These rulings are organized in the following manner: -*- Cardname (or card type) Name of the rule giver Date of ruling The text of the ruling. -*- These rulings were gathered from the b5ccg list, the ranger list and USENET. The only people whose rulings were included in this summary are Doug Williamson, Mike Hummel, Kevin Tewart and John Hart. These rulings supercede any previous rulings and will be superceded by any subsequent rulings. -*- Playing Both Sides John 22 Apr 1999 You can use the marks on PBS to fulfill the mark requirements to bring out a new agenda -*- To The Victor John 22 Apr 1999 If you give more support for a Master of All final conflict than the initiator, you may target the conflict with this aftermath. You will win a Major Victory. The initiator of the conflict does not win. -*- Replacement John 22 Apr 1999 Here is an example to show a general rule: If you have Support of the Mighty providing you enough power to have greater than 20 power, you may replace SotM with Vorlon Universe (which requires 20 power to sponsor). The general rule is this: If you are replacing Card A with Card B and Card A is helping fulfill requirements necessary to sponsor Card B, you may sponsor Card B even if you will not satisfy the requirements once Card B is in place. There is no lull time where Card A is out of play before Card B is in play where requirements are checked. Also, if Card A has a non-text prohibition on being replaced by Card B (i.e. Card A has a Vorlon Mark and Card B has a Shadow Mark), this does not prevent the replacement. Though there is no lull, there is no overlap either. -*- Diplomatic Intrusion John 23 Apr 1999 This card blanks the target agenda during resolution, not before. The effect it has if unsuccessful is to blank the target agenda during the Victory Check for that round only. If it wins, the blanking lasts an additional round for each 5 by which the conflict was won. -*- Find Focus John 23 Apr 1999 Shuffle your deck after using this card. -*- Unsung Hero John 27 Apr 1999 You may use this card to move marks to characters of another player's faction. -*- Diplomatic Intrusion Doug 29 Apr 1999 If you play Prolonged Talks on Diplomatic Intrusion, the conflict does not resolve this turn. When it resolves next turn, it will blank the agenda during resolution and the effect will last as appropriate. -*- Tu'Pari John 29 Apr 1999 If a player has a character has two equal abilities as his highest abilities, the player may nominate either ability to be the character's "highest" for the purposes of Tu'Pari attacking him. If Tu'Pari does not have the ability, Tu'Pari cannot attack that character. Since you cannot apply influence for an action you cannot legally take, you have to take a different action that turn and the influence is assumed to not have been spent for Tu'Pari's attack. -*- Playing Both Sides John 29 Apr 1999 If PBS is blanked somehow and you gain another Shadow or Vorlon Mark, you retain the extra mark if PBS is ever unblanked. -*- Centauri Telepaths John 3 May 1999 You may target yourself with this card. -*- Raising the Stakes John 3 May 1999 If you play RtS on a conflict and have Higher Calling out as an agenda, your ambassador gains the +4 ability bonus for that conflict. -*- Stagnation Doug 5 May 1999 If you must draw more than one free card per turn because of some outside effect (i.e. Bester) treat Stagnation as if it said "free cards". In other words, you must discard all free cards you draw. -*- "Your fleets" John 10 May 1999 "Your fleets" are all the fleets that you control. This includes (but is not limited to) Vorlon, Shadow, United and Neutral feets. -*- Concealed Weapon John 10 May 1999 If the Strife Mark gained from CW is somehow purged, the character enhanced with CW has one fewer Strife Mark than previously. The character may not have another CW played on him (as he still has a CW enhancement on him). -*- Preeminence Doug 11 May 1999 This card can be played on a Major Agenda. -*- Higher Calling John 13 may 1999 Higher Calling does not double your marks, you count your marks as double. If you purge a mark, it counts as is if you lost two (i.e. you lose one mark which was counted double). -*- Shadow/Vorlon Characters John 13 May 1999 If you have a Shadow/Vorlon character in play and you purge their Shadow/Vorlon Marks, you may then play Vorlon/Shadow characters (and can even give Vorlon/Shadow Marks to your Shadow/Vorlon Characters). -*- Kosh Naranek/Ulkesh Kosh John 14 May 1999 If you use Kosh Naranek's temporary mark ability, then play Ulkesh Kosh, the temporary marks from Kosh Naranek are not purged. Ulkesh Kosh's "cannot" takes precedence over Kosh Naranek's "purge text". -*- Important Visitor John 17 May 1999 If this card has Not Meant To Be played on it, the character sponsored is returned to your hand. Any player may sponsor that character at 3 less cost next turn. -*- Destiny Fulfilled John 19 May 1999 If you pay 11 influence to play this event, all your characters gain +1 to each of their abilities for each Destiny mark they have *and* your Ambassador's bonus becomes permanent. -*- Security Training John 20 May 1999 If a character with ST has been neutralized and Brother Theo rotates to affect him, he cannot take damage through ST because ST's effects text has nothing to do with the character taking an action. -*- Damage/Terrorist Bombings John 20 May 1999 If your Ambassador is neutralized and your are one of the factions with the lowest support, your Ambassador does not gain additional severe damage tokens because TB specifically refers to "damage" which is conceptually different than "severe damage". When you are neutralized, you may not take any more "damage" (though you could gain further "severe damage" if there were a way to deal that specifically). -*- Lyndisty John 21 May 1999 You must rotate Lyndisty to have her use her effects text. Also, the damage to the Narn character must have taken place earlier in the turn. Because of this, you cannot use Lyndisty to inflict an additional point of damage for damage which happens after the Action Round. The damage to the Narn character can be from any source. -*- "Homeworlds" Kevin 25 May 1999 A "species homeworld" such as Melat or Brakir is a homeworld so you cannot play Ranger Training on it and it does count as one of the "control at least 3 homeworlds" condition for Terra Firma. However, for Terra Firma you also must control "the homeworld of every faction in the game." The homeworld for all Non-Aligned factions is Zhabar. Therefore, Melat and Brakir do not fulfill the Faction Homeworld requirement for Terra Firma. -*- Lhim/Drahm Kevin 25 May 1999 You may use Lhim/Dram's ability if he is neutralised. It does require an action. -*- Develop Relationship John 26 May 1999 You may use DR if you initiate an "any faction may be supported in this conflict" conflict and they support a different faction. -*- Brakir John 26 May 1999 The extension of the temporary influence bonus applies to influence from sources which say "apply additional influence" or "spend additional amount of influence". -*- Call in a Marker John 26 May 1999 If you win this conflict, you cast all votes controlled by the target in the next Babylon 5 vote. This includes any votes that they may control through other means (another CiaM, Non-Aligned Support, etc) -*- Strike at the Heart John 26 May 1999 If any player has a copy of your Ambassador's Assistant in play and you initiate and lose Strike at the Heart, that card immediately becomes a member of your faction as your Ambassador. -*- Narn Rabble Doug 27 May 1999 You may target a neutralized character with Narn Rabble. -*- Taunts and Games John 1 Jun 1999 Taunts and Games cannot target We Are Not Impressed. -*- Dust/Telekinesis John 1 Jun 1999 If you play Telekinesis on a Character who is dusted, the Character gains a Strife Mark permanently. The restriction on targeting does not have an effect on play once the card is played.