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4.2.3 Afternoon

4.2.3.a During Afternoon, players alternate taking turns until all players have passed.

4.2.3.b The first player takes the first turn.

4.2.3.c Turn structure
1. The player whose turn it is plays a quick action from an object they control, plays a card from their Hand or Reserve, or passes;
2. Check Reactions;
3. If a quick action was played, the turn continues and goes back to 1;
4. If the player played a card or passed, the turn ends:


Remark. A player may take several turns in a row, if all other players have passed.

1.3.2 Day progress

1.3.2.a Each day is divided in five phases.

1.3.2.b In the Morning phase, the opponent of the first player becomes the first player (Succeed), players ready their Characters, Permanents, and Mana Orbs (Prepare), draw two cards (Draw) and may put one card from their Hand in their Mana zone.

1.3.2.c In the Noon phase, nothing happens unless one or more reactions trigger "At Noon".

1.3.2.d In the Afternoon phase, starting with the first player, players alternate taking turns until both have passed; during their turn, a player may play any number of quick actions and then either play a card or pass; once a player has passed, they cannot take more turns this day.

1.3.2.e In the Dusk phase, players sum up the statistics of all the characters in each of their expeditions. An expedition moves forward if one of its statistics is:


1.3.2.f During the Night Phase

1.4 Golden rules

1.4.1 Can't beats can
1.4.1.a If a rule or a passive ability says that it is impossible to do something, and a cost or an effect tries to do that thing, then the thing cannot be done.
1.4.1.b An impossible cost cannot be paid.
1.4.1.c An impossible effect cannot be performed. If other parts of the effect can happen, the rest of the effect resolves normally.
1.4.1.d If it impossible to modify an impossible event, even if the modified event would itself be possible.

1.4.2 Specific beats general
1.4.2.a If a card allows a player to do something that they cannot normally do, or to do it in a different way, the card takes priority.

1.4.3 My cards, my zones
1.4.3.a If a card ownered by a player would move to a zone belonging to another player, it goes to its owner's corresponding zone instead.

1.4.4 New zone, new object
1.4.4.a Objects do not change Zones, the items that represent them does. Most effects that relate to an object in a zone will not be able to follow it to another zone, a common exception being the event which moves an object.

1.4.5 Initiative order
1.4.5.a If both players need to take decisions simultaneously, the player with initiative (the player who is currently taking their turn, or the first player during non-Afternoon phases) must decide first. If that choice involves an object from a visible zone, their opponent knows which object they have chosen. If the choice involves a card from a hidden zone, they must make their choice explicit, but they do not need to reveal the chosen card.

++Example. Ninette plays a game against Lithium. During her turn, Ninette plays Kitsune from her Hand. Kitsune has the reaction "hand Each player may Resupply". She must let Lithium know whether or not she chooses to Resupply before he takes his decision. However, if she chooses to Resupply, Lithium will not see Ninette's top card until after he decides whether to Resupply or not.
In his turn, Lithium plays Anubis , which has the reaction "etb Each player sacrifices a Character". Lithium must choose which Character to sacrifice before Ninette, and Ninette knows which Character he chose to sacrifice when she makes her choice. Both Characters are sacrificed simultaneously.++

1.4.6 Nothing is forever
1.4.6.a The interaction of some cards may lead to seemingly endless loops. In order to resolve these situations, there are limits to the number of times things can happen in a single day.
1.4.6.b A given quick action may only be played a hundred times per day.
1.4.6.c A given reaction may only activate a hundred times per day.

2.2.13 Duration

2.2.13.a A duration is either "this Turn", "this Afternoon", or "this Day".

2.2.13.b Only Ongoing Emblems have a duration.

2.2.13.c The duration of an Ongoing Emblem is defined by the event that created it.

Example. Twinkle Twinkle has the support ability "support: The next card you play this turn costs 1 less". When its effect resolves, its controller creates an Ongoing Emblem in Limbo with the passive ability "The next card you play costs 1 less" and the duration "this turn". When the current turn ends, this Ongoing Emblem ceases to exist, whether its controller has played a card or not.

4.2 Day structure

4.2.a A day contains five phases: Morning, Noon, Afternoon, Dusk, and Night.

4.2.b At the beginning of each phase, Reactions are checked.

Remark. Only reactions that trigger "at [that phase]" should exist in Limbo at that moment.

4.2.c During Morning, Dusk, and Night, some daily effects resolve.

4.2.d After each daily effect, Reactions are checked.

Remark. After a daily effect, both reactions that triggered during this effect and reactions that trigger "after [that daily effect]" exist in Limbo. They can be played in any order, as described in Section 4.4.

4.2.e Once there are no more Reactions in Limbo, the next daily effect is resolved; if there are no more daily effects in this phase, the next phase starts.

4.2.f During Afternoon, the players take turns in succession, until all players have passed.

7.3.2 After you

7.3.2.a "After you" means "End the turn once there are no Reactions in Limbo".

7.3.2.b "After you" is not passing.

Example. [ Alice] have the support ability "support: After You". If a player plays this action, the next player in initiative order gets the initiative as soon as there are no reactions in Limbo. Alice's owner has not passed, and they will be able to play actions and cards in this afternoon.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

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