FaB Comprehensive Rules v2 6 0
FaB Comprehensive Rules v2 6 0
Comprehensive Rules
6 October 2023
v2.6.0
Flesh and BloodTM is a competitive Trading Card Game where two heroes face off in a fight to the death. Each
player starts the game with their hero, weapon, and equipment set in play. The battle is fought through the
strategic use of resources, knowing when to defend, and when to go in for the kill.
“Our mission is to bring people together in the flesh and blood through the common language of
playing great games.”
The rules in this document apply to any game of Flesh and Blood and supersede any previous version of the rules
document for the game.
The version of this document is in the form “[MAJOR].[MINOR].[PATCH]”. MAJOR revisions include
complete renumbering, restructuring, and rewrites that are not compatible with previous versions of the
comprehensive rules. MINOR revisions include additions and rewording that are compatible with most
references to the previous version but may also contain renumbering, restructuring, and rewrites to specific rules
or sections. PATCH revisions include formatting, style, and rewording that is completely compatible with the
previous version, as well as logical corrections that may not be compatible.
The rules are presented in the form “[Chapter].[Section].[Rule]” and are referenced as such when referring to a
particular rule in the current version. If referencing a previous version of this document, ensure that you include
the version as well as the rule reference.
i
Table of Contents
Preface i
1 Game Concepts 1
1.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.5 Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.6 Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.7 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.8 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.9 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
1.10 Game State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.11 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
1.12 Numbers and Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.13 Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.14 Costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.15 Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2 Object Properties 20
2.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.1 Color Strip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.2 Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
2.3 Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.4 Intellect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.5 Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
2.6 Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
2.7 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.8 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.9 Subtypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2.10 Supertypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.11 Text Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
2.12 Type Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2.13 Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3 Zones 27
3.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.1 Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.2 Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.3 Banished . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.4 Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.5 Combat Chain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6 Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.7 Graveyard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.8 Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.9 Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.10 Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.11 Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
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3.12 Permanent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.13 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.14 Stack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.15 Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4 Game Structure 34
4.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4.1 Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4.2 Start Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
4.3 Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.4 End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.5 Ending a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
6 Effects 46
6.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.1 Discrete Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.2 Continuous Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
6.3 Continuous Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
6.4 Replacement Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
6.5 Replacement Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
6.6 Triggered Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
7 Combat 56
7.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
7.1 Layer Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
7.2 Attack Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
7.3 Defend Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
7.4 Reaction Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
7.5 Damage Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
7.6 Resolution Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
7.7 Link Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
7.8 Close Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
8 Keywords 63
8.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
8.1 Type Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
8.2 Subtype Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
8.3 Ability Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
8.4 Label Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
8.5 Effect Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
8.6 Token Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
9 Additional Rules 83
9.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
9.1 Double-Faced Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Glossary 85
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TABLE OF CONTENTS
Credits 104
iv
1. Game Concepts
1.0. General
1.0.1. The rules in this document apply to any game of Flesh and Blood.
1.0.1a If an effect directly contradicts a rule contained in this document, the effect supersedes that rule.
1.0.1b If a tournament rule contradicts a rule contained in this document or an effect, the tournament
rule supersedes that rule or that effect.
1.0.2. A rule or effect that states something can not happen takes precedence over any rule and/or effect that
states that something can happen, subject to Rule 1.0.1a.
Example: If one effect reads “You can’t play cards from your banished zone.” and another effect
reads “You may play cards from your banished zone.”, the former effect takes precedence and the
player can not play cards from their banished zone.
1.0.2a A rule or effect that states that “only” something can happen, is functionally equivalent to a rule
or effect that states everything else can not happen.
Example: Three of a Kind has the text “[...] you may only play cards from arsenal.”, which is
equivalent to “you can not play cards from anywhere other than arsenal.”. Even if an effect
would allow you to play a card from your banished zone, you would not be able to play that
card from the banished zone because of the effect generated by Three of a Kind.
1.0.2b A rule or effect that states that something can not happen does not retroactively change the game
state.
Example: Overpower is an ability with an effect that prevents the source from being defended
by more than 1 action card. If an attack is already defended by two or more action cards and
then it gains the overpower ability, none of the existing defending cards are retroactively
removed from defending.
1.1. Players
1.1.1. A player is a person participating in the game.
1.1.1a To participate, a person must have a hero, a card-pool, a way to represent any tokens and counters
that could be created by effects in their card-pool, a way to generate uniform random values for
effects in their card-pool, a play-space for zones, and a method to record life totals.
1.1.2a This document distinguishes the player as the person participating in the game and the hero as
the hero card of a player.
1.1.2b A player plays the game as their hero. Card text makes no distinction between the player and
their hero, identifying both identically; the term “you” refers to the player’s hero and the term
“opponent” refers to the player’s opponent’s hero.
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CHAPTER 1. GAME CONCEPTS
1.1.3. A player’s card-pool is a collection of deck-cards (see Rule 1.3.1d) and arena-cards (see Rule 1.3.1e).
A card can only be included in a player’s card-pool if the card’s supertypes are a subset of their hero’s
supertypes. (See Section 2.10 - Supertypes)
Example: If the hero card is Boltyn (supertypes of “Light” and “Warrior”), the card-pool can only
include cards with the supertypes of “Light Warrior”, “Light”, “Warrior”, and cards with no
supertypes (“Generic”).
1.1.3a If an effect allows a player to start the game with one or more cards with supertypes that are not
a subset of their hero’s supertypes, those cards may be included in the player’s card-pool as long
as they start the game as specified by the effect (see Rule 4.1.6c). Card text of meta-static abilities
refers to the player’s card-pool as the player’s “deck”.
1.1.3b A hybrid card may be included in a player’s card-pool if either of the hybrid card’s supertype sets
is a subset of their hero’s supertypes. (See Rule 2.12.1b)
1.1.4. In a game, a party comprises players who win the game together.
1.1.4a A player is always considered to be in a party with themselves, including when they are the only
player in that party.
Example: United we Stand has the text “[...] if Boltyn is in your party, create a Courage token
under his control.” If the player is playing as Boltyn, they would create a Courage token under
their own control because they are considered to be in their own party, even if there are no
other players in their party.
1.1.5. In a game, a player’s opponents include all other players who are not in their party. (See Rule 1.1.4)
1.1.6. Clockwise order is the order of players starting from the given player and progressing clockwise
among the players when viewed from above. The next player in clockwise order is the player to the left
of the given player.
1.2. Objects
1.2.1. An object is a card, macro, or layer in the game.
1.2.2. A permanent is a card in the arena that is designated as a permanent by a rule or effect.
1.2.3. Objects have one or more properties. (See Chapter 2 - Object Properties)
1.2.4. An object has one or more object identities that can be referred to. Rules in this document and effects
typically describe objects using their object identity as the noun.
Example: Lunging Press has the text “Target attack action card gains +1{p}.”, which identifies the
target of the effect, using the “card” object identity as the noun.
1.2.4b An object with a name property and/or moniker has the object identity of that name and/or
moniker. (See Section 2.6 - Name)
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CHAPTER 1. GAME CONCEPTS
Example: Dorinthea, Quicksilver Prodigy has the text “The first time Dawnblade, Resplendent
gains go again each turn, [...]”, which identifies an object using the name “Dawnblade,
Resplendent” as an object identity.
1.2.4c A card has the object identity of its types and subtypes, except for the subtype attack.
Example: Ironsong Determination has the text “Target weapon gains +1{p} and dominate
until end-of turn.”, which identifies an object using the type “weapon” as an object identity.
1.2.4d A card with the subtype attack on the stack, an attack-proxy on the stack, an attack-layer on the
stack, or an attacking object on the combat chain has the object identity “attack”. (See Rule 7.0.2)
Example: Oath of the Arknight has the text “Your next Runeblade attack this turn gains
+3{p}.”, which identifies either a Runeblade attack action card on the stack, or attack-proxy
created by a Runeblade source, or an attacking Runeblade object; using “attack” as an object
identity.
1.2.5. Last known information about an object is a snapshot of the state of an object immediately before it
ceased to exist.
1.2.5a If a rule or effect requires information about a specific object that no longer exists, instead it uses
last known information about that object to fulfil that requirement. Otherwise, if a rule or effect does
not specifically refer to that object, last known information is not used.
Example: Endless Arrow has the text “When Endless Arrow hits, put it into your hand.”. If
Endless Arrow hits, it is put into the player’s hand. The chain link of Endless Arrow then holds
the last known information about Endless Arrow, so that if it had the ability “go again” before
it was put into hand the player would still gain an action point when the link step begins.
1.2.5b Last known information about an object includes all parameters, history, and effects applicable to
that object at the time it still existed.
1.2.5c Last known information about an object is immutable - it can not be altered. Rules and effects
that would modify the object that no longer exists do not modify the last known information about
an object; this may cause effects to fail.
Example: Luminaris has the text “If there is a yellow card in your pitch zone, Illusionist
attacks you control have go again.”. If you controlled an Illusionist attack as a chain link on
the combat chain, but it was removed, and then you put a yellow card in your pitch zone to
meet Luminaris’s condition, the chain link does not have go again because the last known
information about the attack can not be altered.
1.2.5d Last known information about an object is not an object itself - it is not a legal target for rules
and effects.
1.2.6. The owner of an object is the same as the card, macro, or layer that represents it, otherwise it has no
owner.
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CHAPTER 1. GAME CONCEPTS
1.2.7. The controller of an object is the same as the card, macro, or layer that represents it. An object does
not have a controller if it is not in the arena or on the stack.
1.3. Cards
1.3.1. A card is represented by an official Flesh and Blood card, which is defined by tournament rules.
1.3.1a The properties of a non-token card are determined by the properties printed on the latest English
version of the official Flesh and Blood card that represents it, or as specified by any errata published
by Legend Story Studios, whichever is most recent. The properties of a token-card are defined by
the effect that created it (see Section 8.6 - Token Keywords). These are the card’s copyable
properties (see Chapter 2 - Object Properties).
1.3.1b A hero-card is any card with the type hero. A hero-card starts the game as a player’s hero.
1.3.1c A token-card is any card with the type token. A token-card is not considered part of a player’s
card-pool. (See Rule 1.1.3)
1.3.1d A deck-card is any card with one of the following types: Action, Attack Reaction, Block,
Defense Reaction, Instant, Mentor, and Resource. A deck-card may start the game in a player’s
deck.
1.3.1e An arena-card is any non-hero- non-token- non-deck-card. An arena-card cannot start the game
in a player’s deck.
1.3.2. A card is distinct from another card if it has a different name or pitch from that other card.
Example: Sink Below with 1 pitch (and a red color bar) is distinct from Sink Below with 2 pitch
(and a yellow color bar).
1.3.3. The owner of a card is the player who started the game with that card as their hero or as part of their
card-pool, or the player instructed to create it or otherwise put it into the game.
1.3.4. The controller of a card is its owner as it enters the arena or the player who played that card.
1.4. Tokens
1.4.1. A token is a card created by an effect and ceases to exist when it leaves the arena. (See Rule 8.1.8 and
Rule 8.5.2)
1.5. Macros
1.5.1. A macro is an object in the arena that is neither a card nor a token. Macros are objects used to generate
static-continuous effects that exist over two or more turns or indefinitely.
1.5.1a A macro is not a card, even if it is represented by an official Flesh and Blood card. (See Rule
1.3.1)
1.5.1b The properties of a macro are defined by the rule or effect that created it.
1.5.1c A macro is not considered part of a player’s deck. (See Rule 1.1.3)
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CHAPTER 1. GAME CONCEPTS
1.6. Layers
1.6.1. A layer is an object on the stack (see Section 3.14 - Stack) that is yet to be resolved. A layer is
represented by a card or is an object created by an ability or effect.
1.6.1b An activated-layer is a layer created by an activated ability. An activated-layer can only exist on
the stack. (See Section 5.2 - Activated Abilities)
Example: Energy Potion has the text “Instant – Destroy Energy Potion: Gain {r}{r}”, which
is an activated ability. When this ability is activated, it creates an activated-layer on the stack
with the resolution ability “Gain {r}{r}”.
1.6.1c A triggered-layer is a layer created by a triggered effect. A triggered-layer can only exist on the
stack. (See Section 6.6 - Triggered Effects)
Example: Snatch has the text “When Snatch hits, draw a card.”, which is a triggered effect.
When this effect is triggered, it creates a triggered-layer to be put on the stack with the
resolution ability “Draw a card”.
Example: Bone Basher has the text, “Once per Turn Action – {r}{r}: Attack” which is an
activated ability that creates an attack-proxy, because it is an activated-layer with the attack ability.
1.6.2a An attack-proxy is an extension of its source. The attack-proxy is considered to be its source for
rules and effects unless otherwise specified by a rule.
Example: Sharpen Steel has the text “Your next weapon attack this turn gains +3{p}.”, which
is an effect that applies only to the next weapon attack. If you create an attack-proxy with a
weapon, Sharpen Steel’s effect will apply to the attack-proxy because it is considered to be a
weapon (and an attack) for rules and effects.
1.6.2b An attack-proxy is considered a separate object from its source for effects that applies
specifically to attacks. Effects that refer to and apply to the source also refer to and apply to any
attack-proxy created by the source, but effects that specifically refer to or apply to the attack-proxy
do not refer to or apply to the source.
Example: Sharpen Steel has the text “Your next weapon attack this turn gains +3{p}.”, which
applies only to the attack-proxy created by a weapons abilities and then applies to the weapon
as an attack on the combat chain; it does not continue to apply to the weapon when the weapon
is no longer that specific attack on the combat chain.
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Example: Ironsong Determination has the text “Target weapon gains +1{p} and dominate
until end of turn.”, which applies to a weapon object, and by extension, any attack-proxies
created by its abilities.
1.6.3. An attack-layer is a layer with the attack effect (see Rule 8.5.38), and represents an attack with no
properties on the stack before the object specified by the attack effect becomes a chain link on the
combat chain.
Example: Emperor, Dracai of Aesir has the text “Action – {r}{r}{r}: Search your deck for
Command and Conquer, attack with it, then shuffle.”, which is an activated ability that creates an
attack-layer, because it is an activated-layer with the attack effect.
1.6.3a An attack-layer is not an extension of its attack-source. For the purposes of effects, the attack-
layer is considered to be either a typical layer or an attack with no properties, but not both.
1.6.3b An attack-layer is considered a separate object from its attack-source for an effect that applies
specifically to attacks. If an effect does not apply to an attack layer, it may still apply to the attack-
source if it meets the specifications of the effect.
1.6.4. The owner of a card-layer is the player who owns the card. The owner of an activated-layer is the
player who activated the activated ability. The owner of a triggered-layer is the player who controlled the
source of the triggered effect when the triggered-layer was created.
1.6.5. The controller of a layer is the player that put it on the stack.
1.7. Abilities
1.7.1. An ability is a property of an object that influences the game by generating effects or by creating a
layer on the stack that resolves and generates effects.
1.7.2. The base abilities of a card are determined by its rules text. (See Section 2.11 - Text Box)
1.7.3. The base abilities of a token, macro, or layer are defined by the rule, effect, or ability that created it.
1.7.4. There are three categories of abilities: activated abilities, resolution abilities, and static abilities. An
ability is categorized based on how it generates effects.
1.7.4a Activated abilities can be activated by a player to put an activated-layer on the stack. (See
Section 5.2 - Activated Abilities)
1.7.4b Resolution abilities generate effects when a layer with the ability resolves on the stack. (See
Section 5.3 - Resolution Abilities & Resolving Layers)
1.7.4c Static abilities simply generate effects. (See Section 5.4 - Static Abilities)
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1.7.5. An activated ability can only be activated when it is functional. A resolution or static ability only
generates its effects when it is functional. An ability is functional when its source is public and in the
arena; otherwise, it is non-functional, with the following exceptions:
1.7.5a An ability of a non-permanent defending object (see Rule 3.5.4d) is non-functional unless the
ability is an activated ability that specifies it can be activated when the object is defending, a
triggered ability with a trigger condition that includes the object defending, or a static ability that is
stated as an exception.
Example: Rally the Rearguard has the text “Once per Turn Instant — Discard a card: Rally
the Rearguard gains +3 {d} . Activate this ability only while Rally the Rearguard is
defending.”, which is functional when it is a non-permanent defending card because the
activated ability states it can only be activated when the card is defending.
1.7.5b An activated ability that specifies it can be activated when its source is private and/or in a zone
outside the arena is functional when the source meets that condition. (See Rule 5.2.4)
Example: Guardian of the Shadowrealm has the text “Action - {r}{r}: Return Guardian of the
Shadowrealm to your hand. Active this ability only while Guardian of the Shadowrealm is in
your banished zone.”, which is functional when it is in the owner’s banished zone.
1.7.5c A resolution ability is functional when its source object resolves as a layer on the stack,
otherwise, it is non-functional. (See Section 5.3 - Resolution Abilities & Resolving Layers)
Example: Sigil of Solace has the text “Gain 3{h}”, which is a resolution ability that is
functional as the card resolves as a layer on the stack to produce its effect.
1.7.5d A meta-static ability is functional outside the game. (See Rule 5.4.3)
Example: The Specialization keyword is a meta-static ability that prevents the player from
including the card in their deck if the specialization does not match their hero card’s first
name, which is functional outside the game.
1.7.5e A play-static ability is functional when its source is public in any zone and when it is played.
(See Rule 5.4.4)
Example: Ghostly Visit has the text “You may play Ghostly Visit from your banished zone.”,
which is a play-static ability that is functional when playing Ghostly Visit, because it affects the
rules of how it is allowed to be played.
1.7.5f A property-static ability is functional when its source is in any zone or outside the game. (See
Rule 5.4.5)
Example: The {p} and {d} of Mutated Mass are defined by a property-static ability which is
functional at all times, based on the current total number of different costed cards in the pitch
zone in the current game state.
1.7.5g A while-static ability is functional when its while-condition is met. (See Rule 5.4.7)
Example: Yinti Yanti has the text “While Yinti Yanti is defending and you control an aura, it
has +1 {d} .”, which is a while-static ability that is functional when it is a non-permanent
defending card because it has a while-condition that is met when the card is defending.
1.7.5h A static ability is functional when its source resolves as a layer on the stack and/or as its source
enters the arena.
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CHAPTER 1. GAME CONCEPTS
Example: Conduit of Frostburn has the text “The next card you play this turn with an effect
that deals arcane damage gains ‘When this deals arcane damage to a hero, [...]’ ”, which gives
a card a static ability that is functional when its source resolves as a layer on the stack.
1.7.5i A triggered-static ability, with a triggered condition that its source is outside the arena, is
functional when the source meets that condition.
Example: Back Alley Breakline has the text “When an activated ability or action card effect
puts Back Alley Breakline face up into a zone from your deck, gain 1 action point.”, which is a
triggered-static ability that is functional when an activated ability or action card effect puts it
into that zone from the deck.
1.7.5j A static ability, with a replacement effect that modifies the event of its source moving zones, is
functional when the source meets that condition.
Example: Drone of Brutality has the text “If Drone of Brutality would be put into your
graveyard from anywhere, instead put it on the bottom of your deck.”, which is a static ability
with a replacement effect that is functional when Drone of Brutality would be moved to the
graveyard zone.
1.7.6. A modal ability is a resolution ability that contains a choice of modes for what abilities the source has,
or what effects the ability will generate. A modal ability typically contains the phrase “choose [X]
[CONDITIONS?]; [MODES]” where X is a cardinal number or a description of the number of modes to
choose, CONDITIONS (if any) specifies one or more conditions for selecting modes, and MODES is a
list of modes that can be selected.
1.7.6a Modes of an ability are declared as the source card, activated-layer, or triggered-layer is added as
a layer on the stack. (See Rule 5.1.4 and Rule 6.6.6a)
1.7.6b If the ability allows the player to select two or more modes, they can not select the same mode
more than once, unless specified by the ability.
Example: Art of War has the text “Choose 2; [...]” followed by four modal options. Because
the ability does not state that the player can choose the same option more than once, two
distinct modes must be selected.
1.7.6c If the same mode is selected more than once, the modes are considered separate and do not create
a compound event (See Rule 1.9.2). If the mode contains a targeted effect, the same target(s) may be
selected for each time the mode is selected.
Example: Blood on Her Hands has the text “Target 1H weapon has +1{p} while attacking this
turn.”, which is a mode that can be selected more than once. As a targeted effect, the player
may target the same 1H weapon each time it is chosen as a mode.
1.7.6d Once the modes of a modal ability have been selected, those modes determine the abilities/effects
of the source for rules and effects.
1.7.7. A connected ability pair is a pair of abilities where the parameters and/or events of one connected
ability (leading ability) are specifically referred to by the effect(s) of the other connected ability
(following ability).
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CHAPTER 1. GAME CONCEPTS
Example: Reckless Swing has the text “As an additional cost to play Reckless Swing, discard a
random card.”, which is a leading play-static ability that requires the player to discard a card, and
“If the discarded card has 6 or more Attack, deal 2 damage to the attacking hero.”, which is a
following resolution ability with an effect that directly refers to the card discarded from the event
generated by an effect in the leading ability.
1.7.7a An ability can be part of one or more connected ability pairs. An ability can be both a leading
and following ability for different connected ability pairs.
1.7.7b If a following ability can not refer to the parameters and/or events of the leading ability, or if
there are no parameters and/or events to refer to, the relevant effects of the following ability fail.
1.7.7c If an effect adds a connected ability pair (both the leading and following abilities) to an object,
they are connected on that object and the added following ability will only refer to the added leading
ability. If only one of the abilities is added, or both abilities are added by separate effects, then they
are not connected on the object they are added to.
1.7.9. The source of an ability is the card or token that has that ability. The source of abilities of an activated-
layer or triggered-layer is the same as the source of the ability that created that layer.
1.7.9a Activated-layers and triggered-layers exist independently of their source. If the source of an
activated-layer or triggered-layer ceases to exist, it does not prevent the resolution of that layer.
1.7.10. The controller of an activated-layer is the player who activated its source. The controller of a
triggered-layer is the player who controlled its source when it triggered - if the source has no controller,
the controller of the triggered-layer is player who owns the source.
1.8. Effects
1.8.1. An effect is generated by an ability or another effect, and can change the game state by producing
events or applying changes to objects or the game itself. When a layer resolves, a static ability becomes
functional, a card/ability with an alternative/additional effect-cost is played/activated, or the conditions
of another effect are met, it may generate an ordered sequence of one or more discrete and/or continuous
effects.
1.8.2. An optional effect is an effect that is not compulsory to generate or apply. An optional effect typically
contains the term “may”. When an optional effect would be generated, or would apply to objects or the
game, the player instructed by the effect chooses whether or not to generate or apply the effect.
1.8.3. A conditional effect is an effect that is dependent on a condition to be met. A conditional effect is
typically written in the format “(If / During) [CONDITION], [EFFECT]”, where CONDITION is the
condition that must be met for the EFFECT to be generated/applied. If EFFECT is a list of two or more
effects, each effect is a conditional effect with the same condition.
Note: Cards printed before 2022 have also used the format “If [EVENT and/or STATE]
[EFFECTS]” to denote a triggered effect. (See Section 6.6 - Triggered Effects)
1.8.3a A conditional effect, written in the format “Otherwise [EFFECT]”, is an effect that is conditional
on the opposite of a preceding conditional effect or the failure of a preceding effect. This effect’s
condition is met only when the preceding effect’s condition is not met, or the preceding effect fails.
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Example: Runeblood Incantation has the text “At the beginning of your action phase, remove
a verse counter from Runeblood Incantation. If you do, create a Runechant token. Otherwise,
destroy Runeblood Incantation.”, the latter part of which is a conditional discrete effect that is
conditional on the failure to remove a verse counter from Runeblood Incantation.
1.8.3b A conditional effect, written in the format “[EFFECT] unless [OPPCONDITION]”, is an effect
that is conditional on the opposite of the OPPCONDITION. This effect’s condition is only met when
the OPPCONDITION is not met, or the OPPCONDITION is an effect that fails (see Rule 1.8.8). If
the OPPCONDITION is an effect instead of a condition, it is an optional effect.
Note: An effect that reads “Deal 2 damage to the attacking hero unless they pay {r}.” can
be read as “The attacking hero may pay {r}. If they don’t, deal 2 damage to them.”
Example: Pitfall Trap has the text “Deal 2 damage to the attacking hero unless they pay {r}.”,
which is a conditional discrete effect, that is conditional on the attacking hero not paying the
asset-cost.
1.8.3c A conditional effect, written in the format “[EFFECT] while [CONDITION]”, is an effect that
only applies as long as CONDITION is met. The CONDITION is evaluated at all times while the
effect exists. If the effect applies to one or more subjects, CONDITION is evaluated per subject.
Example: Parable of Humility has the text “Attack action cards controlled by an opposing hero
have -1{p} while attacking and defending.”, which is a conditional static-continuous effect that
applies to more than one object and a condition that is checked per object that it applies to.
1.8.4. A targeted effect is an effect where the target parameters are declared as the object, with the ability that
generates it, is put onto the stack. Targeted effects always contain the phrase “target [DESCRIPTION]”
or “[DESCRIPTION] (target/targets)” where DESCRIPTION is the specifics of one or more legal targets
for the effect.
1.8.4a Only objects in the arena or on the stack are targetable (can be selected as a legal target), unless
the effect specifies the legal target as a zone or an object that does not exist in the arena or on the
stack.
Example: Memorial Ground (red) has the text “Put target attack action card with cost 2 or
less from your graveyard on top of your deck.” which describes a legal target as a card in the
graveyard as opposed to a card in the arena or on the stack.
1.8.4b The same legal target can not be declared more than once for any one instance of the target
phrase.
1.8.4c An effect that specifies one or more subjects to affect, but does not use the term “target”, is not a
targeted effect. Non-target subjects do not need to be declared until the effect is generated.
Example: Remembrance has the text “Shuffle up to 3 action cards from your graveyard into
your deck.”, which is not a targeted effect because it does not use the term “target” before the
specified subjects of the effect.
1.8.4d If the DESCRIPTION of a legal target is “any”, then the legal targets are dependent on the
application of the effect. In this context, a legal target is any target that does not cause the effect to
fail for the current game state.
1.8.4e If a targeted effect is optional, the player may choose not to select a target. If a player chooses
not to select a target, the optional effect is not generated.
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1.8.4f If an effect modifies the target of a targeted effect, only legal targets for the targeted effect may be
selected as new targets, unless otherwise specified by the modifying effect. If there is no other legal
target for the targeted effect, then the target remains unmodified.
Example: Taipanis, Dracai of Judgement has the text “The first time each turn another hero
becomes the target of a source that would deal lethal damage, you may discard a red card. If
you do, choose new targets for that source.”, which can modify the targets of an effect but can
only select legal targets as per the original targeted effect. Taipanis can not change the target
of a hero’s attack to be their own hero, because attacks can only target opposing living objects.
1.8.5. If the parameters of an effect are undetermined at the time the effect is generated, the player instructed
by the effect determines the parameters of the effect. If no legal parameters exist, then any part of the
effect related to those parameters fails.
Example: Remembrance has the text “Shuffle up to 3 action cards from your graveyard into your
deck.”. This effect does not require targets when Remembrance is played on the stack, so when the
effect is generated upon resolution, up to three action cards must be determined by the controlling
player.
1.8.5a If two or more players are instructed to determine the parameters of an effect, those players
determine the parameters in clockwise order, starting with the controller of the effect. (See Rule
1.1.6)
Example: Codex of Frailty has the text “Each hero puts an attack action card from their
graveyard face down into their arsenal.”, which requires all players to determine what card
will be selected in their graveyard to be put into their arsenal. This starts with the player who
controls Codex of Frailty as it resolves on the stack.
1.8.5b If the parameters of an effect include determining an object, the player can only determine
objects that are public as parameters for the effect. (See Rule 3.0.3)
Example: Oasis Respite has the text “Prevent the next 4 damage that would be dealt to target
hero this turn by a source of your choice.”, which has a parameter that must be a public object.
1.8.5c If the parameters of an effect include determining two or more objects, but there are insufficient
legal objects, all legal objects are consider the parameters of the effect.
Example: System Reset has the text “Banish X Mechanologist items you control [...]”. If X is
already determined to be 4, but there are only 3 legal items, all 3 of those items become the
parameters to the banish effect.
1.8.6. If an effect refers to the value of a property, it infers the existence of the property as well as its value.
If an object does not have that property, it does not meet the condition of the existence of the property
and thus the condition of the value of the property.
Example: Harmonized Kodachi has the text “While you have a card in your pitch zone with cost 0,
[...]”, which can be interpreted as “While you have a card in your pitch zone with the cost property
and the value of that property is 0, [...]”. This means a card without the cost property, such as
Heart of Fyendal, will not satisfy the condition if it is in the pitch zone.
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CHAPTER 1. GAME CONCEPTS
Example: Find Center has the text “Find Center can’t be defended by cards with cost less than the
number of chain links you control, [...]”, which can be interpreted as “Find Center can not be
defended by cards with the cost property, if the value of the cost property is less than the number of
chain links you control, [...]”. This means cards without the cost property, such as Ironrot Helm,
would be able to defend the attack.
Example: Mutated Mass has the text “Mutated Mass’s {p} and {d} are equal to twice the number
of cards in your pitch zone with different costs.”, which can be interpreted as “Mutated Mass’s {p}
and {d} is equal to twice the number of cards in your pitch zone with the cost property, that have
different costs.”. This means cards without the cost property, such as Heart of Fyendal, will not
satisfy the condition (and be included in the calculation) if it is in the pitch zone.
1.8.6a If an effect requires the value of a numeric property from a specific object without that property,
then zero is used as the value for the purpose of the effect.
Example: Ravenous Rabble has the text “Reveal the top card of your deck. Ravenous Rabble
gets -X{p}, where X is the pitch value of the card revealed this way.”. If the revealed card for
this effect was Gorganian Tome, which does not have the pitch property, the value of X would
be zero.
1.8.7. If an effect instructs a player to perform an action “as though” the game state or rules were modified,
or if an effect states an object or action “counts as” another object or action, rules and effects consider
the modified game state or rules for the applicable effect only.
Example: Teklovossen, the Mechropotent has the text “This counts as having 4 Evos equipped.”
Effects that count the number of Evos a player has equipped would have their count increased by 4
due to this effect, but effects that apply to or interact directly with equipped Evos would not be
affected.
1.8.8. An effect fails if the target(s) of the effect cease to exist, if there are no legal parameters at the time the
effect is generated, or if all the events it creates fail to occur. If there are sufficient parameters to allow
the effect to be generated, and at least one event does not fail to occur, the effect does not fail.
1.8.9. The source of an effect is the same as the source of the ability or effect that generated it, unless
otherwise specified by the effect.
Example: Electrify has the text “The next time an attack action card hits a hero this turn, it deals 3
damage to them.”, which is a delayed-triggered effect that triggers to deal damage, specifying the
source of the damage effect as the attack action card that caused the effect to trigger.
1.8.10. The controller of an effect is the same as the controller of the ability or effect that generated it, unless
otherwise specified by the effect.
1.9. Events
1.9.1. An event is a change in the game state produced by the resolution of a layer, the result of an effect, a
transition of turn phase or combat step, or an action taken by a player. An event may involve physically
changing the game state through one or more instructions - it can be modified by replacement effects
(see Section 6.4 - Replacement Effects) and can trigger triggered effects (see Section 6.6 - Triggered
Effects).
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1.9.1a If an event comprises an instruction that involves elements outside the game, that event can not
be modified by replacement effects or trigger triggered effects within the game, unless the event
directly interacts with the game.
Example: Go Bananas has the text “Open and reveal a booster pack of Flesh and Blood and
put all cards with the chosen name into your hand.”, which creates a ‘reveal’ event and a ‘put’
event as part of its resolution. The ‘reveal’ event only operates outside of the game, so any
replacement effects and triggered effects within the game do not interact with it. The ‘put’
event directly interacts with the game by putting an object into a game zone, so replacement
effects and triggered effects within the game may interact with it.
1.9.1b If an event comprises an instruction to do nothing, the event does not occur. It can not be
modified by replacement effects and does not trigger effects.
Example: Blazing Aether has the text “Deal X arcane damage to target hero, where X is the
amount of arcane damage you have dealt to that hero this turn.”. If the player has dealt 0
arcane damage this turn, the resolution of Blazing Aether produces an event that deals 0
arcane damage. Because dealing 0 arcane damage is an instruction to do nothing, it simply
does not occur. It can not be modified to deal more arcane damage by replacement effects, and
it does not trigger effects for dealing arcane damage.
1.9.1c If an event comprises an instruction where failure can not be verified by an opponent based on
the current game state, that player may choose to fail to complete that instruction. If they do, the
event simply fails as if that instruction can not be completed.
Example: Moon Wish has the text “When this hits, search your deck for a card named Sun
Kiss, [...]”. The opponent cannot verify that a Sun Kiss is in the player’s because the deck is
private to the player, so the player may choose to fail to find a card named Sun Kiss even if
there is one in their deck.
1.9.2. A compound event is an event that involves performing the same instructions more than once. An
effect that produces a compound event is typically written in a compact format, where the effect
specifies to repeat an instruction a number of times. When a compound event occurs, it is expanded, and
the instructions occur as individual events.
Example: Tome of Harvests has the text “Draw 3 cards.”, which is an effect written in compact
form, that produces a compound event that involves drawing a card three times. Each draw is
performed as an individual event: draw a card, draw a card, draw a card.
1.9.2a If a triggered effect triggers from a compound event, it does not trigger again for any of the
individual events of that compound event.
Example: Korshem, Crossroads of the Elements, has the text “Whenever a hero reveals 1 or
more cards, [...]”, which is a triggered effect that triggers on the compound event of revealing
one or more cards, but does not then trigger on any of the individual events from that
compound event.
1.9.2b If a replacement effect replaces a compound event, it can not replace any of the individual events
of that compound event.
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CHAPTER 1. GAME CONCEPTS
Example: Mordred Tide has the text “Until end of turn, if you would create a Runechant token,
instead create that many plus 1.”, which replaces the compound event that creates X
Runechant tokens with a compound event that creates X + 1 Runechant tokens. It does not
then replace each of the X + 1 individual “create a Runechant token” event with “create 2
Runechant tokens”.
1.9.2c If an event involves two or more players performing an instruction, it is a compound event where
each player performs that instruction in clockwise order as an individual event, starting with the turn
player (see Rule 1.1.6). If the event was produced by an effect, each player performs that instruction
starting with the controller of the effect instead.
Example: This Round’s on Me has the text “Each hero draws a card.”, which when resolved
produces a compound event that instructs each player to draw a card. This starts with the
player who controls This Round’s on Me as it resolves on the stack.
1.9.3. A composite event is an event that is made up of one or more internal events. An effect that produces a
composite event typically uses an effect keyword. (See Section 8.5 - Effect Keywords)
Example: Discard is a composite event that involves moving a card from a player’s hand to their
graveyard.
1.9.3a If a composite event occurs, and the composite event and/or internal event(s) would trigger the
triggered effect, the triggered effect only triggers once on the composite event.
1.9.3b If a rule or effect prevents a triggered effect from triggering on a composite event and/or its
internal event(s), then the triggered effect does not trigger on the composite event.
1.9.3c Replacement effects that partially modify internal events, do not modify the composite event that
contains it, and therefore the composite event still occurs.
Example: Discard is a composite event that involves moving a card from the hand to the
graveyard. If a replacement effect replaces the destination of the move event, then the discard
event is still considered to occur.
1.9.3d If no internal events of a composite event occur, then the composite event is considered not to
have occurred, and triggered effects that trigger on the composite event and/or internal event(s) do
not trigger.
Example: Discard is a composite event that involves moving a card from the hand to the
graveyard. If a replacement effect replaces the move event entirely, then the discard event is
considered not to occur and abilities that trigger on discard are not triggered.
1.10.2. When the game transitions to a new priority state, the following game state actions are performed
first:
1.10.2a First, if one or more heroes have died, their player loses the game (or the game ends in a draw).
(See Section 4.5 - Ending a Game)
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1.10.2b Second, if one or more living objects in the arena have 0 life total, they are cleared
simultaneously as a single event. Living objects that cease to exist are considered to have died. (See
Rule 2.5.1 and Rule 3.0.12)
1.10.2c Third, if a continuous effect allows a player to look at a card based on location, they may start
looking at that card until it is no longer in that location. (See Rule 8.5.11)
1.10.2d Forth, if the state-condition of a state-based triggered effect is met, the effect triggers. Then, if
any triggered-layers have been created, but have not been added to the stack, they are added to the
stack. If two or more triggered-layers have been created, then each player in clockwise-order adds
their own triggered-layers to the stack, starting with a player chosen by the turn player. (See Rule
6.6.6b)
1.10.2e Fifth and finally, if the combat chain is open and a rule or effect has closed the combat chain,
the Close Step of combat begins. (See Rule 7.8.2)
1.10.3. If a player makes an illegal action, or starts to make an action that becomes illegal to complete, the
game state is reversed to the legal state before that action started.
1.10.3a Triggered effects do not trigger as a result of the action being reversed.
1.10.3b Replacement effects can not replace any event as a result of the action being reversed.
1.10.3c If the game state can not be reversed, as much as possible about the state is reversed and the
game continues as though it were the last legal state before the reversal.
1.11. Priority
1.11.1. Priority is a game state concept that describes which player (if any), may play a card, activate an
ability, or pass priority to the next player.
1.11.2. Only one player can have priority at any point in time. A player who has priority is the “active
player”. A player who does not have priority is an “inactive player”.
1.11.3. The Action Phase is the only phase when players get priority. Within the action phase, players do not
get priority during the Damage Step or Close Step of combat. At the beginning of the action phase,
during most steps of combat, and after the resolution of a layer, the turn player gains priority. (See
Section 4.2 - Start Phase, Chapter 7 - Combat, and Section 5.3 - Resolution Abilities & Resolving
Layers)
1.11.4. The active player may pass priority to the next player, referred to as “pass”.
1.11.4a If a player passes, priority is given to the next player in clockwise order (see Rule 1.1.6).
Typically, if all players pass in succession without playing any cards or activating any abilities, and
the stack is not empty, the top layer of the stack resolves (see Section 5.3 - Resolution Abilities &
Resolving Layers) - otherwise if the stack is empty, the phase or step ends (see Chapter 4 - Game
Structure and Chapter 7 - Combat).
1.11.5. If the active player plays a card or activates an ability, they regain priority after the card has been
played or the ability has been activated (see Rule 5.1.10). If the active player passes, they lose priority
until they receive it again from a rule. No player has priority while playing a card, activating an ability,
resolving a layer, during a game process, and/or during game state actions.
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CHAPTER 1. GAME CONCEPTS
1.12.1a If a rule or effect would calculate a fractional number and does not specify to round up or down,
the number is rounded towards zero.
Example: An effect that would calculate the number 3.5 would be rounded down to 3, but the
number -3.5 would be rounded up to -3.
1.12.1b If a rule or effect requires a player to choose a number, the number selected must be a
non-negative integer - zero and above. If it requires the player to choose “up to” a number, the
number selected must be between zero and the specified number, inclusive.
1.12.2. The letter X is used to represent a value that starts undefined and is defined later by a rule or effect.
1.12.2a If an object has a property with the value X, and the value of X undefined, the object is still
considered to have that property and the value of X is evaluated to be zero.
1.12.2b If an object has a property with the value X, and the value of X is defined, it remains defined
until the object ceases to exist.
1.12.2c If there are two or more undefined values in the same context, the letters Y and Z may also be
used to represent those undefined values.
1.12.3. The asterisk symbol (*) is used to represent a value that is defined by a meta-static ability.
1.12.3a If an object has a property with the value (*) and the property-static ability can not be used to
define the value, the object is still considered to have that property and the value of (*) is evaluated
to be zero.
Example: Mutated Mass has an ability that defines its power and defense as double the total
number of distinct costs of cards in the pitch zone. Outside of a game, this ability can not be
used to define the power and defense, so they are instead evaluated to be zero.
1.12.3b If an object has a property with the value (*) and the ability can be used to define the value, then
(*) is evaluated according to the ability.
1.12.4. Symbols are typically used to represent the value of specified properties. (See Chapter 2 - Object
Properties)
1.12.4d The power symbol is {p} and represents a power value. It is also used to refer to physical
damage (see Rule 8.5.3b).
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CHAPTER 1. GAME CONCEPTS
1.13. Assets
1.13.1. An asset is a point of a given type, owned by a player. There are three types of assets: action points,
resource points, and life points.
1.13.2. An action point is an asset that is typically used to play an action card and/or activate an action
ability.
1.13.2a A player can gain action points during their action phase from the following: at the start of their
action phase (see Section 4.3 - Action Phase), the ability go again (see Rule 8.3.5), and effects that
grant the player action points.
1.13.2b A player can not gain action points if it is not their action phase. If a player would gain an
action point from a rule or effect but it is not their action phase, instead they do not gain any action
points.
Example: Lead the Charge has the text “The next time you play an action card with cost 0 or
greater this turn, gain 1 action point. Go again”. If a non-turn player played (as an instant)
Lead the Charge (red), they would not gain an action point from the ability “go again”. If they
then played an action card with cost 0 (as an instant), they would not gain an action point from
the delayed-triggered effect of Lead the Charge.
1.13.3. A resource point is an asset that is typically used to play cards and activate abilities.
1.13.3a A player can gain resource points from the following: pitching cards during the payment of an
asset-cost that requires resource points (see Rule 1.14.3), and effects that grant the player resource
points.
1.13.4. A life point is an asset that is paid from a player’s hero’s life total and is typically used to activate
abilities.
1.13.4a A player can gain life points from effects that increase the player’s hero’s life total.
1.14. Costs
1.14.1. A cost is the requirement of payment from a player incurred by playing a card, activating an ability,
or resolving/applying an effect. A cost requires the payment of assets (asset-costs) and/or the successful
resolution of effects (effect-costs).
1.14.2. An asset-cost is a cost that requires the payment of one or more assets (see Section 1.13 - Assets).
To pay an asset-cost as a player, the player must have or gain assets of the appropriate type equal to, or
greater than, the cost to be paid; then those the asset-cost amounts are subtracted from the player’s assets
and the cost is considered paid.
1.14.2a If a player must pay a resource cost less than or equal to the number of resource points they
have, that player must use those resource points to pay the resource cost. If not, then the player may
pitch cards one at a time until they have enough resource points to pay the cost. (See Rule 1.14.3)
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CHAPTER 1. GAME CONCEPTS
Example: A player has 1 resource point and plays a card with 3 cost (more than the number of
resources they have). If the player pitches a 3-pitch card, generating 3 resources, they have
finished paying the asset-cost of the card, have 1 resource point left over, and can no longer
pitch cards because there are no more costs to pay. If the player pitches a 1-pitch card,
generating 1 resource, they still have 1 resource left to pay and must continue pitching cards
until the asset-cost is paid.
1.14.2b If an asset-cost involves paying two or more types of assets, the player declares the order in
which the costs will be paid before any cost is paid.
1.14.2c If a player does not have enough assets and can not generate any additional assets to pay an
asset-cost, the cost can not be paid and the game state is reversed to before the cost is paid. If the
asset-cost is mandatory and part of another action, the entire action is reversed. (See Section 1.10.3 -
Game State).
1.14.3. To pitch a card as a player, the player moves the card from their hand to the pitch zone and generates
resource points equal to the pitch value of the card pitched.
1.14.3a A card can not be pitched if it does not have the pitch property. (See Section 2.7 - Pitch)
1.14.3b A card can not be pitched this way if there is no resource cost to pay, or if the player has
resource points equal to or greater than the resource cost to be paid.
1.14.3c Pitching a card is an event that can trigger and be replaced by effects.
1.14.4. An effect-cost is a cost that requires payment in the form of generating one or more effects. To pay an
effect-cost, the player must be able to successfully generate and resolve the specified costs.
Example: Hope Merchant’s Hood has the text “Instant – Destroy Hope Merchant’s Hood: Shuffle
any number of cards from your hand into your deck, then draw that many cards.”, which is an
activated ability with an effect-cost of destroying Hope Merchant’s Hood.
1.14.4a If an effect-cost involves generating two or more effects, the player declares the order in which
the effects will be generated.
1.14.4b Before the effect-cost is paid, if any of the effects can not be generated due to a rule or effect,
or the effects can not resolve successfully based on the current game state, the cost can not be paid
and the game state is reversed to before the cost is paid. If the effect-cost is mandatory and part of
another action, the entire action is reversed. (See Section 1.10.3 - Game State).
1.14.4c During the payment of an effect-cost, if the events of any effects are replaced and can not be
successfully resolved, the cost is still considered paid.
1.14.5. A cost that is represented by “0”, or a cost in which all asset-costs are reduced to zero and there are
no effect-costs, is still considered a cost which is paid by acknowledging the zero cost.
1.15. Counters
1.15.1. A counter is a physical marker placed on any public object (see Rule 3.0.3). A counter is not an
object and does not have properties. The identity of a counter is defined by its name, or its numerical
value and symbol. Counters with the same name, or value and symbol, are functionally identical and
interchangeable.
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CHAPTER 1. GAME CONCEPTS
1.15.2. When a counter is on an object, it modifies its properties and/or interacts with effects.
1.15.2a A counter with a numerical value and symbol that corresponds to an object property modifies
that property of the object it is on. This modification is considered a rule, not an effect, but does take
place at the same time as continuous effects that modify the object in the same way. (See Rule 6.3.2
and Rule 6.3.3)
1.15.3. When an object ceases to exist, the counters on that object cease to exist (see Rule 3.0.9). When a
counter is removed from an object it ceases to exist.
1.15.4. If a counter would be added to an object that has a diametrically opposing counter on it, both
diametrically opposing counters remain on the object.
Example: If a -1{p} counter is placed on an object with a +1{p} counter on it, they both remain
on the object. The counters do not cancel each other out and they are not removed from the object
simply because they are diametrically opposing.
19
2. Object Properties
2.0. General
2.0.1. A property is an attribute of an object that defines how the object interacts with the rules and effects of
the game. There are 13 properties an object may have: abilities (see Section 1.7 - Abilities), color strip,
cost, defense, intellect, life, name, pitch, power, subtypes, supertypes, text box, and type.
2.0.1a An ability is a property, not an object. However, activated abilities have the object properties cost
and type, for the purposes of rules and effects.
2.0.2. The properties of a card are defined by the information printed on the official Flesh and Blood card.
If a property is not printed on the official Flesh and Blood card, the card it represents does not have that
property.
2.0.2a If an errata has been published for a given card, the properties of that card are defined by the
corrections in that errata. (See http://fabtcg.com/errata)
2.0.3. A numeric property is a property that has a numeric value. The value of some numeric properties can
be modified by effects and/or counters to produce a modified value. The copyable value of the numeric
property is typically the value that the object starts its existence with.
2.0.3a An effect that modifies the value of a numeric property does not modify the base value of that
property unless otherwise specified by the effect.
2.0.3b A numeric property is considered to have increased or decreased if a rule or effect is applied that
causes an increase or decrease to its base or modified value (see Rule 6.2.5).
Example: Korshem, Crossroads of the Elements has the text “[...], if [...] no card or token
controlled by a hero has had {p} or {d} increased this turn, destroy Korshem, Crossroads of
the Elements.”. If a player plays a card and an effect applies to the card that increases its
power, a card controlled by a hero has had its power increased and Korshem will not be
destroyed.
2.0.3c A numeric property can not have a negative base or modified value. If one or more effects would
set or reduce the base or modified value of a numeric property to be less than zero, instead they set
or reduce it to zero.
2.0.3d A +1 or −1 property-related counter on an object, modifies the value of the property but does
not change the base value.
2.0.4. An object is considered to have gained a property, or part of a property, if it did not have that
property/part before, but currently does. An object is considered to have lost a property, or part of a
property, if it had that property/part but currently does not.
2.0.5. The source of a property is the object of which the property is an attribute.
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CHAPTER 2. OBJECT PROPERTIES
2.1.2. The color strip of a card is typically located at the top of a card. The printed pitch of a card determines
the color strip of the card. Cards with a printed pitch of 1, 2, and 3, typically have a color strip of red,
yellow, and blue respectively. A card with no printed pitch typically does not have a color strip.
• A card with a red color strip is considered red for the purposes of rules and effects.
• A card with a yellow color strip is considered yellow for the purposes of rules and effects.
• A card with a blue color strip is considered blue for the purposes of rules and effects.
2.1.3. If the base pitch or pitch of a card is modified, it does not modify the color strip of the card.
2.2. Cost
2.2.1. Cost is a numeric property of a card or ability, which determines the starting resource asset-cost to play
the card or activate the ability. (See Rule 5.1.6)
2.2.2. The printed cost of a card is typically expressed within a resource point symbol located in the top right
corner of the card. The printed cost defines the base cost of a card. If a card does not have a printed cost,
it does not have the cost property (0 is a valid printed cost).
2.2.2a If the printed value is expressed as two or more undefined symbols and/or numeric values, they
are additive for determining the base cost of a card.
Example: Spark of Genius has the cost property with the printed value of “XX”, which
determines the base cost as X + X for any value of X.
2.2.3. The printed cost of an activated ability is expressed as {r} symbols as part of the description of the
ability, where the number of {r} symbols dictates the printed cost. If there are no resource symbols, then
the printed cost is 0. The printed cost defines the base resource cost of the ability. (See Rule 5.2.1)
2.2.4a An effect that increases or reduces the cost of an object does not modify the cost property of that
object. Effects that modify cost are only applied as part of the process for playing or activating that
object. (See Rule 5.1.6)
Example: An effect that reduces the cost to play a card does not change the cost property of
that card in any way - it only changes the calculation of the resource cost when that card is
being played.
2.2.4b An effect that refers to the cost of an object refers to the unmodified cost property of an object.
An effect that refers to the payment of an object, refers to the modified cost of an object when it was
paid to play/activate and put that object on the stack.
2.2.5. The visual expression in {r} symbols and the numerical expression of cost are functionally identical.
Example: The text “Search your deck for a card with cost value 1”, is considered to be the same as
the text “Search your deck for a card with cost value {r}.”
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CHAPTER 2. OBJECT PROPERTIES
2.3. Defense
2.3.1. Defense is a numeric property of an object, which represents the value contributed to the total sum of
defense used in the damage step of combat. (See Section 7.5 - Damage Step)
2.3.2. The printed defense of a card is typically located at the bottom right corner of a card next to the {d}
symbol. The printed defense defines the base defense of a card. If a card does not have a printed defense,
it does not have the defense property (0 is a valid printed defense).
2.3.2a If the defense of a card is represented as a (*), then the card has an ability that defines the defense
of the card at any point in or out of the game. If the ability requires a number that can not be
determined, the defense of the card is 0.
2.3.3. The defense of an object can be modified. The term “defense” or the symbol {d} refers to the
modified defense of an object.
2.4. Intellect
2.4.1. Intellect is a numeric property of a hero card, which represents the number of cards the controlling
player draws up to at the end of their turn. (See Section 4.4 - End Phase)
2.4.2. The printed intellect of a card is typically located at the bottom left corner of a card next to the {i}
symbol. The printed intellect defines the base intellect of a card. If a card does not have a printed
intellect, it does not have the intellect property (0 is a valid printed intellect).
2.4.3. The intellect of an object can be modified. The term “intellect” or the symbol {i} refers to the
modified intellect of an object.
2.5. Life
2.5.1. Life is a numeric property of an object, which represents the starting life total of that object. An object
with the life property is a living object.
2.5.2. The printed life of a card is typically located at the bottom right corner of a card next to the {h}
symbol. The printed life defines the base life of a card. If a card does not have a printed life, it does not
have the life property (0 is a valid printed life).
2.5.3. The life of an object can be modified. The term “life total” or the symbol {h} refers to the modified
life of an object.
2.5.3a An object’s life total is equal to the object’s base life, plus life gained and minus life lost, as
recorded by the players of the game.
2.5.3b Life gained and life lost are not continuous effects - they are discrete effects that apply once, and
they permanently modify the life total. (See Rule 8.5.7)
2.5.3c If the base life of an object changes, then the life total is recalculated using the new base life
value of the object.
Example: Shiyana has 20 base life and the text “[...] Shiyana becomes a copy of target hero
[...]”. If Shiyana has lost 5 life and copies the target hero is Kano, with 15 base life, the new
life total for Shiyana is 10.
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CHAPTER 2. OBJECT PROPERTIES
2.5.3d An object’s life total can be greater than its base life.
2.5.3e An object can not have a negative life total. If life loss would reduce an object’s life total to less
than zero, instead it reduces it to zero.
2.5.3f If a living object’s life total is reduced to zero, it is cleared as a game state action; or if the living
object is a hero, their player loses or the game is a draw as a game state action. (See Rule 1.10.2 and
Section 4.5 - Ending a Game)
2.6. Name
2.6.1. Name is a property of an object, which represents one of its object identities and determines the
object’s uniqueness (along with the pitch property). (See Rule 1.2.4 and Rule 1.3.2)
2.6.2. The printed name of a card is typically located at the top of the card. The printed name defines the
name of a card.
2.6.3. If an object has a name that is a personal name, that name determines the object’s moniker - the most
significant identifier of the object’s name. A personal name is typically written in the format
“[HONORIFIC?] [MONIKER] [LAST?] [, SUFFIX?]”, where HONORIFIC (if any) is one or more
name honorifics, MONIKER is the moniker of the name, LAST (if any) is one or more middle and/or
last names, and SUFFIX (if any) is a title or nickname written after a comma.
Example: The monikers of these names are as follows: Bravo (Bravo), Dorinthea Ironsong
(Dorinthea), Data Doll MKII (Data Doll), Ser Boltyn, Breaker of Dawn (Boltyn), Blasmophet, the
Soul Harvester, (Blasmophet), The Librarian (The Librarian), Dawnblade (Dawnblade),
Stalagmite, Bastion of Isenloft (Stalagmite).
2.6.3a If an object does not have a name that is a personal name, it does not have a moniker.
2.6.3b If two objects have different names, they may have the same moniker. An effect that refers to an
object using a moniker may refer to two or more objects with different names but the same moniker.
Example: The cards “Bravo”, “Bravo, Showstopper”, and “Bravo, Star of the Show”, all
have the moniker “Bravo”.
2.6.3c A moniker is not considered a name. If an effect identifies an object by a name, it does not
identify objects with a moniker that is the same as that name.
Example: If a player is instructed by an effect to name a card and they declare “Dawnblade”,
the effect identifies cards with the name “Dawnblade”, but not cards with the name
“Dawnblade, Resplendent” despite them having the moniker “Dawnblade”.
2.6.4. An object’s printed name is always considered to be the English language version of its name,
regardless of the printed language.
2.6.5. A name or part of a name is equal to another name or part of a name only if it is an exact
case-insensitive match.
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CHAPTER 2. OBJECT PROPERTIES
Example: Knick Knack Bric-a-brac has the text “Search your deck for a card with Amulet, Potion,
or Talisman in its name, put it into the arena, then shuffle.”, which identifies an object when there is
an exact match between “potion” and part of the object’s name. An object with the hypothetical
name “Spot Ionizer” would not be identified.
2.7. Pitch
2.7.1. Pitch is a numeric property of a card, which represents the number of resources the card generates
when it is pitched and determines the object’s uniqueness (along with the name property). (See Rule
1.14.2a and Rule 1.3.2)
2.7.2. The printed pitch of a card is expressed visually as one, two, or three socketed {r} symbols, typically
located in the top left corner of a card, where the number of {r} symbols dictates the printed pitch. The
printed pitch defines the base pitch of a card. If a card does not have a printed pitch, it does not have the
pitch property.
2.7.3. The pitch of an object can be modified. The term “pitch” refers to the modified pitch of an object.
2.7.4. The visual expression in {r} symbols and the numerical expression of pitch are functionally identical.
Example: The text “Search your deck for a card with pitch value 1”, is considered to be the same
as the text “Search your deck for a card with pitch value {r}.”
2.8. Power
2.8.1. Power is a numeric property of an object, which represents the power value used in the damage step of
combat. (See Section 7.5 - Damage Step)
2.8.2. The printed power of a card is typically located at the bottom left corner of a card next to the {p}
symbol. The printed power defines the base power of a card. If a card does not have a printed power, it
does not have the power property (0 is a valid printed power).
2.8.2a If the power value of a card is represented as a (*) then the card has an ability that defines the
base power of the card at any point in or out of the game. If the ability requires a number that can
not be determined, the power of the card is 0.
2.8.3. The power of an object can be modified. The term “power” or the symbol {p} refers to the modified
power of an object.
2.9. Subtypes
2.9.1. Subtypes are a collection of subtype keywords.
2.9.3. The subtypes of a card are determined by its type box. Subtypes (if any) are printed after a long dash
after the card’s type.
2.9.4. The subtypes of an activated-layer or triggered-layer are the same as the subtypes of its source.
2.9.5. An object can gain or lose subtypes from rules and/or effects.
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CHAPTER 2. OBJECT PROPERTIES
2.9.6. Subtypes are either functional or non-functional keywords. Functional subtypes add additional rules to
an object. Non-functional subtypes do not add additional rules to an object.
2.9.6a The functional subtype keywords are (1H), (2H), Affliction, Ally, Arrow, Ash, Attack, Aura,
Construct, Figment, Invocation, Item, Landmark, and Quiver. (See Section 8.2 - Subtype Keywords)
2.9.6b The non-functional subtypes keywords are Angel, Arms, Axe, Base, Book, Bow, Chest, Claw,
Club, Dagger, Demon, Dragon, Evo, Fiddle, Flail, Gem, Gun, Hammer, Head, Legs, Lute,
Off-Hand, Orb, Pistol, Rock, Scepter, Scythe, Shuriken, Song, Staff, Sword, Trap, Wrench, and
Young.
2.10. Supertypes
2.10.1. Supertypes are a collection of supertype keywords.
2.10.3. The supertypes of a card are determined by its type box. Supertypes are printed before the card’s
type.
2.10.4. The supertypes of an activated-layer or triggered-layer are the same as the supertypes of its source.
2.10.5. An object can gain or lose supertypes from rules and/or effects.
2.10.6. Supertypes are non-functional keywords and do not add additional rules to an object. A supertype is
either a class or a talent.
2.10.6a The class supertype keywords are Adjudicator, Assassin, Bard, Brute, Guardian, Illusionist,
Mechanologist, Merchant, Ninja, Ranger, Runeblade, Shapeshifter, Warrior, and Wizard.
2.10.6b The talent supertype keywords are Draconic, Earth, Elemental, Ice, Light, Lightning, Royal,
and Shadow.
2.11.2. The card text of a card contains the rules text, reminder text, and flavor text of the card (if any). Rules
text is printed in roman and boldface. Reminder text is printed in parenthesized italics. Flavor text is
separated vertically from the rules and reminder text (if any) by a horizontal bar and is printed in italics.
2.11.3. The rules text of a card defines the base abilities of the card. A paragraph of rules text typically
defines a single ability. Reminder and flavor text do not affect the game.
2.11.4. The rules text of a card is always considered to be the official rules text on the most recent English
printed version of a card unless a card has received errata. If a card has received a functional errata, it
will be announced in this document or in an errata bulletin at http://fabtcg.com/errata. The official card
text will be updated to match the errata.
2.11.5. If the rules text specifies the name and/or moniker of its source object in the third-person it is a self-
reference. A self-reference can be interpreted as “this” and it refers to its source object and not other
cards with the same name.
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CHAPTER 2. OBJECT PROPERTIES
2.11.5a If an ability is otherwise gained by an object, and the rules text that defines that ability includes
references to its source object by name/moniker, the gained ability refers to its current source.
Example: Fractal Replication has the text “When you play or defend with Fractal Replication,
it gains the base abilities of all Illusionist attack action cards on the combat chain.”. If Fractal
Replication gains the ability “If Wartune Herald hits, put it into your hero’s soul.” from a card
called Wartune Herald, the gained ability now refers to Fractal Replication and can be read as
“If Fractal Replication hits, put it into your hero’s soul.”
2.11.6. If the rules text specifies the name of another object in the context of creating it, it refers to a
hypothetical object with defined properties, including that name (see Section 1.4 - Tokens). Otherwise, if
the rules text specifies the name and/or moniker of another object it refers to any existing object with
that name and/or moniker.
2.12.1a If the SUPERTYPES of a type box is “Generic”, the card has no supertypes.
2.12.1b Hybrid cards are cards with SUPERTYPES written in the format “[SUPERTYPES-1] /
[SUPERTYPES-2]”. A hybrid card can be included in a player’s card-pool as though it only has one
of the supertypes sets, SUPERTYPES-1 or SUPERTYPES-2, not both (see Rule 1.1.3). Otherwise,
hybrid cards have all of the supertypes specified by SUPERTYPES-1 and SUPERTYPES-2.
2.13. Types
2.13.1. Types are a collection of type keywords.
2.13.3. The type of a card is determined by its type box. The type is printed after the card’s supertypes, and
before a long dash and subtypes (if any).
2.13.4. The types of an activated-layer or triggered-layer are the same as the types of its source.
2.13.4a The types of an activated ability layer include the types determined by the activated ability. (See
Rule 5.2.1)
2.13.5. An object can gain or lose types from rules and/or effects.
2.13.6. Types are functional keywords and add additional rules to an object.
2.13.6a The type keywords are Action, Attack Reaction, Block, Defense Reaction, Demi-Hero,
Equipment, Hero, Instant, Mentor, Resource, Token, and Weapon. (See Section 8.1 - Type
Keywords)
26
3. Zones
3.0. General
3.0.1. A zone is a collection of objects. There are 15 types of zones: arms, arsenal, banished, chest, combat
chain, deck, graveyard, hand, head, hero, legs, permanent, pitch, stack, and weapon.
3.0.1a A zone is considered empty when it does not contain any objects and has no permanents
equipped to it. A zone does not cease to exist if it is empty.
3.0.2. Each player has their own arms, arsenal, banished, chest, deck, graveyard, hand, head, hero, legs, and
pitch zones; and has two weapon zones. The stack zone, permanent zone, and combat chain zone are
shared by all players.
Note: Cards printed before 2023 have used the phrase “zone you control” which refers to a
zone that the player owns.
3.0.3. An object can have one of two possible states of visibility: public, or private. A public object is an
object where information about the properties of the object is currently available to all players. A private
object is an object where the information about the properties of that object is not currently available to
all players.
3.0.3a A player may look at any private object they own, or is in a zone that they own, unless the object
is in the deck zone.
3.0.4. A public zone is a zone in which the default visibility of objects is public. A private zone is a zone in
which the default visibility of objects is private.
3.0.4a The arms, banished, chest, combat chain, graveyard, head, hero, legs, permanent, pitch, stack,
and weapon zones are public zones.
3.0.4b The arsenal, deck, and hand zones are private zones.
3.0.4c A public zone may contain a private object, if the object is made private while in that zone, or if
the object is moved into that zone as a private object. The private object remains private until a rule
or effect makes it public.
3.0.4d A private zone may contain public objects if the object is made public while in that zone, or if
the object is moved into that zone as a public object. The public object remains public until a rule or
effect makes it private.
3.0.5. The arena is a collection of all the arms, chest, combat chain, head, hero, legs, permanent, and weapon
zones.
3.0.5a The arena is not a zone. If an object would be put into the arena by a rule or effect without
specifying a zone, it is placed into the permanent zone as a permanent.
3.0.5b The arsenal, banished, deck, graveyard, hand, pitch, and stack zones are not part of the arena.
3.0.6. The layout and representation of zones and objects in those zones are defined by tournament rules.
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CHAPTER 3. ZONES
3.0.7. When an object moves from one zone to another, the object leaving its old zone (origin) and the object
entering its new zone (destination) is performed simultaneously. At no point is the object not in a zone.
3.0.7a The object as it leaves the origin is considered the object moving for rules and effects. If the
object is private when it moves zones, it is considered to have no properties for effects.
Example: Levia has the text “While a card with 6 or more {p} has been put into your banished
zone this turn, [...]”, which is a while-conditional static effect. If a card is banished and it has
4 {p} as it leaves its origin, but 6 {p} when it enters the banished zone, it does not meet the
condition of the effect. If a card is banished and it is private as it leaves its origin, it does not
meet the condition of the effect.
3.0.7b If the origin and the destination of a move are the same, then no move occurs. If the object would
go from public to private during the move, it just becomes private instead. If the object would go
from private to public during the move, it just becomes public instead.
3.0.8. If a private object will move zones and be public at the destination, it becomes public before it is
moved. If a public object will move zones and be private at the destination, it becomes private before it
is moved.
Example: Azalea’s activated ability puts a card from the deck (private object) into the arsenal
face-up (public object in a private zone), therefore it becomes public before it is moved.
Example: Intimidate puts a card from hand (private object) into the banished zone face down
(private object in a public zone), therefore it does not become public before it is moved.
3.0.8a If the destination of an object is replaced after the object becomes public, then Rule 3.0.8 is re-
evaluated based on whether it will be a public or private object at the new destination.
Example: Drone of Brutality has the text “If Drone of Brutality would be put into your
graveyard from anywhere, instead put it on the bottom of your deck.”. If Drone of Brutality is
discarded (from the private hand zone to the public graveyard zone), the card first becomes a
public object, then the replacement effect replaces the destination to be the deck (a private
zone), the card becomes a private object, and finally, the cards are moved to the bottom of the
deck.
3.0.9. If an object enters a zone that is not in the arena and is not the stack zone, or a public object becomes a
private object, it ceases to exist and becomes a new object with no relation to its previous existence.
Example: Endless Arrow is played and during the reaction step, Snapdragon Scalers is activated
to give it “go again”. Endless Arrow hits and returns to the player’s hand (a zone outside the
arena) and therefore becomes a new object. If the player plays Endless Arrow again it will not have
“go again” because it is a new Endless Arrow card with no relation to its previous existence.
3.0.9a An ability that triggers when an object moves from one zone to another still references the new
object, as long as the object remains a public object.
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Example: Merciful Retribution has the text “Whenever an aura or attack action card you
control is destroyed, [...] If it’s a non-token Light card, put it into your hero’s soul.”. If a
non-token Light card in the arena is destroyed, it moves to the graveyard and becomes a new
object. However, because Merciful Retribution triggers on the object moving to the graveyard
(as part of its destruction) it still references the new object it becomes in that zone for the
triggered-layer it produces. If the non-token Light card moves to another zone or becomes
private before the layer resolves, the triggered-layer loses that reference.
3.0.9b An ability with an effect that moves an object from one zone to another still references the new
object for the remainder of any effects it generates, as long as the object remains a public object.
Example: Bull’s Eye Bracers has the text “If you have no cards in your arsenal, you may put
an arrow card from your hand face up into your arsenal. It gains +1{p} until end of turn.”. If
an arrow card is put into the arsenal, it becomes a new object. However, because the activated
ability of Bull’s Eye Bracers was the source of the effect that moved the arrow card, the rest of
the effect still references the new object it became in that zone.
3.0.10. Zones of the same type are independent of their creation method. If a rule or effect creates a zone of
the same type as an existing zone, the created zone is not distinguishable as being created by that rule or
effect - only that there is now an additional zone of that type.
3.0.10a If a rule or effect moves an object into a specified type of zone, and there are two or more zones
that match the specified type, the player that owns the object chooses which zone that object is
moved to.
3.0.10b If the zone of a player ceases to exist, and there is only one of that type of zone owned by the
player, any cards in that zone are cleared and the zone ceases to exist.
3.0.10c If the zone of a player ceases to exist, and there are two or more of that type of zone owned by
the player, an empty zone of that type owned by the player ceases to exist. If there are no zones of
that type owned by the player that are empty, the player chooses which zone will cease to exist - any
cards in that zone are cleared and the zone ceases to exist.
3.0.11. If a rule will move an object to a zone that does not exist, or the zone can not contain that object, the
object is moved to the graveyard instead. If an effect would move an object to a zone that does not exist,
or the zone can not contain that object, that effect simply fails.
3.0.12. To clear an object, move it from its current zone to its owner’s graveyard.
3.0.12a If the object is a token or a non-card-layer, it leaves its current zone and simply ceases to exist.
3.0.13. If an effect refers to one or more zones without specifying the owner of those zones (or specifying
“any”), it refers to the zones owned by the controller of the effect.
3.0.14. A sub-card is a card that is under a permanent, or a card on the stack. A top-card is the card on top,
and the sub-card is underneath.
3.0.14b A sub-card is not considered to be in the arena, even if its top-card is in the arena. If a card
becomes a sub-card, it ceases to exist and becomes a new card with no relation to its previous
existence (see Rule 3.0.9).
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CHAPTER 3. ZONES
3.0.14c If a top-card moves zones and remains the same object, its sub-cards move to the same zone as
part of the same event and remain sub-cards. If a top-card becomes a sub-card of another permanent,
all of its sub-cards also become sub-cards of that permanent.
3.0.14d If the top-card is public, all sub-cards are also public. If a top-card is private, all sub-cards are
also private.
3.0.14e If a top-card ceases to exist, its sub-cards are cleared as part of the same event. (See Rule
3.0.12)
3.1. Arms
3.1.1. An arms zone is a public equipment zone in the arena, owned by a player.
3.1.2. An arms zone can only contain up to one object which is equipped to that zone. (See Rule 8.5.41)
3.1.2a An object can only be equipped to an arms zone if it has subtype arms.
3.1.3. A player may equip an arms card to their arms zone at the start of the game. (See Section 4.1 - Starting
a Game)
3.2. Arsenal
3.2.1. An arsenal zone is a private zone outside the arena, owned by a player.
3.2.2. An arsenal zone can only contain up to one of its owner’s deck-cards. (See Rule 1.3.1d)
3.2.2a If an effect would put a card into an arsenal zone that is not empty, or into the arsenal and there
are no empty arsenal zones, that effect fails.
3.2.3. The term “arsenal” refers to all arsenal zones owned by a player and the cards in those zones.
3.2.3a A player’s arsenal is considered empty if all of their arsenal zones are empty.
3.2.3b If a rule or effect would specify a card to move into a player’s arsenal, it is moved into one of
their empty arsenal zones.
3.2.4. Cards in an arsenal zone may be played. (See Section 5.1 - Playing Cards)
3.3. Banished
3.3.1. A banished zone is a public zone outside the arena, owned by a player.
3.4. Chest
3.4.1. A chest zone is a public equipment zone in the arena, owned by a player.
3.4.2. A chest zone can only contain up to one object which is equipped to that zone. (See Rule 8.5.41)
3.4.2a An object can only be equipped to a chest zone if it has subtype chest.
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CHAPTER 3. ZONES
3.4.3. A player may equip a chest card to their chest zone at the start of the game. (See Section 4.1 - Starting
a Game)
3.5.2. The term “combat chain” refers to the combat chain zone.
3.5.3. The combat chain is “open” during combat - otherwise it is “closed”. (See Chapter 7 - Combat)
3.5.4. A chain link is an element of a sequence of attacks on the combat chain. A chain link is represented by
an attack. A combat chain has zero or more chain links.
3.5.4a If an attack is added onto the combat chain as a chain link, it becomes chain link N + 1, where
N is the number of existing chain links on the combat chain. Chain link N (if any) becomes the
“previous chain link” and chain link N + 1 becomes the “current chain link”, until the combat chain
closes.
3.5.4b If an attack that represents a chain link ceases to exist, or ceases to represent the chain link, the
chain link itself continues to exist, and rules and effects use the last known information about the
attack. (See Rule 1.2.5)
Example: If a Dawnblade represents chain link 1 as an attack on the combat chain, and then is
attacked with again and becomes chain link 2 on the same combat chain; the Dawnblade
ceases to represent chain link 1 but it will continue to exist and Last Known Information about
the Dawnblade as an attack is used for rules and effects that specifically refer to that chain link
or attack.
3.5.4c A chain link and objects on a chain link are considered to be in the arena. Abilities of a chain
link and objects on a chain link are typically considered functional with the exception of
non-permanent defending objects (see Rule 1.7.5 and Rule 3.5.4d).
3.5.4d Defending objects are objects that are designated to be defending by a rule or effect (see Rule
7.3.2 and Rule 7.4.2d). Defending objects on a chain link are considered to be defending that chain
link until they leave the combat chain. Defending objects are placed on the chain link of the attack
they are defending and remain there until the combat chain closes.
3.5.4e The controller of a chain link is the same as the attack that represents it.
3.5.4f The owner of a chain link is the same as the attack that represents it.
3.6. Deck
3.6.1. A deck zone is a private zone outside the arena, owned by a player.
3.6.2. A deck zone can only contain its owner’s deck-cards. (See Rule 1.3.1d)
3.6.4. A player can not look at objects in their own deck zone unless specified by a rule or effect.
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CHAPTER 3. ZONES
3.6.5. Objects in the deck zone are placed face down in an ordered uniform pile.
3.6.6. A player’s starting deck starts the game in their deck zone. (See Section 4.1 - Starting a Game)
3.7. Graveyard
3.7.1. A graveyard zone is a public zone outside the arena, owned by a player.
3.8. Hand
3.8.1. A hand zone is a private zone outside the arena, owned by a player.
3.8.2. A hand zone can only contain its owner’s deck-cards. (See Rule 1.3.1d)
3.9. Head
3.9.1. A head zone is a public equipment zone in the arena, owned by a player.
3.9.2. A head zone can only contain up to one object which is equipped to that zone. (See Rule 8.5.41)
3.9.2a An object can only be equipped to a head zone if it has subtype head.
3.9.3. A player may equip a head card to their head zone at the start of the game. (See Section 4.1 - Starting a
Game)
3.10. Hero
3.10.1. A hero zone is a public zone in the arena, owned by a player.
3.10.2. A hero zone can only contain one card, with the type hero, and zero or more cards in the hero’s soul.
3.10.3. The term “hero” refers to the card with the type hero in the hero zone.
3.10.4. A player must start the game with their hero card in their hero zone. (See Section 4.1 - Starting a
Game)
3.10.5. A hero’s soul refers to the collection of sub-objects under the hero card. (See Rule 3.0.14)
3.11. Legs
3.11.1. A legs zone is a public equipment zone in the arena, owned by a player.
3.11.2. A legs zone can only contain up to one object which is equipped to that zone. (See Rule 8.5.41)
3.11.2a An object can only be equipped to a legs zone if it has subtype legs.
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CHAPTER 3. ZONES
3.11.3. A player may equip a legs card to their legs zone at the start of the game. (See Section 4.1 - Starting a
Game)
3.12. Permanent
3.12.1. The permanent zone is a public zone in the arena. There is only one permanent zone, shared by all
players, and it does not have an owner.
3.13. Pitch
3.13.1. A pitch zone is a public zone outside the arena, owned by a player.
3.13.2. A pitch zone can only contain its owner’s deck-cards. (See Rule 1.3.1d)
3.14. Stack
3.14.1. The stack zone is a public zone outside the arena. There is only one stack zone, shared by all players,
and it does not have an owner.
3.14.3. The stack contains an ordered collection of layers. (See Section 1.6 - Layers)
3.14.4. When a layer is added onto the stack, it becomes layer N + 1 where N is the number of existing
layers on the stack.
3.14.5. The top layer of the stack is layer N , with the highest value of N .
3.14.6. When a layer N is removed from the stack by a rule or effect, any layer M where M > N becomes
layer M − 1.
Example: There are 4 layers on the stack. Layer 2 is an instant card and is removed by a “negate”
effect. Layer 3 becomes layer 2, and layer 4 becomes layer 3, while layer 1 remains unchanged.
3.15. Weapon
3.15.1. A weapon zone is a public zone in the arena, owned by a player.
3.15.2. A weapon zone can only contain up to one object which is equipped to that zone. (See Rule 8.5.41)
3.15.2a An object can only be equipped to a weapon zone if it has the type weapon or the subtype off-
hand or quiver. An object with the subtype 2H must be equipped to two weapon zones. (See Rule
8.2.2)
3.15.3. A player may equip a weapon card or an off-hand card to their weapon zone at the start of the game.
(See Section 4.1 - Starting a Game)
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4. Game Structure
4.0. General
4.0.1. A game of Flesh and Blood is preceded by the start-of-game procedure and ends when a player wins or
the game is a draw. (See Section 4.1 - Starting a Game and Section 4.5 - Ending a Game)
4.0.2. A match consists of one or more consecutive games between the same players with the same decks.
4.0.3. A turn is a game state concept that structures the order of play and phases.
4.0.3a A turn consists of 3 phases in order: Start Phase, Action Phase, and End Phase.
4.0.3b Only one player can have a turn at any point in time. A player whose turn it is is the “turn
player”. A player whose turn it is not is a “non-turn player”.
4.1.2. First, each player places their hero card face up in their hero zone.
4.1.3. Second, a player is selected and chooses the first-turn player. If it is the first game of a match, one of
the players is selected using a random method that is mutually agreeable. If it is not the first game of a
match, the player who lost first in the previous game of the match is the selected player; or if the
previous game ended in a draw, the selected player is the same as in the previous game. The select
player then chooses any player to be the first-turn player.
4.1.4. Third, each player selects arena-cards from their card-pool that they will start the game with. (See
Rule 1.3.1e)
4.1.4a A player may select up to one arena-card for each of their arms, chest, head, legs, and weapon
zones. Each card will start the game equipped in its respective zone, based on its type and/or
subtype. (See Rule 4.1.8)
4.1.4b Cards selected this way are placed face-down in their respective zones or in a single face-down
pile next to the hero. These cards and their number are private to each player until the game begins.
4.1.5. Fourth, each player selects the deck-cards from their card-pool that will become their deck.
4.1.5b If a meta-static ability effect allows the player to start the game with one or more cards in a zone
other than their deck, these cards are selected from their deck and placed face-down in their
respective zones or in the single face-down pile next to the hero. The cards selected this way are still
considered part of the player’s deck. These cards and their number are private to each player until
the game begins.
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CHAPTER 4. GAME STRUCTURE
Example: Dash has the text “You may start the game with a Mechanologist item with cost
{r}{r} or less in the arena.”, which means if the game format requires a starting deck of 40
cards, the player may select the specified from those 40 cards, and start the game with 1 card
in the arena and 39 cards in their deck zone.
4.1.6. Fifth, all other cards in a player’s card-pool that were not selected during Rule 4.1.4 or Rule 4.1.5
become that player’s inventory.
4.1.6b An inventory is private. Players may look at cards in their own inventory during a game but are
not required to show any other player.
4.1.6c If one or more cards remaining in the player’s card-pool fail to meet the specifications of a rule or
effect at the start of the game, those cards are removed from the game and are not considered part of
the inventory for the game.
Example: Taylor has the text “Each equipment in your starting inventory must have a different
name.”, which means if there are two or more cards with the same name remaining in the
player’s card-pool, the first one is included in the player’s inventory and the second one is
removed from the game.
4.1.7. Sixth, each player shuffles and presents their starting deck to an opponent to be shuffled and/or cut.
4.1.7a After a player has presented their starting deck to be shuffled and/or cut, it is placed in their deck
zone and they may no longer change any cards they have chosen in Rule 4.1.4 and Rule 4.1.5.
4.1.7b A starting deck is private to each player. The opponent may not look at the information of the
cards in a deck presented to them.
4.1.8. Seventh, each player in clockwise order equips their respective weapons and equipment, starting with
the first turn player (see Rule 1.1.6 and Rule 8.5.41). Any other cards that start the game in a zone other
than the deck zone are put in their respective zones. The “start of the game” event occurs and effects
that trigger at the start of the game are triggered. Layers on the stack resolve and game state actions are
performed as if all players are passing priority in succession (see Rule 1.10.2).
4.1.8a If two or more triggered-layers are created, they are added to the stack in an order chosen by the
first-turn player. (See Rule 6.6.6b)
4.1.9. Eighth and finally, each player draws cards up to their hero’s intellect and the first turn player begins
their Start Phase.
4.2.2. First, the turn starts. Effects that last until the “start of turn” end. The “start of turn” event occurs and
effects that trigger at the start of turn are triggered. Layers on the stack resolve and game state actions
are performed as if all players are passing priority in succession (see Rule 1.10.2).
4.2.3. Second and finally, when the stack is empty, the Start Phase ends and the game proceeds to the action
phase.
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CHAPTER 4. GAME STRUCTURE
4.3.2a Effects that trigger when a player gains an action point do not trigger when the turn player gains
an action point this way.
4.3.2b Replacement effects that modify events when a player gains an action point do not modify or
replace when the turn player gains an action point this way.
4.3.4. Fourth and finally, when the stack is empty, the combat chain is closed, and both players pass priority
in succession, the action phase ends and the game proceeds to the End Phase.
4.4.2. First, the “beginning of the end phase” event occurs and effects that trigger at the beginning of the end
phase are triggered. Layers on the stack resolve and game state actions are performed as if all players are
passing priority in succession (see Rule 1.10.2).
4.4.3. Second, when the stack is empty, the end-of-turn procedure occurs. After each step in the end-of-turn
procedure, if a triggered effect has triggered, the triggered-layers are added to the stack; then layers on
the stack resolve, and additional triggered-layers are added as if all players are passing priority in
succession. The end-of-turn procedure happens in the following order:
4.4.3a All allies’ life totals are reset to their base life, modified by any counters on the object.
4.4.3b The turn player may put a card from their hand face-down into an empty arsenal zone they own.
4.4.3c Each player puts all cards in their pitch zone (if any) on the bottom of their deck in any order.
The order cards are put on the bottom of the deck this way is hidden information.
4.4.3d All players lose all action points and resource points.
4.4.3e The turn player draws cards until the number of cards in their hand is equal to their hero’s
intellect {i}. If it is the first turn of the game, all other players draw cards until the number of cards
in their hand is equal to their hero’s intellect {i}. If a player already has at least that many cards in
their hand, they do not draw any cards this way. (See Rule 8.5.6)
4.4.4. Third and finally, the turn ends. Effects that last until the “until end of turn” and “this turn” end. The
next player in clockwise order becomes the new turn player (see Rule 1.1.6). The new turn player begins
their Start Phase.
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CHAPTER 4. GAME STRUCTURE
4.5.1a If a player loses a game, and the game does not end, all objects the player controls are cleared,
and then all objects owned by the player are removed from the game. The player and their hero
cease to exist for the remainder of the game.
Example: A player controls an attack action card on the combat chain and a triggered-layer
on the stack. An opponent controls a Frostbite (a token-card) and a Frost Hex (a deck-card)
owned by the player. If the player loses the game at this point, the attack is cleared to their
graveyard and the triggered-layer ceases to exist on the stack, and then everything the player
owns (including the Frostbite and Frost Hex) are removed from the game.
4.5.2a A player wins the game if all of their opponents have lost the game.
4.5.2b A player wins the game if an effect states that they win the game.
4.5.3a A player loses the game if their hero’s life total is reduced to zero or they do not control a hero.
4.5.3b A player loses the game if an effect states that they lose the game.
4.5.4. The game can be a draw for the remaining players in the following ways:
4.5.4a The game is a draw for the remaining players if all remaining players’ hero’s life totals are
simultaneously reduced to zero.
Example: There are 2 remaining players. One player plays and resolves Forked Lightning,
targeting both themselves and their opponent. Neither player prevents any arcane damage and
both their life totals are simultaneously reduced to zero, resulting in a draw.
4.5.4b The game is a draw for the remaining players if an effect states that the game is a draw.
4.5.4c The game is a draw for the remaining players if all remaining players agree to an intentional
draw. The remaining players can agree to a draw at any time.
4.5.4d The game is a draw for the remaining players if a stalemate occurs. A stalemate happens when
no remaining player can legally advance the game state toward ending the game.
Example: There are 2 remaining players. Both players only have a Cracked Bauble in their
hand, no cards in the arena, or cards in their deck, arsenal, or banished zone. Both players
control a weapon without an attack ability or an ability that would reduce life totals, so they
have no way of advancing the game state to a conclusion. Therefore the game ends in a draw
because both players are stalemated.
4.5.4e The game is a draw for the remaining players if a deadlock occurs. A deadlock happens when all
remaining players refuse to legally advance the game state toward ending the game.
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CHAPTER 4. GAME STRUCTURE
Example: There are 2 remaining players on 1 life total. Both players only have Invert
Existence and a Cracked Bauble in their hand, no equipment, weapon, or cards in their deck,
arsenal, or banished zone. The first person to play Invert Existence will lose the game because
the opposing player can respond with their Invert Existence which will resolve first and give
them the win. Therefore the game ends in a draw because both players are deadlocked.
38
5. Layers, Cards, & Abilities
5.0. General
5.1. Playing Cards
5.1.1. To play a card is to move it to the stack as a card-layer (see Rule 1.6.1a). Only a card’s owner can play
it unless otherwise specified by a rule or effect. Playing a card involves the following steps in order:
Announce, Declare Costs, Declare Modes and Targets, Check Legal Play, Calculate Asset-Costs, Pay
Asset-Costs, Calculate Effect-Costs, Pay Effect-Costs, and Play.
5.1.1a A player can only play cards from their hand or arsenal zones unless otherwise specified by a rule
or effect.
5.1.2. Announce: First, the player proposes the card to be played. The card moves to the stack zone under
that player’s control and becomes the topmost layer of the stack.
5.1.2a Effects that apply to the next card played are applied if the card matches the effect description.
Effects that are dependent on any undetermined parameters of the card are applied when those
parameters are declared.
Example: There are three continuous effects active: “The next attack action card you play
gains +3{p}.”, “Action cards cost {r} less to play.”, and “Attacks you control have +3{p}”.
When an attack action card is proposed to be played and is moved to the stack under the
player’s control, all three effects begin to apply immediately.
Example: Goliath Gauntlet has the text “The next attack action card with cost 2 or greater you
play this turn gets +2p.” If you play an attack action card with a cost of X, at the time you
declare the value of X to be 2 or more, Goliath Gauntlet’s effect will apply. If you declare X to
be 0 or 1, Goliath Gauntlet will not apply.
5.1.2b A card may only be announced to be played if a rule or existing effect allows it to be played.
Example: Tome of Torment has the text “You may play Tome of Torment from your banished
zone.” which is a play-static ability that when functional, allows it to be played from the
banished zone. If Tome of Torment is private (face-down) in the banished zone, its play-static
ability is not functional and therefore it can not be announced to be played.
5.1.3. Declare Costs: Second, the player declares the parameters for any costs of the proposed card.
5.1.3a If the card has a variable cost (the cost includes X), the player must declare the value of X (see
Rule 1.12.2).
5.1.3b If the card has additional costs that are optional, the player must declare all additional costs that
will be paid.
5.1.3c If the card has an alternative cost, the player must declare if the alternative cost will be paid. If a
card has two or more alternative costs, the player may only select a single alternative cost (if any) to
be paid.
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CHAPTER 5. LAYERS, CARDS, & ABILITIES
5.1.3d If the card has the type action and it may be played as an instant, the player declares whether or
not they are playing the card as an instant.
5.1.3e If there are two or more effect-costs to be paid, the player declares the order those costs will be
paid.
5.1.4. Declare Modes and Targets: Third, the player declares the parameters of all resolution abilities.
5.1.4a If the card has any modal resolution abilities, the player must declare the modes for those
abilities (see Rule 1.7.6). Then, if any resolution abilities generate effects that require a target, the
player must declare all legal targets for those effects Rule 1.8.4.
5.1.4b If the card is an attack, the player must declare any additional parameters of the attack (see Rule
7.0.5).
5.1.5. Check Legal Play: Fourth, the card is evaluated if it is legal to play before any costs are paid. If a rule
or effect prevents the card from being played, or the parameters of the proposed card are illegal, the card
is illegal to play and the game state is reversed to before the card was announced. (See Section 1.10.3 -
Game State)
5.1.6. Calculate Asset-Costs: Fifth, all asset-costs of the proposed card are calculated. (See Section 1.13 -
Assets)
5.1.6a First, rules define the starting asset-cost. Second, effects that set an asset-cost are applied. Third,
effects that increase an asset-cost are applied. Fourth and finally, effects that reduce an asset-cost are
applied - if an effect would reduce an asset-cost to be less than zero, it instead reduces it to zero. If
two or more effects are applied at each step, then they are applied in timestamp order Rule 6.3.4.
5.1.6b The action asset-cost starts at zero. If the card has the type action and is not played as an instant,
the action cost starts at one instead.
5.1.6c The resource asset-cost starts at the base resource cost of a card being played. If an alternative
cost is declared that replaces the resource asset-cost for playing the card, then the resource asset-cost
starts at zero instead.
5.1.7. Pay Asset-Costs: Sixth, the player pays all asset-costs (if any) (see Rule 1.14.2a).
5.1.7a If any asset-cost is not paid in full, the card is illegal to play and the game state is reversed to
before the card is announced. (See Section 1.10.3 - Game State)
5.1.8. Calculate Effect-Costs: Seventh, all effect-costs of the proposed cards are calculated.
5.1.8a If any effect-cost can not be paid, based on the order declared by the player, the card is illegal to
play and the game state is reversed to before the card was announced. (See Section 1.10.3 - Game
State)
5.1.9a If a replacement effect modifies an effect-cost, and that cost cannot be paid (the effect does not
resolve successfully), the card can still be played.
5.1.10. Play: Ninth and finally, the card is now considered played and the player regains priority.
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5.2.1a The LIMIT (if any) is written at the start of the ability and specifies the maximum number of
times the ability can be activated. If there is no limit, the ability can be activated any number of
times.
5.2.1b The TYPE is written directly before the hyphen and specifies the type of the ability and the type
of the activated-layer created by activating the ability.
5.2.1c The COST is written between the dash and colon. It specifies the cost to be paid to activate the
ability. A cost of “0” specifies the resource cost to activate the ability is zero.
5.2.1d The ABILITIES are written after the colon and specify the base abilities of the activated-layer.
When the activated-layer resolves, the resolution abilities of the layer generate effects.
5.2.1e The CONDITION (if any) is written at the end of the ability and specifies the activation
condition. If the activated ability has an activation condition and that condition is not met, the ability
can not be activated.
5.2.2. To activate an activated ability is to create an activated-layer on the stack. A player can only activate
an ability if the ability is functional (see Rule 1.7.5) and the player controls its source (or owns its source
if there is no controller), unless otherwise specified by a rule or effect. Only an object’s controller can
activate its activated ability unless specified by a rule or effect. Activating an activated ability involves
the following:
5.2.2a Announce the activated ability to be activated. The activated-layer is created in the stack zone
under that player’s control and becomes the topmost layer of the stack. The activated-layer is
created with the same supertypes and types as the source of the activated ability. Continuous effects
begin to apply to the ability layer.
5.2.2b The remainder of the process for activating an activated ability is identical to the process for
playing a card listed in steps 5.1.3-5.1.10, substituting “play” for ‘activate‘, and “card” for “ability”.
5.2.3. If an effect allows an ability to be activated additional times, that activated ability may be activated to
exceed its LIMIT by the specified amount of times.
5.2.3a If an effect allows all abilities on an object to be activated additional times and the object has two
or more activated abilities, each activated ability of that object can be activated additional times.
Example: Snap Shot has the text “[...] you may activate abilities of bows you control an
additional time this turn and as though they were an instant.”, which allows each individual
activated ability on bows the player controls to be activated an additional time.
5.2.3b If an effect allows an object to be activated additional times and the object has two or more
activated abilities, the effect applies at the time the ability is activated beyond its LIMIT. The total
number of additional activations may be spread across all activated abilities on the object.
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Example: Tri-shot has the text “You may activate target bow you control 2 additional times
this turn.”, which allows the activated abilities on the target bow to be activated a combined
total of 2 additional times.
5.2.3c If an effect allows a source to attack additional times, it refers to activating an ability on the
source with the attack ability (Rule 8.3.1) or attack effect (Rule 8.5.38).
Example: Twinning Blade has the text “You may attack an additional time with target sword
this turn.”, which allows the player to activate an activated ability (with the attack
ability/effect) on the target sword an additional time past its LIMIT.
5.2.3d Effects that allow the additional activation of an activated ability are additive. If two or more
effects would allow an activated ability to be activated beyond its LIMIT, the player chooses which
of those effects apply to the activation.
5.2.3e Effects that state how many times an ability can be activated in total, set the LIMIT of the
activated ability (or the total number of times that all activated abilities), which can be surpassed by
effects that allow the ability to be activated additional times.
Example: Blood on Her Hands has the text “[...] Target 1H weapon may attack twice this
turn.”, which is an effect that sets the total number of times an activated ability (with the attack
effect) can be activated on the target to two. If this effect is applied two or more times, the
activated ability (with the attack effect) can still only be activated twice.
5.2.4. A hidden activated ability (HAA) is an activated ability that is functional when its source is a private
object (and not in the deck zone). A hidden activated ability is typically written in the format “[LIMIT?]
[TYPE] — [COST]: [ABILITIES] [CONDITION]”, where the CONDITION specifies the privacy status
and/or zone of the object for the ability to be functional.
5.2.4a When the activation condition for a hidden activated ability is met and the owner has priority,
the owner may activate the ability. If they do, the source of the ability becomes public and remains
public until the activated-layer resolves or otherwise ceases to exist. When an object becomes public
this way, it does not trigger any abilities and can not be replaced by any replacement effects.
5.3.2. If the stack is not empty and all players pass in succession, the top layer of the stack resolves, with the
exception of the Layer Step of combat Section 7.1 - Layer Step. When a layer successfully resolves, it
does so as follows:
5.3.2a First, static abilities of the layer become functional. (See Rule 1.7.5)
5.3.2b Second, each of the resolution abilities of the layer generates its effects in the order specified
(except go again). If the parameters of any effect are undetermined, those parameters are determined
before the effect is generated (see Rule 1.8.5). If an effect fails, any remaining effects continue to be
generated (Rule 1.8.8). If the layer no longer exists after the generation of an effect, the last known
information of the layer is used to determine the remainder of the resolution abilities and the effects
that are generated (see Rule 1.2.5).
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5.3.2c Third, if the layer has go again, the controlling player gains 1 action point (see Rule 8.3.5). If the
layer no longer exists, the last known information of the layer is used to determine whether the layer
had go again (see Rule 1.2.5).
5.3.2d Forth, if a rule or effect would cause the layer to enter the arena, it becomes a permanent in the
arena.
5.3.2e Fifth and finally, if the layer is still on the stack, it is cleared. (See Rule 3.0.12)
5.3.3. If a layer fails to resolve, the abilities of that layer do not generate their effects and the layer is cleared
from the stack. A layer fails to resolve in the following situations:
5.3.3a If the layer has a resolution ability with a targeted effect, and one or more targets were declared
when the layer was put onto the stack, at least one of those targets must still be a legal target -
otherwise, the layer fails to resolve.
5.3.3b If the layer is a triggered-layer created by a triggered effect with a state-trigger condition, the
state-trigger condition must be met by the current game state - otherwise, the layer fails to resolve.
Example: An attack with phantasm is defended by an attack action card with 6{p}. Before the
phantasm triggered-layer effect resolves, the attacking hero plays Blinding Beam, giving the
defending card −2{p}. When the phantasm triggered-layer resolves, the game state condition
that caused phantasm to trigger is no longer true, therefore the phantasm triggered-layer fails
to resolve and does not generate any effects.
5.3.3c If the layer is an attack and the target of the attack is no longer legal, the layer fails to resolve.
(See Rule 7.2.2)
5.3.3d If the layer is a defense reaction card and it can not become a defending card on the current chain
link, the layer fails to resolve.
5.3.4. After a layer successfully resolves or fails to resolve, the layer is moved from the stack to the owner’s
graveyard, and the turn player gains priority, with the following exceptions:
5.3.4b A card-layer that becomes a permanent is moved to the arena instead of being moved to the
graveyard. (See Rule 8.2.4, Rule 8.2.13, Rule 8.2.5, and Rule 8.2.9)
5.3.4c A card with the type defense reaction becomes a defending card and is moved onto the current
chain link instead of being moved to the graveyard. (See Rule 8.1.3)
5.3.4d A rule or effect states that something happens where the turn player does not have priority
instead of the player gaining priority.
5.4.2. Static abilities that are functional generate static continuous effects. (See Rule 6.2.3)
5.4.3. A meta-static ability is a static ability that generates effects that apply to the rules outside of the game.
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CHAPTER 5. LAYERS, CARDS, & ABILITIES
5.4.3a If a meta-static ability that modifies rules outside the game ceases to exist during a game, it does
not affect the legality of the rules followed outside the game.
Example: Shiyana, Diamond Gemini has the text “You may have specialization cards of any
hero in your deck.”. If the player controlling Shiyana has specialization cards in their
card-pool, and Shiyana lost this meta static ability during a game, having specialization cards
in the card-pool is still legal.
5.4.4. A play-static ability is a static ability that generates effects that apply to the playing of its source card.
5.4.4a An additional-cost ability is a play-static ability that adds one or more asset-costs and/or
effect-costs to play the source card. Additional-cost abilities are typically written in the format “As
an additional cost to play this [COST]”, where COST is the additional cost to be paid. An
additional-cost ability is optional if the COST of the ability uses the term “may” and must be
declared when playing a card (see Rule 5.1.3).
5.4.4b An alternative-cost ability is a play-static ability that replaces one or more asset-costs and/or
effect-costs to play the source card. Alternative-cost abilities are typically written in the format “You
may [COST] rather than pay this’s [BASE]”, where COST is the alternative cost to be paid instead
of the cards BASE asset-costs and/or effect-costs. Alternative-cost abilities are optional and must be
declared when playing a card (see Rule 5.1.3). An alternative cost has no effect on any additional
costs that must be paid or modifications to the resource cost.
5.4.4c If a play-static ability generates a triggered effect, the effect triggers immediately if the trigger
condition is met. Triggered effects of play-static abilities are typically written in the format
“[EFFECT]. When you do, [Abilities]”, where the trigger condition is playing the card using the
proceeding effect of the play-static ability.
Note: Cards printed before 2022 have also used the format “[COST]. If you do,
[ABILITIES]”.
Example: Rift Bind has the text “You may play Rift Bind from your banished zone. If you do, it
gains +X{p}, where X is the number of ’non-attack’ action cards you have played this turn.”,
which is a play static ability that generates a delayed-triggered effect that is triggered when the
Rift Bind is played from the banished zone.
5.4.4d If a play-static ability generates a replacement effect, the effect replaces the card as it is played if
the replacement condition is met. Replacement effects of play-static abilities are typically written in
the format “[EFFECT]. As you do, [Abilities]”, where the replacement condition is playing the card
using the proceeding effect of the play-static ability.
5.4.5. A property-static ability is a static ability that defines the property, or value of a property, on an object
that would normally be found elsewhere on that object.
Example: Mutated Mass has the text “Mutated Mass’s {p} and {d} is equal to twice the number
of cards in your pitch zone with different costs.”, which is a property-static ability that defines the
power and defense of the card, otherwise printed on the card with (*).
5.4.6. A triggered-static ability is a static ability that generates a single triggered effect. (See Section 6.6 -
Triggered Effects)
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5.4.6a If the source of a triggered-static ability ceases to exist from an event that would trigger its effect,
and the ability was functional immediately before the event occurs, then the triggered effect is
triggered.
Example: Merciful Retribution has the text “Whenever an aura or attack action card you
control is destroyed, deal 1 arcane damage to target hero. [...]”. If Merciful Retribution is in
the arena under the control of a player and is destroyed, its triggered effect will trigger,
because the destruction event of Merciful Retribution is also the condition of the effect.
5.4.7. A while-static ability is a static ability with a condition that makes it functional under specified
circumstances. While-conditional abilities are written in the format “While [CONDITION],
[ABILITY]” or “If [CONDITION], while [CONDITION], [ABILITY]”, where the ABILITY is the
static ability that is functional whenever the CONDITION is met.
Example: Yinti Yanti has the text “While Yinti Yanti is defending and you control an aura, it has +1
{d} .”, which is a while-static ability that is functional when it is a non-permanent defending card
because it has a while-condition that is met when the card is defending.
5.4.7a A while-static ability is functional when its while-condition is met and when its source is public,
when its source is private if the while-condition explicitly specifies it, or when its source is private
and the while-condition specifies it functions in that private zone. Otherwise, a while-static ability is
not functional.
Example: Heave is a while-static ability that means “While this is in your hand, [...]”, where
the while condition specifies the source being in a zone that is private by default. This means
that Heave is functional when its source is private in the player’s hand.
Example: Blood Debt is a while-static ability that means “While this is in your banished zone,
[...]”, where the while-condition specifies the source being in a zone that is public by default.
This means that Blood Debt is not functional when its source is private in the player’s banished
zone.
5.4.7b A hidden triggered ability is both a while-static ability and triggered-static ability, where the
while-condition specifies that the source is private or in a private zone. If the triggered condition is
met while the ability is functional and the source is private, the owner may decide to trigger the
effect. If they do, the source of the ability becomes public and the triggered effect produces a
triggered-layer to be added to the stack. The source remains public until the triggered-layer resolves
or otherwise ceases to exist, and then it returns to being private.
Example: The Librarian has the text “While The Librarian is face down in arsenal, at the start
of your turn, you may turn him face up.”, which is a hidden triggered ability that is functional
when The Librarian is face down in arsenal and the start of turn event occurs. The player
decides to trigger the effect, The Librarian becomes public, and when its triggered-layer
resolves it is officially turned face up in the arsenal.
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6. Effects
6.0. General
6.1. Discrete Effects
6.1.1. A discrete effect is an effect that changes the game state by producing an event (see Section 1.9 -
Events). Discrete effects have no duration, and after the completion of their event, they have no further
influence to the game state.
6.1.2. Discrete effects are atomic. If two or more discrete effects would be generated, they are generated and
produce their event one at a time.
Example: Sand Sketched Plan has the text “Search your deck for a card, put it into your hand,
discard a random card, then shuffle your deck.”, which is a resolution ability that generates four
atomic discrete effects: search (Rule 8.5.19), put (Rule 8.5.15), discard (Rule 8.5.5), and shuffle
(Rule 8.5.20). Each effect is generated and produces an event before the next one in order is
generated.
6.1.3. If a discrete effect is conditional (see 1.8.3), its condition is evaluated only once, at the time the effect
would be generated. If the condition is met, the effect is generated - otherwise, it is not.
6.2.2. A layer-continuous effect is a continuous effect generated by the resolution of a layer. Layer
continuous effects typically have a specified duration.
6.2.2a A layer-continuous effect starts as soon it is generated and ends after a specified duration. A
specified duration is fixed at the time the effect is generated and does not change once generated. If
no duration is explicitly specified by the effect, then the layer-continuous effect ends when it is no
longer applicable.
Example: Stais Cell has the text “[...] activated abilities of target equipment can’t be activated
until the end of its controller’s next turn.” which is a layer-continuous effect that has a duration
until the current controller’s next turn. If the controller of the equipment changes, the duration
of the effect does not change.
6.2.2b If a layer-continuous effect has variable values (such as X), the values of those variables are
determined when the continuous effect is generated and do not change thereafter. If the effect is a
continuous effect that applies to an object that does not yet exist, the variables are determined when
the effect first applies to an object and do not change thereafter.
Example: Tear Limb from Limb has the text “[...] the next Brute attack action card you play
this turn gains +X{p}, where X is its base {p}.”, which is a layer-continuous effect where X is
determined at the time the effect first starts to apply to an object, not when it is first generated.
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CHAPTER 6. EFFECTS
6.2.2c If a layer-continuous effect starts to apply to an object, it continues to apply to that object even if
the properties of that object change.
Example: Primeval Bellow (red) has the text “Your next Brute attack this turn gains +5{p}.”.
If the player plays and resolves Primeval Bellow, then Pack Hunt (a brute attack); even if the
supertype brute of Pack Hunt is removed, the effect of Primeval Bellow will still apply to the
Pack Hunt.
6.2.2d If a layer-continuous effect is conditional on being generated (see 1.8.3), its condition is
evaluated only once, at the time the effect would be generated. If the condition is met, the effect is
generated - otherwise, it is not. If the effect is conditional on being applied, the condition is still
checked continuously (see Rule 1.8.3c).
6.2.3. A static-continuous effect is a continuous effect generated by a static ability. Static-continuous effects
never have a specified duration.
6.2.3a A static-continuous effect starts as soon as the static ability that generated it becomes functional
and ends when the static ability becomes non-functional (see Rule 1.7.5).
6.2.3b If a static-continuous effect has variable values (such as X), the value of those variables are
determined based on the current game state and are updated if the game state changes.
6.2.3c A static-continuous effect only applies to an object while it has the properties described by the
effect - if the properties of an object change, the static effect may no longer apply to that object.
6.2.3d If a static-continuous effect is conditional on being generated (see 1.8.3), its condition is
evaluated at all times. The effect is generated when the condition is met and ceases to exist when the
condition is not met.
Example: Luminaris has the text “If there is a yellow card in your pitch zone, Illusionist
attacks you control have go again.”, which is a conditional static-continuous effect that only
exists when there is a card with a yellow color strip in the controlling player’s pitch zone and
does not exist otherwise.
6.2.4. If a continuous effect would only apply to a future object that is yet to exist, it starts to apply to the
next object that meets the specification of the effect.
Example: Come to Fight has the text “The next attack action card you play this turn gains
+3{p}.”, which is a layer-continuous effect that applies to the next attack action card the player
plays after the generation of the effect.
6.2.5. The first time a continuous effect applies to an object, or when a continuous effect changes how it
modifies an object, it applies as an event which can be modified by replacement effects and trigger
triggered effects. Each application of a continuous effect is considered a separate event.
Example: Talisman of Featherfoot has the text “When an attack you control gains exactly +1{p}
from an effect during the reaction step, [...]”. If an attack has 0 base power and is affected by a
-1{p} continuous effect, then it is affected by a new +2{p} effect during the reaction step, Talisman
of Featherfoot would not trigger because an effect of exactly +1{p} has not been applied during
the reaction step.
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CHAPTER 6. EFFECTS
Example: Hypothermia has the text “Attacks you control can’t gain go again.”, which is a
continuous effect that modifies the rules of the game and is applied before any effects would add the
go again ability to an attack you control.
6.3.2. Stage order is defined by how an effect applies to the object. Effects are grouped into stages and are
applied in ascending stage order. If there are two or more effects in the same stage, the effects are
applied using substage order (see Rule 6.3.3).
• Stage 1: Effects that modify copyable properties are applied. (See Rule 8.5.25)
• Stage 2: Effects that modify or are dependent on the controller are applied.
• Stage 3: Effects that modify or are dependent on name, color strip, or text box are applied.
• Stage 4: Effects that modify or are dependent on types or subtypes are applied.
• Stage 5: Effects that modify or are dependent on supertypes are applied.
• Stage 6: Effects that modify or are dependent on abilities are applied.
• Stage 7: Effects that modify or are dependent on the base values of numeric properties are applied.
• Stage 8: Effects and counters that modify or are dependent on the values of numeric properties are
applied.
6.3.2a An effect is dependent on a stage if the application of another effect in that stage would have
changed the first application of this effect, and that stage is higher than the stage for this effect. An
effect is independent if it is not dependent on any stages. Dependent effects are applied in the stage
on which they are dependent.
Example: Thump has the text “While Thump’s {p} is greater than its base {p}, it has
dominate and ‘When this hits a hero, they discard a card.’ ” which is an effect that is
dependent on the value of the power {p} numerical property (stage 8) and affects the object’s
abilities (stage 6). Because effects in stage 8 can change the application of Thump’s effect, and
stage 8 is higher than stage 6, Thump’s effect is considered dependent and is applied in stage 8
(substage 7).
6.3.2b If an effect is dependent on two or more stages, it is applied at the highest of all those stages.
6.3.2c If separate parts of an effect are applied in different stages, the separate parts of the effect each
apply in their respective stages.
6.3.3. Substage order is used if there are two or more effects in the same stage and is defined by the
dependence and type of modification within each stage. For stages 1–6, substage order is used to apply
independent effects before dependent effects. For stages 7–8, effects are grouped into the following
substages and are applied in ascending substage order.
• Substage 1: All effects that add/remove a numerical property to/from the object are applied.
• Substage 2: Independent effects that set the value of a numerical property are applied.
• Substage 3: Independent effects that multiply the value of a numerical property are applied.
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CHAPTER 6. EFFECTS
• Substage 4: Independent effects that divide the value of a numerical property are applied.
• Substage 5: Independent effects that add to the value of a numerical property are applied.
• Substage 6: Independent effects that subtract from the value of a numerical property are applied.
• Substage 7: Dependent effects are applied.
6.3.3a If there are two or more effects in the same substage, the effects are applied using timestamp
order (see Rule 6.3.4).
6.3.4. Timestamp order is used when there are two or more effects in the same substage and is defined by the
timestamp of when an effect was first generated. Effects are applied in chronological timestamp order. If
there are two or more effects with the same timestamp, the order is determined by the turn player.
6.3.4a The timestamp of an effect is the moment it was generated by an ability. Layer-continuous effects
are generated when their source resolves as a layer on the stack (see Rule 6.2.2) and
static-continuous effects are generated when the static ability becomes functional (see Rule 6.2.3).
6.3.4b If two or more effects start to apply to an object at the same time the turn player decides the order
that effects apply. This decided order is only used to determine the order of effects with the same
timestamps. Once a player has decided the order of effects, the order can not be changed.
6.3.4c When a new effect is applied to an object in a given substage of ordered effects, that effect is
ordered after the existing effects in that substage.
6.3.5. Continuous effects are applied dynamically. If a new effect would apply, an effect no longer applies,
or an effect that is already applied is modified, all of the effects are recalculated automatically in stage
order.
6.3.5a If an object is modified by an effect that would make it eligible/ineligible for another effect in
the current or future stage/substage, that effect is added/removed to the set of effects to be applied in
that stage/substage.
Example: Minnowism (red) has the text “The next attack action card with 3 or less base {p}
you play this turn gains +3{p}.”, which is a layer-continuous effect applied in stage 8. If an
attack action card with 6 base power is played, and its base power is reduced to 3 in stage 7, it
becomes eligible for the application of Minnowism’s effect, which will be added and applied
later in stage 8.
6.3.5b If an object is modified by an effect that would make it applicable to another effect in a previous
stage/substages, that other effect is not retroactively applied.
6.3.6. Continuous effects that remove a property, or part of a property, from an object do not remove
properties, or parts of properties, that were added by another effect.
Example: Erase Face has the text “When Erase Face hits a hero, cards and tokens they own lose
all class and talent types until the end of their next turn.”, which removes any existing class and
talent supertypes of the object, but does not remove or prevent the addition of class and talent
supertypes gained from other effects, such as Brand with Cinderclaw.
6.3.7. Continuous effects only prevent properties, or parts of properties, from being added, removed, or
otherwise modified if they explicitly specify.
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Example: Hypothermia has the text “Attacks you control can’t gain go again.”, which prevents
effects from adding the go again ability to the object, but does not remove the go again ability if it
is a base ability of the object.
6.4.1a A sub-event is an event that may occur when a replacement effect replaces an event. Sub-events
occur when the event is replaced and before the original event, and may also be replaced by
replacement effects.
Example: Ward 1 is a replacement effect that destroys its source to prevent 1 damage. The
destruction of its source is a sub-event that occurs before the event of damage is dealt.
6.4.2. When an event is about to occur that satisfies the condition of a replacement effect, the replacement
effect is considered active for that event.
6.4.3. A replacement effect must exist before an event occurs in order to replace it. If a replacement effect is
generated after an event occurs, it does not retroactively replace that event.
6.4.4. A replacement effect can replace an event that has been modified by another replacement effect, as
long as the effect is active for that modified event.
6.4.5. A replacement effect can only replace an event once per original event. It can not replace its own
modified event, or any further modified events produced by other replacement effects if it has already
replaced the event.
6.4.6. If an event is replaced, the replaced event does not occur and the modified event occurs instead. The
modified event may cause other replacement effects to be active that would not have been active for the
replaced event. If the modified event occurs, it may trigger effects that the replaced event would not have
triggered.
6.4.7. A self-replacement effect is a replacement effect that is either part of a preceding effect generated by
the same ability or an independent effect that applies to an effect generated by a leading connected
ability (see Rule 1.7.7). A self-replacement effect is typically written in the format “[CONDITION],
instead [MODIFICATION]”, where EFFECT (if any) is the preceding effect the replacement applies to,
CONDITION specifies the replacement condition, and MODIFICATION specifies the partial or full
replacement of the event created by the preceding effect.
Example: Weave Earth (red) has the text “The next Earth or Elemental attack action card you play
this turn gains +3{p}. If it’s fused, instead it gains +4{p}.”, which is a layer-continuous and
self-replacement effect. When an Earth or Elemental attack action card is played and is fused, the
self-replacement part of the effect replaces the preceding layer-continuous part of the effect, and
the card gains +4{p}.
6.4.7a A self-replacement effect does not modify any event other than the event created by the
proceeding effect on its source, or the effect of the leading connected ability.
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6.4.8a The condition of an identity-replacement effect is the event of the specified object moving into
the arena.
6.4.8b An identity-replacement effect that modifies the properties of the specified object defines its
copyable properties.
6.4.10. A prevention effect is a replacement effect that replaces a damage event with a modified event.
Prevention effects are typically written in a format “[CONDITION?] prevent [PREVENTION]”, where
the CONDITION (if any) specifies the replacement condition, and PREVENTION is the modification
which specifies the total amount of damage the effect can prevent, damage type(s) (if any), the shielded
object(s) and/or source(s) of the damage event, and additional modifications to the event (if any).
6.4.10a If a prevention effect is applied to a damage event, for every 1 damage of the given type that
would be dealt to the shielded object from the damage source, the 1 damage is prevented and the
remaining prevention amount of the effect is reduced by 1. If the prevention amount has been
reduced to 0, any remaining damage is dealt as normal.
6.4.10b If the prevention amount is not explicitly specified, the prevention amount is defined as the
amount of damage in the damage event.
Example: Feign Death has the text “The next time you would be dealt damage this turn,
prevent it.”, which does not explicitly specify the prevention amount. If the damage event that
Feign Death will apply to is 3 damage, then the prevention amount of this effect is considered
to be 3.
6.4.10c If the prevention damage type is not specified, the prevention applies to any and all damage
types. If the prevention damage type is specified, the prevention only applies to that type of damage.
6.4.10d If the source of the damage event is not specified, the prevention applies to all damage that
applies to the specified shielded object(s).
6.4.10e If the shielded object is not specified, the prevent applies to all damage dealt by the specified
source(s) of the damage event.
6.4.10f If there are two or more types of damage in the event that the prevention can apply to, and/or
two or more shielded objects the damage event will deal damage to, the controller of the prevention
effect declares each point of damage the effect will prevent.
6.4.10g If an effect states that a prevention effect can not prevent the damage of an event, the prevention
effect still applies to the event but its prevention amount is not reduced. Any additional
modifications to the event by the prevention effect still occur.
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Example: Spectral Shield has the text “If your hero would be dealt damage, instead destroy
Spectral Shield and prevent 1 damage that source would deal.”, which is a fixed-prevention
effect with an additional modification that destroys the source. If a damage event occurs that
can not be prevented, Spectral Shield’s prevention effect applies once to the event but does not
reduce the damage dealt and Spectral Shield is still destroyed.
Example: Steadfast has the text “Prevent the next 6 damage that would be dealt to your hero
this turn by a source of your choice.”, which is an ongoing-prevention effect. If a damage event
occurs that can not be prevented, Steadfast’s prevention effect applies once to the event, but
does not reduce the damage dealt and does not have its prevention amount reduced. As such
will still be able to prevent a total of 6 damage from the source after the event.
6.4.10h A fixed-prevention effect is a prevention effect that prevents a specific amount of damage of an
event that activates it. Fixed-prevention effects are typically written in the format “[CONDITION],
prevent [PREVENTION]”. After a fixed-prevention effect prevents damage, any remaining
prevention amount is not used to prevent a subsequent damage event.
Example: Dissipation Shield has the text “Instant - Destroy Dissipation Shield: The next time
your hero would be dealt damage this turn, prevent X damage, where X is the number of steam
counters on Dissipation Shield.”, which is a fixed-prevention effect that modifies to the next
event that would deal damage to your hero this turn but does modify any additional damage
events that turn.
6.4.10i An ongoing-prevention effect is a prevention effect that prevents a specific amount of damage
from any number of events that activate it. Ongoing-prevention effects are typically written in the
format “[CONDITION?] prevent the next [PREVENTION]”. After an ongoing-prevention effect
prevents damage, any remaining prevention amount is used to prevent a future damage event. If the
prevention amount of an ongoing-prevention effect is reduced to zero, the effect ceases to exist.
Example: Bone Head Barrier has the text “Roll a 6 sided die. Prevent the next X damage that
would be dealt to your hero this turn, where X is the number rolled.”, which is an
ongoing-prevention effect that applies to every event that would deal damage to your hero this
turn until X damage has been prevented in total.
6.5.2. Select Player: First, the turn player selects a player. When a type of replacement effect is applied, each
player in clockwise order applies their active replacement effects of that type one-by-one until they do
not control any more active replacement effects of that type; starting with the selected player and ending
when there are no more active replacement effects of that type to apply.
6.5.2a The turn player does not determine the order of effects they do not control, only the first player to
apply replacement effects.
6.5.2b The selected player is determined once per event and does not change.
6.5.3. Self-replacement and Identity-replacement: Second, each player applies any self- or identity-
replacement effects they control.
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6.5.4. Standard-replacement: Third, each player applies any active standard-replacement effects they control.
6.5.5. Prevention: Fourth, each player applies any active prevention effects they control.
6.6.1a The LIMIT (if any) specifies the trigger limit, which is the maximum number of times the effect
can be triggered. If there is no limit, the effect can be triggered any number of times.
6.6.1b The ORDINAL (if any) is one or more ordinal numbers that specify which event(s) within the
given duration will match the trigger condition.
6.6.1c The EVENT and/or STATE specifies the event- and/or state-trigger condition that triggers the
effect and creates a triggered-layer. If the triggered condition describes an event (or an event and
state), the effect is an event-based triggered effect; if the trigger condition describes a game state, the
effect is a state-based triggered effect. The trigger condition is not inclusive of the conditions of any
effects the triggered-layer would generate (see Rule 1.8.3).
6.6.1d The ABILITIES specifies the resolution abilities of the triggered-layer created by the effect.
When the triggered-layer resolves, the resolution abilities of the layer generate effects.
6.6.2. An inline-triggered effect is a discrete triggered effect that can only trigger when it is generated.
Inline-triggered effects are typically written in the format “When [CONDITION] [EFFECT]”.
Example: Belittle has the text “As an additional cost to play Belittle, you may reveal an attack
action card with 3 or less base {p} from your hand. When you do, search your deck for a card
named Minnowism, reveal it, put it into your hand, then shuffle your deck.”, where the latter effect
is an inline-triggered effect that is conditional on the payment of the preceding effect-cost.
6.6.2a An inline-triggered effect does not trigger retroactively if the condition is met after the effect is
generated.
6.6.3. A delayed-triggered effect is a layer-continuous triggered effect. Delayed triggered effects typically
contain, but do not start with the phrase “(when / whenever / at / the [ORDINAL] time / the next time)”,
or they start with the phrase “The next time”.
Example: Lead the Charge (blue) has the text “The next time you play an action card with cost
{r}{r} or greater this turn, gain 1 action point.”, which is a delayed-triggered effect that triggers
and creates a triggered-layer when the player plays a card with that cost. When the triggered-layer
resolves the player gains 1 action point.
6.6.3a A delayed triggered effect always specifies its duration, unless it is conditional on a change in
phase (end of turn) or step (combat chain closes), in which case the effect lasts until it is triggered.
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6.6.4. A static-triggered effect is a static-continuous triggered effect. Static triggered effects typically start
with the phrase “[LIMIT?] (When / Whenever)” or “At / The [ORDINAL] time)”.
Note: Cards printed before 2022 have also used the format “[LIMIT] Effect — [EFFECT]”,
where LIMIT (if any) specifies the maximum number of times the triggered effect can be
triggered, and EFFECT specifies the triggered effect of the ability.
Example: Rhinar has the text “When you discard a card with 6 or more {p} during your action
phase, intimidate.”, which is a static-triggered effect that triggers and creates a triggered-layer
when you discard a card with 6 or more {p}, and when that triggered-layer resolves, the intimidate
effect is generated.
6.6.5. If a game event or game state meets a triggered effect’s trigger condition, the effect is considered
triggered. When an effect is triggered, it creates a triggered-layer.
6.6.5a A triggered effect must exist before an event or change in state occurs that satisfies its trigger
condition, for it to be triggered. If a triggered effect is generated after an event or change in state
occurs that satisfies its trigger condition, it does not retroactively trigger. The exception is inline-
triggered effects, which triggers as it is generated if its trigger condition is met.
6.6.5b An event-based triggered effect only triggers if an event that meets the triggered condition
occurs. If the event is modified before it occurs and no longer meets the triggered condition, the
effect does not trigger (see Section 6.4 - Replacement Effects). If the trigger condition also includes
a state-trigger condition, that condition must also be met by the game state at the time the event
occurs for the effect to trigger.
6.6.5c A state-based triggered effect only triggers if the game state did not initially meet the trigger
condition, then changes and meets the trigger condition.
6.6.5d If the trigger condition is proceeded by an ordinal as part of the condition, the effect will only
trigger on the specified ordinal time(s) the condition is met, relative to the specified duration. If the
effect becomes functional after the specified ordinal time(s) the condition would be met, the effect
will not trigger for the rest of the specified duration.
Example: If a card has the text “The first time you boost each turn, gain an action point.”, and
it is put into the arena as a permanent after you’ve boosted that turn, it will not trigger the next
time you boost that turn because the ordinal time “first” is relative to the turn and has already
happened.
6.6.5e If the triggered effect is triggered, but it would exceed the maximum number of times specified
by the trigger limit (if any), the triggered-layer is not created and will not be added to the stack.
6.6.5f If the triggered effect is triggered, but there is an effect that prevents it from triggering, the
triggered-layer is not created and will not be added to the stack. However, the triggering still counts
towards the limit of the effect (if any).
Example: Katsu has the text “The first time an attack action card you control hits each turn,
[...]” and Tripwire Trap has the text “Hit effects don’t trigger this chain link [...]”. If the
Tripwire Trap continuous effect is active and the player that controls Katsu hits with an attack
action card, the Katsu triggered effect will not produce a triggered-layer on the stack because
Tripwire Trap continuous effect prevents it. The next time this turn the player that controls
Katsu hits with an attack action card, the Katsu triggered effect will not produce a
triggered-layer on the stack because the once-per-turn limit has already been reached.
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6.6.6. When a triggered-layer is created, it is added to the stack before the next player receives priority as a
game state process. (See Rule 1.10.2)
6.6.6a When a triggered-layer is added to the stack, the player that controls the effect must declare the
parameters of all abilities of that layer. If the card has any modal resolution abilities, the player must
declare the modes for those abilities (see Rule 1.7.6). Then, if any resolution abilities generate
effects that require a target, the player must declare all legal targets for those effects Rule 1.8.4. If
no legal targets can be declared, the triggered-layer ceases to exist and is not added to the stack.
Example: Thaw has the text “While Thaw is in your graveyard, at the start of your turn, you
may banish it and choose 1: Destroy target Frostbite. Destroy target Ice affliction. Unfreeze
target frozen card.”. To add Thaw’s triggered-layer to the stack, the controlling player must
first select the mode and choose a legal target for that mode, otherwise the triggered-layer
ceases to exist and will not be added to the stack.
6.6.6b If two or more triggered-layers would have been created, the turn player selects a player, then
each player in clockwise order adds all pending triggered-layers they control onto the stack in an
order they choose, starting with the selected player.
Example: Celestial Kimono has the text “[...] when or a non-token permanent you control with
ward is destroyed, gain r.” and Diadem of Dreamstate has the text “[...] when this [...] is
destroyed, you may pay r. If you do, create a Ponder token. Ward 1.” If Diadem of Dreamstate
is destroyed, the controlling player may choose to order their trigger-layers so they gain r from
Celestial Kimono before paying r for Diadem of Dreamstate, even if they are not the turn
player.
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7. Combat
7.0. General
7.0.1. Combat is a game state where the combat chain is open and attacks undergo resolution in steps on the
stack and combat chain. The resolution of a chain link consists of seven steps in order: Layer, Attack,
Defend, Reaction, Damage, Resolution, and Link.
7.0.2. An attack is an object that has an attack-target (see Rule 7.0.5) - this includes a card with the attack
subtype on the stack (see Rule 8.2.3), an attack-proxy on the stack (see Rule 1.6.2), an attack-layer on
the stack (see Rule 1.6.3), or an attacking object on the combat chain (see Rule 7.2.4).
7.0.3. The combat chain starts the game closed. If the combat chain is closed and an attack is added to the
stack, the combat chain opens and the Layer Step begins immediately. The combat chain remains open
until it is closed again (see Rule 7.8.2).
7.0.4. An attack card can not be played, or ability with an attack effect can not be activated, if a rule or effect
would prevent the player from attacking with that card or ability.
7.0.5. If a player plays an attack card, activates an ability with the attack ability/effect, or adds a
triggered-layer to the stack with an attack effect, the player must declare an attackable object controlled
by an opponent as the target of the attack (attack-target). (See Rule 5.1.4 and Rule 6.6.6a)
7.0.5a An object is attackable if it is a living object (see Rule 2.5.1), or if it is made attackable by an
effect.
Example: The ability Spectra generates an effect that makes its source a legal target for an
attack, despite it not being a living object.
7.0.5b The target of an attack remains the target of that attack until the combat chain closes. The player
does not have to declare the same target as a previous attack on the combat chain and declaring a
different target does not close the combat chain.
7.0.6. When a layer is added to the stack while the combat chain is open, it is considered to be
played/activated/triggered on the active chain link (if any), for the purposes of rules and effects. If there
is no active chain link on the combat chain it is not considered to be played/activated/triggered on any
chain link.
7.0.7. During combat, while the combat chain is open, a player can not play cards or activate activated
abilities with the type action, except for attacks during the Link Step of combat. (See Section 7.7 - Link
Step)
7.0.7a An action card/ability can still be played/activated as an instant during any step of combat when a
player has priority.
7.0.8. A defending card is a card that is designated as defending on a chain link by a rule or effect (see Rule
7.3.2, Rule 7.4.2d, and Rule 8.5.32).
7.0.8a When a card becomes defending, the “defend” event occurs and effects that trigger from
defending are triggered. The controller of the card at the time it defends is considered to have
defended with that card.
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7.0.8b A card can only defend on one chain link for one attack-target at a time. If there are multiple
attack-targets and an effect adds a defending card to a chain link but does not specify which attack-
target it defends for, the controller of the effect determines which attack-target it will defend for.
7.1.3. Second and finally, when the top layer of the stack is the attack and all players pass in succession, the
Layer Step ends and the Attack Step begins.
7.2.2. First, if the attack has no targets (attack-target(s)) that exist or are legal, the Attack Step ends and the
Close Step begins (see Section 7.8 - Close Step).
7.2.3. Second, the resolution abilities of the attack resolve and generate effects, and the attack-source moves
to the combat chain as the active chain link (see Rule 3.5.4). If the attack is an attack-card, the card itself
is the attack-source, and moves to the combat chain as the active chain link. If the attack is an attack-
proxy or attack-layer, it ceases to exist and its attack-source becomes the attack instead and moves to the
combat chain as the active chain link.
Note: Attacks with resolution abilities that generate discrete effects printed before 2021 have
received an errata that corrects them to be triggered effects that trigger when the attack
becomes attacking.
7.2.3a All effects that apply to the attack-proxy or attack-layer, now apply to the attack-source as a
chain link. If the attack was an attack-proxy, the attack-source is considered to have the base
abilities of the attack-proxy. These effects and abilities apply to the attack-source as long as it
remains that chain link on the combat chain.
Example: Sharpen Steel has the text “Your next weapon attack this turn gains +3{p}.”. When
a weapon is activated to create an attack-proxy on the stack, Sharpen Steel’s effect begins to
apply to the attack-proxy. When the weapon becomes the chain link on the combat chain,
Sharpen Steel’s effect that applied to the attack-proxy, now applies to the weapon for that chain
link only.
Example: Edge of Autumn has the text “Once per Turn Action - {r}: Attack. Go again.”. When
a weapon is activated to create an attack-proxy on the stack, it has the base ability ‘go again’.
When the weapon becomes the chain link on the combat chain, it is considered to have the base
ability ‘go again’ for that chain link only.
7.2.3b An effect that applies to an attack-source specifically as a chain link, only applies to the attack-
source while it represents that chain link on the combat chain. If the attack-source becomes a new
chain link on the combat chain, the effect does not apply to the attack-source as the new chain link.
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Example: Sharpen Steel has the text “Your next weapon attack this turn gains +3{p}.”. If
Sharpen Steel’s effect applies to a weapon as chain link 1, and a new attack-proxy from that
weapon causes the weapon to become chain link 2 of the same combat chain, Sharpen Steel’s
effect does not continue to apply to the weapon as chain link 2.
7.2.3c If the attack-source was a resolved chain link before it becomes the active chain link, the resolved
chain link continues to exist and Last Known Information is used. (See Rule 3.5.4b)
7.2.3d If the attack-source does not exist, or can not move to the combat chain as a chain link, the
Attack Step ends and the Close Step begins (see Section 7.8 - Close Step)
Example: Emperor, Dracai of Aesir has the text “Search your deck for Command and
Conquer, attack with it, then shuffle.”, where the attack-source is specified as the Command and
Conquer. If the search fails to produce a Command and Conquer, the attack-source of the
attack does not exist, so the combat chain closes.
7.2.4. Third, the attack-source is considered to be attacking until it leaves the combat chain. The “attack”
event occurs and effects that trigger from attacking are triggered.
Example: The attack is Dread Triptych. The abilities “When you attack with Dread Triptych, if
you’ve played a ‘non-attack’ action card this turn, create a Runechant token.” and “When you
attack with Dread Triptych, if you’ve dealt arcane damage this turn, create a Runechant token.”
trigger and are added as separate triggered-layers on the stack.
Example: If the player activates an attack ability on an ally object, the ally moves to the chain link
of its attack and becomes an “attacking ally” until its attack resolves.
7.2.4a If the attack-source was attacking on a resolved chain-link, then moves to the active chain link
and becomes attacking, it does so immediately and at no point is considered not attacking.
7.2.4b If the attack-source is a non-living object (see Rule 2.5.1), then the controller of the attack and
their hero card become the “attacking hero” until the active chain link resolves, for the purposes of
rules and effects. If an effect of a source on the chain link refers to the attacking hero, it refers to
that hero until the combat chain closes.
7.2.4c If the attack-target is a hero, that hero and their controller become the “defending hero” until the
active chain link resolves, for the purposes of rules and effects. If an effect of a source on the chain
link refers to the defending hero, it refers to that hero until the combat chain closes.
Example: Exude Confidence has the text “If Exude Confidence isn’t defended by a card with
equal or greater {p}, the defending hero can’t play or activate instants or defense reactions
this combat chain.”, which is an effect that refers to the defending hero of the chain link that
Exude Confidence is attacking on. If Exude Confidence is targeting a hero on chain link 1, and
then an attack on chain link 2 has a different attack-target, Exude Confidence’s effect will still
refer to the same hero.
7.2.6. Fifth and finally, when the stack is empty and all players pass in succession, the Attack Step ends and
the Defend Step begins.
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7.3.2. First, defending cards are declared for the attack-target(s). Cards declared this way become defending
cards for the attack-target(s) on the active chain link (see Rule 7.0.8). Declaring a card this way is not
considered playing that card - it does not incur the cost of playing that card, it does not add it as a layer
on the stack, and it does not resolve any resolution abilities on that card.
7.3.2a If the attack-target is a hero (defending hero), their controller may declare any number of non-
defense-reaction cards from their hand and/or public equipment permanents they control. Otherwise,
a player may only declare cards for an attack-target if a rule or effect specifies it.
7.3.2b An object can not be declared if it does not have the defense property (0 is a value), it is already
defending on a resolved chain link, or it would make the current set of declared cards illegal to
become defending.
Example: If an attack has overpower (can’t be defended by more than one action card) and is
already defended by an action card, an action card can not be declared because it can not
become a defending card.
7.3.2c If a player declares two or more defending cards for an attack-target, they decide the order those
cards are declared and become defending.
Example: Flic Flak has the text “If the next card you defend with this turn is a card with
combo, it gains +2d”. If a player declares two or more cards, they choose the order they
become defending, and thus which of those cards Flic Flak’s ability will apply to.
7.3.2d All declared cards for an attack-target are put onto the active chain link as a single compound
event as defending cards for that attack-target. The order which the declared cards become
defending within the compound event is determined by the order in which were declared. (See Rule
1.9.2)
Example: Bastion of Unity has the text “Unity - When this defends together with a card from
hand, this gets +1d until end of turn.” If one player declares Bastion of Unity and another
player declares a card from hand, Bastion of Unity’s effect will trigger because both cards
defend together as part of the same compound event.
7.3.2e If two or more players may declare defending cards for an attack-target, they do so in clockwise
order starting with the player that controls the attack-target (see Rule 1.1.6).
Example: If a player’s hero is attacked, that player declares any defending cards first, then in
clockwise order, players may declare additional defending cards, such as cards with Protect.
7.3.2f If there are two or more attack-targets, defending cards are declared for each attack-target in
clockwise order of their controller, starting from player that controls the attack (see Rule 1.1.6).
Then, if two or more attack-targets are controlled by the same player, defending cards are declared
for each attack-target in an order determined by that controlling player. Cards only defend the
attack-target they are declared for. All declared cards for each attack target are put onto the active
chain link in separate events as defending cards.
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Example: Apocalypse Automaton has the text “This attacks up to X target opposing heroes,
[...]”. If two players’ heroes are attacked by an Apocalypse Automaton, the defending cards for
each hero are declared in clockwise order from the controller of the attack. The first hero’s
player declares defending cards, then any player may declare additional defending cards (such
as cards with Protect), and finally, those declared cards become defending cards for that hero.
This process then repeats for the second hero.
7.3.4. Third and finally, when the stack is empty and all players pass in succession, the Defend Step ends and
the Reaction Step begins.
7.4.2a The attacking hero (if any) can play/activate attack reaction cards/abilities when they have
priority during the Reaction Step.
7.4.2b The defending hero(es) (if any) can play/activate defense reaction cards/abilities when they have
priority during the Reaction Step.
7.4.2c A defense reaction card cannot be played if a rule or effect would prevent the player from
defending with that card.
7.4.2d When a defense reaction card resolves it becomes a defending card on the active chain link for
its controller’s hero (see Rule 7.0.8). A defense reaction card fails to resolve if it can not become a
defending card (see Rule 5.3.3d).
7.4.3. Second and finally, when the stack is empty and all players pass in succession, the Reaction Step ends
and the Damage Step begins.
7.5.2. First and only, damage is calculated for the attack-target(s). If the power of the attack is greater than
the sum total defense value of the defending cards for the attack-target, the attack deals {p} damage
(physical damage) to the attack-target equal to the difference. Then the Damage Step ends and the
Resolution Step begins.
Example: If the power of the attack is 6, and there are two defending cards with a defense 3 and 2
respectively then the sum total defense value of the defending cards is 5. The power of the attack is
greater than the sum total defense, so the attack-target is dealt 6 − 5 = 1 {p} damage.
7.5.2a Dealing {p} damage to the attack target this way, is a hit-event generated by the game (Rule
7.5.3). The source of the damage is the attack.
7.5.2b If the target has ceased to exist or is illegal when the damage is calculated, no damage is dealt,
and the event is not generated.
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7.5.2c No game state actions occur during the Damage Step (see Rule 1.10.2). Any triggered-layers
created are put onto the stack as a game-state action in the Resolution Step (see Section 7.6 -
Resolution Step).
7.5.2d If there are two or more attack-targets, damage is calculated and dealt separately for each attack-
target in an order determined by the controller of the attack.
7.5.3. An attack is considered to have hit if it deals damage to an attack-target during the Damage Step of
combat. The hit-event is otherwise identical to a deal {p} damage event (see Rule 8.5.3) and only occurs
during the Damage Step of combat.
7.5.3a If the attack-target loses life as a result of anything except damage dealt by the attack-source by
the hit-event during the Damage Step of combat, then the attack is not considered to have hit.
7.5.3b If the hit-event is modified by replacement effects such that no damage is dealt by the attack-
source to the attack-target, it is no longer a hit-event - the attack is not considered to have hit when
the event occurs. Damage may still be dealt if the hit-event is modified, but it is not considered a
hit-event if the attack-source does not deal the damage to the attack-target.
Example: Feign Death has the text “The next time you would be dealt damage this turn,
prevent it.”. If the effect from Feign Death prevents all damage dealt by the attack-source, no
damage is dealt, the hit-event does not occur, and the attack is not considered to have hit.
7.5.3c If a rule or effect prevents a triggered effect from triggering when the attack-source hits and/or
when it deals damage, then the triggered effect does not trigger on the hit-event.
Example: Stamp Authority has the text “Attack action card effects do not trigger when they
hit.”, which prevents triggered effects from attack action card triggering on a hit-event. If a
triggered effect from an attack action card would trigger on damage being dealt (e.g. Blizzard
Bolt), and the attack action card hits, the effect will not trigger on the hit-event.
7.5.3d A chain link is considered to have hit if any hit-event occurs while it is the active chain link.
7.6.2. First, the active chain link becomes a resolved chain link and effects that trigger when the chain link
resolves are triggered.
7.6.4. Third and finally, when the stack is empty and all players pass in succession, the Resolution Step ends
and the Link Step begins.
7.7.2. First, if the attack has go again, its controller gains 1 action point.
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7.7.2a If the attack is no longer on the combat chain, the last known information of the attack is used to
determine whether the attack has go again.
7.7.3. Second, the turn player gains priority. The turn player may play or activate an attack (see Rule 7.0.2).
If an attack is added to the stack, the Link Step ends and the Layer Step begins.
7.7.4. Third and finally, when the stack is empty and all players pass in succession, the Link Step ends and
the Close Step begins.
7.8.2. If a rule or effect causes the combat chain to close, the current step (if any) ends and the Close Step
begins. The combat chain closes in the following situations:
7.8.2a If all players pass in succession when the stack is empty during the Link Step, the Close Step
begins. (See Rule 7.7.4)
7.8.2b If the attack-target does not exist, or is an illegal target, at the beginning of the Attack Step, the
Close Step begins. (See Rule 7.2.2)
7.8.2c If the attack-source of the active chain link does not exist or can not move to the combat chain as
a chain link (see Rule 7.2.3d), or the attack-source ceases to exist before the chain link resolves (see
Rule 7.6.2), the Close Step begins as a game state action. (See Rule 1.10.2)
Example: Luminaris has the text “[...] Illusionist auras you control are weapons with 1{p}
and “Once per Turn Action — 0: Attack””. If a Spectral Shield token is activated to attack the
opponent, and the token is destroyed before the Resolution Step, the activated attack will also
cease to exist, and the Close Step will begin.
7.8.2d If an effect closes the combat chain, the Close Step begins as a game state action. (See Rule
1.10.2)
7.8.3. First, the “combat chain closes” event occurs and effects that trigger from the combat chain closing are
triggered. All attacks and reactions on the stack, are put into their owner’s graveyard.
7.8.4. Second, layers on the stack resolve and game state actions are performed as if all players are passing
priority in succession. (See Rule 1.10.2)
7.8.5. Third, when the stack is empty, all permanents remaining on the combat chain return to their
respective zones - equipment and weapons return to their respective equipped zones. Any other
permanent returns to the permanent zone.
7.8.6. Fourth, all remaining objects on the combat chain are cleared. (See Rule 3.0.12)
7.8.7. Fifth and finally, the combat chain closes. Effects that last for “the/this combat chain” end. The Close
Step ends and the Action Phase continues.
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8. Keywords
8.0. General
8.0.1. A keyword is a reserved term or phrase that serves as a descriptive element for rules and/or effects to
reference or has some rules meaning.
8.0.2. A type keyword is a keyword used by a card’s text box to describe the type of an object.
8.0.3. A subtype keyword is a keyword used by a card’s text box to describe the subtype of an object.
8.0.4. An ability keyword is a keyword that substitutes for the rules text of an ability.
8.0.5. A label keyword is a keyword that groups abilities with common effects. A label keyword and its
ability are typically written in the format “[KEYWORD] - [ABILITY]”.
8.0.6. An effect keyword is a keyword that substitutes for the rules text of an effect.
8.0.6a When a discrete keyword effect is generated, or when a continuous effect is applied, it produces a
corresponding event of that keyword.
8.0.7. A token keyword is a keyword that refers to a specific token. A token keyword is typically written in
the format “[KEYWORD] token”.
8.1.1a An action card/activated ability can only be played/activated when the stack is empty.
8.1.1b An action card/activated ability cannot be played/activated during combat, except during the Link
Step of combat. (See Rule 7.0.7)
8.1.1c An action card/activated ability has the additional asset-cost of one action point to play/activate.
(See Rule 5.1.6)
8.1.2. Attack Reaction — An attack reaction card is a deck-card. (See Rule 1.3.1d)
8.1.2a An attack reaction card/activated ability can only be played/activated by a player who controls an
attacking hero during the Reaction Step of combat. (See Section 7.4 - Reaction Step)
8.1.2b When an attack reaction card resolves as a layer on the stack, it is cleared. (See Rule 3.0.12)
8.1.3. Defense Reaction — A defense reaction card is a deck-card. (See Rule 1.3.1d)
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8.1.3a A defense reaction card/activated ability can only be played/activated by a player who controls a
defending hero during the Reaction Step of combat. (See Section 7.4 - Reaction Step)
8.1.3b When a defense reaction card resolves as a layer on the stack, it becomes a defending card on the
active chain link. (See Rule 7.0.8)
8.1.4. Equipment — An equipment card (without any other types) is an arena-card. (See Rule 1.3.1e)
8.1.4a As an arena-card, a player may equip an equipment card from their card-pool during the start-of-
game procedure to its respective zone. (See Section 4.1 - Starting a Game)
8.1.4b An equipment permanent may be declared as a defending card during the Defend Step of
combat. (See Rule 7.3.2)
8.1.5a A player starts the game with their hero card as a permanent in their hero zone. (See Section 4.1 -
Starting a Game)
8.1.5b A hero card is separate from, and cannot be included in a player’s, card-pool. (See Rule 1.1.3)
8.1.6a A card/activated ability with the type instant can be played/activated any time the player has
priority.
8.1.8a Tokens only exist in the arena or as sub-cards (see Rule 3.0.14). If a token leaves the arena and it
is not a sub-card, it ceases to exist.
8.1.9a As an arena-card, a player may equip a weapon card from their card-pool during the start-of-
game procedure to its respective zone. (See Section 4.1 - Starting a Game)
8.1.10a A mentor card can only be included in a player’s card-pool if they have a young (subtype) hero.
8.1.11a A demi-hero card is distinct from a hero-card. It is included as part of a player’s card-pool and it
cannot be used in place of a player’s hero at the start of the game.
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8.1.11b If a demi-hero becomes a permanent in the arena and the controlling player does not control a
hero, the demi-hero is considered to be that player’s hero and has the hero type for the purposes of
rules and effects for the rest of the game. Otherwise, if the player already controls a hero, the demi-
hero is cleared from the arena (see Rule 3.0.12).
8.2.1b A one-hander permanent must be equipped to a player’s weapon zone. A one-hander cannot be
equipped if the player does not have an empty weapon zone.
8.2.2. (2H)
8.2.2b A two-hander permanent must be equipped to two of a player’s weapon zones. A two-hander
cannot be equipped if the player does not have two empty weapon zones.
8.2.2c A two-hander occupies either of the two weapon zones it is equipped to, but not both.
8.2.3. Attack
8.2.3a An attack card, is considered an attack for combat. (See Rule 7.0.2)
8.2.3b When an attack card is played, the combat chain opens (if it is closed) and the layer step of
combat begins. (See Section 7.1 - Layer Step)
8.2.4. Aura
8.2.4a When an aura resolves as a layer on the stack, it enters the arena.
8.2.4b When an aura enters the arena, it becomes a permanent, except when it is added as a defending
card to a chain link.
8.2.5. Item
8.2.5a When an item resolves as a layer on the stack, it enters the arena.
8.2.5b When an item enters the arena, it becomes a permanent, except when it is added as a defending
card to a chain link.
8.2.6. Arrow
8.2.6a An arrow can only be played from the player’s arsenal and only if they control a bow.
8.2.7. Trap
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8.2.8. Ally
8.2.8a If an ally permanent ceases to exist, it is considered to have died. (See Rule 2.5.3g)
8.2.8b During the End Phase, an ally’s life total is reset to its base life. (See Section 4.4 - End Phase)
8.2.8c If an ally is attacking, the controlling player and their hero are not considered an attacking hero
for that chain link; and the player cannot play or activate attack reaction cards or abilities during the
reaction step of combat. (See Rule 7.2.4b)
8.2.8d If an ally is the target of an attack, the controlling player and their hero are not considered a
defending hero for that chain link; and the player cannot declare defending cards or play or activate
defense reaction cards or abilities during the reaction step of combat (See Rule 7.2.4c)
8.2.8e If an ally deals damage, the controlling player and their hero are not considered to have dealt
damage.
8.2.8f If an ally is dealt damage, the controlling player and their hero are not considered to have been
dealt damage.
8.2.9. Landmark
8.2.9a When a landmark resolves as a layer on the stack, it enters the arena.
8.2.9b When a landmark enters the arena, it becomes a permanent and all other landmark permanents
are cleared, except when the landmark is added as a defending card to a chain link. (See Rule
3.0.12)
8.2.10. Off-Hand
8.2.10a An off-hand permanent must be equipped to a player’s weapon zone. An off-hand cannot be
equipped if the player does not have an empty weapon zone.
8.2.11. Affliction
8.2.11a When an affliction resolves as a layer on the stack, it enters the arena.
8.2.11b When an affliction enters the arena, it becomes a permanent, except when it is added as a
defending card to a chain link.
8.2.11c As an object with the subtype affliction enters the arena as a permanent, its controller declares
an opponent and the object enters the arena under that player’s control. If the affliction has no
controller before it enters the arena, its owner declares the opponent. If the object can not enter the
arena under that player’s control, it is cleared and is not considered to have entered the arena.
8.2.12. Ash
8.2.12a When an ash resolves as a layer on the stack, it enters the arena.
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8.2.12b When an ash enters the arena, it becomes a permanent, except when it is added as a defending
card to a chain link.
8.2.13. Invocation
8.2.13a When an invocation resolves as a layer on the stack, it enters the arena with its back-face active
and becomes a permanent. (See Section 9.1 - Double-Faced Cards)
8.2.14. Construct
8.2.14a When a construct resolves as a layer on the stack, it enters the arena with its back-face active
and becomes a permanent. (See Section 9.1 - Double-Faced Cards)
8.2.15. Quiver
8.2.15a A quiver permanent must be equipped to a player’s weapon zone. A quiver may be equipped
to, and occupy, a weapon zone that a two-hander bow is already equipped to but does not occupy;
otherwise, a quiver cannot be equipped if the player does not have an empty weapon zone.
8.2.16. Figment
8.2.16a When a figment resolves as a layer on the stack, it enters the arena.
8.2.16b When a figment enters the arena, it becomes a permanent, except when it is added as a
defending card to a chain link.
8.3.1a When an attack-proxy resolves on the stack, its source becomes an attack and chain link on the
combat chain. Effects that applied to the attack-proxy apply to the source as an attack instead.
8.3.1b If attack-proxy is added to the stack, the combat chain opens (if it is closed) and the Layer Step
of combat begins. (See Section 7.1 - Layer Step)
8.3.1c To add an attack-proxy onto the stack, a legal attackable target must be declared as the target of
the attack. (See Rule 7.0.5a)
8.3.2. Battleworn — Battleworn is triggered-static ability that means “When the combat chain closes, if this
defended, put a −1 {d} counter on it.”
8.3.3. Blade Break — Blade Break is a triggered-static ability that means “When the combat chain closes, if
this defended, destroy it.”
8.3.4. Dominate — Dominate is a static ability that means “This can’t be defended by more than one card
from hand.”
8.3.4a If an attack with dominate is currently defended by a card from hand, an additional card can not
be added as a defending card to the attack’s chain link if the card comes from a player’s hand . (See
Rule 5.3.3d and Rule 8.5.32).
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CHAPTER 8. KEYWORDS
8.3.4b If an attack with dominate is currently defended by a card from hand on the activate chain link,
defense reaction cards can not be played from hand. (See Rule 7.4.2c)
8.3.4c If an attack is defended by two or more cards from hand and then the attack gains dominate, no
cards are retroactively removed from defending.
8.3.5. Go again — Go again is a special resolution ability that means “Gain 1 action point.”
8.3.5a If go again is an ability of a non-attack layer on the stack, the controlling player gains 1 action
point after all other resolution abilities have resolved. (See Rule 5.3.2c)
8.3.5b If go again is an ability of an attack on the active chain link, the controlling player gains 1 action
point at the beginning of the Link Step of combat. (See Rule 7.7.2)
8.3.5c An object cannot have more than one “go again” ability. If an effect would give the “go again”
ability to an object that already has the “go again” ability, then that part of the effect fails.
8.3.6. Legendary — Legendary is a meta-static ability that means “You may only have 1 of this in your
deck.”
8.3.8. Arcane Barrier — Arcane Barrier is a static ability. Arcane Barrier is written as “Arcane Barrier N ”
which means “If you would be dealt arcane damage, you may pay N {r} to prevent N of that damage.”
8.3.9. Boost — Boost is an optional additional-cost play-static ability that means “As an additional cost to
play this, you may banish the top card of your deck. When you do, if it’s a Mechanologist card, this gets
go again.”
8.3.9a If a player pays the additional cost to play a card with boost, the player is considered to have
boosted and the played card is considered to have been boosted, even if the banished card is not a
Mechanologist card.
8.3.9b A player cannot boost if they cannot pay the additional cost of banishing the top card of their
deck.
8.3.10. Temper — Temper is a triggered-static ability that means “When the combat chain closes, if this
defended, put a -1 {d} counter on it, then destroy it if it has zero {d} .”
8.3.11. Blood Debt — Blood Debt is a triggered-static ability. Blood debt means “While this is in your
banished zone, at the beginning of your end phase, lose 1{h}.”
8.3.11a Blood debt only triggers if its source is public in the banished zone at the beginning of the
owner’s end phase.
8.3.12. Mentor —
Note: As of 2022, the mentor ability has been superseded by the Mentor type (See Rule
8.1.10)
8.3.13. Phantasm — Phantasm is a triggered-static ability that means “Whenever this is defended by a non-
Illusionist attack action card with 6 or more {p}, destroy this.”
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8.3.13a If an attack with Phantasm is being defended by a non-Illusionist attack action card that has the
power property with a value of 6 or more, then the state-condition is met and a triggered-layer is
put on the stack. When the triggered-layer resolves, if the trigger’s event-condition is still met, the
attack is destroyed.
8.3.13b If an attack is destroyed by phantasm before its chain link has resolved, the combat chain closes
(see Rule 7.8.2). If an attack is destroyed by phantasm after its chain link has resolved, the combat
chain does not close.
8.3.14. Spectra — Spectra is a static ability and a triggered-static ability that respectively mean “this can be
attacked” and “When this becomes the target of an attack, destroy this and close the combat chain.”
8.3.14a An object with Spectra can be the target of an attack, even if it is not a living object. (See
7.0.5a)
8.3.14b When an object with Spectra becomes the target of an attack, a triggered-layer is put on the
stack. When the triggered-layer resolves, the combat chain closes. (See Rule 7.8.2)
8.3.15. Spellvoid — Spellvoid is a static ability. Spellvoid is written as “Spellvoid N ” which means “If you
would be dealt arcane damage, you may destroy this to prevent N of that damage.”
8.3.15a If the controlling player can not destroy the object with Spellvoid, they can not apply the
optional prevention effect.
8.3.16. Essence — Essence is a meta-static ability. Essence is written in the format “Essence of
[SUPERTYPES]” which means “You may have [SUPERTYPES] cards in your deck, as though your
hero had those supertypes,” where SUPERTYPES is a list of one or more supertypes. (See Section 2.10 -
Supertypes)
8.3.17a If a player pays the additional cost to play a card with fusion, the player is considered to have
fused those supertypes and the played card is considered to have been fused.
8.3.17b A player cannot fuse if they cannot pay the additional cost of revealing the card(s) with the
specified supertypes from their hand.
8.3.17c A player may only reveal up to one card for each of the supertypes listed. A single card may be
revealed for one or more different supertypes.
8.3.17d If the list specifies “and,” the player must reveal cards with all of the supertypes in the list. If
the list specifies “and/or,” the player must reveal cards with at least one of the supertypes on the list.
8.3.18. Heave — Heave is a hidden triggered ability. Heave is written as “Heave N ” which means “While
this is in your hand and you have an empty arsenal zone, at the beginning of your end phase, you may
pay N {r} and put this face-up into your arsenal. If you do, create N Seismic Surge tokens.”
8.3.18a If a player pays the cost to pay the resource point cost and put the card with Heave face-up into
their arsenal, the player is considered to have heaved and the card is considered to have been heaved.
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CHAPTER 8. KEYWORDS
8.3.18b A player can not heave if they cannot pay the resource point cost or put the card with Heave
face-up into their arsenal.
8.3.19. Quell — Quell is a static ability. Quell is written as “Quell N ” which means “If you would be dealt
damage, you may pay N {r} to prevent N of that damage. If you do, destroy this at the beginning of the
end phase.”
8.3.20. Ward — Ward is a static ability. Ward is written as “Ward N ” which means “If you would be dealt
damage, destroy this to prevent N of that damage.”
8.3.21. Ephemeral — Ephemeral is a meta-static ability and a static ability that respectively mean “You
can’t start the game with this in your deck.” and “If this would be put into a graveyard from anywhere,
instead it ceases to exist.”
8.3.21a A player cannot include a card with Ephemeral in their card-pool. (See Rule 1.1.3)
8.3.21b A card that ceases to exist from Ephemeral is removed from the game. A card that is removed
from the game has no further interaction with the rules and effects in the game.
8.3.22. Overpower — Overpower is a static ability that means “This can’t be defended by more than one
action card.”
8.3.22a If an attack with overpower is currently defended by an action card, an additional action card
can not be added as a defending card to the attack’s chain link. (See Rule 8.5.32).
8.3.22b If an attack is defended by two or more action cards and then the attack gains overpower, no
cards are retroactively removed from defending.
8.3.23. Piercing — Piercing is a static ability. Piercing is written as “Piercing N ” which means “If this is
defended by an equipment, it gets +N {p}.”
8.3.25. Mirage — Mirage is a static ability that means “When this is defending a non-Illusionist attack with
6 or more {p}, destroy this.”
8.3.26. Rune Gate — Rune Gate is a play-static ability that means “If you control Runechants equal to or
greater than this’s {r} cost, you may play it from your banished zone without paying its {r} cost.”
8.3.26a If a player plays a card from their banished zone using rune gate, they are considered to have
rune gated, and the card is considered to be rune gated.
8.3.27. Ambush — Ambush is a while-static ability that means “While this is in your arsenal, you may
defend with it.”
8.3.28. Crank — Crank is a static ability that means “As this enters the arena, you may remove a steam
counter from it. If you do, gain an action point.”
8.3.28a If a player removes a steam counter using crank, they are considered to have cranked, and the
card is considered to be cranked.
8.3.29. Modular — Modular is a static ability that means “This may be equipped to any of your equipment
zones. It has the subtype of the zone it’s equipped to.”
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8.3.29a The equipment zones are Arms, Chest, Head, and Legs.
8.3.29b A card can only be equipped to its owner’s equipment zones with Modular.
8.3.29c A card with modular does not have any of the equipment subtypes until it is equipped to a zone.
8.3.30. Protect — Protect is a static ability that means “You may defend any hero attacked by an opponent
with this.”
8.3.30a If a player defends with a card with protect, they and the card are considered to have protected.
8.3.31. Scrap — Scrap is a play-static ability that means “As an additional cost to play this, you may banish
an item or equipment from your graveyard.”
8.3.31a If a player pays the additional cost to play a card with scrap, the player is considered to have
scrapped, and the banished card is considered to have been scrapped.
8.3.31b A player cannot scrap if they cannot pay the additional cost of banishing an item or equipment
from their graveyard.
8.4.2. Crush — Crush is a label for a triggered-static ability typically written as “Crush - When this deals 4
or more damage, [EFFECTS].”
8.4.2a The Crush ability is conditional on an event that deals damage, not a hit-event. (See Rule 7.5.3)
8.4.3. Reprise — Reprise is a label for a resolution ability typically written as “Reprise - If the defending
hero has defended with a card from their hand this chain link, [EFFECTS].”
8.4.3a The condition of a reprise ability effect is checked on resolution - it does not retroactively
generate effects if the condition is met after resolution.
8.4.4. Channel — Channel is a label for an ability typically written as “Channel [SUPERTYPE] - At the
beginning of your end phase, put a flow counter on this then destroy it unless you put a [SUPERTYPE]
card from your pitch zone on the bottom of your deck for each flow counter on it.” where SUPERTYPE
is a supertype. (See Section 2.10 - Supertypes)
8.4.5. Material — Material is a label for an ability typically written as “Material - While this is under a
permanent, [EFFECTS].”
8.4.6. Rupture — Rupture is a label for an ability typically written as “Rupture - If this is played [as / at]
chain link 4 or higher, [EFFECTS].”
8.4.7. Contract — Contract is a label for a static ability typically written as “Contract - You are contracted
to [CONDITION]. Whenever you complete this contract, create a Silver token” where CONDITION is
one or more contract conditions. (See Rule 8.5.39)
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8.4.8. Surge — Surge is a label for a resolution or static ability typically written as “Surge - If this deals N
damage, [EFFECTS].”
8.4.9. Solflare — Solflare is a label for an ability typically written as “Solflare - When this is charged to
your hero’s soul, [EFFECTS].”
8.4.10. Unity — Unity is a label for an ability typically written as “Unity - When this defends together with
a card from hand, [EFFECTS].”
8.4.11. Evo Upgrade — Evo Upgrade is a label for an ability typically written as “Evo Upgrade -
[EFFECTS] for each evo you have equipped” or “Evo Upgrade - [EFFECTS] where X is the number of
evos you have equipped.”
8.4.12. Galvanize — Galvanize is a label for an ability typically written as “Galvanize - When this defends,
you may destroy an item you control. If you do, [EFFECTS]”
8.4.13. Tower — Tower is a label for an ability typically written as “Tower - If this has 13 or more {p},
[EFFECTS]”
8.5.1a Putting an object into the banished zone because of a rule or effect other than banish is not
considered banishing that object.
8.5.1b If an object would be banished but a replacement effect specifically modifies the destination to a
zone other than the banished zone, the card is still considered banished.
8.5.1c If an object is banished until a certain condition is met, the banish event is generated normally
and the object is returned to its previous zone immediately after the condition is met as a delayed
discrete effect. If the object ceases to exist before being returned, the return fails.
8.5.2. Create (token) — Create is a discrete effect. To create a token, produce the specified token in the
arena.
8.5.2a The properties of a created token, specified by the token keyword, are defined in Section 8.6 -
Token Keywords.
8.5.2b A token enters the arena as it is created. If an effect applies to the created token as it is created, it
applies to it as it enters the arena.
8.5.3. Deal (damage) — Deal is a discrete effect. To deal damage to an object, that object loses {h} equal to
the damage dealt.
8.5.3a If an object loses life from being dealt damage, the ability that generated the damage effect and
the ability’s source of the damage are considered to have dealt that damage. If the effect specifies the
source of the damage, that source is considered to have dealt that damage instead. If the source is a
non-living card, the player that controls the source and the player’s hero are also considered to have
dealt that damage.
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8.5.3b There are 3 types of damage: generic, physical, and arcane. Generic damage is damage without a
specified type - it is referred to as “damage”. Physical damage is damage dealt by an object using its
power value {p} during the damage step of combat - it is referred to as “{p} damage” (see Section
7.5 - Damage Step). Arcane damage is damage dealt by an effect that specifically deals arcane
damage.
8.5.3c If a non-living object would be dealt damage, the effect fails. (See Rule 2.5.1)
8.5.3d Losing life because of a rule or effect other than dealing damage is not considered dealing
damage. An effect that causes life loss is not considered damage. (See Rule 8.5.12)
8.5.3e An effect that triggers from a specific type of damage being dealt, other than generic damage,
does not trigger from another type of damage being dealt.
8.5.3f An effect that modifies or prevents a specific type of damage, other than generic damage, cannot
modify or prevent another type of damage.
8.5.4. Destroy — Destroy is a discrete effect. To destroy an object, put it into its owner’s graveyard.
8.5.4a Putting an object into the graveyard because of a rule or effect other than destroy is not
considered destroying that object.
8.5.5. Discard — Discard is a discrete effect. To discard a card from a player’s hand, put it from the player’s
hand into their graveyard.
8.5.5a Putting an object into the graveyard because of a rule or effect other than discard is not
considered discarding that object.
8.5.5b If a player tries to discard a card when there are no cards in their hand, the discard effect fails.
8.5.5c If a card is discarded but a replacement effect modifies the destination to a zone other than the
graveyard, the card is still considered discarded.
8.5.6. Draw — Draw is a discrete effect. To draw a card, move the top card of the deck to the player’s hand.
8.5.6a Putting an card into the hand because of a rule or effect other than draw is not considered
drawing that card.
8.5.6b If a player tries to draw a card when there are no cards in their deck, the draw effect fails.
8.5.6c If a card is drawn but a replacement effect modifies the destination to a zone other than the hand,
the card is still considered drawn.
8.5.7. Gain (asset) — Gain is a discrete effect. To gain an asset, the player’s or object’s assets of the given
type is increased by the specified amount. (See Section 1.13 - Assets)
8.5.7a If a living object gains {h}, its life total is increased by the specified amount. If the object does
not have the life property, then the gain effect fails.
8.5.7b If a non-turn player would gain action points, then the gain effect fails.
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8.5.8. Gets (numerical property) — Gets is a continuous effect, referred to as modify, and includes all
modifications to existing numerical properties. To modify an object, the numerical properties of the
object are altered by the specified amount. (See Rule 2.0.3)
Note: From Cards printed before 2023 have also used the keyword “gains/gain” and
“has/have”.
8.5.8a If the effect specifies to alter an existing property of the object, but the object does not have that
property, it does not give it that property.
8.5.8b If the effect specifies the object has a base numerical property, the object gains that property with
the specified base value. If the object already has that numeric property, it sets the base value of that
property.
8.5.9a If the effect specifies the object gains a property, the object gains that property in addition to any
existing properties it already has.
8.5.10. Intimidate — Intimidate is a discrete effect and delayed-triggered effect. To intimidate a player,
they banish a card from their hand face-down, and then at the beginning of the end phase, it returns it to
their hand.
8.5.10a The player is considered to have been intimidated, even if they did not banish a card from their
hand.
8.5.10b If a player is not specified, the intimidate is a targeted effect. (See Rule 1.8.4)
8.5.10c The triggered effect only returns the cards banished by its ability. If there are two or more
temporary-triggered effects created by separate intimidate effects, they each only return the cards
banished by their respective intimidate effect.
8.5.11. Look — Look is a discrete effect or continuous effect. To look at a private object, the information
about the properties of that object becomes known to the specified player(s).
8.5.11a If a duration is not specified, look is a discrete effect and the player(s) may look at the specified
object until the next event in the game occurs. If a duration is specified, look is a continuous effect
and the player(s) may look at the specified object for the duration as if it were a private object they
owned that is not in a deck. (See Rule 3.0.3).
8.5.11b If a player looks at a private object, it does not become a public object and it is not put into
another zone.
8.5.11d If look is a continuous effect and the object is specified by a location, the object the player may
look at are determined as a game state action. If the object a player may look at changes due to a
rule or effect, the player may not look at that new object until any player would gain priority.
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CHAPTER 8. KEYWORDS
8.5.12. Lose (asset) — Lose is a discrete effect. To lose an asset, the player’s or object’s assets of the given
type is decreased by the specified amount. (See Section 1.13 - Assets)
8.5.12a If a living object lose {h}, its life total is decreased by the specified amount. If the object does
not have the life property, then the lose effect fails.
8.5.12b Losing life is not considered as damage being dealt, unless it is the result of a damage effect
(see Rule 8.5.3). Losing life is not considered as a hit, unless it is the result of damage being dealt
by an attack during the damage step of combat (see Rule 7.5.3)
8.5.13. Loses (non-numerical property) — Loses is a continuous effect, referred to as modify. To modify
an object, the object loses the specified object base properties. (See Chapter 2 - Object Properties)
8.5.13a If the effect specifies the object loses a property, and the object does not have that property as a
base property, it does not lose that property.
8.5.14. Put (counter) — Put/Return is a discrete effect. To put a counter onto an object, a specified counter
begins to exist on the object.
8.5.15. Put / Return (object) — Put/Return is a discrete effect. To put/return an object into/to a zone, move
it from its current zone to the specified zone.
8.5.16. Remove (counter) — Remove is a discrete effect. To remove a counter from an object, a specified
counter ceases to exist on the object.
8.5.16a If there are two or more of the same counters on an object, it is irrelevant which of those
counters is removed.
8.5.16b If two or more counters are removed, they are removed simultaneously in a single event.
8.5.17. Reveal — Reveal is a discrete effect or continuous effect. To reveal a private object, make it public,
then make it private again. (See Rule 3.0.3)
8.5.17a Making an object public because of a rule or effect other than reveal is not considered revealing
that object.
8.5.17b If a duration is not specified, reveal is a discrete effect and the object becomes public and then
private as consecutive events. If a duration is specified, reveal is a continuous effect and the object
remains public for the duration, then it becomes private.
8.5.17c Revealing a private object does not change its position in the deck (if it’s in the deck) or put it
into another zone.
8.5.17e If a player is instructed to reveal cards until a condition is met, it is considered to be revealing
N cards as a single reveal event, where N is the total number of cards revealed this way. If there are
no more cards to reveal and the specified condition is not met, the effect is considered to have failed
- effects that trigger from revealing are still triggered.
8.5.18. Roll — Roll is a discrete effect. To roll a die, toss a die to produce a sufficiently random orientation,
and then the value of the uppermost die face is used as the result of the roll.
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CHAPTER 8. KEYWORDS
8.5.18a A roll is specified with the number and type of dice to roll. If two or more dice are specified
then all dice are rolled and their result is taken simultaneously.
8.5.18b A die used in a roll must have uniquely distinguishable faces, with each face representative of
a distinct integer value from one up to, and including, the number of faces on the die; and an equal
likelihood that it will land face up.
8.5.19. Search — Search is a discrete effect. To search for a card in a zone, the player looks at all the cards
in that zone and then chooses a card.
8.5.19a If the search specifies any properties of the card that can be chosen, the search is performed on
a non-empty zone, and there are no public cards with those properties in that zone; the player may
choose to fail the search, even if there is a private card with those properties in that zone.
8.5.19b If the search specifies any properties of the card that can be chosen and there are one or more
public cards with those properties in that zone, the player cannot fail the search.
8.5.19c If the search does not specify any properties of the card that can be chosen and the search is
performed on a non-empty zone, the player cannot fail the search.
8.5.20. Shuffle — Shuffle is a discrete effect. To shuffle a zone, put the cards in that zone in a sufficiently
random order such that no one knows their order.
8.5.20a If there are no cards in the zone to shuffle, the zone is still considered shuffled.
8.5.20b If the effect specifies to shuffle cards into a zone, put the cards into the zone then shuffle that
zone.
8.5.20c If the effect does not specify what zone to shuffle, the player shuffles their own deck.
8.5.21. Name — Name is a discrete effect. To name an object, declare the name property of an object. (see
Section 2.6 - Name)
8.5.21a An object can not be named using its moniker, the full name of the object must be declared.
8.5.21b Only specified objects that exist and are legal in the game can be named. The player can not
name an object if it does not meet the specifications of the effect, or if the name does not exist on an
object that is legal for the game.
8.5.22. Opt — Opt is a discrete effect. To opt N , the player looks at the top N cards of their deck, then puts
any number of those cards on the top or bottom of their deck in any order.
8.5.22a If the deck has less than N cards, the player will look at all cards in their deck and put them
back in any order.
8.5.22b If the deck has no cards in it, the opt effect fails.
8.5.23. Reload — Reload is an optional discrete effect. To reload a card, if the player’s arsenal is empty and
they choose to do so, move it from the player’s hand to their arsenal face-down.
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CHAPTER 8. KEYWORDS
8.5.23a If the player has two or more arsenal zones, all of those arsenal zones must be empty for the
player’s arsenal to be considered empty.
8.5.24. Turn — Turn is a discrete effect. To turn a card face-up or face-down, that card becomes public
(face-up) or private (face-down) respectively. (See Rule 3.0.3)
8.5.24a If the card already has the specified visibility, the turn effect fails.
8.5.25. Become / Copy — Become/Copy is a continuous effect. To become/copy a reference, the object
loses all existing properties and gets all of the copyable properties of the specified reference.
8.5.25a The copyable properties of a card are determined by the printed properties on that card -
properties that are derived from printed properties (abilities, type, supertypes, subtypes) are not
duplicated (doubled up) on the object. The copyable properties of a token are determined by the
properties that token was created with.
8.5.25b If the reference has any determined parameters from when it was played, activated, or otherwise
created, the object also uses those parameters.
8.5.25c After the become/copy effect has occurred, any change to the copyable values of the reference
will not change the copied values of the subject.
8.5.26. Negate — Negate is a discrete effect. To negate a layer, the layer is cleared from the stack and it
does not resolve.
8.5.26a If a layer negates itself while resolving, it does not finish resolving.
8.5.27. Repeat — Repeat is a discrete effect. To repeat a process, perform the instructions of that process
again.
8.5.27a If no process is specifically stated, the process to repeat refers to the discrete effects preceding
the repeat effect in the same resolution ability.
8.5.27b If the instructions would be repeated indefinitely, the repeated process stops when the
instructions fail to advance the game state.
8.5.28. Reroll — Reroll is a replacement effect. To reroll dice, those dice are rolled again and their result is
taken as if it were the first time they were rolled.
8.5.28a If a die is rerolled its original result is considered to never have happened.
8.5.28b If an event is modified by two or more reroll effects, those reroll effects occur one by one in the
order the event was modified.
8.5.29. Charge — Charge is a discrete effect. To charge a card, move it from the player’s hand to their
hero’s soul.
8.5.29a The player that controls the effect is considered to have charged a card, and the card put into
their soul is considered to be charged.
8.5.29b Moving a card to a hero’s soul from a rule or effect other than charge is not considered
charging.
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CHAPTER 8. KEYWORDS
8.5.30. Distribute — Distribute is a discrete effect. To distribute counters, create the counters if they do not
exist, and divide and put them on a specified set of objects.
8.5.31. Pay — Pay is a discrete effect. To pay an asset-cost, the player spends assets of the specified type
and amount. (See 1.14.2)
8.5.31a Pay effects are optional and the affected player can refuse to pay the asset-cost.
8.5.32. Add (defend) — Add is a discrete effect. To add an object to a chain link as a defending object,
move it from its current zone to that chain link and it becomes a public defending object. (See 7.0.8)
8.5.33. Ignore — Ignore is a replacement effect. To ignore an event or part of an event, after it has been
completed, it is considered to never have happened.
8.5.33a If an effect is conditional or dependent on the result of an event that is ignored, the ignored part
of the event is not considered to have happened.
8.5.33b If there are two or more identical parts of an event and the ignore effect does not specify all of
those parts, only the specified parts are ignored.
8.5.33c If an event is modified by both a reroll and ignore effect, the reroll occurs before its results are
ignored.
8.5.34. Freeze — Freeze is a continuous effect. To freeze an object, that object can not be played and its
abilities can not be activated for the duration of the effect.
8.5.34a The player that controls the effect is considered to have frozen an object, and the object is
considered to be frozen. The object can be unfrozen by an effect. (See Rule 8.5.37)
8.5.34b If no duration is specified, the player freezes the object until the start of their next turn.
8.5.34c If a freeze effect already applies to an object, a new freeze effect that would apply to that object
does not fail.
8.5.35. Gain (control) — Gain is a continuous effect. To gain control of an object, that player is considered
to control the object instead of its previous controller.
8.5.36. Transform — Transform is a discrete effect. To transform an object into a permanent, put the object
under the permanent. (See Rule 3.0.14)
8.5.36a The object(s) that are put under the permanent are considered to have transformed into the
permanent. The permanent is considered to have transformed from the object(s).
8.5.36b If the specified object to transform into exists but is not a permanent, it first becomes
permanent, and then the object is put under it.
8.5.36c If the specified permanent is a token keyword, create that token, then put the transformed
objects under it. (See Section 8.6 - Token Keywords)
8.5.36d If the transform involves transforming two or more objects into a permanent, all of those objects
must exist and be put under the permanent, otherwise the effect fails and no objects are transformed.
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CHAPTER 8. KEYWORDS
8.5.37. Unfreeze — Unfreeze is a discrete effect. To unfreeze an object, all existing freeze effects no longer
apply to that object. (See Rule 8.5.34)
8.5.37a If an object is unfrozen, all existing freeze effects that apply to an object cease to exist. After
the unfreeze event has occurred, the object may be frozen again by new freeze effects.
8.5.37b If unfreeze applies to an object that is not frozen, the effect fails.
8.5.38. Attack — Attack is a targeted discrete effect. To attack a target with an object, the object becomes
an attack and chain link on the combat chain.
8.5.38a A layer on the stack that can generate the attack effect is an attack-layer. (See Rule 1.6.3).
8.5.38b When an attack-layer resolves on the stack, the specified object becomes an attack and chain
link on the combat chain and effects that applied to the attack-layer apply to the object as an attack
instead. If the object does not exist or cannot become an attack, the combat chain closes instead (see
Rule 7.2.3d).
8.5.38c If an attack-layer is added to the stack, the combat chain opens (if it is closed) and the Layer
Step of combat begins. (See Section 7.1 - Layer Step)
8.5.38d To add an attack-layer onto the stack, a legal attackable target must be declared as the target of
the attack. (See Rule 7.0.5a)
8.5.39. Contract — Contract is a continuous effect. To contract a player, the player is given a specified set
of actions to complete.
8.5.39a The contract starts when the contract effect is first generated and ends when the effect ceases to
exist. A player is considered to have completed a contract if they have performed the actions
specified by the contract while the effect exists. If another player performs the actions specified by
the contract, they are not considered to have completed the contract because they are not the player
that is contracted.
8.5.39b A contract can be completed any number of times while the effect exists.
8.5.40. Create (card) — Create is a discrete effect. To create a card in a zone, produce the specified card in
that zone.
8.5.40a The properties of a created card, specified by name (and pitch if any), are defined by the
properties printed on that card.
8.5.40b A card that is created does not exist before being created. The created card does not have to be
included in a player’s card-pool to be created.
8.5.41. Equip — Equip is a discrete effect. To equip an object, put the object into an equipment or weapon
zone as a permanent and it becomes equipped to that zone.
8.5.41a If no zone is specified, the object may be equipped to any zone determined by its subtype. (See
Chapter 3 - Zones and Section 2.9 - Subtypes)
8.5.41b An object can only be equipped to a zone if it is empty. If a rule or effect requires an object to
be equipped to two or more zones, all of those zones must be empty.
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CHAPTER 8. KEYWORDS
8.5.42. Move (counter) — Move is a discrete effect. To move a counter, remove the counter from its current
object and put it onto the specified object. (See Rule 8.5.14 and Rule 8.5.16)
8.5.42a If no specified counter exists or can be moved, no counters are removed from any object or put
onto the specified object.
8.5.43. Awaken — Awaken is a discrete effect. To awaken a double-faced card, its back face becomes its
active face. (See Section 9.1 - Double-Faced Cards)
8.5.43a If an object is not a double-sided card, its back face is already active, or its back face can
otherwise not be made active, the awaken effect fails.
8.5.44. Pitch — Pitch is a discrete effect. To pitch a card, put it from the player’s hand into their pitch zone
and that player gains resources equal to its pitch value. (See Rule 1.14.3)
8.5.44a If the effect instructs the player to pitch two or more cards, all of those cards must exist and be
pitched, otherwise the pitch effect fails.
8.6.2. Seismic Surge — A Seismic Surge token is a token with the name “Seismic Surge”, the subtype aura,
and the triggered-static ability “At the beginning of your action phase, destroy this then the next
Guardian attack action card you play this turn costs {r} less to play.”
8.6.3. Runechant — A Runechant token is a token with the name “Runechant”, the subtype aura, and the
triggered-static ability “When you play an attack action card or activate a weapon attack, destroy this
and deal 1 arcane damage to target opposing hero.”
8.6.4. Copper — A Copper token is a token with the name “Copper”, the subtype item, and the activated
ability “Action – {r}{r}{r}{r}, destroy this: Draw a card. Go again.”
8.6.5. Zen State — A Zen State token is a token with the name “Zen State”, the supertype ninja, the subtype
aura, and the static abilities “This enters the arena with 1 balance counter on it. At the beginning of your
action phase, destroy this unless you remove a balance counter from it.” and “Whenever your hero
would be dealt damage, prevent 1 damage that source would deal.”
8.6.6. Blasmophet, the Soul Harvester — A Blasmophet, the Soul Harvester token is a token with the
name “Blasmophet, the Soul Harvester”, the supertype shadow, the subtypes demon and ally, a power of
6{p}, a life of 6{h}, the activated ability “Once per Turn Action – 0: Attack”, and the triggered-static
ability “Whenever Blasmophet attacks, you may banish a Shadow card from your hand. If you do, you
may banish a card from the defending hero’s soul.”
8.6.7. Soul Shackle — A Soul Shackle token is a token with the name “Soul Shackle”, the subtype aura,
and the triggered-static ability “At the beginning of your action phase, banish the top card of your deck.”
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CHAPTER 8. KEYWORDS
8.6.8. Spectral Shield — A Spectral Shield token is a token with the name “Spectral Shield”, the supertype
illusionist, the subtype aura, and the static ability “Ward 1.”
8.6.9. Ursur, the Soul Reaper — A Ursur, the Soul Reaper token is a token with the name “Ursur, the Soul
Reaper”, the supertype shadow, the subtypes demon and ally, a power of 6{p}, a life of 6{h}, the
activated ability “Once per Turn Action – 0: Attack”, and the static ability “While Ursur is attacking a
hero with 1 or more cards in their soul, the attack has go again.”
8.6.10. Frostbite — A Frostbite token is a token with the name “Frostbite”, the supertype elemental, the
subtype aura, the static ability “Cards and abilities cost you an additional {r} to play or activate.” and
the triggered-static ability “At the beginning of your end phase or when you play a card or activate an
ability, destroy this.”
8.6.11. Embodiment of Earth — An Embodiment of Earth token is a token with the name “Embodiment
of Earth”, the supertype elemental, the subtype aura, the static ability “‘Non-attack’ action cards you
control have +1 {d} while defending.” and the triggered-static ability “At the beginning of your action
phase, destroy this.”
8.6.12. Embodiment of Lightning — An Embodiment of Lightning token is a token with the name
“Embodiment of Lightning”, the supertype elemental, the subtype aura, and the triggered-static ability
“When you play an attack action card, destroy this and the attack gains go again.”
8.6.13. Silver — A Silver token is a token with the name “Silver”, the subtype item, and the activated ability
“Action – {r}{r}{r}, destroy this: Draw a card. Go again.”
8.6.14. Ash — An Ash token is a token with the name “Ash”, the supertypes draconic and illusionist, the
subtype ash, and the static ability “Material - While this is under a permanent, that object has phantasm.”
8.6.15. Aether Ashwing — An Aether Ashwing token is a token with the name “Aether Ashwing”, the
supertypes draconic and illusionist, the subtypes dragon and ally, a power of 1{p}, a life of 1{h}, and the
static ability “Arcane Barrier 1.”
8.6.16. Gold — A Gold token is a token with the name “Gold”, the subtype item, and the activated ability
“Action –{r}{r}, destroy this: Draw a card. Go again.”
8.6.17. Ponder — A Ponder token is a token with the name “Ponder”, the subtype aura, and the triggered
ability “At the beginning of your end phase, destroy this and draw a card.”
8.6.18. Spellbane Aegis — A Spellbane Aegis token is a token with the name “Spellbane Aegis”, the
subtype aura, and the static ability “Spellvoid 1.”
8.6.19. Bloodrot Pox — A Bloodrot Pox token is a token with the name “Bloodrot Pox”, the subtype aura,
and the triggered ability “At the beginning of your end phase, destroy this, then it deals 2 damage to you
unless you pay {r}{r}{r}.”
8.6.20. Frailty — A Frailty token is a token with the name “Frailty”, the subtype aura, the static ability
“Your attack action cards played from arsenal and weapon attacks have -1{p}.”, and the triggered ability
“At the beginning of your end phase, destroy this.”
8.6.21. Inertia — A Inertia token is a token with the name “Inertia”, the subtype aura, and the triggered
ability “At the beginning of your end phase, destroy this, then put all cards from your hand and arsenal
on the bottom of your deck.”
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CHAPTER 8. KEYWORDS
8.6.22. Courage — A Courage token is a token with the name “Courage”, the subtype aura, and the
triggered ability “When you play an attack action card or activate a weapon attack, destroy this and the
attack gets +1{p}.”
8.6.23. Eloquence — An Eloquence token is a token with the name “Eloquence”, the subtype aura, and the
triggered ability “When you play a non-attack action card, destroy this and the card gets go again.”
8.6.24. Nasreth, the Soul Harrower — A Nasreth, the Soul Harrower token is a token with the name
“Nasreth, the Soul Harrower”, the supertype shadow, the subtypes demon and ally, a power of 6{p}, a
life of 6{h}, the activated ability “Once per Turn Action – 0: Attack”, and the static ability “When
Nasreth hits a hero, banish a card from their soul. If a Light card is banished this way, gain 1{h}.”
8.6.25. Hyper Driver — An Hyper Driver token is a token with the name “Hyper Driver”, the subtype item,
the triggered ability “When this has no steam counters, destroy it”, and the triggered ability “Once per
turn, when you boost a card, remove a steam counter from this and gain {r}.”
8.6.26. Might — An Might token is a token with the name “Might”, the subtype aura, and the triggered
ability “At the start of your turn, destroy this, then your next attack this turn gets +1{p}.”
8.6.27. Vigor — An Vigor token is a token with the name “Vigor”, the subtype aura, and the triggered
ability “At the start of your turn, destroy this, then gain {r}.”
82
9. Additional Rules
9.0. General
9.1. Double-Faced Cards
9.1.1. A double-faced card is a card with two sets of properties - each set printed as a separate face on the
card.
9.1.2. Each face of a double-faced card has its own set of printed properties.
9.1.2a If a player may look at a double-faced card, they may look at both faces of the card.
9.1.2b If an effect instructs a player to name a card (see Rule 8.5.21), they may name one side of a
double-faced card, but not both.
9.1.2c If an effect applies to a double-faced card, it continues to apply to the card even if its properties
are defined by a different face, as long as it does not cease to exist between changing properties.
Example: Oasis Respite has the text “Prevent the next 4 damage that would be dealt to target
hero this turn by a source of your choice.” If a flip-card card with its front-face active is chosen
as the source, then the flip-card resolves, enters the arena, and its back-face becomes active, it
is still subjected to Oasis Respite’s effect.
9.1.3. A flip-card is a double-faced card that has a front-face and a back-face, with one of the following
printed subtypes on its front-face: figment, invocation, or construct. Only one face of a flip-card is active
at any given point. The properties of a flip-card are defined by its active face. The types of its front-face
determines if it is a hero-, token-, deck-, or arena-card (see Section 1.3 - Cards).
9.1.3b If a flip-card is inside the game, its front-face is active until a rule or effect would make its
back-face active. If the card would then become a new card, its front-face is active again. (See Rule
3.0.9)
9.1.4. A twin-card is a double-faced card that has two faces. One or both faces of a twin-card may be active
at any given point. The properties of a twin-card are defined by its active face(s). The combination of the
types of both its faces determines if it is a hero-, token-, deck-, or arena-card (see Section 1.3 - Cards).
9.1.4a If a twin-card is outside the arena and not on the stack, both of its faces are active.
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CHAPTER 9. ADDITIONAL RULES
Example: Levia, Redeemed // Blasmophet, Levia Consumed is a twin-card with the text
“Action – Turn all cards in your banished zone face-down: Transform into Levia, Redeemed.
Activate this ability only while this is in your inventory and you have 13 or more cards with
blood debt in your banished zone.” and “While this is in your inventory, when blood debt
reduces your g to 13, you may transform into Blasmophet, Levia Consumed.” respectively.
While this card is in a player’s inventory, both of these abilities are functional because the card
as a whole has both sets of properties from both its faces.
9.1.4b If a twin-card is in the arena or on the stack, only one of its faces is active. Its active face is
determined by the player that played it, or by the effect that put it into the arena or on the stack.
84
Glossary
(1H)
A subtype of a weapon object that is equipped to a weapon zone. (See Rule 8.2.1)
(2H)
A subtype of a weapon object that is equipped to two weapon zones. (See Rule 8.2.2)
Ability
An object property that generates effects that influence the game. Abilities are either activated abilities,
resolution abilities or static abilities. (See Section 1.7 - Abilities)
Ability Keyword
A keyword that substitutes for the rules text of an ability; often accompanied by reminder text. (See Rule
8.0.4 and Section 8.3 - Ability Keywords)
Action
A type of object or activated ability that can only be played or activated as layer 1 of the stack by the turn
player when they have priority, and costs an action point to play or activate. (See Rule 8.1.1)
Action Phase
The second part of a turn, where players are given priority to play cards and activate abilities. (See Section
4.3 - Action Phase)
Action Point
An asset used to pay for the cost of playing an action card or activating an action activated ability. Action
points can only be gained by the turn player. (See Rule 1.13.2)
Activated Ability
An ability that can be activated to put a layer on the stack, which generates effects when it resolves. (See
Section 5.2 - Activated Abilities)
Activated-Layer
A layer object on the stack created by the activation of an activated ability. (See Rule 1.6.1b)
Active Player
The player who currently has priority, allowing them to play cards and activate abilities. (See Section 1.11
- Priority)
Additional Cost
ability: A meta-static ability that adds a cost to playing a card. (See Rule 5.4.4a)
phrase: An effect that adds a cost to playing a card. (See Rule 5.1.3)
Aether Ashwing
An draconic illusionist dragon ally token. (See Rule 8.6.15)
85
GLOSSARY
Afflication
A subtype of object that enters the arena under the control of an opponent. (See Rule 8.2.11)
Ally
A subtype of object that is an independent attacker and/or defender during combat, and resets its life at the
end of the turn. (See Rule 8.2.8)
Alternative Cost
A meta-static ability that replaces the resource cost of playing a card with a different cost. (See Rule
5.4.4b)
Arcane Barrier
An ability keyword that allows the player to prevent arcane damage to their hero by paying resources. (See
Rule 8.3.8)
Arcane Damage
A specific type of damage, dealt by effects. (See Rule 8.5.3b)
Arena
The collective term for of the all Arms, Combat Chain, Chest, Head, Hero, Legs, Permanent, and Weapon
zones. (See Rule 3.0.5)
Arms
subtype: A subtype of equipment that represents an item of armwear and can be equipped to an arms zone.
(See Section 2.9 - Subtypes)
zone: A public zone owned by a player that contains up to one arms object equipped to that zone. (See
Section 3.1 - Arms)
Arrow
A subtype that can only be played from arsenal and only when the player controls a bow. (See Rule 8.2.6)
Arsenal
A private zone owned by a player from which cards can be played from. (See Section 3.2 - Arsenal)
Ash
subtype: A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.
(See Rule 8.2.12)
token: A draconic illusionist ash token. (See Rule 8.6.14)
Attack
ability: A resolution ability that determines the layer as an attack-proxy and puts its source on the combat
chain as a chain link. (See Rule 8.3.1 and Rule 1.6.2)
effect: A discrete effect that determines the layer as an attack-layer and puts a object on the combat chain
as a chain link. (See Rule 8.5.38)
event: An event that occurs when an attack resolves as a layer on the stack and the Attack Step begins.
(See Rule 7.2.4)
object identity: A term used by effects to refer to an object with an attack-target. (See Rule 1.2.4 and Rule
7.0.2)
86
GLOSSARY
subtype: A subtype of object that initiates combat and becomes a chain link on the combat chain. (See
Rule 8.2.3)
Attack-Layer
An activated-layer or triggered-layer with the attack effect, that specifies to attack with an object upon
resolution. (See Rule 1.6.3)
Attack-Proxy
An activated-layer or triggered-layer with the attack ability that represents its source as an attack on the
stack. (See Rule 1.6.2)
Attack Reaction
A type of card or activated ability that can only be played or activated by an attacking hero during the
reaction step of combat. (See Rule 8.1.2)
Attack Step
The step of combat after the Layer Step, where the attack becomes a chain link on the combat chain.
Followed by the Defend Step. (See Section 7.2 - Attack Step)
Aura
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena. (See Rule
8.2.4)
Banish
An effect keyword that means to move a card to the owner’s banished zone. (See Rule 8.5.1)
Banished Zone
A public zone where cards that are banished are moved to. (See Section 3.3 - Banished)
Base
The original value of a property for an object when it was created, which can be modified by effects that
specifically modify base values.
Battleworn
An ability keyword on equipment that accumulates −1 {d} counters after it is used to defend. (See Rule
8.3.2)
Become
An effect that causes the properties of an object to defined by a specification or another object. (See Rule
8.5.25)
Blade Break
An ability keyword on equipment that destroys it after it is used to defend. (See Rule 8.3.3)
Blood Debt
87
GLOSSARY
An ability keyword on a card that causes the player to lose life at the end of the turn if the card is in the
banished zone. (See Rule 8.3.11)
Bloodrot Pox
A generic aura token. (See Rule 8.6.19)
Boost
An ability keyword that gives the card the optional additional cost of banishing the top card of the deck. If
the banished card is a Mechanologist card, the played card gains go again. (See Rule 8.3.9)
Card
An entity with properties, represented by an official Flesh and Blood card. (See Section 1.3 - Cards)
Card-Layer
A card as a unresolved layer on the stack. (See Rule 1.6.1a)
Chain Link
A subsection of the combat chain zone that contains cards and tokens relating to a specific attack. (See
Rule 3.5.4)
Channel
A label keyword, with a triggered ability that destroys its source if the controlling player does put the
specified cards at the bottom of their deck at the end of their turn. (See Rule 8.4.4)
Charge
An effect keyword that means to put a card from the player’s hand into their hero’s soul. (See Rule 8.5.29)
Chest
subtype: A subtype of equipment that represents an item of clothing and can be equipped to a chest zone.
(See Section 2.9 - Subtypes)
zone: A public zone owned by a player that contains up to one chest object equipped to that zone. (See
Section 3.4 - Chest)
Class
A category of supertype keywords that represents a hero’s profession. (See Rule 2.10.6a)
Clear
A process that involves moving objects to the graveyard. (See Rule 3.0.12)
Close Step
The step of combat after the Link Step or when the combat chain is closed by a rule or effect, where no
player has priority and the combat chain is closed through a game state process. (See Section 7.8 - Close
Step)
Color Strip
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GLOSSARY
A property of an object which can be either red, yellow, or blue. (See Section 2.1 - Color Strip)
Combat Chain
A shared public zone that is only open during combat and facilitates the resolution of attacks as chain links.
(See Section 3.5 - Combat Chain)
Combo
A label keyword on ninja attack action cards, with a static ability that generates effects that are conditional
on the last attack of the combat chain. (See Rule 8.4.1)
Composite Event
An event that contains one or more different internal events that make up a more complex event. (See Rule
1.9.3)
Compound Event
An event that represents repeating an instruction two or more times, and splits into individual events for
each instruction to occur. (See Rule 1.9.2)
Construct
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves.
(See Rule 8.2.14 and Section 9.1 - Double-Faced Cards)
Continuous Effect
An ongoing effect that modifies the abilities, properties, control of objects, and/or the rules of the game.
(See Section 6.2 - Continuous Effects)
Contract
contract: An effect that lays out the actions the player needs to take to complete the contract. (See Rule
8.5.39)
label: A label keyword on assassin cards, with a static ability that has a contract effect and a triggered
effect that triggers when the contract is completed. (See Rule 8.4.7)
Control
The relationship of an object that describes which player can activate its abilities, or relationship of chain
link that describes which player controls the attack of that chain link. (See Rule 1.2.7 (object), Rule 1.3.4
(card), Rule 1.6.5 (layer), Rule 1.7.10 (ability), and Rule 1.8.10 (effect))
Controller
The player that is in control of the object or chain link. (See Control)
Copper
A generic item token. (See Rule 8.6.4)
Copy
See Become.
Cost
concept: The requirement of payment from a player incurred by an ability, card, effect, or rule. (See
Section 1.14 - Costs)
89
GLOSSARY
property: The number of resources required to play the card or activate the ability. (See Section 2.2 -
Cost)
Counters
A physical marker on an object in the arena that modifies the properties of the object and/or interacts with
effects. (See Section 1.15 - Counters)
Create
A effect keyword that means to bring a token into existence in the arena, or a card into the game. (See Rule
8.5.2 and Rule 8.5.40)
Crush
A label keyword on guardian attack action cards, with a triggered ability that has a trigger condition that 4
or more damage is dealt by the attack. (See Rule 8.4.2)
Damage
An event that reduces a subject’s life total by a specified amount. The three types of damage are arcane,
physical, and generic. (See Rule 8.5.3b)
Damage Step
The step of combat after the Reaction Step, where no player has priority, the power of the attack is
compared to the sum of defense of the defending cards, and the target is dealt physical damage. Followed
by the Resolution Step. (See Section 7.5 - Damage Step)
Deal
An effect keyword that means to reduce the life total of the subject by the specified amount using a type of
damage. (Rule 8.5.3)
Deck
general: A collection of cards a player must have to participate in the game.
zone: A private zone owned by a player that starts with cards from the player’s starting deck. (See Section
3.6 - Deck)
Defence
A property of an object that represents how much it reduces attack damage, as a defending card. (See Rule
7.3.2 and Rule 7.4.2d)
Defend
The act of adding an object to a chain link as a defending object. (See Rule 3.5.4d)
Defend Step
The step of combat after the Attack Step, where the defending hero (if any) declares defending cards.
Followed by the reaction Step. (See Section 7.3 - Defend Step)
Defending
An object on a chain link that contributes a defense value to the defense sum compared to the power of the
attack during the damage step of combat. (See Rule 3.5.4d and Section 7.5 - Damage Step)
Defense Reaction
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GLOSSARY
A type of card that can only be played by a defending hero during the reaction step of combat. (See Rule
8.1.3)
Delayed-Triggered Effect
A layer-continuous triggered effect that, once generated, does not require its source to be in the arena in
order to trigger. (See Rule 6.6.3)
Dependent Effect
A continuous effect that has an outcome dependent on the application of another effect that precedes it in
the staging-system. (See Rule 6.3.2a)
Destroy
An effect keyword that means to move a card to the owner’s graveyard. (See Rule 8.5.4)
Discard
An effect keyword that means to move a card from a player’s hand to their graveyard. (See Rule 8.5.5)
Discrete Effect
A one-off effect that creates an event that modifies the game state. (See Section 6.1 - Discrete Effects)
Distribute
An effect keyword that means to create and/or allocate counters onto objects. (See Rule 8.5.30)
Dominate
An ability keyword that prohibits the defending hero from defending with more than one card from hand.
(See Rule 8.3.4)
Draw
An effect keyword that means to move the top card of the player’s deck into their hand. (See Rule 8.5.6)
Effect
A phenomenon generated by an ability that can change the game state by producing events or applying
changes to objects or the game itself.
Effect Keyword
A keyword that substitutes for the rules text of an effect. (See Rule 8.0.6 and Section 8.5 - Effect
Keywords)
Embodiment of Earth
An elemental aura token. (See Rule 8.6.11)
Embodiment of Lightning
An elemental aura token. (See Rule 8.6.12)
Ephemeral
An ability keyword that removes its source from the game if it would enter the graveyard. (See Rule
8.3.21)
End Phase
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GLOSSARY
The third and final part of a turn where the “beginning of the end phase” event occurs, action and resource
points are lost, the turn player can move a card from the hand to their arsenal and draws up to their hero’s
intellect. (See Section 4.4 - End Phase)
Equip
An effect keyword that puts an equipment or weapon object into its respective zone, which becomes its
equipped zone. (Rule 8.5.41)
Equipment
A type of card that may start the game in play in one of the equipment zones (arms, chest, head, or legs)
or weapon zones, depending on the subtype, and can be used to defend against attacks (See Rule 8.1.4 and
Section 4.1 - Starting a Game)
Essence
An ability keyword that allows the player to include additional cards in their deck based on their talent;
earth, ice, and/or lightning. (See Rule 8.3.16)
Event
A change in the game state that may involve performing one or more instructions. (See Section 1.9 -
Events)
Fixed-Prevention effect
A prevention effect that applies a fixed prevention amount to each event it modifies and does not carry over
any leftover prevention amount. (See Rule 6.4.10h)
Flavor Text
Text contained in the text box of a card that serves as a mechanism of adding depth or background to the
card in the context of Flesh and Blood lore. (See Section 2.11 - Text Box)
Frailty
A generic aura token. (See Rule 8.6.20)
Freeze
An effect keyword that means the object can not be played, its activated abilities can not be activated, and
it can be unfrozen. (See Rule 8.5.34 and Rule 8.5.37)
Frostbite
An elemental aura token. (See Rule 8.6.10)
Fusion
An ability keyword that requires the player to reveal cards with a specified talent to be considered fused;
earth, ice, and/or lightning. (See Rule 8.3.17)
Gain
general effect: An effect keyword that universally means that the properties of an object change by
gaining a property, gaining part of a property, and/or increasing the value of a numeric property. Gains is
synonymous with “gets”, “has”, and “is”; and is the antonym of “loses”. (See Rule 8.5.8 and Rule 8.5.9)
life effect: An effect keyword that means to increase the life total of the hero or another living object. (See
Rule 8.5.7)
92
GLOSSARY
resource effect: An effect keyword that means to increase the resource assets of a player. (See Rule 8.5.7)
Game
A single competition of Flesh and Blood between the players, that results in a win for a player or a draw
for two or more players. (See Rule 4.0.1)
Generic
A placeholder for supertypes, used in the type box, that represents the absence of any supertypes. (See
Rule 2.12.1a)
Generic Damage
Untyped damage, dealt by effects. (See Rule 8.5.3b)
Go again
An ability keyword that gives an action point when the card or ability-layer resolves on the stack or when
an chain link resolves and combat moves to the link step. (See Rule 8.3.5)
Gold
A generic item token. (See Rule 8.6.16)
Graveyard
A public zone owned by a player which resolved, destroyed, discarded cards are moved to. (See Section
3.7 - Graveyard)
Hand
A private zone owned and held by a player. (See Section 3.8 - Hand)
Head
subtype: A subtype of equipment that represents an item of headwear and can be equipped to a head zone.
(See Section 2.9 - Subtypes)
zone: A public zone owned by a player that contains up to one head object equipped to that zone. (See
Section 3.9 - Head)
Heave
An ability keyword that allows the player to pay X resources to put the card from their hand into their
arsenal at the end of their turn and create X Seismic Surge tokens. (See Rule 8.3.18)
Hero
type: A type of a card that can be used as the hero card of a player. (See Rule 8.1.5)
zone: A public zone owned by a player that contains up to one card with the type hero. (See Section 3.10 -
Hero)
Hit
93
GLOSSARY
An event that occurs when an attack deals damage to its target during the damage step of combat. (See
Rule 7.5.3)
Identity-Replacement Effect
A replacement effect that modifies an object as it enters the arena. (See Rule 6.4.8)
Ignore
An effect keyword that means to consider an event, or part of an event, to have never happened. (See Rule
8.5.33)
Inactive Player
A player who currently does not have priority, and cannot play cards or activate abilities. (See Section 1.11
- Priority)
Inertia
A generic aura token. (See Rule 8.6.21)
Inline-Triggered Effect
A discrete triggered effect that triggers when it is generated if the trigger condition is met. (See Rule 6.6.2)
Instant
A type of object that can be played or activated as any layer of the stack by the active player. (See Rule
8.1.6)
Intellect
A property of a hero card that is used for how many cards that player draws up to at the end of the turn
phase. (See Section 2.4 - Intellect and Section 4.4 - End Phase)
Intimidate
An effect keyword means to banish a card from a player’s hand face down and to return it at the end of the
turn. (See Rule 8.5.10)
Invocation
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves.
(See Rule 8.2.13 and Section 9.1 - Double-Faced Cards)
Item
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena. (See Rule
8.2.5)
James White
The founder of Legend Story Studios and creator of Flesh and Blood.
Label Keyword
A keyword that groups abilities with common effects. (See Rule 8.0.5 and Section 8.4 - Label Keywords)
Landmark
A subtype that becomes a permanent in the arena when it resolves or enters the arena, and replaces any
current landmark in the arena. (See Rule 8.2.9)
94
GLOSSARY
Layer
A card, activated-layer, or triggered-layer on the stack that is waiting to be resolved. (See Section 1.6 -
Layers)
Layer-Continuous Effect
A continuous effect created by the resolution of a layer on the stack. (See Rule 6.2.2)
Layer Step
The first step of combat, where an attack is unresolved as a layer on the stack. Followed by the Attack
Step. (See Section 7.1 - Layer Step)
Legendary
An ability keyword that limits a player to only including one of that card in their deck. (See Rule 8.3.6)
Legs
subtype: A subtype of equipment that represents an item of legwear and can be equipped to a legs zone.
(See Section 2.9 - Subtypes)
zone: A public zone owned by a player that contains up to one legs object equipped to that zone. (See
Section 3.11 - Legs)
Life
A property of an object that defines its starting life total. Objects with the life property are living objects.
(See Section 2.5 - Life)
Life Loss
A reduction of life total that can occur by being dealt damage or from an effect.
Life Total
A value that represents the maximum amount of life loss that can occur for a hero before the player loses
the game. Calculated as the base life of a hero plus life gained and minus life lost. (See Rule 2.5.3)
Link Step
The step of combat after the Resolution Step, where the controller of the resolved chain link gains an
action point if it has “go again” and they may play another attack or close the combat chain. Followed by
either the Attack Step or the Close Step. (See Section 7.7 - Link Step)
Look
An effect keyword that allows a player to gain the information of the properties of a card, despite it being
private. (See Rule 8.5.11)
Lose
general effect: An effect keyword that universally means that the properties of an object change by losing
a property, losing part of a property, and/or decreasing the value of a numeric property. Lose is
synonymous with “gets”; and is the antonym of “gains” and “has”. (See Rule 8.5.13)
life effect: An effect keyword that means to decrease the life total of the hero or another living object. (See
Rule 8.5.12)
95
GLOSSARY
resource effect: An effect keyword that means to decrease the resource assets of a player. (See Rule
8.5.12)
Match
One or more consecutive games between the same players. (See Rule 4.0.2)
Material
A label keyword, with a while-static ability that is functional when it is a under a permanent. (See Rule
8.4.5)
Mentor
ability: An obsolete ability keyword that limits the player to include it in their deck only if they have a
young hero. (See Rule 8.3.12)
type: A type of card that can only be included in a player’s deck if they have a young hero. (See Rule
8.1.10)
Meta-Static Ability
A static ability that influences the rules outside of the game. (See Rule 5.4.3)
Name
effect: An effect keyword that means the player determines the name of an object to be used by another
effect. (See Rule 8.5.21)
property: A property of an object. Names are used by the specialization ability and for identifying tokens.
Names and pitch values are used to determine uniqueness of a card. (See Section 2.6 - Name)
Negate
An effect keyword that removes a layer from the stack, preventing it from resolving. (See Rule 8.5.26)
Non-Turn Player
A player who is not the turn player; it is not their turn of the game. (See Rule 4.0.3b)
Off-Hand
A subtype of an equipment object that can be equipped to a weapon zone and can not be equipped with
another off-hand equipment. (See Rule 8.2.10)
Ongoing-Prevention Effect
A prevention effect that applies as much of its remaining prevention amount it can to each event it modifies
and carries over any leftover prevention amount. (See Rule 6.4.10i
Opt
An effect keyword that means to look at the top cards of the deck and put each of them at the top or bottom
of the deck in any order. (See Rule 8.5.22)
Overpower
An ability keyword that prohibits the defending hero from defending with more than one card action card
hand. (See Rule 8.3.22)
Owner
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GLOSSARY
A relationship of a card, token, or permanent, that describes which player brought it into the game. (See
Rule 1.2.6 (object), Rule 1.3.3 (card), and Rule 1.6.4 (layer))
Pay
act: To perform the actions required by a cost, such as spending assets like action points and resource
costs, or resolving one more effects. (See Section 1.14 - Costs)
effect: An effect keyword that means to perform the act of paying to satisfy an asset-cost. (See Rule
8.5.31)
Phantasm
An ability keyword on an attack that closes the combat chain when the attack is defended by an attack
action card with 6 or more power. (See Rule 8.3.13)
Physical Damage
A specific type of damage, dealt by attacks during the damage step of combat. (See Rule 8.5.3b)
Piercing
An ability keyword that increases the power of its source when it’s defended by equipment. (See Rule
8.3.23)
Pitch
act: Moving a card from the hand into the pitch zone to generate resource points to pay a cost. (See Rule
1.14.2a)
property: The number of resource points generated when the card is pitched. (See Section 2.7 - Pitch)
Play
To add a card to the stack, determine its parameters, and then pay its associated costs. (See Section 5.1 -
Playing Cards)
Play-Static Ability
A static ability that functions when its source is played as a card on the stack. (See Rule 5.4.4)
Player
A person playing the game. (See Section 1.1 - Players)
Ponder
A generic aura token. (See Rule 8.6.17)
Power
A property of an object that represents its strength as an attack. (See Section 2.8 - Power)
Prevention Effect
A replacement effect that reduces the damage amount of a damage event that is about to occur. (See Rule
6.4.10)
Priority
The ability to play cards and activate abilities, given to one player at a time during the action phase. (See
Section 1.11 - Priority)
97
GLOSSARY
Property
An attribute of an object that defines how that object interacts with rules and effects in the game. (See
Chapter 2 - Object Properties)
Property-Static Ability
A static ability that defines the value of its source object anywhere in and outside the game. (See Rule
5.4.5)
Put
An effect keyword that means either to move an object into another zone, or to create and/or move counters
onto an object. (See Rule 8.5.15)
Quell
An ability keyword that allows the player to prevent damage to their hero by paying resources, and if they
do, the source of the ability is destroyed at the beginning of the end phase. (See Rule 8.3.19)
Quicken
A generic aura token. (See Rule 8.6.1)
Reaction Step
The step of combat after the Defend Step, where the attacking hero can play attack reactions and instants,
and the defending hero (if any) can play defense reaction and instants. Followed by the Damage Step. (See
Section 7.4 - Reaction Step)
Reload
An effect keyword that means to give the player the option of putting a single card from their hand into
their arsenal if it is empty. (See Rule 8.5.23)
Reminder Text
Text contained in the text box of a card that serves as a reminder to the players of the definition of or rules
about a card, token, ability, or effect. (See Section 2.11 - Text Box)
Remove
An effect keyword that means to take a counter off of an object. (See Rule 8.5.13)
Repeat
An effect keyword that means to repeat a previous set of effects until a certain condition or number of
repetitions is met. (See Rule 8.5.27)
Replacement Effect
An effect that replaces an event with a modified event, immediately before it occurs. (See Section 6.4 -
Replacement Effects)
Reprise
A label keyword on warrior attack reaction cards, with an ability that is conditional on if the defending
hero has defended with a card from their hand. (See Rule 8.4.3)
Reroll
An effect keyword that means to roll a die again and use the new result instead. (See Rule 8.5.28)
98
GLOSSARY
Resolution Ability
An ability that generates effects when the card (as a card layer) resolves on the stack.
Resolution Step
The step of combat after the Damage Step, where the chain link attack is resolved. Followed by the Link
Step. (See Section 7.4 - Reaction Step)
Resolve
effect: Creating the events of an effect and executing their instructions. (See Section 1.8 - Effects)
layer: A change in game state that involves generating effects from, and then removing, the top layer on
the stack. (See Section 5.3 - Resolution Abilities & Resolving Layers)
Resource
point: An asset possessed by a player; used to pay for resource costs. (See Rule 1.13.3)
type: A type of object that cannot be played. (See Rule 8.1.7)
Reveal
An effect keyword that means to show an object to every player. (See Rule 8.5.17)
Roll
An effect keyword that means to toss a die to generate a random number. (See Rule 8.5.18)
Rules Text
Text contained in the text box of a card that defines the abilities of that card. (See Section 2.11 - Text Box)
Runechant
A runeblade aura token. (See Rule 8.6.3)
Rupture
A label keyword on draconic cards, with an ability that is conditional on the card being played as/on chain
link 4 or higher of the current combat chain. (See Rule 8.4.6)
Search
An effect keyword that means to look through a zone and select a card that matches specification. (See
Rule 8.5.19)
Seismic Surge
A guardian aura token. (See Rule 8.6.2)
Self-Replacement Effect
A replacement effect that modifies an effect or event of a preceding effect or leading connected ability.
(See Rule 6.4.7)
Shuffle
An effect keyword that means to randomize the order of a collection of cards, typically the deck. (See Rule
8.5.20)
Silver
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GLOSSARY
Soul
A collection of cards in the hero zone, placed face up underneath the hero card, but not considered to be in
the arena. (See Rule 3.10.5)
Soul Shackle
A shadow runeblade aura token. (See Rule 8.6.7)
Source
ability: The source that has that ability. (See Rule 1.7.9)
effect: The source of the ability that generated the effect, unless otherwise specified. (See Rule 1.8.9)
Specialization
An ability keyword that limits the card to only being included in decks with a hero that has the same name
(or moniker) as the specialization. (See Rule 8.3.7)
Spectra
An ability keyword on an object that allows the object to be the target of an attack, and closes the combat
chain as a result. (See Rule 8.3.14)
Spectral Shield
An illusionist aura token. (See Rule 8.6.8)
Spellbane Aegis
A generic aura token. (See Rule 8.6.18)
Spellvoid
An ability keyword that allows the player to prevent arcane damage to their hero by destroying this object.
(See Rule 8.3.15)
Stack
A zone that facilitates the resolution of layers to generate effects. (See Section 3.14 - Stack)
Standard-Replacement Effect
A typical replacement effect that modifies events that match its condition. (See Rule 6.4.9)
Start-of-game Procedure
A series of setup steps that precede the start of the game. It involves the player revealing their hero card,
deciding on the first turn player, selecting equipment and weapons, shuffling and presenting their deck, and
drawing their hand. (See Section 4.1 - Starting a Game)
Start Phase
The first part of a turn where start-of-turn triggered effects are resolved, followed by the Action Phase.
(See Section 4.2 - Start Phase)
Static Ability
An ability that generates effects without resolving (as) a layer on the stack. (See Section 5.4 - Static
Abilities)
100
GLOSSARY
Static-Continuous Effect
A continuous effect generated by a static ability. (See Rule 6.2.3)
Static-Triggered Effect
A static-continuous triggered effect that typically requires its source to be in the arena in order to trigger.
(See Rule 6.6.4)
Stealth
An ability that does nothing; however, effects may refer to objects that have stealth. (See Rule 8.3.24)
Step
A component of combat in the action phase. (See Chapter 7 - Combat)
Subtype
A property of an object that can define interactions with rules and/or effects. (See Section 2.9 - Subtypes)
Supertype
A property of an object. Only cards with a supertype subset of the player’s hero’s supertypes can be
included in their registered deck (in constructed formats) or starting deck (in limited formats). (See Section
2.10 - Supertypes)
Surge
A label keyword on wizard action cards, with an effect that is conditional on the source dealing more than
a specified amount of arcane damage. (See Rule 8.4.8)
Talent
A category of supertype keywords that represents a hero’s regional specialties. (See Rule 2.10.6b)
Temper
An ability keyword on equipment that accumulates −1 {d} counters after it is used to defend, and destroys
it if the defense is zero. (See Rule 8.3.10)
Text Box
A property of a card that can contain rules text, reminder text, and flavor text. The rules text defines the
abilities of the card. (See Section 2.11 - Text Box)
Token
keyword: A keyword that refers to a specific token; often accompanied by reminder text. (See Rule 8.0.7
and Section 8.6 - Token Keywords)
object: An temporary card in the arena. (See Section 1.4 - Tokens)
Transform
An effect keyword that means put the transformed card underneath the permanent it has been transformed
into.
Trigger Condition
A condition of a triggered effect that, when met, creates a triggered-layer on the stack. The trigger
condition must also be met for the layer to resolve successfully. (See Section 6.6 - Triggered Effects)
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GLOSSARY
Trigger Event
A game event that occurs and meets the condition of a triggered effect. Once a trigger event has occurred,
it does not need to occur again to satisfy the trigger condition for the triggered effect layer to resolve
successfully. (See Section 6.6 - Triggered Effects)
Triggered-Static Ability
A static ability that generates a single static-triggered effect. (See Rule 5.4.6)
Triggered Effect
An effect that puts a layer on the stack when a game event or game state matches the trigger condition,
which generates effects when it resolves. (See Section 6.6 - Triggered Effects)
Triggered-Layer
A layer object on the stack (or to be put onto the stack), created by the triggering of a triggered effect. (See
Rule 1.6.1c)
Turn
concept: A round of play consisting of 3 phases: Start Phase, Action Phase, and End Phase, where one
player is designated as the turn player. (See Chapter 4 - Game Structure)
effect: An effect keyword that means to flip a card over or to make a private card public (or vice versa).
(See Rule 8.5.24)
Turn Player
The player whose turn it currently is. The turn player can play actions, becomes the active player after a
layer resolves, and chooses the order triggered-layers are added to the stack. (See Section 4.0 - General)
Type
A property of an object that defines its interactions with rules and effects, such as how and when it can be
played, or whether it is a token. (See Section 2.13 - Types)
Type Box
A property of a card that defines the types, supertypes, and subtypes of that card. (See Section 2.12 - Type
Box)
Unfreeze
An effect keyword that means a frozen object is no longer frozen; existing freeze effects no longer prevents
it from being played or its abilities being activated. (See Rule 8.5.37)
Ward
An ability keyword that prevents damage to a player’s hero by destroying this object. (See Rule 8.3.20)
Weapon
type: A type of object that can be equipped to a weapon zone. (See Rule 8.1.9)
zone: A public zone owned by a player that contains up to one weapon, off-hand, or quiver object
equipped to that zone. (See Section 3.15 - Weapon)
102
GLOSSARY
X/Y/Z
A literal placeholder for an undetermined value of an effect. (See Rule 1.12.2)
Zen State
A ninja aura token. (See Rule 8.6.5)
Zone
A named collection of cards. Zones can be owned by a player or shared between players. Most zones have
a physical location in the play-space. (See Chapter 3 - Zones)
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Acknowledgments
Community Contributors
*Lead Community Contributor
© 2019 Legend Story Studios. All Rights Reserved. P.O Box 99428 Newmarket, Auckland 1149, New Zealand.
Legend Story Studios and Flesh and Blood, including logos and characters, are property of Legend Story Studios
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Patent pending. Flesh and Blood created by James White.
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