Online Rules v1.5

[WORK IN PROGRESS] This online document is a direct copy of the Comprehensive Rulebook Version 1.5 dated 15 March 2005. (Bullet point formatting has been used for easier readability).  An updated Players Committee Rulebook is in progress.  This document will not be modified.

Table of Contents

Section One: General Rules

beneath

  • You may ask to see your opponent’s cards that are stacked beneath other cards (such as characters aboard a ship or a weapon beneath a character) at any time.
  • These cards are not hidden information.

building a deck

  • Each deck must contain exactly 60 cards.
  • You must include at least one location in those 60 cards (to start the game with).
  • You may include no more than four copies of a single card. (Some cards are unlimited, and you may include any number of copies of those cards in your deck.)

can’t

  • Any time one card allows you to do something and a different card says you can’t, the latter card takes precedence.
  • If one card says “Move target unit to an adjacent site,” and another card says “This unit can’t move until end of turn,” then you can’t use the first card to move that unit.

in play

  • A card is not in play when that card is in a hand, reserve, active pile, used pile, lost pile, stacked on another card, pending on the stack, or removed from the game. Interrupts and orders are never in play. All other cards are in play. A card which is put out of play from in play is said to be leaving play.

leaving play

  • When a card leaves play for any reason, all cards beneath it are lost. This includes such cards as units aboard ships and weapons and assets that belong to characters. Some cards stack other cards on top of them, and when they leave play, those stacked cards are lost. Such stacked cards leave play as well. Any cards that leave play lose any status like “damaged” or “inverted.”

look

  • When a player looks at a card, that card is completely shown to only that player.
  • Usually, that card is put back where it came from.

owner

  • You are the owner of every card in your deck when the game begins. Card effects can allow you to use your opponent’s card as yours during the game, but your opponent remains the owner of that card.

reveal

  • When either player reveals a card, that card is completely shown to both players.
  • Usually, you put that card back where it came from.

starting the game

  • Determine which player will take the first turn either at random or using any method both players agree to.
  • Each player searches his or her deck for a location. Reveal your choices at the same time, and put them in the middle of the play area. If the beginnings of their titles are the same (the parts before the slash / symbol), place them adjacent to each other. Otherwise, place them separately.
  • Shuffle the rest of your deck, place it face down in your reserve, then draw the top eight cards to form your opening hand.

systematic rules

  • At any time a player would receive initiative, the systematic rules check for various things which resolve immediately. These include:

canceling a battle

    • If there are no characters, vehicles, or ships on one side of a battle, before the end of the battle step, then that battle is canceled. That battle ends immediately with no winner, no loser, and no casualties. Any damaged cards are lost. Any abilities or cards on the stack are canceled.

winning the game

    • If a player has no cards in his or her reserve, used pile, and active pile, that player’s opponent wins the game.
    • In the unlikely event that both players have no cards at the same time, the game is a draw.
      • (In tournament play, tie breakers apply and the result of a game is never a draw.)

turn sequence

  • Each turn has six phases which occur in order.
  • When the first player completes all six phases of the turn, his or her opponent takes a turn, and so on back and forth until one of the players wins the game.

1. Activate Phase

    • You may activate energy from your reserve to your active pile.

2. Control Phase

    • You may drain energy at each location you control.

3. Deploy Phase

    • You may play cards from your hand.

4. Battle Phase

    • You may begin a battle at each location where both players have a unit and/or ship.
        • Battle Destiny Step
        • Attrition Step
        • Power Step
        • Loss Step
        • End of Battle Step

5. Move Phase

    • You may perform movement actions to move your ships and units.

6. Draw Phase

    • You may draw cards from the top of your active pile.

End of Turn

 

Section Two: Glossary

abilities

  • Abilities explain what a card does in the game. Some cards have more than one ability, each separated by a line break.
  • There are three different kinds of abilities you can find on a card: an activated ability, a triggered ability, and an ongoing ability.

activate

  • At the start of the game, all your energy is in a pile called your reserve. You must activate that energy before it can be used to play your cards. When you activate an amount of energy, you take that number of cards one at a time from the top of your reserve and put them on top of your active pile without looking at them.

activate phase

  • During this phase, you may perform an activation action. You may do this only once during each of your activate phases.
  • You may play interrupts and/or use activated abilities during this phase as well, before and after your activation action.

activated ability

  • An activated ability is any ability that contains a rift (≈) symbol. You choose when to use activated abilities on your cards in play, during your turn or your opponent’s. The part before the ≈ is the cost you must pay to do this. The part after the ≈ is the effect you perform each time you pay the cost.
  • Some activated abilities also have one or more bullet (•) symbols.

activation action

  • You may perform only one activation action during each of your activate phases.
  • Total the amount of energy generated for you by the energy icons on all locations, then add 1 to that total. You may activate up to this much energy.
  • You and your opponent have each played one location. One has no energy icons on the side facing you, and the other has two. You may activate up to three energy (0+2+1). You may choose to activate less. Whatever amount you choose to activate, you take that number of cards one at a time from the top of your reserve and put them on top of your active pile without looking at them.
  • When you perform an activation action, you must declare how much energy you are activating. You can only perform this action once during your turn. You may activate energy in other ways, such as interrupts or activated abilities. The activation action goes on the stack.
  • I choose to perform an activation action. I count 7 energy icons available. I announce 3, instead of 8. That goes on the stack. When both players pass consecutively, my activation comes off the stack, and I activate 3. I can’t perform another activation action to get the other 5.

active pile

  • When a player activates energy, that player takes the top card of his or her reserve and places it face down on his or her active pile. A player always has an active pile, even if there are no cards in it.
  • Cards in a player’s active pile are used to pay energy costs by moving the top card of the active pile face down on top of the used pile.

asset

  • An asset is an ongoing strategic advantage you can use throughout the game. Some assets are played beneath other cards.
  • You may play an asset when the stack is empty during your deploy phase.
  • There are several kinds of assets: (CHARACTER), (SITE), (SECTOR), (LOCATION), (KIZEN), and so on. When an asset enters play, play it on the table by itself unless it has a kind in parentheses, in which case you must choose your target card of that kind where your asset will enter play, stacked beneath it.
  • Usually, you can only play your asset beneath one of your cards. Some assets allow you to play them beneath your opponent’s cards as well.
  • When an asset has an ability that stacks cards on it, those cards are not in play, and they do not count for uniqueness. A unique card stacked on an asset may be in play elsewhere. Multiple copies of the same unique card may be stacked on the same asset.
  • Usually, a card may have any number of assets beneath it. Some assets have an ability that says you can only play one of that asset beneath a particular card. 

attack action

  • You pay 1 energy and choose a target location where both you and your opponent have units and/or ships to begin an attack action, which goes on the stack and begins a battle when it resolves.
  • You may attack one time at each location where both players have a unit and/or ship. Each location may have only one attack action targeting it during each battle phase, but units and/or ships may participate in more than one battle in each battle phase.


battle phase

  • In this phase, you may perform attack actions. Each attack begins a battle with your opponent – a sector battle or a site battle, depending on the type of location targeted by the attack.
  • Each battle has five steps which occur in order. You must complete each of these steps, ending one battle, before you may perform another attack action.
  • Before each step of the battle, both players can play interrupts and/or use activated abilities. The player whose turn it is goes first. When both players consecutively pass on the opportunity to do so, the next step begins.
  • During each step of the battle, neither player has initiative. When each battle step is completed, the player whose turn it is regains initiative. Note that triggered abilities may still affect a battle step even though neither player has initiative.
  • There is always only one battle destiny for each side. Cards do not add “another battle destiny,” they simply add (D) to your systematic battle destiny.
  • A side has a battle destiny of zero and causes attrition of zero as soon as a battle begins. Card effects may add directly to these totals even if no battle destiny card is revealed.
  • You have a unit with power 1 and tactics 1 alone in a site battle. You may play an interrupt that adds 1 to the attrition you cause (only) or an interrupt that adds 1 to your battle destiny (1 to power and 1 to attrition both).
  • Sometimes after a battle has begun, all of the ships and units belonging to one player are destroyed, dismissed, or otherwise removed from the battle. If this happens, skip immediately to the end of battle step. There is no winner or loser, and no energy is lost.
  • Following is a description of how the steps of a single battle work. The “attacker” is the player who performed the attack action. The “defender” is the other player.

1. attack action

  • Attacker pays 1 energy and chooses target location. Goes on stack. Resolves, battle begins. Both sides now have battle destiny = 0 and attrition = 0.

2. play interrupts/use activated abilities

  • Both players have the opportunity to play interrupts and use activated abilities. This is the last opportunity to perform actions that affect battle destiny. When both players pass consecutively and the stack is empty, the battle destiny step begins.

3. battle destiny step

  • Each player determines his or her own battle destiny in the battle, to be used in the next two steps. First, you add the tactics of some of your cards in the battle. In a site battle, you add the tactics of all your units in the battle. In a sector battle, you add the tactics of all your ships in the battle (but not any units aboard them).
  • When this step begins, battle destiny can’t be modified by interrupts/activated abilities, although triggered abilities may still affect it.
  • In either case, if that total tactics is 4 or more, you may reveal one card for battle destiny (in the same manner you reveal a card for any other destiny). Cards and abilities can affect your battle destiny, even if you don’t reveal a card to add to your battle destiny.
  • You have three units in a site battle. One has tactics 2, and the other two each have tactics 3. Your total tactics is 8. Because that is 4 or more, you reveal a card for battle destiny. The destiny you reveal is 5.
  • While other cards and abilities may add or subtract from your battle destiny, only this card is “revealed for battle destiny” for purposes of other cards that use that phrase.
  • Revealing battle destiny does not go on the stack. First the attacker reveals battle destiny, then the defender reveals battle destiny.

4. play interrupts/use activated abilities

  • Both players have the opportunity to play interrupts and use activated abilities. This is the last opportunity to perform actions that affect attrition. When both players pass consecutively and the stack is empty, the attrition step begins.

5. attrition step

  • You now cause attrition against your opponent equal to your battle destiny. Cards and abilities can affect the attrition you cause, even if you haven’t revealed a card to add to your battle destiny.
  • If your opponent causes you attrition, you must damage your ships and/or units in that battle. You choose and damage these cards one at a time, until the total defense of those cards equals the attrition your opponent caused. You can’t damage more cards than this, although sometimes the last card you damage will go beyond the total defense required. (You don’t “make change” in such cases.)
  • Your opponent must damage units in the battle for the 5 attrition your battle destiny caused him. Meanwhile, he has a battle destiny of 4, and is causing you 4 attrition. You damage one of your units that has defense 3. You then damage another that has defense 2. You’ve gone 1 beyond the 4 total defense you had to damage. Your third unit remains undamaged.
  • If your opponent causes you attrition, and every one of your undamaged ships and undamaged units in the battle is “immune to attrition,” you may ignore the rest of that attrition and choose to damage no more cards. You may damage a unit that is immune to attrition if you want to.
  • If you have undamaged units and/or ships in a battle which are not immune to attrition, you must continue to damage them as long as any attrition remains. You can choose to damage a card with defense of 0 as long as there is any attrition remaining.
  • You suffer 5 attrition. You have unit with defense of 5 and another with defense of 0 at the site. You can damage the 0 before you damage the 5.
  • If no attrition remains, you can’t damage any more units.
  • You suffer 5 attrition. You have a 5 and a 0 at the site. Once you have damaged the 5, you can’t damage the 0.
  • Any of your cards that have been damaged before this step still apply their total defense against your opponent’s attrition.
  • When this step begins, attrition can’t be modified by interrupts/activated abilities, although triggered abilities may still affect it.
  • First the attacker satisfies attrition with the following procedure, then the defender does so. The actions taken during this procedure do not go on the stack.
  • Attrition Procedure: Player checks attrition against him or her. If attrition is not yet satisfied (if the total defense of the ships and units he has damaged at the battle location does not equal or exceed that attrition), he or she must damage a ship or unit in that battle. Repeat this procedure until either (a) all attrition is satisfied or (b) that player has no remaining undamaged ships and units in that battle.

6. play interrupts/use activated abilities

  • Both players have the opportunity to play interrupts and use activated abilities. This is the last opportunity to perform actions that affect power. When both players pass consecutively and the stack is empty, the Power Step begins.

7. power step

  • Each player determines his or her own total power in the battle. In a site battle, add the power of all your units in the battle. In a sector battle, add the power of all your ships in the battle (but not any units aboard them). In both kinds of battle, you also add your battle destiny as determined in the earlier step. Other cards and abilities can affect your total power.
  • When this step begins, each player’s total power can’t be modified by interrupts/activated abilities, although triggered abilities may still affect it.
  • The side with the most power is the winner and the other side is the loser. If the total power of both sides is equal, there is no winner and no loser.
  • You add up the total power of your three units in the battle, including the two damaged ones. One has power 3, another has power 2, and the third has power 5. You also add your battle destiny of 5, giving you a total power of 15 in the battle. Your opponent’s total power is 8. You win the battle.
  • The difference between the winner’s total power and the loser’s total power is the casualties suffered by the loser.

8. play interrupts/use activated abilities

  • Both players have the opportunity to play interrupts and use activated abilities. This is the last opportunity to perform actions to affect casualties. When both players pass consecutively and the stack is empty, the loss step begins.

9. loss step

  • If you lose the battle, you must lose energy equal to your casualties. Any of your units and/or ships in the battle that are damaged reduce your casualties by their defense.
  • You may further reduce your casualties by choosing to damage additional units and/or ships you have in the battle. You can’t damage more cards once you’ve reduced your casualties to 0, although sometimes the last card you damage will go beyond the total amount of your casualties. (You don’t “make change” in such cases.)
  • Your opponent has 7 casualties, because you beat him 15 to 8. He already has a damaged unit from the attrition step that has defense 5, which reduces his casualties to 2. He could choose to damage another unit to continue reducing the loss, but decides to lose energy instead. He does this in any combination from his reserve, active pile, and used pile. He can also lose cards from his hand. He decides to lose a card from his hand, and the top card of his reserve.
  • When this step begins, casualties can’t be modified by interrupts/activated abilities, although triggered abilities may still affect them.
  • The difference between the total power of the winner and the loser is the casualties that the loser must satisfy. If the total power of both sides is equal, there are no casualties. The loser must satisfy casualties with the following procedure. The actions taken during this procedure do not go on the stack.
  • Casualties Procedure: Loser checks remaining casualties. If any casualties remain (if the total amount of energy lost, cards lost from hand, and total defense of the ships and units he or she has damaged does not equal or exceed the number of casualties), then loser must attempt to satisfy them (either lose an energy, lose a card from hand, or damage a ship or unit). Repeat this procedure until all casualties are satisfied. If the loser can’t satisfy all casualties the battle is canceled, and that player loses the game according to the systematic rules.

10. play interrupts/use activated abilities

  • Both players have the opportunity to play interrupts and use activated abilities. This is the last and possibly the most effective time to use a weapon ability or any other ability that can only be performed during battle. When both players pass consecutively and the stack is empty, the end of battle step begins.

11. end of battle step

  • When this step begins, each damaged card must be destroyed. First, the attacker destroys all of his or her damaged cards, in any order he chooses. Then, the defender does the same. When all damaged cards are destroyed, the battle ends. Note that a damaged card which is not at the location of the battle must still be destroyed.
  • As this battle ends, two of your units are damaged, from earlier during the attrition step. They are now both destroyed, and so is your opponent’s damaged unit.

battleground

  • A location is a battleground if these three conditions are true:
    • 1) There is at least one energy icon on each side of the location;
    • 2)  Nothing prevents a player from playing a ship (if it’s a sector) or unit (if it’s a site) to the location; and
    • 3)  Nothing prevents a player from beginning a battle at the location.

bullet (•)

  • If an interrupt (or activated ability) has a bullet (•) symbol before its title (or at the beginning of its game text), you can only play a copy of that interrupt (or use that activated ability) once during each player’s turn for each such symbol.
  • Your unit has the ability “• Pay 2 energy ≈ Draw a card from your reserve.” The • symbol tells you that you may use this ability only once during a single turn.
  • An interrupt or activated ability that has its use limited by one or more bullet (•) symbols “spends” one of those usages even if that usage is canceled.
  • You play Syndicate Interference, and your opponent cancels that with Outmaneuvered. You can’t play Syndicate Interference again this turn.

cancel

  • When a card is canceled, that card is lost. Put it in its owner’s lost pile. When a used interrupt or used order is canceled, that card is lost, not used. When an ability is canceled, that ability simply does not have its effect.
  • You play the used interrupt Anticipation but your opponent plays Trumped, which cancels the interrupt. Even though it’s a used interrupt, when the card itself is canceled, Anticipation is lost.
  • Sometimes only the effect of a used interrupt (or used order) is canceled and that card goes to the used pile.
  • You play the used interrupt Anticipation but before it resolves, your target kizen is destroyed. The effect of that card is canceled, but the card itself still goes to your used pile.

capacity

  • Each ship has a capacity listed on its card type line in parentheses. This is the maximum number of units of size 1 that may be played aboard (stacked beneath) that ship. When you play a unit aboard a ship, that ship must have sufficient capacity remaining. Units that have the size keyword ability require more capacity to be played aboard a ship. Note that capacity is checked only when a unit is played aboard a ship.
  • If you play Hannya aboard your ship that has capacity 3 when she is not inverted and has size 1, you can’t then play Deigan aboard that ship since she has size 3 and only 2 capacity remain.
  • Your ship of capacity 4 has Hannya, not inverted and size 1, and Deigan aboard. This ship has no capacity remaining. Since capacity is only checked when a unit is played aboard a ship, you use the ability on Hannya to invert her, and now you have two size 3 units aboard a capacity 4 ship.

captain

  • This ability on a ship identifies a character card, and as long as that character is aboard that ship, the ship and all units aboard it are immune to attrition.

casualties

  • When you lose a battle, your casualties are equal to the difference between your total power and your opponent’s total power.

character

  • A character is a type of card that represents one or more beings (including bots and aliens) which you send into battle against your opponent’s forces at ground locations.
  • You may play a character when the stack is empty during your deploy phase.
  • You must choose either target site or your target ship where your character will enter play.
  • If you choose a site, it must have at least one energy icon on your side of it, unless you already have another unit at that site.
  • If you choose your ship, it must have sufficient capacity remaining. Play your character aboard (stacked beneath) the ship.
  • Each character, vehicle, and NōBot has the label of UNIT.

control

  • You control each location where you have at least one ship or unit and your opponent doesn’t.

control phase

  • In this phase, you may perform drain actions.
  • You may play interrupts and/or use activated abilities during 
    this phase as well, before, between, and after your drain actions.

costs

  • Any time you play a card, you must pay the costs listed in its upper left corner. There are two types of costs, energy cost and support icon cost. If you can’t fully pay a card’s costs, you can’t play it.
  • You pay the energy cost with energy from your active pile. Take that number of cards one at a time from the top of your active pile and put them on top of your used pile without looking at them.
  • You pay the support icon cost with your support icons of the appropriate type on locations. Your support icons are on your locations, on your side (the side facing you).
  • You want to play a card that costs 5 energy and three support icons. You take five cards from the top of your active pile, one at a time, and put them on top of your used pile without looking at them. You use three support icons, from three different locations that each have one support icon on your side.
  • Support icons are not “used up” in any way when you play a card.
  • If you play a card that has a support cost of three, and you have only three support icons, you may still play other cards that require support icons on the same turn.
  • In addition to energy costs and support costs, some cards have abilities describing other costs (such as losing energy or dismissing cards). All types of costs are paid at the same time.
  • If two or more of your cards in play have the same costs, you must pay for each separately. You can’t pay once to perform the effects of both.
  • If a card, ability, or action is canceled, prevented, or otherwise altered after you’ve paid its costs, those costs remain paid.

damage

  • During battle, units and ships can be damaged. When you damage a unit or ship, rotate it 90 degrees. While it’s damaged, it can’t be damaged again.
  • Often, cards are damaged as a result of the effect of one of your opponent’s weapon abilities. You may have to damage cards to satisfy attrition, and you also may have to damage cards to meet remaining casualties.

defense

  • Defense is a statistic found on units and ships. It used to satisfy attrition and reduce casualties during the battle phase.

deploy phase

  • In this phase during your turn, you may play cards from your hand when the stack is empty. There’s no limit to the number of cards you may play.
  • You may play interrupts and/or use activated abilities during this phase as well, before, between, and after you play cards.
  • Following are the steps involved with playing a card. If at any time while playing a card, its player cannot meet part of this procedure, then that card is played illegally and the player takes it back. (The game is then returned to the state it had right before this card was played.)
  • 1.  Declare card being played. Show the card from your hand and place it on the table. Card goes onto stack.
  • 2.  Meet all requirements. A card that has (D) in its game text requires the player who will be revealing a card to have at least one card in his or her reserve. If all requirements can’t be met, the card can’t be played.
  • 3.  Declare options: “choose one,” “used or lost,” variable costs, and so on.
  • 4.  Choose targets (how many, which). If the required number of legal targets can’t be chosen, the card can’t be played.
  • 5.  Pay and/or meet all costs. If all costs can’t be paid or met, the card can’t be played.
  • 6. The card is now pending on the stack.
  • I declare that I am playing Sprinkle’s Deal, taking it from my hand and placing it on the table. I have two Maverick support icons, and I have some cards in my reserve for the (D) in the game text. I pay 3 energy, and the card is now pending. When it comes off the stack, I’ll reveal a card for destiny to see how many cards to draw (that’s the effect).

destiny

  • Destiny is a number that appears in the upper right corner of every card. These numbers are sometimes used to determine the outcome of an effect.
  • When you’re asked to reveal a card for destiny, reveal the top card of your reserve and note its destiny number. Then put the card on top of your used pile. Most cards tell you to do this by using the (D) symbol. Any time you use a card that includes this symbol, reveal a card for destiny and replace the (D) with the number you reveal.
  • You play a card that says “Draw (D) cards from your reserve.” When you play it, you reveal the top card of your reserve and note it has destiny 3. You put the card you revealed on top of your used pile, then draw three cards from your reserve.
  • Some cards use the phrase “opponent’s (D),” meaning your opponent reveals the top card of his or her reserve (putting it in his or her used pile afterward), and you should note that card’s destiny.
  • An interrupt or activated ability that has (D) in its game text cannot be played or used if the player required to reveal a card has no cards in his or her reserve.
  • You can’t play Cloud (“Damage target unit if opponent’s (D) < the number of fighters you have at that sector”) if your opponent has no cards in her reserve.
  • If you are required to reveal a card for destiny as part of the effect of an ability or card and you no longer have any cards in your reserve, that (D) = 0.
  • Both players have one card in their reserves. You play Sprinkle’s Deal. Your opponent uses the ability on Damir Quarrel. The Quarrel’s ability resolves first, and both players reveal a card for destiny. When your Sprinkle’s Deal then resolves, you have no cards in your reserve, and that (D) = 0. Note that players properly checked to see if there were cards for each (D) when the card (or ability) was put on the stack.

destroyed, dismissed, lost

  • A card in play can be destroyed or dismissed, which puts it into its owner’s lost pile. If you’re told to dismiss a card, you must choose one of your own cards. If you’re told to destroy a card, you must choose one of your cards or one of your opponent’s.
  • A card that is lost is not necessarily dismissed or destroyed.
  • A card that is destroyed is not dismissed, although it is lost.
  • A card that is dismissed is not destroyed, although it is lost.
  • Cards which are not in play (such as lost cards or pending cards on the stack) can’t be destroyed or dismissed.

diamond (•) symbol

  • A diamond (•) symbol before a card’s title signifies that card is unique.

download

  • When you download a card, search your reserve for that card, reveal it to your opponent, and put it in your hand. Then shuffle your reserve. If you don’t find the card or if you find it and don’t wish to put it in your hand, then simply shuffle your reserve.

drain action

  • You may perform a drain action during your control phase when the stack is empty once at each target location that you control that has at least one energy icon on the side facing your opponent.
  • Each location may have only one drain action targeting it during each control phase, but units and/or ships may be used to control more than one location for drain actions in each control phase.
  • When your drain action resolves, your opponent loses 1 energy for each energy icon on the side of the location facing him or her.
  • You have three units at a site that has two energy icons on your opponent’s side. He has no units at that site. You drain at that site, so your opponent loses 2 energy. He does this in any combination from his reserve, active pile, and used pile. He can also lose cards from his hand. He decides to lose a card from his hand, and the top card of his reserve. You can’t drain again at the same location this turn.
  • Cards and abilities that modify a drain (like “each of your opponent’s drains is –1”) modify the drain action when it comes off the stack.
  • Triggered abilities that use a phrase like, “Each time your opponent drains...” or “Each time you drain...” trigger when a drain comes off the stack.

draw phase

  • In this phase, you may draw cards from the top of your active pile. There’s no limit to the number of cards you may draw. Each card drawn is a single draw action. You may see the card you get when you perform one draw action before deciding to draw another. A draw action does not go on the stack. You may perform a draw action only when the stack is empty.
  • You may play interrupts and/or use activated abilities during this phase as well, before, between, and after you perform draw actions.

effects

  • When a card or ability comes off the stack (resolves), usually an effect is created. Ongoing abilities also create effects. Some effects are systemic effects, provided by the game rules themselves. Effects don’t go on the stack.
  • When the effects of a card, ability, or phase action require you to do something you can’t, do as much as you can and ignore the rest.
  • An effect tells you to damage two of your units in a battle and you have only one. You damage that one.
  • You may pay costs for a card, ability, or phase action even if it will produce no usable effect. However, you must choose all targets for it when you play that card or perform that ability or phase action.
  • Some interrupts, orders, and abilities affect multiple cards at one location until end of turn. Those effects apply only to cards at the location at the time the interrupt or order is played, or the ability is used or triggered. Those effects don’t affect cards played at or moved to that location later in the turn.
  • You use an activated ability that has the effect “Make each of your units here power +1 until end of turn.” Only the units at that location when you use the ability get power +1. They are still power +1 if they move to a different location later. Other units played at or moved to that location later in the turn are unaffected.
  • When a card (or ability) comes off the stack, if any of its targets are no longer legal, or any of its other requirements are no longer met, the effect of that card (or ability) is canceled.
  • You play Anticipation, but when that card comes off the stack, your target is no longer a kizen. The effect of Anticipation is canceled, and the card goes to your used pile.
  • You target your kizen with Anticipation. I play Faded, making your kizen untargetable by you. Faded comes off the stack first, the effect of your Anticipation is canceled, and the card goes to your used pile.
  • When an effect needs information such as number of cards in hand, that information is determined when the effect happens.
  • You play Overburdened when I have 13 cards in my hand, but when it comes off the stack, I have only 12 cards. It doesn’t have its effect, and it goes on top of your used pile.
  • The effects of multiple copies of the same card are cumulative.
  • You have two copies of Dedication in play. Your damaged characters and fighters are each defense +2.
  • When the effect of a card gives you a choice, you must choose an option you can perform, if possible.
  • If you have no energy in your active pile when your opponent plays Syndicate Interference, you must choose to dismiss each unit at the drain location.

encampment

  • A location that has this keyword can either be played normally as a separate location, or stacked beneath target location already in play (similar to the way a weapon is played beneath the card it’s given to). An encampment that’s stacked beneath a location is no longer a site or location.
  • The location you stack the encampment beneath must have at least one energy icon on your side, unless you have a ship or a unit at the location. Each player may stack only one encampment beneath a given location.
  • Any energy icons and support icons on your side of the encampment are added to those on your side of the location you stack it beneath. Any icons on your opponent’s side of the encampment are ignored.