Added 4th Edition Rulebook and Renamed Files

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============================================================================== COMPREHENSIVE RULES 04/23/99 ============================================================================== This rule information is copyrighted by Wizards of the Coast (see the end of the file for details). Converted to text from the Word document format by "[email protected]". You can get this file from "http://www.crystalkeep.com/magic/rules". ------------------------------------------------------------------------------ Contents ------------------------------------------------------------------------------ Introduction 1. The Game 100. General 101. Starting the Game 102. Winning and Losing 103. The Golden Rule 2. Cards 200. General 201. Parts of a Card 202. Name 203. Mana Cost 204. Illustration 205. Type 206. Expansion Symbol 207. Text Box 208. Power/Toughness 209. Credit 210. Legal Text 211. Collector Number 212. Card Type 213. Spell Type 214. Permanent Type 215. Legends and Legendary Types 216. Tokens 217. Zones 3. Turn Structure 300. General 301. Beginning Phase 302. Untap Step 303. Upkeep Step 304. Draw Step 305. Main Phase 306. Combat Phase 307. Beginning of Combat Step 308. Declare Attackers Step 309. Declare Blockers Step 310. Combat Damage Step 311. End of Combat Step 312. End Phase 313. End of Turn Step 314. Cleanup Step 4. Spells, Abilities, and Effects 400. General 401. Spells 402. Abilities 403. Activated Abilities 404. Triggered Abilities 405. Static Abilities 406. Ability Subtypes 407. Adding and Removing Abilities 408. Timing of Spells and Abilities 409. Playing Spells and Activated Abilities 410. Handling Triggered Abilities 411. Playing Mana Abilities 412. Handling Static Abilities 413. Resolving Spells and Abilities 414. Countering Spells and Abilities 415. Editing a Spell or Ability 416. Effects 417. One-Shot Effects 418. Continuous Effects 419. Replacement and Prevention Effects 420. State-Based Effects 421. Handling "Infinite" Loops 422. Handling Illegal Actions 5. Additional Combat Rules 500. Legal Attacks and Blocks 501. Evasion Abilities 502. Keyword Abilities Glossary Index In response to play issues and to keep these rules as current as possible, changes may have been made to this document since its printing. See the Wizards of the Coast¨ website for the current version of the official rules. www.wizards.com ------------------------------------------------------------------------------ Magic: The Gathering(R) Comprehensive Rules ------------------------------------------------------------------------------ Introduction This book is designed for people who've moved beyond the basic Magic: The Gathering(R) game. If you're a beginning Magic(R) player, you'll probably find these rules pretty intimidating. They're intended to be the ultimate authority to the game, and you won't usually need to refer to them except in specific cases or during a tournament. For casual play, and nearly every ordinary situation, you'll find what you need in the general rulebook included with the Magic: The Gathering _Classic_ game box. That's also the best place to begin if you're moving up from a starter-level Magic product such as the Magic: The Gathering _Portal_ or _Portal Second Age_ sets. If you're sure this is where you want to be, keep reading. This document is organized in a series of numbered rules. Many of these rules are in turn subdivided, and each separate rule of the game has its own number. Words or phrases in italics are defined in the glossary. We at Wizards of the Coast(R) recognize that no matter how detailed the rules, there will always be situations in which the interactions of specific cards require a precise answer. If you have questions, you can get the answers from us. See the end of this file for contact information. ------------------------------------------------------------------------------ 1. The Game ------------------------------------------------------------------------------ 100. General ------------ 100.1. These Magic rules assume a game between two players. Optional rules allow for more players but aren't discussed here. These can be found at the Wizards of the Coast(R) website at <www.wizards.com>. 100.2. In constructed-deck play, each player needs his or her own deck of at least sixty cards with no more than four copies of any card except basic lands; small objects to represent any tokens and counters; and some way to clearly track life totals. 100.3. For sealed-deck or draft play, only forty cards are required in a deck, and a player may use as many copies of a card as he or shLine truncated