# Flesh and Blood — full knowledge bundle
Single-file bundle for LLM consumption: rules, glossary, errata,
and (when size permits) the card catalog. Individual sections are
available separately — see the game's llm.txt index.
## MCP server
Prefer the TCG Knowledge MCP server over scraping these files when your
client speaks MCP. It is read-only: comprehensive rules, errata, glossaries,
tournament policy, and card catalogs. Start with list_games.
Human guide: https://tcg.online/mcp
Remote HTTP: POST https://api.tcg.online/mcp (streamable HTTP, JSON-RPC, protocol 2025-06-18).
Staging host: https://staging-api.cardgoat.org/mcp
Remote config: { "mcpServers": { "tcg-knowledge": { "url": "https://api.tcg.online/mcp" } } }
Source: https://github.com/TheCardGoat/the-card-goat-online (tools/tcg-mcp-server/)
Stdio (local, requires Bun): { "mcpServers": { "tcg-knowledge": { "command": "bun", "args": ["tools/tcg-mcp-server/server.ts"] } } }
HTTP (self-host): bun tools/tcg-mcp-server/server.ts --http --port 8180
then POST JSON-RPC to http://127.0.0.1:8180/mcp. GET /healthz for liveness.
Rate limited at 60 requests/min with burst 30.
Tools: list_games, list_rules_documents, search_rules, read_rules_document, search_glossary, search_cards, get_card, list_card_sets.
## Flesh and Blood Comprehensive Rules
# Flesh and Blood Comprehensive Rules
Source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/01-game-concepts.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/02-object-properties.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/03-zones.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/04-game-structure.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/05-layers-cards-abilities.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/06-effects.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/07-combat.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/08-keywords.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/09-additional-rules.md
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/01-game-concepts.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/01-game-concepts/)
# 1 Game Concepts
## 1.0 General
1.0.1 The rules in this document apply to any game of Flesh and Blood.
1.0.1a If an effect directly contradicts a rule contained in this document, the effect supersedes that rule.
1.0.1b If a tournament rule contradicts a rule contained in this document or an effect, the tournament rule supersedes that rule or that effect.
1.0.2 A restriction is a rule or effect that states something cannot happen. A requirement is a rule or effect that states that something should happen if possible. An allowance is a rule or effect that states something can happen. A restriction takes precedence over any requirement or allowance, and a requirement takes precedence over any allowance, subject to [[1.0.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.0.1a).
> **Example:** "They can't defend this with equipment" is a restriction, "They must defend this with equipment they control if able" is a requirement, and "They may defend this with equipment they control" is an allowance.
>
> **Example:** If one effect reads "You can't play cards from your banished zone," and another effect reads "You may play cards from your banished zone," the restriction takes precedence over the allowance and the player cannot play cards from their banished zone.
1.0.2a A restriction that states that "only" something can happen is functionally equivalent to a restriction that states everything else cannot happen.
> **Example:** Three of a Kind has the text "you may only play cards from arsenal," which is a restriction equivalent to "you cannot play cards from anywhere other than arsenal." Even if an effect would allow you to play a card from your banished zone (an allowance), or require you to play your next card from hand (a requirement) you would not be able to play that card because of the restriction effect generated by Three of a Kind.
1.0.2b A restriction or requirement does not retroactively change the game state.
> **Example:** Overpower is an ability with an effect that prevents its source from being defended by more than 1 action card (a restriction). If an attack is already defended by two or more action cards and then it gains overpower, none of the existing defending cards are retroactively removed from defending.
## 1.1 Players
1.1.1 A player is a person participating in the game.
1.1.1a To participate, a person must have a hero, a card-pool, a way to represent any tokens and counters that could be created by effects in their card-pool, a way to generate uniform random values for effects in their card-pool, a play-space for zones, and a method to record life totals.
1.1.2 A player's hero is a hero-card.[[1.3.2a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2a)
1.1.2a This document distinguishes the player as the person participating in the game and the hero as the hero card of a player.
1.1.2b A player plays the game as their hero. Card text makes no distinction between the player and their hero, identifying both identically. The term "you" refers to the player (and their hero) that is the controller of the object[[1.2.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.1b), or the owner of the object[[1.2.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.1a) if there is no controller. The term "opponent" refers to the player's opponent (and their hero).
> **Example:** The Golden Son has the text "When you win a clash revealing this, create a Gold token." Because there is no controller of The Golden Son when it is revealed during a clash, the effect will only trigger if the owner of the card wins a clash revealing it, as "you" refers to the card's owner.
1.1.3 A player's card-pool is a collection of deck-cards[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c) and arena-cards.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d) A card can only be included in a player's card-pool if the card's supertypes are a subset of their hero's supertypes.[[2.11]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11)
> **Example:** If the hero card is Boltyn (supertypes of "Light" and "Warrior"), the card-pool can only include cards with the supertypes of "Light Warrior," "Light," "Warrior," and cards with no supertypes ("Generic").
1.1.3a If an effect allows a player to start the game with one or more cards with supertypes that are not a subset of their hero's supertypes, those cards may be included in the player's card-pool as long as they start the game as specified by the effect.[[4.1.6c]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.6c) Card text of meta-static abilities refers to the player's card-pool as the player's "deck."
1.1.3b A hybrid card may be included in a player's card-pool if either of the hybrid card's supertype sets is a subset of their hero's supertypes.[[2.14.1b]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.14.1b)
1.1.4 In a game, a party comprises players who win the game together.
1.1.4a A player is always considered to be in a party with themselves, including when they are the only player in that party.
> **Example:** United We Stand has the text "… if Boltyn is in your party, create a Courage token under his control." If the player is playing as Boltyn, they would create a Courage token under their own control because they are considered to be in their own party, even if there are no other players in their party.
1.1.5 In a game, a player's opponents include all other players who are not in their party.[[1.1.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.4)
1.1.6 Clockwise order is the order of players starting from the given player and progressing clockwise among the players when viewed from above. The next player in clockwise order is the player to the left of the given player.
## 1.2 Objects
1.2.1 An object is an element of the game with properties[[2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2) and located in a zone[[3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3) or a player's inventory.[[4.1.6]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.6) Cards, attacks, macros, and layers are objects.
1.2.1a The owner of an object is the same as the card, macro, or layer that represents it, otherwise it has no owner.
1.2.1b The controller of an object is the same as the card, macro, or layer that represents it. An object does not have a controller if it is not in the arena or on the stack.
1.2.2 An object has one or more object identities that can be referred to. Rules in this document and effects typically describe objects using their object identity as the noun.
> **Example:** Lunging Press has the text "Target attack action card gets +1," which identifies the target of the effect, using the "card" object identity as the noun.
1.2.2a An object has the object identity "object."
1.2.2b An object with a name property and/or moniker has the object identity of that name and/or moniker.[[2.7]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.7)
> **Example:** Vow of Vengeance has the text "… Mark target Arakni," which identifies an object using the name "Arakni" as an object identity.
1.2.2c A card has the object identity of its traits, types, and subtypes, except for the subtype attack.
> **Example:** Ironsong Determination has the text "Target weapon gets +1 and dominate until end of turn," which identifies an object using the type "weapon" as an object identity.
1.2.2d An attack-card, attack-proxy, or attack-layer has the object identity "attack."[[1.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4)
> **Example:** Oath of the Arknight has the text "Your next Runeblade attack this turn gets +3," which identifies either a Runeblade attack action card on the stack, or attack-proxy created by a Runeblade source, or an attacking Runeblade object; using "attack" as an object identity.
1.2.2e A card has the object identity "card."
1.2.2f A permanent has the object identity "permanent."[[1.3.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.3)
1.2.2g An activated-layer has the object identity "activated ability."
1.2.2h A triggered-layer has the object identity "triggered effect."
1.2.3 Last known information about an object is a snapshot of the state of an object immediately before it ceased to exist.
1.2.3a If a rule or effect requires information about a specific object that no longer exists, instead it uses last known information about that object to fulfil that requirement. Otherwise, if a rule or effect does not specifically refer to that object, last known information is not used.
> **Example:** Midas Touch has the text "Destroy target ally. Its controller creates Gold tokens equal to its cost." If the ally is destroyed by Midas Touch, or the ally ceases to exist before Midas Touch resolves, last known information about the targeted ally is used to determine the player that controlled the ally and the ally's cost. In both cases the controller creates gold equal to the cost.
>
> **Example:** Endless Arrow has the text "When this hits, put it into its owner's hand." If Endless Arrow is put into the player's hand, the chain link of Endless Arrow then holds the last known information about the card. If the card had go again before it was put into hand, the player would still gain an action point when the chain link resolves.
1.2.3b Last known information about an object includes its state, counters, parameters, history, and effects applied to that object at the time immediately before it ceased to exist.
> **Example:** Auric Shards has the text "When this enters the arena, up to 1 target attack with fragment gets +1. If this has a holo counter, instead the attack gets +4." If Auric Shards with a holo counter ceases to exist before the triggered-layer resolves, it will still met the condition for the effect as last known information is used to determine that it had a holo counter on it.
1.2.3c Last known information about an object is immutable - it cannot be altered. Rules and effects that would modify the object that no longer exists do not modify the last known information about an object; this may cause effects to fail.
> **Example:** Luminaris has the text "If there is a yellow card in your pitch zone, your Illusionist attacks get go again." If you controlled an Illusionist attack as a chain link on the combat chain, but it was removed, and then you put a yellow card in your pitch zone to meet Luminaris' condition, the chain link does not have go again because the last known information about the attack cannot be altered.
1.2.3d Last known information about an object is not an object itself - it is not a legal target for rules and effects.
1.2.4 Card and macro objects are the source of abilities, effects, non-card layers, and attack-proxies.
> **Example:** Oasis Respite has the text "Prevent the next 4 damage that would be dealt to target hero this turn by a source of your choice." Only cards or macros can be declared as the source for Oasis Respite's effect. Any damage that would be dealt by the chosen source may be subject to the prevention effect.
## 1.3 Cards
1.3.1 A card is an object represented by an official Flesh and Blood card.
1.3.1a The owner of a card is the player who started the game with that card as their hero or as part of their card-pool, or the player instructed to create it or otherwise put it into the game.
1.3.1b A card does not have a controller unless it is in the arena or on the stack. The controller of a card is its owner as it enters the arena or the player who played that card.
1.3.2 There are 4 categories of cards: hero-, token-, deck-, and arena-cards.
1.3.2a A hero-card is any card with the type hero. A hero-card starts the game as a player's hero.
1.3.2b A token-card is any card with the type token. A token-card is not considered part of a player's card-pool.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3)
1.3.2c A deck-card is any card with one of the following types: Action, Attack Reaction, Block, Defense Reaction, Instant, Mentor, and Resource. A deck-card may start the game in a player's deck.
1.3.2d An arena-card is any non-hero- non-token- non-deck-card. An arena-card cannot start the game in a player's deck.
1.3.3 A permanent is a card in the arena that remains there indefinitely, or until they are destroyed, banished, or otherwise removed by an effect or game rule. Hero-cards, arena-cards, and token-cards are permanents while they are in the arena. Deck-cards become permanents when they are put into the arena (but not the combat chain) and they have one of the following subtypes: Affliction, Ally, Ash, Aura, Construct, Figment, Invocation, Item, and Landmark.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
1.3.3a If a permanent leaves the arena, it is no longer considered a permanent.
1.3.3b A permanent has one of two different states: untapped and tapped. Permanents are untapped unless a rule or effect puts them into the arena tapped, or changes their state.[[8.5.55]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.55)[[8.5.56]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.56)
1.3.4 A card is distinct from another card if one or more of its faces has a name and/or pitch value the other card does not have.
> **Example:** Sink Below with 1 pitch (and a red color bar) is distinct from Sink Below with 2 pitch (and a yellow color bar).
>
> **Example:** The split-card Null||Shock is distinct from Vaporize||Shock because one of the names (Null) is not present on Vaporize||Shock.
## 1.4 Attacks
1.4.1 An attack is an object on the stack or combat chain that represents an act of combat. Attack-cards and attack-proxies are attacks. An attack-layer is not an attack, but a layer on the stack that can produce an attack on resolution.
1.4.1a The owner of an attack is the same as the owner of the card or activated ability that represents it.
1.4.1b The controller of an attack is the same as the controller of the object that represents it.
1.4.2 An attack-card is a card with the subtype attack that is on the stack or that is attacking on the combat chain.
1.4.2a A card with the subtype attack is only considered an attack if it is on the stack or if it was put onto the combat chain as an attack. Otherwise, it is not considered an attack.
1.4.3 An attack-proxy is a non-card object with the attack ability[[8.3.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.1) that represents the attack of another object (attack-source).
> **Example:** Bone Basher has the text, "Once per Turn Action -- : Attack" which is an activated ability that creates an attack-proxy. The attack-proxy is a representation of Bone Basher's attack.
1.4.3a An attack-proxy is a separate object that acts as an extension of its attack-source.[[1.4.3b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.3b) It can only be referenced by effects using the object identity "attack",[[1.2.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.2) but is considered to inherit the properties of its attack-source in addition to any existing properties it has, with the exception of the activated and resolution abilities of its attack-source. An attack-proxy is not a copy of its source and does not have a copy of its source's properties.
> **Example:** Edge of Autumn is a two-handed Ninja sword weapon with 1 and has the text "Once per Turn Action -- : Attack. Go again." When Edge of Autumn is activated to create an attack-proxy on the stack, the attack-proxy has the base ability 'go again' and inherits the 'Edge of Autumn' name, supertype Ninja, type weapon, subtypes (2H) and sword, and the 1 properties from its source.
>
> **Example:** Burn Them All has a base 'go again' resolution ability and an attack ability gained from Reality Refractor. When Burn Them All is activated to create an attack-proxy on the stack, the attack-proxy does not have 'go again' because it does not inherit the resolution abilities from its source.
>
> **Example:** Flail of Agony has the text 'When this hits, create a Runechant token." which is a triggered static ability. When Flail of Agony is activated to create an attack-proxy, and the attack-proxy hits, only one Runechant is created because there is only one copy of the triggered static ability.
1.4.3b An attack-source is an object that is represented by an attack-proxy.
> **Example:** Cintari Sellsword has an attack-ability, that produces an attack-proxy when activated. This attack-proxy represents the attack-source, Cintari Sellsword, during combat.
1.4.3c An attack-proxy exists as long as its attack-source exists, and as long as the attack-source is on the same chain link (if the attack-proxy is on the combat chain). If an attack-proxy is on the stack and the attack-source ceases to exist, or an attack-proxy is on the combat chain and the attack-source is not on the same chain link, the attack-proxy ceases to exist. An attack-proxy is not dependent on its attack-source having the property, or the ability that created the attack-proxy.
> **Example:** If a player attacks with a weapon, they create an attack-proxy, and the attack-proxy and the weapon (the attack-source) move to chain link 1. If the player attacks again with the same weapon during the same combat chain, a second attack-proxy is created, that attack-proxy and the weapon (on chain link 1) move to chain link 2, and the first attack-proxy ceases to exist. Last known information is used for the first attack-proxy and chain link 1.
>
> **Example:** Iris of Reality has the text "… Illusionist auras you control are weapons with 4 base and "Once per Turn Action -- : Attack. Go again"." If an Illusionist aura creates an attack-proxy with this ability, then Iris of Reality ceases to exist, the attack-proxy does not cease to exist.
1.4.3d Effects that apply to the attack-source do not directly apply to its attack-proxy. If an effect applies to an attack-source and modifies its properties, the modified properties of the object are inherited by the attack-proxy. Replacement effects that modify effects that apply to attacks do not modify effects that apply to the attack-source.
> **Example:** Ironsong Determination has the text "Target weapon gets +1 and dominate until end of turn," which applies to a weapon, and is inherited by any attack-proxies of that weapon. A weapon with 3 would be modified to have 4, and its attack-proxies would also have 4.
>
> **Example:** Fog Down has the text "Non-attack action cards lose and can't gain go again," and Limpit, Hop-a-long is an non-attack action card. If Limpit, Hop-a-long the attack-source, its attack-proxy would not lose go again or be prevented from gaining go again, because Fog Down's effect does not transitively apply to the attack-proxy, and the attack-proxy is neither a non-attack nor a card.
>
> **Example:** Thrive has the text "If an attack would gain this turn, instead it gains that much plus 1." If a player resolves Thrive, attacks with a weapon, then plays an instant card that increases the of the weapon, Thrive's effect would not modify the increase in power to the attack because the effect modifies the weapon and does not specifically modify the attack-proxy of the weapon.
1.4.3e Effects that reference or apply specifically to an attack-proxy do not reference or apply to its attack-source.
> **Example:** Sharpen Steel has the text "Your next weapon attack this turn gets +3," which applies only to the attack-proxy created by a weapons abilities and then applies to the weapon as an attack on the combat chain; it does not continue to apply to the weapon when the weapon is no longer that specific attack on the combat chain.
1.4.4 An attack-layer is a layer with a resolution ability that can generate the attack (with) effect[[8.5.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.38). An attack-layer is not an attack. Resolving the attack (with) effect can produce an attack.
> **Example:** Emperor, Dracai of Aesir has the text "Action -- : Search your deck for Command and Conquer, attack with it, then shuffle," which is an activated ability that creates an attack-layer. The attack-layer needs to resolve before the Command and Conquer is found and put on the combat chain as an attack.
1.4.4a Attack-targets[[1.4.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5) declared for the attack (with) effect of an attack-layer function as though they were attack-targets for an attack. Those targets become the attack-targets for the attack produced by that effect.[[8.5.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.38)
> **Example:** And Again… has the text "Attack with target sword…" When And Again… is played, the player declares the target of the attack (with) effect. When And Again… resolves, the attack-proxy produced by the attack (with) effect is put into the queue with that same attack-target.
1.4.4b An attack-layer is considered a separate object from the attack it produces. Effects apply to each separately and effects applied to the attack-layer do not transfer to the attack it produces.
1.4.5 An attack-target is the target of an attack that is declared when the attack or attack-layer is put onto the stack. If a player plays, activates, or triggers an attack or attack-layer, the player must declare an attackable object controlled by an opponent as the attack-target.[[5.1.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.4)[[6.6.6a]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.6a)
1.4.5a An object is attackable if it is a living object,[[2.5.1a]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5.1a) or if it is made attackable by an effect.
> **Example:** The ability Spectra generates an effect that makes its source a legal target for an attack, despite it not being a living object.
1.4.5b An attack-target remains the target of the attack until the combat chain closes. The player does not have to declare the same target as a previous attack on the combat chain; declaring a different target to a previous attack does not close the combat chain.
1.4.5c If an effect modifies an attack to have multiple targets, all targets must be separate and legal to declare.
1.4.6 An attack cannot be played or activated if a rule or effect would prevent the player from attacking with that card or ability.
## 1.5 Macros
1.5.1 A macro is a non-card object in the arena.
> **Note:** A macro is not a card, even if it is represented by an official Flesh and Blood card. Macros are determined by tournament rules for specific formats.
>
> **Example:** Sanctuary of Aria is a macro with the text "Instant -- : Prevent the next 1 damage that would be dealt to you this turn by a source of your choice. Destroy this at the beginning of the end phase."
1.5.1a A macro has no owner.
1.5.1b The controller of a macro is determined by the tournament rule that created it.
1.5.2 A macro cannot be and is not considered part of a player's card-pool.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3)
1.5.3 If a macro leaves the arena, it is removed from the game.
## 1.6 Layers
1.6.1 A layer is an object on the stack[[3.15]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.15) that is yet to be resolved. Card-layers, activated-layers, and triggered-layers are layers.
1.6.1a The owner of a card-layer is the player who owns the card. The owner of an activated-layer is the player who activated the activated ability. The owner of a triggered-layer is the player who controlled the source of the triggered effect when the triggered-layer was created, or player who owned the source if there was no controller.
1.6.1b The controller of a layer is the player that put it on the stack.
1.6.2 There are 3 categories of layers: card-, activated-, and triggered-layers.
1.6.2a A card-layer is a layer represented by a card on the stack.
1.6.2b An activated-layer is a layer created by an activated ability. An activated-layer is created on the stack, and then can only exist on the stack.[[5.2]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2)
> **Example:** Energy Potion has the text "Instant – Destroy this: Gain ," which is an activated ability. When this ability is activated, it creates an activated-layer on the stack with the resolution ability "Gain ."
1.6.2c A triggered-layer is a layer created by a triggered effect. A triggered-layer is created before it is put on the stack, and then can only exist on the stack.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
> **Example:** Snatch has the text "When this hits, draw a card," which is a triggered effect. When this effect is triggered, it creates a triggered-layer to be put on the stack with the resolution ability "Draw a card."
## 1.7 Abilities
1.7.1 An ability is a property of an object that influences the game by generating effects or by creating a layer on the stack that resolves and generates effects. The base abilities of a non-token card are determined by its rules text.[[2.12]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.12) The base abilities of a token card, macro, or non-card layer are defined by a rule, or the effect or ability that created it.
1.7.1a The source of an ability is the card or token that has that ability. The source of an ability of an activated-layer or triggered-layer is the same as the source of the ability that created that layer. Activated-layers and triggered-layers exist independently of their source - if the source of an activated-layer or triggered-layer ceases to exist, it does not prevent the resolution of that layer.
1.7.1b The controller of an activated-layer is the player who activated its source. The controller of a triggered-layer is the player who controlled its source when it triggered - if the source has no controller, the controller of the triggered-layer is player who owns the source.
1.7.2 If an object has an ability as a property, it is considered a card with that ability. If the ability is a base ability, it is considered a card with that base ability.
> **Example:** Torrent of Tempo has the text "When this hits, it gets go again." Torrent of Tempo is not a card with base go again. Until Torrent of Tempo hits, it is not a card with go again - once Torrent of Tempo hits and the triggered-layer resolves, Torrent of Tempo will be a card with go again, but still not a card with base go again.
1.7.3 There are three categories of abilities: activated abilities, resolution abilities, and static abilities. An ability is categorized based on how it generates effects.
1.7.3a Activated abilities can be activated by a player to put an activated-layer on the stack.[[5.2]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2)
1.7.3b Resolution abilities generate effects when a layer with the ability resolves on the stack.[[5.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3)
1.7.3c Static abilities simply generate effects.[[5.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4)
1.7.4 An activated ability can only be activated when it is functional. A resolution or static ability only generates its effects when it is functional. An ability is functional when its source is public and in the arena; otherwise, it is non-functional, with the following exceptions:
1.7.4a An ability of a non-permanent defending card[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5) is non-functional unless the ability is an activated ability that specifies it can be activated when the card is defending, a triggered ability with a trigger condition that includes the card defending, or a static ability that is stated as an exception.
> **Example:** Rally the Rearguard has the text "Once per Turn Instant -- Discard a card: This gets +3. Activate this only while this is defending," which is functional when it is a non-permanent defending card because the activated ability states it can only be activated when the card is defending.
1.7.4b An activated ability is functional if its cost can only be paid, or it explicitly specifies it can be activated, when the source is private or outside the arena, and the source meets that condition.[[5.2.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2.4)
> **Example:** Mighty Windup has the text "Instant -- Discard this: Create a Might token," which is functional when it is in the owner's hand because the cost can only be paid when Mighty Windup is in the owner's hand.
>
> **Example:** Guardian of the Shadowrealm has the text "Action -- : Return this to your hand. Active this ability only while this card is in your banished zone," which is functional when it is face-up in the owner's banished zone.
1.7.4c A resolution ability is functional when its source object resolves as a layer on the stack, otherwise, it is non-functional.[[5.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3)
> **Example:** Sigil of Solace has the text "Gain 3," which is a resolution ability that is functional as the card resolves as a layer on the stack to produce its effect.
1.7.4d A meta-static ability is functional outside the game.[[5.4.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.3)
> **Example:** The Specialization keyword is a meta-static ability that prevents the player from including the card in their deck if the specialization does not match their hero card's first name, which is functional outside the game.
1.7.4e A play-static ability is functional when its source is public in any zone and when it is played.[[5.4.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.4)
> **Example:** Ghostly Visit has the text "You may play this from your banished zone," which is a play-static ability that is functional when playing Ghostly Visit, because it affects the rules of how it is allowed to be played.
1.7.4f A property-static ability is functional when its source is in any zone or outside the game.[[5.4.5]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.5)
> **Example:** The and of Mutated Mass are defined by a property-static ability which is functional at all times, based on the current total number of different costed cards in the pitch zone in the current game state.
1.7.4g A while-static ability is functional when its while-condition is met.[[5.4.7]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.7)
> **Example:** Yinti Yanti has the text "While this is defending and you control an aura, this gets +1," which is a while-static ability that is functional when it is a non-permanent defending card because it has a while-condition that is met when the card is defending.
1.7.4h A static ability is functional when its source resolves as a layer on the stack and/or as its source enters the arena.
> **Example:** Conduit of Frostburn has the text "The next card you play this turn with an effect that deals arcane damage gets 'When this deals arcane damage to a hero," which gives a card a static ability that is functional when its source resolves as a layer on the stack.
1.7.4i A triggered-static ability with a triggered condition where its source's origin is outside the arena, or a triggered condition which can typically only be met when its source is outside the arena, is functional when that condition is met.
> **Example:** Back Alley Breakline has the text "When an activated ability or action card effect puts this face-up into a zone from your deck, gain 1 action point," which is a triggered-static ability that is functional when an activated ability or action card effect puts it into that zone from the deck.
>
> **Example:** Unexpected Backhand has the text "When you win a clash revealing this, deal 1 damage to the other hero." which is a triggered-static ability that is functional when a player reveals Unexpected Backhand from their deck and they win clash.
1.7.4j A static ability, with a replacement effect with a condition where its source is moves zones, or a condition which can typically only be met when its source is outside the arena, is functional when that condition is met.
> **Example:** Drone of Brutality has the text "If this would be put into your graveyard from anywhere, instead put it on the bottom of your deck," which is a static ability with a replacement effect that is functional when Drone of Brutality would be moved to the graveyard zone.
>
> **Example:** Overturn the Results has the text "If you would fail to win a clash revealing this, instead you win the clash and the crowd boos you." which is a static ability with a replacement effect that is functional when a player reveals Overturn the Results their deck and they lose the clash.
1.7.5 A modal ability is a choice of modes, where each mode is a base ability the source could have. A modal ability typically contains the phrase "choose [X] [CONDITIONS?]; [MODES]" where X is a cardinal number or a description of the number of modes to choose, CONDITIONS (if any) specifies one or more conditions for selecting modes, and MODES is a list of modes that can be selected.
1.7.5a Modes of the source are declared as the source is added as a layer on the stack.[[5.1.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.4)[[6.6.6a]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.6a)
1.7.5b If the modal ability allows the player to select two or more modes, they cannot select the same mode more than once, unless specified by the ability. If the player may select more modes than are available, they can only select a maximum of the available modes. If two or more modes are selected, the order of those modes are determined by the order they are listed by the ability.
> **Example:** Art of War has the text "Choose 2;" followed by four modal options. Because the ability does not state that the player can choose the same option more than once, two distinct modes must be selected.
1.7.5c If the same mode is selected more than once, the modes are considered separate and do not create a multi-event.[[1.9.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9.2) If the mode contains a targeted effect, the same target(s) may be selected for each time the mode is selected.
> **Example:** Blood on Her Hands has the text "Target 1H weapon gets +1 while attacking this turn," which is a mode that can be selected more than once. As a targeted effect, the player may target the same 1H weapon each time it is chosen as a mode.
1.7.5d Once the modes of a modal ability have been selected, those modes determine the base abilities of the source for rules and effects. If no modes for the source have been selected it is considered to not have any of those modes as base abilities.
1.7.5e If the number or the availability of modes is affected by a conditional or an undetermined parameter, the conditional or parameter is evaluated at the time the modes are selected.
> **Example:** Sacred Art: Undercurrent Desires has the text "If you've played another blue card this turn, choose 3. Otherwise, choose 1;" The number of modes is determined at the time Sacred Art: Undercurrent Desires is played, and the modes are selected, not when it resolves.
1.7.6 A connected ability pair is a pair of abilities where the parameters and/or events of one connected ability (leading ability) are specifically referred to by the effect(s) of the other connected ability (following ability).
> **Example:** Reckless Swing has the text "As an additional cost to play this, discard a random card," which is a leading play-static ability that requires the player to discard a card, and "If the discarded card has 6 or more , deal 2 damage to the attacking hero," which is a following resolution ability with an effect that directly refers to the card discarded from the event generated by an effect in the leading ability.
1.7.6a An ability can be part of one or more connected ability pairs. An ability can be both a leading and following ability for different connected ability pairs.
1.7.6b If a following ability cannot refer to the parameters and/or events of the leading ability, or if there are no parameters and/or events to refer to, the relevant effects of the following ability fail.
1.7.6c If an effect adds a connected ability pair (both the leading and following abilities) to an object, they are connected on that object and the added following ability will only refer to the added leading ability. If only one of the abilities is added, or both abilities are added by separate effects, then they are not connected on the object they are added to.
1.7.7 The abilities of an object can be modified.
## 1.8 Effects
1.8.1 An effect is generated by an ability or another effect, and can change the game state by producing events or applying changes to objects or the game itself. When a layer resolves, a static ability becomes functional, a card/ability with an alternative/additional effect-cost is played/activated, or the conditions of another effect are met, it may generate one or more discrete and/or continuous effects.
1.8.1a The source of an effect is the same as the source of the ability or effect that generated it, unless otherwise specified by the effect.
> **Example:** Electrify has the text "The next time an attack action card hits a hero this turn, it deals 3 damage to them," which is a delayed-triggered effect that triggers to deal damage, specifying the source of the damage effect as the attack action card that caused the effect to trigger.
1.8.1b The controller of an effect is the same as the controller of the ability or effect that generated it unless otherwise specified by the effect.
1.8.2 If the abilities of an object directly generate an effect, the object is considered an object with that effect. This includes optional and conditional effects.
> **Example:** Chain Lightning has the text "If you've played another Wizard non-attack action card this turn, deal 3 arcane damage to each opposing hero." Because the ability generates a deal (damage) effect, Chain Lightning is considered a card with an effect that deals 3 arcane damage, even though it is conditional.
>
> **Example:** Blazing Aether has the text "Deal X arcane damage to target hero." Because the ability generates a deal (damage) effect, Blazing Aether is considered a card with an effect that deals X arcane damage, where X is 0 until the card resolves and X is defined.
>
> **Example:** Clash of Might has the text "When this defends, clash with the attacking hero." Because the ability generates a clash effect, Clash of Might is considered a card with clash.
>
> **Example:** Thunk has the text "When you win a clash revealing this, create a Might token." Because the ability does not generate a clash effect, Thunk is not considered a card with clash.
1.8.3 An optional effect is an effect that the player may choose to be generated. An optional effect typically contains the term "may."
1.8.3a When an optional effect would be generated, or would apply to objects or the game, the player instructed by the effect chooses whether or not to generate or apply the effect.
1.8.3b If any of the optional effects cannot be generated due to a rule or effect, cannot resolve successfully based on the current game state, or contain an asset-cost which cannot be paid,[[1.14.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.2) the effect cannot be generated/applied and the player cannot choose to generate/apply the effect. If the optional effects are phrased with "may choose to" then the player may choose to generate the effects regardless of their outcome.
> **Example:** Murky Water has the text "… you may banish face-down 3 traps from your graveyard." If the player 3 or more traps in their graveyard, they may choose whether or not to generate the effect to banish them. If they have 2 or fewer traps in their graveyard, they have no choice and the effect is not generated.
>
> **Example:** Heave partially means "… you may pay and put this face-up into your arsenal." If the player cannot pay the resource cost or they cannot put the card into their arsenal, they cannot choose to heave the card. The player must both pay the asset-cost and be able to put the card into their arsenal to be able to heave the card.
>
> **Example:** Mark of the Huntsman has the text "When this hits a hero, you may choose to destroy this and mark them." Even if Mark of the Huntsman cannot be destroyed or the hero is already marked, the player may choose to generate the optional effects, in which case Mark of the Huntsman will be destroyed (if able) and the hero will be marked (if able).
1.8.4 A conditional effect is an effect that is dependent on a condition to be met. A conditional effect is typically written in the format "(If / During) [CONDITION], [EFFECT]," where CONDITION is the condition that must be met for the EFFECT to be generated/applied. If EFFECT is a list of two or more effects, each effect is a conditional effect with the same condition.
> **Example:** Heart of Fyendal has the text "if you have less than an opposing hero, gain 1" which is a conditional discrete effect that is generated only if the the player has less than at least one opposing hero.
>
> **Example:** Flic Flak has the text "If the next card you defend with this turn is a card with combo, it gets +2." which is a conditional continuous effect that is applied only if the next card the players defends with that turn has the combo ability.
>
> **Note:** Cards printed before 2022 have also used the format "If [EVENT and/or STATE] [EFFECTS]" to denote a triggered effect.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
1.8.4a A conditional effect, written in the format "Otherwise [EFFECT]," is an effect that is conditional on the opposite of a preceding conditional effect or the failure of a preceding effect. This effect's condition is met only when the preceding effect's condition is not met, or the preceding effect fails.
> **Example:** Runeblood Incantation has the text "At the beginning of your action phase, remove a verse counter from Runeblood Incantation. If you do, create a Runechant token. Otherwise, destroy Runeblood Incantation," the latter part of which is a conditional discrete effect that is conditional on the failure to remove a verse counter from Runeblood Incantation.
1.8.4b A conditional effect, written in the format "[EFFECT] unless [OPPCONDITION]," is an effect that is conditional on the opposite of the OPPCONDITION. This effect's condition is only met when the OPPCONDITION is not met, or the OPPCONDITION is an effect that fails.[[1.8.9]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.9) If the OPPCONDITION is an effect instead of a condition, it is an optional effect.
> **Note:** An effect that reads "Deal 2 damage to the attacking hero unless they pay ." can be read as "The attacking hero may pay . If they don't, deal 2 damage to them."
>
> **Example:** Pitfall Trap has the text "… deal 2 damage to the attacking hero unless they pay ," which is a conditional discrete effect, that is conditional on the attacking hero not paying the asset-cost.
1.8.4c A conditional effect, written in the format "[EFFECT] while [CONDITION]," is an effect that only applies as long as CONDITION is met. The CONDITION is evaluated at all times while the effect exists. If the effect applies to one or more subjects, CONDITION is evaluated per subject.
> **Example:** Parable of Humility has the text "Attack action cards your opponents control get -1 while attacking and defending," which is a conditional static-continuous effect that applies to more than one object and a condition that is checked per object that it applies to.
1.8.4d A conditional effect, written in the format "if [CONDITION], [EFFECT], [ADDCONDITION], [ADDEFFECT] ..." is a collection of two or more effects that are only generated if the condition is met for each respective effect. Typically, the CONDITION fully specifies an amount required to met the conditional for generating EFFECT, and each subsequent ADDCONDITION will specify a different but related amount required to met the conditional for generating its respective ADDEFFECT. The CONDITION and each subsequent ADDCONDITION are evaluated all at once before any of the effects are generated.
> **Example:** Enflame the Firebrand has the text "if you control 2 or more Draconic chain links, this gets go again, 3 or more, your attacks are Draconic this combat chain, 4 or more, this gets +2." which are 3 conditional continuous effects, that are conditional on the player controlling 2 or more, 3 or more, and 4 or more draconic chain links respectively. Even if the number of chain links increases from generation of the second effect, it would not cause the conditional to be revaluated for the third effect.
1.8.5 A targeted effect is an effect where the target parameters are declared as the layer, with an ability that generates the targeted effect, is put onto the stack. Targeted effects always contain the phrase "target [DESCRIPTION]" or "[DESCRIPTION] (target/targets)" where DESCRIPTION is the specifics of one or more legal targets for the effect.
1.8.5a Only public objects in the arena or on the stack are targetable (can be selected as a legal target), unless the effect specifies the legal target as a zone or an object that does not exist in the arena or on the stack. If the effect specifies the legal target as an object in a public zone, only public objects in that zone targetable, unless stated otherwise.
> **Example:** Memorial Ground has the text "Put target attack action card with cost 2 or less from your graveyard on top of your deck." which describes a legal target as a card in the graveyard as opposed to a card in the arena or on the stack. The graveyard is a public zone, so only public (face-up) cards in the graveyard can be chosen as a legal target.
1.8.5b The same legal target cannot be declared more than once for any one instance of the target phrase.
1.8.5c An effect that specifies one or more subjects to affect, but does not use the term "target," is not a targeted effect. Non-target subjects do not need to be declared until the effect is generated.
> **Example:** Remembrance has the text "Shuffle up to 3 action cards from your graveyard into your deck," which is not a targeted effect because it does not use the term "target" before the specified subjects of the effect.
1.8.5d If the targeted effect can only be applied to certain objects, the otherwise legal targets are restricted based on the requirements of the parameters for the effect.[[8.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5)
> **Example:** Frosting has the text "Deal 3 arcane damage to any target." Only living objects (permanents in the arena with the life property) may be selected as targets for the deal (damage) effect.
>
> **Example:** Rewind has the text "Negate target non-attack action card and return it to its owner's hand." Only layers may be selected as targets for the negate effect, so only a non-attack action card on the stack may be selected as a target for Rewind.
1.8.5e If a targeted effect is optional, the player may choose not to select a target. If a player chooses not to select a target, the optional effect is not generated.
1.8.5f If an effect modifies the target of a targeted effect, only legal targets for the targeted effect may be selected as new targets, unless otherwise specified by the modifying effect. If there is no other legal target for the targeted effect, then the target remains unmodified.
> **Example:** Taipanis, Dracai of Judgement has the text "The first time each turn another hero becomes the target of a source that would deal lethal damage, you may discard a red card. If you do, choose new targets for that source," which can modify the targets of an effect but can only select legal targets as per the original targeted effect. Taipanis cannot change the target of a hero's attack to be their own hero, because attacks can only target opposing living objects.
1.8.6 If the parameters of an effect are undetermined at the time the effect is generated, the player instructed by the effect determines the parameters of the effect. If no legal parameters exist, then any part of the effect related to those parameters fails.
> **Example:** Remembrance has the text "Shuffle up to 3 action cards from your graveyard into your deck." This effect does not require targets when Remembrance is played on the stack, so when the effect is generated upon resolution, up to three action cards must be determined by the controlling player.
1.8.6a If two or more players are instructed to determine the parameters of an effect, those players determine the parameters in clockwise order, starting with the controller of the effect.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6)
> **Example:** Codex of Frailty has the text "Each hero puts an attack action card from their graveyard face-down into their arsenal," which requires all players to determine what card will be selected in their graveyard to be put into their arsenal. This starts with the player who controls Codex of Frailty as it resolves on the stack.
1.8.6b If the parameters of an effect include determining an object, the player can only determine public objects in the arena or on the stack as parameters for the effect, unless stated otherwise.[[3.0.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.3) If the parameters of effect include determining a object in a public zone, the player can only determine public objects in that zone, unless stated otherwise.
> **Example:** Oasis Respite has the text "Prevent the next 4 damage that would be dealt to target hero this turn by a source of your choice," which has a parameter that can be any card or macro in the arena or the stack, as long as it is public (face-up).
>
> **Example:** Gravekeeping has the text "When this attacks a hero, you may banish a card from their graveyard." which has a parameter that can be any card in the hero's graveyard zone, as long the card is public (face-up).
>
> **Example:** Boneyard Marauder has the text "As an additional cost to play this, banish 3 random cards from your graveyard." which has a parameter that requires the player to determine 3 random public (face-up) cards in their graveyard to be banished.
1.8.6c If the parameters of an effect include determining two or more objects, but there are insufficient legal objects, all legal objects are consider the parameters of the effect.
> **Example:** System Reset has the text "Banish X Mechanologist items you control." If X is already determined to be 4, but there are only 3 legal items, all 3 of those items become the parameters to the banish effect.
1.8.6d If an effect would generate a multi-event, the player determines the order of the individual events after the parameters of the effect are determined.[[1.9.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9.2)
> **Example:** Shadowrealm Horror has the text "As an additional cost to play this, banish 3 random cards in your graveyard." When the effect is generated, 3 cards at random are selected as parameters for the effect, then the player may choose the order in which those cards are banished as part of the banish multi-event.
>
> **Example:** Glyph Destruction Nodes has the text "Deal 3 arcane damage to up to X target heroes and/or allies." The target parameters of the effect are declared when Glyph Destruction Nodes is put on the stack, but the order in which those targets are dealt damage is determined when the effect is generated.
1.8.7 If an effect refers to the value of a property, it infers the existence of the property as well as its value. If an object does not have that property, it does not meet the condition of the existence of the property and thus the condition of the value of the property.
> **Example:** Harmonized Kodachi has the text "If you have a card in your pitch zone with cost 0," which can be interpreted as "While you have a card in your pitch zone with the cost property and the value of that property is 0." This means a card without the cost property, such as Heart of Fyendal, will not satisfy the condition if it is in the pitch zone.
>
> **Example:** Find Center has the text "… this can't be defended by cards with cost less than the number of chain links you control," which can be interpreted as "this cannot be defended by cards with the cost property, if the value of the cost property is less than the number of chain links you control." This means cards without the cost property, such as Ironrot Helm, would be able to defend the attack.
>
> **Example:** Mutated Mass has the text "This card's and are equal to twice the number of cards in your pitch zone with different costs," which can be interpreted as "This card's and are equal to twice the number of cards in your pitch zone with the cost property, that have different costs." This means cards without the cost property, such as Heart of Fyendal, will not satisfy the condition (and be included in the calculation) if it is in the pitch zone.
1.8.7a If an effect requires the value of a numeric property from a specific object without that property, then zero is used as the value for the purpose of the effect.
> **Example:** Ravenous Rabble has the text "… reveal the top card of your deck. this gets -X, where X is the pitch value of the card revealed this way." If the revealed card for this effect was Gorganian Tome, which does not have the pitch property, the value of X would be zero.
1.8.8 If an effect instructs a player to perform an action "as though" the game state or rules were modified, or if an effect states an object or action "counts as" another object or action, rules and effects consider the modified game state or rules for the applicable effect only.
> **Example:** Teklovossen, the Mechropotent has the text "This counts as having 4 Evos equipped." Effects that count the number of Evos a player has equipped would have their count increased by 4 due to this effect, but effects that apply to or interact directly with equipped Evos would not be affected.
1.8.9 An effect fails if (A) it is a targeted effect and all declared target(s) are no longer legal or have ceased to exist, (B) the effect requires additional parameters and there are no legal parameters that can be chosen, or (C) if all the events it creates fail to occur. If there are sufficient parameters to allow the effect to be generated and at least one event that it creates does not fail to occur, the effect does not fail.
> **Example:** Flick Knives has the text "Target dagger you control that isn't on the active chain link deals 1 damage to target hero." If the dagger that is targeted ceases to exist before the effect is generated, the effect fails to be and no damage will be dealt.
1.8.10 If an effect specifies "your next attack" but does not specify how the player gains control of the attack, it refers to the next attack that is played, activated, triggered, or otherwise comes under the player's control, and the effect applies to the attack at that time.
> **Example:** Prismatic Leyline has the text "Your next red attack this turn gets +1, your next yellow gets +2, and your next blue gets +3." If a player plays a red attack with stealth, it will get +1. If the red attack is replaced with a blue attack using Uzuri's activated ability, the blue attack will get +3 as it is a new attack that comes under the player's control.
1.8.10a If an object has already been played, activated, or triggered, or otherwise has come under the player's control, and then the properties of that object change to become an attack as specified by the effect, the effect does not apply.
> **Example:** Take Up the Mantle has the text "… you may banish an attack action card with stealth from your graveyard. If you do, the target becomes a copy of the banished card." If a player plays Prismatic Leyline, then a red attack with stealth, and finally Take Up the Mantle banishing a blue card, the attack will not get +3 from Prismatic Leyline as it was already under the control of the player and is not considered their next blue attack.
## 1.9 Events
1.9.1 An event is a change in the game state produced by the resolution of a layer, the result of an effect, a transition of turn phase or combat step, or an action taken by a player. An event may involve physically changing the game state through one or more instructions - it can be modified by replacement effects[[6.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4) and can trigger triggered effects.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
1.9.1a If an event comprises an instruction that involves elements outside the game, that event cannot be modified by replacement effects or trigger triggered effects within the game, unless the event directly interacts with the game.
> **Example:** Go Bananas has the text "Open and reveal a booster pack of Flesh and Blood and put all cards with the chosen name into your hand," which creates a 'reveal' event and a 'put' event as part of its resolution. The 'reveal' event only operates outside of the game, so any replacement effects and triggered effects within the game do not interact with it. The 'put' event directly interacts with the game by putting an object into a game zone, so replacement effects and triggered effects within the game may interact with it.
1.9.1b If an event comprises an instruction to do nothing, the event does not occur. It cannot be modified by replacement effects and does not trigger effects.
> **Example:** Blazing Aether has the text "Deal X arcane damage to target hero, where X is the amount of arcane damage you have dealt to that hero this turn." If the player has dealt 0 arcane damage this turn, the resolution of Blazing Aether produces an event that deals 0 arcane damage. Because dealing 0 arcane damage is an instruction to do nothing, it simply does not occur. It cannot be modified to deal more arcane damage by replacement effects, and it does not trigger effects for dealing arcane damage.
1.9.1c If an event comprises an instruction where failure cannot be verified by an opponent based on the current game state, that player may choose to fail to complete that instruction. If they do, the event simply fails as if that instruction cannot be completed.
> **Example:** Moon Wish has the text "When this hits, search your deck for a card named Sun Kiss." The opponent cannot verify that a Sun Kiss is in the player's because the deck is private to the player, so the player may choose to fail to find a card named Sun Kiss even if there is one in their deck.
1.9.2 A multi-event is a collection of two or more individual events that involve performing the same or similar instructions.
> **Example:** Tome of Harvests has the text "Draw 3 cards," which is an effect that produces a multi-event that involves drawing a card three times. Each draw is performed as an individual event: draw a card, draw a card, draw a card.
>
> **Example:** Trounce has the text "If a hero wins both clashes, they create a Gold, Might, and Vigor token," which is a multi-event that involves creating 3 tokens. Each creation is performed as an individual event: create a Gold token, create a Might token, create a Vigor token.
1.9.2a If a triggered effect triggers from a multi-event, it does not trigger again for any of the individual events of that multi-event.
> **Example:** Valda Brightaxe, has the text "Whenever an opponent draws 1 or more cards," which is a triggered effect that would trigger once on a multi-event of drawing one or more cards, but would not then trigger on each individual event of drawing a single card from that multi-event.
1.9.2b If a replacement effect replaces a multi-event, it does not replace any of the individual events of that multi-event.
> **Example:** Mordred Tide has the text "Until end of turn, if you would create one or more Runechant tokens, instead create that many plus 1," which replaces the multi-event that creates X Runechant tokens with a multi-event that creates X+1 Runechant tokens. It does not then replace each of the X individual "create a Runechant token" event with "create 2 Runechant tokens."
1.9.2c If an event involves two or more players performing an instruction, it is a multi-event where each player performs that instruction in clockwise order as an individual event, starting with the turn-player.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6) If the event was produced by an effect, each player performs that instruction starting with the controller of the effect instead.
> **Example:** This Round's on Me has the text "Each hero draws a card," which when resolved produces a multi-event that instructs each player to draw a card. This starts with the player who controls This Round's on Me as it resolves on the stack.
1.9.3 A named-event is a event or collection of events which is named according to the keyword effect that produced it.[[8.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5)
> **Example:** Discard is a named-event which is otherwise identical to a move event - moving a card from the player's hand to their graveyard.
1.9.3a If a replacement effect modifies an event as part of a named-event, but it does not modify the named-event as a whole, the named-event retains its name.
> **Example:** Mark of the Beast has the text "If this would be put into your graveyard from anywhere, instead banish it." If Mark of the Beast would be discarded, the replacement effect modifies the move event to become a banish event, but it does not affect the named-event as a whole. Mark of the Beast would leave the hand and be put into the banished zone as a discard and a banish, triggering any effects that are conditional on those respective events occurring.
1.9.3b If a named-event cannot occur, then none of the events that comprise the named-event occur. If the events that comprise the named-event cannot occur, then named-event is not considered to have occurred.
> **Example:** Opt 1 is a named-event for collection of two other events: look at the top card of the deck, and put the top card on the top or bottom of the deck. If there are no cards in a player's deck, both the look and put events fail to occur, so the opt named-event as a whole fails to occur.
## 1.10 Game State
1.10.1 A game state is a moment in the game. The game transitions between states when an event occurs.[[1.9]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9) A priority state is a game state where a player would typically receive priority.
1.10.2 When the game transitions to a new priority state, the following game state actions are performed first:
1.10.2a First, if one or more heroes have died, their player loses the game (or the game ends in a draw).[[4.5]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.5)
1.10.2b Second, if one or more living objects in the arena have 0 life total, they are cleared simultaneously as a single event. Living objects that cease to exist are considered to have died.[[2.5.1a]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5.1a)[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
1.10.2c Third, if a continuous effect allows a player to look at a card based on location, they may start looking at that card until it is no longer in that location.[[8.5.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.11)
1.10.2d Fourth, if the state-condition of a state-based triggered effect is met, the effect triggers. Then, if any triggered-layers have been created, but have not been added to the stack, they are added to the stack. If two or more triggered-layers have been created, then each player in clockwise-order adds their own triggered-layers to the stack, starting with a player chosen by the turn-player.[[6.6.6b]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.6b)
1.10.2e Fifth and finally, if the combat chain is open and a rule or effect has closed the combat chain, the Close Step of combat begins.[[7.7.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7.2)
1.10.3 If a player makes an illegal action, or starts to make an action that becomes illegal to complete, the game state is reversed to the legal state before that action started.
1.10.3a Triggered effects do not trigger as a result of the action being reversed.
1.10.3b Replacement effects cannot replace any event as a result of the action being reversed.
1.10.3c If the game state cannot be reversed, as much as possible about the state is reversed and the game continues as though it were the last legal state before the reversal.
## 1.11 Priority
1.11.1 Priority is a game state concept that describes which player (if any), may play a card, activate an ability, or pass priority to the next player.
1.11.2 Only one player can have priority at any point in time. A player who has priority is the "active player." A player who does not have priority is an "inactive player."
1.11.3 The Action Phase is the only phase when players get priority. Within the action phase, players do not get priority during the Close Step of combat. At the beginning of the action phase, during most steps of combat, and after the resolution of a layer, the turn-player gains priority.[[4.2]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.2)[[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)[[5.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3)
1.11.4 The active player may pass priority to the next player, referred to as "pass."
1.11.4a If a player passes, priority is given to the next player in clockwise order.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6) Typically, if all players pass in succession without playing any cards or activating any abilities, and the stack is not empty, the top layer of the stack resolves[[5.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3) \- otherwise if the stack is empty, the phase or step ends.[[4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4)[[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)
1.11.5 If the active player plays a card or activates an ability, they regain priority after the card has been played or the ability has been activated.[[5.1.10]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.10) If the active player passes, they lose priority until they receive it again from a rule. No player has priority while playing a card, activating an ability, resolving a layer, during a game process, and/or during game state actions.
## 1.12 Numbers and Symbols
1.12.1 Numbers are always integers.
1.12.1a If a rule or effect would calculate a fractional number and does not specify to round up or down, the number is rounded towards zero.
> **Example:** An effect that would calculate the number 3.5 would be rounded down to 3, but the number -3.5 would be rounded up to -3.
1.12.1b If a rule or effect requires a player to choose a number, the number selected must be a non-negative integer - zero and above. If it requires the player to choose "up to" a number, the number selected must be between zero and the specified number, inclusive.
1.12.2 The letter X is used to represent a value that starts undefined and is defined later by a rule or effect.
1.12.2a If an object has a property with the value X, and the value of X undefined, the object is still considered to have that property and the value of X is evaluated to be zero.
1.12.2b If an object has a property with the value X, and the value of X is defined, it remains defined until the object ceases to exist.
1.12.2c If there are two or more undefined values in the same context, the letters Y and Z may also be used to represent those undefined values.
1.12.3 The asterisk symbol (\*) is used to represent a value that is defined by a meta-static ability or continuous effect.
1.12.3a If _ is undefined, the object is still considered to have that property and the value of _ is evaluated to be zero.
> **Example:** Mutated Mass has an ability that defines its power and defense as double the total number of distinct costs of cards in the pitch zone. Outside of a game, this ability cannot be used to define the power and defense, so they are instead evaluated to be zero.
1.12.3b If meta-static ability can be used to define the value of _, then it is evaluated according to the ability. Otherwise, if an effect defines the value of _, it is evaluated according to the effect.
> **Example:** Arakni, Marionette has the text "… you become a random Agent of Chaos." All Agent of Chaos cards have a life property with a value of _. The become/copy effect defines the defines the value of _ as the same as the printed life value of Arakni, Marionette.
1.12.4 Symbols are typically used to represent the value of specified properties.[[2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2)
1.12.4a The defense symbol is and represents a defense value.
1.12.4b The intellect symbol is and represents an intellect value.
1.12.4c The life symbol is and represents a life value.
1.12.4d The power symbol is and represents a power value. It is also used to refer to physical damage.[[8.5.3b]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3b)
1.12.4e The resource symbol is and represents a resource value.
1.12.4f The chi symbol is and represents a chi value.
1.12.4g The tap symbol is and represents the tap effect.[[8.5.55]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.55)
1.12.4h The untap symbol is and represents a untap effect.[[8.5.56]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.56)
## 1.13 Assets
1.13.1 An asset is a point of a given type, owned by a player. There are four types of assets: action points, resource points, life points, and chi points.
1.13.2 An action point is an asset that is typically used to play an action card and/or activate an action ability.
1.13.2a A player can gain action points during their action phase from the following: at the start of their action phase,[[4.3]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.3) the ability go again,[[8.3.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.5) and effects that grant the player action points.
1.13.2b A player cannot gain action points if it is not their action phase. If a player would gain an action point from a rule or effect but it is not their action phase, instead they do not gain any action points.
> **Example:** Lead the Charge has the text "The next time you play an action card with cost 0 or greater this turn, gain 1 action point. Go again." If a non-turn-player played (as an instant) Lead the Charge (red), they would not gain an action point from the ability "go again." If they then played an action card with cost 0 (as an instant), they would not gain an action point from the delayed-triggered effect of Lead the Charge.
1.13.3 A resource point is an asset that is typically used to play cards and activate abilities.
1.13.3a A player can gain resource points from the following: pitching cards during the payment of an asset-cost that requires resource points,[[1.14.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.3) and effects that grant the player resource points.
1.13.4 A life point is an asset that is paid from a player's hero's life total and is typically used to activate abilities.
1.13.4a A player can gain life points from effects that increase the player's hero's life total.
1.13.5 A chi point is an asset that is typically used to play cards and activate abilities.
1.13.5a A player can gain chi points from the following: pitching cards during the payment of an asset-cost that requires chi or resource points.[[1.14.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.3)
1.13.5b A chi point can be used in place of a resource point for paying resource point costs.
## 1.14 Costs
1.14.1 A cost is the requirement of payment from a player incurred by playing a card, activating an ability, or resolving/applying an effect. A cost requires the payment of assets (asset-costs) and/or the successful resolution of effects (effect-costs).
1.14.2 An asset-cost is a cost that requires the payment of one or more assets.[[1.13]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13) To pay an asset-cost as a player, the player must have or gain assets of the appropriate type equal to, or greater than, the cost to be paid; then those the asset-cost amounts are subtracted from the player's assets and the cost is considered paid.
1.14.2a If an asset-cost involves paying two or more types of assets, they must be paid in the following order: chi points, resource points, life points, action points. Each type of asset must be paid in full before starting to pay for the next type.
1.14.2b If a player does not have enough assets and does not gain any additional assets to pay an asset-cost, the cost cannot be paid and the game state is reversed to before the cost is paid. If the asset-cost is mandatory and part of another action, the entire action is reversed..[[1.10.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.3)
1.14.2c To pay a chi point cost, the player must use chi points.[[1.13.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.5) If they have fewer chi points than required, the player may pitch cards[[1.14.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.3) one at a time until they have enough chi points to pay the cost.
1.14.2d To pay a resource point cost, the player must use resource points[[1.13.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.3) and chi points.[[1.13.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.5) If they have fewer resource points and chi points than required, the player may pitch cards[[1.14.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.3) one at a time until they have enough resource points and chi points to pay the cost, then the cost is paid. The player must use all of their chi points before using any of their resource points to pay a resource point cost.
> **Example:** A player has 1 resource point and plays a card with 3 cost (more than the number of resource points they have). If the player pitches a 3-pitch card, generating 3 resource points, they have finished paying the asset-cost of the card, have 1 resource point left over, and can no longer pitch cards because there are no more costs to pay. If the player pitches a 1-pitch card, generating 1 resource point, they still have 1 resource point left to pay and may continue pitching cards until the asset-cost is paid.
>
> **Example:** A player plays a card with 2 cost and pitches a 1-pitch card, generating 1 resource point. The player then pitches a 3-pitch card, generating 3 chi points. Because they have enough resource and chi points to pay the cost, 2 chi points are used to pay the resource point cost first, and then they have 1 chi point and 1 resource point left over.
1.14.2e To pay a life point cost, the player must use life points.[[1.13.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.4)
1.14.2f To pay an action point cost, the player must use action points.[[1.13.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.2)
1.14.3 To pitch a card as a player, the player moves the card from their hand to the pitch zone and gains assets. The pitch property of a card determines what type and how many assets a player gains when the card is pitched.[[2.8]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.8)
1.14.3a A card cannot be pitched if it does not have the pitch property.
1.14.3b A player may only pitch a card if that card will gain them assets they need to pay an asset-cost or if they are instructed by an effect.[[8.5.44]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.44)
> **Example:** If a player is paying an asset-cost of 3 chi points, they may only pitch cards that will gain them chi points when pitched. They cannot pitch cards that only gain them resource points.
1.14.3c Pitching a card is an event that can trigger and be replaced by effects.
1.14.4 An effect-cost is a cost that requires payment in the form of generating one or more effects. To pay an effect-cost, the player must be able to successfully generate and resolve the specified costs.
> **Example:** Hope Merchant's Hood has the text "Instant – Destroy this: Shuffle any number of cards from your hand into your deck, then draw that many cards," which is an activated ability with an effect-cost of destroying Hope Merchant's Hood.
1.14.4a If an effect-cost involves generating two or more effects, the player declares the order in which the effects will be generated.
1.14.4b Before the effect-cost is paid, if any of the effects cannot be generated due to a rule or effect, or the effects cannot resolve successfully based on the current game state, the cost cannot be paid and the game state is reversed to before the cost is paid. If the effect-cost is mandatory and part of another action, the entire action is reversed..[[1.10.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.3)
1.14.4c During the payment of an effect-cost, if the events of any effects are replaced and cannot be successfully resolved, the cost is still considered paid.
1.14.5 A cost that is represented by "0," or a cost in which all asset-costs are reduced to zero and there are no effect-costs, is still considered a cost which is paid by acknowledging the zero cost.
## 1.15 Counters
1.15.1 A counter is a physical marker placed on any public object.[[3.0.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.3) A counter is not an object and does not have properties. The identity of a counter is defined by its name, or its numerical value and symbol. Counters with the same name, or value and symbol, are functionally identical and interchangeable.
1.15.2 When a counter is on an object, it modifies its properties and/or interacts with effects.
1.15.2a A counter with a numerical value and symbol that corresponds to an object property modifies that property of the object it is on. This modification is considered a rule, not an effect, but does take place at the same time as continuous effects that modify the object in the same way.[[6.3.2]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.2)[[6.3.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.3)
1.15.3 When an object ceases to exist, the counters on that object cease to exist.[[3.0.9]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.9) When a counter is removed from an object it ceases to exist.
1.15.4 If a counter would be added to an object that has a diametrically opposing counter on it, both diametrically opposing counters remain on the object.
> **Example:** If a -1 counter is placed on an object with a +1 counter on it, they both remain on the object. The counters do not cancel each other out and they are not removed from the object simply because they are diametrically opposing.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/02-object-properties.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/02-object-properties/)
# 2 Object Properties
## 2.0 General
2.0.1 A property is an attribute of an object that defines how the object interacts with the rules and effects of the game. There are 13 properties an object may have: abilities,[[1.7]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7) color strip, cost, defense, intellect, life, name, pitch, power, subtypes, supertypes, text box, and type.
2.0.1a An ability is a property, not an object. However, activated abilities have the object properties cost and type, for the purposes of rules and effects.
2.0.2 The properties of a card or macro are determined by the true text of the card or macro on [cardvault.fabtcg.com](https://cardvault.fabtcg.com).
2.0.3 A numeric property is a property that has a numeric value. The value of some numeric properties can be modified by effects and/or counters to produce a modified value.
2.0.3a An effect that modifies the value of a numeric property does not modify the base value of that property unless otherwise specified by the effect.
> **Example:** An effect that specifies an object to "gain," "get," "have," or "lose" a property-related value, modifies the value of the property but does not change the base value unless it specifically uses the term "base."
2.0.3b If the base value of a numeric property would be modified by an effect, it is not considered to increase or decrease the value for the purposes of effects that reference gaining or losing respectively. Otherwise, if the non-base value would modified, it is considered to increase or decrease the value.
> **Example:** Korshem, Crossroads of the Elements has the text "…, if … no card controlled by a hero has gained or this turn, destroy this." If a player plays a card and an effect applies to the card that increases its (non-base) , a card controlled by a hero has gained and Korshem will not be destroyed.
>
> **Example:** Big Bully has the text "If you've been booed this turn, this card's base is doubled." If an effect would prevent cards from gaining it would not prevent Big Bully from doubling its base because modification to its base value is not considered gaining .
2.0.3c A numeric property cannot have a negative base or modified value. If one or more effects would set or reduce the base or modified value of a numeric property to be less than zero, instead they set or reduce it to zero.
2.0.3d A +1 or -1 property-related counter on an object, modifies the value of the property but does not change the base value.
2.0.4 An object is considered to have gained a property, or part of a property, if it did not have that property/part before, but currently does. An object is considered to have lost a property, or part of a property, if it had that property/part but currently does not. Gaining or losing a property is not considered to increase or decrease the value for the purposes of effects that reference gaining or losing respectively.
2.0.5 The source of a property is the object of which the property is an attribute.
## 2.1 Color
2.1.1 Color is a visual representation of the color of a card.
2.1.2 The printed color of a card is typically expressed at the top of a card as a color strip.
- A card with a red color strip is considered red.
- A card with a yellow color strip is considered yellow.
- A card with a blue color strip is considered blue.
2.1.2a The printed pitch of a card is typically associated with the printed color of a card, but they are independent. Cards with a printed pitch of 1, 2, and 3, typically have a color strip of red, yellow, and blue respectively. A card with no printed pitch typically does not have a color strip.
## 2.2 Cost
2.2.1 Cost is a numeric property of a card or ability, which determines the starting resource asset-cost to play the card or activate the ability.[[5.1.6]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.6)
2.2.2 The printed cost of a card is typically expressed within a resource point symbol located in the top right corner of the card. The printed cost defines the base cost of a card. If a card does not have a printed cost, it does not have the cost property (0 is a valid printed cost).
2.2.2a If the printed value is expressed as two or more undefined symbols and/or numeric values, they are additive for determining the base cost of a card.
> **Example:** Spark of Genius has the cost property with the printed value of "XX," which determines the base cost as X+X for any value of X.
2.2.3 The printed cost of an activated ability is expressed as symbols as part of the description of the ability, where the number of symbols dictates the printed cost. If there are no resource symbols, then the printed cost is 0. The printed cost defines the base resource cost of the ability.[[5.2.1]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2.1)
2.2.4 The cost property of an object cannot be modified.
2.2.4a An effect that increases or reduces the cost of an object does not modify the cost property of that object. Effects that modify cost are only applied as part of the process for playing or activating that object.[[5.1.6]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.6)
> **Example:** An effect that reduces the cost to play a card does not change the cost property of that card in any way - it only changes the calculation of the resource cost when that card is being played.
2.2.4b An effect that refers to the cost of an object refers to the unmodified cost property of an object. An effect that refers to the payment of an object, refers to the modified cost of an object when it was paid to play/activate and put that object on the stack.
2.2.5 The visual expression in symbols and the numerical expression of cost are functionally identical.
> **Example:** The text "Search your deck for a card with cost value 1," is considered to be the same as the text "Search your deck for a card with cost value ."
## 2.3 Defense
2.3.1 Defense is a numeric property of an object, which represents the value contributed to the total sum of defense used in the damage step of combat.[[7.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5)
2.3.2 The printed defense of a card is typically located at the bottom right corner of a card next to the symbol. The printed defense defines the base defense of a card. If a card does not have a printed defense, it does not have the defense property (0 is a valid printed defense).
2.3.2a If the defense of a card is represented as a (c), then the card has an ability that defines the defense of the card at any point in or out of the game. If the ability requires a number that cannot be determined, the defense of the card is 0.
2.3.3 The defense of an object can be modified. The term "defense" or the symbol refers to the modified defense of an object.
## 2.4 Intellect
2.4.1 Intellect is a numeric property of a hero card, which represents the number of cards the controlling player draws up to at the end of their turn.[[4.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.4)
2.4.2 The printed intellect of a card is typically located at the bottom left corner of a card next to the symbol. The printed intellect defines the base intellect of a card. If a card does not have a printed intellect, it does not have the intellect property (0 is a valid printed intellect).
2.4.3 The intellect of an object can be modified. The term "intellect" or the symbol refers to the modified intellect of an object.
## 2.5 Life
2.5.1 Life is a numeric property of an object, which represents the starting life total of that object.
2.5.1a A permanent with the life property is a living object.[[1.3.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.3)
2.5.2 The printed life of a card is typically located at the bottom right corner of a card next to the symbol. The printed life defines the base life of a card. If a card does not have a printed life, it does not have the life property (0 is a valid printed life).
2.5.3 The life of a permanent can be modified. The term "life total" or the symbol refers to the modified life of an object.
2.5.3a A permanent's life total is equal to the permanent's base life, plus life gained and minus life lost, as recorded by the players of the game.
2.5.3b Life gained and life lost are not continuous effects - they are discrete effects that apply once, and they permanently modify the life total.[[8.5.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.7)
2.5.3c If the base life of an permanent changes, then the life total is recalculated using the new base life value of the object.
> **Example:** Shiyana has 20 base life and the text "… Shiyana becomes a copy of target hero …." If Shiyana has lost 5 life and copies the target hero is Kano, with 15 base life, the new life total for Shiyana is 10.
2.5.3d An permanent's life total can be greater than its base life.
2.5.3e An permanent cannot have a negative life total. If the life total is calculated to be less than zero, instead it is considered zero.
2.5.3f If a permanent's life total is reduced to zero, it is cleared as a game state action; or if the permanent is a hero, their player loses or the game is a draw as a game state action.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)[[4.5]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.5)
2.5.3g If a living object ceases to exist, it is considered to have died.
## 2.6 Metatype
2.6.1 Metatypes are a collection of metatype keywords. The metatypes of an object determine whether it may be added to a game.
2.6.2 An object can have zero or more metatypes.
2.6.3 The metatype of a card is determined by its type box. The metatype is printed before the card's supertypes.
2.6.4 The metatypes of an activated-layer or triggered-layer are the same as the metatypes of its source.
2.6.5 An object cannot gain or lose metatypes.
2.6.6 Metatypes are either hero-metatypes or set-metatypes. Hero-metatypes specify the moniker(s) of a hero, and the card can only be included in a player's card-pool if it matches their hero's moniker(s). Set-metatypes specify the the name(s) of the set the object can be used in as defined by tournament rules.
## 2.7 Name
2.7.1 Name is a property of an object, which represents one of its object identities and determines the object's uniqueness (along with the pitch property).[[1.2.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.2)[[1.3.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.4)
2.7.2 The printed name of a card is typically located at the top of the card. The printed name defines the name of a card.
2.7.3 If an object has a name that is a personal name, that name determines the object's moniker - the most significant identifier of the object's name. A personal name is typically written in the format "[HONORIFIC?] [MONIKER] [LAST?] [, SUFFIX?]," where HONORIFIC (if any) is one or more name honorifics, MONIKER is the moniker of the name, LAST (if any) is one or more middle and/or last names, and SUFFIX (if any) is a title or nickname written after a comma.
> **Example:** The monikers of these names are as follows: Bravo (Bravo), Dorinthea Ironsong (Dorinthea), Data Doll MKII (Data Doll), Ser Boltyn, Breaker of Dawn (Boltyn), Blasmophet, the Soul Harvester, (Blasmophet), The Librarian (The Librarian), Dawnblade (Dawnblade), Stalagmite, Bastion of Isenloft (Stalagmite).
2.7.3a If an object does not have a name that is a personal name, it does not have a moniker.
2.7.3b If two objects have different names, they may have the same moniker. An effect that refers to an object using a moniker may refer to two or more objects with different names but the same moniker.
> **Example:** The cards "Bravo," "Bravo, Showstopper," and "Bravo, Star of the Show," all have the moniker "Bravo."
2.7.3c A moniker is not considered a name. If an effect identifies an object by a name, it does not identify objects with a moniker that is the same as that name.
> **Example:** If a player is instructed by an effect to name a card and they declare "Dawnblade," the effect identifies cards with the name "Dawnblade," but not cards with the name "Dawnblade, Resplendent" despite them having the moniker "Dawnblade."
2.7.4 An object's printed name is always considered to be the English language version of its name, regardless of the printed language.
2.7.5 A name or part of a name is equal to another name or part of a name only if it is an exact case-insensitive match of each whole word in order.
> **Example:** Censor has the text "When this hits a hero, name a card. They can't play the named card until the end of their next turn." If the named card is "Blazing Aether", the effect would not prevent the player from playing "Trailblazing Aether."
>
> **Example:** Fabricate has the text "Equip a base equipment with Proto in its name from your inventory." Cards named "Breaker Helm Protos" cannot be equipped this way because "Protos" is not a whole word match for "Proto."
## 2.8 Pitch
2.8.1 Pitch is a property of a card, which represents the assets a player gains when they pitch the card. The pitch value of the card is the number of assets gained when pitched and it determines the object's uniqueness (along with the name property).[[1.14.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.3)[[1.3.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.4)
2.8.2 The printed pitch of a card is expressed visually as one, two, or three socketed or symbols, typically located in the top left corner of a card, where the types of symbols dictate what asset is generated when pitched and the number of symbols dictates the printed pitch value. The printed pitch value defines the base pitch value of a card. If a card does not have a printed pitch value, it does not have the pitch property.
2.8.3 The pitch of an object can be modified. The term "pitch" refers to the modified pitch value of an object.
2.8.4 The visual expression of or symbols and the numerical expression of pitch are functionally identical.
> **Example:** The text "Search your deck for a card with pitch value 1," is considered to be the same as the text "Search your deck for a card with pitch value ."
## 2.9 Power
2.9.1 Power is a numeric property of an object, which represents the power value used in the damage step of combat.[[7.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5)
2.9.2 The printed power of a card is typically located at the bottom left corner of a card next to the symbol. The printed power defines the base power of a card. If a card does not have a printed power, it does not have the power property (0 is a valid printed power).
2.9.2a If the power value of a card is represented as a (c) then the card has an ability that defines the base power of the card at any point in or out of the game. If the ability requires a number that cannot be determined, the power of the card is 0.
2.9.3 The power of an object can be modified. The term "power" or the symbol refers to the modified power of an object.
## 2.10 Subtypes
2.10.1 Subtypes are a collection of subtype keywords. The functional subtypes of a card determine what additional rules apply to the card.
2.10.2 An object can have zero or more subtypes.
2.10.3 The subtypes of a card are determined by its type box. Subtypes (if any) are printed after a long dash after the card's type.
2.10.4 The subtypes of an activated-layer or triggered-layer are the same as the subtypes of its source.
2.10.5 An object can gain or lose subtypes from rules and/or effects.
2.10.6 Subtypes are either functional or non-functional keywords. Functional subtypes add additional rules to an object.[[8.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2) Non-functional subtypes do not add additional rules to an object.
2.10.6a The functional subtype keywords are (1H), (2H), Affliction, Ally, Arrow, Ash, Attack, Aura, Construct, Figment, Invocation, Item, Landmark, Off-Hand, and Quiver.[[8.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2)
2.10.6b The non-functional subtypes keywords are Angel, Arms, Axe, Base, Book, Bow, Brush, Cannon, Chest, Chi, Claw, Club, Cog, Dagger, Demon, Dragon, Evo, Fiddle, Flail, Gem, Gun, Hammer, Head, Legs, Lute, Mercenary, Orb, Pistol, Pit-Fighter, Polearm, Rock, Scepter, Scroll, Scythe, Shuriken, Song, Staff, Sword, Trap, Wrench, and Young.
## 2.11 Supertypes
2.11.1 Supertypes are a collection of supertype keywords. The supertypes of a card determine whether a card can be included in a player's card-pool.
2.11.2 An object can have zero or more supertypes.
2.11.3 The supertypes of a card are determined by its type box. Supertypes are printed before the card's type (if any).
2.11.4 The supertypes of an activated-layer or triggered-layer are the same as the supertypes of its source.
2.11.5 An object can gain or lose supertypes from rules and/or effects.
2.11.6 Supertypes are non-functional keywords and do not add additional rules to an object. A supertype is either a class or a talent.
2.11.6a The class supertype keywords are Adjudicator, Assassin, Bard, Brute, Guardian, Illusionist, Mechanologist, Merchant, Necromancer, Ninja, Pirate, Ranger, Runeblade, Shapeshifter, Thief, Warrior, and Wizard.
2.11.6b The talent supertype keywords are Chaos, Draconic, Earth, Elemental, Ice, Light, Lightning, Mystic, Revered, Reviled, Royal, and Shadow.
## 2.12 Text Box
2.12.1 The text box of a card contains the card text of a card, typically located on the lower half of a card beneath the illustration.
2.12.2 The card text of a card contains the rules text, reminder text, and flavor text of the card (if any). Rules text is printed in roman and boldface. Reminder text is printed in parenthesized italics. Flavor text is separated vertically from the rules and reminder text (if any) by a horizontal bar and is printed in italics.
2.12.3 The rules text of a card defines the base abilities of the card. A paragraph of rules text typically defines a single ability. Reminder and flavor text do not affect the game.
2.12.3a If the rules text specifies the name and/or moniker of its source object in the third-person it is a self-reference. A self-reference can be interpreted as "this" and it refers to its source object and not other cards with the same name.
2.12.3b If the rules text specifies the name and/or moniker of another object in the context of creating it, it refers to a hypothetical object with defined properties, including that name.[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6) Otherwise, if the rules text specifies the name and/or moniker of another object it refers to any existing object with that name and/or moniker.
## 2.13 Traits
2.13.1 Trait is a property of an object, which represents one of its object identities.[[1.2.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.2)
2.13.2 The printed traits of a card are typically located at the top of the card, under the card name. The printed traits define the traits of a card.
2.13.3 Traits are non-functional keywords or phrases and do not add additional rules to an object.
2.13.3a The trait keywords and phrases are Agents of Chaos.
2.13.4 If an effect refers to a group of cards by a trait, it refers to all cards with that trait.
> **Example:** Arakni, Web of Deceit has the text "At the beginning of your end phase, if an opponent is marked, you become a random Agent of Chaos." This refers to a group which includes all cards with the Agent of Choas trait, and selecting one at random from that group.
## 2.14 Type Box
2.14.1 The type box of a card determines the card's metatypes, supertypes, types, and subtypes, typically located at the bottom of the card. Type boxes are typically written in the format "[METATYPES] [SUPERTYPES] [TYPE] [--- SUBTYPES]," where METATYPES is zero or more metatypes, SUPERTYPES is zero or more supertypes, TYPE is zero or more types, and SUBTYPES is zero or more subtypes.
2.14.1a If the SUPERTYPES of a type box is "Generic," the card has no supertypes.
2.14.1b Hybrid cards are cards with SUPERTYPES written in the format "[SUPERTYPES-1] / [SUPERTYPES-2]." A hybrid card can be included in a player's card-pool as though it only has one of the supertypes sets, SUPERTYPES-1 or SUPERTYPES-2, not both.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3) Otherwise, hybrid cards have all of the supertypes specified by SUPERTYPES-1 and SUPERTYPES-2.
## 2.15 Types
2.15.1 Types are a collection of type keywords. The types of a card determine whether the card is a hero-, token-, deck-, or arena-card, and how a deck-card may be played.
2.15.2 An object can have zero or more types.
2.15.3 The type of a card is determined by its type box. The type is printed after the card's supertypes, and before a long dash and subtypes (if any).
2.15.4 The types of an activated-layer or triggered-layer are the same as the types of its source.
2.15.4a The types of an activated ability layer include the types determined by the activated ability.[[5.2.1]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2.1)
2.15.5 An object can gain or lose types from rules and/or effects.
2.15.6 Types are functional keywords and add additional rules to an object.[[2.15]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.15)
2.15.6a The type keywords are Action, Attack Reaction, Block, Companion, Defense Reaction, Demi-Hero, Equipment, Hero, Instant, Macro, Mentor, Resource, Token, and Weapon.[[8.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1)
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/03-zones.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/03-zones/)
# 3 Zones
## 3.0 General
3.0.1 A zone is a collection of objects. There are 15 types of zones: arms, arsenal, banished, chest, combat chain, deck, graveyard, hand, head, hero, legs, permanent, pitch, stack, and weapon.
3.0.1a A zone is considered empty when it does not contain any objects and has no permanents equipped to it. An equipment zone is exposed if it is empty. A zone does not cease to exist if it is empty.
3.0.2 Each player has their own arms, arsenal, banished, chest, deck, graveyard, hand, head, hero, legs, and pitch zones; and has two weapon zones. The stack zone, permanent zone, and combat chain zone are shared by all players.
> **Note:** Cards printed before 2023 have used the phrase "zone you control" which refers to a zone that the player owns.
3.0.3 An object can have one of two possible states of visibility: public, or private. A public object is an object where information about the properties of the object is currently available to all players. A private object is an object where the information about the properties of that object is not currently available to all players.
3.0.3a A player may look at any private object they own, or is in a zone that they own, unless the object is in the deck zone.
3.0.4 A public zone is a zone in which the default visibility of objects is public. A private zone is a zone in which the default visibility of objects is private.
3.0.4a The arms, banished, chest, combat chain, graveyard, head, hero, legs, permanent, pitch, stack, and weapon zones are public zones.
3.0.4b The arsenal, deck, and hand zones are private zones.
3.0.4c A public zone may contain a private object, if the object is made private while in that zone, or if the object is moved into that zone as a private object. The private object remains private until a rule or effect makes it public.
3.0.4d A private zone may contain public objects if the object is made public while in that zone, or if the object is moved into that zone as a public object. The public object remains public until a rule or effect makes it private.
3.0.4e If a rule or effect specifies an object in a public zone, the source must be public for the rule or effect to apply unless otherwise stated.
> **Example:** Tome of Torment has the text "You may play this from your banished zone." If a Tome of Torment is private (face-down) in the banished zone, a public zone, its ability would not apply because it does not explicitly state face-down.
3.0.5 The arena is a collection of all the arms, chest, combat chain, head, hero, legs, permanent, and weapon zones.
3.0.5a The arena is not a zone. If an object would be put into the arena by a rule or effect without specifying a zone, it is placed into the permanent zone as a permanent.
3.0.5b The arsenal, banished, deck, graveyard, hand, pitch, and stack zones are not part of the arena.
3.0.6 The layout and representation of zones and objects in those zones are defined by tournament rules.
3.0.7 When an object moves from one zone to another, the object leaving its old zone (origin) and the object entering its new zone (destination) is performed simultaneously. At no point is the object not in a zone.
3.0.7a The object as it leaves the origin is considered the object moving for rules and effects. If the object is private at its origin and would be private at its destination, it is considered to have no properties for effects.
> **Example:** Levia has the text "If a card with 6 or more has been put into your banished zone this turn, …,". If a card is banished and it has 4 as it leaves its origin and 6 when it enters the banished zone, it is considered to have 4 when it moves zones and does not meet the condition of Levia's effect.
>
> **Example:** Levia has the text "If a card with 6 or more has been put into your banished zone this turn, …," If a card with 6 is banished face-down from the player's hand, it was private at the origin and is private at the destination, so it is considered to have no properties when it moves zones and does not meet the condition of Levia's effect.
3.0.7b If the origin and the destination of a move are the same, then no move occurs. If the object would go from public to private during the move, it just becomes private instead. If the object would go from private to public during the move, it just becomes public instead.
> **Example:** Mark of the Beast has the text "If this would be put into your graveyard from anywhere, instead banish it." If Mark of the Beast is banished face-down, and then an effect tries to put it into the graveyard, it will become face-up and remain in the banished zone. It is still considered the same card as before.
3.0.8 If a private object would move zones and be public at the destination, it becomes public before any further replacement effects are applied and it is moved. If a public object will move zones and be private at the destination, it becomes private before any further replacement effects are applied and it is moved.
> **Example:** Azalea's activated ability puts a card from the deck (private object) into the arsenal face-up (public object in a private zone), therefore it becomes public before it is moved.
>
> **Example:** Intimidate puts a card from hand (private object) into the banished zone face down (private object in a public zone), therefore it does not become public before it is moved.
3.0.8a If the destination or visibility of the movement of an object is modified, then the visibility of the object is immediately re-evaluated before any further replacement effects are applied and it is moved.
> **Example:** Drone of Brutality has the text "If this would be put into your graveyard from anywhere, instead put it on the bottom of your deck." If Drone of Brutality is discarded (from the private hand zone to the public graveyard zone), the card first becomes a public object, then the replacement effect replaces the destination to be the deck (a private zone), the card becomes a private object, and finally, the cards are moved to the bottom of the deck.
3.0.9 If an object enters a zone that is not in the arena and is not the stack zone, or a public object becomes private while it is not in the arena, it resets - its previous existence ceases to exist and it becomes a new object with no relation to its previous existence.
> **Example:** Endless Arrow is played and during the reaction step, Snapdragon Scalers is activated to give it "go again." Endless Arrow hits and returns to the player's hand (a zone outside the arena) and therefore becomes a new object. If the player plays Endless Arrow again it will not have "go again" because it is a new Endless Arrow card with no relation to its previous existence.
3.0.9a An ability that triggers when an object moves from one zone to another still references the new object, as long as the object remains a public object.
> **Example:** Merciful Retribution has the text "Whenever an aura or attack action card you control is destroyed, … If it's a non-token Light card, put it into your hero's soul." If a non-token Light card in the arena is destroyed, it moves to the graveyard and becomes a new object. However, because Merciful Retribution triggers on the object moving to the graveyard (as part of its destruction) it still references the new object it becomes in that zone for the triggered-layer it produces. If the non-token Light card moves to another zone or becomes private before the layer resolves, the triggered-layer loses that reference.
3.0.9b An ability with an effect that moves an object from one zone to another still references the new object for the remainder of any effects it generates, as long as the object remains a public object.
> **Example:** Bull's Eye Bracers has the text "If you have no cards in your arsenal, you may put an arrow card from your hand face-up into your arsenal. It gets +1 until end of turn." If an arrow card is put into the arsenal, it becomes a new object. However, because the activated ability of Bull's Eye Bracers was the source of the effect that moved the arrow card, the rest of the effect still references the new object it became in that zone.
3.0.9c The process of how an object becomes a new object is preserved as the history of that new object.
> **Example:** Slithering Shadowpede has the text "If this was banished from your hand this turn, you may play it from your banished zone." If Slithering Shadowpede is banished from hand, it resets and becomes a new object in the banished zone, but the information regarding where it was banished from is preserved, allowing it to be played from the banished zone this turn.
3.0.10 Zones of the same type are independent of their creation method. If a rule or effect creates a zone of the same type as an existing zone, the created zone is not distinguishable as being created by that rule or effect - only that there is now an additional zone of that type.
3.0.10a If a rule or effect moves an object into a specified type of zone, and there are two or more zones that match the specified type, the player that owns the object chooses which zone that object is moved to.
3.0.10b If the zone of a player ceases to exist, and there is only one of that type of zone owned by the player, any cards in that zone are cleared and the zone ceases to exist.
3.0.10c If the zone of a player ceases to exist, and there are two or more of that type of zone owned by the player, an empty zone of that type owned by the player ceases to exist. If there are no zones of that type owned by the player that are empty, the player chooses which zone will cease to exist - any cards in that zone are cleared and the zone ceases to exist.
3.0.11 If a rule would move an object to a zone that does not exist, or the zone cannot contain that object, the object is cleared instead.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12) If an effect would move an object to a zone that does not exist, or the zone cannot contain that object, and the object would not cease to exist from another rule or effect, then the move event fails.
> **Example:** Uzuri has the text "… put target attacking card with stealth from the active chain link on the bottom of its owner's deck." If the target attacking card with stealth has the token type, it ceases to exist before it is put on the bottom of the deck.
3.0.12 To clear an object, move it from its current zone to its owner's graveyard.
3.0.12a If the object is a token, macro, or a non-card-layer, it leaves its current zone and simply ceases to exist.
3.0.13 If an effect refers to one or more zones without specifying the owner of those zones (or specifying "any"), it refers to the zones owned by the controller of the effect.
3.0.14 A sub-card is a card that is under a permanent or a card on the stack. A top-card is the card on top, and the sub-card is underneath.
3.0.14a A card is only considered to be under a permanent if specified by a rule or effect.
3.0.14b A sub-card is not considered to be in the arena, even if its top-card is in the arena. If a card becomes a sub-card, it ceases to exist and becomes a new card with no relation to its previous existence.[[3.0.9]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.9)
3.0.14c If a top-card moves zones and remains the same object, its sub-cards move to the same zone as part of the same event and remain sub-cards. If a top-card becomes a sub-card of another permanent, all of its sub-cards also become sub-cards of that permanent.
3.0.14d If the top-card is public, all sub-cards are also public. If a top-card is private, all sub-cards are also private.
3.0.14e If a top-card ceases to exist, its sub-cards are cleared as part of the same event.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
## 3.1 Arena
3.1.1 The arena is a collection of all the arms, chest, combat chain, head, hero, legs, permanent, and weapon zones.
3.1.1a The arsenal, banished, deck, graveyard, hand, pitch, and stack zones are not part of the arena.
3.1.2 The arena is not a zone. If an object would be put into the arena by a rule or effect without specifying a zone, it is placed into the permanent zone as a permanent.
3.1.2a A card is considered to be in the arena if it is in any of the arena zones, and it is not a sub-card under permanent.
## 3.2 Arms
3.2.1 An arms zone is a public equipment zone in the arena, owned by a player.
3.2.2 An arms zone can only contain up to one object which is equipped to that zone.[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41)
3.2.2a An object can only be equipped to an arms zone if it has subtype arms.
3.2.3 A player may equip an arms card to their arms zone at the start of the game.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
## 3.3 Arsenal
3.3.1 An arsenal zone is a private zone outside the arena, owned by a player.
3.3.2 An arsenal zone can only contain up to one of its owner's deck-cards.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
3.3.2a If an effect would put a card into an arsenal zone that is not empty, or into the arsenal and there are no empty arsenal zones, that effect fails.
3.3.3 The term "arsenal" refers to all arsenal zones owned by a player and the cards in those zones.
3.3.3a A player's arsenal is considered empty if all of their arsenal zones are empty.
3.3.3b If a rule or effect would specify a card to move into a player's arsenal, it is moved into one of their empty arsenal zones.
3.3.4 Cards in an arsenal zone may be played.[[5.1]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1)
## 3.4 Banished
3.4.1 A banished zone is a public zone outside the arena, owned by a player.
3.4.2 A banished zone can only contain its owner's cards.
## 3.5 Chest
3.5.1 A chest zone is a public equipment zone in the arena, owned by a player.
3.5.2 A chest zone can only contain up to one object which is equipped to that zone.[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41)
3.5.2a An object can only be equipped to a chest zone if it has subtype chest.
3.5.3 A player may equip a chest card to their chest zone at the start of the game.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
## 3.6 Combat Chain
3.6.1 The combat chain zone is a public zone in the arena. There is only one combat chain zone, shared by all players, and it does not have an owner.
3.6.2 The combat chain zone can only contain cards and attack-proxies.[[1.4.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.3)
3.6.3 The term "combat chain" refers to the combat chain zone.
3.6.4 The combat chain is "open" during combat - otherwise it is "closed."[[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)
## 3.7 Deck
3.7.1 A deck zone is a private zone outside the arena, owned by a player.
3.7.2 A deck zone can only contain its owner's deck-cards.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
3.7.3 The term "deck" refers to the deck zone.
3.7.4 A player cannot look at objects in their own deck zone unless specified by a rule or effect.
3.7.5 Objects in the deck zone are placed face down in an ordered uniform pile.
3.7.6 A player's starting deck starts the game in their deck zone.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
## 3.8 Graveyard
3.8.1 A graveyard zone is a public zone outside the arena, owned by a player.
3.8.2 A graveyard zone can only contain its owner's cards.
3.8.3 The term "graveyard" refers to the graveyard zone.
## 3.9 Hand
3.9.1 A hand zone is a private zone outside the arena, owned by a player.
3.9.2 A hand zone can only contain its owner's deck-cards.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
3.9.3 The term "hand" refers to the hand zone.
## 3.10 Head
3.10.1 A head zone is a public equipment zone in the arena, owned by a player.
3.10.2 A head zone can only contain up to one object which is equipped to that zone.[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41)
3.10.2a An object can only be equipped to a head zone if it has subtype head.
3.10.3 A player may equip a head card to their head zone at the start of the game.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
## 3.11 Hero
3.11.1 A hero zone is a public zone in the arena, owned by a player.
3.11.2 A hero zone can only contain one card, with the type hero, and zero or more cards in the hero's soul.
3.11.3 The term "hero" refers to the card with the type hero in the hero zone.
3.11.4 A player must start the game with their hero card in their hero zone.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
3.11.5 A hero's soul refers to the collection of sub-objects under the hero card.[[3.0.14]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.14)
## 3.12 Legs
3.12.1 A legs zone is a public equipment zone in the arena, owned by a player.
3.12.2 A legs zone can only contain up to one object which is equipped to that zone.[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41)
3.12.2a An object can only be equipped to a legs zone if it has subtype legs.
3.12.3 A player may equip a legs card to their legs zone at the start of the game.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
## 3.13 Permanent
3.13.1 The permanent zone is a public zone in the arena. There is only one permanent zone, shared by all players, and it does not have an owner.
3.13.2 The permanent zone can only contain permanents.
## 3.14 Pitch
3.14.1 A pitch zone is a public zone outside the arena, owned by a player.
3.14.2 A pitch zone can only contain its owner's deck-cards.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
## 3.15 Stack
3.15.1 The stack zone is a public zone outside the arena. There is only one stack zone, shared by all players, and it does not have an owner.
3.15.2 The term "stack" refers to the stack zone.
3.15.3 The stack contains an ordered collection of layers.[[1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6)
3.15.4 When a layer is added onto the stack, it becomes layer N+1 where N is the number of existing layers on the stack.
3.15.5 The top layer of the stack is layer N, with the highest value of N.
3.15.6 When a layer N is removed from the stack by a rule or effect, any layer M where M>N becomes layer M-1.
> **Example:** There are 4 layers on the stack. Layer 2 is an instant card and is removed by a "negate" effect. Layer 3 becomes layer 2, and layer 4 becomes layer 3, while layer 1 remains unchanged.
3.15.7 The queue is an extension of the stack zone. It is a collection of attacks waiting to be resolved through combat.
3.15.7a The queue contains an ordered collection of attacks.[[1.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4)
3.15.7b When an attack is added into the queue, it becomes item N+1 where N is the number of existing attacks in the queue.
3.15.7c The next attack of the queue is item 1.
3.15.7d When an item N is removed from the queue by a rule or effect, any layer M where M>N becomes layer M-1.
3.15.7e The stack is empty when there are no layers on the stack. The queue is empty when there are no attacks in the queue.
3.15.7f Attacks in the queue are considered to be on the stack for the purposes of ability functionality[[1.7.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.4), and determining effect targets[[1.8.5a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.5a) and parameters.[[1.8.6b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.6b)
## 3.16 Weapon
3.16.1 A weapon zone is a public zone in the arena, owned by a player.
3.16.2 A weapon zone can only contain up to one object which is equipped to that zone.[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41)
3.16.2a An object can only be equipped to a weapon zone if it has the type weapon or the subtype off-hand or quiver. An object with the subtype 2H must be equipped to two weapon zones.[[8.2.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.2)
3.16.3 A player may equip a weapon card or an off-hand card to their weapon zone at the start of the game.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/04-game-structure.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/04-game-structure/)
# 4 Game Structure
## 4.0 General
4.0.1 A game of Flesh and Blood is preceded by the start-of-game procedure and ends when a player wins or the game is a draw.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)[[4.5]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.5)
4.0.2 A match consists of one or more consecutive games between the same players with the same decks.
4.0.3 A turn is a game state concept that structures the order of play and phases.
4.0.3a A turn consists of 3 phases in order: Start Phase, Action Phase, and End Phase.
4.0.3b Only one player can have a turn at any point in time. A player whose turn it is is the "turn-player." A player whose turn it is not is a "non-turn-player."
4.0.3c If an effect would give a player an extra turn, it is taken immediately after the specified turn.
## 4.1 Starting a Game
4.1.1 The process of starting a game is referred to as the start-of-game procedure. Players do not get priority during the start-of-game procedure.
4.1.2 First, each player places their hero card face up in their hero zone.
4.1.2a If the hero has a meta-static ability that modifies the start of game procedure, the number zones, or the ownership of zones, or the what cards in are placed in zones, that modification is independent of the ability during the game.
> **Example:** Kayo, Underhanded Cheat has the text "You start the game with 1 weapon zone," which means if that the player will go through the start of game procedure and start the game with only 1 weapon zone. During the game, even if Kayo, Underhanded Cheat loses that ability, the player will not gain a weapon zone.
4.1.3 Second, a player is selected and chooses the first-turn-player. If it is the first game of a match, one of the players is selected using a random method that is mutually agreeable. If it is not the first game of a match, the player who lost first in the previous game of the match is the selected player; or if the previous game ended in a draw, the selected player is the same as in the previous game. The select player then chooses any player to be the first-turn-player.
4.1.4 Third, each player selects arena-cards from their card-pool that they will start the game with.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d)
4.1.4a A player may select up to one arena-card for each of their arms, chest, head, legs, and weapon zones. Each card will start the game equipped in its respective zone, based on its type and/or subtype.[[4.1.8]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.8)
4.1.4b Cards selected this way are placed face-down in their respective zones or in a single face-down pile next to the hero. These cards and their number are private to each player until the game begins.
4.1.5 Fourth, each player selects the deck-cards from their card-pool that will become their deck.
4.1.5a Arena-cards cannot be included in a player's deck.
4.1.5b If a meta-static ability effect allows the player to start the game with one or more cards in a zone other than their deck, these cards are selected from their deck and placed face-down in their respective zones or in the single face-down pile next to the hero. The cards selected this way are still considered part of the player's deck. These cards and their number are private to each player until the game begins.
> **Example:** Dash has the text "You may start the game with a Mechanologist item with cost or less in the arena," which means if the game format requires a starting deck of 40 cards, the player may select the specified from those 40 cards, and start the game with 1 card in the arena and 39 cards in their deck zone.
4.1.6 Fifth, all other cards in a player's card-pool that were not selected during [[4.1.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.4) or [[4.1.5]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.5) become that player's inventory.
4.1.6a An inventory is a defined collection of cards in the game - it is not a zone.
4.1.6b An inventory is private. Players may look at cards in their own inventory during a game but are not required to show any other player.
4.1.6c If one or more cards remaining in the player's card-pool fail to meet the specifications of a rule or effect at the start of the game, those cards are removed from the game and are not considered part of the inventory for the game.
> **Example:** Taylor has the text "Each equipment in your starting inventory must have a different name," which means if there are two or more cards with the same name remaining in the player's card-pool, the first one is included in the player's inventory and the second one is removed from the game.
4.1.7 Sixth, each player shuffles and presents their starting deck to an opponent to be shuffled and/or cut.
4.1.7a After a player has presented their starting deck to be shuffled and/or cut, it is placed in their deck zone and they may no longer change any cards they have chosen in .[[4.1.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.4)[[4.1.5]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1.5)
4.1.7b A starting deck is private to each player. The opponent may not look at the information of the cards in a deck presented to them.
4.1.8 Seventh, each player in clockwise order equips their respective weapons and equipment, starting with the first turn-player .[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6)[[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41) Any other cards that start the game in a zone other than the deck zone are put in their respective zones. The "start of the game" event occurs and effects that trigger at the start of the game are triggered. Layers on the stack resolve and game state actions are performed as if all players are passing priority in succession until the stack is empty.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
4.1.8a If two or more triggered-layers are created, they are added to the stack in an order chosen by the first-turn-player.[[6.6.6b]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.6b)
4.1.8b If an effect would only trigger during a player's turn, it does not trigger during the start-of-game procedure.
> **Example:** Victor has the text "The first time each turn you create a Gold token from an effect you control, draw a card." If a player creates a Gold token from an effect they control during the start-of-game procedure, Victor's effect will not trigger because it is not during a player's turn.
4.1.9 Eighth and finally, each player draws cards up to their hero's intellect and the first turn-player begins their Start Phase.
## 4.2 Start Phase
4.2.1 Players do not get priority during the Start Phase.
4.2.2 First, the turn starts. Effects that last until the "start of turn" end. The "start of turn" event occurs and effects that trigger at the start of turn are triggered. Layers on the stack resolve and game state actions are performed as if all players are passing priority in succession until the stack is empty.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
4.2.3 Second and finally, the Start Phase ends and the game proceeds to the action phase.
## 4.3 Action Phase
4.3.1 First, the action phase starts. The "beginning of the action phase" event occurs and effects that trigger at the beginning of the action phase are triggered.
4.3.2 Second, the turn-player has 1 action point.
4.3.2a Effects that trigger when a player gains an action point do not trigger when the turn-player gains an action point this way.
4.3.2b Replacement effects that modify events when a player gains an action point do not modify or replace when the turn-player gains an action point this way.
4.3.3 Third, the turn-player gains priority.
4.3.4 Fourth and finally, when the stack is empty, the combat chain is closed, and both players pass priority in succession, the action phase ends and the game proceeds to the End Phase.
## 4.4 End Phase
4.4.1 Players do not get priority during the End Phase.
4.4.2 First, the "beginning of the end phase" event occurs and effects that trigger at the beginning of the end phase are triggered. Layers on the stack resolve and game state actions are performed as if all players are passing priority in succession until the stack is empty..[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
4.4.3 Second, the end-of-turn procedure occurs. After each step in the end-of-turn procedure, if a triggered effect has triggered, the triggered-layers are added to the stack; then layers on the stack resolve and game state actions are performed as if all players are passing priority in succession until the stack is empty. The end-of-turn procedure happens in the following order:
4.4.3a All allies' life totals are reset to their base life, modified by any counters on the object.
4.4.3b The turn-player may put a card from their hand face-down into an empty arsenal zone they own.
4.4.3c Each player puts all cards in their pitch zone (if any) on the bottom of their deck in any order.[[8.5.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.15) The order cards are put on the bottom of the deck this way is hidden information.
4.4.3d The turn-player untaps all permanents they control. [[1.3.3b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.3b)[[8.5.56]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.56)
4.4.3e All players lose all action points and resource points.
4.4.3f The turn-player draws cards until the number of cards in their hand is equal to their hero's intellect . If it is the first turn of the game, all other players draw cards until the number of cards in their hand is equal to their hero's intellect . If a player already has at least that many cards in their hand, they do not draw any cards this way.[[8.5.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.6)
4.4.4 Third and finally, the turn ends. Effects that last until the "until end of turn" and "this turn" end. The next player in clockwise order becomes the new turn-player.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6) The new turn-player begins their Start Phase.
## 4.5 Ending a Game
4.5.1 A game ends immediately when a player wins, or the game is a draw.
4.5.1a If a player loses a game, and the game does not end, all objects the player controls are cleared, and then all objects owned by the player are removed from the game. The player and their hero cease to exist for the remainder of the game. Layer-continuous effects controlled by the player continue to exist until they expire.
> **Example:** A player controls an attack action card on the combat chain and a triggered-layer on the stack. An opponent controls a Frostbite (a token-card) and a Frost Hex (a deck-card) owned by the player. If the player loses the game at this point, the attack is cleared to their graveyard and the triggered-layer ceases to exist on the stack, and then everything the player owns (including the Frostbite and Frost Hex) are removed from the game.
4.5.2 A player can win the game in the following ways:
4.5.2a A player wins the game if all of their opponents have lost the game.
4.5.2b A player wins the game if an effect states that they win the game.
4.5.3 A player can lose the game in the following ways:
4.5.3a A player loses the game if their hero's life total is reduced to zero or they do not control a hero.
4.5.3b A player loses the game if an effect states that they lose the game.
4.5.3c A player loses the game if they concede.
4.5.4 The game can be a draw for the remaining players in the following ways:
4.5.4a The game is a draw for the remaining players if all remaining players' hero's life totals are simultaneously reduced to zero.
> **Example:** There are 2 remaining players. One player plays and resolves Forked Lightning, targeting both themselves and their opponent. Neither player prevents any arcane damage and both their life totals are simultaneously reduced to zero, resulting in a draw.
4.5.4b The game is a draw for the remaining players if an effect states that the game is a draw.
4.5.4c The game is a draw for the remaining players if all remaining players agree to an intentional draw. The remaining players can agree to a draw at any time.
4.5.4d The game is a draw for the remaining players if a stalemate occurs. A stalemate happens when no remaining player can legally advance the game state toward ending the game.
> **Example:** There are 2 remaining players. Both players only have a Cracked Bauble in their hand, no cards in the arena, or cards in their deck, arsenal, or banished zone. Both players control a weapon without an attack ability or an ability that would reduce life totals, so they have no way of advancing the game state to a conclusion. Therefore the game ends in a draw because both players are stalemated.
4.5.4e The game is a draw for the remaining players if a deadlock occurs. A deadlock happens when all remaining players refuse to legally advance the game state toward ending the game.
> **Example:** There are 2 remaining players on 1 life total. Both players only have Invert Existence and a Cracked Bauble in their hand, no equipment, weapon, or cards in their deck, arsenal, or banished zone. The first person to play Invert Existence will lose the game because the opposing player can respond with their Invert Existence which will resolve first and give them the win. Therefore the game ends in a draw because both players are deadlocked.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/05-layers-cards-abilities.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/)
# 5 Layers, Cards, & Abilities
## 5.0 General
## 5.1 Playing Cards
5.1.1 To play a card is to move it to the stack as a card-layer.[[1.6.2a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.2a) Only a card's owner can play it unless otherwise specified by a rule or effect. Playing a card involves the following steps in order: Announce, Declare Costs, Declare Modes and Targets, Check Legal Play, Calculate Asset-Costs, Pay Asset-Costs, Calculate Effect-Costs, Pay Effect-Costs, and Play.
5.1.1a A player can only play cards from their hand or arsenal zones unless otherwise specified by a rule or effect.
5.1.2 **Announce** : First, the player proposes the card to be played. The card moves to the stack zone under that player's control and becomes the topmost layer of the stack.
5.1.2a Effects that apply to the next card played are applied if the card matches the effect description. Effects that are dependent on any undetermined parameters of the card are applied when those parameters are declared.
> **Example:** There are three continuous effects active: "The next attack action card you play gains +3," "Action cards cost less to play," and "Attack action cards you control have +3." When an attack action card is proposed to be played and is moved to the stack under the player's control, all three effects begin to apply immediately.
>
> **Example:** Goliath Gauntlet has the text "The next attack action card with cost 2 or greater you play this turn gets +2." If you play an attack action card with a cost of X, at the time you declare the value of X to be 2 or more, Goliath Gauntlet's effect will apply. If you declare X to be 0 or 1, Goliath Gauntlet will not apply.
>
> **Example:** Become the Cup has the text "As you play this, choose a color. This gets the chosen color." When Become the Cup is announced, the effect is applied - the player declares a color and the card gets the chosen color.
5.1.2b A card may only be announced to be played if a rule or existing effect allows it to be played.
> **Example:** Tome of Torment has the text "You may play this from your banished zone." which is a play-static ability that when functional, allows it to be played from the banished zone. If Tome of Torment is private (face-down) in the banished zone, its play-static ability is not functional and therefore it cannot be announced to be played.
5.1.2c If the card is a split-card, the player declares which side the split-card will be played with.[[9.2.3]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.2.3) If the split-card has meld[[8.3.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.38) the player may declare that the card is played with both sides. The declared side(s) determines the card's properties when put onto the stack and any subsequent effects applied to it.
> **Example:** A player may play Null||Shock by declaring one of its sides (Null or Shock), or by declaring both sides using meld. Doing so determines the name, types, and abilities of the card on the stack until it ceases to exist.
5.1.3 **Declare Method and Costs** : Second, the player declares the method in which the card is being played and the parameters for any costs to play the card.
5.1.3a If the card has a variable cost that includes X, the player must declare the value of X.[[1.12.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.12.2) If the player uses an effect to play the card without paying the cost that includes X, then the player must declare X as 0.
5.1.3b If the card has additional costs that are optional, the player must declare all additional costs that will be paid.
5.1.3c If the card has an alternative cost or an effect that allows the player to play the card without paying the cost, the player must declare if the alternative cost will be paid or the effect will be used. If a card has two or more alternative costs and/or effects that allow the player to play the card without paying the cost, the player may only declare one (if any) of these.
5.1.3d If the card may be played through the use of two or more rules and/or effects, the player must declare which of one these rules or effects is being used to play the card. Effects that are not declared this way are considered not to have been used to play the card.
> **Example:** Astral Etchings "If you control a Spectral Shield, you may play this as though it were an instant." If a player controls a Spectral Shield and plays Astral Etchings, they declare whether or not Astral Etchings is being played as an instant.
>
> **Example:** Blasmophet, Levia Consumed has the text "Once each turn, you may play a card with blood debt from your banished zone." If a player plays a card with blood debt from their banished zone without using Blasmophet, Levia Consumed's effect, then they may still use that effect to play a different card with blood debt from their banished zone that turn.
5.1.3e If there are two or more effect-costs to be paid, the player declares the order those costs will be paid.
5.1.4 **Declare Modes and Targets** : Third, the player declares the parameters of all resolution abilities.
5.1.4a If the card has any modal resolution abilities, the player must declare the modes for those abilities.[[1.7.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.5) Then, if any resolution abilities generate effects that require a target, the player must declare all legal targets for those effects.[[1.8.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.5)
5.1.4b If the card is an attack, the player must declare the target(s) of the attack.[[1.4.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5)
5.1.5 **Check Legal Play** : Fourth, the card is evaluated if it is legal to play before any costs are paid. If a rule or effect prevents the card from being played, or the parameters of the proposed card are illegal, the card is illegal to play and the game state is reversed to before the card was announced.[[1.10.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.3)
5.1.6 **Calculate Asset-Costs** : Fifth, all asset-costs of the proposed card are calculated.[[1.13]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13)
5.1.6a First, rules define the starting asset-cost. Second, effects that set an asset-cost are applied. Third, effects that increase an asset-cost are applied. Fourth and finally, effects that reduce an asset-cost are applied - if an effect would reduce an asset-cost to be less than zero, it instead reduces it to zero. If two or more effects are applied at each step, then they are applied in timestamp order.[[6.3.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.4)
5.1.6b The action asset-cost starts at zero. If the card has the type action and is not played as an instant, the action cost starts at one instead.
5.1.6c The resource asset-cost starts at the base resource cost of a card being played. If an alternative cost is declared that replaces the resource asset-cost for playing the card, then the resource asset-cost starts at zero instead.
5.1.7 **Pay Asset-Costs** : Sixth, the player pays all asset-costs (if any).[[1.14.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.2)
5.1.7a If any asset-cost is not paid in full, the card is illegal to play and the game state is reversed to before the card is announced.[[1.10.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.3)
5.1.8 **Calculate Effect-Costs** : Seventh, all effect-costs of the proposed cards are calculated.
5.1.8a If any effect-cost cannot be paid, based on the order declared by the player, the card is illegal to play and the game state is reversed to before the card was announced.[[1.10.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.3)
5.1.9 **Pay Effect-Costs** : Eighth, the player pays all effect-costs.
5.1.9a If a replacement effect modifies an effect-cost, and that cost cannot be paid (the effect does not resolve successfully), the card can still be played.
5.1.10 **Play** : Ninth and finally, the card is now considered played and the player regains priority.
## 5.2 Activated Abilities
5.2.1 An activated ability is an ability that can be activated to put an activated-layer on the stack. Activated abilities are always written in the format "[LIMIT?] [TYPE] -- [COST]: [ABILITIES] [CONDITION?]."
5.2.1a The LIMIT (if any) is written at the start of the ability and specifies the maximum number of times the ability can be activated. If there is no limit, the ability can be activated any number of times.
5.2.1b The TYPE is written directly before the dash and specifies the type of the ability and the type of the activated-layer created by activating the ability.
5.2.1c The COST is written between the dash and colon. It specifies the cost to be paid to activate the ability. Costs may be a combination of asset- and effect-costs. A cost of "0" specifies there a zero resource cost to activate the ability. Costs following an "or" are alternative costs.
5.2.1d The ABILITIES are written after the colon and specify the base abilities of the activated-layer. When the activated-layer resolves, the resolution abilities of the layer generate effects.
5.2.1e The CONDITION (if any) is typically written at the end of the ability and specifies the activation condition. If the activated ability has an activation condition and that condition is not met, the ability cannot be activated.
5.2.2 To activate an activated ability is to create an activated-layer on the stack. A player can only activate an activated ability if they have priority, the ability is functional,[[1.7.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.4) and the player controls its source (or owns its source if there is no controller), unless otherwise specified by a rule or effect. Activating an activated ability involves the following:
5.2.2a Announce the activated ability to be activated. The activated-layer is created in the stack zone under that player's control and becomes the topmost layer of the stack. The activated-layer is created with the same supertypes and types as the source of the activated ability. Continuous effects begin to apply to the ability layer.
5.2.2b The remainder of the process for activating an activated ability is identical to the process for playing a card listed in steps [[5.1.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.3)-[[5.1.10]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.10), substituting "play" for 'activate`, and "card" for "ability."
5.2.3 If an effect allows an ability to be activated additional times, that activated ability may be activated to exceed its LIMIT by the specified amount of times.
5.2.3a If an effect allows all abilities on an object to be activated additional times and the object has two or more activated abilities, each activated ability of that object can be activated additional times.
> **Example:** Snap Shot has the text "… you may activate abilities of bows you control an additional time this turn and as though they were an instant," which allows each individual activated ability on bows the player controls to be activated an additional time.
5.2.3b If an effect allows an object to be activated additional times and the object has two or more activated abilities, the effect applies at the time the ability is activated beyond its LIMIT. The total number of additional activations may be spread across all activated abilities on the object.
> **Example:** Tri-shot has the text "You may activate target bow you control 2 additional times this turn," which allows the activated abilities on the target bow to be activated a combined total of 2 additional times.
5.2.3c If an effect allows a source to attack additional times or a set number of times, it refers to activating an ability on the source with the attack ability.[[8.3.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.1)
> **Example:** Twinning Blade has the text "You may attack an additional time with target sword this turn," which allows the player to activate an activated ability (with the attack ability) on the target sword an additional time past its LIMIT.
>
> **Example:** Flurry has the text "… you may attack with the weapon twice this turn," which allows the player to activate an activated ability (with the attack ability) on the target sword up to two times.
5.2.3d Effects that allow the additional activation of an activated ability are additive. If an effect would allow to two or more activated abilities to be activated beyond its LIMIT, the total number of additional activations is shared between those abilities. If two or more effects would allow an activated ability to be activated beyond its LIMIT, the player chooses which of those effects apply to the activation.
> **Example:** Tri-shot has the text "You may activate target bow you control 2 additional times this turn." Barbed Castaway is a bow with two activated abilities with a per turn activation limit of 1. Using Tri-shot's effect, The player may activate either ability twice, or one ability thrice and the other once.
5.2.3e Effects that state how many times an ability can be activated in total, set the LIMIT of the activated ability. If the effect would set the LIMIT of two or more abilities, it sets a shared LIMIT of those abilities. A LIMIT set by an effect can be surpassed by effects that allow an ability to be activated additional times.
> **Example:** Blood on Her Hands has the text "… Target 1H weapon may attack twice this turn," which is an effect that sets the total number of times an activated ability (with the attack effect) can be activated on the target to two. If this effect is applied two or more times, the activated ability (with the attack effect) can still only be activated twice.
5.2.4 If an activated ability's cost can only be paid when the source is private, or if its activation condition specifies the privacy status and/or zone of its source, the ability is functional when the source meets that requirement.
5.2.4a If an activated ability is functional, but its source has no controller, then the owner may activate the ability instead.
> **Example:** Vigorous Windup has the text "Instant -- Discard this: Create a Vigor token." This ability is functional while the card is in its owner's hand. The owner may activate the ability despite not controlling the source.
5.2.4b If a player activates an ability of a private source, the source of the ability becomes public until either the activated-layer resolves or ceases to exist, or the source ceases to exist. When an object becomes public this way, it does not trigger any abilities and cannot be replaced by any replacement effects.
## 5.3 Resolution Abilities & Resolving Layers
5.3.1 A resolution ability is an ability that generates effects when its source resolves as a layer on the stack. If the stack is not empty and all players pass in succession, the top layer of the stack resolves, except for attacks. When a layer resolves it does so in the following order: Check resolution, Static effects, Layer effects, Go again, Leave stack, Clear.
5.3.1a If the top layer of the stack is an attack[[1.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4) and players pass in succession, instead the attack is moved from the stack to the queue to be resolved through combat. [[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)
5.3.2 **Check resolution** : First, whether the layer fails to resolve is evaluated. If a layer fails to resolve, the resolution stops, the layer is cleared from the stack, and the turn-player gains priority. A layer fails to resolve in the following situations:
5.3.2a If the layer is a triggered-layer created by a triggered effect with a state-trigger condition, the state-trigger condition must be met by the current game state - otherwise, the layer fails to resolve.
> **Example:** An attack with phantasm is defended by an attack action card with 6. Before the phantasm triggered-layer effect resolves, the attacking hero plays Blinding Beam, giving the defending card -2. When the phantasm triggered-layer resolves, the game state condition that caused phantasm to trigger is no longer true, therefore the phantasm triggered-layer fails to resolve and does not generate any effects.
5.3.2b If the layer is a defense reaction card and it cannot become a defending card on the current chain link, the layer fails to resolve.
5.3.3 **Static effects** : Second, static abilities of the layer become functional.[[1.7.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.4)
5.3.4 **Layer effects** : Third, each of the resolution abilities of the layer generates its effects in the order specified (except go again).
5.3.4a If the parameters of any effect are undetermined, those parameters are determined before the effect is generated.[[1.8.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.6)
5.3.4b If an effect fails, any remaining effects continue to be generated.[[1.8.9]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.9)
5.3.4c If the layer no longer exists after the generation of an effect, the last known information of the layer is used to determine the remainder of the resolution abilities and the effects that are generated.[[1.2.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.3)
5.3.4d If the layer is melded[[8.3.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.38) and it is its first time being resolved, only the right-side resolution abilities generate their effects, then resolution stops and the turn-player gains priority; if it is the second time is being resolved, only the left-side resolution abilities generate their effects, then resolution continues.
5.3.5 **Go again** : Fourth, if the layer has go again, the controlling player gains 1 action point.[[8.3.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.5)
5.3.5a If the layer no longer exists, the last known information of the layer is used to determine whether the layer had go again.[[1.2.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.3)
5.3.6 **Leave stack** : Fifth, if a rule or effect would cause the layer to leave the stack, it does so.
5.3.6a A card-layer that becomes a permanent is moved to the arena.[[8.2.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.4)[[8.2.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.13)[[8.2.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.5)[[8.2.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.9)
5.3.6b A card-layer with the type defense reaction becomes a defending card active chain link.[[8.1.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.3)
5.3.7 **Clear** : Sixth and finally, if the layer is still on the stack, it is cleared,[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12) then the turn-player gains priority.
## 5.4 Static Abilities
5.4.1 A static ability is an ability that generates effects without resolving a layer on the stack. Static abilities are written as statements.
5.4.2 Static abilities that are functional generate static continuous effects.[[6.2.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2.3)
5.4.3 A meta-static ability is a static ability that generates effects that apply to the rules outside of the game.
5.4.3a If a meta-static ability that modifies rules outside the game ceases to exist during a game, it does not affect the legality of the rules followed outside the game.
> **Example:** Shiyana, Diamond Gemini has the text "You may have specialization cards of any hero in your deck." If the player controlling Shiyana has specialization cards in their card-pool, and Shiyana lost this meta static ability during a game, having specialization cards in the card-pool is still legal.
5.4.4 A play-static ability is a static ability that generates effects that apply to the playing of its source card.
5.4.4a An additional-cost ability is a play-static ability that adds one or more asset-costs and/or effect-costs to play the source card. Additional-cost abilities are typically written in the format "As an additional cost to play this [COST]," where COST is the additional cost to be paid. An additional-cost ability is optional if the COST of the ability uses the term "may" and must be declared when playing a card.[[5.1.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.3)
5.4.4b An alternative-cost ability is a play-static ability that replaces one or more asset-costs and/or effect-costs to play the source card. Alternative-cost abilities are typically written in the format "You may [COST] rather than pay this's [BASE]," where COST is the alternative cost to be paid instead of the cards BASE asset-costs and/or effect-costs. Alternative-cost abilities are optional and must be declared when playing a card.[[5.1.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.3) An alternative cost has no effect on any additional costs that must be paid or modifications to the asset-cost.
5.4.4c If a play-static ability generates a triggered effect that references the playing of its source, the effect triggers immediately if the trigger condition is met. Triggered effects of play-static abilities are typically written in the format "[EFFECT]. When you do, [ABILITIES]," where the trigger condition is playing the card using the preceding effect of the play-static ability.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
> **Note:** Cards printed before 2022 have also used the format "[COST]. If you do, [ABILITIES]," where ABILITIES generate one or more discrete effects.
5.4.4d If a play-static ability generates a conditional continuous effect that references the playing of its source, the effect is generated at the time the condition is met. Conditional continuous effects of play-static abilities are typically written in the format "[EFFECT]. If you do, [CONTINUOUSEFFECT]," where the replacement condition is playing the card using the proceeding effect of the play-static ability.
5.4.5 A property-static ability is a static ability that defines the property, or value of a property, on an object that would normally be found elsewhere on that object.
> **Example:** Mutated Mass has the text "This card's and are equal to twice the number of cards in your pitch zone with different costs," which is a property-static ability that defines the power and defense of the card, otherwise printed on the card with (c).
5.4.5a Property-static abilities function anywhere in and outside the game.
5.4.6 A triggered-static ability is a static ability that generates a single triggered effect.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
5.4.6a If the source of a triggered-static ability ceases to exist from an event that would trigger its effect, and the ability was functional immediately before the event occurs, then the triggered effect is triggered.
> **Example:** Merciful Retribution has the text "Whenever an aura or attack action card you control is destroyed, deal 1 arcane damage to target hero." If Merciful Retribution is in the arena under the control of a player and is destroyed, its triggered effect will trigger, because the destruction event of Merciful Retribution is also the condition of the effect.
5.4.7 A while-static ability is a static ability with a condition that makes it functional under specified circumstances. While-conditional abilities are written in the format "While [CONDITION], [ABILITY]" or "If [CONDITION], while [CONDITION], [ABILITY]," where the ABILITY is the static ability that is functional whenever the CONDITION is met.
> **Example:** Yinti Yanti has the text "While this is defending and you control an aura, it gets +1," which is a while-static ability that is functional when it is a non-permanent defending card because it has a while-condition that is met when the card is defending.
5.4.7a A while-static ability is functional when its while-condition is met and when its source is public, when its source is private if the while-condition explicitly specifies it, or when its source is private and the while-condition specifies it functions in that private zone. Otherwise, a while-static ability is not functional.
> **Example:** Heave is a while-static ability that means "While this is in your hand, …," where the while condition specifies the source being in a zone that is private by default. This means that Heave is functional when its source is private in the player's hand.
>
> **Example:** Blood Debt is a while-static ability that means "While this is in your banished zone, …," where the while-condition specifies the source being in a zone that is public by default. This means that Blood Debt is not functional when its source is private in the player's banished zone.
5.4.7b A hidden triggered ability is both a while-static ability and triggered-static ability, where the while-condition specifies that the source is private or in a private zone. If the triggered condition is met while the ability is functional and the source is private, the owner may decide to trigger the effect. If they do, the source of the ability becomes public and the triggered effect produces a triggered-layer to be added to the stack. The source remains public until the triggered-layer resolves or otherwise ceases to exist, and then it returns to being private.
> **Example:** The Librarian has the text "While The Librarian is face down in arsenal, at the start of your turn, you may turn him face up," which is a hidden triggered ability that is functional when The Librarian is face down in arsenal and the start of turn event occurs. The player decides to trigger the effect, The Librarian becomes public, and when its triggered-layer resolves it is officially turned face up in the arsenal.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/06-effects.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/06-effects/)
# 6 Effects
## 6.0 General
## 6.1 Discrete Effects
6.1.1 A discrete effect is an effect that changes the game state by producing an event.[[1.9]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9) Discrete effects have no duration, and after the completion of their event, they have no further influence to the game state.
6.1.2 Discrete effects are atomic. If two or more discrete effects would be generated, they are generated and produce their event one at a time.
> **Example:** Sand Sketched Plan has the text "Search your deck for a card, put it into your hand, discard a random card, then shuffle your deck," which is a resolution ability that generates four atomic discrete effects: search[[8.5.19]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.19), put[[8.5.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.15), discard [[8.5.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.5), and shuffle[[8.5.20]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.20). Each effect is generated and produces an event before the next one in order is generated.
6.1.3 If a discrete effect is conditional,[[1.8.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.4) its condition is evaluated only once, at the time the effect would be generated. If the condition is met, the effect is generated - otherwise, it is not.
## 6.2 Continuous Effects
6.2.1 A continuous effect modifies the state and properties of objects, and/or the rules of the game. Continuous effects either have a lasting influence effect on the game state, and continue for their specified duration, or for as long as their source ability is functional.
6.2.2 A layer-continuous effect is a continuous effect generated by the resolution of a layer. Layer continuous effects typically have a specified duration.
6.2.2a A layer-continuous effect starts as soon it is generated and ends after a specified duration or when it is not longer applicable. A specified duration is fixed at the time the effect is generated and does not change once generated. If no duration is explicitly specified by the effect and the effect is not explicitly dependent on a condition, the effect ends at the end of the turn it was generated.
> **Example:** Stasis Cell has the text "… activated abilities of target equipment can't be activated until the end of its controller's next turn." which is a layer-continuous effect that has a duration until the end of the current controller's next turn. If the controller of the equipment changes, the duration of the effect does not change.
>
> **Example:** Chains of Eminence has the text "… name a card. The named card can't be pitched, played, or defend while this is in the arena." which is a layer-continuous effect that has a dependence on Chains of Eminence being in the arena. The effect will end only when Chains of Eminence is not in the arena.
>
> **Example:** Tempest Aurora has the text "The next card you play this turn with cost 0 and an arcane damage effect, instead deals that much arcane damage plus 1." which is a layer-continuous effect that has no explicit duration or dependence on a condition. If a player plays Tempest Aurora and Sigil of Aether, the the effect will only apply to the Sigil of Aether until the end of the current turn and will not affect its arcane damage in subsequent turns.
6.2.2b If a layer-continuous effect has variable values (such as X), the values of those variables are determined when the continuous effect is generated and do not change thereafter. If the effect is a continuous effect that applies to an object that does not yet exist, the variables are determined when the effect first applies to an object and do not change thereafter.
> **Example:** Tear Limb from Limb has the text "… the next Brute attack action card you play this turn gets +X, where X is its base ," which is a layer-continuous effect where X is determined at the time the effect first starts to apply to an object, not when it is first generated.
6.2.2c If a layer-continuous effect starts to apply to an object, it continues to apply to that object even if the properties of that object change.
> **Example:** Cut Deep has the text "Your next dagger attack this turn gets +4." If the player plays Cut Deep, then Kiss of Death (a dagger attack action card), and finally Take Up the Mantle turning the Kiss of Death into a non-dagger attack; even though it does not have the dagger type anymore, the effect of Cut Deep still applies to the object.
6.2.2d If a layer-continuous effect is conditional on being generated,[[1.8.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.4) its condition is evaluated only once, at the time the effect would be generated. If the condition is met, the effect is generated - otherwise, it is not. If the effect is conditional on being applied, the condition is still checked continuously.[[1.8.4c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.4c)
6.2.3 A static-continuous effect is a continuous effect generated by a static ability. Static-continuous effects never have a specified duration.
6.2.3a A static-continuous effect starts as soon as the static ability that generated it becomes functional and ends when the static ability becomes non-functional.[[1.7.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.4)
6.2.3b If a static-continuous effect has variable values (such as X), the value of those variables are determined based on the current game state and are updated if the game state changes.
6.2.3c A static-continuous effect only applies to an object while it has the properties described by the effect - if the properties of an object change, the static effect may no longer apply to that object.
6.2.3d If a static-continuous effect is conditional on being generated,[[1.8.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.4) its condition is evaluated at all times. The effect is generated when the condition is met and ceases to exist when the condition is not met.
> **Example:** Luminaris has the text "If there is a yellow card in your pitch zone, Illusionist attacks you control have go again," which is a conditional static-continuous effect that only exists when there is a card with a yellow color strip in the controlling player's pitch zone and does not exist otherwise.
6.2.4 If a continuous effect would only apply to a future object that is yet to exist, it starts to apply to the next object that meets the specification of the effect.
> **Example:** Come to Fight has the text "The next attack action card you play this turn gains +3," which is a layer-continuous effect that applies to the next attack action card the player plays after the generation of the effect.
6.2.5 The first time a continuous effect applies to an object, or when a continuous effect changes how it modifies an object, it applies as an event which can be modified by replacement effects and trigger triggered effects. Each application of a continuous effect is considered a separate event.
> **Example:** Talisman of Featherfoot has the text "When an attack you control gains exactly +1 from an effect during the reaction step." If an attack has 0 base power and is affected by a -1 continuous effect, then it is affected by a new +2 effect during the reaction step, Talisman of Featherfoot would not trigger because an effect of exactly +1 has not been applied during the reaction step.
6.2.5a If two or more effects would apply to an object at the same time, they are applied in the order determined staging..[[6.3.1]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.1)
> **Example:** Flourish has the text "The next time an attack would gain this turn, instead it gains that much plus 3." If there are two static continuous effects that increase and would apply to an object at the same time, the player chooses the order of those effects and thus which one is modified by Flourish's replacement effect.
## 6.3 Continuous Effect Interactions
6.3.1 Continuous effects that modify the rules of the game are applied simultaneously before continuous effects that modify objects. If there are two or more continuous effects that modify the state and/or properties of objects in the game, the effects are applied using the staging system. These effects are grouped into stages and are applied in ascending stage order, then if there are two or more effects in the same stage, the effects are applied using substage order, then timestamp order.
> **Example:** Hypothermia has the text "Attacks you control can't gain go again," which is a continuous effect that modifies the rules of the game and is applied before any effects would add the go again ability to an attack you control.
6.3.2 Stage order is defined by how an effect applies to the object. Effects are grouped into stages and are applied in ascending stage order. If there are two or more effects in the same stage, the effects are applied using substage order.[[6.3.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.3)
- **Stage 1:** Effects that modify copyable properties are applied.[[8.5.25]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.25)
- **Stage 2:** Effects that modify or are dependent on the controller are applied.
- **Stage 3:** Effects that modify or are dependent on name, color strip, or text box are applied.
- **Stage 4:** Effects that modify or are dependent on types or subtypes are applied.
- **Stage 5:** Effects that modify or are dependent on supertypes are applied.
- **Stage 6:** Effects that modify or are dependent on abilities are applied.
- **Stage 7:** Effects that modify or are dependent on the base values of numeric properties are applied.
- **Stage 8:** Effects and counters that modify or are dependent on the values of numeric properties are applied.
6.3.2a An effect is dependent on a stage if the application of another effect in that stage would have changed the first application of this effect, and that stage is higher than or equal to the stage for this effect. An effect is independent if it is not dependent on any stages. Dependent effects are applied in the stage on which they are dependent.
> **Example:** Thump has the text "If this card's is greater than its base, it gets dominate and "When this hits a hero, they discard a card."" which is an effect that is dependent on the value of the power numerical property (stage 8) and affects the object's abilities (stage 6). Because effects in stage 8 can change the application of Thump's effect, and stage 8 is higher than stage 6, Thump's effect is considered dependent and is applied in stage 8 (substage 7).
6.3.2b If an effect is dependent on two or more stages, it is applied at the highest of all those stages.
6.3.2c If separate parts of an effect are applied in different stages, the separate parts of the effect each apply in their respective stages.
6.3.3 Substage order is used if there are two or more effects in the same stage and is defined by the dependence and type of modification within each stage. For stages 1--6, substage order is used to apply independent effects before dependent effects. For stages 7--8, effects are grouped into the following substages and are applied in ascending substage order.
- **Substage 1:** All effects that add/remove a numerical property to/from the object are applied.
- **Substage 2:** Independent effects that set the value of a numerical property are applied.
- **Substage 3:** Independent effects that multiply the value of a numerical property are applied.
- **Substage 4:** Independent effects that divide the value of a numerical property are applied.
- **Substage 5:** Independent effects that add to the value of a numerical property are applied.
- **Substage 6:** Independent effects that subtract from the value of a numerical property are applied.
- **Substage 7:** Dependent effects are applied.
6.3.3a If there are two or more effects in the same substage, the effects are applied using timestamp order.[[6.3.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.4)
6.3.4 Timestamp order is used when there are two or more effects in the same substage and is defined by the timestamp of when an effect was first generated. Effects are applied in chronological timestamp order. If there are two or more effects with the same timestamp, the order is determined by the turn-player.
6.3.4a The timestamp of an effect is the moment it was generated by an ability. Layer-continuous effects are generated when their source resolves as a layer on the stack[[6.2.2]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2.2) and static-continuous effects are generated when the static ability becomes functional.[[6.2.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2.3)
6.3.4b If two or more effects start to apply to an object at the same time the turn-player decides the order that effects apply. This decided order is only used to determine the order of effects with the same timestamps. Once a player has decided the order of effects, the order cannot be changed.
6.3.4c When a new effect is applied to an object in a given substage of ordered effects, that effect is ordered after the existing effects in that substage.
6.3.5 Continuous effects are applied dynamically. If a new effect would apply, an effect no longer applies, or an effect that is already applied is modified, all of the effects are recalculated automatically in stage order.
6.3.5a If an object is modified by an effect that would make it eligible/ineligible for another effect in the current or future stage/substage, that effect is added/removed to the set of effects to be applied in that stage/substage.
> **Example:** Minnowism has the text "The next attack action card with 3 or less base you play this turn gets +3," which is a layer-continuous effect applied in stage 8. If an attack action card with 6 base power is played, and its base power is reduced to 3 in stage 7, it becomes eligible for the application of Minnowism's effect, which will be added and applied later in stage 8.
6.3.5b If an object is modified by an effect that would make it applicable to another effect in a previous stage/substages, that other effect is not retroactively applied.
6.3.6 Continuous effects that remove a property, or part of a property, from an object do not remove properties, or parts of properties, that were added by another effect.
> **Example:** Erase Face has the text "When this hits a hero, cards they own lose all class and talent types until the end of their next turn," which removes any existing class and talent supertypes of the object, but does not remove or prevent the addition of class and talent supertypes gained from other effects, such as Brand with Cinderclaw.
6.3.7 Continuous effects only prevent properties, or parts of properties, from being added, removed, or otherwise modified if they explicitly specify.
> **Example:** Hypothermia has the text "Attacks you control can't gain go again," which prevents effects from adding the go again ability to the object, but does not remove the go again ability if it is a base ability of the object.
## 6.4 Replacement Effects
6.4.1 A replacement effect is a type of effect that replaces an event with a modified event. A replacement effect typically specifies the conditions for the event to be replaced and the partial or full replacement.
6.4.1a A sub-event is an event that may occur when a replacement effect replaces an event. Sub-events occur when the event is replaced, before the original event, and may also be replaced by replacement effects.
> **Example:** Ward 1 is a replacement effect that destroys its source and prevents 1 damage. The destruction of its source is a sub-event that occurs before the event of damage is dealt.
6.4.2 A replacement effect is considered active if an event is about to occur that can be replaced by the effect.
6.4.2a The condition of replacement and any variable values are determined each time a replacement effect could be applied to an event.
> **Example:** Arcanite Fortress has the text "Spellvoid X, where X is the number of equipment you control with Arcanite in their name." The value of X for Spellvoid is determined each time the replacement effect of Spellvoid could be applied. If another replacement effect is applied first, the value of X is recalculated before Spellvoid can be applied.
6.4.3 A replacement effect must exist before an event occurs to replace it. If a replacement effect is generated after an event occurs, it does not retroactively replace that event.
6.4.4 A replacement effect can replace an event that has been modified by another replacement effect, as long as the effect is active for that modified event.
6.4.5 A replacement effect can only replace an event once per original event. It cannot replace its own modified event, or any further modified events produced by other replacement effects if it has already replaced the event.
6.4.6 If an event is replaced with a modified event, the event does not occur and the modified event occurs instead. The modified event may cause other replacement effects to be active that would not have been active for the replaced event. If the modified event occurs, it may trigger effects that the replaced event would not have triggered.
6.4.7 A self-replacement effect is a replacement effect that applies to a preceding effect generated by either the same ability or a leading connected ability.[[1.7.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.6) A self-replacement effect is typically written in the format "[EFFECT]. [CONDITION], instead [MODIFICATION]," where EFFECT (if any) is the preceding effect the replacement applies to, CONDITION specifies the replacement condition, and MODIFICATION specifies the partial or full replacement of the event created by the preceding effect.
> **Example:** Tome of Divinity has the text "Draw 2 cards. If a card has been put into your soul this turn, instead draw 3 cards." This is a discrete effect and self-replacement effect. When the card resolves on the stack, if the player has put a card into their hero's soul this turn, the self-replacement effect replaces the event of drawing 2 cards with drawing 3 cards.
6.4.7a A self-replacement effect does not modify any event other than the event created by the proceeding effect on its source, or the effect of the leading connected ability.
6.4.7b The condition of a self-replacement effect is evaluated at the time the preceding effect is generated. If the condition is dependent on any undetermined parameters of the preceding effect, it is evaluated at the time those parameters are determined.
> **Example:** Weave Earth has the text "The next Earth or Elemental attack action card you play this turn gets +3 . If it's fused, instead it gets +4." the latter of which is a self-replacement effect with a condition that is dependent on the parameters of a future card. When an Earth or Elemental attack action card is played later that turn, the parameter of whether it is fused is determined, the condition of the self-replacement effect is evaluated, and the self-replacement effect may be applied.
6.4.8 An identity-replacement effect is a replacement effect. Identity-replacement effects are typically written in the format "As [CONDITION] [MODIFICATION]," or "[CONDITION] (as/with) [MODIFICATION]," where CONDITION describes an event, typically an object entering the arena, and MODIFICATION describes the modifications to the event.
> **Example:** Hyper Driver has the text "This enters the arena with 3 steam counters." This is an identity-replacement effect where the condition is the Hyper Driver entering the arena and the modification is that it enters the arena with 3 steam counters on it.
6.4.8a An identity-replacement effect that modifies the properties of the specified object defines its copyable properties.
6.4.9 A standard-replacement effect is a continuous replacement effect. A standard-replacement effect is typically written in the format "(If / The next) [CONDITION], instead [MODIFICATION]," where CONDITION specifies the condition for the replacement effect to be active, and MODIFICATION describes the modifications to the effect before it occurs.
> **Note** : Cards printed before 2022 have also used the format "(When / Whenever) [CONDITION] instead [EFFECT]."
6.4.10 A prevention effect is a replacement effect that replaces a damage event with a modified event. Prevention effects are typically written in a format "[CONDITION?] prevent [PREVENTION]," where the CONDITION (if any) specifies the replacement condition, and PREVENTION is the modification which specifies the total amount of damage the effect can prevent, damage type(s) (if any), the shielded object(s) and/or source(s) of the damage event, and additional modifications to the event (if any).
6.4.10a If a prevention effect is applied to a damage event, for every 1 damage of the given type that would be dealt to the shielded object from the damage source, the 1 damage is prevented and the remaining prevention amount of the effect is reduced by 1. If the prevention amount has been reduced to 0, any remaining damage is dealt as normal.
6.4.10b If the prevention amount is not explicitly specified, the prevention amount is defined as the amount of damage in the damage event.
> **Example:** Feign Death has the text "The next time you would be dealt damage this turn, prevent it," which does not explicitly specify the prevention amount. If the damage event that Feign Death will apply to is 3 damage, then the prevention amount of this effect is considered to be 3.
6.4.10c If the prevention damage type is not specified, the prevention applies to any and all damage types. If the prevention damage type is specified, the prevention only applies to that type of damage.
6.4.10d If the source of the damage event is not specified, the prevention applies to all damage that applies to the specified shielded object(s).
6.4.10e If the shielded object is not specified, the prevent applies to all damage dealt by the specified source(s) of the damage event.
6.4.10f If there are two or more types of damage in the event that the prevention can apply to, and/or two or more shielded objects the damage event will deal damage to, the controller of the prevention effect declares each point of damage the effect will prevent.
6.4.10g If an effect decreases the amount a prevention effect would prevent, the total prevention is determined, the prevention effect's prevention amount is reduced, and then the prevention effect is applied to the event with the decrease.
> **Example:** Vambrace of Determination has the text "The next prevention effect that prevents damage this turn, prevents 1 less of that damage." If Feign Death's effect would be applied to an event of 3 damage, first the total prevention is established as 3, then it is reduced by Vambrace of Determination's effect, preventing only 2 damage.
>
> **Example:** Vambrace of Determination has the text "The next prevention effect that prevents damage this turn, prevents 1 less of that damage." If Bone Head Barrier's effect has a prevention amount of 3 and would be applied to an event of 3 damage, first the total prevention is established as 3, the Bone Head Barrier's prevention amount is subtracted, then the total prevention is reduced by Vambrace of Determination's effect. Bone Head Barrier can't prevent any more damage as its prevention amount is 0, but it only prevents 2 damage.
6.4.10h If an effect states that a prevention effect cannot prevent the damage of an event, the prevention effect still applies to the event but its prevention amount is not reduced. Any additional modifications to the event by the prevention effect still occur.
> **Example:** Enchanting Melody has the text "If you would be dealt damage, destroy this to prevent 4 of that damage." which is a fixed-prevention effect with an additional modification that destroys the source. If a damage event occurs that cannot be prevented, Enchanting Melody's prevention effect applies once to the event but does not reduce the damage dealt and Enchanting Melody is still destroyed.
>
> **Example:** Steadfast has the text "Prevent the next 6 damage that would be dealt to your hero this turn by a source of your choice," which is a shielding-prevention effect. If a damage event occurs that cannot be prevented, Steadfast's prevention effect applies once to the event but does not reduce the damage dealt and does not have its prevention amount reduced. As such will still be able to prevent a total of 6 damage from the source after the event.
6.4.10i A fixed-prevention effect is a prevention effect that acts as a one-off effect. It prevents a specific amount of damage from an event that activates it. Fixed-prevention effects are typically written in the format "[CONDITION], prevent [PREVENTION]." After a fixed-prevention effect prevents damage, any remaining prevention amount is not used to prevent a subsequent damage event.
> **Example:** Dissipation Shield has the text "Instant -- Destroy this: The next time you would be dealt damage this turn, prevent X of that damage, where X is the number of steam counters on Dissipation Shield," which is a fixed-prevention effect that modifies to the next event that would deal damage to your hero this turn but does modify any additional damage events that turn.
6.4.10j A shielding-prevention effect is a prevention effect that acts as a shield. It prevents a specific amount of damage from any number of events that activate it. Shielding-prevention effects are typically written in the format "[CONDITION?] prevent the next [PREVENTION]." After a shielding-prevention effect prevents damage, any remaining prevention amount is used to prevent a future damage event. If the prevention amount of a shielding-prevention effect is reduced to zero, the effect ceases to exist.
> **Example:** Bone Head Barrier has the text "Roll a 6 sided die. Prevent the next X damage that would be dealt to you this turn, where X is the number rolled," which is a shielding-prevention effect that applies to every event that would deal damage to a player's hero this turn until X damage has been prevented in total.
6.4.11 An outcome-replacement effect is a replacement effect that replaces the outcome of an event with another event. A outcome-replacement effect is typically written in the format "(If / The next) [CONDITION], instead [MODIFICATION]," where CONDITION specifies the condition for the replacement effect to be active, and MODIFICATION describes the modifications to the effect before it occurs.
> **Example:** Victor has the text "The first time each turn you would fail to win a clash, instead you may destroy a Gold you control. If you do, put 1 of the revealed cards on the bottom of its owner's deck, then clash again." This is an outcome-replacement effect where the condition is failing to win a clash and the modification is choosing to destroy a gold, modifying the top of a deck, and clashing again.
## 6.5 Replacement Effect Interactions
6.5.1 If there are two or more replacement effects that could replace an event with a modified event, then effects are applied based on an order determined by the turn-player and then an order determined by each controlling player.
6.5.2 **Select Player** : First, the turn-player selects a player. When a type of replacement effect is applied, each player in clockwise order applies their active replacement effects of that type one-by-one until they do not control any more active replacement effects of that type; starting with the selected player and ending when there are no more active replacement effects of that type to apply.
6.5.2a The turn-player does not determine the order of effects they do not control, only the first player to apply replacement effects.
6.5.2b The selected player is determined once per event and does not change.
6.5.3 **Self-replacement and Identity-replacement** : Second, each player applies any self- or identity- replacement effects they control.
6.5.4 **Standard-replacement** : Third, each player applies any active standard-replacement effects they control.
6.5.5 **Prevention** : Fourth, each player applies any active prevention effects they control.
6.5.6 **Event** : Fifth, the event occurs.
6.5.7 **Outcome-replacement** : Sixth, each player applies any active outcome-replacement effects they control.
6.5.8 **Event** : Seventh, and finally, the event is complete.
## 6.6 Triggered Effects
6.6.1 A triggered effect is an effect that can be triggered to put a triggered-layer on the stack. Triggered effects are typically written in the format "[LIMIT?] (When / Whenever / At / The [ORDINAL] time / The next time) [EVENT and/or STATE] [ABILITIES]." Triggered effects never use the term "instead".[[6.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4)
> **Note** : Cards printed before 2022 have also used the format "If [EVENT and/or STATE] [ABILITIES]" and "[LIMIT?] effect - (When / Whenever) [EVENT and/or STATE] [ABILITIES]."
6.6.1a The LIMIT (if any) specifies the trigger limit, which is the maximum number of times the effect can be triggered. If there is no limit, the effect can be triggered any number of times.
6.6.1b The ORDINAL (if any) is one or more ordinal numbers that specify which event(s) within the given duration will match the trigger condition.
6.6.1c The EVENT and/or STATE specifies the event- and/or state-trigger condition that triggers the effect and creates a triggered-layer. If the triggered condition describes an event (or an event and state), the effect is an event-based triggered effect; if the trigger condition describes a game state, the effect is a state-based triggered effect. The trigger condition is not inclusive of the conditions of any effects the triggered-layer would generate.[[1.8.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.4)
6.6.1d The ABILITIES specifies the resolution abilities of the triggered-layer created by the effect. When the triggered-layer resolves, the resolution abilities of the layer generate effects.
6.6.2 An inline-triggered effect is a discrete triggered effect that can only trigger when it is generated. Inline-triggered effects are typically written in the format "When [CONDITION] [EFFECT]."
6.6.2a An inline-triggered effect does not trigger retroactively if the condition is met after the effect is generated.
6.6.3 A delayed-triggered effect is a layer-continuous triggered effect. Delayed triggered effects typically contain, but do not start with the phrase "(when / whenever / at / the [ORDINAL] time / the next time)," or they start with the phrase "The next time."
> **Example:** Lead the Charge (blue) has the text "The next time you play an action card with cost 2 or greater this turn, gain 1 action point," which is a delayed-triggered effect that triggers and creates a triggered-layer when the player plays a card with that cost. When the triggered-layer resolves the player gains 1 action point.
6.6.3a A delayed triggered effect always specifies its duration, unless it is conditional on a change in phase (end of turn) or step (combat chain closes), in which case the effect lasts until it is triggered.
6.6.4 A static-triggered effect is a static-continuous triggered effect. Static triggered effects typically start with the phrase "[LIMIT?] (When / Whenever)" or "At / The [ORDINAL] time)."
> **Note:** Cards printed before 2022 have also used the format "[LIMIT] Effect -- [EFFECT]," where LIMIT (if any) specifies the maximum number of times the triggered effect can be triggered, and EFFECT specifies the triggered effect of the ability.
>
> **Example:** Rhinar has the text "Whenever you discard a card with 6 or more during your action phase, intimidate," which is a static-triggered effect that triggers and creates a triggered-layer when you discard a card with 6 or more , and when that triggered-layer resolves, the intimidate effect is generated.
6.6.5 If a game event or game state meets a triggered effect's trigger condition, the effect is considered triggered. When an effect is triggered, it creates a triggered-layer.
6.6.5a A triggered effect must exist during an event or state that meets its trigger condition, for it to be triggered. If a triggered effect is generated after the event or state occurs, it does not retroactively trigger. The exception is an inline-triggered effects, which trigger as long as the condition was met.
6.6.5b An event-based triggered effect only triggers if an event that meets the triggered condition occurs. If the event is modified before it occurs and no longer meets the triggered condition, the effect does not trigger.[[6.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4) If the trigger condition also includes a state-trigger condition, that condition must also be met by the game state at the time the event occurs for the effect to trigger.
> **Example:** Bloodrot Trap has the text "When this defends and the attacking hero has played or activated a reaction this chain link," which is a triggered effect with both an event- and state-based trigger. When Bloodrot Trap defends, the effect only triggers if the state-based condition is also met - the attacking hero has played or activated a reaction this chain link.
6.6.5c A state-based triggered effect triggers if the game state did not initially meet the trigger condition, then changes and meets the trigger condition. If a state-based triggered effect is generated while the game state meets the trigger condition, the effect will trigger.
> **Example:** Hyper Driver has the text "This enters the arena with a steam counter. When it has none, destroy it." the latter of which is a state-based triggered effect. If a Hyper Driver enters the arena with no steam counters, the triggered effect is generated, the state-based condition is met, and the effect is triggered, destroying the Hyper Driver on resolution.
6.6.5d If the trigger condition is proceeded by an ordinal as part of the condition, the effect will only trigger on the specified ordinal time(s) the condition is met, relative to the specified duration. If the effect becomes functional after the specified ordinal time(s) the condition would be met, the effect will not trigger for the rest of the specified duration.
> **Example:** If a card has the text "The first time you boost each turn, gain an action point," and it is put into the arena as a permanent after you've boosted that turn, it will not trigger the next time you boost that turn because the ordinal time "first" is relative to the turn and has already happened.
6.6.5e If the triggered effect is triggered, but it would exceed the maximum number of times specified by the trigger limit (if any), the triggered-layer is not created and will not be added to the stack.
6.6.5f If the triggered effect is triggered, but there is an effect that prevents it from triggering, the triggered-layer is not created and will not be added to the stack. However, the triggering still counts towards the limit of the effect (if any).
> **Example:** Katsu has the text "The first time an attack action card you control hits each turn, …" and Tripwire Trap has the text "Hit effects don't trigger this chain link …." If the Tripwire Trap continuous effect is active and the player that controls Katsu hits with an attack action card, the Katsu triggered effect will not produce a triggered-layer on the stack because Tripwire Trap continuous effect prevents it. The next time this turn the player that controls Katsu hits with an attack action card, the Katsu triggered effect will not produce a triggered-layer on the stack because the once-per-turn limit has already been reached.
6.6.6 When a triggered-layer is created, it is added to the stack before the next player receives priority as a game state process.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
6.6.6a When a triggered-layer is added to the stack, the player that controls the effect must declare the parameters of all abilities of that layer. If the card has any modal resolution abilities, the player must declare the modes for those abilities.[[1.7.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.5) Then, if any resolution abilities generate effects that require a target, the player must declare all legal targets for those effects .[[1.8.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.5) If no legal targets can be declared, the triggered-layer ceases to exist and is not added to the stack.
> **Example:** Thaw has the text "While Thaw is in your graveyard, at the start of your turn, you may banish it and choose 1: Destroy target Frostbite. Destroy target Ice affliction. Unfreeze target frozen card." To add Thaw's triggered-layer to the stack, the controlling player must first select the mode and choose a legal target for that mode, otherwise the triggered-layer ceases to exist and will not be added to the stack.
6.6.6b If two or more triggered-layers would have been created, the turn-player selects a player, then each player in clockwise order adds all pending triggered-layers they control onto the stack in an order they choose, starting with the selected player.
> **Example:** Celestial Kimono has the text "… when this … is destroyed, gain ," and Diadem of Dreamstate has the text "… when this … is destroyed, you may pay . If you do, create a Ponder token." If both cards are destroyed, the controlling player may choose to order their trigger-layers so they gain from Celestial Kimono before paying for Diadem of Dreamstate, even if they are not the turn-player.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/07-combat.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/07-combat/)
# 7 Combat
## 7.0 General
7.0.1 Combat is a game state where the combat chain is open and attacks undergo resolution in steps on the stack and combat chain. The resolution of a chain link consists of seven steps in order: Layer, Attack, Defend, Reaction, Damage, and Resolution.
7.0.1a During combat, while the combat chain is open, a player cannot play cards or activate activated abilities with the type action, except for attacks and attack-layers during the Resolution Step of combat.[[7.6]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6) An action card/ability can still be played/activated as an instant during any step of combat when a player has priority.
7.0.2 The combat chain is a zone[[3.6]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.6) that is open during combat and closed otherwise. It comprises chain links when it is open, and is empty when it is closed.
7.0.2a The combat chain starts the game closed. If the combat chain is closed and an attack or attack-layer is added to the stack, the combat chain opens and the Layer Step begins immediately. The combat chain remains open until it is closed again.[[7.7.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7.2)
7.0.2b When referring to combat chain as a time, the combat chain starts when it opens and ends when closes. If an effect states "this combat chain" it refers to the current combat chain if it is open - if the combat chain is closed the effect fails to be generated.
7.0.3 A chain link is an element of the combat chain and represents the resolution of an attack. A chain link is neither an object nor a zone. A chain link comprises an active-attack, an attack-source (if any), and any number of defending cards.
7.0.3a A chain link is created when an attack is added to the combat chain as a chain link.[[7.2.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.2) The attack becomes the active-attack of chain link N+1, where N is the number of existing chain links on the combat chain.
7.0.3b The active chain link is the most recent chain link of the combat chain to be resolved. When a chain link is created during the Attack Step it remains the active chain link until it resolves[[7.6.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6.2) or the combat chain closes.
7.0.3c When referring to a chain link as a collection, the properties, control, and ownership of a chain link are considered to be the same as the active-attack of that chain link. If the active-attack of a chain link ceases to exist, last known information about the active-attack is used to determine the properties, control, and ownership.[[1.2.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.3)
> **Example:** Double Strike has the text "When this chain link resolves, banish this." Even if the Double Strike ceases to exist, the chain link remains, and is considered a Ninja chain link controlled by the attacking hero.
7.0.3d If an effect states to "this chain link" it refers to the chain link that the source is on, or the active chain link if the source is not on the combat chain. As a time or duration, a chain link starts when it becomes the active chain link and ends when it is no longer the active chain link or the combat chain closes. As a location, the chain link is the respective collection of objects on the combat chain. If there is no active chain link (during the Layer or Resolution Step, or when the combat chain is closed) the effect fails to be generated.
> **Example:** Flittering Charge has the text "If you've played an instant card this chain link, this gets go again." which refers to the chain link that Flittering Charge is on and refers to it as a time. The condition is met when an instant card is played during the Attack Step to the Damage Step while Flittering Charge is on the active chain link.
7.0.3e If there is an active chain link, any layer that is played/activated/triggered is considered to be played/activated/triggered on the active chain link for rules and effects.[[7.0.3b]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.3b)
7.0.3f To put a card on a chain link, that card moves to the combat chain and is associated with that chain link until it leaves the combat chain. Cards on a chain link are considered to be on the combat chain and in the arena.
7.0.4 An active-attack, is an attack that has been put onto the combat chain as a chain link[[1.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4)[[7.0.3a]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.3a).
7.0.4a If a card is put onto a chain link as an attacking card, the existing active-attack (if any) is cleared, and the new card becomes the active-attack for that chain link. It is considered a new attack, but the attack target(s) remain the same.
> **Example:** Uzuri has the text "… put target attacking card with stealth from the active chain link on the bottom of its owner's deck, then put the banished card onto the active chain link as the attacking card." The card with stealth is essentially replaced by the banished card as the attack on the chain link. The banished card is considered a new attack for rules and effects, except that the target of the attack stays the same.
7.0.5 A defending card is a card that is designated as defending on a chain link for an attack-target by a rule or effect.[[7.3.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.3.2)[[7.4.2d]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4.2d)[[8.5.32]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.32)
7.0.5a To be added as a defending card, the card is put on the respective chain link. The card is considered to be defending until it leaves the combat chain. Then the "defend" event occurs and effects that trigger from defending are triggered. The controller of the card at the time it defends is considered to have defended with that card.
> **Example:** Surging Militia has the text "This gets +1 for each non-equipment card defending it." and Inertia Trap has the text "When this defends an attack with greater than its base, …" When Inertia Trap becomes a defending card against Surging Militia, the Surging Militia will gain +1 before the defend event occurs, and thus Inertia Trap will trigger.
7.0.5b If an effect would add a card on a chain link as a defending card, but the card is already defending on that chain link or the card cannot become a defending card due to another effect, the effect fails, no defend event occurs, and the card does not move zones.
> **Example:** Amulet of Havencall has the text "Defense Reaction -- Destroy this: Search your deck for a Rally the Rearguard, add it to this chain link as a defending card, then shuffle." If Rally the Rearguard cannot be added as a defending card, it remains in the deck and the deck is shuffled.
>
> **Example:** Quickdodge Flexors has the text "Defense Reaction -- : Add this to the active chain link as a defending card. It has 2 base this chain link." If Quickdodge Flexors is already defending card on the active chain link, then its ability is activated, it will remain a defending card on that chain link, no defend event will occur, but its base will still be set to 2.
7.0.5c A defending card is considered to be defending against the active-attack on the chain link. If the active-attack ceases to exist, last known information about the active-attack is used to determine the properties, control, and ownership of the attack.[[1.2.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.3)
7.0.5d A card can only defend on one chain link for one attack-target at a time. If there are multiple attack-targets and an effect adds a defending card to a chain link but does not specify which attack-target it defends for, the controller of the effect determines which attack-target it will defend for.
7.0.5e If exactly one card is put onto a chain link as a defending card it is considered to defend alone. If two or more cards are put onto a chain link as defending cards in the same event, they are considered to defend together.
> **Example:** If a player declares two cards during the defend step of combat, those cards are considered to defend together. Then, if the player plays and resolves a defense reaction, that card is considered to defend alone because it is just one card being added as a defending card - despite there already being defending cards on the chain link.
## 7.1 Layer Step
7.1.1 The Layer Step is a game state where an attack is unresolved as a layer on the stack and there are no attacks in the queue.
7.1.2 First, the turn-player gains priority.
7.1.2a When the top layer of the stack is an attack and all players pass in succession, the attack is put into the attack queue.[[5.3.1a]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3.1a)
7.1.3 Second and finally, when the stack is empty the Layer Step ends. If there's an attack in the queue, the Attack Step begins. Otherwise, the combat chain closes.
## 7.2 Attack Step
7.2.1 The Attack Step is a game state where an attack is put on the combat chain as a chain link and becomes attacking before any defending cards are declared.
7.2.2 First, the next attack moves from the queue onto the combat chain as a chain link.[[7.0.3]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.3) Attacking objects on a chain link remain attacking until they leave the combat chain.
> **Note** : Attacks with resolution abilities that generate discrete effects printed before 2021 have received an errata that corrects them to be triggered effects that trigger when the attack becomes attacking.
7.2.2a If the attack is an attack-card, it moves onto the combat chain as a chain link. The attack-card is the active-attack and becomes attacking.
> **Example:** Head Jab is an attack action card. After the Head Jab resolves, it moves as an attack-card onto the combat chain as a chain link, and it is considered the active-attack.
7.2.2b If the attack is an attack-proxy, the attack and its attack-source move onto the combat chain as the chain link. The attack-proxy is the active-attack and the attack-source becomes attacking. If the attack-source was on a previous chain link, the attack-proxy on that chain link ceases to exist.[[1.4.3c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.3c)
> **Example:** Bone Basher is a one-handed weapon with an attack activated ability. After an attack-proxy of Bone Basher resolves, the attack-proxy and Bone Basher move onto the combat chain as a chain link, and the attack-proxy is considered the active-attack.
7.2.2c If (A) the active-attack or attack-source cannot move to the combat chain as a chain link, (B) the active-attack or attack-source cannot become attacking, or (C) the attack does not have any legal attack-targets[[1.4.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5), instead the attack is cleared from the queue. If there is another attack in the queue, the Attack Step begins again with that attack, otherwise the Close Step begins.[[7.7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7)
> **Example:** Spectra is a keyword that means "This can be attacked" and "When this becomes the target of an attack, destroy this." If a permanent with Spectra is the only target of an attack, it ceases to exist before the Attack Step and is no longer a legal attack-target, so the attack is cleared from the queue. If there are no other attacks in the queue, the combat chain closes.
>
> **Example:** Kabuto of Imperial Authority has the text "opponents can't attack with weapons." If the attack is a weapon attack-proxy, its attack-source (the weapon) cannot become attacking, so the attack-proxy is cleared from the queue. If there are no other attacks in the queue, the combat chain closes.
7.2.3 Third, the "attack" event occurs and effects that trigger from attacking are triggered.
> **Example:** The attack is Dread Triptych. The abilities "When this attacks, if you've played a non-attack action card this turn, create a Runechant token." and "When this attacks, if you've dealt arcane damage this turn, create a Runechant token." trigger and are added as separate triggered-layers on the stack.
7.2.3a The controller of the active-attack and their hero become the "attacking hero" until the active chain link resolves or the combat chain closes. If an effect of a source on the chain link refers to the attacking hero, it refers to that hero until the combat chain closes.
7.2.3b The controller of the attack-target and their hero become the "defending hero" until the active chain link resolves or the combat chain closes. If an effect of a source on the chain link refers to the defending hero, it refers to that hero until the combat chain closes.
> **Example:** Exude Confidence has the text "If this isn't defended by a card with greater or equal , the defending hero can't play or activate instants and defense reactions," which is an effect that refers to the defending hero of the chain link where Exude Confidence the active-attack. If the next attack has a different attack-target, Exude Confidence's effect will still refer to that hero.
7.2.4 Fourth, the turn-player gains priority.
7.2.5 Fifth and finally, when the stack is empty and all players pass in succession, the Attack Step ends and the Defend Step begins.
## 7.3 Defend Step
7.3.1 The Defend Step is a game state where defending cards may be declared by a hero being attacked.
7.3.2 First, defending cards are declared for the attack-target(s). Cards declared this way become defending cards for the attack-target(s) on the active chain link.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5) Declaring a card this way is not considered playing that card - it does not incur the cost of playing that card, it does not add it as a layer on the stack, and it does not resolve any resolution abilities on that card.
7.3.2a If the attack-target is a hero, their controller may declare any number of non-defense-reaction cards from their hand and/or public equipment permanents they control. Otherwise, a player may only declare cards for an attack-target if a rule or effect specifies it.
7.3.2b A card cannot be declared if (A) it does not have the defense property (0 is a value), (B) it is already a defending card on a chain link, or (C) it would make the current set of declared cards illegal to become defending.
> **Example:** If an attack has overpower (can't be defended by more than one action card) and is already defended by an action card, an action card cannot be declared because it cannot become a defending card.
7.3.2c If a player declares two or more defending cards for an attack-target, they decide the order those cards are declared and become defending.
> **Example:** Flic Flak has the text "If the next card you defend with this turn is a card with combo, it gains +2." If a player declares two or more cards, they choose the order they become defending, and thus which of those cards Flic Flak's ability will apply to.
7.3.2d All declared cards for an attack-target are put onto the active chain link as a single multi-event as defending cards for that attack-target. The order in which the declared cards become defending within the multi-event is determined by the order in which were declared.[[1.9.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9.2)
> **Example:** Bastion of Unity has the text "Unity - When this defends together with a card from hand, this gets +1 until end of turn." If one player declares Bastion of Unity and another player declares a card from hand, Bastion of Unity's effect will trigger because both cards defend together as part of the same multi-event.
7.3.2e If two or more players may declare defending cards for an attack-target, they do so in clockwise order starting with the player that controls the attack-target.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6)
> **Example:** If a player's hero is attacked, that player declares any defending cards first, then in clockwise order, players may declare additional defending cards, such as cards with Protect.
7.3.2f If there are two or more attack-targets, defending cards are declared for each attack-target in clockwise order of their controller, starting from attacking hero.[[1.1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.6) Then, if two or more attack-targets are controlled by the same player, defending cards are declared for each attack-target in an order determined by that controlling player. Cards only defend the attack-target they are declared for. All declared cards for each attack target are put onto the active chain link in separate events as defending cards.
> **Example:** Apocalypse Automaton has the text "This attacks up to X target opposing heroes, …." If two players' heroes are attacked by an Apocalypse Automaton, the defending cards for each hero are declared in clockwise order from the controller of the attack. The first hero's player declares defending cards, then any player may declare additional defending cards (such as cards with Protect), and finally, those declared cards become defending cards for that hero. This process then repeats for the second hero.
7.3.3 Second, the turn-player gains priority.
7.3.4 Third and finally, when the stack is empty and all players pass in succession, the Defend Step ends and the Reaction Step begins.
## 7.4 Reaction Step
7.4.1 The Reaction Step is a game state where players may use reactions related to combat.
7.4.2 First, the turn-player gains priority.
7.4.2a The player that controls the attack may play/activate attack reaction[[8.1.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.2) cards/abilities when they have priority during the Reaction Step.
7.4.2b A player that controls a hero as an attack-target (if any) may play/activate defense reaction[[8.1.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.3) cards/abilities when they have priority during the Reaction Step.
7.4.2c A defense reaction card cannot be played if a rule or effect would prevent the player from defending with that card.
> **Example:** If an attack has dominate (can't be defended by more than 1 card from hand) and is already defended by a card from hand, defense reaction cards cannot be played from hand because dominate prevents it from becoming a defending card.
7.4.2d When a defense reaction card resolves it becomes a defending card on the active chain link for its controller's hero.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5) A defense reaction card fails to resolve if it cannot become a defending card.[[5.3.2b]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3.2b)
> **Example:** If an attack has dominate (can't be defended by more than 1 card from hand) and there are two defense reactions on the stack, the first one will resolve and become a defending card, but the second one will fail to resolve because dominate prevents it from becoming a defending card.
7.4.3 Second and finally, when the stack is empty and all players pass in succession, the Reaction Step ends and the Damage Step begins.
## 7.5 Damage Step
7.5.1 The Damage Step is a game state where the physical damage of the active chain link is calculated and applied.
7.5.2 First, damage is calculated for the attack-target(s). If the power of the attack is greater than the sum total defense value of the defending cards for the attack-target, the attack hits the attack-target for damage equal to the difference.
> **Example:** If the power of the attack is 6, and there are two defending cards with a defense 3 and 2 respectively then the sum total defense value of the defending cards is 5. The power of the attack is greater than the sum total defense, so the attack-target is dealt 6-5=1 damage.
7.5.2a Dealing damage to the attack-target this way, is a hit-event generated by the game.[[7.5.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.5) The source of the damage is the attack.
7.5.2b If the attack-target has ceased to exist or is illegal when the damage is calculated, no damage is dealt, and the event is not generated.
7.5.2c If there are two or more attack-targets, damage is calculated and dealt separately for each attack-target controlled by players in clockwise-order. If there are two or more attack-targets controlled by the same player, the order for those attack-targets is determined by the controller of the attack.
7.5.3 Second, the turn-player gains priority.
7.5.4 Third and finally, when the stack is empty and all players pass in succession, the Damage Step ends and the Resolution Step begins.
7.5.5 The hit-event is a named-event[[1.9.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9.3) that is otherwise identical to a deal damage event[[8.5.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3). An attack is considered to have hit if it deals damage to an attack-target with a hit-event.
7.5.5a If the attack-target loses life as a result of anything except damage dealt by the hit-event, then the attack is not considered to have hit.
7.5.5b If the hit-event is modified by replacement effects such that no damage is dealt by the active-attack to the attack-target, it is no longer a hit-event - the attack is not considered to have hit when the event occurs. Damage may still be dealt if the hit-event is modified, but it is not considered a hit-event if the active-attack is not the source of the damage that would be dealt to the attack-target.
> **Example:** Feign Death has the text "The next time you would be dealt damage this turn, prevent it." If the effect from Feign Death prevents all damage dealt by the active-attack, no damage is dealt, the hit-event does not occur, and the attack is not considered to have hit.
7.5.5c If a rule or effect prevents a triggered effect from triggering when the active-attack hits and/or when it deals damage, then the triggered effect does not trigger on the hit-event.
> **Example:** Stamp Authority has the text "Attack action card effects do not trigger when they hit," which prevents triggered effects from attack action card triggering on a hit-event. If a triggered effect from an attack action card would trigger on damage being dealt (e.g. Blizzard Bolt), and the attack action card hits, the effect will not trigger on the hit-event.
7.5.5d A chain link is considered to have hit if any hit-event occurs while it is the active chain link.
## 7.6 Resolution Step
7.6.1 The Resolution Step is a game state where the active chain link resolves, the attacker may gain an action point from go again, and combat may continue with more attacks.
7.6.2 First, the active chain link becomes a resolved chain link and effects that trigger when the chain link resolves are triggered. If the attack has go again, its controller gains 1 action point.
7.6.2a If the attack is no longer on the combat chain, the last known information of the attack is used to determine whether the attack has go again.
7.6.3 Second, the turn-player gains priority.
7.6.3a The turn-player may play or activate attacks or attack-layers during the Resolution Step of combat. If an attack or attack-layer is added to the stack, the Resolution Step ends and the Layer Step begins.
7.6.3b If the stack is empty and there is an attack in the queue, the Resolution Step ends and the Attack Step begins.
7.6.4 Third and finally, when the stack and queue are empty and all players pass in succession, the Resolution Step ends and the Close Step begins.
## 7.7 Close Step
7.7.1 The Close Step is a game state where the combat chain closes and combat ends. Players do not get priority during the Close Step.
7.7.2 If a rule or effect causes the combat chain to close, the current step (if any) ends and the Close Step begins. The combat chain closes in the following situations:
7.7.2a If, during the Resolution Step, all players pass in succession when the stack is empty and there are no more attacks in the queue , the Close Step begins.[[7.6.4]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6.4)
7.7.2b If, at the beginning of the Attack Step, (A) the active-attack or attack-source cannot become a chain link, (B) they cannot become attacking or (C) there are no legal attack-targets; and there are no more attacks in the queue, the Close Step begins.[[7.2.2c]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.2c)
7.7.2c If, before damage is calculated during the Damage Step,[[7.5.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.2) the active-attack ceases to exist and there are no more attacks in the queue, the Close Step begins as a game state action.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
> **Example:** Luminaris has the text "… Illusionist auras you control are weapons with 1 and "Once per Turn Action -- 0: Attack"." If a Spectral Shield token is activated to attack the opponent, and the token is destroyed before the Damage Step, the activated attack will also cease to exist, and the Close Step will begin.
7.7.2d If an effect closes the combat chain, the Close Step begins as a game state action.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
7.7.3 First, the "combat chain closes" event occurs and effects that trigger from the combat chain closing are triggered. All attacks, attack-layers, and reactions are cleared from the stack and queue.
7.7.4 Second, layers on the stack resolve and game state actions are performed as if all players are passing priority in succession.[[1.10.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.10.2)
7.7.5 Third, when the stack is empty, all permanents remaining on the combat chain return to their respective zones - equipped permanents return to their respective equipped zones. Any other permanent returns to the permanent zone.
7.7.6 Fourth, all remaining objects on the combat chain are cleared.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
7.7.7 Fifth and finally, the combat chain closes. Effects that last for "the/this combat chain" end. The Close Step ends and the Action Phase continues.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/08-keywords.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/08-keywords/)
# 8 Keywords
## 8.0 General
8.0.1 A keyword is a reserved term or phrase that serves as a descriptive element for rules and/or effects to reference or has some rules meaning.
8.0.2 A type keyword is a keyword used by a card's text box to describe the type of an object.
8.0.3 A subtype keyword is a keyword used by a card's text box to describe the subtype of an object.
8.0.4 An ability keyword is a keyword that substitutes for the rules text of an ability.
8.0.5 A label keyword is a keyword that groups abilities with common effects. A label keyword and its ability are typically written in the format "[KEYWORD] - [ABILITY]."
8.0.6 An effect keyword is a keyword that substitutes for the rules text of an effect.
8.0.6a When a discrete keyword effect is generated, or when a continuous effect is applied, it produces a corresponding event of that keyword.
8.0.7 A token keyword is a keyword that refers to a specific token. A token keyword is typically written in the format "[KEYWORD] token."
## 8.1 Type Keywords
8.1.1 **Action**
An action card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.1a An action card/activated ability can only be played/activated when the stack is empty.
8.1.1b An action card/activated ability cannot be played/activated during combat, except during the Resolution Step of combat.[[7.0.1a]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.1a)
8.1.1c An action card/activated ability has the additional asset-cost of one action point to play/activate.[[5.1.6]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.6)
8.1.1d If an action card/activated ability is played/activated as though it were an instant, it is still considered an action, but it can be played/activated any time the player has priority and does not cost an action point.
8.1.2 **Attack Reaction**
An attack reaction card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.2a An attack reaction card/activated ability can only be played/activated by a player who controls the attack during the Reaction Step of combat.[[7.4]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4)
8.1.2b When an attack reaction card resolves as a layer on the stack, it is cleared.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
8.1.2c An attack reaction card/activated ability is considered to be a reaction card/ability.
8.1.3 **Defense Reaction**
A defense reaction card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.3a A defense reaction card/activated ability can only be played/activated by a player who controls a hero as an attack-target during the Reaction Step of combat.[[7.4]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4)
8.1.3b When a defense reaction card resolves as a layer on the stack, it becomes a defending card on the active chain link.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5)
8.1.3c A defense reaction card/activated ability is considered to be a reaction card/ability.
8.1.4 **Equipment**
An equipment card (without any other types) is an arena-card.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d)
8.1.4a As an arena-card, a player may equip an equipment card from their card-pool during the start-of-game procedure to its respective zone.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
8.1.4b An equipment permanent may be declared as a defending card during the Defend Step of combat.[[7.3.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.3.2)
8.1.5 **Hero**
A hero card is a hero-card.[[1.3.2a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2a)
8.1.5a A player starts the game with their hero card as a permanent in their hero zone.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
8.1.5b A hero card is separate from, and cannot be included in a player's, card-pool.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3)
8.1.6 **Instant**
An instant card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.6a A card/activated ability with the type instant can be played/activated any time the player has priority.
8.1.7 **Resource**
A resource card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.7a A resource card cannot be played.
8.1.8 **Token**
A token card is a token-card.[[1.3.2b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2b)
8.1.8a Tokens only exist in the arena or as sub-cards.[[3.0.14]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.14) If a token leaves the arena and it is not a sub-card, it ceases to exist.
8.1.9 **Weapon**
A weapon card is an arena-card.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d)
8.1.9a As an arena-card, a player may equip a weapon card from their card-pool during the start-of-game procedure to its respective zone.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
8.1.10 **Mentor**
A mentor card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.10a A mentor card can only be included in a player's card-pool if they have a young (subtype) hero.
8.1.11 **Demi-Hero**
A demi-hero card is an arena-card.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d)
8.1.11a A demi-hero card is distinct from a hero-card. It is included as part of a player's card-pool and it cannot be used in place of a player's hero at the start of the game.
8.1.11b If a demi-hero becomes a permanent in the arena and the controlling player does not control a hero, the demi-hero is considered to be that player's hero and has the hero type for the purposes of rules and effects for the rest of the game. Otherwise, if the player already controls a hero, the demi-hero is cleared from the arena.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
8.1.12 **Block**
A block card is a deck-card.[[1.3.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2c)
8.1.12a A block card cannot be played.
8.1.13 **Macro**
A macro is not a card.
8.1.13a Only macro objects have the macro type.[[1.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.5)
8.1.14 **Companion**
A companion card is an arena-card.[[1.3.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.2d)
## 8.2 Subtype Keywords
8.2.1 **(1H)**
8.2.1a A (1H) object considered to be a one-hander.
8.2.1b A one-hander permanent must be equipped to a player's weapon zone. A one-hander cannot be equipped if the player does not have an empty weapon zone.
8.2.2 **(2H)**
8.2.2a A (2H) object considered to be a two-hander.
8.2.2b A two-hander permanent must be equipped to two of a player's weapon zones. A two-hander cannot be equipped if the player does not have two empty weapon zones.
8.2.2c A two-hander occupies either of the two weapon zones it is equipped to, but not both.
8.2.3 **Attack**
8.2.3a An attack card is considered an attack when on the stack or when it is on the combat chain as an attacking card.[[1.4.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.2)
8.2.3b When an attack card is played, the combat chain opens (if it is closed) and the layer step of combat begins.[[7.1]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.1)
8.2.4 **Aura**
8.2.4a When an aura resolves as a layer on the stack, it enters the arena.
8.2.4b When an aura enters the arena, it becomes a permanent, except when it is added as a defending card to a chain link.
8.2.5 **Item**
8.2.5a When an item resolves as a layer on the stack, it enters the arena.
8.2.5b When an item enters the arena, it becomes a permanent, except when it is added as a defending card to a chain link.
8.2.6 **Arrow**
8.2.6a An arrow can only be played from the player's arsenal and only if they control a bow.
8.2.7 **Trap**
> **Note:** As of 2023, trap is no longer a functional subtype keyword.
8.2.8 **Ally**
8.2.8a If an ally permanent ceases to exist, it is considered to have died.[[2.5.3g]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5.3g)
8.2.8b During the End Phase, an ally's life total is reset to its base life.[[4.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.4)
8.2.8c If an ally is attacking, the controlling player and their hero are considered an attacking hero for that chain link.[[7.2.3a]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.3a)
8.2.8d If an ally is the target of an attack, the controlling player and their hero are considered a defending hero for that chain link, but the player cannot declare defending cards or play or activate defense reaction cards or abilities during the reaction step of combat.[[7.2.3b]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.3b)
8.2.8e If an ally deals damage, the controlling player and their hero are not considered to have dealt damage.
8.2.8f If an ally is dealt damage, the controlling player and their hero are not considered to have been dealt damage.
8.2.9 **Landmark**
8.2.9a When a landmark resolves as a layer on the stack, it enters the arena.
8.2.9b When a landmark enters the arena, it becomes a permanent and all other landmark permanents are cleared, except when the landmark is added as a defending card to a chain link.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
8.2.10 **Off-Hand**
8.2.10a An off-hand permanent must be equipped to a player's weapon zone. An off-hand cannot be equipped if the player does not have an empty weapon zone.
8.2.10b A player cannot equip more than one off-hand.
8.2.11 **Affliction**
8.2.11a When an affliction resolves as a layer on the stack, it enters the arena.
8.2.11b When an affliction enters the arena, it becomes a permanent, except when it is added as a defending card to a chain link.
8.2.11c As an object with the subtype affliction enters the arena as a permanent, its controller declares an opponent and the object enters the arena under that player's control. If the affliction has no controller before it enters the arena, its owner declares the opponent. If the object cannot enter the arena under that player's control, it is cleared and is not considered to have entered the arena.
8.2.12 **Ash**
8.2.12a When an ash resolves as a layer on the stack, it enters the arena.
8.2.12b When an ash enters the arena, it becomes a permanent, except when it is added as a defending card to a chain link.
8.2.13 **Invocation**
8.2.13a When an invocation resolves as a layer on the stack, it enters the arena with its back-face active and becomes a permanent.[[9.1]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.1)
8.2.14 **Construct**
8.2.14a When a construct resolves as a layer on the stack, it enters the arena with its back-face active and becomes a permanent.[[9.1]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.1)
8.2.15 **Quiver**
8.2.15a A quiver permanent must be equipped to a player's weapon zone. A quiver may be equipped to, and occupy, a weapon zone that a two-hander bow is already equipped to but does not occupy; otherwise, a quiver cannot be equipped if the player does not have an empty weapon zone.
8.2.15b A player cannot equip more than one quiver.
8.2.16 **Figment**
8.2.16a When a figment resolves as a layer on the stack, it enters the arena.
8.2.16b When a figment enters the arena, it becomes a permanent, except when it is added as a defending card to a chain link.
## 8.3 Ability Keywords
8.3.1 **Attack**
Attack is a static ability. A layer with the attack ability is an attack-proxy.
8.3.1a When an attack-proxy resolves on the stack, it and its source move onto the combat chain as a chain link.[[7.2.2b]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.2b)
8.3.1b If attack-proxy is added to the stack, the combat chain opens (if it is closed) and the Layer Step of combat begins.[[7.1]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.1)
8.3.1c To add an attack-proxy onto the stack, a legal attackable target must be declared as the target of the attack.[[1.4.5a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5a)
8.3.2 **Battleworn**
Battleworn is triggered-static ability that means "When the combat chain closes, if this defended, put a -1 counter on it."
8.3.3 **Blade Break**
Blade Break is a triggered-static ability that means "When the combat chain closes, if this defended, destroy it."
8.3.4 **Dominate**
Dominate is a static ability that means "This can't be defended by more than one card from hand."
8.3.4a If an attack with dominate is currently defended by a card from hand, an additional card cannot be added as a defending card to the attack's chain link if the card comes from a player's hand.[[5.3.2b]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3.2b)[[8.5.32]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.32)
8.3.4b If an attack with dominate is currently defended by a card from hand on the activate chain link, defense reaction cards cannot be played from hand.[[7.4.2c]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4.2c)
8.3.4c If an attack is defended by two or more cards from hand and then the attack gains dominate, no cards are retroactively removed from defending.
8.3.5 **Go again**
Go again is a special resolution ability that means "Gain 1 action point."
8.3.5a If go again is an ability of a non-attack layer on the stack, the controlling player gains 1 action point after all other resolution abilities have resolved.[[5.3.5]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3.5)
8.3.5b If go again is an ability of an attack on the active chain link, the controlling player gains 1 action point at the beginning of the Resolution Step of combat.[[7.6.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6.2)
8.3.5c An object cannot have more than one "go again" ability. If an effect would give the "go again" ability to an object that already has the "go again" ability, then that part of the effect fails.
8.3.6 **Legendary**
Legendary is a meta-static ability that means "You may only have 1 of this in your constructed deck."
8.3.7 **Specialization**
Specialization is a meta-static ability. Specialization is written as "[HERO] Specialization" which means "You may only have this in your deck if your hero is [HERO]," where HERO is the moniker of the player's hero card.[[2.7.3]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.7.3)
8.3.8 **Arcane Barrier**
Arcane Barrier is a static ability. Arcane Barrier is written as "Arcane Barrier N" which means "If you would be dealt arcane damage, you may pay N to prevent N of that damage."
8.3.9 **Boost**
Boost is an optional additional-cost play-static ability that means "As an additional cost to play this, you may banish the top card of your deck. If you do, if it's a Mechanologist card, this gets go again."
8.3.9a If a player pays the additional cost to play a card with boost, the player is considered to have boosted and the played card is considered to have been boosted, even if the banished card is not a Mechanologist card.
8.3.9b A player cannot boost if they cannot pay the additional cost of banishing the top card of their deck.
8.3.10 **Temper**
Temper is a triggered-static ability that means "When the combat chain closes, if this defended, put a -1 counter on it, then destroy it if it has zero ."
8.3.11 **Blood Debt**
Blood Debt is a triggered-static ability. Blood debt means "While this is in your banished zone, at the beginning of your end phase, lose 1."
8.3.11a Blood debt only triggers if its source is public in the banished zone at the beginning of the owner's end phase.
8.3.12 **Mentor**
> **Note:** As of 2022, the mentor ability has been superseded by the Mentor type[[8.1.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.10)
8.3.13 **Phantasm**
Phantasm is a triggered-static ability that means "Whenever this is defended by a non-Illusionist attack action card with 6 or more , destroy this."
8.3.13a If an attack with Phantasm is being defended by a non-Illusionist attack action card that has the power property with a value of 6 or more, then the state-condition is met and a triggered-layer is put on the stack. When the triggered-layer resolves, if the trigger's event-condition is still met, the attack is destroyed.
8.3.13b If an attack is destroyed by phantasm before damage for its chain link has been calculated, the combat chain closes.[[7.7.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7.2) If an attack is destroyed by phantasm after damage for its chain link has been calculated, the combat chain does not close.
8.3.14 **Spectra**
Spectra is a static ability and a triggered-static ability that respectively mean "This can be attacked." and "When this becomes the target of an attack, destroy this."
8.3.14a An object with Spectra can be the target of an attack, even if it is not a living object.[[1.4.5a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5a)
8.3.14b When an object with Spectra becomes the target of an attack, a triggered-layer is put on the stack. When the triggered-layer resolves, the object with Spectra is destroyed. If there are not other legal attack-targets, the combat chain closes.[[7.7.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7.2)
8.3.15 **Spellvoid**
Spellvoid is a static ability. Spellvoid is written as "Spellvoid N" which means "If you would be dealt arcane damage, you may destroy this to prevent N of that damage."
8.3.15a If the controlling player cannot destroy the object with Spellvoid, they cannot apply the optional prevention effect.
8.3.16 **Essence**
Essence is a meta-static ability. Essence is written in the format "Essence of [SUPERTYPES]" which means "You may have [SUPERTYPES] cards in your deck, as though your hero had those supertypes," where SUPERTYPES is a list of one or more supertypes.[[2.11]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11)
8.3.17 **Fusion**
Fusion is an optional additional-cost play-static ability. Fusion is written as "[SUPERTYPES] Fusion" which means "As an additional cost to play this, you may reveal (a/an) [SUPERTYPES] card(s) from your hand," where SUPERTYPES is a list of one or more supertypes.[[2.11]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11)
8.3.17a If a player pays the additional cost to play a card with fusion, the player is considered to have fused those supertypes and the played card is considered to have been fused.
8.3.17b A player cannot fuse if they cannot pay the additional cost of revealing the card(s) with the specified supertypes from their hand.
8.3.17c A player may only reveal up to one card for each of the supertypes listed. A single card may be revealed for one or more different supertypes.
8.3.17d If the list specifies "and," the player must reveal cards with all of the supertypes in the list. If the list specifies "and/or," the player must reveal cards with at least one of the supertypes on the list.
8.3.18 **Heave**
Heave is a hidden triggered ability. Heave is written as "Heave N" which means "While this is in your hand, at the beginning of your end phase, you may pay N and put this face-up into your arsenal. If you do, create N Seismic Surge tokens."
8.3.18a If a player pays the cost to pay the resource point cost and put the card with Heave face-up into their arsenal, the player is considered to have heaved and the card is considered to have been heaved.
8.3.18b A player cannot heave if they cannot pay the resource point cost or put the card with Heave face-up into their arsenal.
8.3.19 **Quell**
Quell is a static ability. Quell is written as "Quell N" which means "If you would be dealt damage, you may pay N to prevent N of that damage. If you do, destroy this at the beginning of the end phase."
8.3.20 **Ward**
Ward is a static ability. Ward is written as "Ward N" which means "If you would be dealt damage, destroy this to prevent N of that damage."
8.3.21 **Ephemeral**
Ephemeral is a meta-static ability and a static ability that respectively mean "You can't start the game with this in your deck." and "If this would be put into a graveyard from anywhere, instead it ceases to exist."
8.3.21a A player cannot include a card with Ephemeral in their card-pool.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3)
8.3.21b A card that ceases to exist from Ephemeral is removed from the game. A card that is removed from the game has no further interaction with the rules and effects in the game.
8.3.22 **Overpower**
Overpower is a static ability that means "This can't be defended by more than one action card."
8.3.22a If an attack with overpower is currently defended by an action card, an additional action card cannot be added as a defending card to the attack's chain link..[[8.5.32]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.32)
8.3.22b If an attack is defended by two or more action cards and then the attack gains overpower, no cards are retroactively removed from defending.
8.3.23 **Piercing**
Piercing is a static ability. Piercing is written as "Piercing N" which means "If this is defended by an equipment, it gets +N."
8.3.24 **Stealth**
Stealth is an ability that means nothing.
8.3.25 **Mirage**
Mirage is a triggered-static ability that means "When this is defending a non-Illusionist attack with 6 or more , destroy this."
8.3.26 **Pairs [with OBJECT]**
Pairs is a static ability that means "Equip this only with an OBJECT.", where OBJECT is 1 or more object identities.
8.3.26a A card with pairs can only be equipped to a zone owned by a player if the player already has an OBJECT equipped, or if an OBJECT is being equipped as part of the same event.
8.3.27 **Rune Gate**
Rune Gate is a play-static ability that means "If you control Runechants equal to or greater than this's cost, you may play it from your banished zone without paying its cost."
8.3.27a If a player plays a card from their banished zone using rune gate, they are considered to have rune gated, and the card is considered to be rune gated.
8.3.28 **Ambush**
Ambush is a while-static ability that means "While this is in your arsenal, you may defend with it."
8.3.29 **Crank**
Crank is a static ability that means "As this enters the arena, you may remove a steam counter from it. If you do, gain an action point."
8.3.29a If a player removes a steam counter using crank, they are considered to have cranked, and the card is considered to be cranked.
8.3.30 **Modular**
Modular is a static ability that means "This may be equipped to any of your equipment zones. It has the subtype of the zone it's equipped to."
8.3.30a The equipment zones are Arms, Chest, Head, and Legs.
8.3.30b A card can only be equipped to its owner's equipment zones with Modular.
8.3.30c A card with modular does not have any of the equipment subtypes until it is equipped to a zone.
8.3.31 **Protect**
Protect is a static ability that means "You may defend any hero attacked by an opponent with this."
8.3.31a If a player defends with a card with protect, they and the card are considered to have protected.
8.3.32 **Scrap**
Scrap is a play-static ability that means "As an additional cost to play this, you may banish an item or equipment from your graveyard."
8.3.32a If a player pays the additional cost to play a card with scrap, the player is considered to have scrapped, and the banished card is considered to have been scrapped.
8.3.32b A player cannot scrap if they cannot pay the additional cost of banishing an item or equipment from their graveyard.
8.3.33 **Beat Chest**
Beat Chest is a play-static ability that means "As an additional cost to play this, you may discard a card with 6 or more ."
8.3.33a If a player pays the additional cost to play a card with beat chest, the player is considered to have beaten chest.
8.3.33b A player cannot beat chest if they cannot pay the additional cost of discarding a card with 6 or more .
8.3.34 **Guardwell**
Guardwell is a static ability that means "When the combat chain closes, if this defended, put -1 counters on it equal to its ."
8.3.35 **Universal**
Universal is a while-static ability that means "While in any zone, it is the same class as your hero."
8.3.36 **Cloaked**
Cloaked is a static ability that means "Equip this face-down."
8.3.37 **Arcane Shelter**
Arcane Shelter is a static ability. Arcane Shelter is written as "Arcane Shelter N" which means "If you would be dealt arcane damage, destroy this to prevent N of that damage."
8.3.38 **Meld**
Meld is a static ability that means "You may pay twice the base cost of this to play both halves of this."
8.3.38a If a player chooses to pay the alternative cost to play a card with meld, the player is considered to have melded and the card is melded. The card remains melded until it ceases to exist.
8.3.38b Meld sets the asset-cost of a card before increases and decreases are applied. ([[5.1.6]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.6))
8.3.38c A melded card has the properties of both of its sides on a split-card[[9.2]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.2): both names, and the combination of its abilities, supertypes, types, and subtypes. If melded card is not a split-card, it is unaffected by meld.
8.3.39 **Perched**
Perched is a static ability that means "This can be equipped in addition to a 2H weapon. This can't be attacked while it's equipped."
8.3.39a A card with perched may be equipped to, and occupy, a weapon zone that a two-hander weapon is already equipped to but does not occupy; otherwise, a card with perched cannot be equipped if the player does not have an empty zone to equip to.
8.3.39b A card with perched cannot be equipped unless it has a subtype that allows it to be equipped to a specific zone.
8.3.39c A equipped card with perched cannot be the target of an attack, but it may be the target of other non-attack effects.
8.3.40 **Unlimited**
Unlimited is a meta-static ability that means "You may have any number of this card in your deck."
8.3.41 **Watery Grave**
Watery Grave is a triggered-static ability that means "When this is put into your graveyard from the arena, turn it face-down."
8.3.42 **Suspense**
Suspense is a static ability and two triggered-static abilities that means "This enters the arena with 2 suspense counters," "At the start of your turn, remove a suspense counter from this," and "When this has no suspense counters, destroy it."
8.3.43 **Fragment**
Fragment is a triggered-static ability that means "Whenever a card with 2 or more defends this, this gets -2."
## 8.4 Label Keywords
8.4.1 **Combo**
Combo is a label for a static ability typically written as "Combo - If [NAMES] was the last attack this combat chain, [EFFECTS]" where NAMES is a list of one or more names.[[2.7]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.7)
8.4.2 **Crush**
Crush is a label for a triggered-static ability typically written as "Crush - When this deals 4 or more damage, [EFFECTS]."
8.4.2a The Crush ability is conditional on an event that deals damage, not just a hit-event.[[7.5.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.5)
8.4.3 **Reprise**
Reprise is a label for a resolution ability typically written as "Reprise - If the defending hero has defended with a card from their hand this chain link, [EFFECTS]."
8.4.3a The condition of a reprise ability effect is checked on resolution - it does not retroactively generate effects if the condition is met after resolution.
8.4.4 **Channel**
Channel is a label for an ability typically written as "Channel [SUPERTYPE] - At the beginning of your end phase, put a flow counter on this then destroy it unless you put a [SUPERTYPE] card from your pitch zone on the bottom of your deck for each flow counter on it." where SUPERTYPE is a supertype.[[2.11]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11) %
8.4.5 **Material**
Material is a label for an ability typically written as "Material - While this is under a permanent, [EFFECTS]."
8.4.6 **Rupture**
Rupture is a label for an ability typically written as "Rupture - If this is played [as / at] chain link 4 or higher, [EFFECTS]." %
8.4.7 **Contract**
Contract is a label for a static ability typically written as "Contract - You are contracted to [CONDITION]. Whenever you complete this contract, [EFFECT]" where CONDITION is one or more contract conditions, and EFFECT the reward for completing the contract.[[8.5.39]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.39)
8.4.8 **Surge**
Surge is a label for a resolution or static ability typically written as "Surge - If this deals N damage, [EFFECTS]."
8.4.9 **Solflare**
Solflare is a label for an ability typically written as "Solflare - When this is charged to your hero's soul, [EFFECTS]."
8.4.10 **Unity**
Unity is a label for an ability typically written as "Unity - When this defends together with a card from hand, [EFFECTS]."
8.4.11 **Evo Upgrade**
Evo Upgrade is a label for an ability typically written as "Evo Upgrade - [EFFECTS] for each evo you have equipped" or "Evo Upgrade - [EFFECTS] where X is the number of evos you have equipped."
8.4.12 **Galvanize**
Galvanize is a label for an ability typically written as "Galvanize - When this defends, you may destroy an item you control. If you do, [EFFECTS]"
8.4.13 **Tower**
Tower is a label for an ability typically written as "Tower - If this has 13 or more , [EFFECTS]"
8.4.14 **Decompose**
Decompose is a label for an ability typically written as "Decompose - You may banish 2 Earth cards and an action card from your graveyard. If you do, [EFFECTS]."
8.4.15 **Bond**
Bond is a label for an ability typically written as "[ELEMENT] Bond - If an [ELEMENT] card was pitched to play this, [EFFECTS]," where ELEMENT is either earth, ice, or lightning.
8.4.16 **Flow**
Flow is a label for an ability typically written as "[ELEMENT] Flow - If you've played a [ELEMENT] card this turn, [EFFECTS]," where ELEMENT is either earth, ice, or lightning.
8.4.17 **Heavy**
Heavy is a label for an ability typically written as "Heavy - If this is the only card equipped to your weapon zones, [EFFECTS]."
8.4.18 **High Tide**
High Tide is a label for an ability typically written as "High Tide - If there are 2 or more blue cards in your pitch zone, [EFFECTS]."
8.4.19 **Go Fish**
Go Fish is a label for an ability typically written as "Go Fish - When this hits a hero, they choose and reveal a card from their hand. If it's [ADJECTIVE] they discard it and you create a Gold token."
8.4.20 **Quickstrike**
Quickstrike is a label for an ability typically written as "If this has go again, [EFFECTS]."
8.4.21 **Starfall**
Starfall is a label for an ability typically written as "If an instant has been put into your graveyard this turn, [EFFECTS]."
## 8.5 Effect Keywords
8.5.1 **Banish**
Banish is a discrete effect. To banish an object, the instructed player moves the object to its owner's banished zone.
8.5.1a Putting an object into the banished zone because of a rule or effect other than banish is not considered banishing that object.
8.5.1b If an object would be banished but a replacement effect specifically modifies the destination to a zone other than the banished zone, the card is still considered banished.
8.5.1c If an object is banished until a certain condition is met, the banish event is generated normally and the object is returned to its previous zone immediately after the condition is met as a delayed discrete effect. If the object ceases to exist before being returned, the return fails.
8.5.2 **Create (token)**
Create is a discrete effect. To create a token, produce the specified token and put it in the arena.
8.5.2a The properties of a created token, specified by the token keyword, are defined in .[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6)
8.5.2b A token is put into the arena as it is created. Effects that trigger from the token entering the arena trigger as though the token was created first, then entered the arena. If an effect applies to the created token as it is created, it applies to it as it enters the arena.
8.5.2c A token enters the arena under the control of the player instructed to create it. If the token is created in a zone owned by a player, the token enters that zone under the control of that player.
8.5.3 **Deal (damage)**
Deal is a discrete effect. To deal damage to an object, that object loses equal to the damage dealt. Only living objects may be targeted.
8.5.3a If an object loses life from being dealt damage, the ability that generated the damage effect and the ability's source of the damage are considered to have dealt that damage. If the effect specifies the source of the damage, that source is considered to have dealt that damage instead. If the source is a non-living card, the player that controls the source and the player's hero are also considered to have dealt that damage.
8.5.3b There are 3 types of damage: generic, physical, and arcane. Generic damage is damage without a specified type - it is referred to as "damage." Physical damage is damage dealt by an object using its power value during the damage step of combat - it is referred to as " damage".[[7.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5) Arcane damage is damage dealt by an effect that specifically deals arcane damage.
8.5.3c If a non-living object would be dealt damage, the effect fails.[[2.5.1a]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5.1a)
8.5.3d Losing life because of a rule or effect other than dealing damage is not considered dealing damage. An effect that causes life loss is not considered damage.[[8.5.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.12)
8.5.3e An effect that triggers from a specific type of damage being dealt, other than generic damage, does not trigger from another type of damage being dealt.
8.5.3f An effect that modifies or prevents a specific type of damage, other than generic damage, cannot modify or prevent another type of damage.
8.5.4 **Destroy**
Destroy is a discrete effect. To destroy an object, put it into its owner's graveyard.
8.5.4a Putting an object into the graveyard because of a rule or effect other than destroy is not considered destroying that object.
8.5.5 **Discard**
Discard is a discrete effect. To discard a card from a player's hand, put it from the player's hand into their graveyard.
8.5.5a Putting an object into the graveyard because of a rule or effect other than discard is not considered discarding that object.
8.5.5b If a player tries to discard a card when there are no cards in their hand, the discard effect fails.
8.5.5c If a card is discarded but a replacement effect modifies the destination to a zone other than the graveyard, the card is still considered discarded.
8.5.6 **Draw**
Draw is a discrete effect. To draw a card, move the top card of the deck to the player's hand.
8.5.6a Putting an card into the hand because of a rule or effect other than draw is not considered drawing that card.
8.5.6b If a player tries to draw a card when there are no cards in their deck, the draw effect fails.
8.5.6c If a card is drawn but a replacement effect modifies the destination to a zone other than the hand, the card is still considered drawn.
8.5.7 **Gain (asset)**
Gain is a discrete effect. To gain an asset, the player's or object's assets of the given type is increased by the specified amount.[[1.13]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13)
8.5.7a If a living object gains , its life total is increased by the specified amount. If the object does not have the life property, then the gain effect fails.
8.5.7b If a non-turn-player would gain action points, then the gain effect fails.
8.5.8 **Gets (numerical property)**
Gets is a continuous effect, referred to as modify, and includes all modifications to existing numerical properties. To modify an object, the numerical properties of the object are altered by the specified amount.[[2.0.3]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.0.3)
> **Note:** From Cards printed before 2023 have also used the keyword "gains/gain" and "has/have."
8.5.8a If the effect specifies to alter an existing property of the object, but the object does not have that property, it does not give it that property.
8.5.8b If the effect specifies the object has a base numerical property, the object gains that property with the specified base value. If the object already has that numeric property, it sets the base value of that property.
8.5.9 **Gets / Is (non-numerical property)**
Gets/is is a continuous effect, referred to as modify. To modify an object, the object gains the specified object properties.[[2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2)
> **Note:** From Cards printed before 2023 have also used the keyword "gains/gain" and "has/have."
8.5.9a If the effect specifies the object gains a property, the object gains that property in addition to any existing properties it already has.
8.5.10 **Intimidate**
Intimidate is a discrete effect and delayed-triggered effect. To intimidate a player, they banish a random card from their hand face-down, and then at the beginning of the end phase, it returns it to their hand.
8.5.10a The player is considered to have been intimidated, even if they did not banish a card from their hand.
8.5.10b If a player is not specified, the intimidate is a targeted effect.[[1.8.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.5)
8.5.10c The triggered effect only returns the cards banished by its ability. If there are two or more temporary-triggered effects created by separate intimidate effects, they each only return the cards banished by their respective intimidate effect.
8.5.11 **Look**
Look is a discrete effect or continuous effect. To look at a private object, the information about the properties of that object becomes known to the specified player(s).
8.5.11a If a duration is not specified, look is a discrete effect and the player(s) may look at the specified object until the next event in the game occurs. If a duration is specified, look is a continuous effect and the player(s) may look at the specified object for the duration as if it were a private object they owned that is not in a deck..[[3.0.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.3)
8.5.11b If a player looks at a private object, it does not become a public object and it is not put into another zone.
8.5.11c If the object is public, the look effect fails.
8.5.11d If look is a continuous effect and the object is specified by a location, the object the player may look at are determined as a game state action. If the object a player may look at changes due to a rule or effect, the player may not look at that new object until any player would gain priority.
8.5.12 **Lose (asset)**
Lose is a discrete effect. To lose an asset, the player's or object's assets of the given type is decreased by the specified amount.[[1.13]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13)
8.5.12a If a living object lose , its life total is decreased by the specified amount. If the object does not have the life property, then the lose effect fails.
8.5.12b Losing life is not considered as damage being dealt, unless it is the result of a damage effect.[[8.5.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3) Losing life is not considered as a hit, unless it is the result of damage being dealt by an attack during the damage step of combat.[[7.5.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.5)
8.5.13 **Loses (non-numerical property)**
Loses is a continuous effect, referred to as modify. To modify an object, the object loses the specified object base properties.[[2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2)
8.5.13a If the effect specifies the object loses a property, and the object does not have that property as a base property, it does not lose that property.
8.5.14 **Put (counter)**
Put is a discrete effect. To put a counter onto an object, a specified counter begins to exist on the object.
8.5.15 **Put / Return (object)**
Put/Return is a discrete effect. To put/return an object into/to a zone, move it from its current zone to the specified zone.
8.5.15a If a card would be put on top of a deck and there no other cards in the deck, it would be considered to be put on top of the deck and not on the bottom. The same applies if a card would be put on the bottom of the deck - it is not considered to be put on the top.
8.5.15b If a card would be put X cards from the top of the deck and there are fewer than X cards in the deck, the card is put beneath any cards in that zone. The same applies if a card would be put X cards from the bottom of the deck - it is placed above any cards in that zone.
8.5.15c If two or more cards would be put into the deck zone in the same location of a deck, the player chooses the order in which the cards are put there.[[1.8.6d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.6d) If the deck is private, the order that the cards put into the deck is hidden information.
8.5.16 **Remove (counter)**
Remove is a discrete effect. To remove a counter from an object, a specified counter ceases to exist on the object.
8.5.16a If there are two or more of the same counters on an object, it is irrelevant which of those counters is removed.
8.5.16b If two or more counters are removed, they are removed simultaneously in a single event.
8.5.17 **Reveal**
Reveal is a discrete effect or continuous effect. To reveal a private object, make it public, then make it private again.[[3.0.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.3)
8.5.17a Making an object public because of a rule or effect other than reveal is not considered revealing that object.
8.5.17b If a duration is not specified, reveal is a discrete effect and the object becomes public and then private as consecutive events. If a duration is specified, reveal is a continuous effect and the object remains public for the duration, then it becomes private.
8.5.17c Revealing a private object does not change its position in the deck (if it's in the deck) or put it into another zone.
8.5.17d If the object is public, the reveal effect fails.
8.5.17e If a player is instructed to reveal cards until a condition is met, it is considered to be revealing N cards as a single reveal event, where N is the total number of cards revealed this way. If there are no more cards to reveal and the specified condition is not met, the effect is considered to have failed - effects that trigger from revealing are still triggered.
8.5.18 **Roll**
Roll is a discrete effect. To roll a die, toss a die to produce a sufficiently random orientation, and then the value of the uppermost die face is used as the result of the roll.
8.5.18a A roll is specified with the number and type of dice to roll. If two or more dice are specified then all dice are rolled and their result is taken simultaneously.
8.5.18b A die used in a roll must have uniquely distinguishable faces, with each face representative of a distinct integer value from one up to, and including, the number of faces on the die; and an equal likelihood that it will land face up.
8.5.19 **Search**
Search is a discrete effect. To search for a card in a set of zones, the player looks at all the cards in those zones and then chooses a card from them.
8.5.19a If the search specifies any properties of the card that can be chosen, the search is performed on a non-empty zone, and there are no public cards with those properties in that zone; the player may choose to fail the search, even if there is a private card with those properties in that zone.
8.5.19b If the search specifies any properties of the card that can be chosen and there are one or more public cards with those properties in that zone, the player cannot fail the search.
8.5.19c If the search does not specify any properties of the card that can be chosen and the search is performed on a non-empty zone, the player cannot fail the search.
8.5.19d If the zone is empty, the search effect fails.
8.5.20 **Shuffle**
Shuffle is a discrete effect. To shuffle a zone, put the cards in that zone in a sufficiently random order such that no one knows their order.
8.5.20a If there are no cards in the zone to shuffle, the zone is still considered shuffled.
8.5.20b If the effect specifies to shuffle cards into a zone, put the cards into the zone then shuffle that zone.
8.5.20c If the effect does not specify what zone to shuffle, the player shuffles their own deck.
8.5.21 **Name**
Name is a discrete effect. To name an card, declare the name property of an card.[[2.7]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.7)
8.5.21a A card cannot be named using its moniker, the full name of the card must be declared.
8.5.21b Only specified cards that exist in the game can be named. The card does not have to be legal to play in the current game to be named. The player cannot name a card that does not meet the specifications of the effect.
8.5.22 **Opt**
Opt is a discrete effect. To opt N, the player looks at the top N cards of their deck, then puts any number of those cards on the top or bottom of their deck in any order.
8.5.22a If the deck has less than N cards, the player will look at all cards in their deck and put them back in any order.
8.5.22b If the deck has no cards in it, the opt effect fails.
8.5.23 **Reload**
Reload is an optional discrete effect. To reload a card, if the player's arsenal is empty and they choose to do so, move it from the player's hand to their arsenal face-down.
8.5.23a If the player has two or more arsenal zones, all of those arsenal zones must be empty for the player's arsenal to be considered empty.
8.5.24 **Turn**
Turn is a discrete effect. To turn a card face-up or face-down, that card becomes public (face-up) or private (face-down) respectively.[[3.0.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.3)
8.5.24a If the card already has the specified visibility, the turn effect fails.
8.5.25 **Become / Copy**
Become/Copy is a continuous effect. To become/copy a reference, the object loses all existing properties and gets all of the copyable properties of the specified reference.
8.5.25a The copyable properties of a card are determined by the printed properties on that card - properties that are derived from printed properties (abilities, type, supertypes, subtypes) are not duplicated (doubled up) on the object. The copyable properties of a token are determined by the properties that token was created with.
8.5.25b If the reference has any determined parameters from when it was played, activated, or otherwise created, the object also uses those parameters.
8.5.25c After the become/copy effect has been generated, any change to the copyable values of the reference will not change the copied values of the subject.
8.5.25d If an object has become the reference, any other effect that would cause the object to become the same reference fails.
8.5.25e If the reference has a copyable property with a value of \*[[1.12.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.12.3), the become/copy effect defines the value to be same as the corresponding printed property of the original object, or 0 if the object did not have that property.
8.5.26 **Negate**
Negate is a discrete effect. To negate a layer, the layer is cleared from the stack and it does not resolve. Only layers may be targeted.
8.5.26a If a layer negates itself while resolving, it does not finish resolving.
8.5.27 **Repeat**
Repeat is a discrete effect. To repeat a process, perform the instructions of that process again.
8.5.27a If no process is specifically stated, the process to repeat refers to the discrete effects preceding the repeat effect in the same resolution ability.
8.5.27b If the instructions would be repeated indefinitely, the repeated process stops when the instructions fail to advance the game state.
8.5.28 **Reroll**
Reroll is a replacement effect. To reroll dice, those dice are rolled again and their result is taken as if it were the first time they were rolled.
8.5.28a If a die is rerolled, its original result is considered to never have happened.
8.5.28b If an event is modified by two or more reroll effects, those reroll effects occur one by one in the order the event was modified.
8.5.29 **Charge**
Charge is a discrete effect. To charge a card, move it from the player's hand to their hero's soul.
8.5.29a The player that controls the effect is considered to have charged a card, and the card put into their soul is considered to be charged.
8.5.29b Moving a card to a hero's soul from a rule or effect other than charge is not considered charging.
8.5.30 **Distribute**
Distribute is a discrete effect. To distribute counters, create the counters if they do not exist, and divide and put them on a specified set of objects.
8.5.31 **Pay**
Pay is a discrete effect. To pay an asset-cost, the player spends assets of the specified type and amount.[[1.14.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.2)
8.5.31a Pay effects are optional and the affected player can refuse to pay the asset-cost.
8.5.32 **Add (defend)**
Add is a discrete effect. To add a card to a chain link as a defending card, move it from its current zone onto that chain link as a defending card.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5)
8.5.32a If an effect would prevent a card from defending on the specified chain link, the defend effect fails and the card is not moved.
8.5.33 **Ignore**
Ignore is a replacement effect. To ignore an event or part of an event, after it has been completed, it is considered to never have happened.
8.5.33a If an effect is conditional or dependent on the result of an event that is ignored, the ignored part of the event is not considered to have happened.
8.5.33b If there are two or more identical parts of an event and the ignore effect does not specify all of those parts, only the specified parts are ignored.
8.5.33c If an event is modified by both a reroll and ignore effect, the reroll occurs before its results are ignored.
8.5.34 **Freeze**
Freeze is a continuous effect. To freeze an object, that object cannot be played and its abilities cannot be activated for the duration of the effect.
8.5.34a The player that controls the effect is considered to have frozen an object, and the object is considered to be frozen. The object can be unfrozen by an effect.[[8.5.37]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.37)
8.5.34b If a freeze effect already applies to an object, a new freeze effect that would apply to that object does not fail.
8.5.35 **Gain (control)**
Gain is a discrete effect. To gain control of an object, that player is considered to control the object instead of its previous controller.
8.5.35a If the object is equipped, the object will be equipped by the new controller as part of the gain event. If the object cannot be equipped this way, the effect fails.
8.5.36 **Transform**
Transform is a discrete effect. To transform an object into a permanent, put the object under the permanent.[[3.0.14]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.14)
8.5.36a The object(s) that are put under the permanent are considered to have transformed into the permanent. The permanent is considered to have transformed from the object(s).
8.5.36b If the specified object to transform into exists but is not a permanent, it first becomes permanent, and then the object is put under it.
8.5.36c If the specified permanent is a token keyword, create that token, then put the transformed objects under it.[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6)
8.5.36d If the transform involves transforming two or more objects into a permanent, all of those objects must exist and be put under the permanent, otherwise the effect fails and no objects are transformed.
8.5.37 **Unfreeze**
Unfreeze is a discrete effect. To unfreeze an object, all existing freeze effects no longer apply to that object.[[8.5.34]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.34)
8.5.37a If an object is unfrozen, all existing freeze effects that apply to an object cease to exist. After the unfreeze event has occurred, the object may be frozen again by new freeze effects.
8.5.37b If unfreeze applies to an object that is not frozen, the effect fails.
8.5.38 **Attack (with)**
Attack (with) is a targeted discrete effect. To attack a target with a card, the card is added to the queue as an attack. Only attackable objects may be targeted.[[1.4.5a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.5a)
8.5.38a A layer on the stack with a resolution ability that can generate an attack (with) effect is an attack-layer.[[1.4.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.4)
8.5.38b If the card does not have the attack subtype, instead an attack-proxy is put into the queue with the card as its attack-source.
8.5.38c If the card doesn't exist, nothing is put into the queue and the effect fails.
8.5.39 **Contract**
Contract is a continuous effect. To contract a player, the player is given a specified set of actions to complete.
8.5.39a The contract starts when the contract effect is first generated and ends when the effect ceases to exist. A player is considered to have completed a contract if they have performed the actions specified by the contract while the effect exists. If another player performs the actions specified by the contract, they are not considered to have completed the contract because they are not the player that is contracted.
8.5.39b A contract can be completed any number of times while the effect exists.
8.5.40 **Create (card)**
Create is a discrete effect. To create a card in a zone, produce the specified card and put it in that zone.
8.5.40a The properties of a created card, specified by name (and pitch if any), are defined by the properties printed on that card.
8.5.40b A card that is created does not exist before being created. The created card does not have to be included in a player's card-pool to be created.
8.5.40c A card is put into the zone as it is created. Effects that trigger from the card entering the zone trigger as though the card was created first, then entered the zone. If an effect applies to the created card as it is created, it applies to it as it enters the zone.
8.5.41 **Equip**
Equip is a discrete effect. To equip an object, put the object into an equipment or weapon zone as a permanent and it becomes equipped to that zone.
8.5.41a If no zone is specified, the object may be equipped to any zone determined by its subtype.[[3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3)[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
8.5.41b An object can only be equipped if it has one of the following subtypes: 1H, 2H, Arms, Chest, Heads, Legs, Off-Hand, or Quiver.
8.5.41c An object can only be equipped to a zone if the zone is empty and it is not already equipped to a zone of the same type. If a rule or effect requires an object to be equipped to two or more zones, all of those zones must be empty.
8.5.41d If the specified object is a token keyword,[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6) create that token, then equip it. If the token cannot be created or equipped, the effect fails.
8.5.41e If an object cannot be equipped, it does not become a permanent.
8.5.41f If an equipped object ceases to exist, it is no longer equipped to any zones.
8.5.42 **Move (counter)**
Move is a discrete effect. To move a counter, remove the counter from its current object and put it onto the specified object.[[8.5.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.14)[[8.5.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.16)
8.5.42a If no specified counter exists or can be moved, no counters are removed from any object or put onto the specified object.
8.5.43 **Awaken**
Awaken is a discrete effect. To awaken a double-faced card, its back face becomes its active face.[[9.1]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.1)
8.5.43a If an object is not a double-sided card, its back face is already active, or its back face can otherwise not be made active, the awaken effect fails.
8.5.44 **Pitch**
Pitch is a discrete effect. To pitch a card, put it into it's owner's pitch zone and the player gains assets equal to its pitch.[[2.8]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.8)
8.5.44a If the effect instructs the player to pitch two or more cards, all of those cards must exist and be pitched, otherwise the pitch effect fails.
8.5.45 **Clash**
Clash is a discrete effect. To clash, the clashing players reveal the top card of their respective decks, and then the player that reveals the card with the greatest value wins the clash.
8.5.45a The values of the revealed cards are compared and the player that revealed the card with the greatest value is considered to have won the clash by revealing that card.
8.5.45b If a player's revealed card does not have the power property, or they do not reveal a card, any other revealed card with the power property is considered to have greater power.[[1.8.7]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.7)
8.5.45c If none of the players reveals a card with power greater than all other revealed cards, no player is considered to have won the clash.
8.5.45d If the heroes specified by the clash do not exist or there are less than two clashing heroes, the clash effect fails.
8.5.46 **Wager**
Wager is a continuous effect. To wager a prize with another player, when the chain link of the attack resolves, if the attack has hit, the controller wins the prize, otherwise the other player wins the prize.
8.5.46a After the effect is generated, the attack of the wager and the player that controls the effect are considered to have wagered. When the trigger of a wager effect resolves the winner of the wager is determined - if the attack has hit, that attack and the player that controls the effect are considered to have won the wager, otherwise the other player is considered to have won the wager.
8.5.46b If the prize is a token, the player that wins creates that token under their control. If there is no prize specified by the effect, the player is simply considered to have won the wager.
8.5.47 **Amp**
Amp is a continuous effect. To amp N, the next time an event the player controls would deal arcane damage this turn, instead it deals that much arcane damage plus N.
8.5.48 **Transcend**
Transcend is a discrete effect. To transcend, the transcend source is put into its owner's hand with its back-face active.
8.5.48a The player that controls the effect is considered to have transcended.
8.5.49 **Exchange**
Exchange is a discrete effect. To exchange objects, the objects swap their respective zone, visibility, and control with each other.
8.5.49a The swap in zone, visibility, and control for both objects happens simultaneously as a move event. If either object cannot complete the move successfully, the effect fails.
8.5.49b If an object is equipped, the object that it will be exchanged with will be equipped as part of the move event. If the object cannot be equipped this way, the effect fails.
8.5.50 **Mark**
Mark is a discrete effect. To mark a hero, that hero has the marked condition.[[9.3]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.3)
8.5.51 **Retrieve**
Retrieve is a discrete effect. To retrieve a card, the player may pay to equip the card.
8.5.51a The card must exist and be able to be equipped for the player to pay . If the player cannot equip the card, they cannot choose to pay .
8.5.52 **Return to the Brood**
Return to the Brood is a discrete effect. To return to the brood, existing become/copy effects that apply to the player's hero cease to exist.
8.5.53 **Give**
Give is a discrete effect. To give an object to a player, that player gains control the object.
8.5.53a The player that controls the effect is considered to have given.
8.5.53b If the object is equipped, the object will be equipped by the new controller as part of the give event. If the object cannot be equipped this way, the effect fails.
8.5.54 **Steal**
Steal is a discrete effect. To steal a card, the player gains control of the object.
8.5.54a The player that controls the effect is considered to have stolen.
8.5.54b If the object is equipped, the object will be equipped by the new controller as part of the steal event. If the object cannot be equipped this way, the effect fails.
8.5.55 **Tap**
Tap is a discrete effect. To tap a permanent, change the state of the object from untapped to tapped.
8.5.55a If the permanent is already tapped, the effect fails.
8.5.56 **Untap**
Untap is a discrete effect. To untap a permanent, change the state of the object from tapped to untapped.
8.5.56a If the permanent is already untapped, the effect fails.
8.5.57 **The Crowd Cheers / The Crowd Boos**
The crowd cheers/boos is a discrete effect. The player that is cheered/booed is considered to be cheered/booed.
8.5.57a If a player is cheered and booed, the are considered both cheered and booed. The effects do not cancel each other out.
8.5.58 **Sharpen**
Sharpen is a discrete effect and delayed-triggered effect. To sharpen a card, put a +1 counter on it, and then at the beginning of the end phase, remove all +1 counters from it.
8.5.58a The player is considered to sharpened, and the card is considered to be sharpened.
## 8.6 Token Keywords
8.6.1 **Quicken**
A Quicken token is a token with the name "Quicken," the subtype aura, and the triggered-static ability "When you play an attack action card or activate a weapon attack, destroy this then the attack gains go again."
8.6.2 **Seismic Surge**
A Seismic Surge token is a token with the name "Seismic Surge," the subtype aura, and the triggered-static ability "At the beginning of your action phase, destroy this then the next Guardian attack action card you play this turn costs less to play."
8.6.3 **Runechant**
A Runechant token is a token with the name "Runechant," the subtype aura, and the triggered-static ability "When you play an attack action card or activate a weapon attack, destroy this and deal 1 arcane damage to target opposing hero."
8.6.4 **Copper**
A Copper token is a token with the name "Copper," the subtype item, and the activated ability "Action ‐- , destroy this: Draw a card. Go again."
8.6.5 **Zen State**
A Zen State token is a token with the name "Zen State," the supertype ninja, the subtype aura, and the static abilities "This enters the arena with 1 balance counter on it. At the beginning of your action phase, destroy this unless you remove a balance counter from it." and "If you would be dealt damage, prevent 1 damage of that damage."
8.6.6 **Blasmophet, the Soul Harvester**
A Blasmophet, the Soul Harvester token is a token with the name "Blasmophet, the Soul Harvester," the supertype shadow, the subtypes demon and ally, a power of 6, a life of 6, the activated ability "Once per Turn Action -- 0: Attack," and the triggered-static ability "Whenever this attacks, you may banish a Shadow card from your hand. If you do, you may banish a card from the defending hero's soul."
8.6.7 **Soul Shackle**
A Soul Shackle token is a token with the name "Soul Shackle," the subtype aura, and the triggered-static ability "At the beginning of your action phase, banish the top card of your deck."
8.6.8 **Spectral Shield**
A Spectral Shield token is a token with the name "Spectral Shield," the supertype illusionist, the subtype aura, and the static ability "Ward 1."
8.6.9 **Ursur, the Soul Reaper**
A Ursur, the Soul Reaper token is a token with the name "Ursur, the Soul Reaper," the supertype shadow, the subtypes demon and ally, a power of 6, a life of 6, the activated ability "Once per Turn Action -- 0: Attack," and the static ability "If this is attacking a hero with 1 or more cards in their soul, the attack gets go again."
8.6.10 **Frostbite**
A Frostbite token is a token with the name "Frostbite," the supertype elemental, the subtype aura, the static ability "Cards and abilities cost you an additional to play or activate." and the triggered-static ability "At the beginning of your end phase or when you play a card or activate an ability, destroy this."
8.6.11 **Embodiment of Earth**
An Embodiment of Earth token is a token with the name "Embodiment of Earth," the supertype elemental, the subtype aura, the static ability "Non-attack action cards you control have +1 while defending." and the triggered-static ability "At the beginning of your action phase, destroy this."
8.6.12 **Embodiment of Lightning**
An Embodiment of Lightning token is a token with the name "Embodiment of Lightning," the supertype elemental, the subtype aura, and the triggered-static ability "When you play an attack action card, destroy this and the attack gains go again."
8.6.13 **Silver**
A Silver token is a token with the name "Silver," the subtype item, and the activated ability "Action ‐- , destroy this: Draw a card. Go again."
8.6.14 **Ash**
An Ash token is a token with the name "Ash," the supertypes draconic and illusionist, the subtype ash, and the static ability "Material - While this is under a permanent, that object has phantasm."
8.6.15 **Aether Ashwing**
An Aether Ashwing token is a token with the name "Aether Ashwing," the supertypes draconic and illusionist, the subtypes dragon and ally, a power of 1, a life of 1, and the static ability "Arcane Barrier 1."
8.6.16 **Gold**
A Gold token is a token with the name "Gold," the subtype item, and the activated ability "Action ‐- , destroy this: Draw a card. Go again."
8.6.17 **Ponder**
A Ponder token is a token with the name "Ponder," the subtype aura, and the triggered ability "At the beginning of your end phase, destroy this and draw a card."
8.6.18 **Spellbane Aegis**
A Spellbane Aegis token is a token with the name "Spellbane Aegis," the subtype aura, and the static ability "Spellvoid 1."
8.6.19 **Bloodrot Pox**
A Bloodrot Pox token is a token with the name "Bloodrot Pox," the subtype aura, and the triggered ability "At the beginning of your end phase, destroy this, then it deals 2 damage to you unless you pay ."
8.6.20 **Frailty**
A Frailty token is a token with the name "Frailty," the subtype aura, the static ability "Your attack action cards played from arsenal and weapon attacks have -1," and the triggered ability "At the beginning of your end phase, destroy this."
8.6.21 **Inertia**
A Inertia token is a token with the name "Inertia," the subtype aura, and the triggered ability "At the beginning of your end phase, destroy this, then put all cards from your hand and arsenal on the bottom of your deck."
8.6.22 **Courage**
A Courage token is a token with the name "Courage," the subtype aura, and the triggered ability "When you play an attack action card or activate a weapon attack, destroy this and the attack gets +1."
8.6.23 **Eloquence**
An Eloquence token is a token with the name "Eloquence," the subtype aura, and the triggered ability "When you play a non-attack action card, destroy this and the card gets go again."
8.6.24 **Nasreth, the Soul Harrower**
A Nasreth, the Soul Harrower token is a token with the name "Nasreth, the Soul Harrower," the supertype shadow, the subtypes demon and ally, a power of 6, a life of 6, the activated ability "Once per Turn Action -- 0: Attack," and the triggered ability "When this hits a hero, banish a card from their soul. If a Light card is banished this way, gain 1."
8.6.25 **Hyper Driver**
A Hyper Driver token is a token with the name "Hyper Driver," the subtype item, the triggered ability "When this has no steam counters, destroy it," and the triggered ability "Once per turn, when you boost a card, remove a steam counter from this and gain ."
8.6.26 **Might**
A Might token is a token with the name "Might," the subtype aura, and the triggered ability "At the start of your turn, destroy this, then your next attack this turn gets +1."
8.6.27 **Vigor**
A Vigor token is a token with the name "Vigor," the subtype aura, and the triggered ability "At the start of your turn, destroy this, then gain ."
8.6.28 **Agility**
An Agility token is a token with the name "Agility," the subtype aura, and the triggered ability "At the start of your turn, destroy this, then your next attack this turn gets go again."
8.6.29 **Cintari Sellsword**
A Cintari Sellsword token is a token with the name "Cintari Sellsword," the supertype warrior, the subtypes mercenary and ally, a power of 3, a life of 2, the activated ability "Once per Turn Action -- : Attack. Go again," and the static ability "This can only attack if you've attacked with a weapon this turn."
8.6.30 **Graphene Chelicera**
A Graphene Chelicera token is a token with the name "Graphene Chelicera," the supertype Assassin, the type Weapon, the subtypes Dagger and (1H), a power of 1, the activated ability "Once per Turn Action -- : Attack," and the triggered ability "When this attacks a marked hero, the attack gets go again."
8.6.31 **Fealty**
A Fealty token is a token with the name "Fealty," the supertype Draconic, the subtype aura, the activated ability "Instant -- Destroy this: The next card you play this turn is Draconic." and the triggered ability "At the beginning of your end phase, if you haven't created a Fealty token or played a Draconic card this turn, destroy this."
8.6.32 **Golden Cog**
A Golden Cog token is a token with the name "Golden Cog," the supertype Mechanologist, the subtypes cog and item, and the static abilities Crank and "This enters the arena with a steam counter. At the start of your turn, destroy this unless you remove a steam counter from it."
8.6.33 **Goldkiss Rum**
A Goldkiss Rum token is a token with the name "Goldkiss Rum," the subtype item, and the activated ability "Instant -- your hero, destroy this: Your next action this turn gets go again. Your hero can't this turn unless they're a Pirate."
8.6.34 **Bait**
A Bait token is a token with the name "Bait," the subtype aura, the static ability "You can’t play or activate cards you own." and the activated abilitoes "Action -- Destroy this when the chain link resolves: Attack" and "Once per Turn Attack Reaction -- 0: This gets +1 and go again."
8.6.35 **Confidence**
A Confidence token is a token with the name "Confidence," the subtype aura, and the triggered ability "At the start of your turn, destroy this, then the next attack action card you play this turn can’t be defended by more than 2 non-block cards."
8.6.36 **Toughness**
A Toughness token is a token with the name "Toughness," the subtype aura, and the activated ability "At the start of your opponent’s turn, destroy this, then the next action card you defend with this turn gets +1 this chain link."
8.6.37 **Sigil of Fate**
A Sigil of Fate token is a token with the name "Sigil of Fate," the supertype Wizard, the subtype aura, the triggered-static ability "When this leaves the arena, opt 1." and the triggered-static "At the beginning of your action phase, destroy this."
8.6.38 **Lightning Flow**
A Lightning Flow token is a token with the name "Lightning Flow," the supertype Elemental, and the subtype aura.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/09-additional-rules.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/09-additional-rules/)
# 9 Additional Rules
## 9.0 General
## 9.1 Double-Faced Cards
9.1.1 A double-faced card is a card with two sets of properties - each set printed as a separate face on the card.
9.1.2 Each face of a double-faced card has its own set of printed properties.
9.1.2a If a player may look at a double-faced card, they may look at both faces of the card.
9.1.2b If an effect instructs a player to name a card,[[8.5.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.21) they may name one side of a double-faced card, but not both.
9.1.2c If an effect applies to a double-faced card, it continues to apply to the card even if its properties are defined by a different face, as long as it does not cease to exist between changing properties.
> **Example:** Oasis Respite has the text "Prevent the next 4 damage that would be dealt to target hero this turn by a source of your choice." If a flip-card card with its front-face active is chosen as the source, then the flip-card resolves, enters the arena, and its back-face becomes active, it is still subjected to Oasis Respite's effect.
9.1.3 A flip-card is a double-faced card that has a front-face and a back-face, with one of the following printed subtypes on its front-face: figment, invocation, or construct. Only one face of a flip-card is active at any given point. The properties of a flip-card are defined by its active face. The types of its front-face determines if it is a hero-, token-, deck-, or arena-card.[[4.2]](https://rules.fabtcg.com/en/trp/04-tournament-materials/#trp4.2)
9.1.3a If a flip-card is outside the game, its front-face is active.
9.1.3b If a flip-card is inside the game, its front-face is active until a rule or effect would make its back-face active. If the card would then become a new card, its front-face is active again.[[3.0.9]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.9)
> **Example:** Construct Nitro Mechanoid is the front-face of a flip-card. When it resolves on the stack, its Construct subtype rules that it enters the arena with its back face active, turning it into Nitro Mechanoid. If it is destroyed and moves to the graveyard, it becomes a Construct Nitro Mechanoid again because its front-face is active.
9.1.4 A twin-card is a double-faced card that has two faces. One or both faces of a twin-card may be active at any given point. The properties of a twin-card are defined by its active face(s). The combination of the types of both its faces determines if it is a hero-, token-, deck-, or arena-card.[[4.2]](https://rules.fabtcg.com/en/trp/04-tournament-materials/#trp4.2)
9.1.4a If a twin-card is outside the arena and not on the stack, both of its faces are active.
> **Example:** Levia, Redeemed // Blasmophet, Levia Consumed is a twin-card with the text "Action -- Turn all cards in your banished zone face-down: Transform into Levia, Redeemed. Activate this ability only while this is in your inventory and you have 13 or more cards with blood debt in your banished zone." and "While this is in your inventory, when blood debt reduces your to 13, you may transform into Blasmophet, Levia Consumed." respectively. While this card is in a player's inventory, both of these abilities are functional because the card as a whole has both sets of properties from both its faces.
9.1.4b If a twin-card is in the arena or on the stack, only one of its faces is active. Its active face is determined by the player that played it, or by the effect that put it into the arena or on the stack.
9.1.5 A transcend-card is a double-faced card that has a front-face and a back-face, with the front-face that has an ability that generates the transcend effect.[[8.5.48]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.48) Only one face of a transcend-card is active at any given point. The properties of a transcend-card are defined by its active face. The types of its front-face determines if it is a deck- or arena-card.[[4.2]](https://rules.fabtcg.com/en/trp/04-tournament-materials/#trp4.2)
9.1.5a If a transcend-card is outside the game, its front-face is active.
9.1.5b If a transcend-card is inside the game, its front-face is active until it transcends and makes its back-face active. Its back-face remains active even if it would become a new object.[[3.0.9]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.9)
> **Example:** Stir the Pot is the front-face of a transcend-card. When it resolves, and transcends, its Inner Chi back-face becomes the active face and it is put into its owner's hand. For the remainder of the game, it will continue to be Inner Chi, whether it is pitched, discarded, banished, etc.
## 9.2 Split-Cards
9.2.1 A split-card is a card with two names, typeboxes, and textboxes - each printed on different sides of the card.
9.2.2 A split-card is considered a single card with all the properties of both sides, except when put onto the stack.[[9.2.3]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.2.3)
> **Example:** Comet Storm||Shock is a single card with two names ("Comet Storm" and "Shock"), two supertypes (Lightning and Wizard), two types (Instant and Action), and two sets of abilities.
9.2.2a A split-card can only be included in a player's card-pool if the supertypes of both sides are a subset of their hero's supertypes.[[1.1.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1.3)
> **Example:** A player can only include Comet Storm||Shock if their hero has the Lightning and Wizard supertypes.
9.2.2b If an effect instructs a player to name a card,[[8.5.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.21) they may name one of the two split-card names, but not both.
> **Example:** Chains of Eminence has the text "When this enters the arena, name a card. The named card can't be pitched, played, or defend while this is in the arena." If the named card is "Shock", the split-card Regrowth||Shock cannot be pitched, played as Shock or Regrowth||Shock, or defend; but it can be played as Regrowth.
9.2.2c A card has the same name as a split-card if it has all the names of that split-card.
> **Example:** Bonds of Agony has the text "When this hits a hero, look at their hand and choose a card. Search their hand, deck, and graveyard and banish up to 3 cards with the same name as the chosen card." If a Null||Shock is the choosen card, only cards that have both names Null and Shock can be banished this way.
9.2.3 When a split-card is put onto the stack, the player that puts it there chooses one of its two sides.[[5.1.2c]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.2c) For the remainder of its existence, it is considered to have only the name, typebox, and textbox of the chosen side. The other side's name, typebox, and textbox are considered to not exist.
> **Example:** Comet Storm||Shock is a split card. If the player chooses the left side, the card only has the name Comet Storm, the typebox "Wizard Action," and textbox "Deal 5 arcane damage to any target." If the player chooses the right side, the card only has the name Shock, the typebox "Lightning Instant," and textbox "Deal 1 arcane damage to any target."
## 9.3 Marked
9.3.1 Marked is a special condition that a hero may have.
9.3.2 A hero is marked if an effect causes them to be marked[[8.5.50]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.50)
9.3.2a If an effect would cause a marked hero to become marked, they continue to be marked.
9.3.2b A marked hero continues to be marked until they are hit by a source controlled by an opponent or they cease to exist.
9.3.3 When a marked hero is hit by a source controlled by an opponent,[[7.5.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.5) the marked condition of that hero is removed as part of the hit event. The removal of the marked condition is not a game state-process or a triggered effect.
## 9.4 Living Legend
9.4.1 Living legend is a status that a hero may have.
9.4.2 A hero is a living legend hero if it is listed as such on the official Flesh and Blood living legend resource page .
## Comprehensive Rules Glossary
# Comprehensive Rules Glossary
Source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/glossary.md
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/flesh-and-blood-comprehensive-rules/glossary.md
Publisher's current source: [Legend Story Studios](https://rules.fabtcg.com/en/cr/glossary/)
# 1 Glossary
1.-1.1 **(1H)**
A subtype of a weapon object that is equipped to a weapon zone.[[8.2.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.1)
1.-1.2 **(2H)**
A subtype of a weapon object that is equipped to two weapon zones.[[8.2.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.2)
1.-1.3 **Ability**
An object property that generates effects that influence the game. Abilities are either activated abilities, resolution abilities or static abilities.[[1.7]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7)
1.-1.4 **Ability Keyword**
A keyword that substitutes for the rules text of an ability; often accompanied by reminder text.[[8.0.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.0.4)[[8.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3)
1.-1.5 **Action**
A type of object or activated ability that can only be played or activated as layer 1 of the stack by the turn-player when they have priority, and costs an action point to play or activate.[[8.1.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.1)
1.-1.6 **Action Phase**
The second part of a turn, where players are given priority to play cards and activate abilities.[[4.3]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.3)
1.-1.7 **Action Point**
An asset used to pay for the cost of playing an action card or activating an action activated ability. Action points can only be gained by the turn-player.[[1.13.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.2)
1.-1.8 **Activated Ability**
An ability that can be activated to put a layer on the stack, which generates effects when it resolves.[[5.2]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2)
1.-1.9 **Activated-Layer**
A layer object on the stack created by the activation of an activated ability.[[1.6.2b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.2b)
1.-1.10 **Active Player**
The player who currently has priority, allowing them to play cards and activate abilities.[[1.11]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.11)
1.-1.11 **Additional Cost**
- **ability:** A meta-static ability that adds a cost to playing a card.[[5.4.4a]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.4a)
- **phrase:** An effect that adds a cost to playing a card.[[5.1.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1.3)
1.-1.12 **Aether Ashwing**
An draconic illusionist dragon ally token.[[8.6.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.15)
1.-1.13 **Affliction**
A subtype of object that enters the arena under the control of an opponent.[[8.2.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.11)
1.-1.14 **Agility**
A generic aura token.[[8.6.28]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.28)
1.-1.15 **Ally**
A subtype of object that is an independent attacker and/or defender during combat, and resets its life at the end of the turn.[[8.2.8]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.8)
1.-1.16 **Alternative Cost**
A meta-static ability that replaces the resource cost of playing a card with a different cost.[[5.4.4b]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.4b)
1.-1.17 **Ambush**
An ability keyword that allows the player to declare the source as a defending card from arsenal.[[8.3.28]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.28)
1.-1.18 **Amp**
An effect keyword that means to increase arcane damage the next time you would deal it this turn.[[8.5.47]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.47)
1.-1.19 **Arcane Barrier**
An ability keyword that allows the player to prevent arcane damage to their hero by paying resources.[[8.3.8]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.8)
1.-1.20 **Arcane Damage**
A specific type of damage, dealt by effects.[[8.5.3b]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3b)
1.-1.21 **Arcane Shelter**
An ability keyword that that prevents arcane damage to a player's hero by destroying this card.[[8.3.37]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.37)
1.-1.22 **Arena**
The collective term for of the all Arms, Combat Chain, Chest, Head, Hero, Legs, Permanent, and Weapon zones.[[3.0.5]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.5)
1.-1.23 **Arms**
- **subtype:** A subtype of equipment that represents an item of armwear and can be equipped to an arms zone.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
- **zone:** A public zone owned by a player that contains up to one arms object equipped to that zone.[[3.2]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.2)
1.-1.24 **Arrow**
A subtype that can only be played from arsenal and only when the player controls a bow.[[8.2.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.6)
1.-1.25 **Arsenal**
A private zone owned by a player from which cards can be played from.[[3.3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.3)
1.-1.26 **Ash**
- **subtype:** A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[[8.2.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.12)
- **token:** A draconic illusionist ash token.[[8.6.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.14)
1.-1.27 **Attack**
- **ability:** A resolution ability on activated-layers that determines the layer as an attack-proxy.[[8.3.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.1)[[1.4.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.3)
- **effect:** A discrete effect that determines the layer as an attack-layer and puts an attack-card or attack-proxy into the queue.[[8.5.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.38)
- **event:** An event that occurs when an attack resolves as a layer on the stack and the Attack Step begins.[[7.2.3]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2.3)
- **object identity:** A term used by effects to refer to an object that is involved in attacking during combat.[[1.2.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.2)
- **subtype:** A subtype of card that initiates combat and becomes a chain link on the combat chain.[[8.2.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.3)
1.-1.28 **Attack-Layer**
A layer with the attack (with) effect, that specifies to attack with a card upon resolution.[[1.4.4]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.4)
1.-1.29 **Attack-Proxy**
An object represents its source as an attack on the stack, in the queue, or on the combat chain.[[1.4.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.4.3)
1.-1.30 **Attack Reaction**
A type of card or activated ability that can only be played or activated by the player that controls the attack during the reaction step of combat.[[8.1.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.2)
1.-1.31 **Attack Step**
The step of combat after the Layer Step, where the attack becomes a chain link on the combat chain. Followed by the Defend Step.[[7.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.2)
1.-1.32 **Aura**
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[[8.2.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.4)
1.-1.33 **Aura of Suspense**
A phrase that means an aura with the suspense ability.[[8.3.42]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.42)
1.-1.34 **Bait**
A ranger aura token.[[8.6.34]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.34)
1.-1.35 **Banish**
An effect keyword that means to move a card to the owner's banished zone.[[8.5.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.1)
1.-1.36 **Banished Zone**
A public zone where cards that are banished are moved to.[[3.4]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.4)
1.-1.37 **Base**
The original value of a property for an object when it was created, which can be modified by effects that specifically modify base values.
1.-1.38 **Battleworn**
An ability keyword on equipment that accumulates -1 counters after it is used to defend.[[8.3.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.2)
1.-1.39 **Beat Chest**
An ability keyword that gives the card the optional additional cost of discarding a 6 card from hand.[[8.3.33]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.33)
1.-1.40 **Become**
An effect that causes the properties of an object to defined by a specification or another object.[[8.5.25]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.25)
1.-1.41 **Blade Break**
An ability keyword on equipment that destroys it after it is used to defend.[[8.3.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.3)
1.-1.42 **Block**
A type of card that cannot be played.[[8.1.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.12)
1.-1.43 **Blasmophet, the Soul Harvester**
A shadow demon ally token.[[8.6.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.6)
1.-1.44 **Blood Debt**
An ability keyword on a card that causes the player to lose life at the end of the turn if the card is in the banished zone.[[8.3.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.11)
1.-1.45 **Bloodrot Pox**
A generic aura token.[[8.6.19]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.19)
1.-1.46 **Bond**
A label keyword, with a static ability that generates effects that are conditional on having pitched the associated type of card to play or activate the card/ability.[[8.4.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.16)
1.-1.47 **Boost**
An ability keyword that gives the card the optional additional cost of banishing the top card of the deck. If the banished card is a Mechanologist card, the played card gains go again.[[8.3.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.9)
1.-1.48 **Card**
An entity with properties, represented by an official Flesh and Blood card.[[4.2]](https://rules.fabtcg.com/en/trp/04-tournament-materials/#trp4.2)
1.-1.49 **Card-Layer**
A card as a unresolved layer on the stack.[[1.6.2a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.2a)
1.-1.50 **Chain Link**
A subsection of the combat chain zone that contains cards and tokens relating to a specific attack.[[7.0.3]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.3)
1.-1.51 **Chain Link Resolution**
The resolution of an attack as a chain link during the resolution step of combat.[[7.6]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6)
1.-1.52 **Channel**
A label keyword, with a triggered ability that destroys its source if the controlling player does put the specified cards at the bottom of their deck at the end of their turn.[[8.4.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.4)
1.-1.53 **Charge**
An effect keyword that means to put a card from the player's hand into their hero's soul.[[8.5.29]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.29)
1.-1.54 **Chest**
- **subtype:** A subtype of equipment that represents an item of clothing and can be equipped to a chest zone.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
- **zone:** A public zone owned by a player that contains up to one chest object equipped to that zone.[[3.5]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.5)
1.-1.55 **Cintari Sellsword**
A warrior mercenary ally token.[[8.6.29]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.29)
1.-1.56 **Clash**
An effect keyword that means reveal and compare the power of each clashing player's deck.[[8.5.45]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.45)
1.-1.57 **Class**
A category of supertype keywords that represents a hero's profession.[[2.11.6a]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11.6a)
1.-1.58 **Clear**
A process that involves moving objects to the graveyard.[[3.0.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.12)
1.-1.59 **Cloaked**
An ability keyword on equipment that causes this card to be equipped face-down instead of face-up.[[8.3.36]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.36)
1.-1.60 **Close Step**
The step of combat after the Resolution Step or when the combat chain is closed by a rule or effect, where no player has priority and the combat chain is closed through a game state process.[[7.7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.7)
1.-1.61 **Color**
A property of an object which can be either red, yellow, or blue.[[2.1]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.1)
1.-1.62 **Combat**
The process of resolving an attack through a series of steps on the combat chain.[[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)
1.-1.63 **Combat Chain**
A shared public zone that is only open during combat and facilitates the resolution of attacks as chain links.[[3.6]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.6)
1.-1.64 **Combo**
A label keyword on ninja attack action cards, with a static ability that generates effects that are conditional on the last attack of the combat chain.[[8.4.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.1)
1.-1.65 **Companion**
A type of card that may start the game in play in one of the equipment zones (arms, chest, head, or legs) or weapon zones, depending on the subtype.[[8.1.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.14)[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
1.-1.66 **Confidence**
A generic aura token.[[8.6.35]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.35)
1.-1.67 **Construct**
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves. [[8.2.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.14)[[9.1]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.1)
1.-1.68 **Continuous Effect**
An ongoing effect that modifies the abilities, properties, control of objects, and/or the rules of the game.[[6.2]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2)
1.-1.69 **Contract**
- **contract:** An effect that lays out the actions the player needs to take to complete the contract.[[8.5.39]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.39)
- **label:** A label keyword on assassin cards, with a static ability that has a contract effect and a triggered effect that triggers when the contract is completed.[[8.4.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.7)
1.-1.70 **Control**
The relationship of an object that describes which player can activate its abilities, or relationship of chain link that describes which player controls the attack of that chain link. See object,[[1.2.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.1b) card,[[1.3.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.1b) layer,[[1.6.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.1b) ability,[[1.7.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.1b) and effect.[[1.8.1b]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.1b)
1.-1.71 **Controller**
The player that is in control of the object or chain link. See **Control**.
1.-1.72 **Copper**
A generic item token.[[8.6.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.4)
1.-1.73 **Copy**
See **Become**.
1.-1.74 **Cost**
- **concept:** The requirement of payment from a player incurred by an ability, card, effect, or rule.[[1.14]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14)
- **property:** The number of resources required to play the card or activate the ability.[[2.2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.2)
1.-1.75 **Counters**
A physical marker on an object in the arena that modifies the properties of the object and/or interacts with effects.[[4.6]](https://rules.fabtcg.com/en/trp/04-tournament-materials/#trp4.6)
1.-1.76 **Crank**
An ability keyword that allows the player remove a steam counter from the card when it enters the area to gain an action point.[[8.3.29]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.29)
1.-1.77 **Create**
A effect keyword that means to bring a token into existence in the arena, or a card into the game.[[8.5.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.2)[[8.5.40]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.40)
1.-1.78 **Crush**
A label keyword on guardian attack action cards, with a triggered ability that has a trigger condition that 4 or more damage is dealt by the attack.[[8.4.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.2)
1.-1.79 **Damage**
An event that reduces a subject's life total by a specified amount. The three types of damage are arcane, physical, and generic.[[8.5.3b]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3b)
1.-1.80 **Damage Step**
The step of combat after the Reaction Step, where the power of the attack is compared to the sum of defense of the defending cards and the target is dealt physical damage. Followed by the Resolution Step.[[7.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5)
1.-1.81 **Deal**
An effect keyword that means to reduce the life total of the subject by the specified amount using a type of damage. ([[8.5.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3))
1.-1.82 **Deck**
- **general:** A collection of cards a player must have to participate in the game.
- **zone:** A private zone owned by a player that starts with cards from the player's starting deck.[[3.7]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.7)
1.-1.83 **Decompose**
A label keyword on earth cards, with a play-static ability that allows the player to banish cards to gain an additional benefit.[[8.4.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.14)
1.-1.84 **Defence**
A property of an object that represents how much it reduces attack damage, as a defending card.[[7.3.2]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.3.2)[[7.4.2d]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4.2d)
1.-1.85 **Defend**
The act of adding an object to a chain link as a defending card.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5)
1.-1.86 **Defend Step**
The step of combat after the Attack Step, where the defending hero (if any) declares defending cards. Followed by the reaction Step.[[7.3]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.3)
1.-1.87 **Defending**
A card on a chain link that contributes a defense value to the defense sum compared to the power of the attack during the damage step of combat.[[7.0.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.0.5)[[7.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5)
1.-1.88 **Defense Reaction**
A type of card or activated ability that can only be played or activated by a player whose hero is being attacked during the reaction step of combat.[[8.1.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.3)
1.-1.89 **Delayed-Triggered Effect**
A layer-continuous triggered effect that, once generated, does not require its source to be in the arena in order to trigger.[[6.6.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.3)
1.-1.90 **Dependent Effect**
A continuous effect that has an outcome dependent on the application of another effect that precedes it in the staging-system.[[6.3.2a]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.3.2a)
1.-1.91 **Destroy**
An effect keyword that means to move a card to the owner's graveyard.[[8.5.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.4)
1.-1.92 **Discard**
An effect keyword that means to move a card from a player's hand to their graveyard.[[8.5.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.5)
1.-1.93 **Discrete Effect**
A one-off effect that creates an event that modifies the game state.[[6.1]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.1)
1.-1.94 **Distribute**
An effect keyword that means to create and/or allocate counters onto objects.[[8.5.30]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.30)
1.-1.95 **Dominate**
An ability keyword that prohibits the defending hero from defending with more than one card from hand.[[8.3.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.4)
1.-1.96 **Draw**
An effect keyword that means to move the top card of the player's deck into their hand.[[8.5.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.6)
1.-1.97 **Earth Bond**
See **Bond**.
1.-1.98 **Earth Flow**
See **Flow**.
1.-1.99 **Effect**
A phenomenon generated by an ability that can change the game state by producing events or applying changes to objects or the game itself.
1.-1.100 **Effect Keyword**
A keyword that substitutes for the rules text of an effect.[[8.0.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.0.6)[[8.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5)
1.-1.101 **Embodiment of Earth**
An elemental aura token.[[8.6.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.11)
1.-1.102 **Embodiment of Lightning**
An elemental aura token.[[8.6.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.12)
1.-1.103 **Ephemeral**
An ability keyword that removes its source from the game if it would enter the graveyard.[[8.3.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.21)
1.-1.104 **End Phase**
The third and final part of a turn where the "beginning of the end phase" event occurs, action and resource points are lost, the turn-player can move a card from the hand to their arsenal and draws up to their hero's intellect.[[4.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.4)
1.-1.105 **Equip**
An effect keyword that puts an equipment or weapon object into its respective zone, which becomes its equipped zone. ([[8.5.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.41))
1.-1.106 **Equipment**
A type of card that may start the game in play in one of the equipment zones (arms, chest, head, or legs) or weapon zones, depending on the subtype, and can be used to defend against attacks.[[8.1.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.4)[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
1.-1.107 **Essence**
An ability keyword that allows the player to include additional cards in their deck based on their talent; earth, ice, and/or lightning.[[8.3.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.16)
1.-1.108 **Event**
A change in the game state that may involve performing one or more instructions.[[1.9]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9)
1.-1.109 **Evo Upgrade**
A label keyword on mechanologist cards, with a static ability that generates effects based on the number of Evos the player has equipped.[[8.4.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.11)
1.-1.110 **Exposed**
A head, chest, arms, or legs zone, is exposed if it is empty.[[3.0.1a]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.0.1a)
1.-1.111 **Fealty**
A draconic aura token.[[8.6.31]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.31)
1.-1.112 **Figment**
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[[8.2.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.16)
1.-1.113 **Fixed-Prevention effect**
A prevention effect that applies a fixed prevention amount to each event it modifies and does not carry over any leftover prevention amount.[[6.4.10i]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.10i)
1.-1.114 **Flavor Text**
Text contained in the text box of a card that serves as a mechanism of adding depth or background to the card in the context of Flesh and Blood lore.[[2.12]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.12)
1.-1.115 **Flow**
A label keyword on elemental attack action cards, with a static ability that generates effects that are conditional on having played a the associated type of card this turn.[[8.4.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.16)
1.-1.116 **Fragment**
An ability keyword on an attack that reduces its by 2 each time a card with 2 or more defends the attack.[[8.3.43]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.43)
1.-1.117 **Frailty**
A generic aura token.[[8.6.20]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.20)
1.-1.118 **Freeze**
An effect keyword that means the object can not be played, its activated abilities can not be activated, and it can be unfrozen.[[8.5.34]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.34)[[8.5.37]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.37)
1.-1.119 **Frostbite**
An elemental aura token.[[8.6.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.10)
1.-1.120 **Fusion**
An ability keyword that requires the player to reveal cards with a specified talent to be considered fused; earth, ice, and/or lightning.[[8.3.17]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.17)
1.-1.121 **Gain**
- **general effect:** An effect keyword that universally means that the properties of an object change by gaining a property, gaining part of a property, and/or increasing the value of a numeric property. Gains is synonymous with "gets", "has", and "is"; and is the antonym of "loses".[[8.5.8]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.8)[[8.5.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.9)
- **life effect:** An effect keyword that means to increase the life total of the hero or another living object.[[8.5.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.7)
- **resource effect:** An effect keyword that means to increase the resource assets of a player.[[8.5.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.7)
1.-1.122 **Galvanize**
A label keyword on mechanologist cards, with a triggered-static ability that generates an effect that triggers wheen defending and allows the player to destroy an item they control for an additional benifit.[[8.4.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.12)
1.-1.123 **Game**
A single competition of Flesh and Blood between the players, that results in a win for a player or a draw for two or more players.[[4.0.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.0.1)
1.-1.124 **Generic**
A placeholder for supertypes, used in the type box, that represents the absence of any supertypes.[[2.14.1a]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.14.1a)
1.-1.125 **Generic Damage**
Untyped damage, dealt by effects.[[8.5.3b]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3b)
1.-1.126 **Give**
An effect keyword that means to voluntarily transfer control from one player to another.[[8.5.53]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.53)
1.-1.127 **Go again**
An ability keyword that gives an action point when the card or ability-layer resolves on the stack or when a chain link resolves and combat moves to the Resolution Step.[[8.3.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.5)
1.-1.128 **Go Fish**
An label keyword on arrows, with a static ability that generates an effect which triggers when the attack hits a hero.[[8.4.18]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.18)
1.-1.129 **Gold**
A generic item token.[[8.6.16]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.16)
1.-1.130 **Golden Cog**
A mechanologist cog item token.[[8.6.32]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.32)
1.-1.131 **Goldkiss Rum**
A generic item token.[[8.6.33]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.33)
1.-1.132 **Graphene Chelicera**
An assassin weapon dagger token.[[8.6.30]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.30)
1.-1.133 **Graveyard**
A public zone owned by a player which resolved, destroyed, discarded cards are moved to.[[3.8]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.8)
1.-1.134 **Guardwell**
An ability keyword on equipment that accumulates -1 counters equal to its value after it is used to defend.[[8.3.34]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.34)
1.-1.135 **Hand**
A private zone owned and held by a player.[[3.9]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.9)
1.-1.136 **Head**
- **subtype:** A subtype of equipment that represents an item of headwear and can be equipped to a head zone.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
- **zone:** A public zone owned by a player that contains up to one head object equipped to that zone.[[3.10]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.10)
1.-1.137 **Heave**
An ability keyword that allows the player to pay X resources to put the card from their hand into their arsenal at the end of their turn and create X Seismic Surge tokens.[[8.3.18]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.18)
1.-1.138 **Heavy**
A label keyword on weapon cards, with a static ability that generates effects that are conditional having only this weapon equipped in the weapon zones.[[8.4.17]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.17)
1.-1.139 **Hero**
- **type:** A type of a card that can be used as the hero card of a player.[[8.1.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.5)
- **zone:** A public zone owned by a player that contains up to one card with the type hero.[[3.11]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.11)
1.-1.140 **Hidden Activated Ability**
An activated ability that can be activated when its source object is private[[5.2.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.2.4)
1.-1.141 **Hidden Triggered Ability**
A triggered ability that can be optionally triggered when its source object is private[[5.4.7b]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.7b)
1.-1.142 **High Tide**
An label keyword on attack action cards, with a static ability that generates effects if two or more blue cards are in the pitch zone.[[8.4.18]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.18)
1.-1.143 **Hit**
An event that occurs when an attack deals damage to its target during the damage step of combat.[[7.5.5]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.5.5)
1.-1.144 **Identity-Replacement Effect**
A replacement effect that modifies an object as it enters the arena.[[6.4.8]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.8)
1.-1.145 **Ignore**
An effect keyword that means to consider an event, or part of an event, to have never happened.[[8.5.33]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.33)
1.-1.146 **Inactive Player**
A player who currently does not have priority, and cannot play cards or activate abilities.[[1.11]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.11)
1.-1.147 **Ice Bond**
See **Bond**.
1.-1.148 **Ice Flow**
See **Flow**.
1.-1.149 **Inertia**
A generic aura token.[[8.6.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.21)
1.-1.150 **Inline-Triggered Effect**
A discrete triggered effect that triggers when it is generated if the trigger condition is met.[[6.6.2]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.2)
1.-1.151 **Instant**
A type of object that can be played or activated as any layer of the stack by the active player.[[8.1.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.6)
1.-1.152 **Intellect**
A property of a hero card that is used for how many cards that player draws up to at the end of the turn phase.[[2.4]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.4)[[4.4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.4)
1.-1.153 **Intimidate**
An effect keyword means to banish a card from a player's hand face down and to return it at the end of the turn.[[8.5.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.10)
1.-1.154 **Invocation**
A subtype that changes the active face of its source and becomes a permanent in the arena when it resolves.[[8.2.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.13)[[9.1]](https://rules.fabtcg.com/en/cr/09-additional-rules/#cr9.1)
1.-1.155 **Item**
A subtype that becomes a permanent in the arena when it resolves or otherwise enters the arena.[[8.2.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.5)
1.-1.156 **James White**
The founder of Legend Story Studios and creator of Flesh and Blood.
1.-1.157 **Label Keyword**
A keyword that groups abilities with common effects.[[8.0.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.0.5)[[8.4]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4)
1.-1.158 **Landmark**
A subtype that becomes a permanent in the arena when it resolves or enters the arena, and replaces any current landmark in the arena.[[8.2.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.9)
1.-1.159 **Last Known Information**
The properties of an object that no longer exists, referenced by a rule or effect.[[1.2.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.3)
1.-1.160 **Layer**
A card, activated-layer, or triggered-layer on the stack that is waiting to be resolved.[[1.6]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6)
1.-1.161 **Layer-Continuous Effect**
A continuous effect created by the resolution of a layer on the stack.[[6.2.2]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2.2)
1.-1.162 **Layer Step**
The first step of combat, where an attack is unresolved as a layer on the stack. Followed by the Attack Step.[[7.1]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.1)
1.-1.163 **Legendary**
An ability keyword that limits a player to only including one of that card in their deck.[[8.3.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.6)
1.-1.164 **Legend of the Watery Grave**
A combination of two abilities: Legendary[[8.3.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.6) and Watery Grave[[8.3.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.41).
1.-1.165 **Legs**
- **subtype:** A subtype of equipment that represents an item of legwear and can be equipped to a legs zone.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
- **zone:** A public zone owned by a player that contains up to one legs object equipped to that zone.[[3.12]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.12)
1.-1.166 **Life**
A property of an object that defines its starting life total. Objects with the life property are living objects.[[2.5]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5)
1.-1.167 **Life Loss**
A reduction of life total that can occur by being dealt damage or from an effect.
1.-1.168 **Life Total**
A value that represents the maximum amount of life loss that can occur for a hero before the player loses the game. Calculated as the base life of a hero plus life gained and minus life lost.[[2.5.3]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.5.3)
1.-1.169 **Lightning Bond**
See **Bond**.
1.-1.170 **Lightning Flow**
- **label:** See **Flow**.
- **token:** An elemental aura token.[[8.6.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.38)
1.-1.171 **Look**
An effect keyword that allows a player to gain the information of the properties of a card, despite it being private.[[8.5.11]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.11)
1.-1.172 **Lose**
- **general effect:** An effect keyword that universally means that the properties of an object change by losing a property, losing part of a property, and/or decreasing the value of a numeric property. Lose is synonymous with "gets"; and is the antonym of "gains" and "has".[[8.5.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.13)
- **life effect:** An effect keyword that means to decrease the life total of the hero or another living object.[[8.5.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.12)
- **resource effect:** An effect keyword that means to decrease the resource assets of a player.[[8.5.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.12)
1.-1.173 **Macro**
A type of non-card object that is used as a game-piece for specific formats.[[1.5]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.5)
1.-1.174 **Mark**
An effect keyword that means to make a hero marked.[[8.5.50]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.50)
1.-1.175 **Match**
One or more consecutive games between the same players.[[4.0.2]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.0.2)
1.-1.176 **Material**
A label keyword, with a while-static ability that is functional when it is under a permanent.[[8.4.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.5)
1.-1.177 **Meld**
An ability keyword that allows the player to play both sides of a split-card by paying twice the cost.[[8.3.38]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.38)
1.-1.178 **Mentor**
- **ability:** An obsolete ability keyword that limits the player to include it in their deck only if they have a young hero.[[8.3.12]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.12)
- **type:** A type of card that can only be included in a player's deck if they have a young hero.[[8.1.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.10)
1.-1.179 **Meta-Static Ability**
A static ability that influences the rules outside of the game.[[5.4.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.3)
1.-1.180 **Might**
A generic aura token.[[8.6.26]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.26)
1.-1.181 **Mirage**
An ability keyword that destroys its source if it is defending an attack with 6 or more power.[[8.3.25]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.25)
1.-1.182 **Modular**
An ability keyword that allows the player to equip the card it to any zone, and the card takes on the respective subtype of the zone its equippde to.[[8.3.30]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.30)
1.-1.183 **Multi Event**
An event that represents repeating an instruction two or more times, and splits into individual events for each instruction to occur.[[1.9.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.9.2)
1.-1.184 **Name**
- **effect:** An effect keyword that means the player determines the name of an object to be used by another effect.[[8.5.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.21)
- **property:** A property of an object. Names are used by the specialization ability and for identifying tokens. Names and pitch values are used to determine uniqueness of a card.[[2.7]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.7)
1.-1.185 **Negate**
An effect keyword that removes a layer from the stack, preventing it from resolving.[[8.5.26]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.26)
1.-1.186 **Non-Turn Player**
A player who is not the turn-player; it is not their turn of the game.[[4.0.3b]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.0.3b)
1.-1.187 **Off-Hand**
A subtype of an equipment object that can be equipped to a weapon zone and can not be equipped with another off-hand equipment.[[8.2.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.10)
1.-1.188 **Opt**
An effect keyword that means to look at the top cards of the deck and put each of them at the top or bottom of the deck in any order.[[8.5.22]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.22)
1.-1.189 **Overpower**
An ability keyword that prohibits the defending hero from defending with more than one action card.[[8.3.22]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.22)
1.-1.190 **Owner**
A relationship of a card, token, or permanent, that describes which player brought it into the game. See object,[[1.2.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.2.1a) card,[[1.3.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.3.1a) and layer.[[1.6.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.1a)
1.-1.191 **Pairs (with)**
An ability keyword that restricts the player from equipping the card unless it the specified card is also equipped.[[8.3.26]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.26)
1.-1.192 **Pay**
- **act:** To perform the actions required by a cost, such as spending assets like action points and resource costs, or resolving one more effects.[[1.14]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14)
- **effect:** An effect keyword that means to perform the act of paying to satisfy an asset-cost.[[8.5.31]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.31)
1.-1.193 **Perched**
An ability that allows a card to be equipped in addition to a 2H weapon.[[8.2.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.15)
1.-1.194 **Phantasm**
An ability keyword on an attack that destroys its source when it is defended by an attack action card with 6 or more power, which may close the combat chain.[[8.3.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.13)
1.-1.195 **Physical Damage**
A specific type of damage, dealt by attacks during the damage step of combat.[[8.5.3b]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.3b)
1.-1.196 **Piercing**
An ability keyword that increases the power of its source when it's defended by equipment.[[8.3.23]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.23)
1.-1.197 **Pitch**
- **act:** Moving a card from the hand into the pitch zone to generate resource points to pay a cost.[[1.14.2d]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.14.2d)
- **effect:** An effect keyword that means to move a card from the hand into the pitch zone to generate resource points, without having to pay a cost.[[8.5.44]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.44) **property:** The number of resource points generated when the card is pitched.[[2.8]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.8)
1.-1.198 **Play**
To add a card to the stack, determine its parameters, and then pay its associated costs.[[5.1]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.1)
1.-1.199 **Play-Static Ability**
A static ability that functions when its source is played as a card on the stack.[[5.4.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.4)
1.-1.200 **Player**
A person playing the game.[[1.1]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.1)
1.-1.201 **Ponder**
A generic aura token.[[8.6.17]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.17)
1.-1.202 **Power**
A property of an object that represents its strength as an attack.[[2.9]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.9)
1.-1.203 **Prevention Effect**
A replacement effect that reduces the damage amount of a damage event that is about to occur.[[6.4.10]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.10)
1.-1.204 **Priority**
The ability to play cards and activate abilities, given to one player at a time during the action phase.[[1.11]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.11)
1.-1.205 **Property**
An attribute of an object that defines how that object interacts with rules and effects in the game.[[2]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2)
1.-1.206 **Property-Static Ability**
A static ability that defines the value of its source object anywhere in and outside the game.[[5.4.5]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.5)
1.-1.207 **Protect**
An ability keyword that allows the player to declare the card as a defending card for another player.[[8.3.31]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.31)
1.-1.208 **Put**
An effect keyword that means either to move an object into another zone, or to create and/or move counters onto an object.[[8.5.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.15)
1.-1.209 **Quell**
An ability keyword that allows the player to prevent damage to their hero by paying resources, and if they do, the source of the ability is destroyed at the beginning of the end phase.[[8.3.19]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.19)
1.-1.210 **Quicken**
A generic aura token.[[8.6.1]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.1)
1.-1.211 **Quickstrike**
A label keyword on lightning runeblade attack action cards, with a static ability that generates effects that are conditional if the source has go again.[[8.4.20]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.20)
1.-1.212 **Quiver**
A subtype of an equipment object that can be equipped to a weapon zone even with a 2H Bow.[[8.2.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.2.15)
1.-1.213 **Reaction Step**
The step of combat after the Defend Step, where the attacking hero can play attack reactions and instants, and the defending hero (if any) can play defense reaction and instants. Followed by the Damage Step.[[7.4]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.4)
1.-1.214 **Reload**
An effect keyword that means to give the player the option of putting a single card from their hand into their arsenal if it is empty.[[8.5.23]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.23)
1.-1.215 **Reminder Text**
Text contained in the text box of a card that serves as a reminder to the players of the definition of or rules about a card, token, ability, or effect.[[2.12]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.12)
1.-1.216 **Remove**
An effect keyword that means to take a counter off of an object.[[8.5.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.13)
1.-1.217 **Repeat**
An effect keyword that means to repeat a previous set of effects until a certain condition or number of repetitions is met.[[8.5.27]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.27)
1.-1.218 **Replacement Effect**
An effect that replaces an event with a modified event, immediately before it occurs.[[6.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4)
1.-1.219 **Reprise**
A label keyword on warrior attack reaction cards, with an ability that is conditional on if the defending hero has defended with a card from their hand.[[8.4.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.3)
1.-1.220 **Reroll**
An effect keyword that means to roll a die again and use the new result instead.[[8.5.28]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.28)
1.-1.221 **Resolution Ability**
An ability that generates effects when the card (as a card layer) resolves on the stack.
1.-1.222 **Resolution Step**
The step of combat after the Damage Step, where the chain link attack is resolved, the controller of the resolved chain link gains an action point if it has "go again", and they may play another attack or close the combat chain.[[7.6]](https://rules.fabtcg.com/en/cr/07-combat/#cr7.6)
1.-1.223 **Resolve**
- **effect:** Creating the events of an effect and executing their instructions.[[1.8]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8)
- **layer:** A change in game state that involves generating effects from, and then removing, the top layer on the stack.[[5.3]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.3)
1.-1.224 **Resource**
- **point:** An asset possessed by a player; used to pay for resource costs.[[1.13.3]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.13.3)
- **type:** A type of object that cannot be played.[[8.1.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.7)
1.-1.225 **Retrieve**
An effect keyword that means the player may pay to equip something.[[8.5.51]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.51)
1.-1.226 **Return to the Brood**
An effect keyword that means for a player's hero to become their base hero.[[8.5.52]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.52)
1.-1.227 **Reveal**
An effect keyword that means to show an object to every player.[[8.5.17]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.17)
1.-1.228 **Roll**
An effect keyword that means to toss a die to generate a random number.[[8.5.18]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.18)
1.-1.229 **Rules Text**
Text contained in the text box of a card that defines the abilities of that card.[[2.12]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.12)
1.-1.230 **Runechant**
A Runeblade aura token.[[8.6.3]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.3)
1.-1.231 **Rune Gate**
An ability keyword that allows the player to play its source from the banished zone without paying its resource cost.[[8.3.27]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.27)
1.-1.232 **Rupture**
A label keyword on draconic cards, with an ability that is conditional on the card being played as/on chain link 4 or higher of the current combat chain.[[8.4.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.6)
1.-1.233 **Scrap**
An ability keyword that gives the card the optional additional cost of banishing an item or equipment from the graveyard.[[8.3.32]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.32)
1.-1.234 **Search**
An effect keyword that means to look through a zone and select a card that matches specification.[[8.5.19]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.19)
1.-1.235 **Seismic Surge**
A guardian aura token.[[8.6.2]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.2)
1.-1.236 **Self-Replacement Effect**
A replacement effect that modifies an effect or event of a preceding effect or leading connected ability.[[6.4.7]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.7)
1.-1.237 **Sharpen**
An effect keyword means to put a +1 counter on a card and to all +1 counters from it at the end of the turn.[[8.5.58]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.58)
1.-1.238 **Shielding-Prevention Effect**
A prevention effect that applies as much of its remaining prevention amount it can to each event it modifies and carries over any leftover prevention amount. See [[6.4.10j]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.10j)
1.-1.239 **Shuffle**
An effect keyword that means to randomize the order of a collection of cards, typically the deck.[[8.5.20]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.20)
1.-1.240 **Sigil of Fate**
A Sigil of Fate aura token.[[8.6.37]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.37)
1.-1.241 **Silver**
A generic item token.[[8.6.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.13)
1.-1.242 **Soul**
A collection of cards in the hero zone, placed face up underneath the hero card, but not considered to be in the arena.[[3.11.5]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.11.5)
1.-1.243 **Soul Shackle**
A shadow runeblade aura token.[[8.6.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.7)
1.-1.244 **Source**
- **ability:** The source that has that ability.[[1.7.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.7.1a)
- **effect:** The source of the ability that generated the effect, unless otherwise specified.[[1.8.1a]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.8.1a)
1.-1.245 **Specialization**
An ability keyword that limits the card to only being included in decks with a hero that has the same name (or moniker) as the specialization.[[8.3.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.7)
1.-1.246 **Spectra**
An ability keyword that allows its source to be the target of an attack and destroys its source if it is attacked, which may close the combat chain.[[8.3.14]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.14)
1.-1.247 **Spectral Shield**
An illusionist aura token.[[8.6.8]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.8)
1.-1.248 **Spellbane Aegis**
A generic aura token.[[8.6.18]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.18)
1.-1.249 **Spellvoid**
An ability keyword that allows the player to prevent arcane damage to their hero by destroying this object.[[8.3.15]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.15)
1.-1.250 **Stack**
A zone that facilitates the resolution of layers to generate effects.[[3.15]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.15)
1.-1.251 **Standard-Replacement Effect**
A typical replacement effect that modifies events that match its condition.[[6.4.9]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.4.9)
1.-1.252 **Starfall**
A label keyword on lightning wizard attack action cards, with a static ability that generates effects that are conditional if an instant card has been put into the controller's graveyard.[[8.4.21]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.21)
1.-1.253 **Start-of-game Procedure**
A series of setup steps that precede the start of the game. It involves the player revealing their hero card, deciding on the first turn-player, selecting equipment and weapons, shuffling and presenting their deck, and drawing their hand.[[4.1]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.1)
1.-1.254 **Start Phase**
The first part of a turn where start-of-turn triggered effects are resolved, followed by the Action Phase.[[4.2]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.2)
1.-1.255 **Static Ability**
An ability that generates effects without resolving (as) a layer on the stack.[[5.4]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4)
1.-1.256 **Static-Continuous Effect**
A continuous effect generated by a static ability.[[6.2.3]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.2.3)
1.-1.257 **Static-Triggered Effect**
A static-continuous triggered effect that typically requires its source to be in the arena in order to trigger.[[6.6.4]](https://rules.fabtcg.com/en/cr/06-effects/#cr6.6.4)
1.-1.258 **Steal**
An effect keyword that means to involuntarily transfer control from one player to another.[[8.5.54]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.54)
1.-1.259 **Stealth**
An ability that does nothing; however, effects may refer to objects that have stealth.[[8.3.24]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.24)
1.-1.260 **Step**
A component of combat in the action phase.[[7]](https://rules.fabtcg.com/en/cr/07-combat/#cr7)
1.-1.261 **Subtype**
A property of an object that can define interactions with rules and/or effects.[[2.10]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.10)
1.-1.262 **Supertype**
A property of an object. Only cards with a supertype subset of the player's hero's supertypes can be included in their registered deck (in constructed formats) or starting deck (in limited formats).[[2.11]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11)
1.-1.263 **Surge**
A label keyword on wizard action cards, with an effect that is conditional on the source dealing more than a specified amount of arcane damage.[[8.4.8]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.8)
1.-1.264 **Suspense**
An ability keyword that causes its source to enter the arena with suspense counters, remove a suspense counter each turn, and leave the arena when it has none left.[[8.3.42]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.42)
1.-1.265 **Talent**
A category of supertype keywords that represents a hero's regional specialties.[[2.11.6b]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.11.6b)
1.-1.266 **Tap**
An effect keyword that means to change a permanent from untapped to tapped.[[8.5.55]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.55)
1.-1.267 **Temper**
An ability keyword on equipment that accumulates -1 counters after it is used to defend, and destroys it if the defense is zero.[[8.3.10]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.10)
1.-1.268 **Text Box**
A property of a card that can contain rules text, reminder text, and flavor text. The rules text defines the abilities of the card.[[2.12]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.12)
1.-1.269 **The Crowd Cheers / The Crowd Boos**
An effect keyword that causes the player to be cheered or booed. [[8.5.57]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.57)
1.-1.270 **Token**
- **keyword:** A keyword that refers to a specific token; often accompanied by reminder text.[[8.0.7]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.0.7)[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6)
- **object:** An temporary card in the arena.[[8.6]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6)
1.-1.271 **Toughness**
A generic aura token.[[8.6.36]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.36)
1.-1.272 **Tower**
A label keyword on guardian action cards, with a static ability that generates effects that are conditional the card having 13 or more .[[8.4.13]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.4.13)
1.-1.273 **Transcend**
An effect keyword that means to flip the card and put it into the owner's hand.[[8.5.48]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.48)
1.-1.274 **Transform**
An effect keyword that means put the transformed card underneath the permanent it has been transformed into.
1.-1.275 **Trigger Condition**
A condition of a triggered effect that, when met, creates a triggered-layer on the stack. The trigger condition must also be met for the layer to resolve successfully.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
1.-1.276 **Trigger Event**
A game event that occurs and meets the condition of a triggered effect. Once a trigger event has occurred, it does not need to occur again to satisfy the trigger condition for the triggered effect layer to resolve successfully.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
1.-1.277 **Triggered-Static Ability**
A static ability that generates a single static-triggered effect.[[5.4.6]](https://rules.fabtcg.com/en/cr/05-layers-cards-abilities/#cr5.4.6)
1.-1.278 **Triggered Effect**
An effect that puts a layer on the stack when a game event or game state matches the trigger condition, which generates effects when it resolves.[[5.5]](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/#trp5.5)
1.-1.279 **Triggered-Layer**
A layer object on the stack (or to be put onto the stack), created by the triggering of a triggered effect.[[1.6.2c]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.6.2c)
1.-1.280 **Turn**
- **concept:** A round of play consisting of 3 phases: Start Phase, Action Phase, and End Phase, where one player is designated as the turn-player.[[4]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4)
- **effect:** An effect keyword that means to flip a card over or to make a private card public (or vice versa).[[8.5.24]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.24)
1.-1.281 **Turn-Player**
The player whose turn it currently is. The turn-player can play actions, becomes the active player after a layer resolves, and chooses the player-order for applying replacement effects and adding triggered-layers to the stack.[[4.0]](https://rules.fabtcg.com/en/cr/04-game-structure/#cr4.0)
1.-1.282 **Type**
A property of an object that defines its interactions with rules and effects, such as how and when it can be played, or whether it is a token.[[2.15]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.15)
1.-1.283 **Type Box**
A property of a card that defines the types, supertypes, and subtypes of that card.[[2.14]](https://rules.fabtcg.com/en/cr/02-object-properties/#cr2.14)
1.-1.284 **Unfreeze**
An effect keyword that means a frozen object is no longer frozen; existing freeze effects no longer prevents it from being played or its abilities being activated.[[8.5.37]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.37)
1.-1.285 **Universal**
An ability keyword that give this card the class of the hero that owns or controls it.[[8.3.35]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.35)
1.-1.286 **Untap**
An effect keyword that means to change a permanent from tapped to untapped.[[8.5.56]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.56)
1.-1.287 **Ursur, the Soul Reaper**
A shadow demon ally token.[[8.6.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.9)
1.-1.288 **Vigor**
A generic aura token.[[8.6.27]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.27)
1.-1.289 **Wager**
An effect keyword that means give a prize to one player if an attack hits, or another player if it doesn't.[[8.5.46]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.5.46)
1.-1.290 **Ward**
An ability keyword that prevents damage to a player's hero by destroying this card.[[8.3.20]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.20)
1.-1.291 **Watery Grave**
An ability keyword turns its source face-down when it moves from the arena to the graveyard.[[8.3.41]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.3.41)
1.-1.292 **Weapon**
- **type:** A type of object that can be equipped to a weapon zone.[[8.1.9]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.1.9)
- **zone:** A public zone owned by a player that contains up to one weapon, off-hand, or quiver object equipped to that zone.[[3.16]](https://rules.fabtcg.com/en/cr/03-zones/#cr3.16)
1.-1.293 **X / Y / Z**
A literal placeholder for an undetermined value of an effect.[[1.12.2]](https://rules.fabtcg.com/en/cr/01-game-concepts/#cr1.12.2)
1.-1.294 **Zen State**
A ninja aura token.[[8.6.5]](https://rules.fabtcg.com/en/cr/08-keywords/#cr8.6.5)
1.-1.295 **Zone**
A named collection of cards. Zones can be owned by a player or shared between players. Most zones have a physical location in the play-space.[[3]](https://rules.fabtcg.com/en/cr/03-zones/#cr3)
## Official Errata Bulletins
# Official Errata Bulletins
Source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/errata-bulletins.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/functional-errata.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-1.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-3.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-4.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-5.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-6.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-7.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-8.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-9.md, submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-10.md
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/errata-bulletins.md
Publisher's current source: [Legend Story Studios](https://fabtcg.com/rules-and-policy-center/errata-bulletins/)
# Official Flesh and Blood Errata Bulletins
Errata is the highest-priority source in this skill. If an erratum applies,
use the errata'd behavior for every printing of that card. Do not let an older
release note, card printing, or Comprehensive Rules wording override it.
The official index distinguishes functional errata from major non-functional
templating/syntax corrections and excludes minor text changes. Both types are
authoritative for the card text they publish.
## Source and citation
- Official index:
- Legacy official index:
- Citation form: `Errata Bulletin #N` plus the direct URL below.
## Local archive
The full source text is stored one bulletin per file in
`official-updates/errata/`, with provenance and a source-content hash in each
file's front matter. Bulletin #2 is a legacy-source summary because its
official host is no longer locally resolvable. Search this index first, then
open just the matching bulletin. Normalize the local documents with:
```sh
node .agents/skills/fab-rules/scripts/format-official-updates.ts
```
## Resolution procedure
1. Search this file for the card name, relevant keyword, or mechanic.
2. Read the linked bulletin before relying on a physical printing or release
note. It contains the exact current wording and any important scope note.
3. Apply the most recent applicable bulletin. A newer clarification about the
same card takes precedence over an older one.
4. If no listed erratum applies, continue with the current Comprehensive Rules
and only then a release note.
## Complete bulletin index
| Bulletin | Date | Official URL | Affected topics/cards |
| -------- | ---------------------- | ---------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| #10 | 9 Mar 2026 (effective) | | Cheating Scoundrel; Snarky Prick; Helm of Sharp Eye; Merciless Battleaxe; Zephyr Needle; Current Funnel; Earthlore Bounty; Murky Water; Northern Winds; Pummel; Shifting Tides; Thaw. |
| #9 | 23 May 2024 | | Bonds of Attraction; Bonds of Memory; Endless Arrow; Gaze the Ages; weapon attacks and go again (Harmonized Kodachi, Mandible Claw, Quicksilver Dagger, Searing Emberblade, Blood on Her Hands, Ironsong Determination). Explicitly **no errata** for Enchanting Melody or Down and Dirty. |
| #8 | 2 Feb 2024 | | Heavy Hitters-era bulletin; consult its local archive file for the complete card list and exact wording. |
| #7 | 14 Jul 2023 | | Lost in Thought; Charge of the Light Brigade; Decimator Great Axe. |
| #6 | 15 Mar 2023 | | Give and Take; Back Heel Kick. |
| #5 | 3 Oct 2022 | | Runechant; Quicken; Zephyr Needle; Phantasmal Footsteps; Blossoming Spellblade; Cognition Nodes; Evergreen; Over Loop; Salvage Shot; Timekeeper's Whim; Warmonger's Recital; Fractal Replication; Forked Lightning; Gambler's Gloves; Metacarpus Node; Mordred Tide; four Monarch mentors. |
| #4 | 12 Jan 2022 | | Briar, Warden of Thorns; Briar. |
| #3 | 5 Nov 2021 | | Blizzard. |
| #2 | 4 Jun 2021 | | Seeds of Agony; Vestige of Sol; non-functional Become the Arknight. |
| #1 | 1 Sep 2020 | | Ira, Crimson Haze; Gambler's Gloves. |
## High-value behavior constraints
These compact entries make common conflicts searchable; cite and consult the
linked bulletin for exact wording before implementing card behavior.
- **All errata:** treat every printing as having the errata'd text.
- **#10 — weapon-attack wording:** Helm of Sharp Eye, Merciless Battleaxe, and
Zephyr Needle refer to the weapon _attack's_ power, not the weapon object's
power. The bulletin also updates timing/ownership wording for Current Funnel,
Earthlore Bounty, Murky Water, Northern Winds, Pummel, Shifting Tides, and
Thaw; load Bulletin #10 for the card-specific constraint.
- **#9 — Bonds of Attraction / Bonds of Memory:** the same color/name
condition is part of the banish trigger, so the first banish does not gain
life merely because another banish occurs before resolving triggers.
- **#9 — weapon go again:** the _attack_, not merely the original weapon/card,
must have go again for the attacker to gain the action point. The named
weapon effects are worded as their attacks getting go again.
- **#9 — ownership:** Endless Arrow and Gaze the Ages go to their **owner's**
hand.
- **#7 — Lost in Thought:** the selected attack action is revealed; this
preserves opponent verifiability even when targeting yourself.
- **#7 — Decimator Great Axe:** the target defending card's halved base defense
lasts only until end of turn.
- **#6 — Give and Take:** it triggers whenever an action card _defends_, i.e.
each event of becoming a defending card, not once for a continuing
`defended` state.
- **#6 — Back Heel Kick:** its Combo power-replacement ability functions while
the card is face up in any zone, including while it is on the stack.
- **#5 — Runechant / Quicken:** trigger when an attack action is played **or**
a weapon attack is activated.
- **#5 — Zephyr Needle / Phantasmal Footsteps:** their destruction condition
triggers while defending, then destroys at combat-chain close; do not defer
the initial trigger to chain close.
- **#5 — owner-zone principle:** cards returned to a deck by the named effects
go to their **owner's** deck, not a controller's deck.
- **#5 — Forked Lightning:** its two target assignments are one simultaneous
damage package; the same hero may be targeted twice.
- **#5 — Fractal Replication:** gains base abilities, base power, and base
defense from the relevant Illusionist attack action cards, not granted or
currently-applied abilities.
- **#4 — Briar:** Embodiment of Earth is the first qualifying attack-action
damage each turn; Embodiment of Lightning is the second non-attack action
played each turn.
- **#3 — Blizzard:** target the **attack**; its controller pays to avoid losing
and being unable to gain go again.
- **#2 — Seeds of Agony:** each granted "When you attack" effect is a separate
triggered effect; prevention can apply to each separate arcane-damage event.
- **#2 — Vestige of Sol:** the Light-pitch resource boost is a replacement
effect, not a trigger that waits for a later resolution.
- **#1 — Ira, Crimson Haze:** has the Young subtype.
- **#1 / #5 — Gambler's Gloves:** use the newest applicable #5 wording and
timing, rather than the older #1 wording.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/functional-errata.md
Publisher document: [Legend Story Studios](https://legacy.fabtcg.com/en/resources/rules-and-policy-center/errata-bulletins/functional-errata/)
# Functional Errata (Errata Bulletin #2)
This historical bulletin remains linked by the official errata index, but its
legacy host is no longer resolvable from the local downloader. This local
preservation records all of its rule-bearing topics for progressive discovery;
use the source URL when exact historical typography or image-based text is
needed.
## Seeds of Agony
- May be played from its owner's banished zone.
- The next qualifying attack action card gains a separate "When you attack"
arcane-damage trigger for each Seeds of Agony effect applied to it.
- Therefore, if two effects are applied to the same attack, they generate two
distinct 1-arcane-damage triggered effects; prevention applies separately to
each event.
## Vestige of Sol
- If a card was put into the hero's soul that turn, pitching a Light card is a
replacement-effect event: gain that many resource points plus one.
- It is not a delayed trigger that waits to resolve after pitching.
## Become the Arknight
- The bulletin records a non-functional erratum that clarifies the card's
non-modal wording when its discard option is unavailable or declined.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-1.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-1/)
# Errata Bulletin #1
The following cards have received functional errata.
## Ira, Crimson Haze
Ira, Crimson Haze was originally printed in 2018 as part of the face card of the Welcome Deck that shipped to stores around to world to launch Flesh and Blood on October 11, 2019.
When we printed Ira, we knew at some point in the future we wanted a fun and fast format variant to exist, but the details of what that looked like were yet to be decided. That format ended up being Blitz, which features young heroes.
After Blitz was announced, it was apparent that fans wanted Ira to be included. With the release of Crucible of War, Ira, Crimson Haze gains the Young sub-type, making her officially legal to play in Blitz.
### Errata
Young sub-type added
## Gambler’s Gloves
We’re taking a reroll on how this card is worded.
The intention is very obvious. You use Gambler’s Gloves to reroll Scabskin Leathers, Bonehead Barrier, Crazy Brew, Kayo hero effect…. Unfortunately, how this card was printed as a triggered ability doesn’t achieve this intention.
### Errata
If an effect would resolve that includes rolling a 6 sided die, instead you may destroy Gambler’s Glove. If you do, the controller of the effect rerolls all 6 sided dice rolled this way. (You decide whether to use Gambler’s Gloves after seeing the result of the die roll.)
Gambler's Gloves
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-3.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-3/)
# Errata Bulletin #3
## Functional Errata
The following cards have received functional errata.
## Blizzard
It has been brought to our attention that there is an obscure error that was highlighted by the technical interaction between Blizzard and Exude Confidence. Specifically, the current rules as written allow the passive player to play Blizzard targeting an attack action card when it is played, but before there is an attacking hero. This means that the opponent would not have the opportunity to pay the cost to prevent the effect from removing or preventing go again, because they have not yet been assigned the attacking hero label for that chain link.
For this reason, we are giving a functional errata to Blizzard, effective immediately. This change aligns the “window of play” with the opponent being able to pay the cost to prevent the effect, ensuring that the card works as intended. This change will also allow Blizzard to function intuitively on ally attacks.
### Errata
Target attack loses and can’t gain go again unless its controller pays .
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-4.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-4/)
# Errata Bulletin #4
## Functional Errata
The following cards have received functional errata.
## Briar, Warden of Thorns
Following the banned and restricted announcement, the Briar hero cards have received the following errata.
### Errata
Essence of Earth and Lightning
The first time an attack action card you control deals damage to an opposing hero each turn, create an Embodiment of Earth token.
The second time you play a ‘non-attack’ action card each turn, create an Embodiment of Lightning token.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-5.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-5/)
# Errata Bulletin #5
After a thorough review of existing card text following the publication of the comprehensive rules 2.0, we’ve identified some areas which require improvement for consistency and comprehension. This bulletin serves as a reference for players and judges to have the most recent card text for these cards before any of these cards may be reprinted.
We consider functional errata as a change to the text of a card or token that fundamentally changes any rulings about interactions within the game. We do not consider errata that update card text to use new syntax as functional errata if this is not the case. With the continuous increase in the total card pool for players, we recognize that finding the correct most up-to-date card text for any card is becoming more difficult and we are planning to address this in the future. Stay tuned for future developments in this area.
The following changes are effective immediately.
## Functional Errata
### Runechant and Quicken trigger on play AND activation of an attack
Runechant and Quicken tokens make up a fundamental part of the Flesh and Blood game; Runechant tokens being a core design element of the Runeblade class, and Quicken tokens being a staple element generated by many generic cards (with more to come). The Monarch core set introduced a key interaction that was initially overlooked, where targeting an aura (with spectra) with an attack action card would trigger these tokens, but not if you targeted them with a weapon. There are some other minor interactions involving trigger order and conditions for other cards, but ultimately the inconsistency between attack action cards and weapon attacks for these tokens has been an issue for new and old players alike to comprehend and apply correctly. After much internal deliberation, we have decided to unify the trigger timing for both of these cards and will be reprinting them in upcoming sets.
#### Quicken
When you play an attack action card or activate a weapon attack, destroy Quicken and the attack gains go again.
#### Runechant
When you play an attack action card or activate a weapon attack, destroy Runechant and deal 1 arcane damage to target opposing hero.
### Zephyr Needle, Phantasmal Footsteps first trigger when defending, not when the combat chain closes
In a previous Back Alley Oracle that detailed the changes to cards for the Comprehensive Rules 2.0 update, we noted that Zephyr Needle and Phantasmal Footsteps would follow the same trigger syntax as cards with Battleworn, Bladebreak, etc. However, due to some fundamental rules around combat, this leads to some undesirable interactions. For example, under the previous text, your Zephyr Needle was defended by Carrion Husk, you could choose to resolve Carrion Husk’s defend trigger first, preventing Zephyr Needle from being destroyed (because it is no longer being defended by a card with greater than Zephyr Needle’s ). As such, this change will be reversed to its original intention. We have decided to update Zephyr Needle and Phantasmal Footsteps syntax to ensure that these undesirable and unintuitive interactions do not occur. Zephyr Needle and Phantasmal Footsteps’ triggered effects now trigger with a state-based condition. If the state is met at any given point, the effect will trigger, and create a delayed-triggered effect that destroys the card when the combat chain closes.
#### Zephyr Needle
Once per Turn Action – : Attack. Go again
When Zephyr Needle is defended by a card with greater than Zephyr Needle’s , destroy it when the combat chain closes.
#### Phantasmal Footsteps
Once per turn, when an Illusionist attack action card you control is destroyed, you may pay . If you do, gain 1 action point.
Whenever this defends, you may pay . If you do, its becomes 1 until end of turn.
When Phantasmal Footsteps is defending a non-Illusionist attack with 6 or more , destroy it when the combat chain closes.
### Duration of Blossoming Spellblade effect
Originally, Blossoming Spellblade had an ambiguous element to its effect that was ruled to last for the rest of the game. Specifically, if the card that was banished is played, but does not go to the graveyard that turn, players would have to continuously track that card throughout the game so that if it were to be put into the graveyard eventually, instead it would be banished. While there are few real cases where this would be applicable (e.g. Channel Mount Heroic, Energy Potion etc.), it was not originally designed to do so, and the burden on the players to track this information throughout the game is unreasonable without additional aides. As such, Blossoming Spellblade has been given a functional errata to correct this interaction.
#### Blossoming Spellblade
Earth and Lightning Fusion
If Blossoming Spellblade was fused, it gains “Whenever this deals damage to an opposing hero, you may banish a ‘non-attack’ action card from your graveyard. If you do, you may play it this turn as though it were an instant and if it would be put into your graveyard this turn, instead banish it.”
When you attack with Blossoming Spellblade, if it was fused, deal 1 arcane damage to target hero.
### Putting a card on the bottom of its owner’s deck
In a retrospective review, we have found that the effects that specified that they returned to “your deck” may cause issues with future design spaces and lead to cards owned by another player ending up in your deck. To address the problem we’ve decided to universally errata mentions of “your deck” that would lead to those situations. Cards that you do not own should not end up in any of your zones that are not in the arena, including, deck, banished, graveyard, hand, and arsenal zones.
#### Cognition Nodes
Action – : If there are no steam counters on Cognition Nodes, put a steam counter on it. Go again
Once per Turn Attack Reaction – Remove a steam counter from Cognition Nodes: Target attack action card gains “When this hits, put it on the bottom of its owner’s deck.”
#### Evergreen
If Evergreen is played from arsenal, put it on the bottom of its owner’s deck when the combat chain closes.
#### Over Loop
When Over Loop hits, put it on the bottom of its owner’s deck.
Boost
#### Salvage Shot
When Salvage Shot hits, put it on the bottom of its owner’s deck.
#### Timekeeper’s Whim
Deal 5 arcane damage to target hero.
If Timekeeper’s Whim is played during an opponent’s turn, put it on the bottom of its owner’s deck.
#### Warmonger’s Recital
The next attack action card you play this turn gains +3 and “When this hits, put it on the bottom of its owner’s deck.”
Go again
## Non-Functional Errata
The following cards have received non-functional errata.
### Fractal Replication updates
Fractal replication was originally designed and printed while the comprehensive rules 2.0 were still in development. As such, its printed text does not accurately reflect the intention under the new set of rules. While the release notes detail the intentions of how the card should be ruled, it is receiving an errata to ensure that future printings of the card have the updated syntax to prevent misunderstandings. Specifically, that Fractal Replication gains the base abilities of all Illusionist attack action cards; and not gained abilities of, or effects that currently apply to, those cards.
#### Fractal Replication
When you play or defend with Fractal Replication, it gains the base abilities of all Illusionist attack action cards on the combat chain.
Fractal Replication’s is equal to the greatest base among Illusionist attack action cards on the combat chain.
Fractal Replication’s is equal to the greatest base among Illusionist attack action cards on the combat chain.
### Forked Lightning
_sigh_ Forked lightning has been the topic of much conversation and debate since its initial release in Arcane Rising. The intention of the card is that upon resolution, the card deals arcane damage to two heroes simultaneously, as a single package/event. This prevents a player, that is targeted twice, from applying sources of arcane barrier (or other prevention) more than once as if they were separate instances. With the comprehensive rules 2.0, the wording of this card needs to be updated to reflect this intention and hopefully put an end to future debates regarding how the card functions and interacts with replacement effects.
#### Forked Lightning
Deal 2 arcane damage to two target heroes. You may target the same hero twice.
### Replacement effect syntax
Replacement effect rules and syntax has, and continues to be, fleshed out with more cards being developed in the space. To ensure that older cards conform to the correct syntax usage to describe how they interact with modifying events, the following cards have been updated. Gambler’s Gloves has been updated to ensure the timing is explicitly mentioned in the modified event, Metacarpus Node has been updated to include the phrase “instead” to signify that it is a replacement effect, and Mordred Tide has been updated to ensure that it correctly applies to compound events.
#### Gambler’s Gloves
If a hero would roll one or more 6 sided dice, instead after the roll you may destroy Gambler’s Gloves. If you do, that hero rerolls all 6 sided dice rolled this way.
#### Metacarpus Node
Whenever you play a card with an effect that deals arcane damage, you may pay . If you do, instead it deals that much arcane damage plus 1, and destroy Metacarpus Node at the beginning of the end phase.
Arcane barrier 1
#### Mordred Tide
Until end of turn, if you would create one or more Runechant tokens, instead create that many plus 1.
### Mentors
Mentors were initially developed with the intention that players would intuitively understand that they function correctly from arsenal. However, to avoid situations where exceptions must be applied on a card-by-card basis when the line between functional and non-functional abilities is blurred, we’ve decided to issue errata for the 4 mentors published in Monarch blitz decks to ensure that they have a syntax that functions correctly under the new rules.
#### The Librarian
While The Librarian is face down in arsenal, at the start of your turn, you may turn him face up.
While The Librarian is face up in arsenal, once per turn when you create a Spectral Shield token, draw a card and put a lesson counter on The Librarian. Then if there are 3 or more lesson counters on him, banish him, search your deck for a specialization card, put it face up into arsenal, and shuffle.
#### Lady Barthimont
While Barthimont is face down in arsenal, at the start of your turn, you may turn her face up.
While Barthimont is face up in arsenal, whenever you play an attack action card, banish the top card of your deck. If the banished card has 6 or more , the attack gains dominate and put a lesson counter on Barthimont. Then if there are 2 or more lesson counters on her, banish her, search your deck for a specialization card, put it face up into arsenal, and shuffle.
#### Lord Sutcliffe
While Sutcliffe is face down in arsenal, at the start of your turn, you may turn him face up.
While Sutcliffe is face up in arsenal, whenever you play a ‘non-attack’ action card, deal 1 arcane damage to each hero and put a lesson counter on Sutcliffe for each damage dealt this way. Then if there are 3 or more lesson counters on him, banish him, search your deck for a specialization card, put it face up into arsenal, and shuffle.
#### Minerva Themis
While Minerva is face down in arsenal, at the start of your turn, you may turn her face up.
While Minerva is face up in arsenal, 1H weapons you control have +1. Whenever a weapon you control hits, put a lesson counter on Minerva. Then if there are 3 or more lesson counters on her, banish her, search your deck for a specialization card, put it face up into arsenal, and shuffle.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-6.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-6/)
# Errata Bulletin #6
With the final adjustments to the release notes for Outsiders, we have been made aware that two outstanding cards don’t technically function as intended with the rules as written. While we believe that the community already intuitively understands how the cards are designed to function, we are issuing this errata to ensure that the cards correctly fit into the rules as written instead of having to make them specific exceptions in the rulebook itself.
We are learning more and more about how to accurately convey the technical meaning of a card to both reflect the technicalities of the rules and to efficiently and concisely communicate the intention of the card to the average player. We thank you all for your patience while Flesh and Blood continues to evolve to meet and hopefully exceed your expectations in being a great game.
## Give and Take
The current printing of Give and Take uses the term “defended” as part of the trigger condition, which has previously been used for the state-based trigger for Phantasm. A state-based trigger triggers when its condition goes from false to true, and does not trigger additional times if the condition continues to just be true (you can’t have “double true”). An event-based trigger triggers every time an event occurs that meets its condition. While we are continuing to improve the way we accurately phrase triggered effect conditions, event-based triggers typically use a present tense verb (defends) and state-based triggers typically use a past tense (defended) or a continuous tense verb (defending). It may seem like semantics, but it’s an important part of how we can define complex game interactions in a small amount of text.
Give and Take is designed to trigger each time an action card is added to its chain link as a defending card. The ambiguous combination of “whenever” and “defended” have led us to issue an erratum for Give and Take for consistency in the rules, and we are looking to put in place more safeguards to prevent these grammar mistakes from occurring.
#### Give and Take
Generic Action – Attack (RED) 1 3 3
Whenever an action card defends Give and Take, you may put an action card with cost less than Give and Take’s from your graveyard on top of your deck.
Go again
## Back Heel Kick
The current printing of Back Heel Kick does not have a while-condition, as part of its combo ability. The rules as written ensure that static-abilities in particular do not function on the stack and that abilities are generally non-functional until they’re in the arena. These rules ensure that cards like Channel Lake Frigid do not start taxing the opponent until it has resolved on the stack and entered the arena. Back Heel Kick requires such an exception in the form of a while-condition, to make it a while-static ability. Similar cards include Amplifying Arrow which does explicitly include the while-condition.
Back Heel Kick is designed to have its combo ability effect apply to increases in power from cards like Twin Twisters and Benji, and can only do so if the granted ability from combo is functional while on the stack. This has led us to issue an errata for Back Heel Kick to ensure that this is the case.
#### Back Heel Kick
Ninja Action – Attack (RED|YEL|BLU) 0 3|2|1 3
Combo – If Twin Twisters was the last attack this combat chain, while this is face-up in any zone and would gain , instead it gains that much plus 1.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-7.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-7/)
# Errata Bulletin #7
### Lost in Thought
The game of Flesh and Blood is built with the fundamental principle that any legal action a player takes can be verified by their opponent, or is made a specific exception (such as failing to find a card in your deck). Lost in thought was designed specifically with the intention to be able to target yourself, but unfortunately, the final text was not corrected during the proofing process and was printed to violate this principle. Rather than make an exception in the rules for this particular circumstance, we’ve decided to issue a functional errata that requires the player to reveal the attack action. This has minor implications for cards such as Korshem, and Channel the Bleak Expanse, but otherwise, we find that this is a cleaner solution than opening the floodgates to a design space which openly violates this verification principle.
#### Lost in Thought
Illusionist Action (RED) 1 2
Look at target hero’s hand. Choose an attack action card and reveal it. If you do, they put it on the bottom of their deck and create a Ponder token.
Go again
### Charge of the Light Brigade
The card Charge of the Light Brigade was intended to buff the next attack in which you charge a card to play. As it stands, the syntax does not accurately reflect a legal action that could be taken in-game (an attack only exists on the stack or combat chain, not in your hand or soul). As such we’ve adjusted the syntax slightly to ensure the proper communication of the effect.
#### Charge of the Light Brigade
Light Warrior Action (RED/YEL/BLU) 0 3
The next attack you charge to play this turn gets +3/2/1.
Go again
### Decimator Great Axe
The defense reduction of Decimator Great Axe originally applied to the non-equipment defending card as opposed to a target specified by the player, as such it did not have a duration clause earlier during testing, and this clause was missed during the final proofing stage when the syntax was changed to a targeted effect. To prevent complications where the base value of an object is considered halved, having to track that over multiple turns, we’ve decided to errata the effect duration to ensure that it is consistent with the design philosophy of an explicit duration for continuous effects that apply to permanents.
#### Decimator Great Axe
Warrior Weapon – Axe (2H) 4
Once per Turn Action — : Attack
The first time this is defended by a non-equipment card each turn, halve the base of target defending card, rounded up, until end of turn.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-8.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-8/)
# Errata Bulletin #8
### Runeblood Barrier and Ironsong Pride
The vast majority of aura cards are templated so that however they enter the arena (from being played or from an effect that just puts them there), their effects will trigger and resolve just the same. A small oversight during the proofing process led to Ironsong Pride and Runeblood Barrier being exceptions to this, where their text was templated to be in line with resolution abilities (i.e. happens when it resolves on the stack), as opposed to being triggered abilities (i.e. happens as a result of it entering the arena from anywhere). To bring these cards in line with other auras in the game and have consistency in how our players perceive the functionality of these cards, we have decided to issue an errata to update these cards to have triggered abilities that trigger when they enter the arena.
#### Ironsong Pride
Warrior Instant – Aura (RED) 1
When this enters the arena, put a +1 counter on target sword you control.
When this leaves the arena, remove all +1 counters from swords you control.
At the beginning of your end phase, if a sword has not hit this turn, destroy this.
#### Runeblood Barrier
Runeblade Action – Aura (YEL) 3 2
When this enters the arena, create 4 Runechant tokens.
If your hero would be dealt damage, instead destroy that many Runechant tokens you control and prevent 1 damage for each Runechant token destroyed this way.
At the beginning of your action phase, destroy this.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-9.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-9/)
# Errata Bulletin #9
## Bonds of Attraction / Bonds of Memory
Bonds of Attraction and Bonds of Memory were originally designed with the goal that they should not trigger on the first card they banish, and you should only gain 1{h} for each subsequent card you banish with the same name/color. However, because there is no such thing as the “intervening-if” for triggered effects for Flesh and Blood, these triggered effects did not work as intended. This mistake lead to an unintended, and frankly unintuitive, interaction where banishing two cards before resolving the triggered effects would lead to you gaining 2{h} of its base banishing effect. As such, we are issuing errata to update the text to the cards to integrate the condition for checking the name/color as part of the initial banish trigger condition (i.e. changing “if” to “and”). Note that you can still gain 2+{h}, if you combine the Bonds cards with other banishing effects like Nuu.
To understand how these cards work, please see the Rules Reprise article for Part the Mistveil.
#### Bonds of Attraction
Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card and this has banished another card with the same color, gain 1{h}.
#### Bonds of Memory
Stealth When this hits a hero, banish the top card of their deck, then banish a card from their graveyard. Whenever this banishes a card and this has banished another card with the same name, gain 1{h}.
## Endless Arrow / Gaze The Ages
These two cards failed to be updated in a previous errata bulletin that addressed cards going to their owner’s decks (Errata Bulletin #5). To ensure that these cards work consistently with similar effects that put cards into the hand/arsenal/deck/pitch zones, we are issuing errata to explicitly specify that they return to the owner’s hand, not the controller.
#### Endless Arrow
When this hits, put it into its owner’s hand.
#### Gaze The Ages
Opt 2 If you’ve played another Wizard non-attack action card this turn, put this into its owner’s hand.
## Weapon Attacks and Go Again
Reality Refractor and Cosmo, Scroll of Ancestral Tapestry opened up a can of interactions that were previously only possible in games of UPF with Yorrick. Specifically, you can use cards with base go again, as weapons, and their go again would have applied to their attacks as well. An example would be Burn Them All. Because Burn Them All has base go again, it stands to reason that all of its attacks as a weapon would also have go again. However, this severely limited the design space of auras which were heavily restricted from adding go again onto certain auras (or other cards for that matter) especially as those cards may be used to produce attacks with go again.
As such, we’ve updated the rules where the attack, not the original weapon (or otherwise), must have the go again for the attacker to gain the action point. This does come with non-functional errata for the following cards to ensure that they function as intended under this update to the rules of the game:
#### Harmonized Kodachi
Once per Turn Action — : Attack If you have a card in your pitch zone with cost 0, this card’s attacks get go again.
#### Mandible Claw (Already Reprinted in HVY)
Once per Turn Action – : Attack If you have discarded a card with 6 or more this turn, this card’s attacks get go again.
#### Quicksilver Dagger
If another weapon you control has gained go again this turn, this card’s attacks get go again.
#### Searing Emberblade
Once per Turn Action — : Attack If you control 2 or more Draconic chain links, this card’s attacks get go again.
#### Blood on Her Hands
Kassai Specialization As an additional cost to play Blood on Her Hands, destroy any number of Copper you control. Choose that many modes. You may choose each mode twice;
- Target 1H weapon’s attacks get +1 this turn.
- Target 1H weapon’s attacks get go again this turn.
- Target 1H weapon may attack twice this turn.
Go again
#### Ironsong Determination
Target weapon’s attacks get +1 and dominate until end of turn. Go again
## No Errata For These Cards
We would like to apologize for any misunderstanding caused by the cards database beta which showed the true text of Enchanting Melody as having Ward, and Down and Dirty as having Ambush.
The true text for the card database had been developed over a long period and during the review we had considered errata for the following cards to update them to match the relevant keywords. However, we have ultimately decided against issuing an official errata for these cards at this time. Errata are not issued lightly, and large relevant changes such as this (where text is replaced entirely) cannot be made in good conscience without having physical cards that do what they say to back them up. It was our mistake to have left this text in the card database beta without an official errata, and have since updated the true text to its correct form. We will reconsider an errata if/when we reprint these cards.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/official-updates/errata/errata-bulletin-10.md
Publisher document: [Legend Story Studios](https://fabtcg.com/articles/errata-bulletin-10/)
# Errata Bulletin #10
Errata are effective Monday, 9 March, 2026.
## Compendium Cards
#### Cheating Scoundrel
Cheating Scoundrel’s printed wording implies that its wager effect is a continuous effect that can be applied to a card when it’s played. However, wager is a discrete effect that needs to happen after the attack resolves and the defending hero is established. This update restructures the wager as a triggered effect that occurs when the attack actually attacks, matching established wager templating.
The next attack action card you play this turn gets +3 and “When this attacks, wager with the defending hero. The winner creates a Gold token.”
#### Snarky prick
Snarky Prick’s original wording unintentionally caused the destruction of the top card of the defending hero’s deck to be optional or mandatory depending on whether that color of that card was verifiable by the opponent. To remove this discrepancy and simplify resolution, this update makes the destruction optional in all cases, ensuring the card behaves consistently regardless of the information available to the opponent.
When this attacks a hero, look at the top card of their deck. If it’s red, you may destroy it. If you do, this gets +4.
## Old Cards
#### Specifying weapon attacks
Back in Rosetta, with the Comprehensive Rules 2.9 update, we formally separated weapons from the attacks they generate to ensure that effects modifying a weapon attack do not also modify the weapon itself. Several existing cards (Helm of Sharp Eye, Merciless Battleaxe, and Zephyr Needle) were written prior to this distinction and continued to reference a weapon’s power rather than the power of the weapon attack, creating ambiguity under the updated rules. This update to their text ensures the cards reference the weapon attack’s power, rather than the weapon’s power, so that they will work as intended.
##### Helm of sharp eye
Attack Reaction — , destroy this: Banish the top card of your deck. You may play it this combat chain. Activate this only if you control a weapon attack with greater than twice its base.
Battleworn
##### Merciless Battleaxe
Once per Turn Action — : Attack
When this attacks, if the attack’s is greater than twice its base, the attack gets overpower.
##### Zephyr Needle
Once per Turn Action — : Attack. Go again
When this is defended by a card with greater than this weapon attack’s , destroy this when the combat chain closes.
#### Current funnel
Current Funnel unintentionally retained a non-triggered resolution ability during the Rosetta proofing process. This update adds a “when this attacks” trigger, aligning the card with current templating and providing a clear point of timing for its effect.
When this attacks, if the last action card you played this turn was Lightning, this and the next action card you play this turn get go again.
#### earthlore bounty
Earthlore Bounty’s original wording was ambiguous between triggering multiple times and creating a single token each trigger, or triggering once and creating multiple tokens. This update is to officially confirm that when an effect draws you multiple cards, Earthlore Bounty’s triggered effect will trigger once and create that many tokens.
Whenever you draw 1 or more cards from an action card effect, create that many Seismic Surge tokens.
#### murky water
Murky Water was originally proofed under the assumption that trap cards would only exist as deck-cards – that no longer holds with the introduction of trap equipment. Because Murky Water banishes traps face-down and selects one at random, this may result in unverifiable or illegal outcomes where arena-cards (equipment) may end up in the deck. This update restricts Murky Water to only being able to banish cards that can be played (i.e. ensuring that only deck-cards end up in the arsenal zone).
When this hits, you may banish 3 traps with cost 0 or more from your graveyard face-down. If you do, choose one at random and put it into your arsenal.
#### northern winds
Northern Wind is a troublesome card on two fronts. It lacks a definitive timeframe for its freeze effect and it uses the “and/or” function in conjunction with “each hero”. The former was addressed with an update to the rules, but the latter still does not convey the correct way to play the card.
We’ve decided to update the rules AND this card moving forward. Freeze will be specified by a timeframe on effects moving forward, and Northern Winds will have true text that correctly communicates how the card is played.
Oldhim Specialization
For each hero, freeze up to 1 equipment, item, and ally they control until the start of your next turn.
Unity – When this defends together with a card from hand, create a Spellbane Aegis token under any number of heroes’ control.
#### pummel
This errata formalizes a functional update introduced with Pummel’s Welcome to Rathe – Unlimited reprint. The update clarifies that the trigger requires the attack to hit a hero for them to discard a card, and does not reference the defending hero. This ensures that hitting an ally (or similar) will not trigger the effect and cause the defending hero to discard a card.
Target attack action card with cost 2 or more gets +4 and “When this hits a hero, they discard a card.”
#### Shifting Tides
Shifting Tides’ original text assumed the card would always be controlled by its owner, which can lead to incorrect interaction if it were played by another hero. This update ensures that the card goes to the correct player’s deck if the condition is met.
At the start of your turn, pitch the top card of your deck. If it’s blue, put this on the bottom of its owner’s deck, otherwise destroy this.
#### thaw
The third mode of Thaw’s effect was originally intended to be able to unfreeze cards in arsenal, however, with targeting being limited to objects in the arena or on the stack, an update is needed to ensure that it works as intended.
While this is in your graveyard, at the start of your turn, you may banish it and choose 1:
- Destroy target Frostbite.
- Destroy target Ice affliction.
- Unfreeze target frozen card in the arena or an arsenal.
## Flesh and Blood Tournament Rules and Policy
# Flesh and Blood Tournament Rules and Policy
Source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy (11 tournament-policy files)
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/01-tournament-information.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/01-tournament-information/)
# 1 Tournament Information
## 1.1 Event and Tournament Types
Flesh and Blood events comprise one or more tournaments. Tournaments are categorized into four tiers and are run under three different levels of rules enforcement.^[A.1] The tier of an event is the highest tier of any of its tournaments.
Tier 1 and 2 tournaments can be run by any Tournament Organizer who has an active Game Event Manager (GEM) Tournament Organizer account - some tournaments require an invite from Legend Story Studios (LSS) to run. Tier 3 and 4 tournaments are run by LSS or Organized Play (OP) partners appointed by LSS.
## 1.2 Rules Enforcement Levels
There are three rules enforcement levels (RELs): Casual, Competitive, and Professional. Each REL has different expectations and infractions during the tournament are ruled differently, which can be found in the Procedure and Penalty Guide.
**Casual** rules enforcement is designed for local in-store play, with emphasis on player education and enjoyment.
**Competitive** rules enforcement is designed for competition, with emphasis on balancing player education and enjoyment, and tournament integrity.
**Professional** rules enforcement is designed for the highest levels of competitive play, with emphasis on tournament integrity.
Most tournaments are run under a single REL, but some tournaments may have multiple RELs, such as a Calling that changes from a competitive to a professional REL between day 1 and day 2+.
## 1.3 Formats
Tournaments comprise one or more formats. There are three categories of tournament formats that Legend Story Studios supports: constructed, limited, and special. Constructed formats involve players preparing their card-pool beforehand and require players to provide their own cards for the format. Limited formats involve the Tournament Organizer providing the materials required for the format. Special formats vary and don't necessarily fit into the categories of constructed and limited.
Legend Story Studios currently supports the following official formats:
**Constructed**
- Classic Constructed^[7.1]
- Living Legend^[7.2]
- Blitz^[7.3]
- Silver Age^[7.4]
**Limited**
- Booster Draft^[8.2]
- Sealed Deck^[8.1]
- Blitz Preconstructed^[8.3]
**Special**
- Ira - Learn to Play^[9.1]
- Team Format^[9.2]
- Ultimate Pit Fight^[9.3]
## 1.4 Tournament Eligibility
Everyone is eligible to play in Flesh and Blood tournaments, subject to tournament-specific eligibility policies, with the following exceptions.
- Individuals who are currently suspended
- Individuals specifically prohibited from participation by LSS or who have been asked to leave the venue by the Tournament Organizer
- Individuals twelve (12) years of age or younger who do not have permission from their guardian(s)
- Individuals prohibited by local laws, the rules of the Tournament Organizer, or the venue's management
- Tournament officials, if the tournament is a Skirmish or tier 2+
Everyone is eligible to be a tournament official for a tournament, with the following exceptions.
- Individuals who are currently suspended
- Individuals who have already participated as a Player in the tournament, and the tournament is a Skirmish or is part of a tier 2+ event
Employees and independent contractors of LSS are not eligible to participate in Professional tournaments unless a special dispensation has been granted in writing by Legend Story Studios. Whenever an employee or independent contractor of LSS attends a tournament, they must make their position known to the Tournament Organizer, who at their discretion, may deny them entry into the event.
Suspended individuals may not play in tier 2+ events or in tournaments with a competitive or professional REL. Suspended individuals may play casual REL tournaments as part of a tier 1 event, subject to the tournament organizer's approval. Suspended individuals may attend and spectate any Flesh and Blood event, but may not be tournament officials at those events.
Banned individuals may not participate in, attend, spectate, or be tournament officials at any Flesh and Blood event. If a banned player attends a Flesh and Blood event, they should be asked to leave the venue.
## 1.5 Player Identification
Individuals are required to have a GEM profile to participate in a tournament. Any individual may create a GEM profile by registering an account on the official Flesh and Blood website. Each GEM profile has a Player ID that uniquely identifies the individual. Individuals may only have one GEM profile - if an individual has more than one GEM profile, they must contact op@fabtcg.com to resolve the situation.
Events that require an invitation to participate and/or have an age restriction will require personal identification to participate. These include, but are not limited to, National Championships, ProTours, and World Championships. The following forms of identification are acceptable.
- Proof of control of the associated GEM profile
- Birth Certificate (for players under the age of 13)
- Driver Licence
- Passport
- School ID card
- Government-issued ID card
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/02-roles-and-responsibilities.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/02-roles-and-responsibilities/)
# 2 Roles and Responsibilities
## 2.1 Roles
Each individual at a tournament is considered to have one or more of the following roles.
- Player
- Spectator
- Tournament Organizer
- Head Judge
- Floor Judge
- Scorekeeper
- Coverage Member
- Game Attendant
Individuals with the Tournament Organizer, Head Judge, Floor Judge, Scorekeeper, and Game Attendant roles are considered tournament officials. The Tournament Organizer may also designate individuals to act as tournament officials, even if they do not hold any of the associated tournament roles. The Head Judge and Floor Judge are both considered judge roles. Coverage Members are collectively referred to as coverage.
Tournament officials may change roles throughout the duration of the tournament, but an individual serving as the Tournament Organizer or Head Judge should remain in that role for the entire tournament.
For tier 1 tournaments (excluding Skirmish), tournament officials may also be Players. For tier 2 tournaments and above (including Skirmish), tournament officials may not be Players.
For tier 1 tournaments, the Tournament Organizer may also be a judge. For tier 2 tournaments and above, the Tournament Organizer may not be a judge.
## 2.2 Player
A Player is an individual who is participating in the tournament. A Player is responsible for:
- Being familiar with the rules and policies of Flesh and Blood tournaments.
- Bringing the appropriate tournament materials to participate in the tournament.
- Complying with announced start times and time limits, and being physically present for games.
- Acting in a respectful way and refraining from unsporting conduct at all times.
- Maintaining a clear and legal game state, and good communication with other Players.
- Calling a judge to rule an infraction or to settle a disupute between Players.
- Informing Judges or Scorekeepers of any discrepancies in their tournament record.
## 2.3 Spectator
Any individual is considered a Spectator for any match they are not participating in, with the exception of individuals who are judges. A Spectator is responsible for:
- Remaining silent and passive towards players, to ensure they do not influence the outcome of any match in progress.
- Discreetly alerting a Judge if they have observed a game action or otherwise that is in violation of our rules or policy.
## 2.4 Tournament Organizer
A Tournament Organizer is the designated individual that is responsible for organising and maintaining the logistics of a tournament. A Tournament Organizer is responsible for:
- Ensuring the tournament details are advertised well in advance of the tournament date.
- Providing a venue that adequately supports the tournament and the players.
- Providing all materials necessary for tournament operations and logistics.
- Organizing appropriate staff for the tournament to ensure a smooth and efficient operation.
- Dealing with infractions in player conduct.
- Organizing the distribution of tournament prizes to players.
- Reporting the tournament results to LSS.
The role of tournament organizer (TO) needs to be designated before each event, at the latest before the start of the tournament.
## 2.5 Head Judge
A Head Judge is an individual who oversees the general operation of the tournament. In addition to Judge responsibilities^[2.6], a Head Judge is responsible for:
- Using sound judgement to enforce (or modify when necessary) the rules and policy of the game to uphold the integrity of the tournament.
- Making the final ruling decision in the event a player appeals the ruling of a Judge.
- Assigning Judges tasks and ensuring they have adequate knowledge to carry out the tasks assigned to them.
- Providing feedback to Judges to support their rules, policy, and personal development.
- Final authority on the official properties of a card and interpretation of its rules text.
- Establishing the threshold for misprinted, damaged, altered, or marked cards; sleeves; game-layout; electronic device use; and issuing proxies.
The Head Judge may temporarily transfer their responsibilities to any judge if the Head Judge is unable to perform them. In exceptional circumstances where the tournament's integrity would otherwise be damaged, the Tournament Organizer may fill the role of the Head Judge.
Large tournaments may have multiple individuals in the role of Head Judge simultaneously. In this case, one individual serves as the official Head Judge, and the rest serve as Support Judges. A Support Judge shares the same responsibilities and has the same level of authority as a Head Judge, but is directed by the Head Judge.
## 2.6 Floor Judge
A Floor Judge is an individual who is tasked with assisting the Head Judge with the general operation of the tournament. A Floor Judge is responsible for:
- Attending judge calls.
- Answering Player and Spectator questions
- Providing assisted information to Players.
- Settling disputes between Players.
- Assisting with reasonable requests.
- Issuing rulings and applying appropriate procedures and penalties.
- Pausing and investigating games when an infraction is observed.
## 2.7 Scorekeeper
A Scorekeeper is an individual who collects and processes the information of the tournament to generate the pairings, standings, and other records throughout the tournament. A scorekeeper is responsible for:
- Generating the correct pairings for each round.
- Inputting the results of each round into GEM.
- Generate standings, typically after the final Swiss rounds.
- Resolving any incorrect tournament information in consultation with the Head Judge.
- Ensuring the tournament information entered in GEM is legitimate, true, and correct before submission.
## 2.8 Coverage Member
A Coverage Member is an individual who is doing media coverage for the event. A coverage member is responsible for:
- Reporting appropriate tournament information in a way that ensures Players are not able to gain a strategic advantage.
- Coordinating with tournament officials to organize feature matches.
- Directing the match timing and game-layout for Players in feature matches.
## 2.9 Game Attendant
A Game Attendant is an individual who oversees feature matches. A game attendant is responsible for:
- Coordinating with tournament officials to organize feature matches.
- Directing the match timing and game-layout for Players in feature matches on the behalf of a Coverage Member.
- Pausing a match when appropriate to call for a Judge or resolve a technical issue.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/03-tournament-logistics.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/03-tournament-logistics/)
# 3 Tournament Logistics
## 3.1 Round Structure
Tournaments are separated into rounds. A round in a tournament typically consists of a match between pairs of Players. If a Player wins a specified number of games in a match, that Player is the winner of that match. Swiss rounds are rounds of a Swiss-system tournament, where Players participate in each round and are paired based on a combination of Player standings, match history, and the tournament format. Elimination rounds are rounds of a knockout-style tournament, where Players are eliminated from the tournament if they lose a match (single-elimination) and do not participate in subsequent rounds.
Rounds structure and format can vary between tournaments. A tournament is typically a single format with timed Swiss rounds for all Players followed by untimed single-elimination rounds for the top 8 players in the standings (referred to as the top-cut or play-off rounds). The number of rounds and round structure recommended/required for a tournament is outlined in ^[A.2].
For timed rounds^[3.2], the Players play games until a Player has won a specified number of games or the time in the round expires. For untimed rounds, Players play a best-of-N series, where the first Player to win the majority of N games wins the round. At the end of a match, if a result has not yet been determined, the Players complete the end-of-match procedure to determine the match result.^[3.4]
Generally, only 1 game is required to win a match, unless otherwise announced by the Tournament Organizer prior to the start of the tournament.
## 3.2 Timed Rounds
Timed rounds ensure that the tournament proceeds at a reasonable pace and gives Players a good idea of when to be ready to find their pairings for the next round.
The timer for a round should begin when the vast majority of Players are seated or have been given a fair opportunity to be seated. Players may perform the first game's start-of-game procedure before the round timer starts, but they must wait to begin the first turn of the first game until after the round timer starts.
If a Judge pauses a match for more than one minute while the round timer is running, the Players in the affected match will be given at least an equal amount of additional time to finish the match. If the match is paused for a regular deck-check^[3.8], the Players will be given the time taken for the deck-check plus an additional three minutes to shuffle and present their decks, not to exceed the original time for the round.
Feature matches^[3.11] should be given additional time to compensate players for the time spent moving and/or setting up, or the feature matches should be timed separately.
## 3.3 Start-of-Game Procedure
A match officially begins with the players performing the first start-of-game procedure. The start-of-game procedure is as described in-depth by the Comprehensive Rules, but simply are as such:
- **Step 1:** Each Player places their hero card face up in their hero zone.
- **Step 2:** A selected Player chooses who the first-turn Player of the game will be.
- **Step 3:** Each Player selects arena-cards from their card-pool with which they will start the game (e.g. equipment and weapons).
- **Step 4:** Each Player selects the deck-cards from their card-pool that will become their deck (i.e. cards that start in the deck zone).
- **Step 5:** All other legal cards that are not selected from a Player's card-pool become that Player's inventory.^[4.10]
- **Step 6:** Each Player shuffles and then presents their deck to their opponent to be shuffled and/or cut.
- **Step 7:** Each Player reveals and sets up their arena-cards in their respective zones.
- **Step 8:** Each Player draws up to their hero's intellect. Once both Players have drawn their cards, the game is considered to have begun, and the first-turn Player may begin their turn.
For **Step 2**, a Player is selected using a random method (e.g. highest roll, flipping a coin, etc.), and that Player chooses who has the first turn. If it is the first game of a play-off round, the Player with the higher standing chooses who has the first turn. If it is not the first game of a match, the Player who lost the previous game of the match is the Player who chooses; or if the previous game ended in a draw, the same Player as the previous game chooses. If the Player makes no choice before drawing and looking at the their first hand, they must take the first turn.
The maximum time allowed for the start-of-game procedure is 5 minutes for the first game of a match, and 3 minutes for each subsequent game in the match. Players who exceed this time limit have committed slow play.^[5.7]
## 3.4 End-of-Game Procedure
At the end of a game, players must reveal their cards with hidden information (e.g. cloaked equipment) if their opponent or a tournament official asks.
At the end of a match, Players must agree on the results of the match and then submit that result to the Scorekeeper.
For timed Swiss rounds, when the time in the round expires and a winner of the current game is yet to be determined the turn player completes their turn, and then 1 additional turn is played. If, at the moment time expires, the turn player has no decisions remaining or has clearly indicated their intention to end their turn, their turn is considered complete and their opponent will begin their turn, followed by the 1 additional turn. When the additional turn is complete, if a winner of the game has not been determined, the current game is a draw. The winner of the match is the Player who has won more games in that match, or the match is a draw if the Players have won the same number of games.
For elimination rounds, where a draw is not an acceptable match result, take the following steps to determine the winner of the match. If the judge determines the current game as a stalemate start with step 2. If the current game has been completed start with step 3.
- **Step 1:** The Players are warned that if no progress is made, the winner of the current game will be determined by the highest life total. If no Player advances the game state towards a result other than a draw, go to **Step 2**. If play continues, the game is completed, and the outcome would result in a draw for the match, go to **Step 3**.
- **Step 2:** The winner of the game is the Player whose hero has the highest life total in the current game. If neither hero has a higher life total, go to **Step 3**.
- **Step 3:** The winner of the match is the Player who has won more games in that match. If neither Player has won more games, Players start a new tiebreaker game with 4 turns total (2 turns per player). After 4 turns, go to **Step 4**.
- **Step 4:** The tiebreaker game continues until one hero has a higher life total and the winner of the match is that hero's Player. If the tiebreaker game ends in a draw, go to **Step 5**.
- **Step 5:** The winner of the match is the Player that had the highest standing before the match began.
## 3.5 Intentional Draws and Concessions
Players may intentionally draw games and/or matches by mutual agreement at any time, except for elimination rounds. If a match in an elimination round would result in a draw (due to a game ending with a stalemate, deadlock, or mutual defeat), a Judge should guide players through the appropriate end-of-match procedure to determine the winner.^[3.4]
Players may concede games and/or matches at any time, except for timed rounds. For timed rounds, Players may concede any time up to and including when the time expires in the round, but once a Player makes an in-game action after this point (or acknowledges their opponent's action), they may no longer concede and must play the game to its natural conclusion. It is recommended that Players call a Judge when they want to concede.
Players may not concede in exchange for any kind of consideration.^[6.4] If players discuss considerations that are dependent on the outcome of a match (e.g. prizes), they may no longer concede.
Players may not ask for a concession from their opponent at any time. Implicitly suggesting or pressuring a Player to concede may be considered to be asking for a concession. Discussing Player advantage, past or future actions, or possible outcomes when the time expires in a timed round is considered pressuring an opponent to concede.
If a Player refuses to play a game and/or match, that Player is considered to be conceding the game and/or match. If both Players refuse to play a game or match, the match result is a loss for both Players.
When a Player concedes a game/match, the result is processed as a loss for the conceding player. If the player would not be allowed to concede at that point, the player should be dropped from the tournament if there is not a genuine reason why they need to stop playing the current match. Examples of genuine reasons include but are not limited to:
- There is a personal emergency that requires the attention of the player.
- A player feels physically unwell.
- A player is uncomfortable playing against the opponent.
- A player spills a cup of coffee over themselves and they want to concede in order to clean themselves up.
>
**Examples:**
- Two players do not want to play a game against each other during the Swiss rounds, but do not want a loss result to affect their personal ranking. They agree to a draw for the match and submit that result.
- It is the last Swiss round for the tournament and two friends are paired. One Player has enough match wins to make the top 8, so they concede before presenting their deck so that their friend has a better chance of making it into the top 8 as well.
- Time is called in the round and one Player is in a clearly advantageous position, but can not win in the next two rounds. The Player does not ask for a concession, but their opponent decides to concede before taking any actions anyway because they want their opponent to have a win, based on the game state.
- Time is called in the round, the Players have already completed the additional turn in the end-of-match procedure, and neither Player has won the game. Because neither Player decided to concede between the time being called and taking an action, neither Player may concede the game and it must be declared a draw.
## 3.6 Dropping from a Tournament
A Player may drop from a tournament at any time. To drop from the tournament the Player must inform the Scorekeeper. Dropped Players may only be re-entered into a tournament at the discretion of the Head Judge.
Players who do not show up to their match are considered to have conceded the match and should be dropped from the tournament unless they inform the Scorekeeper before the next round pairings are generated.
If a Player drops from a tournament before the first pairings have been generated, they are considered not to have participated in the tournament and will not be listed in the final standings. If a Player drops after pairings for a round have been generated, they are considered to have conceded that round's match before being dropped.
If a Player drops during a limited format portion of a tournament, they own all the cards they correctly and currently have, including any opened, unopened, and partially-drafted booster packs.
If a Player drops from a tournament early, they may not be eligible for participation prizes at the discretion of the Tournament Organizer. If a Player drops from the tournament after it is announced that they are in the top cut, there will not be a replacement for them in the top cut.
Players may not drop from a tournament in exchange for any kind of consideration.^[6.4]
## 3.7 Card-Pool Registration
Card-pool registration (decklist) is a recorded list of cards a Player may use or intends to use in a tournament format. Decklists are required from Players for all competitive and professional REL tournaments. While not required, the Tournament Organizer may require decklists for Casual tournaments. For specific decklist requirements, see ^[A.5].
When a decklist is submitted to a tournament official, the decklist and the information contained therein become the property of the Tournament Organizer. Decklists that are illegal, illegible, or not properly formatted may be rejected. Once a decklist has been accepted, the Player may not alter it. Players are responsible for submitting all decklists required before the beginning of the first round (for constructed formats), end of deck construction (for limited formats), or at another time specified by the Tournament Organizer. Players that submit their decklists after this time may receive penalties. Players may request to see their decklist between matches, which should be honored if logistically possible.
It is recommended that decklists are kept private to the Player and tournament officials for the duration of the tournament, with the exception of using it for coverage and providing it to Players in the play-offs at professional REL. If there are any changes to this, the Tournament Organizer should make it clear before the tournament begins. At professional REL, each Player in the play-offs of a constructed format should be provided copies of their opponents' decklists at the earliest convenience and given sufficient time to review them until the first game begins. This is not required for limited-format play-offs.
## 3.8 Deck-Checks
A deck-check is a procedure to verify a Player's cards against their accepted decklist.^[3.7] For a regular deck-check, the Player's cards are collected when a Player has presented their deck for a game (before they have drawn their opening hand), and are returned without the guarantee that they are in the same order. Regular deck-checks should ensure that the cards are not considered marked^[5.13] and that the player has presented cards legally.^[3.3]
Regular deck-checks must be performed at professional REL and are recommended at competitive REL. Regular deck-checks may be performed at casual REL at the discretion of the Tournament Organizer. If regular deck-checks are being performed at a tournament, it is recommended that a regular deck-check is performed on at least 10% of the random players during the Swiss rounds of the tournament before they begin the first round of the play-offs. Additional deck-checks might be performed for investigation purposes.
If the round is timed, affected Player's should be given extra time to complete the round.^[3.2]
The Head Judge reserves the right to perform a (non-regular) deck-check for any Player, including when they are in the middle of a game or between rounds. If a deck-check is performed in the middle of a game, it must be returned to reinstate the game exactly before the deck-check was performed. If a deck-check is performed between rounds the Head Judge should keep in mind that it is not presented as though the Player was about to play the game with it; marked cards and presentation errors are typically not applicable.
## 3.9 Judge Calls and Appeals
A Player may call a Judge at any time during their match. The recommended way to call a Judge involves pausing the game, raising a hand, calling out "Judge!", and waiting for a Judge to attend the call. Tournament officials may pause a game and call a Judge on behalf of the Players. At a competitive and professional REL Spectators may not call a Judge, but may discreetly bring a game to the attention of a Judge if necessary. Judges should attend judge calls guided by the official Comprehensive Rules, Procedure and Penalty Guide, and Tournament Rules and Policy.
During a match, a Player should immediately call a judge when:
- Any Player commits a minor infraction that can not be resolved between the players in a timely manner.
- Any Player commits an infraction that requires a corrective procedure or might create a significant advantage/disadvantage for one of the Players.
- There is a dispute between Players that can not be resolved in a timely manner.
- There is an issue or emergency that requires a tournament official.
- The Player needs to leave the table for any reason.
- The Player otherwise needs the immediate oversight of a Judge.
A Player may also call a Judge when they want assisted information.^[5.1] During a judge call, Players must answer all questions completely and honestly and may request to do so away from the match.
For tournaments where there are both Head Judges and Floor Judges, it is preferable that a Floor Judge is the first responder to a judge call. If a Floor Judge is not available to respond to a judge call in a reasonable amount of time, a Head Judge should be the first responder to the call.
Players may not request a specific Judge to attend their judge call or request a different Judge other than the first attending Judge. If there is an issue with language barriers, Players may request a translator to aide in the judge call, which should be honored if logistically possible.
After the attending judge has made a ruling, but before the procedure or penalty has been applied, either Player may appeal the Judge's ruling. When a ruling is appealed, a Head Judge attends the judge call to make the final ruling. When a Head Judge is the first responder, the player may still request an appeal, in which case the Head Judge should consult with another Judge before affirming or modifying their ruling.
## 3.10 Accessibility
The Tournament Organizer is responsible for making a reasonable effort to provide an accessible environment for Players to participate in the tournament.
Players may request help from tournament officials in regard to accessibility. Exceptions to specific tournament rules may be made on a case-by-case basis to make the tournament more accessible to individual Players, provided the exceptions do not give a strategic advantage to the Player. All exceptions must first be approved by the Head Judge.
>
**Examples:**
- Assigning a caretaker, friend, or legal guardian to aid a Player with certain tasks like drafting or shuffling when the Player is physically disabled.
- Assigning a specific play-table for a Player with a physical disability that prevents them from reaching their seat each round.
- Allowing a player to use written phrases made before or during the event, to communicate common aspects of gameplay to their opponent.
- Allowing the use of electronic devices to facilitate translation during a judge call if no translator personnel are available.
## 3.11 Coverage
LSS reserves the right to publish any official tournament information at any time, including during the tournament. The Tournament Organizer may also publish this information after the tournament is complete. By participating in a tournament, players consent to their tournament information being used for coverage purposes. This information includes, but is not limited to, the Players' names, decklists, and results.
Tournaments may have live media coverage, including video coverage of matches by live streaming or replay broadcast (feature matches). During feature matches, coverage may direct the gameplay logistics and the use of tournament materials to improve the quality of the content being recorded and prevent players from gaining a strategic advantage. This includes, but is not limited to, using additional markers to visually represent information for the cameras, having the Players wear noise-cancelling headphones, and prohibiting the use of material that features non-LSS IP.
The Head Judge may authorize the use of video replays from official media coverage to assist in making rulings during a match. Video replays may also be used for the purpose of investigations after a match has been completed.
At casual and competitive REL, players may decline to be featured during Swiss rounds without penalty. At professional REL, or during play-off rounds at casual and competitive REL, if a player declines to be featured, they receive a match loss for the round.
Spectators are permitted to record matches provided that they do so unobtrusively. If a Player or Spectator wants to use an obtrusive method to record a match, they must request the permission of the Tournament Organizer and the Players of the match.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/04-tournament-materials.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/04-tournament-materials/)
# 4 Tournament Materials
## 4.1 Player Materials
Players are responsible for bringing their own materials required to play the event:
- Materials required for the specific formats and REL of the tournament:
- Cards
- Decklists
- Sleeves
- Supporting materials for specific mechanics:
- Token cards for "create" effects
- Dice for "roll" effects
- Reference cards for "become/copy" effects
- Physical, visible, and reliable items to record and maintain game information:
- Pen and paper
- Counters
- Markers
For formats where Players are provided cards to play with, a Player is expected to care for those materials once they possess them. Players are responsible for looking after their own belongings at all times.
During a match at competitive and professional REL, Players are expected to keep their registered cards in their card-pool clearly distinguishable from the other card-like objects. If there are cards stored with their card-pool that could conceivably be in the Player's registered card-pool due to proximity, they are considered part the card-pool unless they are:
- Cards not on the decklist that are promotional cards given out at event.
- Cards on the decklist that have been proxied for the duration of the tournament.^[4.3]
- Flip-cards cards represented by official placeholder cards in the deck.^[4.4]
- Flip-cards cards that are being used represent the back-face of cards in the deck.
These cards must not be sleeved in a way that they could be confused with actual cards in the registered card-pool. Token cards are not considered part of a player's card-pool and may be stored with the card-pool even if there are no registered cards that could ultimately create them.^[4.5] Created cards and reference cards may be sleeved like registered cards, and may be stored with the Player's registered card-pool.
## 4.2 Cards
A card is a physical object that represents itself in the game of Flesh and Blood. Players may use any official card in a tournament. A card is an official Flesh and Blood card if it is genuine, published by LSS, and is one of the following:
- A single-faced card with:
- the official Flesh and Blood back-face,
- an alternative version back-face of the same card (e.g. Hummingbird, Call of Adventure [FAB094]),
- an informational tip back-face (e.g. Azalea, Ace in the Hole [AAZ001]),
- a full-art back-face of the same card (e.g. marvel-rarity Iyslander [UPR103]),
- an official serialized sketch back-face (e.g. Prism, Sculptor of Arc Light [ART001]),
- A double-faced card.
- A double-sided basic-rarity card.
- An authorized test print card listed in ^[A.6].
Official cards are game pieces distributed through retail products and promotional programs. Artist proofs, informational inserts, and oversized cards are not official cards.
Cards may only be included in a Player's registered card-pool if they are legal in the format being played. Players are responsible for ensuring their cards are legal for the tournament. If they are unsure, they should ask the Head Judge. Card legality is defined and managed through the Card Legality Policy.
The properties of a card are defined by the latest printing of the card, subject to any errata published by LSS.
**Tokens**
A token is a card with the token type.^[4.5]
**Double-sided basic-rarity cards**
A double-sided basic-rarity card is a card where both sides are the different faces of two unrelated basic-rarity cards. A Player may use only a single side to represent a single card in the game at a time. If one of the sides represents a non-token card in the game, the Player may not switch the sides of the card to represent a different card in the game.
**Double-face cards**
Double-faced cards (DFC) are cards with another related card face on the back side of the card instead of the standard Flesh and Blood back-face. When a player includes a DFC in their deck, it must be in a card sleeve with an opaque back. When a DFC would be flipped to its front- or back-face, the card should be taken out of the sleeve and flipped to its correct orientation.
For flip-cards specifically, Players may use an identical DFC with its back-face displayed. This identical DFC must be sleeved differently to ensure that it is not confused with registered cards in the Player's card-pool. When the front-face DFC from deck would be flipped, the back-face DFC can be swapped to replace front-face DFC, and vice versa when it leaves the arena. This permission does not extend to transcend- or twin-cards.
**Created cards**
A created card is a card that is not registered by the Player but is created by a registered card's effect. If a Player has a registered card that creates a deck-card, the Player is responsible for having a reasonable number of those deck-cards to be used during the game. If a Player's created cards are in a public zone they own, they may use a marker placed on top of a single created card to represent how many of that card are in that zone, provided that all the represented cards are otherwise identical.
**Reference cards**
A reference card is a card that is not registered by the Player but is referenced by a registered card's effect. If a Player has a registered card that copies or otherwise causes a card to become another card that is not in the game, the reference card is used while that effect is active. The player is responsible for having the all the reference cards that the effect could copy.
**Reprinted cards**
A reprinted card (reprint) is a card for which a version has already been printed in a previous product. Reprints may feature new art, border, rarity, and even updated properties such as card text. Reprints are legal to play as soon as they are available.
**Non-English cards**
A non-English card is a card that is printed with text translated into a language other than English. A Player may use an otherwise-legal non-English card provided it is clear what card it represents and the Player is not using it to create an advantage, such as by having misleading text or pictures.
**Misprinted cards**
A misprinted card is a card that, through a design or printing error, does not accurately represent its intended form. A Player may use an otherwise-legal misprinted card provided it is clear what card it represents. A player may not use a misprinted card if the card shows the properties of another card it does not represent, and may not use a misprinted card to create an advantage, such as by using a card with misleading text or pictures. If the printed information on a misprinted card is missing or objectively incorrect (such as colour, power, defence etc.), the Player must inform their opponent when a misprinted card becomes visible and have the correct printed information available for their opponent to refer to.
**Damaged cards**
A damaged card is a card that has received physical treatment that ruins its aesthetic quality and/or functionality as a game piece. A Player may use an otherwise-legal damaged card provided that the damage was due to wear and tear or is otherwise accidental, and the damage does not cause the card to be unrecognizable, or give strategic assistance. Intentionally damaged cards, such as cards that have been cut, ripped, or shredded and reconstructed, are not legal - this does not apply to cards that have been intentionally altered, especially for artistic purposes. If a Player opened a damaged card from limited product, or their card was damaged by an opponent or tournament official, the Player may be issued a proxy (^[4.3]).
**Altered cards**
An altered card is a card that has been intentionally physically altered, especially for artistic purposes. Alterations include, but are not limited to, painting, signing, foiling, collages, printed inner-sleeves, and anything that intentionally alters the visuals of the card.
A Player may use an otherwise-legal altered card provided that any modifications do not cause the card to be unrecognizable, contain offensive material, or give strategic assistance. An altered card must originally be the official Flesh and Blood card that the alter will represent in the game. Any alterations should allow tournament officials to validate the original card's authenticity, and must not cover or obscure the name, color bar, or numeric properties (cost, defense, life, pitch, power etc.) of the card. For collage-like alterations (e.g. shadowboxing), only arena-cards may be altered this way. The Head Judge decides what is an acceptable alter for the tournament.
At competitive and professional REL, a Player must receive approval from the Head Judge before using an altered card for the tournament. The primary subject(s) of the artwork must not be altered beyond recognition, including drastic changes to the silhouette, color scheme, and focus of the primary subject(s) in the artwork.
## 4.3 Proxy Cards
A proxy card (proxy) is a card that is used to represent an official card in a game. Proxies are not permitted unless officially issued by the Head Judge of the tournament. The Head Judge may issue or approve a proxy at their discretion in the following situations:
- A foil card where the foiling is the cause of it being marked in the deck, and there is no non-foil version of the card or it would be unreasonable to expect the Player to find a substitute.
- A damaged card where the damage is the cause of it being marked in the deck, and the card was opened from limited product damaged or the damage was caused by the Player's opponent or a tournament official.
- A basic-rarity card at a limited event where there are insufficient official cards.
- A created card where a Player has made a reasonable attempt to supply enough created cards for their game but it is not sufficient for the current game-state.
- Printed Ira Welcome decks at a Learn to Play event.
A proxy is used during the tournament to represent an official Flesh and Blood card. The player must have the original card or the information of the original card for the opponent to reference during a game that involves the proxy.
The proxy is only legal for the duration of the tournament it is issued. Proxies that have been issued from other tournaments and self-made proxies are not tournament-legal.
## 4.4 Placeholder cards
A placeholder card (placeholder) is a card that represents another deck-card (typically a double-faced card) while it is in a private zone. Placeholders are designed so a Player can play with unsleeved double-faced cards or so a Player does not have to unsleeve double-faced cards to use their back-faces.
Players may only use official placeholders in place of cards in their deck. To use a placeholder, the player must ensure that the name and pitch of the card it represents are legible; any other modifications must follow the same rules as altered cards.^[4.2]
A placeholder card can only be used while the card it represents is in a private zone. While the placeholder card is in a private zone, the card it represents is not outside of the game. When the placeholder card moves into a public zone the player must swap it out with the card it represents (in the correct orientation). If the represented card would then go back into a private zone, the placeholder card is swapped in again.
A checklist card is a placeholder that contains a list of cards that the checklist card could possibly represent (with a checkbox next to each card). Each individual checklist card used by a Player must have exactly one card checked - the checklist card represents the card that is checked.
## 4.5 Tokens and Macros
Tokens and macros are card-like objects that represent tokens and macros within the game respectively. Official tokens and macros are printed similarly to official cards but have the "token" or "macro" type printed in the typebox. Token type is not to be confused with the deprecated basic-rarity (which also replaced token-rarity).
The properties of a token or macro are defined by the latest version of the Comprehensive Rules.
Players may create or use an unofficial token or macro, as long as it is card-like (rectangular with a height-width ratio of approximately 7:5), is no smaller than half the size of a card and no larger than a card (a standard card is approximately 88x63mm), any game-related properties are clearly readable, and it can't be confused with another card. Tournament officials and coverage may ask Players to use official tokens or macros to keep the representation of the game clear.
**Tokens**
At competitive and professional REL, if a Player has registered cards that create tokens, they must have the appropriate physical tokens to represent each of them. If the Player's cards may create the same token but with different states (e.g. creating a token under each player's control), they must have an appropriate amount of tokens to represent each token in those states.
A token should only be present in the play-space if it represents a token that exists in the game. If the Player's cards are able to create multiple instances of the same token, they may use a marker placed on top of a single token to represent how many of that token you control provided that all tokens are otherwise identical. Players may not start the game with a token in the play-space, with the intention of adding a marker when tokens of that type are actually created in the game.
**Macros**
Macros are meta-game objects and Player's are not required to supply their own macros for a format.
## 4.6 Counters
A counter is a small item that represents a specific type of counter on an object in the game. Players may use any item to represent a counter, as long as it is clear what type of counter it represents; does not give the Player strategic assistance; is not so small or colored in a way that makes it difficult to see; and is not so large as to obstruct the play-space.
If two or more counters of the same type are on an object, they must be homogenous and must not be arranged in a way that makes it difficult to determine how many or what other counters are on the object. Dice and similar counting items may be used to represent the number of a specific type of counters on an object, instead of using an item per counter.
>
**Examples:**
- A glass bead used to represent a +1{p} counter on a weapon.
- A die to represent the number of steam counters on an item.
- Two distinct dice on an equipment, one grey die to represent the number of -1{d} counters, and one red die to represent the number of energy counters.
## 4.7 Markers
A marker is a small item that is used to optionally represent part of the state of the game. Markers are not to be confused with counters which represent a specific in-game element.^[4.6] Players may use any non-card-like item as a marker, as long as it is clear what information it represents; does not give the Player strategic assistance; is not so small or colored in a way that makes it difficult to see; and is not so large as to obstruct the play-space.
Players may use markers to represent visible or public information in a game, but may not use them to represent information regarding cards in a Players deck or any historical, assisted, or private information.^[5.1]^[5.8] Players may not use markers to represent information regarding cards in a deck, to avoid the potential abuse of tracking cards. A Player may only temporarily use a marker to represent information: once that marker no longer represents the current state of the game the Player must update the marker or remove it from use.
If two or more markers are used to represent the same visible or public information, they must be homogenous and must not be arranged in a way that makes it difficult to determine the information they represent. Dice and similar counting items may be used as markers to represent numerical information.
>
**Examples:**
- A resource-shaped marker is used to represent the number of resources a player has.
- A die marker is used to represent the modified power of an attack on the combat chain.
- A metal Go Again marker is used to represent that an attack has go again on the combat chain.
## 4.8 Dice
If an action requires the use of dice, any method may be used to simulate the dice roll, as long as the method can produce the correct range of possible results and they have an equal chance of occurring. At professional REL, electronic devices may not be used to simulate dice rolls.
Physical dice must have clear readable values, must be weighted to ensure that landing on each possible side has an equal chance of occurring, and is not so large that they are disruptive when rolled. High-value dice with similar values grouped together (such as spindown dice) may not be used.
When physical dice are rolled, they must be rolled from a discernible height and with enough spin to create sufficiently random results. Dice that leave the playing surface, become ambiguously mixed with other dice, or do not come to rest in a stable position on a flat surface, are ignored and re-rolled.
If the result of a dice roll would have no impact on the game, the Player may skip rolling them. If a Player rolls too many dice at once, they are ignored and the correct number of dice is re-rolled.
## 4.9 Sleeves
A sleeve is a thin flexible card-shaped pocket that protects a card during play.
If a Player chooses to use card sleeves, all deck-cards used during a game must be sleeved in an identical manner. At professional REL, the Head Judge may require all players to use sleeves for their deck-cards. Arena-cards do not have to be sleeved identically and may be sleeved or placed in heavy plastic cases, so long as they do not obstruct the game-space.
Double-faced cards in a Player's deck must be sleeved in completely opaque sleeves.
At Competitive and Professional REL, sleeves with highly reflective or holographic patterns are not permitted. The Head Judge has the final say on whether any type of sleeve is not allowed to be used in the tournament.
Players are responsible for ensuring that their sleeves do not cause their cards to be marked during a tournament.^[5.13] A Judge may disallow the use of particular card sleeves if they believe that the sleeves are in a condition or of a design that interferes with shuffling or game play. A Judge may choose to delay having the Player change sleeves until the end of a match.
## 4.10 Inventory
A Player's inventory is a group of cards that is a subset of the Player's registered card-pool but is not being used in the current game. During the start-of-game procedure for each game^[3.3], each Player selects what cards from their card-pool they will start the game with and any remaining cards become their inventory for the game.
During a game, Players may look at their own inventory but not their opponent's inventory. The inventory must be kept completely separate from other cards in the game. Other card-like objects should also be kept separate from the inventory during the game.^[4.1]
## 4.11 Electronic Devices
An electronic device is a personal machine capable of recording or presenting strategic notes, communicating with other people, or accessing the internet (or a similar network).
In general, Players may use electronic devices during a match as long as the content presented is visible to all Players and it is not used to gain strategic advice.^[5.8]^[5.9] If a Player wants to use a device privately, they must request permission from a Judge. Electronic devices may be used during the start-of-game procedure for strategic notes, but not for communication.
Physical records should be preferred over electronic records when resolving discrepancies in a game (e.g. life totals).
At competitive and professional REL, electronic devices may not be used at all during a draft.
Additional restrictions or exceptions to the use of electronic devices are enforced at the discretion of the Head Judge.
## 4.12 Infringing and Offensive Material
Individuals may not possess material that infringes the intellectual property rights of LSS, or non-LSS material that is offensive, disruptive, or affects the enjoyment of others. If an individual is seen in the possession of such materials, the Tournament Organizer should request that the individual remove the material, or be disqualified (or for non-Players, leave the venue).
A detailed policy regarding IP usage rights can be found in the Terms of Use for Game and Studio Assets and IP. The Tournament Organizer determines what non-LSS material is acceptable for use throughout the tournament.
>
**Examples:**
- Unofficial play-mats with unauthorized use of artwork or logos owned by LSS.
- 3rd-party merchandise with unauthorized use of artwork or logos owned by LSS.
- Counterfeit cards, designed specifically to mimic genuine Flesh and Blood cards.
- Custom card sleeves or play-mats with overly sexualized characters.
- Materials that are racist, homophobic, transphobic, sexist, ableist, or otherwise hateful.
## 4.13 Sealed Deck and Booster Draft Product
Product for a sealed deck^[8.1] or booster draft^[8.2] format must be received directly from tournament officials, and must not be reused for another sealed deck or booster draft format. If the Tournament Organizer allows Players to provide their own product, that product should be pooled with the rest of the product for the format before being randomly distributed by the tournament officials.
Boosters given to each player in a pod for a booster draft format should come from the same box, if logistically possible.
Product must be unopened when distributed. Packs may only be opened in advance to be stamped with the explicit permission of LSS. When preparing stamped product for a draft, flip-cards should be replaced by an appropriate placeholder card indicating the card it replaces.^[4.4] Then, Players who have drafted placeholder cards should be given the real flip-card after the draft has concluded but before the beginning of the first round of the format.
If the product does not contain enough basic-rarity cards for limited play, the Tournament Organizer is responsible for providing the additional cards or appropriate substitutes.^[4.3] The Tournament Organizer may require that any basic-rarity cards supplied are returned at the end of the format. Players may use their own cards in place of basic-rarity cards, as long as they are the same unique card.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/05-gameplay-logistics.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/05-gameplay-logistics/)
# 5 Gameplay Logistics
## 5.1 Game Information
There are five categories of information in a game: Visible, Public, Assisted, Historical, and Private.
**Visible information** is information about that game state that is physically represented. Players are responsible for maintaining the physical representation of cards and tokens they own, counters on those cards and tokens, and their own record of hero life totals. Visible public information consists of:
- State of cards.
- Zone/location of cards.
- Printed properties of public cards and tokens.
- Counters on objects.
- Life totals of heroes.
**Public information** is information about the game state that is not physically represented. Players are responsible for recalling public information about decisions they've made, cards and tokens they own, and assets they have. Players have a shared responsibility for recalling public information about the shared state of the game and match. Public information consists of:
- Properties of public objects that differ from their printed properties.
- Details of current public decisions, effects, or events that define the current game state.
- Details of past public decisions, effects, or events that affect the current game state.
- Assets of Players (unspent action and resource points).
- Current turn player, phase of the game, and step of combat.
- The game score of the current match.
**Assisted information** is information unrelated to the game state. Players are not required to recall assisted information, but it may be requested from a Judge. Assisted information consists of:
- Printed properties of any card or token in Flesh and Blood.
- Game rules.
- Tournament rules and policy.
- Official information regarding the tournament.
**Historical information** is information that was previously public information but does not affect the current game state. No Player is responsible for recalling this information. Historical information consists of:
- Printed properties of cards that have been revealed but are now private.
- Details of public decisions, effects, or events that do not affect the current game state.
**Private information** is information that is not, or can not be, known by all Players. No player is responsible for recalling private information. Private information consists of:
- Printed properties of private cards that have not been seen by all players.
- Details of private decisions, effects, or events.
Players are responsible for recalling Visible and Public information, but not for Assisted, Historical, or Private information. Players must answer questions about Visible and Public information completely and honestly. If a Player notices that Visible or Public information is incorrect, they are responsible for pointing it out.
Players have the privilege to know Visible, Public, and Assisted information, but not Historical or Private information. Judges must provide any requested Assisted information if logistically possible.
Players may not misrepresent (or mislead another Player about) Visible, Public, Assisted, or Historical information.
Players may not misrepresent (or mislead another Player that) a type of information is a different type of information.
>
**Examples:**
- A Player has a Frost Fang in their hand (private information). They reveal Frost Fang to pay an ice fusion cost, showing the card to all other Players (visible information). After the reveal, all Players are responsible for recalling that an Ice card was revealed to pay the ice fusion cost (public information) but do not have to recall exactly what card was revealed (historical information).
- A Player plays Twin Twisters (visible information) and chooses the second mode to get +1{p} (public information). The opponent calls a judge and asks about the card text of Spinning Wheel Kick (assisted information).
- A Player accidentally drops the cards in their hand (private information). Even if the opponent sees all of the cards' faces this way, it is still considered private information - it does not become public or historical information.
## 5.2 Shortcuts
A shortcut is an action (or lack of action) taken by Players to skip parts of in-game play without explicitly acknowledging them. Shortcuts allow Players to efficiently progress a game with a shared understanding of the game-state by not having to perform otherwise irrelevant and tedious actions.
A shortcut can only be performed if all Players mutually understand what shortcut is being performed and what the game-state will be as a result. The types of shortcuts that can be taken vary between different Players based on their mutual understanding, but the majority of shortcuts involve skipping one or more passes in priority. Shortcuts that involve skipping decisions (other than passing priority) of the opponent must be explicitly explained and agreed upon before being performed. Once all Players have acknowledged the final result of the shortcut, the shortcut has been completed.
Players may interrupt a shortcut (including their own), but only if they do so before all Players acknowledge the result of the shortcut. They must explain how they want to deviate or at what point they want to respond, in which case the game-state continues from the earliest point of interruption.
Players may not use shortcuts to take advantage of poor communication or create ambiguity in the game.
>
**Examples:**
- A Player plays a non-attack action card with go again. The Player takes a shortcut to skip all Players passing priority the and card resolves. Then the Player plays another card.
- A Player controls 5 Runechant tokens and plays an attack action card. The opponent proposes a shortcut to go to the defend step by saying "I won't prevent the Runechants", and the Player accepts. They both skip passing priority and the opponent takes the damage from the 5 Runechant tokens.
- A Player is targeted by an attack with 3{p}. The Player proposes a shortcut to go to end of the damage step by saying "I'll take the 3 damage" and the opponent accepts. They both skip passing priority and declaring defending cards, and the Player takes the damage.
- A Player has a Fyendal's Spring Tunic with 2 energy counters on it. The Player takes a shortcut to resolve the start-of-turn trigger, activate and resolve the ability to gain 1 resource, and play Tome of Fyendal paying 1 resource. They do this by saying "Tunic, paying for Tome", physically removing the two existing counters, and putting Tome of Fyendal into the play-space. They skip putting a counter on the Fyendal's Spring Tunic in the start phase and passing priority in the action phase.
- A Player plays a non-attack action card with go again. The Player takes a shortcut to skip all Players passing priority and plays another card. The opponent interrupts the shortcut to skip priority and wants to play a card in response to the non-attack action card. The game-state continues from the point where the non-attack action card is on the stack and the opponent has priority.
- A Player controls Teklo Pistol and Induction Chamber, with 1 steam counter on each of them them. The Player explains that they want to use the verbal shortcut "Pistol for 2, go again" to mean attacking with Teklo Pistol and activating Induction Chamber, skipping priority and the opponent deciding to defend. The opponent declines the use of the shortcut. The Player must now explicitly attack with Teklo Pistol and wait for the opponent to declare any defending cards before activating Induction Chamber.
## 5.3 Out-of-Order Play
An out-of-order play (OOP) is when a Player executes a set of in-game actions that are not strictly sequenced correctly (as defined by the Comprehensive Rules). All in-game actions a Player makes as part of an OOP must be legal and the resulting game-state must be correct and clearly understood, as if those actions were performed in the correct order. Actions in an OOP can not been made based on information that would not have been available if the actions were in the correct order.
A Player may ask the acting Player to perform the actions in the correct order so that an action can be responded to at the appropriate time. If any Player wants to respond during an OOP, the game state continues from the point where the Player wishes to respond and the acting Player is not committed to any pending actions they would have otherwise made during the OOP.
A player may not add to, or modify, their OOP based on the reactions of an opponent or the information they have gained by making the actions out of order. A Player cannot use an OOP to retroactively take an action they have previously missed. In general, a substantial pause indicates that an OOP has been made and completed, and that the game-state correctly represents the result of the actions in the OOP.
>
**Examples:**
- A Player pitches cards before declaring the card being played or the ability being activated.
- A Player, playing as Briar, plays three non-attack action cards and then creates an Embodiment of Lightning token as a resolution of a trigger from playing the second non-attack action card.
- A Player announces defending cards and a defense reaction at the same time. The attacking player wants to play an instant in response to the defending cards, so the defense reaction goes back to the Player's hand.
- A Player has a Fyendal's Spring Tunic. At the start of their turn they immediately play a card, pauses, then realize that they missed their start-of-turn trigger. The Player can not retroactively resolve the trigger, claiming it was an OOP.
- A Player, as an attacking player, asks "Any reactions?" during the reaction step of combat and their opponent says no. The Player can not record the damage and then retroactively play an attack reaction, claiming it was an OOP.
## 5.4 Reversing Actions
Players are expected to consider their options, then take actions intentionally and commit to them. In general, Players are not permitted to reverse a complete action that has been communicated either verbally or non-verbally (a.k.a. taksies backsies). Players may not coerce their opponent into allowing them to reverse an action they have completed. Dexterity errors are not considered actions taken by a Player.
If a Player realizes they have made the wrong decision for an action they have just taken and wants to make a different decision, a Judge may allow that player to change their action as long as they have not gained any information since. If the Judge cannot be sure that information was not gained, they should not allow the action to be reversed.
>
**Examples:**
- A Player pitches a card to pay a cost, then before anything else happens they say "Sorry, I meant to pitch this card." A judge determines they have not gained any information and allows the player to take back the pitched card, and declare a different card to pitch.
- A Player says "No blocks", then immediately says "Wait, I'll block with these cards." A judge determines they have not gained any information and allows the player declare the set of defending cards.
## 5.5 Triggered Effects
Players are expected to remember the triggered effects they control. Players are not required to acknowledge triggered effects they do not control, but may still do so.
A triggered effect is considered to be missed if neither Player acknowledges the trigger, and then its controller takes an action or allows an action to be taken, past the point in the game where the triggered effect would become relevant to the game. The point when a triggered layer becomes relevant is different for different triggers, and if the following criteria are met for the trigger is it not considered missed:
- A triggered effect that requires its controller to make decisions (such as choose targets or modes) must be acknowledged before the controller next passes priority.
- A triggered effect that affects the rules of the game must be acknowledged before an action is taken, or acknowledged by stopping an action taken by a player, that otherwise would be made illegal by the triggered effect.
- A triggered effect that affects the game state in a visible way upon resolution, or requires any player to make decisions upon resolution, must be acknowledged before any player takes an in-game action that could only be taken after the triggered effect has resolved.
- A triggered effect that affects the game state in a non-visible way must be acknowledged before it first visibly affects the game state.
If the triggered effect is optional and it is missed, it is considered that the controlling player decided to not generate the effect.^[5.14] Intentionally ignoring mandatory triggers is considered cheating.^[6.2]
## 5.6 Game Layout
The play-space is defined as the area of zones owned and shared by the Players in a game. At competitive and professional REL, Players must follow the official Flesh and Blood official zone layout. From the Player's perspective:
- The Player's hero, weapon-equipped cards (weapons, off-hands, etc.), and arsenal should be in the center of the play-space.
- The Player's weapon-equipped cards should be adjacent to their hero on either side and the arsenal below their hero.
- The Player's graveyard, pitched, and banished cards, should be adjacent to their deck and on one side (left or right) of the play-space, with their equipped head, arms, chest, and legs cards on the opposite side of the play-space.
- The graveyard should be above the deck, pitched cards towards the center of the play-space from the deck, and banished cards below the deck.
- An equipped head card should be above an equipped chest card, equipped arms card towards the center of the play-space from the chest, and equipped legs card below the chest.
- Cards on the combat chain should be placed equally between all Players. Cards on a chain link should be grouped together, and chain links should be in an ordered sequence from one side of the play-space to the other.
- Each face-up permanent controlled by the Player should be on their side of the play-space, above or next to their hero and below cards on the combat chain. Untapped permanents should face that player and tapped permanents should be turned approximately 90 degrees.
- Cards and tokens under a permanent should be clearly associated with the permanent they are under.
- Cards that are in a Player's inventory, Cards and tokens that are not in the game, and other objects unrelated to the game should be outside of the play-space. They should not obstruct, or be placed next to or under, card-like objects in the play-space.
The official layout can be modified within reason to meet the physical requirements of a Player. If a Player would like to deviate from the official game-layout, it must first be approved by a Judge. Tournament officials and coverage may enforce and make exceptions to these guidelines in order to keep the representation of the game clear. The Head Judge is the final authority on what is an acceptable game-layout for the tournament.
In general, cards should be kept in neat piles in their respective zones. The deck and the combat chain are the only zones in the game where cards are strictly ordered; Players are not required to maintain the order of cards in any other zone. Players may rearrange cards in zones in the following circumstances:
- Players may rearrange cards in their own zones, including their graveyards and/or banished zones to facilitate communication and efficient gameplay. Players cannot obsessively sort cards or rearrange cards to in order to track the contents and/or position of cards that are in their deck (e.g sorting by pitch, name, type, etc.) - this is considered note-taking.^[5.8] Players may not rearrange cards in zones that are not their own, unless they have the explicit permission of their owner.
- Players may have one additional separate pile for each of their graveyards and banished zones for cards that are relevant to the current game state. If cards are separated this way, it must be clear what zone these cards are technically in. Additional piles may only be created for face-down cards that are affected by different continuous effects, so that it is unambiguous to all Players which cards the respective effects apply to.
- If cards are playable, or have functional abilities while in a zone, they may be fanned/spread out, instead of being in a single pile - as long as it does not obstruct an unreasonable amount of the play-space.
>
**Examples:**
- A Player has cards with the scrap effect in their deck. They may order their graveyard so that the item and equipment cards are on top and can be accessed and evaluated quickly.
- A Player has many cards with decompose effects in their deck. They may order their graveyard into 3 sections: Earth cards, action cards, and the rest; to count and quickly banish cards.
- A Player is playing as Fai and has a Phoenix Flame in their graveyard. They may place that Phoenix Flame in a separate pile, so that both players can immediately verify it is in the graveyard and that Player can quickly access it for Fai's ability.
- A Player has a card in their banished zone face-down. Their opponent intimidates the Player, causing them to banish another card face-down. They should put that intimidated card in a separate pile, so that it is clear to both players which card was intimidated and will return to the Player's hand at the end of the turn.
- A Player has cards with a combination of Blood Debt and "You may play this from your banished zone" in their banished zone. They may place those cards into a separate pile from the other cards in their banished zone, and sort them to make it clear what cards have Blood Debt and what cards can be played from the banished zone. The cards that can be played may be fanned/spread to make it easier to work out what lines can be played.
## 5.7 Slow Play
Players are expected to play games at a reasonable pace, for the interest of all involved parties. This includes respecting the time that their opponent must wait for them to make decisions, and ensuring that the tournament can proceed on schedule. Players dividing the round time between themselves, or untimed rounds, do not exempt a player from being expected to play at a reasonable pace.
Players are encouraged to remind their opponent about playing at a reasonable pace when the opponent is taking an unreasonably long time to make a decision that progresses the game state. Players may call a Judge to moderate the pace of play, which should be honored if logistically possible.
If a Player exceeds the time limit for the start-of-game procedure^[3.3], they have committed slow play and should be issued the appropriate penalty.
Intentionally playing slowly is considered Stalling.^[6.6]
## 5.8 Note-Taking
Note-taking is a broad term that refers to the use of aids to record information relating to the game. In general, Players may not take notes during games.
Players may take notes between games and Spectators may take notes at any time, but those notes may not be referred to during a game.^[5.9]
Players may record hero life totals and changes to hero life totals^[5.1] in order to maintain the correct game state. Additionally, markers may be used to temporarily represent visible or public information (except information concerning a Player's deck), but they must be updated or removed when they no longer represent that information.^[5.1]^[4.7]
Any acceptable forms of note-taking must be clear, accurate, and available to all Players and judges. Acceptable note-taking during a game includes, but is not limited to, the following:
>
**Examples:**
- Recording meta-game information such as the opponent's name and hero, who went first, and the winner of the game.
- Using a marker to represent the current turn-player, phase of the turn, or step of combat.
- Recording the life total, changes to the life total, and the source of the change (i.e. the source of the damage or effect).
- Using markers or dice, to represent remaining resource and action points.
- Turning permanents sideways or placing markers on them, to represent the use of activated abilities or triggered effects for the turn.
- Using dice to represent the power of an attack or the damage of an effect.
- Using dice to represent the number of specific cards in a public zone. (e.g. blood debt)
- Using dice to represent the number of specific cards that have been played during the current turn. (e.g. lightning cards)
- Using markers to represent gained abilities or effects (e.g. Go again).
- Writing down, using dice, or using markers to represent the value of X for effects.
- Recording a card named by a player due to a card effect (e.g. Chain of Eminence).
All other forms of note-taking during a game are not permitted, including recording assisted, historical or private information, and misleading or misrepresented visible and public information. Unacceptable note-taking during a game includes but is not limited to the following:
>
**Examples:**
- Using a dice or marker to record the current turn number.
- Recording the order of cards that you or your opponent pitch.
- Recording opponent's cards that are revealed from effects.
- Recording cards that have been played by you or your opponent.
- Intentionally ordering your graveyard or banished cards to determine what is in your deck (except cards that are relevant to the game state).
- Calculating numbers or future game-states by writing them down.
- Using dice to track how many cards you or your opponent has drawn.
- Using dice to represent how many cards are in your deck.
- Placing markers on your deck to remind you of start-of-turn triggered effects.
- Using a life pad with incorrectly labelled columns for the Player and their opponent.
- Leaving a dice above the pitch zone that no longer represents the number of resources a Player has.
## 5.9 Outside Assistance
During a match, draft, or when otherwise directed by the Tournament Organizer or Head Judge, Players may not seek advice from a Spectator or refer to personal notes made before or during the event, and Spectators may not give play advice to a Player. However, Players may take and refer to personal notes during the start-of-game procedure before each game (e.g. sideboard guides). Electronic devices may also be used during the start-of-game procedure, as long as they are not used to gain or seek advice from a Spectator.
Players may be assisted by Spectators, notes, or electronic devices in order to make the tournament accessible for them.^[3.10]
At competitive and professional REL, Players and Spectators are expected to remain silent during a draft.
## 5.10 Card Identification and Interpretation
A player may identify a card by name (or name and pitch), or they may provide a description or partial name that could only reasonably apply to one card (or card cycle in some cases). If a Player or Judge thinks the description or partial name is ambiguous, they must request further clarification before they assist with providing card information.
The official text for any card is the English text of the latest printing of that card, subject to any errata published. Players have the right to request the official text, which should be honored if logistically possible. Players may not use errors in the official card text to abuse the rules. The Head Judge is the final authority for card interpretations and may overrule official card text if an error is discovered.
## 5.11 Card Shuffling
Shuffling means sufficiently randomizing a set of cards so that it is in a state where no Player has any information regarding the order of the cards in the set.
Players' decks must be shuffled at the start of every game and whenever instructed to do so. After a Player has shuffled their deck, they must present it to their opponent. It is recommended that the opponent cuts the present deck, but they may also shuffle it themselves. If the opponent does not believe the Player has sufficiently shuffled their deck before presenting, the opponent should call a Judge.
There are numerous ways to shuffle a deck. It is recommended that players use multiple riffle and overhand shuffles, followed by a cut, to get a sufficiently randomized deck. Pile counting and other deterministic forms of shuffling are not acceptable methods alone to shuffle a deck. Players are expected to be able to shuffle their deck sufficiently and efficiently.
If a Player had the opportunity to see the faces of any of the cards being shuffled, the deck is not considered randomized and must be shuffled again.
## 5.12 Random Values
For simply determining random values by rolling dice, see ^[4.8].
If a Player is instructed to select one or more random cards from a set of cards, the Player should use dice to select those cards at random.^[4.8] To do so, the Player must announce what values of the dice correspond to what cards in the set before they roll the dice. If the possible values of the dice (or equivalent) do not equal the number of possible cards in the set, the player may, within reason, assign certain values to indicate a reroll of the dice. In all cases, all cards must have an equal likelihood of being randomly selected.
If no cards in the set are considered marked when they are face-down^[5.13], the Player may instead shuffle the set and have an opponent choose the card(s) while they are face-down.
## 5.13 Marked cards
A card, or set of cards, is considered marked if it is distinguishable from other cards without being able to see the front of the cards. Players are responsible for ensuring that all of their deck-cards are not marked during a tournament. Players may alert a judge if they suspect their opponent's cards are marked in a way that would give that player an advantage.
If the cards are sleeved, this distinction is based on whether the cards are distinguishable while they are in those sleeves. It is recommended that players exercise care when sleeving cards, and that they shuffle the sleeves or cards prior to sleeving to reduce the likelihood of creating a pattern. Players should be mindful that sleeves may require replacement throughout a tournament as they become worn from use.
The Head Judge determines which, if any, cards are marked. If an issue has been found, Judges may request that a Player sleeve/resleeve their deck immediately or before the beginning of the next round.
>
**Examples:**
- A Player has reversed the orientation of one or more cards in their deck.
- A Player has a deck of otherwise flat non-foil cards, but one is significantly curled making it a marked card.
- A Player has a deck of otherwise slightly curled foil cards, but one is completely flat making it a marked card.
- A Player has an unsleeved deck and one of the cards is slightly bent.
- A Player has used the same type of sleeves, but from two packs: one with a lighter hue.
- A Player has sleeves where some of the corners are folded over from wear and tear from shuffling.
- A Player has sleeves with art on the back and some of the sleeves have art that is misprinted or misaligned.
## 5.14 Default Decisions
When a Player fails to explicitly make a decision, a default decision may be used in place of that Player's decision to determine the current game state. A player is assumed to have made the default decision in the following cases:
-
If a Player fails to declare the target of the attack or an effect that deals damage (where multiple targets are possible), then the default target is the opposing hero. If there are multiple opposing heroes, there is no default decision.
-
If a Player fails to acknowledge an optional effect they may choose to generate, the default is that the Player has chosen not generate that effect. If a player acknowledges only part of the optional effect, or takes an action that could only be taken if the optional effect was acknowledged, the effect is generated and there is no default decision.
>
**Examples:**
- A Player plays Wild Ride without declaring a target, then draws and discards a random card. The default target of Wild Ride is the opposing hero, even if they control another attackable target.
- A Player declares Astral Bridge without declaring a target, then puts the top card of their deck into their graveyard. The default target of the arcane damage is the opposing hero, even if there is another target that could be dealt damage.
- A Player does not acknowledge the start-of-turn trigger for Fyendal's Spring Tunic (which has no counters), then takes action during their action phase. The default is that the player has chosen not to put an energy counter on their Fyendal's Spring Tunic.
- A Player does not acknowledge the end-of-turn trigger for Channel Lake Frigid, then puts all of their pitch cards on the bottom of the deck and draws their hand. The default is that the player has chosen not to put an flow counter on their Channel Lake Frigid.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/06-behavior-and-conduct.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/06-behavior-and-conduct/)
# 6 Behavior and Conduct
## 6.1 Sporting Conduct
Players are expected to behave in a respectful manner to anyone in the tournament area. While Players are not required to show sporting behavior, they should not behave in an unsporting manner.
Generally, unsporting conduct includes displays of negative, offensive, or disruptive behavior that affects the safety or enjoyment of others, and/or negatively affects the integrity or organization of the event. The Head Judge determines what constitutes unsporting conduct.
>
**Examples:**
- A Player uses offensive language around others.
- A Player shoves others while moving through crowds.
- A player takes photos of another person with malicious intent.
- A Player ignores the instruction of a Judge (a player may appeal a ruling before following the instruction).
- A player refuses to follow the instruction of the Tournament Organizer or Head Judge.
## 6.2 Cheating
Players are expected to abide by the rules of the game and tournament and cooperate with tournament officials to the best of their knowledge and ability. Cheating is when a player intentionally breaks these rules, ignores someone breaking these rules, or lies to a tournament official, in order to gain an advantage in the tournament.
## 6.3 Aggressive and Disruptive Behavior
Everyone should feel safe in a tournament environment.
Aggressive behavior involves physical harm or the threat of physical harm that compromises the safety of individuals at the tournament. There is no tolerance for physical abuse or intimidation at any event. Items and/or weapons that are offensive or dangerous to the safety of other individuals are strictly prohibited from all Flesh and Blood events.
Individuals who disrupt the running of the tournament, create an unwelcoming or unpleasant atmosphere, who abuse, insult, harass, or negatively impact another individual's tournament experience, may be asked to leave the venue by the Tournament Organizer. In addition, individuals may not be under the influence of alcohol or recreational drugs.
Individuals that attend a Flesh and Blood event are expected to have an acceptable level of hygiene. If a person does not meet the basic requirements of acceptable hygiene, they may be asked to resolve the issue or leave the venue.
## 6.4 Bribery
Players may not offer or accept a reward or other incentive in exchange for determining the result of a game or match, for dropping from the tournament, or for influencing an in-game decision.
Players may offer and accept a prize split with their opponent provided it does not influence the result of the game or match (e.g. a player conceding). A prize split does not have to be equal in value. Prize splits are facilitated by the Players themselves and tournament officials are not required to ensure that the prize split actually occurs.
At competitive and professional REL, the Head Judge should remind players about the Bribery policy to ensure nobody is ignorant of this rule, especially before the last round of Swiss.
>
**Examples:**
- Offering to concede in exchange for a concession in the future is considered bribery.
- Offering money in exchange for a match win is considered bribery.
- Offering favors to a player or official to induce an action they otherwise would not do is considered bribery.
## 6.5 Wagering
Individuals may not wager, ante, or bet on any portion or result of a game, match, or tournament.
>
**Examples:**
- Players of a match agree that the loser has to pay for dinner.
- Two players agree to bet 20 on which of them will end up ranked higher in the final standings.
- A group of players start a betting pool on who will win the top 8 of a tournament.
## 6.6 Stalling
Players must not intentionally play at a pace that avoids completing a game before the round time expires, or disrupts tournament organization.
>
**Examples:**
- A Player intentionally takes as long as possible make decisions near the end of the round, so that they get a draw instead of loss for the match.
- A Player continuously makes judge calls to get as many and as large a time extensions as possible and delay the start of the next tournament round.
## 6.7 Buying, Selling, and Trading Cards
Individuals are expected to follow the floor rules regarding buying, selling, and trading products and services.
If the event is held in a local game store, the store sets the rules regarding buy, sell, or trade activity. If the event is held in a public venue, the Tournament Organizer sets the rules regarding buy, sell, or trade activity.
At events run by LSS, or LSS partners, individuals may buy, sell, and trade Flesh and Blood single cards in the venue, unless otherwise stated in the event information published by LSS. Buying and/or selling goods or services other than Flesh and Blood single cards at the event venue without permission from a LSS is strictly prohibited. Individuals caught buying or selling goods this way may be asked to leave the venue and/or subject to further penalties.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/07-constructed-formats.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/07-constructed-formats/)
# 7 Constructed Formats
A constructed format is defined as a tournament format where players may construct their card-pools from all officially released cards, subject to tournament rules.
The official Card Legality Policy, specifies the legality of cards that can be used for each constructed format. If a card is restricted, a card-pool may only contain up to 1 copy of that unique card. If a card is banned, it cannot be included in a card-pool.
## 7.1 Classic Constructed Format
A Player's classic constructed card-pool comprises 1 hero card and a combined maximum of 80 arena-cards and deck-cards. Living legend heroes (hero cards that have more than 1000 living legend points) and their signature weapons are not legal. Young heroes and pit-fighter heroes are not legal.
A card-pool may contain up to 3 copies of each unique card. A Player must start the game with a minimum of 60 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
## 7.2 Living Legend Format
Living Legend follows the same format rules as Classic Constructed, with a separate banned and restricted list and the following changes:
- Living legend heroes and their signature weapons are legal.
## 7.3 Blitz Format
A Player's blitz card-pool comprises 1 young hero card and a combined maximum of 52 arena-cards and deck-cards.
A card-pool may contain up to 1 copy of each unique card. A Player must start the game with exactly 40 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
## 7.4 Silver Age Format
A Player's silver age card-pool comprises 1 young hero card and a combined maximum of 55 arena-cards and deck-cards. Both the hero and cards in the card-poll must be common- or rare-rarity.
A card-pool may contain up to 2 copies of each unique card. A Player must start the game with exactly 40 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
A card is considered a common card for the silver age format if it has ever been officially printed with basic- or common-rarity.
A card is considered a rare card for the silver age format if it has ever been officially printed with rare-rarity and is not a common card.
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/08-limited-formats.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/08-limited-formats/)
# 8 Limited Formats
A limited format is defined as a tournament format where players may construct their card-pools using limited cards from a specific officially released product or set of products, subject to tournament rules.
## 8.1 Sealed Deck Format
Players receive booster packs to open for the format. A Player's limited-pool comprises the limited cards they open from their booster packs and any number of basic-rarity cards from the set(s) being used for the format. A Player does not have to open the basic-rarity cards to use them. Extra cards are not part of a player's limited card-pool.
Players must play as a young hero from the set(s) being used for the format. If card-pool registration is required^[3.7], Players must choose and register the hero they will play before the end of deck construction and must play as that hero for the entire format. If card-pool registration is not required, Players may change heroes between games.
A Player's sealed deck card-pool comprises 1 young hero card and all cards in their limited-pool, subject to the class and/or talents of their hero, keywords, and format-specific restrictions. A card-pool may contain any number of copies of each unique card. A Player must start the game with exactly 30 cards in their deck.
The recommended sets to use, the corresponding number of booster packs, the definition of extra cards, and the number of cards that should start the game in a Player's deck are outlined in ^[A.7]. These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Specialization, Essence, etc.)
### 8.1.1 Sealed Deck Registration and Validation (30 minutes total)
If card-pool registration is required, players must complete their card-pool registration before they are given time to construct their decks. The recommended card-pool registration process for the sealed deck format is as follows:
**Open and observe** (approx. 5 minutes)
- Players are assigned alphabetical or random seating, so that each Player is sitting across from another Player. The Players on one side are Side A and the others are Side B. A Judge may be seated in front of a Player if there is an odd number of total Players.
- Each Player is given their sealed product, but does not open them yet.
- Each Player fills out their information as the "player using pool" on their registration sheet.
- Each Player on Side A opens their sealed product one booster pack at a time, removes the extra card(s)^[A.7], and counts out the remaining cards face-up while the Player on Side B observes. When all of the product on Side A is open, the cards are stacked in a single pile in front of the Player. Repeat with Side B opening and Side A observing. The card-pool of each Player (minus the extra cards) should be a single pile in front of them.
**Swap, register, and swap** (approx. 15 minutes)
- Players on each side exchange their card-pool and registration sheet.
- Each Player fills out their information as the "player registering pool" on the registration sheet they have received.
- Each Player sorts the received card-pool by class/talent, then by name and pitch (they may alternatively sort by set code). Then each Player registers every card in the card-pool onto received registration sheet.
- The players return the card-pool and registration sheet back to their original side.
**Validate** (approx. 10 minutes)
- Each Player validates their sorted card-pool against their registration sheet.
- If a Player spots a mistake on their registration sheet, the Player must call a Judge to review and sign off any corrections required.
## 8.2 Booster Draft Format
Players are arranged into pods of 8 players per pod and are given 3 booster packs each. During the drafting process, Players take (draft) one card from a booster pack and then pass the remaining cards to the next Player in the pod until all of the cards have been drafted. A Player's limited-pool comprises the limited cards they open from their booster packs and any number of basic-rarity cards from the set(s) being used for the format. A Player does not have to open the basic-rarity cards to use them. Extra cards are not part of a player's limited-pool.
Players must play as a young hero from the set(s) being used for the format. If card-pool registration is required^[3.7], Players must choose and register the hero they will play before the end of deck construction and must play as that hero for the entire format. If card-pool registration is not required, Players may change heroes between games.
A Player's booster draft card-pool comprises 1 young hero card and all cards in their limited-pool, subject to the class and/or talents of their hero, keywords, and format-specific restrictions. A card-pool may contain any number of copies of each unique card. A Player must start the game with exactly 30 cards in their deck.
The recommended sets to use, the definition of extra cards, and the number of cards that should start the game in a Player's deck are outlined in ^[A.7]. These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Specialization, Essence, etc.)
For all rounds of a booster draft format, Players should only play against other Players within the same draft pod.
If the play-off for a tournament uses the booster draft format, players should be randomly assigned seating, and the play-off bracket should be structured around where players are seated. Players who seated directly across from one another (as shown in the following diagram) will be playing against each other in the first round of the play-off, then the winners will play the winner two to their right/left in the second round, and finally, the two remaining winners will play in the third round.
Booster draft seating layout and tournament bracket
### 8.2.1 Draft Procedure (30 minutes)
The recommended draft procedure is as follows:
- Players are allocated into draft pods and are seated in a circular formation. The recommended number of players in a draft pod is 8.
- Each Player is given their draft product, but does not open them yet.
- Each Player in the pod opens one of the draft product booster packs and removes the non-draftable card(s) (i.e. basic-rarity and extra cards).
- Each Player looks at their cards, drafts one card, places it face-down in a single pile in front of them, then shuffles the remaining cards and passes them to the Player on their left. Players pick up the cards passed to them and repeat this process until all of the cards have been drafted this way.
- Between drafting each booster pack, Players may review all of the cards they have drafted, before returning them to a single face-down pile.
- Players repeat the opening, drafting, and reviewing process with the remaining product, alternating the direction that the remaining cards are passed; the first pack to their left, the second pack to their right, and the third pack to their left.
- After all of the product has been drafted, the card-pool of each Player (minus basic-rarity cards) should be a single pile in front of them.
During the draft procedure, Players may not share or seek to gain information about the content of the packs, or the cards that have been drafted. For the avoidance of doubt, Players may not communicate in any way that could influence Players participating in the draft. Additionally, Players may not take notes during the draft procedure.
>
**Examples:**
- Looking at the cards another player is drafting or has drafted.
- Saying "Sigh, no good Guardian cards this pack."
- Saying "Wow, a Ninja legendary! Guess what I'm picking."
- Saying "Looks like I'm drafting my favourite hero again."
- Turning cards upside down in a pack before passing it.
- Writing down what cards appear in each pack passed.
If the product contains one or more double-faced cards (DFC), Players may not share or seek to gain information about who has a DFC in their current pack or who has drafted a DFC (including themselves). Instead, Players may start with a basic-rarity card in their face-down pile and when a player drafts a DFC, they must do so by putting it under another card in their face-down pile, to prevent it from being the top card of their pile.
When a Player drafts a card and places it face-down in their pile, their choice is finalized and the cards may not be swapped with another card from the pack.
Players may not look at the face-down pile of cards they have drafted while the drafting of cards is in progress. They must wait for the review period between drafting booster packs.
A called draft, is when the draft procedure is timed and each step is synchronized by a "draft caller". At Professional REL, all booster drafts are called. At Competitive REL, booster drafts are called only if required by LSS or at the discretion of the Tournament Organizer and announced in advance. At Casual REL no booster drafts are called.
If the draft is called, the recommended draft times can be found in ^[A.3]. If the tournament would differ from the recommended time limit, it must be clearly stated before the draft begins and can not be changed mid-draft.
If the draft is not called, Players should draft and pass cards at a comfortable pace that does not adversely affect the overall pace of the draft for other players at the table or extend the draft indefinitely.
### 8.2.2 Booster Draft Registration and Validation (20 minutes total)
If card-pool registration is required, players must complete their card-pool registration before they are given time to construct their decks. The recommended card-pool registration process for the booster draft format is as follows:
**Move** (5 minutes)
- Players are assigned seating, so that each Player is sitting across from another Player and is not in proximity to other Players in their draft pod. A Judge may be seated in front of a Player if there is an odd number of total Players.
- Each Player fills out their information as the "player using pool" on their registration sheet.
- Each Player puts their card-pool into a clear zip-lock bag or folds their registration sheet over their card-pool to produce a small package of cards.
- Each Player moves to their new assigned seating. Players must not communicate or exchange cards in their card-pool while moving.
**Swap, register, and swap** (10 minutes)
- Players on each side exchange their card-pool and registration sheet.
- Each Player fills out their information as the "player registering pool" on the registration sheet they have received.
- Each Player sorts the received card-pool by class/talent, then by name and pitch (they may alternatively sort by set code). Then each Player registers every card in the card-pool onto the received registration sheet.
- The players return the card-pool and registration sheet back to their original side.
**Validate** (5 minutes)
- Each Player validates their sorted card-pool against their registration sheet.
- If a Player spots a mistake on their registration sheet, the Player must call a Judge to review and sign-off any corrections required.
### 8.2.3 Booster Draft Self-Registration (15 minutes total)
If the drafted cards are stamped, or there is limited risk for the players to abuse the registration procedure, the following self-registration procedure may be used at the discretion of the Tournament Organizer:
**Move** (5 minutes)
- Players are assigned seating, so that each Player is sitting across from another Player and are not in proximity to other Players in their draft pod. A Judge may be seated in front of a Player if there is an odd number of total Players.
- Each Player fills out their information as the "player using pool" on their registration sheet.
- Each Player puts their card-pool into a clear zip-lock bag or folds their registration sheet over their card-pool to produce a small package of cards.
- Each Player moves to their new assigned seating. Players must not communicate or exchange cards in their card-pool while moving.
**Self-registration** (10 minutes)
- Each Player is assigned a new seating area where they are not in proximity to other Players in their draft pod.
- Each Player fills out their information as the "player using pool" on their registration sheet.
- Each Player puts their card-pool into a clear zip-lock bag or folds their registration sheet over their card-pool to produce a small package of cards.
- Each Player moves to their new assigned seating. Players must not communicate or exchange cards in their card-pool while moving.
- Each Player fills out their information as the "player using pool" on their registration sheet, then registers every card in the card-pool onto their registration sheet, and finally calls a tournament official to collect their sheet.
- After the registration sheet has been collected, Players are free to leave the seated area.
## 8.3 Blitz Preconstructed
Blitz Preconstructed follows the same format rules as Blitz^[7.3], with the following changes:
- Each Player receives a preconstructed blitz deck from the same set.
- A Player's card-pool is determined by the preconstructed blitz deck they receive.
## 8.4 Crack Shuffle Play
Players receive 3 booster packs each. At the beginning of the first round, they crack, shuffle, and play:
- **Crack:** Open each booster pack and remove the 2 cards at the back (basic-rarity cards or arena-cards).
- **Shuffle:** Gather the remaining cards together, shuffle them, and present them as the deck.
- **Play:** Present the hero, choose who will start, present arena-cards, then play the game.
A Player's card-pool comprises the limited cards they open from their booster packs and any number of basic-rarity cards from the set(s) being used for the format. A Player does not have to open the basic-rarity cards to use them. Extra cards are not part of a player's card-pool. Players must play as a young hero from the set(s) being used for the format.
A Player must start the game every deck-card from their card-pool in their deck.
At the beginning of each new round beyond the first, a Player may choose to crack, shuffle, and play with 3 new boosters at the discretion of the Tournament Organizer and subject to availability. If a Player chooses to do so, their card-pool from their previous 3 booster packs is replaced entirely by the new 3 boosters. A Player makes this decision before opening the new booster packs and observing the cards they contain.
The recommended sets to use are outlined in ^[A.7].
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/09-special-formats.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/09-special-formats/)
# 9 Special Formats and Rules
## 9.1 Ira - Learn to Play Format
A Player's Ira - Learn to Play card-pool comprises the following cards:
| # | Card |
| --- | --- |
| 1 | Ira, Crimson Haze |
| 1 | Edge of Autumn |
| 3 | Whirling Mist Blossom (yel) |
| 3 | Salt the Wound (yel) |
| 3 | Bittering Thorns (yel) |
| 3 | Torrent of Tempo (red) |
| 3 | Flying Kick (red) |
| 3 | Head Jab (blu) |
| 3 | Scar for a Scar (red) |
| 3 | Brutal Assault (blu) |
| 3 | Lunging Press (blu) |
| 3 | Springboard Somersault (yel) |
A Player must start the game with exactly of 30 cards in their deck.
## 9.2 Team Format
Team formats have teams of Players competing against each other, with each team winning or losing together.
A team comprises three members. During registration, each member of the team is assigned a Player position within the team: A, B, and C. Players may not swap their position in the team after registration. During the tournament, when two teams are paired in a round, each Player plays a match against the Player in the opposing team with the same Player position (e.g. Players A from each team plays a game against each other, and the same with Players B and Players C). Registering a team member without intending for them to play is considered Fraud.
Members of the same team may communicate freely with each other during the match; however, the Player seated for their game has the final say on decisions, and moves any of the game pieces, in their own game. Note-taking and slow-play policies still apply. Players are not penalized for providing strategic outside assistance when talking to their teammates in a game they are not otherwise involved in, but can still be penalized for taking prohibited notes. Players must still play at a reasonable pace, even if they are in discussion with team members; the Player of a game is responsible for ensuring that they proceed with the game at a reasonable pace.^[5.7]
If a Player must leave their seat during the match, they should call a Judge who can ensure that they do not gain or confer the private information of a Player on the opposing team. If a team member leaves their seat otherwise, they are prohibited from communicating with their teammates in any capacity for the remainder of that match, as if they were a typical spectator.
The first team to win two games wins the match. If a team wins the match and a game is still in progress, that game immediately ends. If the round ends, the current games are completed, and neither team has two game wins, the team with the most games won is the winner of the match, otherwise, the match is a draw.
If one member of a team is unable to play (e.g. dropped from the tournament, or disqualified), the Player is considered to have forfeited their game and the remaining members may still play the remaining games of the match. If two or more members of a team are unable to play, the team forfeits their match and should be dropped from the tournament.
### 9.2.1 Team Constructed
Team constructed can be based on any constructed format.^[7] A team format can comprise a single format (e.g. all three Players are playing classic constructed) or a mix of formats (e.g. Player A plays classic constructed, Player B plays blitz, and Player C plays living legend).
Each Player registers their decklist based on the constructed format they will play. Players on the same team may not register decklists with the same hero. Players may register different heroes, even if they have the same moniker (e.g. Player A can register Bravo, Showstopper, and Player B can register Bravo, Star of the Show).
### 9.2.2 Team Sealed Deck
Team sealed deck is based on the sealed deck format.^[8.1]
Each team opens their booster packs, and each team member registers cards opened from those packs. Card-pools are registered per Player. A card cannot be registered by more than one team member, and cards cannot be exchanged between team members after they have been registered.
It is recommended that each team is given 8 packs. Set-specific rules may apply.^[A.7]
### 9.2.3 Team Booster Draft
Team booster draft is based on the booster draft format.^[8.2]
Teams draft for each round that they will play. Each draft pod comprises the two team teams playing against each other that round. During the draft, Players who will be playing against each other are seated directly across from one another as shown in the following diagram. Clockwise, the Players should be: A_1, B_2, C_1, A_2, B_1, C_2.
Team booster draft seating layout
During the draft, standard draft procedures apply. Players may not communicate in any way that could influence Players participating in the draft, including Players on the same team.
Players register the cards that they draft themselves. Drafted cards cannot be exchanged between team members.
Set-specific rules may apply.^[A.7]
## 9.3 Ultimate Pit Fight
A Player's Ultimate Pit Fight (UPF) card-pool comprises 1 young hero card and a combined maximum of 52 arena-cards and deck-cards.
A card-pool may contain up to 2 copies of each unique card. A Player must start the game with exactly 40 cards in their deck.
These specifications are subject to any meta-static abilities of the cards in the card-pool (e.g. Legendary).
Matches typically comprise 4 Players, but can support any number.
Game rules are also subject to the following modifications:
- A Player may only target heroes and objects controlled by those heroes to their immediate left or right (for attacks, or with effects that say "target"), with the following exceptions:
1. If an effect explicitly allows a Player to target any hero/opponent, they may target any hero in the game (e.g. Evo Tekloscope) - effects that say "any target" are not excepted from the rule.
1. If an effect explicitly targets 2 or more heroes, a Player may target any hero in the game (e.g. Apocalypse Automaton) - separate effects that target 1 hero each are not excepted from the rule.
1. If an effect allows the Player to change the target of an attack/effect, they may choose any legal target for the attack/effect, not just the heroes to the left or right of its controller (e.g. Taipanis).
- When a Player attacks a hero (or an object controlled by that hero), the combat chain is focused on that hero. The Player can not target another hero (or object controlled by another hero) with new attacks on the same combat chain - they must close the combat chain first.
1. If an effect requires a Player to choose an object as the target of an attack and that object is not controlled by the focused hero, the Player must close the combat chain before making their next attack (e.g. Arc Light Sentinel).
1. If an effect allows the Player to change the target of an attack, you may target any legal target, not just the focused hero (or their objects).
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/appendix.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/appendix/)
# Appendix
## A.1 Organized Play Programs
| Tier | Tournament Name | Rules EnforcementLevel |
| --- | --- | --- |
| 4 | World Championship | Professional |
| 4 | Pro Tour | Professional |
| 3 | National Championship (USA) | Professional |
| 3 | National Championship | Competitive |
| 3 | Calling (day 2+) | Professional |
| 3 | Calling (day 1) | Competitive |
| 2 | Sunday Showdown | Competitive |
| 2 | Battlegrounds | Competitive |
| 2 | ProQuest | Competitive |
| 2 | Road to Nationals | Competitive |
| 1 | Skirmish | Casual |
| 1 | Armory | Casual |
| 1 | Pre-Release | Casual |
| 1 | World Premiere | Casual |
| 1 | On-demand | Casual |
## A.2 Recommended Number of Swiss Rounds
If there is no official guidance on the required structure of a tournament, the following is the recommended number of Swiss rounds for a tournament based on attendance. If the number of Swiss rounds differ from the table, the Tournament Organizer is required to inform players at the time of registration or it must be clearly stated in event advertising.
Single-day tournaments should use the following structure. The rounds are calculated to ensure that, with typical match results, there is one undefeated Player and all Players with an X-1 record (or better) will be in a play-off (if any).
**Single-Day Tournament**
**
| Players | SwissRounds | Play-off |
| --- | --- | --- |
| Up to 8 | 3 | None |
| 9 -- 16 | 5/4* | Top 4/8* |
| 17 -- 32 | 5 | Top 8 |
| 33 -- 64 | 6 | Top 8 |
| 65 -- 128 | 7 | Top 8 |
| 129 -- 224 | 8 | Top 8 |
| 225 -- 384 | 9 | Top 8 |
| 385 -- 736 | 10 | Top 8 |
| * Limited tournament with booster draft play-off | | |
Team-format single-day tournaments should use the following structure.
**Single-Day Tournament (Teams)**
**
| Teams | SwissRounds |
| --- | --- |
| Up to 16 | 6 |
| 17 -- 32 | 7 |
| 33 -- 64 | 8 |
| 64 -- 128 | 9 |
| All play-offs are top 4 | |
Multi-day premier tournaments should follow the following structures. The top $N$ players, or players with an X-2 win-loss record player (whichever is larger) may proceed to the tournament's second day of Swiss rounds. The rounds are calculated to ensure that, with typical match results, players play on day 2 will have the opportunity to make the top 8 play-off or achieve a position for prizes.
**Multi-Day Constructed Tournament**
**
| Players | Day 1 SwissRounds | Day 2 Cut | Day 2 SwissRounds |
| --- | --- | --- | --- |
| Up to 224 | 7 | Top 48 or X-2 | 4 |
| 225 -- 440 | 7 | Top 64 or X-2 | 5 |
| 441 -- 732 | 8 | Top 80 or X-2 | 5 |
| 733 -- 1244 | 9 | Top 96 or X-2 | 5 |
| 1245+ | 9 | Top 128 or X-2 | 6 |
| All play-offs are top 8 | | | |
**Multi-Day Limited Tournament**
**
**
| Players | Day 1 SwissRounds | Day 2 Cut | Day 2 SwissRounds |
| --- | --- | --- | --- |
| Up to 224 | 8 | Top 48 or X-2 | 3 |
| 225 -- 440 | 8 | Top 64 or X-2 | 6 |
| 441 -- 732 | 8 | Top 80 or X-2 | 6 |
| 733 -- 1244 | 8 | Top 128 or X-2 | 6 |
| 1245+ | 9 | Top 128 or X-2 | 6 |
| Day 1 is sealed deck and Day 2 is booster draftAll play-offs are top 8 | | | |
## A.3 Time Limits
The following time limits are recommended for each round of the tournament, (inclusive of the start-of-game procedure) based on the format. If the time limits differ from the recommended amounts, the Tournament Organizer is required to inform Players prior to the beginning of the tournament or it must be clearly stated in event advertising. Round times for the game formats are based on 1 game to win a match and are inclusive of the 5 minutes for the start-of-game procedure.**
| Format | Time Limit |
| --- | --- |
| Classic Constructed | 55 minutes |
| Blitz | 35 minutes |
| Sealed Deck | 35 minutes |
| Booster Draft | 35 minutes |
| Welcome Deck | 30 minutes |
| Sealed deck registration | 20 minutes* |
| Sealed deck verification | 10 minutes |
| Sealed deck build & preparation | 30 minutes* |
| Draft deck registration | 15 minutes* |
| Draft deck verification | 5 minutes |
| Draft deck build & preparation | 10 minutes* |
| * add 10 minutes for World Premiere Weekend events | |
The following time limits are recommended for booster draft operation:
| Cards | Draft time |
| --- | --- |
| 15 | 50 seconds |
| 14 | 50 seconds |
| 13 | 50 seconds |
| 12 | 50 seconds |
| 11 | 40 seconds |
| 10 | 40 seconds |
| 9 | 30 seconds |
| 8 | 30 seconds |
| 7 | 20 seconds |
| 6 | 20 seconds |
| 5 | 10 seconds |
| 4 | 10 seconds |
| 3 | 5 seconds |
| 2 | 5 seconds |
| 1 | - |
The recommended time limit for the review period is 1 minute.
All players must have drafted a card, placing it face down into their draft pile, within the time limit. If a player is consistently taking more than the time limit to draft a card, they may be subject to penalties.
Players may not open or pick up a pack passed to them, until the Judge overseeing the draft pod announces players may do so. It’s from the Judge's announcement, that the timer starts for the next draft pick. The Judge may announce to pick up the next pack before the time limit has expired if all players have completed their draft pick from the current pack.
## A.4 Tiebreakers
Every round, each player plays a match against another player, unless they have been awarded a bye. The result of each match played is reported to the Scorekeeper and at the end of a round, players are ordered in a list based on their overall performance during the tournament (i.e. player standings). During the tournament, players improve their standing by gaining match points and avoiding losses:
| Result | Letter | Points |
| --- | --- | --- |
| Win | W | 1 |
| Bye | B | 1 |
| Draw | D | 0 |
| Loss | L | 0 |
The following tie-breakers are used in sequence to determine the order of player standings.
- **Step 1:** The player with the higher Match Points
- **Step 2:** The player with the higher Cumulative Match Points
- **Step 3:** The player with the lower Match Loss Percentage
- **Step 4:** The player with the lower average Opponent Match Loss Percentage
- **Step 5:** The player with the higher average Opponent Cumulative Match Points
- **Step 6:** A player selected at random
**Cumulative Match Points (CMP)**
The player whose total Match Points were higher at the most recent point in the tournament will have the better CMP tiebreaker. The CMP for a player is calculated as a fractional number between 0 and 1:
CMP = Σ (r = 1 through R) of m_r × (2^R − 2^(r−1)), divided by Σ (r = 1 through R) of (2^R − 2^(r−1)). m_r is 1 when the player won round r and 0 otherwise.
where *R* is the total number of completed rounds, *r* is the round number, *m_r* is 1 if the player had a win in round *r* and 0 otherwise. If a Player has Match Wins equal to the round number, their CMP will be 1; if the Player has 0 Match Wins, their CMP will be 0.
**Match Loss % (MLP)**
The player with the fewest average losses of matches (of the matches that they've played) will have the better MLP tiebreaker. The MLP is calculated as a fractional number between 0 and 1:
MLP = Σ (r over played rounds) of l_r / R_p. l_r is 1 when the player lost round r and 0 otherwise. R_p is the number of completed played rounds.
where *R_p* is the total number of completed played rounds, *r* is the round number, *l_r* is 1 if the player had a loss in round *r* and 0 otherwise. If a Player has a bye in a round, that round is not considered to have been played by the Player. If a Player has a draw in a round, it is not considered a loss in that round. With this metric, byes are worse than draws (if the Player has any losses at all), and losses are worse than draws (because they increase the MLP).
## A.5 Card-Pool Registration Requirements
The following card-pool registration requirements are stated for each REL and format. If the requirement differs from the following, the Tournament Organizer must clearly state such in the event advertising.
**
| Rules EnforcementLevel | Format | Deck RegistrationRequired |
| --- | --- | --- |
| Professional | Constructed | Yes |
| Professional | Limited | Yes |
| Competitive | Constructed | Yes |
| Competitive | Limited | Yes |
| Casual | Constructed | No* |
| Casual | Limited | No* |
| Casual | Welcome Deck | No |
| *unless specified by the Tournament Organizer | | |
**Constructed Format Decklists**
For constructed formats, a Player's decklist must list every card they intend to play in that format. The decklist must record the name (in English), pitch value (if applicable), and quantity of every card and be grouped as follows:
- Arena-cards (hero, equipment, weapons, etc.)
- Deck-cards with pitch value 1 (red) or no pitch value (pearl)
- Deck-cards with pitch value 2 (yellow)
- Deck-cards with pitch value 3 (blue)
It is recommended that players use the official deck registration sheet.
**Limited Format Decklists**
For limited formats, a player's decklist must list every non-basic-rarity card they have in their limited card pool. The decklist must record the name, pitch value (if applicable), and quantity of every non-basic-rarity card, and must record the hero the player intends to play. It is recommended that the Tournament Organizer provide players with the appropriate official registration sheet.
## A.6 Authorized Test Print Cards
Authorized test print cards are specific official Flesh and Blood cards that are legal for tournament play. The following is a list of existing
- **Ironrot Helm** [OXO001-P], *Slingshot Underground*
A non-foil black-border white-back card featuring the art of Ironrot Helm (Yulia Litvinova 2018).
- **Ironrot Chest** (Ironrot Plate) [OXO002-P], *Slingshot Underground*
A non-foil black-border white-back card featuring the art of Ironrot Plate (Gorshkov Stanislav 2018).
- **Ironrot Gauntlet** [OXO003-P], *Slingshot Underground*
A non-foil black-border white-back card featuring the art of Ironrot Gauntlet (Gorshkov Stanislav 2018).
- **Ironrot Legs** [OXO004-P], *Slingshot Underground*
A non-foil black-border white-back card and featuring the art of Ironrot Legs (Yulia Litvinova 2018).
- **Bravo Showstopper**, *High Seas - Treasure Pack*
A cold-foil borderless full-art double-sided card featuring the art of Bravo, Showstopper (Alexander Mokhov, 2019).
- **Great Library of Solana**, *High Seas - Treasure Pack*
A cold-foil borderless full-art double-sided card featuring the art of Great Library of Solana (Federico Musetti, 2021).
## A.7 Set-Specific Rules for Limited
Limited formats are based on a specific set of Flesh and Blood. The following are additional tournament rules based on the specific set used for the limited format.
**Competitive Booster-Based Formats**
Competitive booster-based formats include sealed deck ^[8.1] and booster draft.^[8.2] Booster packs of Flesh and Blood contain a set of official Flesh and Blood cards, and booster packs that support competitive limited contain a total of 16 cards. The first 14-15 cards in a booster are non-basic-rarity cards that can be included in a Player's limited card-pool and are draftable. The remaining 1-2 extra cards are excluded from a Player's limited card-pool and are not draftable. The specific contents of each booster and the rules for each card's inclusion in a Player's limited card-pool are dependent on the booster's set.
The following table outlines the rules for booster-based formats (sealed deck and booster draft), based on the set being used.
****
| Set Name | Sealed# of Packs | StartingDeck Size | LimitedCards | Extra Cards |
| --- | --- | --- | --- | --- |
| Welcome to Rathe | 6 packs | 30+ cards | 15 cards | |
| Arcane Rising | | | | |
| Monarch | | | | |
| Tales of Aria | | | | |
| Uprising | 6 packs | 30+ cards | 14 cards | Cold-foil cards |
| Outsiders | | | | |
| Bright Lights | 4 packs | 30-40 cards | 14 cards | Legendary-rarity cardsFabled-rarity cardsMarvel-rarity cardsExtended-art cards*Micro-text cardsCold-foil cardsExpansion cards |
| Heavy Hitters | 6 packs | 30+ cards | | |
| Part the Mistveil | 8 packs | 30 cards | | |
| Rosetta | | | | |
| The Hunted | | | | |
| High Seas | | | | |
| Super Slam | | | | |
| Omens of the Third Age | | | | |
| ...current | | | | |
| * except ROS033, ROS077, HNT030, HNT031 | | | | |
**Crack, Shuffle, Play Sets**
The following sets are recommended for the Crack, Shuffle, Play format:
| Set Name | Extra Rules |
| --- | --- |
| Bright Lights | Arena-cards must also be removed from the middle of each booster before the deck-cards are shuffled. |
| Mastery Pack: Guardian | |
| Mastery Pack: Warrior | |
**Set-Specific Rules**
The following rules apply to all limited formats (sealed deck, booster draft, and blitz preconstructed):
| Set Name | Limited Specific Rules |
| --- | --- |
| Uprising | Maximum of 3 Phoenix Flame cards per limited card-pool |
| Rosetta | Each Player starts the game with a Sanctuary of Aria macro |
| High Seas | The game starts with a Treasure Island macro |
| Omens of the Third Age | The game starts with an Omens of Arcana macro |
---
Local source: submodules/flesh-and-blood/.agents/skills/fab-rules/references/tournament-policy/preface.md
Publisher document: [Legend Story Studios](https://rules.fabtcg.com/en/trp/)
# Preface
Flesh and Blood is a competitive trading card game where two heroes face off in a fight to the death. Each player starts the game with their hero, weapon, and equipment set in play. The battle is fought through the strategic use of resources, knowing when to defend, and when to go in for the kill.
>
*"Our mission is to bring people together in the flesh and blood through the common language of playing great games."*
The Flesh and Blood Tournament Rules and Policy provides the requirements and procedures for conducting official Flesh and BLood tournaments. The rules in this document apply to any officially sanctioned tournament of Flesh and Blood and supersede any previous version of the rules document for the game. If the information in this document contradicts the Comprehensive Rules of the game, this document takes precedence.
## Cards
5195 cards are documented separately in cards.txt, excluded
from this bundle to keep it within a reasonable size.
Line format: Name [id] | type | stats | rules text