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[
Rules Reference
]
Marshal
In the Marshaling phase, the active player can (as
a player action) marshal a character, location, or
attachment card (or a duplicate) from his or her hand by
paying that cards gold cost and placing the card in his
or her play area. A player pays a gold cost by returning
the indicated amount of gold from his or her gold pool
to the treasury.
x When a card is marshaled, it is considered to have
entered play.
x Event cards are not marshaled, they are played.
x Card abilities that put a card directly into play are
not considered to be marshaling the card.
Related: Costs, Duplicates, Enters Play,
Event Cards, Initiating Abilities/Marshaling Cards,
Put into Play
Marshaling Phase
See Appendix I, “3. Marshaling phase” on page 27.
Max X (copies) (per period)
See “Limits and Maxima” on page 12.
May
e word “may” indicates that a specied player has
the option to do that which follows. If no player is
specied, the option is granted to the controller of the
card with the ability in question.
Melee Game
A melee game is a game with three or more players.
x Melee games use the title cards and the framework
steps (1.4 and 7.4, see Appendix I) associated
with them.
Related: Joust Game, Title Cards
Military Claim
When a player loses a military (󲀈) challenge as the
defending player, that player must choose a number
of dierent characters he or she controls equal to the
claim value on the attacking players revealed plot card,
and kill those characters. e chosen characters are all
killed simultaneously.
If the player controls fewer characters than would
satisfy claim, as much of the claim as possible must
be satised.
x e same character cannot be chosen more than
once to satisfy claim for a single 󲀈 challenge.
x If a character chosen to be killed for military claim
is saved, the choice still serves to satisfy the claim.
Related: Challenges Phase, Save
Modifiers
Some abilities may ask players to modify values.
e game state constantly checks and (if necessary)
updates the count of any variable quantity that is being
modied.
Any time a new modier is applied (or removed),
the entire quantity is recalculated from the start,
considering the unmodied base value and all active
modiers.
x e calculation of a value should treat all modiers
as being applied simultaneously. However, while
performing the calculation, all additive and
subtractive modiers should be calculated before
doubling and/or halving modiers are calculated.
x Fractional values are rounded up after all modiers
have been applied.
x When a value is “set” to a specic number, the set
modier overrides all non-set modiers (including
any new non-set modiers that are added during the
duration of the set value). If multiple set modiers
are in conict, the most recently applied set modier
takes precedence.
x A quantity cannot be reduced so that it functions
with a value below zero: a card cannot have
“negative” icons, STR, traits, cost, or keywords.
Negative modiers in excess of a value’s current
quantity can be applied, but, after all active
modiers have been applied, any resultant value
below zero is treated as zero.
Related: Base Value
Move
Some eects allow players to move cards or tokens.
x When an entity moves, it cannot move to its same
(current) placement. If there is no valid destination
for a move, the move attempt cannot be made.
Moving Power
Some eects (such as a power challenge claim) allow
players to move power from one card to another. Power
that is moved is not considered “gained.
13


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