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[
Rules Reference
]
x When a player gains gold, that gold is taken from
the treasury and added to the player’s gold pool.
When a player spends gold to marshal a card or pay
for an ability, that gold is returned to the treasury.
x When a card with any tokens or counters on it
leaves play, those tokens or counters are returned
to the treasury.
Related: Setup, Gold, Inuence Tokens, Power
Triggered Abilities
A triggered ability is any ability with a boldface
precursor followed by a colon and the rest of the
ability. is incudes actions, phase specic actions,
interrupts, reactions, forced interrupts or reactions,
and when revealed abilities.
Related: Abilities, Triggering Condition
Triggering Condition
A triggering condition is a specic occurrence
that takes place in the game. On card abilities, the
triggering condition is the element of the ability that
references such an occurrence, indicating the timing
point at which the ability may be used. e description
of an ability's triggering condition often follows the
word “when” (for interrupt abilities) or the word “after
(for reaction abilities).
If a single occurrence creates multiple triggering
conditions (such as two characters being killed
simultaneously by a claim 2 military challenge), those
triggering conditions are handled in shared interrupt/
reaction windows, in which abilities that refer to any
of the triggering conditions created by that occurrence
may be used.
e following is a sequence of possible interrupt
and reaction opportunities that exists around each
triggering condition that may arise in a game:
1. e triggering condition becomes imminent. (In
other words, if it is not canceled, changed, or
otherwise pre-empted by interrupt abilities, the
triggering condition is the next thing that will
occur in the game.)
2. Interrupt abilities referencing when the imminent
triggering condition “would” occur may be used.
(Note that for eects, a “cancel” interrupt may
prevent the eect from initiating, and that the
initiation of an eect is a separate triggering
condition, that comes before the resolution of the
eect. “Cancel” interrupts are the only type that
will reference the initiation of an eect.) If the
imminent triggering condition is canceled, none
of the subsequent steps in this sequence occur. If
the triggering condition is changed, the original
triggering condition is no longer imminent, but
the newly established triggering condition is now
imminent (usually, this will mean that a card that
was about to leave play is now about to be saved).
3. Forced interrupts to the imminent triggering
condition must resolve, in the order determined by
the rst player.
4. e interrupt window to the imminent triggering
condition opens, and closes after all players
consecutively pass.
5. e triggering condition itself occurs.
6. Forced reactions to the triggering condition must
resolve, in the order determined by the rst player.
7. e reaction window to the triggering condition
opens, and closes after all players consecutively pass.
Related: Cancel, Initiating Abilities, Interrupts,
Reactions, Would
Unique Cards
A card with the 󲀋 symbol before its card title is a
“unique” card. Each player may only have a maximum
of one instance of each unique card, by title, in play.
x A player may marshal (or put into play by a card
ability) additional copies of each unique card he or
she owns and controls, placed as a duplicate on that
card, for no cost.
x A player cannot take control of a unique card if he
or she already controls or owns an in-play copy of
that card.
x A player cannot bring into play or take control of
a unique card if a copy of that card is in his or her
dead pile.
Related: Dead Pile, Duplicates, Ownership and Control
Unopposed, Unopposed Challenge
A challenge is “unopposed” if the defending
player counts 0 STR when the challenge winner is
determined. is can occur if the defending player
controls no participating characters, or if there are
defending characters but the total defending STR is 0.
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