-Neigh-able.
UN-PLAY-ABLE.
A Requirement is a statement that MUST be fulfilled to be able to do something else.
I have a card which states that I must do one thing, then do another. I can't do the first part of the card. Can I still do the second part?
If you can't perform the first action listed on a card, you don't get to perform the second.
If you can't perform the first action listed on a card, which is a requirement you cannot play the card. This card is UN-Play-able.
REQUIREMENTS cause Cards to be UN-Play-able.
If a card is played that is found to be against the rules, where the card should be Un-play-able. The action was invalid and the card is returned to the hand of that player. The card is treated as not played at all, it will not go to discard pile.
IMPOSSIBLE ACTIONS
If you have a card in your hand that requires you to perform an impossible action, you may not play it. Sometimes, however, the effect of a card in your Stable or a card played by any other player may require you to perform an impossible action. If this situation occurs, disregard that action. Some impossible actions include:
- DISCARD when you have no cards in your hand.
- SACRIFICE a card when you have no cards in your Stable.
- SACRIFICE a card that cannot be sacrificed
Gameplay Terminology
- Cards
- Defined as:Flyers
- Defined as:Masquerade
- Defined as:Neigh
- Defined as:Seven Sacker
- Game: Deck
- Game: Discard Pile
- Game: Impossible Actions
- Game: Immunity
- Game: Instant Pile
- Game: Nursery
- Game: Target(s) (card or player)
- Game: Win Condition
- Choose (a card)
- Destroy (a card)
- Discard (a card)
- Draw (a card)
- Play (a card)
- Pull (a card)
- Remove (a card from game)
- Replace (a card)
- Return (a card)
- Sacrifice (a card)
- Steal (a card)
- Effects
- Effect: Continuous
- Effect: Bring (into stable)
- Effect: Enter (a stable)
- Effect: Leave (a stable)
- Effect: Mandatory
- Effect: Optional
- Effect: Replacement
- Effect: Search
- Effect: Shuffle
- Effect: Triggered
- Effect: Unless otherwise stated
- Defined as:Blinding Effect
- Defined as:Requirement
- Defined as:Simultaneously