overrides the rules for bringing in agents into play as characters - normally they can only brought into play at one of their home sites, but thanks to Open to the Summons it's possible to play an agents at a havenOpen to the Summons
minion resource - permanent-event
Description: Playable on a company. One agent minion may be played with target company at a Darkhaven ---place this card with the agent. -1 to his mind to a minimum of 1. This card may be played with a starting company in lieu of a minor item. When played as such, reveal it when starting companies are determined as if it were a character. Cannot be duplicated on a given character.
overrides the fallen-wizard restrictions of character playability - allows to play a character with a mind of 6 witch is normally impossible for a fallen-wizard player to do and/or allows to play an orc/troll character without any other stage resources required for itThrall of the Voice
stage resource - permanent-event
Description: Instead of a normal character, during your organization phase you may bring into play one character (including a minion agent) with up to a 6 mind. Place this card with the character. -1 to his mind to a minimum of 1. Such a character may also be in your starting company.
allows to play your wizard at the time of storing this card, basically it only overrides the 1 character per turn limit (as it is said so on the card) but in conjunction with Safe from the Shadow (which allows to store events during the end-of-turn phase) it can also override the restriction of being able to bring characters into play only during the organization phaseThe Windlord Found Me
hero resource - permanent-event
MP: 3 miscellaneous
Description: Playable at an untapped Isengard, Shadow-hold [S], or Dark-hold [D] during the site phase. Tap the site. The company faces an Orc attack (4 strikes with 9 prowess). Afterwards, a character may tap and place this card under him. That character may not untap until after this card is stored in a Haven [H] during the organization phase. When this card is stored, and if your Wizard is not already in play, you may search your play deck or discard pile for a Wizard and play him at that Haven [H] (does not count towards the one character per turn limit). Cannot be duplicated by a given player. If you do not place this card with a character after the attack, discard it.
overrides both the 1 character per turn limit and the restriction of being able to bring characters into play only during the organization phaseHelm of Her Secrecy
hero resource - permanent-event
Description: If Eowyn is in your hand, this card is playable on a company facing an attack (before strikes are assigned). The company must contain a character with Edoras as a home site. If enough influence is available to control her, Eowyn may be played with (i.e., joins) the company. She gains +2 prowess, +1 body, and +1 direct influence. If the attack is a Nazgul, place Helm of Her Secrecy with Eowyn following the attack. Otherwise, discard this card following the attack. Regardless, Eowyn remains in play.
A Chance Meeting
hero resource - short-event
A character (even a Hobbit) may be brought into play with direct influence at any Free-hold [F], Border-hold , or Ruins & Lairs [R].
(errata: the character does not count against the one character per turn limit.)
We Have Come to Kill
minion resource - short-event
A character may be brought into play under general or direct influence at any Shadow-hold [S], Ruins & Lairs [R], or Border-hold . This does not count against the one character per turn limit.
this is where real problems begin
resource events in general are playable anytime during your turn, you only need to fulfill their playability requirements (if any)
I believe that A Chance Meeting/We Have Come to Kill have such requirement - specified by the Bringing Characters into Play rules, which specify when can you play characters – during the organization phase
People argue that short-event rules override the general rules for Bringing Characters into Play
1 - there are also very specific rules about what resources can you play when facing auto-attacks, and yet it has be ruled fairly recently that the general short-event rules do not override them, furthermore even though "card text overrides the rules" cards that simply say "playable on an attack" also were ruled that they do not override the auto-attacks rules
2 - Witch-king, Khamul the Ringwraith and Black Horse all allow to play a ringwraith follower, but were ruled to be restricted to organization phase only
3 - Old Road, following a mechanism similar to A Chance Meeting/We Have Come to Kill allows you to try and play a faction (and factions are only playable during the site phase) and yet it was ruled that Old Road can only be played during the site phase - even though it's a short-event and following the short-event rules should be allowed to be played anytime during your turn
4 - Bandobras Took pointed out that:
Bandobras Took wrote:A Chance Meeting says that a character may be brought into play, and this is interpreted as immediately -- not during the next organization phase when character play is normally supposed to happen. If Eagle-Mounts allows a company to move to a site, it will do it immediately upon resolution -- since it does not specify a moving company, there is no reason for its effect to be delayed any more than there is a reason for Chance Meeting's effect to be delayed.
so it seems only A Chance Meeting/We Have Come to Kill are so very special that they violate and trample all rules while other cards are forced to abide them...
I must explain myself about the errata text I've added to A Chance Meeting - I took the liberty of doing so because this ruling isn't about clarifying anything, it changes the way A Chance Meeting works by making it better and so is de facto an errata in my opinion
as for the other ruling - about playability outside of the organization phase - I see no reason for treating it as an errata, especially as people try to justify this ruling by following the general short-event rules making this a clarification of how A Chance Meeting can be played rather than a change in how the card works
It's pretty obvious that I do not agree with the way A Chance Meeting/We Have Come to Kill can be played now. For some reason those two cards are treaded specially, outside of other rules and precedence, as I've tried to show above.
If some people believe that we can't just accept one ruling about A Chance Meeting (does not count against the one character per turn limit) and throw away the other one (playable anytime you want) I'll gladly step down and forget about the first ruling which basically makes A Chance Meeting work like We Have Come to Kill, but while We Have Come to Kill is a Rare, A Chance Meeting as a meager Common so maybe it's a valid point that they should differ in power