Official Legend of the Burning Sands FAQ and accumulated rulings

By David R. Henry. Version 1.1. Last updated 10/8/99. (Slight editorial changes made in 2007 during conversion to HTML. -ZF)

Introduction

This is the Official LBS Ruling and Errata FAQ. Anything here is considered to be the official changes and rulings on the cards and effects in the game.

This could not have been done without the exceptional work and scholarship of Michael Wang, the original maintainer of this list (in its non-official days). Many kudos to his tireless efforts during the first two years of this FAQ's existence. Others who have contributed greatly to this FAQ include the amazing Zen Faulkes, plus all the great LBS players that have written to me with an endless stream of great questions.

It should be noted that there is a separate, but still equally official, FAQ on the very complex subject of Engaging and Immunity, also by this FAQ maintainer. Please consult that document for help on those particular questions.

Go to: [ individual card rulings | Engagement FAQ ]


General Topics

These are general purpose rulings that cover a wide variety of card types, arranged in alphabetical order by topic.

Action types

Action types, and effects that look for them, are determined by their boldfaced identifier (Night, Day, Spirit, etc.). Except for Jinn actions (which are any action printed on a Jinn), card titles and other traits do not affect the status of any other Action type (any action taken by the Eye of Night is not a Night action, for instance). Open actions are only Open actions - they are not Day, Night, etc. [RL, 7/30/98] The Buried keyword for some actions means that card goes straight to the Buried pile when played. [RL, 8/12/98]

Attaching cards

Attaching cards is considered to be an Action (of the appropriate sort - Day, Night, or Battle - depending when it takes place) that targets the card that it is being attached to. Attaching something to an Item or non-Follower Token is also considering to be targeting the Hero that is holding the Item or non-Follower Token. [RL, 10/16/98]

Battles

Flying units may assign during the Ground Assignment Segment, if they really want to. [RL, 7/31/98] This does not get around the requirement of Sandstorm that they must be assigned before Ground units if they ever want to be assigned. [drh, 10/8/99]

After you have extended an invitation to a player to be an ally, you may not rescind your invitation. If someone demanded that you pay them a water to ally, you refused, and they allied with you anyway, they don't get any water (you did refuse). On the other hand, if you do give them water, then they have to send at least one unit to help you. [RL, 8/17/98] When assigning damage with allies, only the actual attacker and defender get to assign damage, even if the current battle being resolved has only allies on both side fighting on it. The actual attacker and defender are free to pick immune units among their allied forces to take the damage. [RL, 8/17/98] A 0 Strength engagement will harm nothing, and thus does not need to be absorbed. [RL, 2/12/99]

Damage absorption is done sequentially, not simultaneously. Thus, if you only have two Eylas at the same battle, after you kill one the other will immediately shoot up to 4S. This won't increase her immunity (since immunity is set earlier in the damage segment), but she will absorb a full 4 points of damage. This also means that the assigning player is allowed to play Reactions to individual cards being destroyed (such as Martyr). [RL, 12/15/98]. Discarding a Fate card to absorb damage is always optional. [RL, 8/17/98]

Berserk

An engagement may only count as Berserk damage if all the Heroes and Followers engaging for it are Berserk. While you may engage Berserk and non-Berserk cards for a combined engagement (perhaps to get beyond a high immunity), any mixture of Berserk and non-Berserk cards engaging makes the whole engagement non-Berserk. [drh, 10/8/99]

All Berserk stops is the ability for the opponent to pitch Fate card discards when one of their Heroes dies to absorb damage. Any of the various Reactions or traits that help absorb or reduce damage are still legal to play when facing a Berserk engagement. [drh, 10/8/9]

Bonuses, tokens, and permanent changes

When calculating the cumulative effect of modifiers on a card, you do not consider the negative stats to be zero until all other modifiers have been applied. [RL, 8/12/98]

Canceled actions or effects

Any action or effect that is negated or canceled in any manner does not have the costs paid to generate it refunded (this includes holdings bowed, personalities bowed, water paid, etc.). [RL, 8/12/99] However, any card you're trying to play that has its cost increased beyond the point where you can pay for it (not just where you don't want to pay for it) is returned to your hand. [RL, 2/12/98]

City Sections

City Sections are never considered "in your deck." Thus, you can have more than three of them in play if you are capable of. However, they are still considered cards. [RL, 7/29/98] City Sections with a Strength of 0 are destroyed immediately after the last water is taken off of them. Fortifications that increase City Strength will prevent this. [RL, 8/17/98]

Discarded Cards

Unless told otherwise, all cards that you must discard must come from your hand, and go to your Saved pile. [RL, 8/17/99]

If you search a discard pile (Saved or Buried), you cannot change the order of the cards therein. [RL, 8/2/99]

Draw and discard effects

There are numerous effects in the game that generate a Fate value by virtue of having a player draw and discard the top card of their deck, and then take the Fate value from that discard. Despite the numerous different wordings these cards have, they all work the same way: the appropriate player takes the top card of their deck and puts it into their saved discard pile, and takes the Fate value of the card so discarded for whatever purpose is needed. These cards are considered normal discards for purposes of effects that target discards (such as Buried Alive). Some of these effects are "draw and Bury", but aside from the end destination of the card (the Buried pile), they otherwise work the same. [drh, 9/1/99]

Duels

No player may ever control both Heroes involved in a duel. Ever. [drh, 9/1/99] Unless otherwise stated, all duels are to the death. [RL, 10/9/98]

If you cannot thrust due to lack of cards, you must pass. [RL, 7/8/99] If you are parrying from your deck and you manage to parry with a card that has a special ability when you use it for a parry (like Let Him Bleed), that card has its usual effects. [RL, 9/30/98] A "missed parry" is a parry that let damage through. A "successful thrust" is a thrust that does damage. [RL, 10/16/98] If an opposing Hero is somehow removed from a duel, any thrust played that round is still discarded like normal. [RL, 8/17/98]

The survivors of a duel do not bow. [RL, 9/10/98]

Entering Play

Any means of having a card enter the general play area (the zone of the game where your Heroes, Followers, City Sections and so on hang out) is considered Entering Play for purposes of card effects that look for that. It doesn't matter if it is coming from your hand, the Buried Pile, or what have you; if it's entering play, it's entering play. [drh, 9/1/99]

Experienced Heroes

The Experienced trait is not the same as Unique in LBS. You can have a non-Unique Experienced Hero. [RL, 7/31/98]

You may overlay onto a bowed Hero. Doing so does not change the bowed status of that Hero. [RL, 2/11/99]. You may play an Experienced Hero without the basic version of the Hero in play. Just pay all costs as normal. [drh, 9/1/99]

Fortifications

You may not attach more than one copy of the same Fortification to one City Section, but you may have any number of different Fortifications on the same City Section. [RL, 8/11/98] Unless they say they add to the Base City Strength of a City Section, Fortifications that grant a Strength bonus to their City Section do not affect the minimum Fate value needed to Raid that City Section. [RL, 8/17/98]

Heroes

You may have more than one of a non-unique Hero in play. [RL, 7/28/98]

Jinn

For the purposes of this FAQ alone, there will be a terminology distinguishing between Spell Jinn and Hero Jinn. The majority of Jinn are Spell Jinn; these are the ones you have to summon with a sahir to bring into play. A few Jinn (Nim is the most famous) are never spells; they are normal Heroes. To distinguish between them in this FAQ we shall always call them Spell Jinn or Hero Jinn, as appropriate - please note that these are not official game terms. Aside from this distinction, Jinn are Jinn are Jinn. Both Spell Jinn and Hero Jinn can be killed by the Brass Lamp, for instance.

Spell Jinn are not Heroes until all Reactions to their summoning are done. [RL, 7/28/98] Assuming they are successfully summoned, then they become a Hero (and remain a Hero, too, even if they are returned to your hand or are destroyed, thanks to card memory). This means that Spell Jinn cannot be targeted by Reactions that look for Heroes coming into play when you are summoning them (Desert Spring is the most famous example here). Once they are in play, Spell Jinn cease being Spells. [RL, 8/12/98] However, if one is returned to your hand by some means, card memory will make it remain a Hero, while the fact that it is in your hand reverts it to being a Spell again as well. Thus, if and when you replay that Jinn, it is both a Spell and a Hero, and Reactions that look for both entering play are legal. [drh, 9/1/99] Conversely, a Spell Jinn that gets canceled while being played, or is otherwise discarded without ever entering play, does not count as a Jinn or a Hero in your discard pile, just as a Spell. [RL, 12/9/98] All Spell Jinn are considered Unaligned unless otherwise noted. [drh, 9/1/99]

Any action printed on a Jinn card is considered a Jinn action. However, Jinn using other cards to do an action is not considered a Jinn action (a Jinn challenging you to a Knife Fight is not using a Jinn action). Jinn actions are not Spell actions (although, strangely enough, the action of summoning a Spell Jinn is not a Jinn action!). [drh, 9/1/99]

Khadi

A Buried Khadi may only be brought back into play during the Night Phase. [RL, 8/12/98] Returning a Khadi to play is considered a cost, not a payment. [drh, 10/8/99]

Omens

When there are a series of effects that can be cumulative, the effects of Omens are always applied last. If there are multiple Omen effects to chose from, the active player decides what order to play them. [8/12/98]

Non-Battle Omens remain in play until otherwise removed. [RL, 7/29/98] Effects produced by an Omen end immediately when it is removed from play. [RL, 8/17/98]

You may not target an Omen with a Battle action unless you're in the battle yourself. An Omen, by itself, is not considered having presence in the battle. [RL, 8/12/98]

Once per turn

Numerous cards in LBS can apparently be used multiple times per turn. In general, this is a mistaken impression caused by imprecise wording. Most of these should actually be played as only being able to be used once per turn, or, more correctly, once per effect. This is a relic of the changing of design teams on the game on the wording of the cards, and sadly must be largely handled on a case by case basis. As such, the Individual Card Rulings go into more detail on this, but there is one area that is a general ruling that is useful to put here: Any one Reaction printed on a card may only react once per effect to any trigger effect. Multiple cards that may legally react may still do so, of course, but each separate Reaction may only be used once per trigger. It would take a hypothetical card that had Reaction: Do X for Y printed twice on it to React twice to one happening of Y with X with one card. [drh, 9/1/99]

Open actions in Battle

All Open actions can potentially be used in battle. However, those Open actions that target an opponent's card must target an opposing card while played in battle, unless they specifically say they can be used on cards outside the battle. The Individual Card Rulings will spell out any exceptions to this general rule. [drh, 9/1/99]

Opposing

In LBS, "opposing" means two different things, depending on whether the card effect is looking for something outside of a battle, or in a battle. Outside of a battle, it refers to any card controlled by another player. During the Battle Phase (and the assignment phase before it), it only counts those cards controlled by another player at the same City Section as your forces. Battle Actions, Reactions, and Opens that require an "opposing" card or army played in a battle cannot be played unless there actually is an opposing army at the City Section. Opposing Fortifications, by themselves, do not count. [RL, 8/11/98]

Pantheon cards

Pantheon cards are played as Open Actions. [RL, 8/1/99]

Payments and costs

Various cards (Sun's Anger, Haggling, The Halls of Reflection, etc.) either affect or are affected by changes to the "payment" or "cost" of a card. Unless otherwise noted in the Individual Card Rulings, costs are only considered to be the water, copper, and other things needed to bring a card or token into play. Any additional "costs" involved with these cards (such as the water to turn down a Knife Fight, losing a Duel of Wits, paying for the Deformed Enforcer, and etc.) are not considered actual costs, but instead are called "payments", and as such are not affected nor do they trigger such things that look for costs. The Individual Card Rulings will specify which unusual cases are or are not considered "costs" for purposes of effects such as Sun's Anger. In summary: a cost is what you pay to play a card or token, and can consist of, among other things, copper, water, Influence, bowing a card, or destroying a card; a payment is some other spending of resources that does not result in a card or token coming into play. [drh, 9/1/99] When you are generating a cost, everything you are doing is considered to be paying a cost; thus you get penalized for taking water from the Halls of Reflection to fuel your Saffiya's Sweetwater if you're using the Sweetwater to pay copper for a card's cost, because the water is part of how you're paying for the cost, and the Halls of Reflection restrict the use of water on them for costs. [drh, 10/8/99]

Water costs are always paid to the Sultan (that is, discarded from play), as well as most payments. [RL, 7/28/98]. You may pay any water cost or payment from multiple City Sections, but water on any other card (including Heroes) cannot be used for any costs or payment. [RL, 7/31/98]

Promotional cards

So far there is only one true promotional card for LBS, the Ra'Shari personality Misha. All promotionals are legal for LBS sanctioned tournaments. [drh, 10/8/99]

Raiding

Unless otherwise noted, there is a difference in the rules between a "Raiding Hero" and a Hero who is "involved in a Raid." A Raiding Hero is only a Hero who is "attacking" during a Raid, and modifiers to a Raiding Hero only affects the "attacker" (for instance, A Vision of Doom). [drh, 9/1/99]

Being bowed during a Raid has no effect on the outcome of a Raid. [RL, 8/13/98] Undead Heroes may not be involved in a Raid in any way, attacking or defending. [RL, 8/11/98]

Reaction order

If multiple players want to play Reactions at the same time during the Attack or Raid Phase, you start with the player to the left of the attacking player, and then go clockwise around the table. [RL, 8/17/98] If multiple Reactions are played to any given trigger, then the Reactions are resolved in First In, First Out order. [RL, 8/17/98]

Sahir

If a non-Sahir somehow gains the Sahir trait, then all abilities on that card become innate abilities, and are targetable as such (they can be countered with Alim's Charm, for instance). [RL, 8/12/98]

Turns

References to "your turn" means the current turn, and not the turn in which you are Blessed. [RL, 8/12/98]

Unaligned Heroes

Unaligned Heroes lose the Unaligned trait if they ever gain the trait of an official faction, for logical reasons. All Spell Jinn are considered Unaligned unless otherwise noted. [drh, 9/1/99]

Water

Water has to be somewhere. It doesn't just sit around, attached to nothing. Unless otherwise noted, all water payments or generation are directly from your City Sections and to your City Sections. If you cannot fit any more water on your City Sections, you may still legally play cards that generate water; this water is lost. [drh, 9/1/99]

Remember, water that is not on your City Sections is lost at the end of a turn. [drh, 9/1/99] Water does not get any immunity from the Strength of the City Section that it is on. [RL, 8/17/98] If water tokens gain the ability to absorb additional points of damage in a battle (such as by the Ebonite ability, or Visions of Solace), this does not grant them any immunity to damage; it just lets them absorb more damage when they get destroyed. [drh, 9/1/99]

Weapons

All Weapons, including Weapon tokens, are considered Items. [RL, 12/9/98]

Victory conditions

You lose immediately if you have no City Sections. In case of a tie, as always, the player with the Blessing loses first, and then the loss goes around the table. [RD, 8/2/98]

Undead

Undead cannot be assigned to Raid in any way, attacking or defending. [RL, 8/11/98]


Individual card rulings

Some of these are by other people besides your FAQ maintainer; these are all clearly marked. Others are indications of Most Recent Printings (MRPs). LBS follows a Most Recent Printing rule, in that the Most Recent Printing of a card is the correct form that it is supposed to be played as.

Abd al-Zhayn

Adnan

Adnan the Long-Winded

Afshin

al-Hazaad

Althira

al-Zhayn's Trained Peacocks

Amahla

Ambush

Anbari Khalil

Ancient Pillars of Qaharaba

Asadhel Jumah

Bad Dates

Baha al-Din

Baha al Din's Brass Lamp

Bakira

Balak the Hanif

Balance

Bayushi Tangen

Beda al Sin

Bekhten

Belly of the Desert

Black Steel Sword

Blacksmith

Blockade

Blood Oath

Book of the Dead

Bonepicker

By My Blood

The Caliph

Camel

Casualties of Fate

The Celestial Alliance

Ceremony of the Hidden Heart

City Gates

The City of the Seventh Star

A Coming Storm

Crystal Hourglass

Crysteel Sword

Dahab Translator

Dehydration

Dena

Desert Spring

Desert Warriors

Dhul Fiqar Knife

Divination

Doomed City of Laramun

Dream Magic

Dry Well

Duel of Wits

Duqaq's School of Astronomy

Dust to Dust

A Dying Sahir's Tale

Eda Ishan

Empire of the Senpet

Eyla the Protector

Faith

Fatima

Fatima (Experienced)

Felah Hassan

The Ferryman

Fields of Rolling Grain

Gaheris

Galerius

Ghiyath

Glass Blower

The Goddess sequence

Gold Merchant

Golem

Goods from the East

The Grey Woman

Guerilla Tactics

Gullet

The Halls of Reflection

A Handful of Sand

Harem

Harik's Ruby

Hearts of the Khadi

Hensatti

The Hidden Keep of the Assassins

Hidden Shame

Hojyn

Hole in the Sky

Jackal City of Bones

Jamilah

Janan Barakah

Jangir

MRP: Gains the "Cosmic Visionary" trait. [Awakening]

Jinn Horde

Jinn of Decay

Jinn Retainer

Jubal the Knife

Kabdar Fassal

Kalesha Sesh

Kali-Ma

Kasib al Atif

Kepsat

Keseth

Khadi Command

Khadi Justice

The Khadja

Khaidu

Khitai

The Kindness of Strangers

Kiyoshi

Kurrat al-Ayn

Lammassar

Lands of the Senpet

The Living Memory

Lizard of Fire and Water

The Long Silence

Lurza

Malakai

Manhunt

Marayid

Masters of the Blood-Red Tiger

Maymun

Meeting Your Destiny

Melinda

Mendi-Duad

The Merchant Quarter

Milk of the Scorpion

Mind Control

Monkey Man

Moonless Night

Moto Marik

The Moto Oasis

Nagah Abominations

Nefir

Nepherus

Nepherus (Experienced)

Never Look Back

New Allies

Nim

Nizam

No Escape

Old Friends

Pashal

Plague of Cobras

Prophet's Wall

Public Execution Grounds

Punjat

Qashima

Qer Apet

Qolat Machinations

R'adjir, the Thunderfoot

Rahjid

Raniyah

Ra'Shari Mystics

Re the Keeper

Roc

Rogue's Fortune

Rohshem

Ropp'Cht'Cht

Routed

Samand the Quick

Samarhad

San'a

Sandstorm

Sedjem

Seff Seven-Fingers

Senpet Garrison

Sewer Expedition

The Sewers

Sha-Gir

Shala

Shalimar

Shiva the Destroyer

Shosuro Hametsu

Shu-Kai

Sibarah

Slaves of the Senpet Temple

Sound Planning

Spices

Stairs of Samarrat

Stealing from the Dead

Sudden Strike

Sun's Anger

Swift Revenge

Taja's Lesson

Takiyah

The Tale of Selqet and the Eye of Night

The Tale of Selqet's Capture

The Tale of the Fourth Avatar

The Tale of the Stolen Heart

Tarya

Tasir

Thieves Quarter

The Thoroughfare

Thugs

Tomb Raiding

The Twins Janan

Unexpected Rescue

Valeria

Vendetta

Vision of the End

Voice of the Star

Voice of the Ten Thousand Gods

Wagi al Musakin

War in the Streets

Watchtower

Water from a Mirage

Weight of Dreams

Wheatfields

Wisdom of the Stars

With My Brother Beside Me

With the Sun at Our Back

Words of Glass

Words of Sand

Yaminah

Yesugai

Yodajin Templar

Yodatai Heavy Cavalry


Rulings are from the following people, in order of authority:


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