Opening Night vs. Willpower/Terror Icon

By Deek, in CoC Rules Discussion

If a player wins the Opening Night story and decides to play the text, what happens to characters in my discard pile with the Willpower keyword or a Terror icon? Do they enter play insane, as indicated on the card? Does the story effect override their natural resistance? Or, do they enter player exhausted? Readied?

I'm sure this has been asked before and I apologize in advance. I was unable to locate a thread on the subject using the forum search function.

"Enters Play" overrides other rules such as insanity and willpower, but not uniqueness. So, in this instance, all characters in your discard pile end up in play, insane (with the provision of only one copy of each unique character could enter be in play (even if insane) after resolving this effect).

From the FAQ:

"Put into Play" vs "Play" vs "Enters Play" - "Put into Play" is a game mechanic that bypasses all costs (including resource matches) and play restrictions, with the exception of uniqueness. <Snip example> To "Play" a card is to pay all costs and follow all play restrictions in order to bring the card into play from a player's hand. Card effects that take place when a card is played do not work if the card entered play through any alternate way. <Snip example 2> "Enters Play" is an all-encompassing term that covers both "Put into Play" and "Play". All cards that are "Put into Play" or "Play" are considered to "Enter Play" <snip example 3>

I see. So in this case, the fact that the cards are "put into play" (I assume that's what you meant when you mentioned "Enters Play"?) indicates they otherwise ignore all printed rules (icons, keywords, etc) with the exception of uniqueness and simply adhere to the trigger text. I do recall reading that in the FAQ and now I fully understand how it applies. Thanks!

Deek said:

I see. So in this case, the fact that the cards are "put into play" (I assume that's what you meant when you mentioned "Enters Play"?) indicates they otherwise ignore all printed rules (icons, keywords, etc) with the exception of uniqueness and simply adhere to the trigger text. I do recall reading that in the FAQ and now I fully understand how it applies. Thanks!

Only characters in play have a state like ready, exhausted or insane. Only characters in play can 'go insane.' Only characters in play can have Terror Icons or Willpower preventing them from going insane.

If a character is put into play insane, it didn't have the icons or willpower until it hits play, and when it enters play insane, it doesn't have icons or text at all.

It's not so much that icons or text are being ignored rather than they where never there in the first place.

Ah, right! The rulebook clearly states that insane characters have a blank text box, no icons, no keywords, etc. That makes perfect sense, having a character "put into play insane." Cheers!