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FaB Comprehensive Rules v2 6 0 Access

This document provides the comprehensive rules for playing Flesh and Blood, a competitive trading card game. It begins with an overview of core concepts like players, cards, abilities and effects. It then details properties of objects in the game like card types and zones that objects can exist in. The document provides the framework for how the game is played through strategic use of abilities and resources within the rules.

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Hector TZ
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© © All Rights Reserved
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0% found this document useful (0 votes)
13 views159 pages

FaB Comprehensive Rules v2 6 0 Access

This document provides the comprehensive rules for playing Flesh and Blood, a competitive trading card game. It begins with an overview of core concepts like players, cards, abilities and effects. It then details properties of objects in the game like card types and zones that objects can exist in. The document provides the framework for how the game is played through strategic use of abilities and resources within the rules.

Uploaded by

Hector TZ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Flesh and Blood

Comprehensive Rules
6 October 2023
v2.6.0

Legend Story Studios


ii
Preface

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.

iii
Table of Contents

Preface iii

1 Game Concepts 1
1.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.4 Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.5 Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.6 Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.7 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
1.8 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.9 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
1.10 Game State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1.11 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
1.12 Numbers and Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
1.13 Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
1.14 Costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
1.15 Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

2 Object Properties 29
2.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
2.1 Color Strip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.2 Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
2.3 Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.4 Intellect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.5 Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.6 Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.7 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
2.8 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
2.9 Subtypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
2.10 Supertypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
2.11 Text Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2.12 Type Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
2.13 Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

3 Zones 41
3.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.1 Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
3.2 Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

iv
TABLE OF CONTENTS

3.3 Banished . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.4 Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.5 Combat Chain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
3.6 Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
3.7 Graveyard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
3.8 Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
3.9 Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
3.10 Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.11 Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.12 Permanent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.13 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
3.14 Stack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
3.15 Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

4 Game Structure 51
4.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.1 Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2 Start Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.3 Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.4 End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.5 Ending a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55

5 Layers, Cards, & Abilities 57


5.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.1 Playing Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.2 Activated Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
5.3 Resolution Abilities & Resolving Layers . . . . . . . . . . . . . . . . . . 62
5.4 Static Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

6 Effects 69
6.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
6.1 Discrete Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
6.2 Continuous Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
6.3 Continuous Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . . 71
6.4 Replacement Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
6.5 Replacement Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . 78
6.6 Triggered Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

7 Combat 85
7.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
7.1 Layer Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
7.2 Attack Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
7.3 Defend Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
7.4 Reaction Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
7.5 Damage Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

v
TABLE OF CONTENTS

7.6 Resolution Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93


7.7 Link Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
7.8 Close Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

8 Keywords 97
8.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
8.1 Type Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
8.2 Subtype Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
8.3 Ability Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
8.4 Label Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
8.5 Effect Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
8.6 Token Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121

9 Additional Rules 125


9.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
9.1 Double-Faced Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125

Glossary 127

Credits 153

vi
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
CHAPTER 1. GAME CONCEPTS

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.

1.1.2. A player’s hero is a hero-card. (See Rule 1.3.1b)

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.

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.

2
CHAPTER 1. GAME CONCEPTS

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.

1.2.2a A permanent remains a permanent until it leaves the arena.

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.

1.2.4a An object has the object identity “object”.

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)
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.

3
CHAPTER 1. GAME CONCEPTS

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.

1.2.4e A card has the object identity “card”.

1.2.4f An activated-layer has the object identity “activated ability”.

1.2.4g A triggered-layer has the object identity “triggered effect”.

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.

4
CHAPTER 1. GAME CONCEPTS

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.

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.

5
CHAPTER 1. GAME CONCEPTS

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)

1.5.2. If a macro leaves the arena, it ceases to exist.

1.5.3. The owner of a macro is the player instructed to create it.

1.5.4. The controller of a macro is its owner as it enters the arena.

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.

6
CHAPTER 1. GAME CONCEPTS

1.6.1a A card-layer is a layer represented by a card on the stack.

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”.

1.6.2. An attack-proxy is an activated-layer (activated-attack) or triggered-layer


(triggered-attack) with the attack ability (see Rule 8.3.1), and represents its
source as an attack on the stack before the source becomes a chain link on
the combat chain.

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.

7
CHAPTER 1. GAME CONCEPTS

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.

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.

Example: The attack-layer created by Emperor, Dracai of Aesir is


considered to be either a Royal Draconic Warrior Wizard Hero
activated-layer or an attack for the purposes of effects. It is not a
Royal Draconic Warrior Wizard Hero activated ability attack. Uprising
has the text “Your next 4 Draconic attacks this turn gain +1{p}”, which
is a continuous effect that would not apply to this attack-layer because
it is not considered a Draconic attack.

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.

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CHAPTER 1. GAME CONCEPTS

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)

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.

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CHAPTER 1. GAME CONCEPTS

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)

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CHAPTER 1. GAME CONCEPTS

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.

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)

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CHAPTER 1. GAME CONCEPTS

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).

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.

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CHAPTER 1. GAME CONCEPTS

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.

1.7.8. The abilities of an object can be modified.

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.

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CHAPTER 1. GAME CONCEPTS

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.

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.

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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.

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.

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CHAPTER 1. GAME CONCEPTS

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.

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CHAPTER 1. GAME CONCEPTS

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.

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.

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CHAPTER 1. GAME CONCEPTS

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).

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.

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CHAPTER 1. GAME CONCEPTS

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.

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CHAPTER 1. GAME CONCEPTS

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.

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.

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CHAPTER 1. GAME CONCEPTS

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. Game State


1.10.1. A game state is a moment in the game. The game transitions between
states when an event occurs (see Section 1.9 - Events). A priority state is a
game state where a player would typically receive priority.

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)

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)

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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).

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CHAPTER 1. GAME CONCEPTS

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.

1.12. Numbers and Symbols


1.12.1. Numbers are always integers.

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.

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CHAPTER 1. GAME CONCEPTS

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)

1.12.4a The defense symbol is {d} and represents a defense value.

1.12.4b The intellect symbol is {i} and represents an intellect value.

1.12.4c The life symbol is {h} and represents a life value.

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).

1.12.4e The resource symbol is {r} and represents a resource value.

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.

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CHAPTER 1. GAME CONCEPTS

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.

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CHAPTER 1. GAME CONCEPTS

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.

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.

27
CHAPTER 1. GAME CONCEPTS

28
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.

Example: An effect that specifies an object to “gain”, “get”, “have”, or


“lose” a property-related value, modifies the value of the property but
does not change the base value unless it specifically uses the term
“base”.

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).

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CHAPTER 2. OBJECT PROPERTIES

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.

2.1. Color Strip


2.1.1. Color Strip is a visual representation of the printed pitch of a card.

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.

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CHAPTER 2. OBJECT PROPERTIES

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)

2.2.4. The cost property of an object cannot be modified.

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.

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CHAPTER 2. OBJECT PROPERTIES

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}.”

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.

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CHAPTER 2. OBJECT PROPERTIES

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.

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)

2.5.3g If a living object ceases to exist, it is considered to have died.

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.

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CHAPTER 2. OBJECT PROPERTIES

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.

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CHAPTER 2. OBJECT PROPERTIES

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.

2.9.2. An object can have zero or more subtypes.

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.

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.

2.10.2. An object can have zero or more supertypes.

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.

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CHAPTER 2. OBJECT PROPERTIES

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. Text Box


2.11.1. The text box of a card contains the card text of a card, typically located on
the lower half of a card beneath the illustration.

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.

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.

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CHAPTER 2. OBJECT PROPERTIES

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. Type Box


2.12.1. The type box of a card determines the card’s type, supertype(s) (if any),
and subtype(s) (if any), typically located at the bottom of the card. Type boxes
are typically written in the format “[SUPERTYPES] [TYPE?] [—
SUBTYPES?]”, where SUPERTYPES is one or more supertypes, TYPE is
one or more types (if any), and SUBTYPES (if any) is one or more subtypes.

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.

2.13.2. An object can have zero or more types.

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.

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CHAPTER 2. OBJECT PROPERTIES

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)

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CHAPTER 2. OBJECT PROPERTIES

40
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.

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CHAPTER 3. ZONES

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.

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.

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CHAPTER 3. ZONES

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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CHAPTER 3. ZONES

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.

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CHAPTER 3. ZONES

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.

3.0.14a A card is only considered to be under a permanent if specified by a


rule or effect.

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).

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)

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CHAPTER 3. ZONES

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.

3.3.2. A banished zone can only contain its owner’s cards.

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.

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)

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CHAPTER 3. ZONES

3.5. Combat Chain


3.5.1. The combat chain zone is a public zone in the arena. There is only one
combat chain zone, shared by all players, and it does not have an owner.

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.

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CHAPTER 3. ZONES

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)

3.6.3. The term “deck” refers to the deck zone.

3.6.4. A player can not look at objects in their own deck zone unless specified by
a rule or effect.

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.

3.7.2. A graveyard zone can only contain its owner’s cards.

3.7.3. The term “graveyard” refers to the graveyard zone.

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)

3.8.3. The term “hand” refers to the hand zone.

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.

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CHAPTER 3. ZONES

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.

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.

3.12.2. The permanent zone can only contain permanents.

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)

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CHAPTER 3. ZONES

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.

3.14.2. The term “stack” refers to the stack zone.

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)

50
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. Starting a Game


4.1.1. The process of starting a game is referred to as the start-of-game
procedure. Players do not get priority during the start-of-game procedure.

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)

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CHAPTER 4. GAME STRUCTURE

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.

4.1.5a Arena-cards can not be included in a player’s 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.

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.

4.1.6a An inventory is a defined collection of cards in the game - it is not a


zone.

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.

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CHAPTER 4. GAME STRUCTURE

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. Start Phase


4.2.1. Players do not get priority during the 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.

4.3. Action Phase


4.3.1. First, the action phase starts. The “beginning of the action phase” event
occurs and effects that trigger at the beginning of the action phase are
triggered.

4.3.2. Second, the turn player has 1 action point.

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.

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CHAPTER 4. GAME STRUCTURE

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.

4.3.3. Third, the turn player gains priority.

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. End Phase


4.4.1. Players do not get priority during 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)

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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.

4.5. Ending a Game


4.5.1. A game ends immediately when a player wins, or the game is a draw.

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.

4.5.2. A player can win the game in the following ways:

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.

4.5.3. A player can lose the game in the following ways:

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.

4.5.3c A player loses the game if they concede.

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.

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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.

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.

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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.

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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.

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)

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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)

5.1.9. Pay Effect-Costs: Eighth, the player pays all effect-costs.

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. Activated Abilities


5.2.1. An activated ability is an ability that can be activated to put an activated-
layer on the stack. Activated abilities are always written in the format “[LIMIT?]
[TYPE] — [COST]: [ABILITIES] [CONDITION?]”.

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”.

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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.

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.

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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. Resolution Abilities & Resolving Layers


5.3.1. A resolution ability is an ability that generates effects when its source
resolves as a layer on the stack.

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).

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).

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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:

5.3.4a A non-card-layer ceases to exist instead of being moved to the


graveyard.

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)

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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. Static Abilities


5.4.1. A static ability is an ability that generates effects without resolving a layer
on the stack. Static abilities are written as statements.

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.

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).

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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 (*).

5.4.5a Property-static abilities function anywhere in and outside the game.

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.

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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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68
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. Continuous Effects


6.2.1. A continuous effect modifies the state and properties of objects, and/or the
rules of the game. Continuous effects either have a lasting influence effect
on the game state, and continue for their specified duration, or for as long as
their source ability is functional.

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.

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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.

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.

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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.

6.3. Continuous Effect Interactions


6.3.1. Continuous effects that modify the rules of the game are applied
simultaneously before continuous effects that modify objects. If there are two
or more continuous effects that modify the state and/or properties of objects
in the game, the effects are applied using the staging system. These effects
are grouped into stages and are applied in ascending stage order, then if
there are two or more effects in the same stage, the effects are applied using
substage order, then timestamp order.

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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.

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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.
• 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.

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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.

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.

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6.4. Replacement Effects


6.4.1. A replacement effect is a type of continuous effect, or a part of a preceding
effect, that replaces an event with a modified event. A replacement effect
typically specifies the conditions for the event to be replaced and the partial or
full replacement of the event.

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.

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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.

6.4.8. An identity-replacement effect is a static-continuous replacement effect.


Identity-replacement effects are typically written in the format “As this enters
the arena [MODIFICATION]”, or “this enters the arena (as/with)
[MODIFICATION]”, where MODIFICATION describes the modifications to the
object as it enters the arena.

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.

6.4.9. A standard-replacement effect is a continuous replacement effect. A


standard-replacement effect is typically written in the format “(If / The next)
[CONDITION], instead [MODIFICATION]”, where CONDITION specifies the
condition for the replacement effect to be active, and MODIFICATION
describes the modifications to the effect before it occurs.
Note: Cards printed before 2022 have also used the format
“(When / Whenever) [CONDITION] instead [EFFECT]”.

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).

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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.

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.

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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. Replacement Effect Interactions


6.5.1. If there are two or more replacement effects that could replace an event
with a modified event, then effects are applied based on an order determined
by the turn player and then an order determined by each controlling player.

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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.

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.

6.5.6. Fifth and finally, the event occurs.

6.6. Triggered Effects


6.6.1. A triggered effect is an effect that can be triggered to put a triggered-layer
on the stack. Triggered effects are typically written in the format “[LIMIT?]
(When / Whenever / At / The [ORDINAL] time / The next time) [EVENT and/or
STATE] [ABILITIES]”. Triggered effects never use the term “instead” (see
Section 6.4 - Replacement Effects).
Note: Cards printed before 2022 have also used the format “If
[EVENT and/or STATE] [ABILITIES]” and “[LIMIT?] effect -
(When / Whenever) [EVENT and/or STATE] [ABILITIES]”.

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.

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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.

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)”.

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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.

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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.

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.

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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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84
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.

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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.

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. Layer Step


7.1.1. The Layer Step is a game state where an attack is unresolved on the stack.

7.1.2. First, the turn player gains priority.

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. Attack Step


7.2.1. The Attack Step is a game state where an attack resolves and becomes
attacking before any defending cards are declared.

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).

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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.

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.

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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.

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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.

7.2.5. Fourth, the turn player gains priority.

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.

7.3. Defend Step


7.3.1. The Defend Step is a game state where defending cards are initially
declared.

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.

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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.

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.

7.3.3. Second, the turn player gains priority.

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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. Reaction Step


7.4.1. The Reaction Step is a game state where players may use reactions
related to combat.

7.4.2. First, the turn player gains priority.

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. Damage Step


7.5.1. The Damage Step is a game state where the physical damage of the active
chain link is calculated and applied. Players do not get priority during the
Damage Step.

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.

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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.

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.

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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. Resolution Step


7.6.1. The Resolution Step is a game state where the active chain link resolves
and becomes a resolved 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.

7.6.3. Second, the turn player gains priority.

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. Link Step


7.7.1. The Link Step is a game state where the attacker may gain an action point
from go again and continue the combat chain by attacking.

7.7.2. First, if the attack has go again, its controller gains 1 action point.

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.

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7.8. Close Step


7.8.1. The Close Step is a game state where the combat chain closes and
combat ends. Players do not get priority during the Close Step.

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)

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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. Type Keywords


8.1.1. Action — An action card is a deck-card. (See Rule 1.3.1d)

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)

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8.1.1d If an action card/activated ability is played/activated as though it were


an instant, it is still considered an action, but it can be played/activated
any time the player has priority and does not cost an action point.

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)

8.1.2c An attack reaction card/activated ability is considered to be a reaction


card/ability.

8.1.3. Defense Reaction — A defense reaction card is a deck-card. (See Rule


1.3.1d)

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)

8.1.3c A defense reaction card/activated ability is considered to be a reaction


card/ability.

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)

8.1.5. Hero — A hero card is a hero-card (See Rule 1.3.1b)

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)

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8.1.5b A hero card is separate from, and cannot be included in a player’s,


card-pool. (See Rule 1.1.3)

8.1.6. Instant — An instant card is a deck-card. (See Rule 1.3.1d)

8.1.6a A card/activated ability with the type instant can be played/activated


any time the player has priority.

8.1.7. Resource — A resource card is a deck-card. (See Rule 1.3.1d)

8.1.7a A resource card cannot be played.

8.1.8. Token — A token card is a token-card. (See Rule 1.3.1c)

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.

8.1.9. Weapon — A weapon card is an arena-card. (See Rule 1.3.1e)

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)

8.1.10. Mentor — A mentor card is a deck-card. (See Rule 1.3.1d)

8.1.10a A mentor card can only be included in a player’s card-pool if they


have a young (subtype) hero.

8.1.11. Demi-Hero — A demi-hero card is an arena-card. (See Rule 1.3.1e)

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.

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).

8.1.12. Block — A block card is a deck-card. (See Rule 1.3.1d)

8.1.12a A block card cannot be played.

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8.2. Subtype Keywords


8.2.1. (1H)

8.2.1a A (1H) object considered to be a one-hander.

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)

8.2.2a A (2H) object considered to be a two-hander.

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

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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
Note: As of 2023, trap is no longer a functional subtype
keyword.

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

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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.

8.2.10b A player cannot equip more than one off-hand.

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.

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

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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.

8.2.15b A player cannot equip more than one quiver.

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. Ability Keywords


8.3.1. Attack — Attack is a static ability. A layer with the attack ability is an
attack-proxy.

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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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.”

8.3.7. Specialization — Specialization is a meta-static ability. Specialization is


written as “[HERO] Specialization” which means “You may only have this in
your deck if your hero is [HERO],” where HERO is the moniker of the player’s
hero card. (See Rule 2.6.3)

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.

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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.”

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.”

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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)

8.3.17. Fusion — Fusion is an optional additional-cost play-static ability. Fusion


is written as “[SUPERTYPES] Fusion” which means “As an additional cost
to play this, you may reveal (a/an) [SUPERTYPES] card(s) from your hand,”
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.

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.”

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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}.”

8.3.24. Stealth — Stealth is an ability that means nothing.

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.”

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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.”

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. Label Keywords


8.4.1. Combo — Combo is a label for a static ability typically written as “Combo -
If [NAMES] was the last attack this combat chain, [EFFECTS]” where NAMES
is a list of one or more names. (See Section 2.6 - Name)

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].”

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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)

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]”

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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. Effect Keywords


8.5.1. Banish — Banish is a discrete effect. To banish an object, the instructed
player moves the object to its owner’s banished zone.

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.

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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.

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.

8.5.9. Gets / Is (non-numerical property) — Gets/is is a continuous effect,


referred to as modify. To modify an object, the object gains the specified
object properties. (See Chapter 2 - Object Properties)
Note: From Cards printed before 2023 have also used the
keyword “gains/gain” and “has/have”.

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.

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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.

8.5.11c If the object is public, the look effect fails.

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.

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)

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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.

8.5.17d If the object is public, the reveal effect fails.

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.

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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.

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.

8.5.19d If the zone is empty, the search effect fails.

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.

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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.

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.

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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.

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.

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CHAPTER 8. KEYWORDS

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)

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CHAPTER 8. KEYWORDS

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.

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.

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CHAPTER 8. KEYWORDS

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.

8.5.41c If an object can not be equipped, it does not become a permanent.

8.5.41d If an equipped object ceases to exist, it is no longer equipped to any


zones.

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.

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CHAPTER 8. KEYWORDS

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. Token Keywords


8.6.1. Quicken — A Quicken token is a token with the name “Quicken”, the
subtype aura, and the triggered-static ability “When you play an attack action
card or activate a weapon attack, destroy this then the attack gains go again.”

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.”

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CHAPTER 8. KEYWORDS

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.”

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.”

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CHAPTER 8. KEYWORDS

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.”

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.”

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CHAPTER 8. KEYWORDS

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}.”

124
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).

9.1.3a If a standard flip-card is outside the game, its front-face is active.

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)

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CHAPTER 9. ADDITIONAL RULES

Example: Construct Nitro Mechanoid is a front-face of a standard


double-faced card. When it resolves on the stack, its Construct
subtype rules that it enters the arena with its back face active, turning
it into Nitro Mechanoid. If it is destroyed and moves to the graveyard,
it becomes a Construct Nitro Mechanoid again because its front-face
is active.

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.

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.

126
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

127
GLOSSARY

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)

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)

128
GLOSSARY

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)
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

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GLOSSARY

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)

Blasmophet, the Soul Harvester


A shadow demon ally token. (See Rule 8.6.6)

Blood Debt
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)

130
GLOSSARY

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)

Chain Link Resolution


The resolution of an attack as a chain link during the resolution step of combat.
(See Section 7.6 - Resolution Step)

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)

131
GLOSSARY

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
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)

132
GLOSSARY

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)
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

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GLOSSARY

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
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

134
GLOSSARY

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)

135
GLOSSARY

Ephemeral
An ability keyword that removes its source from the game if it would enter the
graveyard. (See Rule 8.3.21)

End Phase
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)

136
GLOSSARY

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)
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

137
GLOSSARY

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)

Hidden Activated Ability


An activated ability that can be activated when its source object is private (See
Rule 5.2.4)

Hidden Triggered Ability


A triggered ability that can be optionally triggered when its source object is
private (See Rule 5.4.7b)

Hit
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

138
GLOSSARY

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

139
GLOSSARY

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)

Last Known Information


The properties of an object that no longer exists, referenced by a rule or effect.
(See Rule 1.2.5)

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

140
GLOSSARY

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)
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

141
GLOSSARY

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
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)

142
GLOSSARY

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

143
GLOSSARY

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)

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)

144
GLOSSARY

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)

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)

145
GLOSSARY

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
A generic item token. (See Rule 8.6.13)

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)

146
GLOSSARY

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

147
GLOSSARY

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)

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

148
GLOSSARY

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)

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

149
GLOSSARY

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)

Ursur, the Soul Reaper


A shadow demon ally token. (See Rule 8.6.9)

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)

X/Y/Z
A literal placeholder for an undetermined value of an effect. (See Rule 1.12.2)

Zen State

150
GLOSSARY

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)

151
GLOSSARY

152
Acknowledgments

Flesh and Blood Creator


James White

Rules and Policy Managers


Joshua James Scott

Community Contributors
*Lead Community Contributor

Jake Armes Joe Kavanagh Eser Unger


James Armstrong Klaus Lassacher
Jonathan Vamos
Mike Ball Oskar Machnik
Alexander Vock
Grant Bartel Rob McGuinness
Dan Collins Metodi Nikolaev Ward Warren
Matthew D’Antuono Daniel Nyberg
Bart Wieszok
Timothy Grant Niccolo Paqueo*
Ryan Wood
Kiril Ivanov Gwen De Schepper
Patrick Jones Tyler Trudel Liew Li Xiang

© 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 in the USA, EU, UK,
Canada, Australia, New Zealand, Taiwan, Singapore, Hong Kong and other countries.
Patent pending. Flesh and Blood created by James White.

153

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