Rules Documents

Core Rules 1.2 Changes (Spiritforged)

Changes between Riftbound Core Rules 1.1 (Origins) and 1.2 (Spiritforged).

Origins logo
1.11.2
Spiritforged logo

Badges identify Added, Changed, and Removed rules. Removed wording is struck through, while added wording is highlighted. Each change appears with the unchanged rules needed to preserve its context; other unchanged rules are omitted. Rule numbers open the corresponding source document in a new tab.

100. in Core Rules 1.2 (opens in a new tab)Game Concepts

104. in Core Rules 1.2 (opens in a new tab)Setup

  1. 113. in Core Rules 1.2 (opens in a new tab)

    Each player sets aside their Battlefields.

    1. 113.1. in Core Rules 1.2 (opens in a new tab)Changed

      Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.

      See rule 454 in Core Rules 1.1 (opens source rules in a new tab)458 in Core Rules 1.2 (opens source rules in a new tab). Modes of Play for more information.

  2. 115. in Core Rules 1.2 (opens in a new tab)

    Determine Turn Order using any fair random method agreed on by all players.

    1. 115.2. in Core Rules 1.2 (opens in a new tab)Changed

      See the selected Mode of Play for any adjustments to each player's first turn.

      See rule 454 in Core Rules 1.1 (opens source rules in a new tab)458 in Core Rules 1.2 (opens source rules in a new tab). Modes of Play for more information.

124. in Core Rules 1.2 (opens in a new tab)Cards

    1. 130.1. in Core Rules 1.2 (opens in a new tab)Changed

      Main Deck cards have a Cost, listed in the upper left corner of the front face of the card.

      See rule 158 in Core Rules 1.1 (opens source rules in a new tab)161 in Core Rules 1.2 (opens source rules in a new tab). Rune Pools for more information.

    1. 132.7. in Core Rules 1.2 (opens in a new tab)

      Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.

      1. 132.7.c. in Core Rules 1.2 (opens in a new tab)Changed

        Token is a supertype applied to temporary game objects of any card type.

        See rule 170 in Core Rules 1.1 (opens source rules in a new tab)173 in Core Rules 1.2 (opens source rules in a new tab). Tokens for more information.

        1. 134.2.c.1. in Core Rules 1.2 (opens in a new tab)Changed

          Keywords are short words or phrases that represent longer abilities or instructions.

          See rule 716 in Core Rules 1.1 (opens source rules in a new tab)726 in Core Rules 1.2 (opens source rules in a new tab). Keywords for more information.

    1. 134.4. in Core Rules 1.2 (opens in a new tab)Added

      A card’s Rules Text is Inactive while that card is Attached to another card.

      See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

      See rule 720 in Core Rules 1.2 (opens source rules in a new tab) Inactive for more information.

      1. 134.4.a. in Core Rules 1.2 (opens in a new tab)Added

        The presence of text, rules, Keywords, and other effects can still be referenced and detected by other game effects, even while Rules Text is Inactive.

    1. 135.1. in Core Rules 1.2 (opens in a new tab)Added

      Some cards have a separate section of text below the Rules Text. This is referred to as the Effect Text.

    2. 135.2. in Core Rules 1.2 (opens in a new tab)Added

      Effect Text can contain additional Abilities.

      1. 135.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Effect Text can be blank.

      2. 135.2.b. in Core Rules 1.2 (opens in a new tab)Added

        Effect Text is inactive unless the card with the Effect Text is Attached to another card.

        See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

        See rule 720 in Core Rules 1.2 (opens source rules in a new tab) Inactive for more information.

      3. 135.2.c. in Core Rules 1.2 (opens in a new tab)Added

        The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Text is Attached.

    1. 136.1. in Core Rules 1.2 (opens in a new tab)Added

      Some cards have a Might Bonus in their lower right corner, expressed as an operator plus an integer.

    2. 136.2. in Core Rules 1.2 (opens in a new tab)Added

      A card’s Might Bonus can be +0.

    3. 136.3. in Core Rules 1.2 (opens in a new tab)Added

      A card’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached.

      See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

      1. 136.3.a. in Core Rules 1.2 (opens in a new tab)Added

        The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached.

      2. 136.3.b. in Core Rules 1.2 (opens in a new tab)Added

        If the card to which a card with a Might Bonus is Attached has no Might value, the Might Bonus is ignored.

139. in Core Rules 1.2 (opens in a new tab)Units

  1. 142. in Core Rules 1.2 (opens in a new tab)

    Units have multiple Intrinsic Properties unique to them:

    1. 142.3. in Core Rules 1.2 (opens in a new tab)

      Units can have damage marked on them.

      1. 142.3.b. in Core Rules 1.2 (opens in a new tab)

        Damage is Healed from Units at two specific times:

    2. 142.4. in Core Rules 1.2 (opens in a new tab)

      Units enter the Board exhausted.

      1. 142.4.a. in Core Rules 1.2 (opens in a new tab)Changed

        This can be altered by Accelerate or similar game effects.

        See rule 721 in Core Rules 1.1 (opens source rules in a new tab)731 in Core Rules 1.2 (opens source rules in a new tab). Accelerate for more information.

  2. 143. in Core Rules 1.2 (opens in a new tab)

    Units have the Inherent Ability to perform a Standard Move.

    1. 143.4. in Core Rules 1.2 (opens in a new tab)

      The Destinations where Units can Move to with their Standard Move are restricted:

      1. 143.4.c. in Core Rules 1.2 (opens in a new tab)

        Ganking is a unique ability that affects a Unit's Standard Move

        1. 143.4.c.1. in Core Rules 1.2 (opens in a new tab)Changed

          Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.

          See rule 726 in Core Rules 1.1 (opens source rules in a new tab)736 in Core Rules 1.2 (opens source rules in a new tab). Ganking for more information.

145. in Core Rules 1.2 (opens in a new tab)Gear

  1. 147. in Core Rules 1.2 (opens in a new tab)

    Gear have several Intrinsic Properties unique to them.

    1. 147.3. in Core Rules 1.2 (opens in a new tab)Changed

      If a Gear is at a Battlefield for any reason, then it is immediately recalled to its controller's Base as a corrective action.

      See rule 428 in Core Rules 1.1 (opens source rules in a new tab)432 in Core Rules 1.2 (opens source rules in a new tab). Recalls for more information.

173. in Core Rules 1.2 (opens in a new tab)Tokens

  1. 181. in Core Rules 1.2 (opens in a new tab)

    The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.

    1. 181.2. in Core Rules 1.2 (opens in a new tab)Changed

      A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword.

      See rule 732 in Core Rules 1.1 (opens source rules in a new tab)742 in Core Rules 1.2 (opens source rules in a new tab). Temporary for more information.

182. in Core Rules 1.2 (opens in a new tab)Control

    1. 185.1. in Core Rules 1.2 (opens in a new tab)Changed

      When a player Plays a Card or other Game Object, they are established as that Game Object's Controller.

    2. 185.4. in Core Rules 1.2 (opens in a new tab)Added

      For Abilities, they are the Ability’s Controller.

      1. 185.4.a. in Core Rules 1.2 (opens in a new tab)Added

        By default, the Controller of an Ability’s Source is the Controller of that Ability.

      2. 185.4.b. in Core Rules 1.2 (opens in a new tab)Added

        Changes to Control of an Ability’s Source do not change Control of that Ability.

      3. 185.4.c. in Core Rules 1.2 (opens in a new tab)Added

        That player chooses targets.

      4. 185.4.d. in Core Rules 1.2 (opens in a new tab)Added

        That player chooses modes.

      5. 185.4.e. in Core Rules 1.2 (opens in a new tab)Added

        That player pays costs.

300. in Core Rules 1.2 (opens in a new tab)Playing the Game

301. in Core Rules 1.2 (opens in a new tab)The Turn

  1. 312. in Core Rules 1.2 (opens in a new tab)

    At any given time, up to one player has Priority.

    1. 312.1. in Core Rules 1.2 (opens in a new tab)Changed

      Priority is the permission singular exclusive right to take Discretionary Actions.

      See rule 398.1 in Core Rules 1.2 (opens source rules in a new tab). Discretionary Actions for more information.

    2. 312.3. in Core Rules 1.2 (opens in a new tab)Added

      When a player is granted Priority, it is either created if no player has it or taken from the player with Priority.

  2. 313. in Core Rules 1.2 (opens in a new tab)

    At any given time, up to one player has Focus.

    1. 313.4. in Core Rules 1.2 (opens in a new tab)Added

      A player may not make discretionary actions with Focus unless they also possess Priority.

      1. 315.4.d. in Core Rules 1.2 (opens in a new tab)Changed

        As the Draw Phase ends, each player's Rune Pool empties.

        See rule 158 in Core Rules 1.1 (opens source rules in a new tab)161 in Core Rules 1.2 (opens source rules in a new tab). Rune Pools for more information.

      1. 316.4.e. in Core Rules 1.2 (opens in a new tab)Changed

        Play proceeds following the steps of combat.

        See rule 437 in Core Rules 1.1 (opens source rules in a new tab)441 in Core Rules 1.2 (opens source rules in a new tab). Steps of Combat for more information.

      1. 317.2.a. in Core Rules 1.2 (opens in a new tab)Changed

        Invoke a an End of Turn Special Cleanup.

        See rule 318 in Core Rules 1.2 (opens source rules in a new tab). Cleanups for more information.

      2. 317.2.b. in Core Rules 1.2 (opens in a new tab)Changed

        Insert “2a2c. Heal all Units.”

318. in Core Rules 1.2 (opens in a new tab)Cleanups

  1. 322. in Core Rules 1.2 (opens in a new tab)

    When a Cleanup occurs, the following steps occur in order:

    1. 322.2. in Core Rules 1.2 (opens in a new tab)Added

      2. Handle outstanding board state

    2. 322.3. in Core Rules 1.2 (opens in a new tab)Added

      2a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item

      See rule 734 in Core Rules 1.2 (opens source rules in a new tab) Deathknell for more information.

    3. 322.4. in Core Rules 1.2 (opens in a new tab)Changed

      22b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.

    4. 322.8. in Core Rules 1.2 (opens in a new tab)

      6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled.

      1. 322.8.a. in Core Rules 1.2 (opens in a new tab)Added

        The Showdown remains Staged at each Battlefield that is Contested and has only units present controlled by the player that applied Contested

    5. 322.9. in Core Rules 1.2 (opens in a new tab)Added

      6a. If Units of an opposing player are present at a Battlefield that has a Showdown staged before it can be Opened, the Showdown will cease being Staged

    6. 322.10. in Core Rules 1.2 (opens in a new tab)Changed

      7. Mark a Combat as Staged at each Battlefield that Contested was applied to that is have Units present controlled by a different player than the one who applied the Contested Statusopposing players.

    7. 322.11. in Core Rules 1.2 (opens in a new tab)Added

      7a. If Units of two opposing players are no longer present at a Battlefield that has a Combat Staged before it has opened, the Combat will cease being Staged

324. in Core Rules 1.2 (opens in a new tab)Chains and Showdowns

  1. 340. in Core Rules 1.2 (opens in a new tab)

    A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.

    1. 340.1. in Core Rules 1.2 (opens in a new tab)Changed

      If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat.

      See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

  2. 345. in Core Rules 1.2 (opens in a new tab)

    If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.

    1. 345.1. in Core Rules 1.2 (opens in a new tab)Changed

      If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase.

      See rule 437 in Core Rules 1.1 (opens source rules in a new tab)441 in Core Rules 1.2 (opens source rules in a new tab). The Steps of Combat for more information.

    2. 345.2. in Core Rules 1.2 (opens in a new tab)

      If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following:

      1. 345.2.a. in Core Rules 1.2 (opens in a new tab)Changed

        If only one player’s Units remain at the Battlefield, and if that player does not already Control the Battlefield, that player establishes Control over the Battlefield.

        See rule 179 in Core Rules 1.2 (opens source rules in a new tab). Control for more information on Control.

        See rule 442.1 in Core Rules 1.1 (opens source rules in a new tab)446.1 in Core Rules 1.2 (opens source rules in a new tab). for more information on Conquering.

      2. 345.2.b. in Core Rules 1.2 (opens in a new tab)Changed

        If two players’ Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat.

        See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

346. in Core Rules 1.2 (opens in a new tab)Playing Cards

  1. 347. in Core Rules 1.2 (opens in a new tab)

    Playing a card is the act of a player utilizing their cards.

    1. 352.2. in Core Rules 1.2 (opens in a new tab)

      For Units, choose a valid Location where that Unit will be placed upon being Played.

      1. 352.2.a. in Core Rules 1.2 (opens in a new tab)Added

        By default, Valid locations include the controller’s Base or a Battlefield the controller controls.

      2. 352.2.b. in Core Rules 1.2 (opens in a new tab)Added

        Some Game Effects may grant players permission to play Units to locations that are not normally Valid. Such locations become Valid for the purposes of Playing the Unit..

    1. 353.2. in Core Rules 1.2 (opens in a new tab)

      Apply additional costs in any order.

        1. 353.2.a.2. in Core Rules 1.2 (opens in a new tab)Changed

          The cost imposed by the Deflect keyword is a Mandatory Additional Cost.

          See rule 725 in Core Rules 1.1 (opens source rules in a new tab)735 in Core Rules 1.2 (opens source rules in a new tab). Deflect for more information.

    1. 354.1. in Core Rules 1.2 (opens in a new tab)

      In total, pay the combined Energy cost (if any) and Power cost (if any).

      1. 354.1.a. in Core Rules 1.2 (opens in a new tab)Changed

        During this step, the spell's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the spell's costs.

        See rule 158 in Core Rules 1.1 (opens source rules in a new tab)161 in Core Rules 1.2 (opens source rules in a new tab). Rune Pools and rule 416 in Core Rules 1.2 (opens source rules in a new tab). Add for more information.

  2. 356. in Core Rules 1.2 (opens in a new tab)

    6. Finalize this card and proceed with the card's category of Play.

      1. 356.3.e. in Core Rules 1.2 (opens in a new tab)

        Handling illegal and impossible instructions

        1. 356.3.e.4. in Core Rules 1.2 (opens in a new tab)Changed

          If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object.

          Examples:

          An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield.
          A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3.
          Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.")
          A spell that's played from hidden has the additional targeting requirement "here."can normally only target its own battlefield or something at that battlefield. A target for such a spell ceases may cease to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise.

357. in Core Rules 1.2 (opens in a new tab)Abilities

  1. 365. in Core Rules 1.2 (opens in a new tab)

    An ability that alters the application of another game effect or game rule.

    1. 365.2. in Core Rules 1.1 (opens in a new tab)Removed

      Triggered Abilities can be Replacement Effects.

  2. 376. in Core Rules 1.2 (opens in a new tab)

    Triggered Abilities are repeatable effects that happen when a Condition is met.

    1. 376.1. in Core Rules 1.2 (opens in a new tab)

      Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event.

      Examples:

      "When you conquer here, you may spend a buff to draw 1."
      "At the end of your turn, ready 2 runes."
      “The first time I move each turn, you may ready something else that's exhausted.”
      1. 376.1.a. in Core Rules 1.2 (opens in a new tab)Added

        The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.

      2. 376.1.a. in Core Rules 1.1 (opens in a new tab)Removed

        The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.

        Example: Sona, Harmonious says “While I'm at a battlefield, ready up to 4 friendly runes at the end of your turn.” Although the ability starts with a conditional, “while,” the phrase “at the end of your turn” identifies this as a triggered ability. It can only trigger while that condition is met.

395. in Core Rules 1.2 (opens in a new tab)Game Actions

    1. 404.3. in Core Rules 1.2 (opens in a new tab)

      Dealing Damage is a Limited Action.

      1. 404.3.a. in Core Rules 1.2 (opens in a new tab)Changed

        Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.

        See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

      1. 407.2.b. in Core Rules 1.2 (opens in a new tab)Changed

        The Standard Move inherent to Units may also cause Movement.

        See rule 140 in Core Rules 1.1 (opens source rules in a new tab)142 in Core Rules 1.2 (opens source rules in a new tab) for more information on the Standard Move.

    1. 408.2. in Core Rules 1.2 (opens in a new tab)

      Hiding is a Discretionary Action.

      1. 408.2.a. in Core Rules 1.2 (opens in a new tab)Changed

        The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand or Champion Zone and meet the prerequisites.

        See rule 727 in Core Rules 1.1 (opens source rules in a new tab)737 in Core Rules 1.2 (opens source rules in a new tab). Hidden for more information.

    1. 415.1. in Core Rules 1.2 (opens in a new tab)

      Killing is the action of a Permanent going to the trash from the board.

        1. 415.1.a.1. in Core Rules 1.2 (opens in a new tab)

          Active Kill is when the action is taken when instructed by a game effect or as a cost for a card or ability.

          1. 415.1.a.1.a. in Core Rules 1.2 (opens in a new tab)Added

            This is referred to as a Kill Instruction.

          2. 415.1.a.1.b. in Core Rules 1.2 (opens in a new tab)Added

            When a unit with a Deathknell is to be put in the Trash due to a Kill Instruction, it first has its Deathknell added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to process its Deathknell when finalized before completing this Kill Instruction.

    1. 419.1. in Core Rules 1.2 (opens in a new tab)Added

      Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.

      1. 419.1.a. in Core Rules 1.2 (opens in a new tab)Added

        This creates an effect that modulates that attribute by that specific amount for the duration specified by the Game Effect that instructed the player to perform this action.

        Example: A unit with 3 base Might and Shield 2 is in combat as a Defender. Since Shield applies, its current Might is 5. A player chooses it as the target for Last Stand, a spell that reads in part “Double a friendly unit's Might this turn.” Its current Might is 5, so it gets +5 Might this turn, for a current Might of 10. After combat, Shield no longer applies, but the +5 Might from Last Stand does, so the unit’s Might is 8.
    2. 419.2. in Core Rules 1.2 (opens in a new tab)Added

      Doubling is a Limited Action.

      1. 419.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Players may only Double when Game Effects direct them to do so.

    1. 420.1. in Core Rules 1.2 (opens in a new tab)Added

      Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that their values are reversed.

      1. 420.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other.

      2. 420.1.b. in Core Rules 1.2 (opens in a new tab)Added

        To accomplish this, determine the difference between these values and then apply an Increase for that amount to the lower value of the two attributes, and a Decrease of that amount to the higher value of the two attributes.

      3. 420.1.c. in Core Rules 1.2 (opens in a new tab)Added

        If both attributes are the same numeric value, Swapping has no effect.

    2. 420.2. in Core Rules 1.2 (opens in a new tab)Added

      Swapping is a Limited Action.

      1. 420.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Players may only swap when Game Effects direct them to do so.

    1. 421.1. in Core Rules 1.2 (opens in a new tab)Added

      Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards to become Attached and at least one card to become a Top-Most Card.

      See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

      1. 421.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Attaching affects two cards at once.

        1. 421.1.a.1. in Core Rules 1.2 (opens in a new tab)Added

          One card will be designated as the one being Attached, and thus become Attached. The other will become the Top-Most Card.

      2. 421.1.b. in Core Rules 1.2 (opens in a new tab)Added

        This is represented by physically laying the Top-Most card on top of the other or others such that all Effect Texts and Might Bonuses are showing, but nothing else from the card or cards Attached.

        1. 421.1.b.1. in Core Rules 1.2 (opens in a new tab)Added

          In the situation where there is more than one card attached to the Top-Most card, they should be stacked in such a way that all Effect Text boxes and Might Bonuses are readable. The order of the Attached cards has no bearing on the application of effects.

      3. 421.1.c. in Core Rules 1.2 (opens in a new tab)Added

        The Top-Most card has all Effect Text of all cards Attached to it appended to its Rules Text.

      4. 421.1.d. in Core Rules 1.2 (opens in a new tab)Added

        The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it.

      5. 421.1.e. in Core Rules 1.2 (opens in a new tab)Added

        Attaching one or more cards will cause those cards’ Rules Text to become Inactive for as long as they remain Attached.

        See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

      6. 421.1.f. in Core Rules 1.2 (opens in a new tab)Added

        Attaching a card will cause it to Detach from any card to which it is currently Attached.

    2. 421.2. in Core Rules 1.2 (opens in a new tab)Added

      Attaching is a Limited Action.

      1. 421.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Players may only Attach cards when directed to by Game Effects.

    3. 421.3. in Core Rules 1.2 (opens in a new tab)Added

      Attaching cards does not inherently choose or specify a target. However, Game Effects that Attach cards may do so.

    4. 421.4. in Core Rules 1.2 (opens in a new tab)Added

      When a card Attaches to a card, its location becomes the same as the new Top-Most Card.

    1. 422.1. in Core Rules 1.2 (opens in a new tab)Added

      Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being Attached, and potentially causes the other to cease being a Top-Most card.

      1. 422.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Detaching affects only cards that are currently Attached to another card.

        1. 422.1.a.1. in Core Rules 1.2 (opens in a new tab)Added

          Game effects that instruct a player to Detach a card that is currently not Attached to anything will do nothing.

      2. 422.1.b. in Core Rules 1.2 (opens in a new tab)Added

        When one or more cards become Detached, they cease to be in the Attached state.

        1. 422.1.b.1. in Core Rules 1.2 (opens in a new tab)Added

          To represent this, these cards should no longer be placed under the card they were previously placed under as Top-Most Card.

        2. 422.1.b.2. in Core Rules 1.2 (opens in a new tab)Added

          If the Top-Most Card no longer has any cards Attached to it after this, it is no longer a Top-Most Card.

      3. 422.1.c. in Core Rules 1.2 (opens in a new tab)Added

        The card being Detached has its Effect Text become Inactive and its Rules Text cease being Inactive.

      4. 422.1.d. in Core Rules 1.2 (opens in a new tab)Added

        The Top-Most Card ceases to have the Effect Text of the card being Detached appended to its Rules Text.

      5. 422.1.e. in Core Rules 1.2 (opens in a new tab)Added

        The Top-Most Card ceases to have its Might modulated by the Might Bonus of the card being Detached.

    2. 422.2. in Core Rules 1.2 (opens in a new tab)Added

      Detaching is a Limited Action.

      1. 422.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Players may only Detach cards when directed to by Game Effects.

    3. 422.3. in Core Rules 1.2 (opens in a new tab)Added

      Detaching cards does not inherently choose, or specify a target. However, Game Effects that Detach cards may.

    4. 422.4. in Core Rules 1.2 (opens in a new tab)Added

      When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.

      1. 422.4.a. in Core Rules 1.2 (opens in a new tab)Added

        If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.

      2. 422.4.b. in Core Rules 1.2 (opens in a new tab)Added

        If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non-board zone.

423. in Core Rules 1.2 (opens in a new tab)Movement

  1. 425. in Core Rules 1.2 (opens in a new tab)

    Moving is defined by the Origin and Destination of the Permanent that is changing locations.

    1. 425.2. in Core Rules 1.2 (opens in a new tab)

      The Destination is where the Permanent is going to.

      1. 425.2.b. in Core Rules 1.2 (opens in a new tab)Changed

        If an action would require a Move that would cause a Unit to become present in a Location where it cannot move for any reason, such as a Battlefield with two players that are not the controller of the Unit performing this Move action are in a Combat or such a Combat is Staged, it instead Recalls.

        See rule 428 in Core Rules 1.1 (opens source rules in a new tab)432 in Core Rules 1.2 (opens source rules in a new tab). Recalls for more information.

  2. 426. in Core Rules 1.2 (opens in a new tab)Changed

    Players may choose to move their Units with the Standard Move.

    See rule 140 in Core Rules 1.1 (opens source rules in a new tab)142 in Core Rules 1.2 (opens source rules in a new tab). for more information on the Standard Move.

  3. 430. in Core Rules 1.2 (opens in a new tab)

    Units may cause Combat when they Move.

    1. 430.1. in Core Rules 1.2 (opens in a new tab)Changed

      A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled by opposing players.

      See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

    1. 435.1. in Core Rules 1.2 (opens in a new tab)Added

      When an un-attached Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.

      Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.
    2. 431.1. in Core Rules 1.1 (opens in a new tab)Removed

      When Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.

      Example: Zhonya's Hourglass is a gear with the Hidden ability, which allows it to be hidden at a battlefield and played later to that battlefield. If Zhonya's Hourglass is played from hidden, it must be played to that battlefield. It will be recalled to its controller's base during the next Cleanup.

437. in Core Rules 1.2 (opens in a new tab)Combat

  1. 440. in Core Rules 1.2 (opens in a new tab)

    Combat can only occur between Units controlled by exactly two players.

    1. 440.1. in Core Rules 1.2 (opens in a new tab)Changed

      In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanentsUnits at that Battlefield.

      See rule 421.2.a in Core Rules 1.1 (opens source rules in a new tab)425.2.a in Core Rules 1.2 (opens source rules in a new tab). for more information on Invalid Destinations.

    2. 440.2. in Core Rules 1.2 (opens in a new tab)Changed

      In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means,

441. in Core Rules 1.2 (opens in a new tab)The Steps of Combat

      1. 444.1.a. in Core Rules 1.2 (opens in a new tab)Changed

        Invoke a Combat Special Cleanup.

        1. 444.1.a.1. in Core Rules 1.2 (opens in a new tab)Added

          Insert “2c. Heal all Units.”

        2. 440.1.a.1. in Core Rules 1.1 (opens in a new tab)Removed

          Insert “2a. Clear all marked damage from all Units.”

        3. 444.1.a.2. in Core Rules 1.2 (opens in a new tab)Changed

          Insert “2b2d. Recall Attackers present at the Battlefield if Defenders are still present.”

          See rule 428 in Core Rules 1.1 (opens source rules in a new tab)432 in Core Rules 1.2 (opens source rules in a new tab). Recalls for more information.

        4. 444.1.a.3. in Core Rules 1.2 (opens in a new tab)Changed

          Insert “2c2e. Remove Attacker and Defender Designation from all Units and Players.”

      2. 440.1.b. in Core Rules 1.1 (opens in a new tab)Removed

        Clear the Contested status from this Battlefield.

        1. 440.1.b.1. in Core Rules 1.1 (opens in a new tab)Removed

          Clear the Contested status regardless of the outcome of the Combat.

    1. 440.2. in Core Rules 1.1 (opens in a new tab)Removed

      If any Units remain at the Battlefield, and if their controller does not already Control the Battlefield, that player Establishes Control over the Battlefield..

      1. 440.2.a. in Core Rules 1.1 (opens in a new tab)Removed

        This results in a Conquer if that player has not yet scored that Battlefield this turn.

        See rule 179 in Core Rules 1.1 (opens source rules in a new tab). Control for more information on Control.

        See rule 442.1 in Core Rules 1.1 (opens source rules in a new tab). for more information on Conquering.

    2. 444.2. in Core Rules 1.2 (opens in a new tab)Added

      2. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.

      1. 444.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Clear the Contested Status.

      2. 444.2.b. in Core Rules 1.2 (opens in a new tab)Added

        This results in a Conquer if that player has not yet scored that Battlefield this turn.

        See rule 182 in Core Rules 1.2 (opens source rules in a new tab). Control for more information on Control.

        See rule 446.1 in Core Rules 1.2 (opens source rules in a new tab). for more information on Conquering.

      3. 444.2.d. in Core Rules 1.2 (opens in a new tab)Added

        If there are no Units remaining here controlled by any player, the Battlefield becomes Uncontrolled.

450. in Core Rules 1.2 (opens in a new tab)Layers

  1. 454. in Core Rules 1.2 (opens in a new tab)

    Layers are applied in the following order:

      1. 454.2.a. in Core Rules 1.2 (opens in a new tab)Changed

        This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects.

        Keywords

        Passive Abilitie

        Passive Abilities

        Appending rules text

        Removing rules text

        Duplicating Rules Text from one Game Object to another

      2. 454.2.c. in Core Rules 1.2 (opens in a new tab)Added

        Abilities of Effect Text of Attached cards are appended in this layer.

      1. 454.3.c. in Core Rules 1.2 (opens in a new tab)Added

        Might Bonuses of Attached cards are applied in this layer.

      2. 454.3.d. in Core Rules 1.2 (opens in a new tab)

        This layer applies arithmetic in the following way.

  2. 457. in Core Rules 1.2 (opens in a new tab)Changed

    If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects. within that layer and sublayer

    1. 457.1. in Core Rules 1.2 (opens in a new tab)Added

      When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving Layered effects as its Timestamp.

      1. 457.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Timestamps are not rote values.

      2. 457.1.b. in Core Rules 1.2 (opens in a new tab)Added

        Timestamps are relative comparisons between effects and when they began applying to the game.

      3. 457.1.c. in Core Rules 1.2 (opens in a new tab)Added

        Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects.

    2. 457.2. in Core Rules 1.2 (opens in a new tab)Added

      When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is established.

    3. 457.3. in Core Rules 1.2 (opens in a new tab)Added

      Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that Layer and Sublayer in chronological order.

    4. 453.1. in Core Rules 1.1 (opens in a new tab)Removed

      The first effect to have been played is applied first, and the newest effect is applied last within the same Layer.

700. in Core Rules 1.2 (opens in a new tab)Additional Rules

716. in Core Rules 1.2 (opens in a new tab)AttachmentAdded

  1. 717. in Core Rules 1.2 (opens in a new tab)Added

    Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card.

    See rule 421 in Core Rules 1.2 (opens source rules in a new tab) Attach for more information.

  2. 718. in Core Rules 1.2 (opens in a new tab)Added

    Attached is the state of a card being linked to another card in this way.

    1. 718.1. in Core Rules 1.2 (opens in a new tab)Added

      A card remains in this state until Detached.

    2. 718.2. in Core Rules 1.2 (opens in a new tab)Added

      While in this state, the card’s Rules Text is Inactive.

      See rule 720 in Core Rules 1.2 (opens source rules in a new tab) Inactive for more information.

    3. 718.3. in Core Rules 1.2 (opens in a new tab)Added

      While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.

    4. 718.4. in Core Rules 1.2 (opens in a new tab)Added

      While in this state, the card’s Might Bonus modulates the Top-Most Card’s Might by the value listed.

    5. 718.5. in Core Rules 1.2 (opens in a new tab)Added

      Attached cards still have all properties of being a card on the board while in this state.

      1. 718.5.a. in Core Rules 1.2 (opens in a new tab)Added

        Attached cards still have all Types and Tags while Attached.

      2. 718.5.b. in Core Rules 1.2 (opens in a new tab)Added

        Attached cards still can be chosen or targeted by game effects while Attached.

    6. 718.6. in Core Rules 1.2 (opens in a new tab)Added

      Attached cards cannot be moved separately from the Top-Most Card they are Attached to.

    7. 718.7. in Core Rules 1.2 (opens in a new tab)Added

      A card may be Attached only to a single Top-Most card at a time.

    8. 718.8. in Core Rules 1.2 (opens in a new tab)Added

      Attached cards may have different Controllers from their Top-Most card.

      1. 718.8.a. in Core Rules 1.2 (opens in a new tab)Added

        Changes in Control of the Top-Most card do not impact Control of Attached cards and vice versa.

      2. 718.8.b. in Core Rules 1.2 (opens in a new tab)Added

        An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top-Most card and modulates the Top-Most Card’s Might by its Might Bonus.

  3. 719. in Core Rules 1.2 (opens in a new tab)Added

    A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.

    1. 719.1. in Core Rules 1.2 (opens in a new tab)Added

      The Effect Text of all cards Attached to this card are appended to the Rules Text of this card for as long as they remain Attached.

    2. 719.2. in Core Rules 1.2 (opens in a new tab)Added

      This card ceases being a Top-Most Card when there are no longer any cards Attached to it.

    3. 719.3. in Core Rules 1.2 (opens in a new tab)Added

      A Top-Most Card and all cards Attached to it are at the same location.

      1. 719.3.a. in Core Rules 1.2 (opens in a new tab)Added

        When the Top-Most Card moves, all Attached cards move with it.

    4. 719.4. in Core Rules 1.2 (opens in a new tab)Added

      The Exhausted and Ready state of the Top-Most card does not affect nor change the status of the Attached cards and vice versa.

    5. 719.5. in Core Rules 1.2 (opens in a new tab)Added

      When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.

      1. 719.5.a. in Core Rules 1.2 (opens in a new tab)Added

        The player that controls the Top-Most Card that changed zones decides the order these cards Detach in, and thus the order of any relevant effects that occur due to the Detach occurring.

720. in Core Rules 1.2 (opens in a new tab)InactiveAdded

  1. 721.1. in Core Rules 1.2 (opens in a new tab)Added

    Card text can occasionally be assigned to be ignored, disregarded, or otherwise rendered as not applicable during the course of play. This state is referred to as Inactive.

    1. 721.1.a. in Core Rules 1.2 (opens in a new tab)Added

      Text marked this way is not applied at all while in this state.

    2. 721.1.b. in Core Rules 1.2 (opens in a new tab)Added

      Inactive Abilities do not trigger, do not apply, and cannot be activated. Inactive instructions are not processed.

  2. 722. in Core Rules 1.2 (opens in a new tab)Added

    Inactive text is still present on cards.

    1. 722.1. in Core Rules 1.2 (opens in a new tab)Added

      Cards with Inactive text still have keywords for the sake of Game Effects that want to reference or see if a card has a keyword.

    2. 722.2. in Core Rules 1.2 (opens in a new tab)Added

      Game Effects that parse or interpret text to determine target eligibility may still parse Inactive text for the sake of eligibility.

      Example: Spinning Axe is a gear with [Temporary]. While it’s attached and its rules text is inactive, its [Temporary] ability doesn’t trigger. However, a spell that reads “Destroy a gear with [Temporary]” could still choose and destroy Spinning Axe.
  3. 723. in Core Rules 1.2 (opens in a new tab)Added

    Rules Text is never Inactive by default.

  4. 724. in Core Rules 1.2 (opens in a new tab)Added

    Effect Text is Inactive unless the card with the Effect Text is Attached.

  5. 725. in Core Rules 1.2 (opens in a new tab)Added

    Inactive text can partially cease to be Inactive under specific circumstances and exceptions.

    1. 725.1. in Core Rules 1.2 (opens in a new tab)Added

      If an Attached card has a Passive or Replacement ability that applies during the process of Attaching or a Triggered ability that triggers off of Attaching, that text exists and can be processed as it Attaches.

    2. 725.2. in Core Rules 1.2 (opens in a new tab)Added

      If an Attached card has a Passive or Replacement ability that applies during the process of Detaching or a Triggered ability that triggers off of Detaching, that text exists and can be processed as it Detaches.

    3. 725.3. in Core Rules 1.2 (opens in a new tab)Added

      If an Attached card has an Equip ability, the Weaponmaster keyword can reference that Equip ability and any abilities that passively modify that Equip ability.

726. in Core Rules 1.2 (opens in a new tab)Keywords

    1. 733.1. in Core Rules 1.2 (opens in a new tab)

      Assault is a Passive Ability keyword.

      1. 733.1.d. in Core Rules 1.2 (opens in a new tab)Changed

        Being an attacker means the Unit has gained the Attacker designation during Combat.

        See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

    1. 734.1. in Core Rules 1.2 (opens in a new tab)

      Deathknell is a Triggered Ability keyword.

      1. 734.1.d. in Core Rules 1.2 (opens in a new tab)

        The Trigger for this effect is the Permanent being Killed and sent to the Trash.

        1. 734.1.d.2. in Core Rules 1.2 (opens in a new tab)Added

          The trigger will be added to the chain as a Pending Item before the card with Deathknell is moved to the trash due to a Kill instruction or a Cleanup.

        2. 734.1.d.3. in Core Rules 1.2 (opens in a new tab)Added

          Before the card with Deathknell is moved to the Trash, note its location, its attributes, and any other details related to the effect of its Deathknell to process the trigger after it has been Finalized.

    1. 740.1. in Core Rules 1.2 (opens in a new tab)

      Shield is a Passive Ability keyword.

      1. 740.1.d. in Core Rules 1.2 (opens in a new tab)Changed

        Being a defender means the Unit has gained the Defender designation during Combat.

        See rule 433 in Core Rules 1.1 (opens source rules in a new tab)437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

    1. 744.1. in Core Rules 1.2 (opens in a new tab)Added

      Equip is an Activated Ability keyword.

      1. 744.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Equip is normally present on Gear with the tag Equipment.

      2. 744.1.b. in Core Rules 1.2 (opens in a new tab)Added

        Equip has a cost to activate and Attaches the card with Equip to a chosen Unit when the cost is paid.

        1. 744.1.b.1. in Core Rules 1.2 (opens in a new tab)Added

          Equip’s choice is a Target.

        2. 744.1.b.2. in Core Rules 1.2 (opens in a new tab)Added

          The chosen Unit will become the Top-Most Card for the Attach action.

      3. 744.1.c. in Core Rules 1.2 (opens in a new tab)Added

        Equip is formatted as “Equip [Cost]”

        1. 744.1.c.1. in Core Rules 1.2 (opens in a new tab)Added

          If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state.

          See rule 369 in Core Rules 1.2 (opens source rules in a new tab) Activated Abilities for more information.

        2. 744.1.c.2. in Core Rules 1.2 (opens in a new tab)Added

          Equip is functionally short for “[Cost]: Attach this gear to a unit you control.”

        3. 744.1.c.3. in Core Rules 1.2 (opens in a new tab)Added

          Equip costs may include both resource costs and non-resource costs.

        4. 744.1.c.4. in Core Rules 1.2 (opens in a new tab)Added

          Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost for any reason.

        5. 744.1.c.5. in Core Rules 1.2 (opens in a new tab)Added

          Equip abilities may include text that alters the timing or targeting of the Equip ability.

    2. 744.2. in Core Rules 1.2 (opens in a new tab)Added

      When the Attach action completes from this keyword, the Unit that was chosen is considered to have been Equipped by the Gear with this ability.

      1. 744.2.a. in Core Rules 1.2 (opens in a new tab)Added

        This is an event other Game Effects and Triggered Abilities can reference.

    3. 744.3. in Core Rules 1.2 (opens in a new tab)Added

      Equipped is the state of a Top-Most Card being Attached by one or more cards that are Equipment.

      1. 744.3.a. in Core Rules 1.2 (opens in a new tab)Added

        The state of being Equipped is synchronous with that of the Attached state of the Equipment.

      2. 744.3.b. in Core Rules 1.2 (opens in a new tab)Added

        A Top-Most Card is Equipped as long as one or more of its Attached cards are Equipment.

      3. 744.3.c. in Core Rules 1.2 (opens in a new tab)Added

        The state of being Equipped corresponds to a Top-Most card having a card with Equip that is Attached to it.

    4. 744.4. in Core Rules 1.2 (opens in a new tab)Added

      Multiple instances of Equip are equivalent to multiple Activated Abilities and can each be activated separately by paying the corresponding costs.

    5. 744.5. in Core Rules 1.2 (opens in a new tab)Added

      Equip, and whether or not a Gear has Equip, is a characteristic of the Gear and may be checked or referenced by other Game Effects.

    6. 744.5. in Core Rules 1.2 (opens in a new tab)Added

      Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive.

      See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

    1. 745.1. in Core Rules 1.2 (opens in a new tab)Added

      Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword.

      1. 745.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Quick-Draw is present on Gear with Equip abilities.

      2. 745.1.b. in Core Rules 1.2 (opens in a new tab)Added

        Cards with Quick-Draw have Reaction inherently.

      3. 745.1.c. in Core Rules 1.2 (opens in a new tab)Added

        Quick-Draw allows cards to be played and Attached using Reaction timing.

      4. 745.1.d. in Core Rules 1.2 (opens in a new tab)Added

        Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.”

        See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

    2. 745.2. in Core Rules 1.2 (opens in a new tab)Added

      Multiple instances of Quick-Draw do not trigger separately and have no effect beyond the first.

    3. 745.3. in Core Rules 1.2 (opens in a new tab)Added

      Quick-Draw has no function while on the board.

    4. 745.4. in Core Rules 1.2 (opens in a new tab)Added

      Quick-Draw, and whether or not a gear has Quick-Draw, is a characteristic of the Gear and may be checked or referenced by other Game Effects.

    1. 746.1. in Core Rules 1.2 (opens in a new tab)Added

      Repeat is an Optional Additional Cost keyword.

      1. 746.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Repeat is present on Spells.

      2. 746.1.b. in Core Rules 1.2 (opens in a new tab)Added

        Repeat is an optional cost that player may pay to execute the effect of their spells a second time.

      3. 746.1.c. in Core Rules 1.2 (opens in a new tab)Added

        Repeat is formatted as “Repeat [Cost]”

        1. 746.1.c.1. in Core Rules 1.2 (opens in a new tab)Added

          The Cost is an Additional Cost to be paid during the steps of playing the spell.

        2. 746.1.c.2. in Core Rules 1.2 (opens in a new tab)Added

          If a spell has more than one instance of Repeat, each Cost may be paid or not paid individually.

        3. 746.1.c.3. in Core Rules 1.2 (opens in a new tab)Added

          Each Repeat Cost can be paid only a single time.

      4. 746.1.d. in Core Rules 1.2 (opens in a new tab)Added

        Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructions of this spell one additional time.”

        1. 746.1.d.1. in Core Rules 1.2 (opens in a new tab)Added

          When the additional cost is paid, the effect of the spell, upon resolution, will be performed an additional time.

          Example: Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [S] Sand Soldier unit token.” If its controller pays its Repeat cost as they play it, the card’s instruction to play a Sand Soldier is executed twice, as though the card says “Play a 2 [S] Sand Soldier unit token. Play a 2 [S] Sand Soldier unit token.”
    2. 746.2. in Core Rules 1.2 (opens in a new tab)Added

      When a spell’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab) Playing Cards for more information.

      1. 746.2.a. in Core Rules 1.2 (opens in a new tab)Added

        Choices made for the additional execution do not have to be the same as the choices made for the initial execution.

        Example: Rocket Barrage is a spell with [Repeat] [4][C] and “Choose one — Deal 4 to a unit in a base. [or] Kill a gear.” If Rocket Barrage’s controller pays its Repeat cost as they play it, they may choose the same mode or a different one, and if they choose the same mode, may choose the same target or a different one. If they choose “Kill a gear” twice and choose two different gear, they must specify which gear is the first target and which is the second. As the spell resolves, those two gear will be killed in the chosen order.
    3. 746.3. in Core Rules 1.2 (opens in a new tab)Added

      Multiple instances of Repeat can be paid for separately. The spell’s instructions will be executed an additional time for each instance of Repeat that is paid for.

      1. 746.3.a. in Core Rules 1.2 (opens in a new tab)Added

        Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once.

    4. 746.4. in Core Rules 1.2 (opens in a new tab)Added

      Repeat, and whether or not a spell has Repeat, is a characteristic of the Spell and may be checked or referenced by other Game Effects.

    1. 747.1. in Core Rules 1.2 (opens in a new tab)Added

      Weaponmaster is a Triggered Ability keyword.

      1. 747.1.a. in Core Rules 1.2 (opens in a new tab)Added

        Weaponmaster is present on Units.

      2. 747.1.b. in Core Rules 1.2 (opens in a new tab)Added

        Weaponmaster is a Play Effect that chooses an Equipment you control and allows you to pay its Equip cost at a discount, regardless of the usual timing of the Equip ability, to Attach that Equipment to the unit with Weaponmaster.

      3. 747.1.c. in Core Rules 1.2 (opens in a new tab)Added

        Weaponmaster is functionally short for: “When you play me, choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit.”

        See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

        1. 747.1.c.1. in Core Rules 1.2 (opens in a new tab)Added

          Weaponmaster can choose an Equipment whether it has an Equip ability or not.

        2. 747.1.c.2. in Core Rules 1.2 (opens in a new tab)Added

          The cost of the Equip ability is determined as though that Equip ability was being activated choosing the unit with the Weaponmaster ability, as modulated by any abilities that alter Equip costs.

        3. 747.1.c.3. in Core Rules 1.2 (opens in a new tab)Added

          If the chosen card’s Equip cost does not contain [A], it can still be paid, but will not be reduced.

        4. 747.1.c.4. in Core Rules 1.2 (opens in a new tab)Added

          If the chosen card doesn’t have an Equip cost, it can’t be paid.

        5. 747.1.c.5. in Core Rules 1.2 (opens in a new tab)Added

          If the chosen card’s Equip cost can’t be paid, if it can’t be detached from its current Top-Most card, or if it can’t be attached to the unit with the Weaponmaster ability, it stays in its current location, Attached to anything it was already Attached to.

        6. 747.1.c.6. in Core Rules 1.2 (opens in a new tab)Added

          The Equip ability is not activated this way, and the unit with the Weaponmaster ability is not chosen.

    2. 747.2. in Core Rules 1.2 (opens in a new tab)Added

      Multiple instances of Weaponmaster trigger separately, and can choose different targets.

      1. 747.2.a. in Core Rules 1.2 (opens in a new tab)Added

        If you choose the same target with multiple instances of Weaponmaster, each will resolve separately.

    3. 747.3. in Core Rules 1.2 (opens in a new tab)Added

      Weaponmaster has no function while on the board.

    4. 747.4. in Core Rules 1.2 (opens in a new tab)Added

      Weaponmaster, and whether or not a unit has Weaponmaster, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

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