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My Little Pony Collectible Card Game Strategies


GamingTama

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This thread Needs more posts! So here are a few thoughts on 

OPENING MOVES

 

I have been playing quite a bit recently and teaching people the game as well. The opening of the game is incredibly important. Here are a few basic things to keep in mind during the first three turns. 

 

1: Your primary objective during this part of the game is going to be flipping your mane character. While it is not impossible to win without a flipped mane it is highly unlikely. 

2: Stopping your opponent from flipping their mane. 

3: Make sure you have the right cards on your first hand. 

 

Lets start with three. What should you be looking for in an opening hand? You should have at least one friend that is the off color in your deck that you can immediately play. If you don't have this you should probbaly mulligan that hand. In adition, if you are playing Rainbow Dash you should consider mulliganing if you do not have a trouble maker in your hand. All these things are actually going to relate back to objective number one; flipping your mane character. 

 

Flipping your mane: So we want to do it, but how is it giong to happen. With all the manes out and even those not out, it generally comes down to confronting problems. The one exception is twilight who i will talk about later. All the other require you to simply confront a problem under certain conditions. These conditions cannot usually be met on turn one so you have to think about what you will be doing.

 

Rarity: You should not immeadiatly solve your starting problem. You have to slow play into turn two since she needs 2 points in one score phase to flip. This means banking your action tokens. 

 

Rainbow: Simply need a FACE UP trouble maker on your opponents side when you confront a problem. This means you will have to wait until turn 2 as well. But unlike rarity where you might be able to bank an action point on turn one, rainbow cannot since she will need an off color friend and a trouble maker played on the first turn (unless a friend on the second turn. 

 

Applejack: She needs to solve a problem with excessive force. This means playing those 2 power 2 cost ponies or simply throwing two friends onto the problem first turn. She is pretty easy to flip though some would argue she is not all that great ( i am not one of those people). 

 

Pinky: She just needs to confront a problem with no other opponents at that problem. Since she isnt out yet i havent played her, i suspect she will not be too hard to flip but there are some obvious blocking techniques for her. Though i do not think you will be able to completely stop her flipping like you can with some other manes. 

 

Fluttershy: She just needs a critter at the problem she is at and she flipps. This is about as easy as apple jack so i suspect she will operate in much the same way. 

 

Twighlight: She is the hardest to flip. You are going to have to actually move her towards the problem you opponent is at to get into that face off early. This will end up delaying you a few turns. Keep in mind, she is the only mane where it is to your benefit to go second and not first. All other manes really need to go first (with the possible exception of pinky). 

 

So what can i do to stop my opponents from flipping? Troublemakers. These things are real game changers. having two good trouble makers in your opening hand can be devastating to your opponent, especially if you go first. A two trouble maker opening play will not only help you stop your opponent from flipping your mane but also buy you lots of time to A: recover from a poor mulligan hand B: score points to get ahead. 

 

So what troublemakers are worthwhile ( I am only talking about non villains here, villains are a whole other store). 

 

Yellow Parasprite: Putting down a double yellow parasprite is going to end up effecting your opponent almost the whole game. These things are crazy. Putting two of these guys out on turn one is going to end up sapping your opponent of two cards for at LEAST 2 turns (unless they are very lucky and reckless). This is a devestating effect. Even one of these guys is brutal. 

 

Purple parasprite: What you say? that guy sucks. Nope, not if you put down two in one turn. I have been on the recieving end of this and it can be MORE devestating than his yellow brother. 

 

Manticore: These guys are just solid, one or two doesn't matter. Throw it at your opponents starting problem and they are going to have a bad day. 

 

Flam: His real drawback is that he is can be an easy defeat for 2 victory points. However, he ofter buys you the time you need to do stuff and is great even if you just drop one of him. 

 

WHere are the timber wolves you say? Well here is the thing about them, they will cost you almost as much time as your opponent and if you win against them that is 3 points. Im not saying dont use them, but they take up valuable deck space. They will end up costing you a total of 3 ap to get out. This is a turn and a half in those key opening turns and a whole turn after someone scores. Thats gonna set you back a little while letting your opponent reposition and adapt to the new threat of wolves. They certainly have their uses though, but in practice i have just not seem them perform the way the other trouble makers i mentioned have. 

 

Finally what do you do after the trouble makers? Well assuming you have not been subjected to those same trouble makers, you wait until your opponent is about to get rid of those trouble makers and then you double face off. This is brutal and will not only set your opponent back but will also keep them from flipping their mane. Remember, all mane characters require them to confront a problem in order to flip. If there is a trouble maker they cannot flip on that problem (unless it's twighlight who seems to defy most blanket strategy claims. 

 

SO one last peice of advice: When playing against twighlight, do NOT play trouble makers for her. This is an easy way for her to flip. Just an FYI. You really need to be confident that she will not beat whatever you put down if you want to play one against her. She is a good anti rainbow dash mane since she really likes those trouble makers. 

 

Thats all i got today hope it was helpful. I have some thoughts on villians i will save for another time. Suffice to say i love using them. 


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I just picked this up as a longtime MTG player and a fan of the show, and have been pretty impressed with it so far. My two mane (ha) complaints so far after playing a few games with the starter decks (I had Twilight and Applejack, friend had Rarity and Dash) are that exhaustion seems to pretty much never happen, and that the troublemakers feel pretty oppressive right now. I do expect that both of these problems will start to go away as the decks get more powerful and troublemakers get easier to beat, but the troublemakers included in the two starter decks are not really balanced.

 

The parasprites are roughly on par, with the discard one being much more brutal but easier to beat. However, flim is useless whereas the timberwolves are backbreaking if they are dropped early. Yes, they slow you down as well, but they prevent your opponent from doing pretty much anything in terms of problem solving in the early game since you just can't get enough action points to reasonable challenge their 6 power when you have to spend either an additional 2 to play cards there or 2 to move them from home or the other problem. I had a game where the timberwolves got dropped on turn 1 and 3 (flipped on 2 and 4) and I wasn't really able to do anything the entire game. I think I lost 14 to like 5, having only beaten one of them. 

 

All in all, though, I was surprised and impressed with the quality of the game. It seems well thought out and not just a cash grab. 

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My friend and I understand the abilities of the cards, we just had a few questions about cost to cast a card, resolving face offs of any kind, resolving problems, and how Mane Characters work.

Cost to cast:

We get that you pay the white cost part with action tokens, but our question resides in the colored part. 

Do you just need that many ponies of that color or a combined power of that color?

 

Face-offs: 

We literally have no clue, we get that you have to compare power, but do resource and event cards boost power or do they just put the power on if they are flipped over? 

Also from where do you flip over a card the top of your deck or your hand? 

Then once the  face off is resolved where does the flipped card go?

 

Resolving Problems:
What does the little symbol with the redline mean? Does it mean you can't use that color at all to resolve it?

 

Mane Character:
Do you only get one or can you use more in a single deck?
 

If it helps we both bought the Rarity & Rainbow Dash Decks. He was using Rainbow and I was using Rarity.

Edited by T.K.

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My friend and I understand the abilities of the cards, we just had a few questions about cost to cast a card, resolving face offs of any kind, resolving problems, and how Mane Characters work.

Cost to cast:

We get that you pay the white cost part with action tokens, but our question resides in the colored part.

Do you just need that many ponies of that color or a combined power of that color?

 

Face-offs:

We literally have no clue, we get that you have to compare power, but do resource and event cards boost power or do they just put the power on if they are flipped over?

Also from where do you flip over a card the top of your deck or your hand?

Then once the face off is resolved where does the flipped card go?

 

Resolving Problems:

What does the little symbol with the redline mean? Does it mean you can't use that color at all to resolve it?

 

Mane Character:

Do you only get one or can you use more in a single deck?

 

If it helps we both bought the Rarity & Rainbow Dash Decks. He was using Rainbow and I was using Rarity.

1: you got it right. That is how much of that color you need in play to be able to put that card into play.

So a character who is worth two of a color will let you play a card requiring two of that color in play.

 

 

2: face offs: they only happen if one player confronts both problems in one turn or if one player confronts a problem and the opponent can also confront that problem. Problems are only flipped after a face off. The power value of a card is only used when flipping a card for a face off (unless that card is a friend then it does contribute). Resources and events do not add their power value unless they are the card flipped for the face off.

 

Once a card is flipped for a face off it goes on the bottom of the deck. If ther there a tie in the face off you flip another card and add that to the tied number,

 

 

3: first off all the only time you resolve a problem is when you have a face off at that problem. Otherwise it is called confronting. The number with the red line through it means you need that number of power that is not in the indicated color. So for "it's alive" you need 1 purple and one not purple power. For those problems you always need at least two ponies to confront it.

 

4: you only ever get one mane character. These characters do not count as friend so they cannot have certain cards played on them. You start with these characters at your home on their starting face. They never go into your deck.

 

Hope that helps. Also my blog might illuminate a few things about the game if you want to check it out: http://livininagamerparadise.blogspot.com/

Edited by Robin Hoof

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Ok, so a tournament is coming up near my area, and I'm thinking about making a fluttershy/something deck because I recently pulled the UR Princess Celestia. Since there are lots of kindness cards that get a boost when there's a critter friend at the problem, I want to combine that with maybe magic cards that give more power to my cards the more opponent's friends are at a problem.

 

Cards like Spring Forward that gets +2 for each opponent character at a problem and Rare Find that gets +1.

 

Any thoughts on this?

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I suggest taking a loyalty off suit and focus on high mobility with holly dash, wildfire,face your fears and swit ponies.

Edited by Robin Hoof

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I suggest taking a loyalty off suit and focus on high mobility with holly dash, wildfire,face your fears and swit ponies.

 

Princess Celestia herself has swift, and Mane Cureall allows me to move a critter for free when I play her. Also, lemony Gem let's me move an opponent character at that problem when I move her to it. Would that be enough to sortof counter a high mobility deck?

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Princess Celestia herself has swift, and Mane Cureall allows me to move a critter for free when I play her. Also, lemony Gem let's me move an opponent character at that problem when I move her to it. Would that be enough to sortof counter a high mobility deck?

I was just suggesting what to put into your deck. If you have a high.mobility you don't really have to counter high mobility. This combo will help you against the inevitable rarity deck though. Using holly dash and wildfire to move other for free will help minimize the damage a flipped rarity will do. It will also allow you to overwhelm her as well so that even if you flip that 1 on the face off your still in good shape. Just my opinion though. There are many good combos with fluttershy, the only one I would not go with is honesty. Fluttershy already has enough power, she needs some different tricks the other 4 colors will help with.


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I was just suggesting what to put into your deck. If you have a high.mobility you don't really have to counter high mobility. This combo will help you against the inevitable rarity deck though. Using holly dash and wildfire to move other for free will help minimize the damage a flipped rarity will do. It will also allow you to overwhelm her as well so that even if you flip that 1 on the face off your still in good shape. Just my opinion though. There are many good combos with fluttershy, the only one I would not go with is honesty. Fluttershy already has enough power, she needs some different tricks the other 4 colors will help with.

 

Ah, I see. As for trouble makers, around how many should I have in my deck? I was thinking 4, 2 Ahuizotl and 2 Parasprite Swarms (I don't have any Nightmare Moon cards yet).

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My personal preference is about 5. Ahi isn't all that great but you might keep one of him if you want. A yellow para sprite or two (or three) is always good as well and is certainly good against the current meta of rarity decks. I have not had a chance to try out the para sprite swarm but I can see them being as good as manticores.


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1: you got it right. That is how much of that color you need in play to be able to put that card into play.

So a character who is worth two of a color will let you play a card requiring two of that color in play.

 

 

2: face offs: they only happen if one player confronts both problems in one turn or if one player confronts a problem and the opponent can also confront that problem. Problems are only flipped after a face off. The power value of a card is only used when flipping a card for a face off (unless that card is a friend then it does contribute). Resources and events do not add their power value unless they are the card flipped for the face off.

 

Once a card is flipped for a face off it goes on the bottom of the deck. If ther there a tie in the face off you flip another card and add that to the tied number,

 

 

3: first off all the only time you resolve a problem is when you have a face off at that problem. Otherwise it is called confronting. The number with the red line through it means you need that number of power that is not in the indicated color. So for "it's alive" you need 1 purple and one not purple power. For those problems you always need at least two ponies to confront it.

 

4: you only ever get one mane character. These characters do not count as friend so they cannot have certain cards played on them. You start with these characters at your home on their starting face. They never go into your deck.

 

Hope that helps. Also my blog might illuminate a few things about the game if you want to check it out: http://livininagamerparadise.blogspot.com/

Thanks for answering those questions and I read your blog (that really helped a lot), but my friend and I ran into a new problem. He bought a pack and it had Nightmare Moon in it. How do we fight a villain is is just a trouble maker on 'roids?


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Thanks for answering those questions and I read your blog (that really helped a lot), but my friend and I ran into a new problem. He bought a pack and it had Nightmare Moon in it. How do we fight a villain is is just a trouble maker on 'roids?

 

 

Villains are played the same as other trouble makers with the following additions:

1: when a villain is flipped over it is placed over both sides of a problem. This means it affects the player who plays it as well, that person can also defeat it.

2: when flipped all friends at that problem are scared ( this means they get flipped over. You can flip them right side up during your mane phase for 2 ap each)

3: all other face down trouble makers at that problem are dismissed.

4 the trouble ,maker effects apply to all players unless stated otherwise.

 

Also thanks for checking out my blog. Hope this helps too.


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Is there a card that gives +kindness and +loyalty till the end of the phase? If not I'll have to be more careful about my opening hand when I start...

Nope


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Villains are played the same as other trouble makers with the following additions:

1: when a villain is flipped over it is placed over both sides of a problem. This means it affects the player who plays it as well, that person can also defeat it.

2: when flipped all friends at that problem are scared ( this means they get flipped over. You can flip them right side up during your mane phase for 2 ap each)

3: all other face down trouble makers at that problem are dismissed.

4 the trouble ,maker effects apply to all players unless stated otherwise.

 

Also thanks for checking out my blog. Hope this helps too.

 

Once again thanks. Are there any problem cards that are both Purple and White? I have every color combo in problem cards EXCEPT for the color combo I need for my deck.

Edited by T.K.

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Once again thanks. Are there any problem cards that are both Purple and White? I have every color combo in problem cards EXCEPT for the color combo I need for my deck.

Nope but as for the color combo cards: . Sadly there should be 11 permutations of that color combo card and we only have 5 i think. so you probably won't get what you need in this set.

 

What we have:

Yellow / orange

Blue / pink

White / blue

Yellow / purple

Orange / purple

White / pink

Edited by Robin Hoof

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Nope but as for the color combo cards: . Sadly there should be 11 permutations of that color combo card and we only have 5 i think. so you probably won't get what you need in this set.

 

What we have:

Yellow / orange

Blue / pink

White / blue

Yellow / purple

Orange / purple

White / pink

I guess I'll just use my extra white problems... ha! white problems!


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Ok, so here's the deck I put together:

 

Friends:

 

Princess Celestia 1x

Fluttershy, Animal Team 1x

Mane Cureall 2x

Forest Owl 2x

Blue Jay 3x

Winona 3x

 

Rainbow Dash, To the Rescue 1x

Holly Dash 2x

Wild Fire 2x

Pegasus Royal Guard 2x

Emerald Green 2x

Sweetie Sunrise 3x

 

Resources:

 

Picnic Lunch 1x

Too Many Bandages 2x

Critter Cuisine 2x

 

Event:

 

Gotta Go Fash 1x

Yay! 2x

Fears Must be Faced 2x

The Horror! The Horror! 2x

What Went Wrong? 2x

Critter Calvary 2x

 

Trouble Maker:

 

Yellow Parasprite 3x

Parasprite Swarm 2x

 

Problems:

 

Bunny Breakout 2x

A Thorn in His Paw 2x

The Problem with Parasprites 2x

Bunny Stampede 2x

Cloudbursting 2x

 

Any thoughts?

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I was teaching a different friend how to play the card game and he pulled a combo that kind of blew my mind and I want to check if it was legal or not.

He had 4 action points with Rainbow Dash (Mane Character, 1 Blue power) in his home. He then cast Swinging into Action (Event) for 1 AP, which gave Rainbow Dash +2 Blue Power (a total of 3 blue power). Then he cast Finish Line (Friend) which required the 3 remaining AP and at least 2 blue power. Would he be able to cast Finish Line?

Then even later we ran into a face off question.

He had fulfilled his side of the problem card first but then he moved one of the cards to the other problem before I fulfilled  my half. Then on my turn I fulfilled my half. Even though at that point in time both sides' requirements weren't met would we still have a face off?


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I was teaching a different friend how to play the card game and he pulled a combo that kind of blew my mind and I want to check if it was legal or not.

He had 4 action points with Rainbow Dash (Mane Character, 1 Blue power) in his home. He then cast Swinging into Action (Event) for 1 AP, which gave Rainbow Dash +2 Blue Power (a total of 3 blue power). Then he cast Finish Line (Friend) which required the 3 remaining AP and at least 2 blue power. Would he be able to cast Finish Line?

Then even later we ran into a face off question.

He had fulfilled his side of the problem card first but then he moved one of the cards to the other problem before I fulfilled  my half. Then on my turn I fulfilled my half. Even though at that point in time both sides' requirements weren't met would we still have a face off?

1: yup he could indeed play finish line.

 

2: don't quite understand what you are saying but I the following should help:

Score phase: first you check to see if you successfully confront the problem. Second you score your points for confronting the problem. Third you see if you rooponent also has the power needed to confront the problem. If they do have it at that time then there is a face off. It does not matter if they confronted it last turn and now do not he the power, they must hc e the power during the score phase that a problem is successfully confronted. Previous turns do not matter.


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Ok, so a tournament is coming up near my area, and I'm thinking about making a fluttershy/something deck because I recently pulled the UR Princess Celestia. Since there are lots of kindness cards that get a boost when there's a critter friend at the problem, I want to combine that with maybe magic cards that give more power to my cards the more opponent's friends are at a problem.

 

Cards like Spring Forward that gets +2 for each opponent character at a problem and Rare Find that gets +1.

 

Any thoughts on this?

Sorry for my in activites everypony been pretty busy during the holidays

 

Spring Forward and Rare Find is an extremely powerful card vs a Fluttershy Deck  I don't know what duo Color you are using but someting to help you do a soft counter on that problem would be "Critter Cuisine"

I was teaching a different friend how to play the card game and he pulled a combo that kind of blew my mind and I want to check if it was legal or not.

 

He had 4 action points with Rainbow Dash (Mane Character, 1 Blue power) in his home. He then cast Swinging into Action (Event) for 1 AP, which gave Rainbow Dash +2 Blue Power (a total of 3 blue power). Then he cast Finish Line (Friend) which required the 3 remaining AP and at least 2 blue power. Would he be able to cast Finish Line?

 

Then even later we ran into a face off question.

 

He had fulfilled his side of the problem card first but then he moved one of the cards to the other problem before I fulfilled  my half. Then on my turn I fulfilled my half. Even though at that point in time both sides' requirements weren't met would we still have a face off?

 

To Question #1. He actually can't do that and I will tell you why.

I'm going to assume that he only had 1 Blue Power Total.

"Swing Into Action" requires 2 blue power. (he only had 1 power total; therefore, the illegal play)

If he was able to use "Swing Into Action" then why use it to play "Finish Lane" needs 2 blue power to play.

Why would he use Swing into action to play Finish Lane when he already had the Power?

and he wouldn't be able to use "Swing Into Action" because it requires 2 Blue power.

 

I can't seem to figure our your question for #2, but You only do a Faceoff if both players can confront the same problem at the current time of the Score Phase.

 

Now for a Double Faceoff only 1 player needs to be able to confront both problem simultaneously to do a Double face off, which then you'll both all all your power and flip a card.

 

 

Edited by GamingTama
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1: yup he could indeed play finish line.

 

2: don't quite understand what you are saying but I the following should help:

Score phase: first you check to see if you successfully confront the problem. Second you score your points for confronting the problem. Third you see if you rooponent also has the power needed to confront the problem. If they do have it at that time then there is a face off. It does not matter if they confronted it last turn and now do not he the power, they must hc e the power during the score phase that a problem is successfully confronted. Previous turns do not matter.

 

Sorry for my in activites everypony been pretty busy during the holidays

 

Spring Forward and Rare Find is an extremely powerful card vs a Fluttershy Deck  I don't know what duo Color you are using but someting to help you do a soft counter on that problem would be "Critter Cuisine"

 

To Question #1. He actually can't do that and I will tell you why.

I'm going to assume that he only had 1 Blue Power Total.

"Swing Into Action" requires 2 blue power. (he only had 1 power total; therefore, the illegal play)

If he was able to use "Swing Into Action" then why use it to play "Finish Lane" needs 2 blue power to play.

Why would he use Swing into action to play Finish Lane when he already had the Power?

and he wouldn't be able to use "Swing Into Action" because it requires 2 Blue power.

 

I can't seem to figure our your question for #2, but You only do a Faceoff if both players can confront the same problem at the current time of the Score Phase.

 

Now for a Double Faceoff only 1 player needs to be able to confront both problem simultaneously to do a Double face off, which then you'll both all all your power and flip a card.

 

 

Oh, yeah looking at the cards swing into action does require 2 in the first place. But I do guess you still could do things like that with other types of power addition cards like Dig Deep.

 

Okay more detail is required I guess:

The problem required 2 Blue + 2 Orange for my friend.

My side required 4 power of any color.

He put the Drill Bit (3 Orange Power) on the problem and then Rainbow Dash Boosted (3 Blue Power).

So his side was fulfilled he scored the points then it was my turn.

I only had enough AP to put Sugar Twist (2 White Power) on to my side of the problem.

Then it was his turn again. This turn he took his Rainbow Dash and moved her to the other problem.

He used her to confront my timber wolves so he also scored points that turn, but that's not important.

The important part was that he wasn't fulfilling his half of the original problem card.

Then it was my turn again now I played Blue Moon (2 Purple Power).

My half of the problem was fulfilled now.

So there is a face of after both sides of the problem were confronted, right?

Does that mean, currently confronted or just both sides were confronted already?

Because I was wondering If my two friends would have a face off against Drill Bit (He was still at the problem), or would I have to wait for another character to come confront his side of the problem before a face of was initiated?

Edited by T.K.

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Sorry for my in activites everypony been pretty busy during the holidays

Spring Forward and Rare Find is an extremely powerful card vs a Fluttershy Deck  I don't know what duo Color you are using but someting to help you do a soft counter on that problem would be "Critter Cuisine"

 

 

To Question #1. He actually can't do that and I will tell you why.

 

I'm going to assume that he only had 1 Blue Power Total.

"Swing Into Action" requires 2 blue power. (he only had 1 power total; therefore, the illegal play)

If he was able to use "Swing Into Action" then why use it to play "Finish Lane" needs 2 blue power to play.

Why would he use Swing into action to play Finish Lane when he already had the Power?

and he wouldn't be able to use "Swing Into Action" because it requires 2 Blue power.

I can't seem to figure our your question for #2, but You only do a Faceoff if both players can confront the same problem at the current time of the Score Phase.

Now for a Double Faceoff only 1 player needs to be able to confront both problem simultaneously to do a Double face off, which then you'll both all all your power and flip a card.

 

Oh ya :P my bad (derpy voice). Totally forgot about that.


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Oh, yeah looking at the cards swing into action does require 2 in the first place. But I do guess you still could do things like that with other types of power addition cards like Dig Deep.

 

Okay more detail is required I guess:

The problem required 2 Blue + 2 Orange for my friend.

My side required 4 power of any color.

He put the Drill Bit (3 Orange Power) on the problem and then Rainbow Dash Boosted (3 Blue Power).

So his side was fulfilled he scored the points then it was my turn.

I only had enough AP to put Sugar Twist (2 White Power) on to my side of the problem.

Then it was his turn again. This turn he took his Rainbow Dash and moved her to the other problem.

He used her to confront my timber wolves so he also scored points that turn, but that's not important.

The important part was that he wasn't fulfilling his half of the original problem card.

Then it was my turn again now I played Blue Moon (2 Purple Power).

My half of the problem was fulfilled now.

So there is a face of after both sides of the problem were confronted, right?

Does that mean, currently confronted or just both sides were confronted already?

Because I was wondering If my two friends would have a face off against Drill Bit (He was still at the problem), or would I have to wait for another character to come confront his side of the problem before a face of was initiated?

Honestly That Timber Wolf part sounds important, you can only confront the Trouble Maker During the Trouble Maker Phase...

 

Regarding  the problem that was confronted, No you don't do a face off, his RainbowDash left the proficiency  to solve the problem, so you score 1 point for confronting it. To do a face off both player as on the problem must both have the right amount of power and requirement to do a faceoff.

 

He most likely  wanted the Bonus point and left the problem to defeat the timberwolf later on.

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