5.3.a Playing a quick action follows the same process as playing a Spell, with the following differences:
5.3.b As internal actions are not objects, they do not change zones.
5.3.c Some quick actions have the symbol in their cost. That cost is paid by exhausting the object bearing that quick action.
5.3.d A given quick action may not be played more than 100 times in a single day.
1.2.4.a Each line in the textbox of an object is a separate ability.
1.2.4.b Some abilitys are represented by keywords. Several keywords, representing different abilitys, may appear the same line.
1.2.4.c There are four types of abilitys:
1.2.5.a A cost is a change in the game state that a player can do in order to do something, e.g. playing a card or a quick action.
1.2.5.b A player is never forced to pay a cost. Not paying a cost may preclude certain game actions, such as playing a card, or have some things happen or not happen.
1.2.5.c Costs must always be paid in full. If a player cannot pay part of a cost, they cannot pay the cost at all.
1.2.5.d All parts in a single cost are always paid simultaneously.
1.2.5.e A mana cost is payed by exhausting that many Mana Orbs.
1.2.6.a An effect is a change in the game state that happens during the resolution of a spell, a quick action, a reaction, or a daily effect.
1.2.6.b Effects may have several steps. There is usually one step for each verb in an effect, unless these verbs are said to happen simultaneously.
1.2.6.c Effects are usually mandatory. Optional steps use the word "may".
1.2.6.d Some steps are conditional. They are written "If [condition], do [step]". Conditional steps whose condition is not met are ignored.
1.2.6.e Some steps contain internal actions which can be played if the controller of the effect wishes to pay their cost. They are written "You may [pay cost] to [do effect]". Internal actions whose cost is not paid are ignored.
1.2.6.f If part of an effect cannot happen, that part is ignored, but the rest of the effect happens normally.
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:
1.4.1 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 " 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 " 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.
2.2.10.a Abilitys are either quick actions, reactions, passive abilitys, or effects.
2.2.10.b The abilitys of an object represented by a card are written in the ability box, below the illustration.
2.2.10.c Text in italics in the ability box has no existence rules-wise.
2.2.10.d Some abilitys are written in a box inside the ability box with a coloured background and white or yellow text. Such abilitys are support abilitys.
++Example. The textbox of Haven Trainee has the following text:
I gain two boosts.
"All right, lad, show me what you've learned."
: The next Character you play this turn gains 1 boost. (Discard me from Reserve to do this.)
Haven Trainee (rare) has a two abilitys: " I gain two boosts." and "
: The next Character you play this turn gains 1 boost.". The first one is an in play ability and the second one is a support ability. "All right, lad, show me what you've learned." is flavour text and "(Discard me from Reserve to do this.)" is reminder text.++
2.2.10.e The abilitys of a Character represented by a token are defined by the effect that creates it. They are written between quotation marks and preceded by "with", after the location in which the token is created.
Example. Lindiwe & Maw has the quick action ": Create a Maw 0/0/0 Companion token in your companion Expedition with "When you sacrifice a Character l I gain two boosts". This action costs 1 more if you are not the first player". The token created by this quick action has the reaction "When you sacrifice a Character l I gain two boosts".
2.2.10.f Unless otherwise specified, the abilitys of an object only work while this object is in play.
2.2.10.g Support abilitys only work while the object is in the Reserve.
2.2.10.h Quick actions are written "Cost: Effect".
Remark. Some quick actions use symbols as part of their costs: means "Exhaust me" and
means "Discard me from Reserve". See 7.1.4 "Cost symbols".
2.2.10.i Reactions are written "Triggerl Effect".
Remark. Some reactions use symbols as triggers: means "When I enter play from anywhere l";
means "When I am played from Handl";
means "When I am played from Reservel". See 7.1.1 "Trigger symbols"
2.2.10.j Passive abilitys are written as statements. They may create or alter rules, change the characteristics of objects, or modify the way costs and effects affect the game.
2.2.10.k Effects are written as instructions to change to the game state.
2.4.5.a Some costs and effects make an object Exhausted.
Remark. The symbol $es in the cost of an quick action means "exhaust me" (see Rule 7.1.4.a ). That cost cannot be paid if the object bearing that quick action is already Exhausted.
2.4.5.b An object that is not Exhausted is ready.
2.5.a Objects may have counters on them.
2.5.b Counters have names.
2.5.c Counters with the same name on the same object are indistinguishable.
2.5.d Some Heroes start the game with counters. Such counters are on the Hero from the moment it is revealed and placed in the Hero zone.
2.5.e Some steps have an object "gain [X] [name] counters". After the resolution of such a step, that object has [X] more [name] counters than before.
2.5.f Some steps "remove [X] [name] counters". After the resolution of such a step, if that object had [X] or less [name] counters, it has now zero [name] counters; if it had more than [X] [name] counters, that object has now [X] less [name] counters than before.
2.5.g Some objects have quick actions whose costs include "spending [X] of their [name] counters". In order to pay such costs, the object in question must have at least [X] [name] counters. Once the cost is paid, it has [X] less [name] counters.
2.5.h Most counters have no intrinsic impact on the game.
2.5.i When an object leaves the Expedition zone or the Landmark zone, it loses all its counters.
2.5.j When an object leaves the Discard pile, the Reserve, or the Limbo, it keeps its counters.
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:
4.4.a At several points during the day, players are instructed to "check reactions":
1. at the beginning of each phase;
2. after each step;
3. after a player plays a card, a quick action, or passes.
4. after a player plays a Reaction.
Remark. Reactions are not checked after an internal action is played. Reactions created by an internal action will only be played after the end of the effect containing that internal action.
4.4.b When that happens, if there is an Emblem-Reaction in Limbo, the first player in initiative order who controls a reaction in Limbo chooses one of them and plays it.
4.4.c Once that Reaction has been played, Reactions are checked again.
Remark. If more than one player has Reactions to play in Limbo, the player with initiative plays all their Reaction before the next players play their own. If new Reactions are created during this process, they may be chosen by their controller just like already existing Reactions.
5.1.1.a At certain times during the day, players have the possibility to "play" cards, quick actions, internal actions, or reactions.
5.1.1.b During their turn, a player may play a card or a quick action.
5.1.1.c When a player resolves an effect containing a internal action, they can play that internal action.
5.1.1.d When Reactions are checked, the first player in initiative order who owns a Reaction in Limbo must play a Reaction.
5.1.2.a The process of playing a card, quick action, reaction, or internal action has three parts: declare intent, pay costs, and resolution.
5.1.2.b In the declaration of intent, a player must, in no particular order:
1. Reveal the card being played, if it is in a hidden zone (usually, the Hand);
2. Choose modes, targets, and optional costs;
3. Declare how costs will be paid.
5.1.2.c The game state should not change during the declaration of intent. Once all these decisions have been taken, check whether the declaration is legal. If it is, proceed to the payment of costs. If it is not, the player must take different decisions (including the decision to play that particular card, quick action, reaction, or internal action).
5.1.2.d In the payment of costs, all costs must be paid simultaneously, as described in 6.4.
5.1.2.e During resolution, a Character card joins an Expedition, a Permanent card joins the Landmark zone, and a Spell, quick action, reaction or internal action performs its effect, as described in 6.5.
6.4.a Costs always have a single step, even if their description involves multiple verbs.
6.4.b A player may always decline to pay a cost.
6.4.c If a player chooses to pay a cost, they must be able to pay it in full.
6.4.d If a player declines to pay the cost of a card, they may not play that card. The game goes back to the point where the player was offered the possibility of playing that card.
6.4.e If a player declines to pay the cost of a quick action, they may not play that quick action. The game goes back to the point where the player was offered the possibility of playing that quick action.
6.4.f If a player declines to pay the cost of an internal action, that internal action is ignored and the effect that contains it continues to resolve.
6.4.g If a player declines to pay the cost of an Emblem-Reaction, that Emblem ceases to exist. Reactions are checked again.
Remark. Reactions do not have base costs, but they may have extra costs, for example if they target an opposing Character with Tough.
6.5.a Effects are usually mandatory.
6.5.b Some effects have optional steps. They are written "You may [do step]". The controller of the effect chooses whether to do [step] or not just before that step would happen. If they choose not to, the step is ignored and the effect continues resolving.
6.5.c Some effects have conditional steps. They are written "If [condition], [do step]" or "[Do Step] unless [condition]". The condition is evaluated just before that step would happen. If it is false in the first case, or true in the second, the step is ignored and the effect continues resolving.
6.5.d Some conditional effects are written "[Do X]; if you did, [do Y]" or "[You may do X]; if you did, [do Y]". The condition is true if the player started do [do X], even if that event was modified.
6.5.e Some effects are modal. They are written "Choose on" followed by multiple lines starting with •. The choice of mode is done when the spell, quick action, Reaction or internal action is declared, before its resolution. Modes that were not chosen are ignored.
6.5.f If part of an effect cannot be performed, it is ignored; the remainder of the effect happens as normal.
Example. Anubis has the reaction " Each player sacrifices a Character". If a player controls no Character and thus cannot sacrifice a Character, the other players still have to sacrifice a Character.
6.5.g Some effects include an internal action. They are written "You may [pay cost] to [do effect]". Paying the cost of an internal action is optional; if the player declines to pay the cost, the internal action is ignored and the resolution of the effect resumes.
7.3.6.a To "exhaust" an object means have it gain the status Exhausted.
7.3.6.b The symbol in the cost of a quick action means "exhaust me".
7.4.5.a Tough is a passive ability that appears on Characters and Permanents.
7.4.5.b Tough is always followed by a number.
7.4.5.c Spells, quick actions, reactions, and internal actions targeting an opposing object with Tough cost X more.
Remark. If a Spell is played "for free", the extra cost from Tough X is also waived.
Morning Phase