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Official Rules Clarification
Core Set Rulebook Errata
On page 12 of the Core Rulebook, the second paragraph under “4. Assign Damage” it should read:
“The
attacking player assigns damage to his opponent first. Damage must be
assigned to defending units before it can be assigned to the defending
player’s capital. In other words, the attacking player must assign
enough damage to destroy each defending unit before any damage can be
assigned to the defending player’s capital. Note that more damage can be
assigned to a unit at the attacker’s discretion, in anticipation of
damage cancellation effects, but a minimum damage necessary to destroy
each defending unit must be assigned before any damage can be assigned
to the defender’s capital (without taking into consideration redirecting
effects and constant effects which are not damage cancellation). Damage
tokens are placed near the card(s) to which the damage is being
assigned, and if any damage reaches the capital, damage tokens are
placed next to the attacked section, but not yet applied.”
On page 14 of the Core Rulebook, under Turn Sequence, it should read:
“0. Beginning of the Turn.
Actions may be taken by either player.
…
5. End of Turn. The other player is now the active player. Proceed to the beginning of the next turn.”
On
page 17 of the Core Rulebook, under “Non Combat Damage,” it should read
“Outside of combat, some card effects also deal damage to units or to a
player’s capital. When these effects resolve, the damage is applied as
soon as it is assigned before any other actions can be taken.”
Rules Clarifications
Playing Non-Tactic Cards
Playing
a unit, support, development, or quest card from hand are actions with
restrictions built into them. The restrictions are:
They cannot be played in response to anything.
They must be played during the owner’s Capital Phase.
Card Effects
Some
cards reference card effects. Card effects is a game term that includes
Actions, Forced Effects, Constant Effects, and Keywords.
After card
effects are triggered (usually by paying a cost or meeting a timing
requirement and declaring its use), they exist independently of the
source. Destruction or removal of the source at that time will not
affect the resolution on the card effect. This also applies to Constant
Effects and Keywords that have a trigger condition, as well as Forced
Effects and Actions.
For example: A unit with Horrific Mutation
attacks a zone with a unit that has the Counterstrike keyword and 1
remaining hit point. The unit with Counterstrike defends, which gives it
-1 hit point and leads to it being destroyed. However, the
Counterstrike effect existed independently of the source when the unit
was declared as a defender, and so the unit will still deal its
Counterstrike damage.
Triggering a Card Effect (v1.7)
In
order to successfully trigger a card effect, the player must declare
that he is activating the card, declare targets, then pay any additional
costs denoted on the card and meet any conditional requirements on the
card. An easy way to identify an additional cost is the formula “Do X to
do Y” in which the first part, do X, is the cost. A player cannot pay
costs with cards, resources, etc., he does not control. If a player
cannot fulfill these requirements to trigger a card effect, he cannot
attempt to trigger it.
Resolving a Card Effect (v1.7)
When a
card effect is resolved, conditional requirements and targets must be
checked a second time (see “Targeting” on page 11). If there is an
illegal target or an unfullfilled condition, then the effect is
cancelled.
For example: Harpies (AU 24) reads “Quest. Action:
When an opponent draws cards for his quest phase, corrupt this unit to
discard 1 card at random from that player’s hand if he has 7 or more
cards in hand.” If the player who controls Harpies triggered the effect
when his opponent had at least seven cards in hand, but the opponent
plays one or more cards in response which drops his hand to six or fewer
cards, then when it comes time for the Harpies to resolve the effect
will be cancelled, since there are no longer seven cards in hand to
fulfill the “if” conditional.
Constant Effects (v1.4)
Unless otherwise noted, constant effects only apply to cards in play.
For
example: King Kazador (CS 7) reads: “Opponents cannot target this unit
with card effects unless they pay an additional 3 resources per effect.”
This constant effect doesn’t work in discard pile. Shaggoth Champion
(BC33) reads: “This unit gains [P] equal to X. X is the fewest number of
cards in any opponent's hand.” Abyssal Terror (HK29) reads: “This unit
gains [P] for each unit in your discard pile.” Both Shaggoth Champion
and Abyssal Terror have power equal to zero in discard pile.
Simultaneous Effects (v1.6)
When
two non-Action card effects trigger at the same time. The player whose
turn it is currently applies his in any order of his choice. Then, the
opponent applies his card effects in any order of his choice.
Note
that Forced Effects and Constant Effects always resolve in a fixed
order, and so two card effects are only considered to be simultaneous if
they are of the same card effect type. Keywords and Conditional Actions
are considered Constant Effects during all timing resolutions.
For
example: Troll Den and Advanced Engineering both have effects that read
“At the beginning of the turn...” However, since Troll Den is a Forced
Effect and Advanced Engineering is an Action, they are not considered to
be simultaneous since Forced Effects always resolve before Actions can
be triggered. However, Troll Den and River Troll are simultaneous
effects since they are both Forced Effects with an identical trigger
condition. The player controlling these two cards would choose the order
in which their effects resolve.
Two or more Constant Effects that do not have a trigger condition are not considered to be simultaneous.
Players should always apply the net effect of Constant Effects that do not have a trigger.
Self-Referential Effects (v2.0)
A self-referential effect uses the language “this unit” or “this card.”
Multiple Effects
If
a card has multiple effects, all effects on the card resolve if
possible. These effects resolve independently of each other with the
following important exception:
If a card uses the word “then” the
preceding effect must have resolved successfully before the effect
following the term “then” can be resolved.
For example: Dwarf
Cannon Crew (CS 8) reads “Forced: When this unit enters play, search the
top five cards of your deck for a support card with cost 2 or lower.
You may put that card into this zone. Then, shuffle your deck.”
Shuffling your deck will only happen if the preceding effect of
searching the top five cards of your deck for a support card has
resolved.
Actions
“Actions” (uppercase) are denoted by a
bold “Action:” trigger on a card, and are a specific type of “action”
(lowercase), which also includes playing a unit, support, development,
or quest card from hand.
Trigger Conditions (v1.4)
A trigger
condition is anything that must happen before a certain card ability can
be triggered. This could be playing a card, using another card ability,
or even a Constant Effect.
For example: The trigger condition
on Walking Sacrifice (AU 23) is “When this unit leaves play...” for the
unit must leave play before the Forced Effect can trigger. Another
example of a trigger condition is “At the beginning of your turn...”
which is found on cards such as Rat Ogres (CC 55) and Cloud of Flies (CS
93).
Triggered Actions (formerly Response Actions) (v1.4)
Triggered
Actions are a subset of Actions that contain a trigger condition. Each
Triggered Action can be triggered once per copy of the Triggered Action
and only once per trigger condition. If this trigger condition is met
during the resolution of other effects (or outside of an Action Window)
then the Triggered Action must be played during the first available
opportunity once an Action Window opens, or it cannot be played at all.
For
example: Rat Ogres (CC 55) reads “Action: At the beginning of your
turn, restore all Skaven units.” The trigger is at the beginning of your
turn, and the action can only be triggered once per copy of the card in
play.
For example: Squig Trackers (CC 2) reads “Action: When
this unit enters play, search the top five cards of your deck for a card
with the word “Squig” in its title. Then, you may put that card into
play and shuffle the rest back into your deck.” If We'z Bigga! (CS 76)
(Action: Lower the cost of the next unit you play this turn by 1. That
unit comes into play with 1 damage on it.) is played and Squig Trackers
enter play with 1 damage token on them they are destroyed immediately,
but the trigger condition is met and the action can be played during the
first available opportunity once an Action Window opens even though it
will be after Squig Trackers have left play.
Conditional Actions (v1.1)
Some
actions create constant effects that wait for a specific condition to
be met in order for them to resolve. These actions are called
Conditional Actions.
Conditional Actions last until the end of the turn or until their condition is met, whichever is first.
For
example: Blessing of Valaya (CC 43) reads, “Action: The next 2 damage
dealt to one target unit are redirected to another target unit.” When
this card is played, it creates a constant effect that waits for the
next 2 damage assigned to the target unit or the end of the turn,
whichever is first.
Legends (v1.8)
Legends do not have any
inherent ability to defend capital zones. They can defend capital zones
if a card effect allows them to do so.
When a defending player
declares defenders, an attacked legend is automatically declared as a
defender unless it is corrupted. Corrupted legends cannot attack or
defend.
A legend’s power is considered to be equal to the number of
power icons it has in its weakest zone (for the purposes of card
effects).
For example: Malekith has 2 Kingdom power icons, 2
Quest power icons, and 2 Battlefield power icons. His power is
considered to be 2.
When a legend is attacked through a particular zone, the legend deals combat damage equal to its power icons in that zone.
Terminology Clarifications
Cost (v1.4)
Any
reference to cost in a card effect always references the top left
number printed on the card. A card with a cost of 0 cannot be reduced.
For
example: Dwarf Cannon Crew (CS 8) reads “Forced: When this unit enters
play, search the top five cards of your deck for a support card with
cost 2 or lower. You may put that card into this zone. Then, shuffle
your deck.” This effect means that regardless of loyalty, as long as the
support card has a cost (number in the top left corner) of 2 or lower,
then it can be put into the zone (as long as it follows any other
restrictions on the card).
When a card is played for “no cost” then
the cost is considered to be 0, and cannot be modified by other
variables (such as loyalty). All costs in the card text itself must be
paid, however.
Loyalty
Loyalty is a variable that can add to
the cost of a card. However, it is not considered part of the cost for
the purposes of card effects.
Neutral cards have 0 loyalty.
Reduction
Any card effect that would reduce any number (cost, hit points, etc) cannot reduce that number below zero.
Healing (v1.1)
Healing
is a game term for removing damage tokens from a unit. In order to heal
a unit, that unit must have damage on it to be removed.
Hit Points vs Remaining Hit Points (v1.9)
The
term “hit points” refers to the printed hit point value on a unit, plus
or minus any modifiers. Remaining hit points equals the hit point value
of a unit minus the number of damage on that unit.
For example:
Deathmaster Sniktch (CC 79) reads: “Action: Corrupt this unit to
destroy one target unit with fewer remaining Hit Points than the number
of Skaven cards in play.” There are two Rat Swarms and Deathmaster
Sniktch in play. Dark Zealot (CS91) has 3 printed hit points and 1
damage token on him. He is legal target for Deathmaster’s action.
Har
Ganeth (AU35) reads: “Kingdom. Action: At the beginning of your turn,
return one target unit with less than 2 hit points to its owner's hand."
Hag Queen (CC 91) has 3 damage tokens on her yet she isn’t legal target
for for Har Ganeth’s action because she still has printed hit points of
4.”
It is important to note that printed hit points can be lowered or increased by card effects.
Sacrifice (v1.7)
Sacrifice
means to remove a card you control from play. The act of sacrificing a
card cannot be cancelled or prevented by other effects. After a card is
sacrificed, it is placed into its owner’s discard pile.
Destroy (v1.7)
When
a card is destroyed, it is removed from play. After a card is
destroyed, it is placed into its owner’s discard pile. It is important
to note that sacrificing a unit is not destroying it and vice versa.
“Just Played” (v1.8)
Some
card effects reference cards that have been “just played.” A “just
played” card is a card that is a part of an unresolved, active action
chain. Cards that target “just played” cards can be played at any time
during the action chain, and are able to target any card on the chain.
Cards that cancel a “just played” card can only be played in response to
the card type they cancel.
For example: High Elf’s Disdain (AU
21) reads “Action: Cancel a tactic just played.” In order to cancel a
tactic, High Elf’s Disdain must be played after a tactic is added to the
action chain, but before the chain resolves. Provided the chain is
still active, players may add other effects to the chain before playing a
card like High Elf’s Disdain and canceling a tactic played earlier in
the chain.
“Limit one Hero per zone”
If a player has a copy
of a Hero in play, he cannot play, take control of, move, or put into
play (via a card effect) another Hero into that zone. His opponent also
cannot play, give control of, move, or put into play (via a card effect)
another Hero into that zone.
“Search” (v1.1)
Search is a
game term for looking at the top of a player’s deck. There are cards in
the game that reference this specific game term in their abilities. It
is important to note that the term “search” and “look at” are different
game terms. Cards that reference “search” do not include “look at” and
vice versa.
For example: Scout Camp (CC 60) reads, “Whenever you
search your deck, you may search an additional card.” This interacts
with cards that specifically search your deck, like Runesmith Apprentice
(EC 22), which reads, “Action: When this unit enters play, search the
top five cards of your deck for any number of Rune cards, reveal them,
and put them into your hand. Then, shuffle the remaining cards into your
deck.” If you played Runesmith Apprentice while a copy of Scout Camp
was already in play, you would search the top six cards of your deck,
instead of the top five.
The Word “Skip”
When a card
instructs you to “skip” a phase, that phase is bypassed based on the
timing the card specifies. A single phase can be skipped more than once.
For example: Beastman Incursion (BQ 20) reads “... Action: At the
beginning of your battlefield phase, skip the rest of your battlefield
phase to destroy this card if a unit is questing here.” This card will
skip the remainder of this battlefield phase when it is triggered.
However if multiple Beastman Incursions are triggered during the same
battlefield phase, one that single battlefield phase is skipped.
The Letter “X”
Unless specified by a card, card effect, or granted player choice, the letter “X” is always equal to zero.
The Word “Or”
Some
card effects present the players with a choice between two different
card effects. These choices are denoted by the term “or” in the card
text. A player can choose which of the effects he wants to resolve.
However, he must choose an option that he can resolve completely.
For
example: Warpstone Meteor (CS 96) reads “Forced: At the beginning of
your turn, each player must corrupt one of his units in this
corresponding zone or deal 1 damage to his capital. (Players decide
where their own damage is assigned.)” Each player must choose one of the
two options available (corrupt one of his units in the corresponding
zone or deal damage to his own capital). If a player cannot fulfill one
of the options completely, then he must resolve the other. In this
example, if a player did not have a unit to corrupt, he must choose to
deal 1 damage to his capital.
Racial affilation
Cards with Trait Skaven, Undead, Lizardmen and Wood Elf share racial affilation of their respective capitals.
Zones of Play
A
zone of play is an area where cards can be during a game. The in play
zones are the Kingdom, Quest, and Battlefield. The out of play zones are
the deck, hand, and discard pile.
In Play
In play is the Kingdom, Quest, and Battlefield zones.
Unless
a card effect specifies otherwise (like destroy or sacrifice), cards
can only be moved from one in play zone to another in play zone due to
card effects.
For example: Pistoliers (CC 36) reads “Action:
Spend 1 resource to move this unit from its current zone to another of
your zones.” This card effect cannot cause this unit to go to an out of
play zone like the discard pile.
Out of Play
Out of play is the deck, hand, and discard pile zones.
If
a card would go to an out of play zone, it goes to its owner’s out of
play zone. A card that moves from an in play zone to an out of play zone
is treated as though it were a new card. Any effects connected to the
card will no longer affect it. The only exception to this rule is any
abilities that trigger when a card moves from an in play zone to an out
of play zone.
For example: Blood Dragon Knight (LE 53) reads:
“Action: When this unit attacks, deal damage equal to its power to
target unit in the defending zone”. Blood Dragon Knight leaves play
after his action was triggered. During the resolution of the action
chain effect of his action no longer affects him and therefore his power
is treated as zero for the purpose of resolving his action.
Play
“Play” means to play from the hand, paying all costs and following all restrictions.
Cards played using the Necromancy keyword can only be played during their owner's Capital Phase.
Put into Play
“Put
into play” means that the card enters play through a card effect
instead of through normal costs and restrictions. An important
distinction is that put into play does not bypass the unique restriction
or any restrictions in the text box of the card.
Entering Play (v1.4)
Cards
are generally played from hand, but some effects also allow them to be
played directly from the discard pile or deck. When a card is played, it
is considered to be neither out of play nor in play. Playing a card
triggers an action chain, and the only way to affect the card during
this action chain is with a “just played” effect. Once the rest of the
action chain is completed, the card will either resolve its effect (if
it is a tactic) or enter play (if it is a unit or support card).
For
example: A player plays Savage Marauders (CS 82) from his hand,
starting an action chain. Both players may then respond to this action
with any number of actions, which are resolved in a “last in, first out”
manner. At the end of the chain, Savage Marauders will enter play
unless a card canceled it from doing so, such as Asuryan’s Cleansing.
Note that Savage Marauders can only be targeted by card effects that say
“just played”, though players may use card effects during the chain to
target other cards in play.
Once a card enters play at the end of an
action chain, it is eligable to trigger any of its own abilites,
including those that trigger off of it entering play.
For example:
Black Knights of Morr (EC 43) reads “Action: When a unit enters this
zone, target unit cannot defend until the end of the turn.” Once a
player plays Black Knights of Morr, and the rest of the action chain has
been completed, then the Black Knights of Morr enter play and their
Triggered Action may be used during the next Action Chain.
If a unit causes an illegal state when it enters play, then that unit is immediately sacrificed.
Leaving Play (v1.7)
A card leaves play when it goes from an in play zone to an out of play zone, such as back into a hand, deck, or discard pile.
Normally
a card cannot trigger its abilities once it has left play. However, a
card that has a self-referential effect (uses the language “this unit”
or “this card”) on it that triggers when it leaves play can still
trigger its ability once it has left play. Examples of this are the
effects on Blue Horrors (CC 51) or Crypt Ghouls (MD 43). Cards like
Thief of Essence (LE 38) or Dwarf Ranger (CS 10) are not considered to
have self-referential effects and cannot trigger their abilities once
they have left play.
The abilities on a card with a
self-referential effect do not trigger until after the card has been
physically removed from play (i.e. placed in the discard pile or
returned to hand). The ability must be triggered at the first
opportunity to do so by the player who controlled it when it left play,
or the opportunity to trigger it is lost.
Targeting
Target (v1.3)
Targeting
is checked when the card is played and again when the card effect
resolves. A card effect is considered to be targeting as long as it says
“target” in the card text.
For example: Troll Vomit (CS 80) reads
“Action: Destroy all units in play.” This effect does not target the
units it destroys, so a card like King Kazador (CS 7) which reads
“Opponents cannot target this unit with card effects unless they pay an
additional 3 resources per effect” would not interact with Troll Vomit.
Unless otherwise stated, a card can only target cards that are in play.
Illegal Target
If
a card effect specifies targets, it checks whether the targets are
legal when it is played and again when it resolves. A target can become
illegal if it is removed from play, if it is removed from the zone
specified in the ability, or if any specific characteristics on the card
that were targeted have changed. If all of the targets for a card
effect become illegal, then the card effect is cancelled. If any of the
targets are still legal when the card effect resolves, then the card
effect will resolve normally, only affecting the legal targets.
For
example: Flames of Tzeentch (CC 102) which reads “Action: Deal X damage
to one target unit.” Bob plays Flames of Tzeentch, paying 1 resource
and targeting Charlie’s Lobber Crew (CC 66). In response, Charlie
decides to use the Lobber Crew’s ability which reads “Action: Sacrifice
this unit to force an opponent to sacrifice a unit he controls, if
able.” Because Charlie plays his action in response to Bob’s Flames of
Tzeentch, it resolves first. Charlie’s Lobber Crew is sacrificed as a
cost for its own effect, and that effect resolves fully before Bob’s
Flames of Tzeentch resolves. When it comes time for Bob’s Flames of
Tzeentch to resolve, it now sees that the target of the effect is now
illegal (since it was removed from play) and the card effect is
cancelled. Flames of Tzeentch then goes to the discard pile.
Damage
Dealing Damage in Combat
A
unit is considered to have dealt damage in combat as long as it has
contributed at least one damage to the pool of damage that will be
assigned to the opponent during combat, and at least one damage is
applied to an opponent’s unit or capital during the Apply Damage step.
For
example: Sadistic Mutation states “Forced: After the attached unit
deals damage in combat, deal 1 damage to one target unit or capital.”
This means that the attached unit must add at least 1 damage to the
combat damage pool, and at least 1 damage from the combat damage pool
must be applied to an opponent’s unit or capital before this forced
effect can trigger.
If there are multiple cards with a “deals
damage” trigger involved in the combat, as long as at least 1 point of
combat damage is dealt to an opposing unit or capital, all units are
considered to have dealt damage.
For example: Dave has a Savage
Gor and a Bloodsworn in his battlefield and each has a Sadistic Mutation
attached to it. During his battlefield phase, Dave attacks his
opponent’s kingdom with both of these units. As long as a single point
of damage is dealt to an opposing unit or capital, both the Savage Gor
and the Bloodsworn are considered to have dealt damage, and both will be
able to trigger their Sadistic Mutations.
Dealt Damage (v1.1)
A
unit has been dealt damage, if at least one damage is applied to it
after damage cancellation effects occur during the Apply Damage step.
Non-combat Damage
Non-combat
Damage is the term for all damage generated besides combat damage.
Non-combat Damage is always applied as soon as it is assigned before any
other actions can be taken.
For example: Nurgle’s Pestilence
(CS 101) which reads “Action: Each unit in play takes 1 damage.
Corrupted units take an additional damage.” If this card is played and
resolves, the damage generated by this card effect is assigned before
any other actions can be taken.
Any cards that could prevent the
damage to the unit like Steel’s Bane (CC 6) which reads “Action: Cancel
the next 10 damage that would be dealt to one target $ unit this turn.”
would need to be played in response to the play of Nurgle’s Pestilence
in order to cancel any of the damage.
Indirect Damage (v1.5)
Indirect
Damage is non-combat damage that is dealt to a target player. The
player who is dealt the indirect damage must assign it to his units,
legends, and/or his capital.
Indirect Damage cannot be assigned to a
burning zone, and a player cannot assign more indirect damage to a unit
or legend than what it would take to destroy the unit or legend (this
includes Toughness and other damage cancellation effects). The same
holds true for assigning damage to any section of a capital (you cannot
assign more indirect damage to a section of a capital than what it would
take to burn that section of the capital).
If multiple players
must assign indirect damage at the same time, the active player chooses
where to assign his damage first, followed by the next player and
continuing clockwise. The damage is still applied at the same time.
Cancelling Damage (v2.0)
Some card effects (such as Toughness) cancel damage. Damage is cancelled after it is assigned, but right before it is applied.
Redirecting Damage (v1.2)
Some
card effects allow for damage to be redirected from one target to
another. Damage is always redirected after it is assigned but right
before it is applied.
It is important to note that players do not
have to take card effects that redirect damage from a unit into account
when assigning damage to defenders during combat. This is because
redirecting damage is not damage cancellation.
Moving Damage
Moving
Damage is not considered dealing or assigning damage, and damage moved
from one unit to another bypasses damage cancellation effects (like
Toughness).
Card Types
Attachments (v1.3)
Attachments
are support cards that must be attached to targets that are in play when
it enters play. They are denoted by the Attachment trait. If the
attachment does not specify that it must be attached to a card that you
control, you may attach it to a card that an opponent controls in play.
The
player who plays the attachment is in control of it while the
attachment is in play. The attachment does provide loyalty for the
controlling player.
If a unit with an attachment attached to it exchanges control between players, the attachment does not exchange control.
If
an attachment has a zone requirement (e.g Attach to a target unit in
your battlefield.), then that requirement must be met only when it
enters play. If the unit later moves zones, it does not have an effect
on the attachment. However, all other requirements on the attachment
must be met at all times. If at any time they are not met, then the
attachment is discarded from play.
If the card an attachment is attached to leaves play, the attachment enters its owner’s discard pile.
Developments (v1.5)
A
player may only control a card as a development if they also own the
card. If at any time a player would control a card as a development that
they do not own, immediately discard that card from play.
For
example: Rodrik’s Raiders (MD 7) says “Action: When this unit enters
play, turn target support card facedown into a development.” If this
card targets an opponent’s attachment on a character controlled by the
player of Rodrik’s Raiders, then the end result is that the attachment
will be discarded from play, since it cannot exist in the current zone
it occupies as a development.
Another example would be playing
Soul Stealer on a development that has also become a unit via Bolt of
Change. In this case, the Soul Stealer is attached to the unit, and
then, once the development is moved to its opponent’s zone, it is
immediately discarded from play, along with Soul Stealer.
If card
changes from a development to another card type, that card is not
considered to have “entered play.” (The card was already in play as a
development.)
For example: If Rip Dere ‘Eads (CS 75) off flips up
Grimgor Ironhide (CS 63), Grimgor Ironhide’s forced effect does not
trigger.
Some cards can become faceup developments. If a card
becomes a faceup development (and is only a development), remove all
damage and resource tokens from it. Faceup developments are considered
to have no text box, no power, no cost, no loyalty, no traits, and no
hit points. They do retain their title and uniqueness and are considered
to be in play.
For example: If the ability on Tree Kin (MC 18)
is triggered when it has 3 damage on it, the three damage will be
removed. The card Tree Kin will still be considered to be in play, and
so a player could not trigger the ability on Thief of Essence (Legends
38) in response.
Quests (v1.7)
Effects may be triggered on
quest cards even if there is no unit questing on it, provided all other
requirements are met (costs, conditionals, etc.).
If at any time
there are resource tokens on a quest that does not have a unit questing
on it, they are immediately removed. The tokens cannot be spent to
trigger abilities before they are removed.
Keywords
Counterstrike
Counterstrike
is a keyword that allows a defending unit to immediately damage an
attacking unit or legend whenever it is declared as a defender.
Counterstrike damage is combat damage that cannot be split among
attackers, is uncancellable, and is applied as soon as it is assigned,
before any other actions can be taken.
Scout (v1.5)
The
Scout keyword triggers even when no damage has been dealt during combat,
provided the unit with the keyword participated and survived.
Ambush (v2.0)
The
Ambush keyword may only be triggered on a facedown development. If an
effect has created a faceup development that has the ambush keyword, the
ambush ability may not be triggered.
Savage X
This keyword
allows a unit to, when it is dealt 1 or more damage, to deal X damage to
one target unit in any corresponding zone.
It
is important to note that the unit with the Savage keyword doesn't have
to survive the damage it was dealt in order for the Savage keyword to
trigger.
Note: When a unit gains Savage from multiple sources, the numerical effects stack on top of each other.
Necromancy
This
keyword allows a unit to be played from the discard pile as though the
unit was in its owner’s hand. The unit enters play from the discard
pile, and if it is still in play at the end of the turn, it is put on
the bottom of its owner’s deck.
Feared X
Feared is a new keyword introduced in The Capital Cycle.
When
a unit with Feared is declared as an attacker, the attacking player
chooses up to X target units in any zone (or zones). While this unit
with Feared is attacking, treat each targeted unit's text box as blank
(except for Traits).
Ambush X
Ambush X is a new keyword
in the Eternal War cycle. The Ambush X keyword is active even when on a
facedown development. After the Declare Attackeers step and before the
Declare Defenders step, the defending player can pay the Ambush X value
on a development in the defending zone to turn it faceup. That card has
“ambushed.” The defending player may ambush any number of developments
with Ambush X as long as he can pay the Ambush X value. A card that has
ambushed is no longer considered to be a development but instead becomes
its printed card type. If the ambushed card is a unit, it must be
declared as a defender during the next Declare Defenders step. After all
cards have ambushed, resolve any game text on those cards as separate
actions.
Race Only
Some cards in the Eternal War Cycle
have the “Race only” keyword. These cards cannot be used in a player’s
deck unless he is using the matching capital board. For example, cards
with the “Dwarf only” keyword can only be included in a player’s deck if
he is using the Dwarf capital board.
Raider X
Raide X
is a new keyword in the Eternal War cycle. After combat damage is
applied, the attacking player gains resources equal to the combined
Raider X value of all attacking units he controls that survived combat.
If a unit has the Raider X from multiple sources, that unit’s controller
adds all instances of Raider X when calculating the total. For example,
Goblin Raiders has the Raider 2 keyword. If Goblin Raiders participates
in an attack and survives combat, its controller gains 2 resources.
Experience
Some
units and legends in the Eternal War cycle can gain experience through
the course of the game and have abilites that depend on that experience.
This represents the improved fighting skills that come from
participating in combat.
When a card
instructs a player to “attach X experience” to a card, that player takes
downmost X cards of his discard pile or the top X cards of his deck and
attaches them facedown to that card. Facedown cards attached to a
unit or legendare considered experience. Experience have the support
card type with no cost, loyalty, traits, or text. A unit or legend’s
controller may examine all attached experience at any time. You cannot
examine experience attached to an opponent’s unit or legend unless a
card ability allows you to.
“For the rest of the game…”
The
legend cards jn the Eternal War cycle have the same first line of text:
“Forced: When this legend enters play, you must burn 3 zones instead of
2 to win for the rest of the game.” When a legend with this text enters
play, it triggers an effect that lasts for the duration of the game.
After a legend with this text enters play, its controller must burn all 3
sections on his opponent’s capital in order to win the game, even if
that legend leaves play. However, this does not prevent a player form
losing the game if that player has no cards in his deck.
Miscellaneous
Moving Cards
In order to move a card, it must end the move in a different zone than it began.
A player cannnot move units, quests, or support cards into an opponent’s zone unless specifically allowed to by a card effect.
When
an attacking unit is moved out of the battlefield, that unit is no
longer considered to be attacking. When a defending unit is moved out of
the zone it is defending, that unit is no longer considered to be
defending. Any effect that would allow a unit to attack/defend from its
new location creates an exception to these rules, such as Greyseer
Thanquol (CC 15) which reads, “This unit may attack from any zone.”
If
a unit is questing on a quest and either the quest or unit is moved to
another zone, that unit is no longer considered to be questing, and any
resource tokens on the quest are discarded.
A unit that moves from
one zone to another is considered to have entered the new zone, but is
not considered to have entered play. In addition, any damage that has
been assigned to the unit is still applied.
Entering the Discard Pile (v1.1)
When
multiple cards enter a player’s discard pile at the same time, the
owner of those cards may determine the order those cards enter the
discard pile.
Card Effects Resulting in Playing Cards (v1.8)
When
a card effect allows the playing of a card during the resolution of an
action chain, this does not create a new action chain. Instead, any
played card resolves as if it is part of the original chain. You cannot
respond to it with more actions, as a chain is being resolved.
Attacks made outside of the Battlefield Phase (v1.9)
When
a card effect allows a player to make an attack outside of the
battlefield phase, that attack must follow all of the steps of the
battlefield phase.
Updated Turn Sequence Diagram
Phase 0
Beginning of the Turn
Beginning of the Turn (See D under Detailed Timing Structure on page 14).
Actions may be taken by either player.
Phase 1
Kingdom Phase
Active player resets all unspent resources to resource pool.
Active player may restore one corrupt card.
Active player counts power in his kingdom and takes that many resources from the pool.
Beginning of the Phase (See D under Detailed Timing Structure on page 14).
Actions may be taken by either player.
Phase 2
Quest Phase
Active player counts power in his quest zone and draws that many cards from the top of his deck.
Beginning of the Phase (See D under Detailed Timing Structure on page 14).
Actions may be taken by either player.
Phase 3
Capital Phase
Beginning of the Phase (See D under Detailed Timing Structure on page 14).
Active
player may play character, support, and quest cards from his hand to
his three zones. Active player may also play one card face down as a
development. Actions may be taken by either player at any time.
Phase 4
Battlefield Phase
Beginning of the Phase (See D under Detailed Timing Structure on page 14).
Active player declares the target of his attack, if any.
Actions may be taken by either player.
Active
player simultaneously declares all attackers. If at least 1 attacker is
declared, then the target of the attack is now considered to be
attacked. The attacked player and target of the attack are now
considered to be defending.
(If the active player declares no attack
or no attackers, players immediately skip to the “End of Turn” action
phase. Once at least one attacker has been declared, players will carry
out the entire battlefield phase to the extent able, even if there are
no participating units.)
Actions may be taken by either player.
Ambush abilities may be triggered.
Actions may be taken by either player.
Defending
player simultaneously declares all defenders. If there are both
attacking and defending units, they are considered to be opposed in
combat.
Actions may be taken by either player.
Damage is counted then assigned, without yet being applied.
Actions may be taken by either player.
Damage
is applied and its effects resolve. Units and legends leave play if
they have damage equal to or greater than their hit points. Burn tokens
are placed on the capital if necessary. This is the end of combat. Units
are no longer considered to be attacking, defending, or participating
in combat.
Actions may be taken by either player.
Phase 5
End of the Turn
The turn ends. (See E under Detailed Timing Structure on page 14.)
The other player is now the active player. Proceed to beginning of the next turn.
DetailedTiming Structure
A. After a Trigger Condition
1. Resolve triggered Constant Effects (all effects exist independently of their source)
-Active player resolves his effects in any order of his choice [Go to C]
-Next player resolves his effects in any order of his choice, etc. [Go to C]
2. Resolve Forced Effects (all effects exist independently of their source)
-Active player resolves his effects in any order of his choice [Go to C]
-Next player resolves his effects in any order of his choice, etc. [Go to C]
B. Action Window
1.
Players take turns putting Triggered Actions that have met their
trigger condition since the last Action Window on a chain, starting with
the first player (the Triggered Actions also must have met their
trigger condition this turn) and continuing until all players pass
-After
this, players may only trigger a Triggered Action if it has met its
trigger condition since the beginning of the Action Window, and they
must do so at the first opportunity (adding it to the existing chain, or
starting a new one)
2. Players have the opportunity to play actions
(starting with the player who has priority, these will either start a
new chain or be added to an existing chain if any Triggered Actions were
triggered during B-1)
-Choose targets, then pay all costs. If this triggers a Constant or Forced Effect(s), [Go to A]
-This continues until both players have passed consecutively
3. Resolve the Action chain
-Chain resolves in reverse order (last in, first out)
-Effects exist independently of their source
-Effects
check targets and conditional requirements at resolution and are
cancelled if all targets are invalid or the conditional requirements are
not met
-If an ability triggers a Constant or Forced Effect(s), pause chain resolution and [Go to A]
4.
After B-3 resolves, priority passes and players may take additional
actions [Go to B-2] (players alternate turns when taking actions that
start action chains, so the first player has priority first during each
Action Window, and then after he passes or a chain is completed priority
to take an action passes to the next player). Action Window closes when
neither player wants to take any additional actions.
C. Resolving a Constant/Forced Effect
1. Choose target(s) of effect (if no valid targets exist, cancel effect)
2. Pay costs of effect. If this triggers a Constant or Forced Effect(s), [Go to A] (or cancel if costs cannot be paid)
3. Apply effect. If this triggers a Constant or Forced Effect(s), [Go to A]
D. Beginning of a Phase/Turn
1. Resolve “at the beginning of the turn/phase” triggered Constant/Forced Effects [Go to A]
2. Action Window [Go to B]
E. End of a Phase/Turn
1. Action Window [Go to B]
2. Resolve “at the end of the phase/turn” triggered Constant/Forced Effects [Go to A]
3.
Constant Effects that last until the end of a phase/turn expire
(players can no longer trigger Actions, Forced Effects, or triggered
Constant Effects)