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5.4 Playing internal actions

5.4.a Playing an internal action follows the same process as playing a Spell, with the following differences:

5.4.b As internal actions are not objects, they do not change zones.

Remark. Effects of the form "Do [step A]. If you do, do [step B]" are not internal actions. Step A is mandatory, and the condition for step B is that the player was able to do step A.

1.2.6 Effects

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.

4.4 Checking reactions

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 Timing

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 Playing process

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.

5.2.3 Playing a Spell card

5.2.3.a Depending on its effect, playing a Spell card may require choices during the declaration of intent.

5.2.3.b Some effects have targets. During the declaration of intent, a suitable object, zone, or player must be chosen for each target in the effect. Each object, zone, or player may only be chosen once for each occurrence of the word "target" in the effect. If there are several occurrences of the word "target" in the effect, the same object, zone, or player may be chosen for more than one occurrence.

5.2.3.c Some Spells are modal: their effect contain the words "Choose one" followed by several lines starting with •. This choice is made during the declaration of intent.

5.2.3.d When choosing targets for a modal Spell, consider only the chosen mode.

5.2.3.e Some Spells have optional steps: they contain a sentence of the form "You may do [step]". The choice is made during resolution. If the step has a target, that target must be chosen during the declaration of the Spell, even if player does not intend to do that optional step.

5.2.3.f Some Spells have conditional steps: they contain a sentence of the form "If [condition] do [step]" or "Do [step] unless [condition]". The condition is evaluated during resolution. In particular, if the step has a target, that target must be chosen during the declaration of the Spell, even if the condition is not currently met.

5.2.3.g Some Spells have internal actions: they contain a sentence of the form "You may pay [cost] to do [effect]". The internal action is played during the resolution of the Spell. If the internal action's effect has a target, that target is not chosen until the Spell resolves. Note that internal actions are always optional.

5.2.3.h When a Spell card is moved to Limbo, if it was played from Reserve, it gains Fleeting fugace.

5.2.3.i Some Spells have Fleeting fugace as a passive ability in their text box. When such a Spell is played from anywhere, it gains the status Fleeting fugace.

5.2.3.j When a non-Fleeting fugace Spell's resolution is done, that Spell moves to Reserve. When a Fleeting fugace Spell's resolution is done, that Spell moves to the Discard pile.

5.3 Playing quick actions

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 exhaust 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.

6.4 Costs

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 Effects

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 "etb 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.

7.4.5 Tough

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 x cost X more.

Remark. If a Spell is played "for free", the extra cost from Tough X is also waived.

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