\
\
E.g., The Cosmic Bolts generated from Polaris must first be revealed to all players in a game before being shuffled into the Main Deck. This is not true of Quicksilver Grail since the Banishment is a public zone, even though the card added is face-down and considered private.
{% endhint %}
2. Face-up cards, their attributes, properties, stats, rules text, and other information are considered public.
3. A player may look at and examine any face-up cards in a game. If a card is moved this way, it must be returned to the zone it is in and in the same orientation.
4. Players can’t hide any information about face-up cards or misrepresent information about face-up cards.
5. All cards in a lineage or similar stack of cards are considered face-up.
6. Face-down cards are considered private information known only to the player who currently controls that card.
1. Except for cards in the main deck and unknown face-down cards in banishment, all other face-down cards may be looked at by their controlling player at any time. If an effect banished cards from a zone face-down and gave a specific player certain permissions for that card, such as activation or materialization, those cards are considered private for that player.
1. When a card becomes private in a public zone (e.g., banishment), and that card was visible to a player due to that card being public information, that player will retain private information about that card and may look at that card. If an ability of that card would grant play permissions, that player can exercise the play permissions on that card.
{% hint style="success" %}

{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-game-zones/game-zones-hand.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-game-zones/game-zones-hand)
# Game Zones - Hand
#### General Rules:
1. The Hand is a private zone owned by a player. Each player has their Hand zone.
{% hint style="info" %}
The Hand zone is referred to by the term “hand.”
{% endhint %}
2. There is no maximum hand size.
3. Any card that is sent to hand is sent to its owner’s hand.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-game-zones/game-zones-effects-stack.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-game-zones/game-zones-effects-stack)
# Game Zones - Effects Stack
#### General Rules:
1. The Effects Stack zone is a public zone shared by all players and has no owner.
{% hint style="info" %}
The Effects Stack zone is referred to by the term “effects stack.”
{% endhint %}
2. The Effects Stack contains an ordered collection of stacked card activations, materializations, and abilities pending resolution which uses a stacking structure. Each discrete item in this zone has its own layer and each layer will resolve on its own. The topmost layer is the first card to resolve any time an item in the effects stack were to resolve whereas the bottom layer corresponds to the item that would resolve last. In essence, this zone uses a first-in-last-out (FILO) system.
3. Once a card or ability resolves from the Effects Stack, each of its effects will fully resolve as it is removed from the Effects Stack.
{% hint style="info" %}
E.g., Glacial Guidance will still grant an enlighten counter as it is ending the combat phase.\
{% endhint %}
4. Players can’t change the order of cards in the effects stack.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-game-zones/game-zones-intent.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-game-zones/game-zones-intent)
# Game Zones - Intent
#### General Rules:
1. The Intent zone is a public zone, and each champion has an Intent zone owned by the champion’s controlling player that exists during the Combat Phase.
{% hint style="info" %}
The Intent Zone and all cards within that zone are referred to by the term “Intent.”
{% endhint %}
2. All cards in the Intent are intents. Any card can be sent to and exist in the intent.
1. Copies made of Intents are still Intents. However, they are not cards and will cease to exist when they are removed from the Intent.
3. Cards in the intent are considered the source for any triggered or activated abilities from within the intent.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-game-zones/game-zones-pantheon.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-game-zones/game-zones-pantheon)
# Game Zones - Pantheon
#### General Rules
1. The Pantheon is a private zone owned by a player. Each player has their own Pantheon zone
2. The Lesser and Greater Boons that a player selects and presents during a Pantheon match will start the game face down in this zone.
3. Players may play a Boon from this zone by bestowing the boon. This process is similar to that of activating or materializing a card, however, players can't have Opportunity until the boon has finished bestowing.
4. Players can look at their own face down boons at any time.
5. Boons in the Pantheon zone are not considered objects and can't be the target of activations, materializations, or abilities.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-game-zones/game-zones-object-specific-zones.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-game-zones/game-zones-object-specific-zones)
# Game Zones - Object-Specific Zones
#### General Rules:
1. Whenever an object leaves the field, all cards in its object-specific zones will be placed into the graveyard.
{% hint style="info" %}
If a card is a regalia, it is placed into the Banishment, instead.
{% endhint %}
#### Inner Lineage
1. All cards stacked beneath the topmost champion in a lineage form the Inner Lineage.
2. All cards within the inner lineage are not considered objects nor on the field and are only treated as cards.
3. Each lineage has exactly one inner lineage.
#### Loaded Cards
1. Each object having the Loaded property placed underneath another object is a part of the Loaded Cards of that object.
1. Cards Loaded into an object will still be Loaded as long as that object remains on the field.
2. All loaded cards are not considered objects nor on the field and are only treated as cards.
3. When a Loaded object attacks or is wielded for an attack, it places each of its Loaded Cards into the Intent.
4. Each object has its own loaded cards.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order)
# Game Mechanics - Turn Order
#### General Rules:
1. Turn order follows Wake Up, Materialize, Recollection, Draw, Main, and End phases.
1. In a two-player game, the first turn player skips their first wake up, materialization, recollection, and draw phases, and instead begins their turn in their main phase. The second player skips their first wake up, materialization, and recollection phases, and instead proceeds to their draw phase, followed by the main phase.
2. In a multiplayer game, the first turn player will follow the sequence of events as denoted for the second player in the above point, i.e., they will not skip their first draw phase. Each other player will also follow the same sequence of events for each of their first turns.
2. The turn player receives Opportunity at the beginning of the Recollection phase, the Main phase, and the beginning of the End phase. These are the only non-combat phases in which the turn player will be given Opportunity naturally.
3. A phase where players are given or gain Opportunity can end if and only if the Effects Stack is empty, all players have passed Opportunity in succession, and all events or actions associated with that phase are completed.
4. If no players are given Opportunity in a phase, that phase instead ends after all phase actions are completed and the Effects Stack is empty.
5. Any effects that last “until end of \[phase]” end as that phase ends before the next phase begins.
6. Any effects that trigger “at the beginning of \[phase]” are triggered and placed onto the Effects Stack and the turn player gains Opportunity when that phase begins.
7. Game events can’t happen between phases and steps; events will always happen in one of the discrete phases or steps within a phase.
The following pages discuss these topics:
* [Wake Up Phase](/game-mechanics/game-mechanics-turn-order/turn-order-wake-up-phase.md)
* [Materialize Phase](/game-mechanics/game-mechanics-turn-order/turn-order-materialize-phase.md)
* [Recollection Phase](/game-mechanics/game-mechanics-turn-order/turn-order-recollection-phase.md)
* [Draw Phase](/game-mechanics/game-mechanics-turn-order/turn-order-draw-phase.md)
* [Main Phase](/game-mechanics/game-mechanics-turn-order/turn-order-main-phase.md)
* [End Phase](/game-mechanics/game-mechanics-turn-order/turn-order-end-phase.md)
* [Combat Phase](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase.md)
* [Ending Phases](/game-mechanics/game-mechanics-turn-order/turn-order-ending-phases.md)
* [Skipping Phases](/game-mechanics/game-mechanics-turn-order/turn-order-skipping-phases.md)
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-wake-up-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-wake-up-phase)
# Turn Order - Wake Up Phase
#### General Rules:
1. Turn-based Action: During this phase, the game simultaneously wakes up each rested object on the field controlled by the turn player. This is a turn-based action and cannot be responded to. Units that are awake will not be considered to have woken.
2. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
3. The game moves to the Materialize phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-materialize-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-materialize-phase)
# Turn Order - Materialize Phase
#### General Rules:
1. The materialize phase is skipped on each player’s first turn during a game.
2. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
3. Turn-based Action: The turn player may choose to materialize a card from their material deck as a turn-based action. Players may only materialize a regalia or champion card from their material deck during this phase. If a player opts to materialize in this way, it counts as a materialization where Opportunity is generated, and players may respond to the materialization. After this round of Opportunity has passed, no additional window to take actions will be generated apart from those from abilities pending resolution.
4. State-based effects are checked. If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty. After the Effects Stack is empty and all players have passed Opportunity in succession,
1. If no change in the game state was noted, the turn player will not gain Opportunity. (This can happen if the turn player did not materialize a card, for example.)
5. The game moves to the Recollection phase.
{% hint style="warning" %}
Players are not naturally given Opportunity at both step 2 and step 4 in the Materialize Phase. Opportunity will only be generated if, during the state-based checks, there is a change in the game state. If no change occurs, no Opportunity is generated, and the game will proceed to the Recollection phase.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-recollection-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-recollection-phase)
# Turn Order - Recollection Phase
#### General Rules:
1. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
1. During this step, any “beginning of recollection” abilities will enter the Effects Stack.
2. Opportunity: After the Effects Stack is empty, the turn player will immediately gain Opportunity. This is the last time players may act before the recollection of cards in the memory zone will take place as a turn-based action.
3. Turn-based Action: After the Effects Stack is empty and all players have passed Opportunity in succession in step 2, the turn player returns all cards in their memory zone to their hand as a turn-based game action that can’t be responded to. This is called recollection.
4. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
5. The game moves to the Draw phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-draw-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-draw-phase)
# Turn Order - Draw Phase
#### General Rules:
1. Turn-based action: The turn player immediately draws a card as a turn-based game action to which players can't respond.
2. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
3. The game moves to the Main phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-main-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-main-phase)
# Turn Order - Main Phase
#### General Rules:
1. State-based effects are checked: If any effects cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
2. Opportunity: The turn player receives Opportunity.
1. During this phase, the turn player may perform any slow or fast player actions while they have Opportunity and the Effects Stack is empty or they may proceed to the end phase.
2. Attacking is considered to be a slow player action and will immediately start a [combat phase](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase.md). The game will return to the main phase after the end of combat at step 2.
1. A new main phase will not begin; there is only one main phase per turn.
3. If any player actions were taken during the passing of Opportunity or any effects, activations, or materializations entered the Effects Stack, step 2 happens again (the turn player receives Opportunity) after Effects Stack becomes empty.
4. Non-turn players may only activate cards or take player actions at fast speed during this phase when they have Opportunity.
3. The turn player controls the passage to the end phase from the main phase. If the turn player passes Opportunity while the Effects Stack is empty, and each other player passed Opportunity with taking an action, the game immediately proceeds to the end phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-end-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-end-phase)
# Turn Order - End Phase
#### General Rules:
1. First, any "beginning of the end phase" abilities are placed on top of the Effects Stack. This includes any delayed triggers that would put an ability on the Effects Stack.
1. Only objects on the field or active cards in play during this step can have their abilities enter the Effects Stack at this point. If any future objects enter the field or additional delayed triggers corresponding to an end phase were to be generated, they will be put onto the Effects Stack during the next available end phase.
2. Opportunity: Second, the turn player receives Opportunity. This step is considered "before end of turn" and is the only time players are given Opportunity to act before this turn proceeds to the third and last step, termed "clean-up."
3. Clean-up: Third, after all effects are resolved and all players have passed on Opportunity in succession, the game immediately proceeds through a series of the following special game actions that happen simultaneously:
* Temporary damage marked on allies is removed.
* Any “until the end of the turn,” “this turn” or other (similar effects (EOT)/one-shot effects) end, and any effects that happen “as turns end” or “as your turn ends” (or other variations) occur.
* If any hand-size or memory-size limits are imposed, the turn player must discard cards from either of the zones until the limit is not exceeded.
4. If any of the events in step 3 were to cause a change in the game state, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stacks, and (after the Effects Stack is empty and all players have passed Opportunity) the game will then start another Step 3 of the end phase.
5. After Step 3 is finished and Step 4 confirms no change in the game state, the current turn ends, the next player in turn order becomes the turn player, and they start their turn at the Wake Up phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase)
# Turn Order - Combat Phase
The combat phase has the following sections:
* [Attacking and the Combat Phase](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attacking-and-the-combat-phase.md)
* [Attack Declarations](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attack-declaration.md)
* [Retaliation Step](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-retaliation-step.md)
* [Damage Step](/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-damage-step.md)
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attacking-and-the-combat-phase.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attacking-and-the-combat-phase)
# Combat Phase - Attacking and the Combat Phase
#### General Rules:
1. An attack is an event that may be initiated by a player through an ally object or a champion object to an attackable unit or object.
1. All units may attack the turn they enter the field as long as they are awake, unless that player is on their first turn and they are not the last player in the turn cycle.
2. Attacks are declared as a slow player action during a player’s main phase.
3. Attacks can’t be declared by allies without a power stat or with 0 or less power. Champions can declare attacks if they either have a power greater than zero, are wielding a weapon, or can declare attacks with a resolving attack card.
1. Attack options for champions are not mutually exclusive.
2. Allies with a power stat of zero may still declare attack if they would be wielding a weapon while an attack declaration is made if that weapon were to make the attack have greater than zero power.
4. Attacking will rest the attacking unit as a cost to declaring an attack or activating an attack card.
5. If there are any additional costs imposed for declaring attacks, they must be paid as attacks are being declared. If they can’t be paid, the attack can’t be declared.
6. Attacking is a player action that begins a Combat phase.
7. Only one combat phase will be initiated per attack declaration, and only one combat phase may resolve at a time. No player receives Opportunity during attack declarations.
1. If an attack card resolves during combat and a new attack declaration is attempted, it will fizzle, and combat will continue as normal.
8. Players can't declare attacks on their first turn unless they are the last player in the first turn cycle. E.g., in a 4-player game, only the 4th player may declare attacks on their first turn of the game.
2. Attacking has steps involving attack activation (if it is an attack card), declaration of the attack, and initiation of a Combat phase involving a Retaliation step, then a Damage step.
1. Attack cards can still be activated without a legal attack target on the field; however, the attack will immediately fizzle when a target declaration can’t occur.
2. Attack declarations from allies and champions must specify the attack target during declaration. If there is no valid target, the attack cannot be declared.
3. While an attack attempts to resolve, it will go through some state-based checks. If any of the following are true, the attack will fizzle as it attempts to resolve. No attack will be declared, and no combat phase will begin.
1. The attack is attempting to resolve while another card or ability is on the effects stack
2. The player who controls the attack is not in a Main Phase
3. It is not the controlling player's turn.
3. Target declarations of attacks using attack cards are declared after the attack cards resolve and enter a champion’s intent zone. There is no window between an attack card resolving and entering the intent zone in which a player is given Opportunity.
4. After an attack declaration, objects and players involved in the initiated combat phase assume certain roles: The player controlling the attacked objects is designated the defending player; the player controlling the attacking units is designated the attacking player. The unit attacking immediately is designated an attacking unit, or attacker, and gains the "attacking" property. Similarly, the target/targets of the attack also becomes/become the defending object, or defender, and gain the "defending" property.
1. The role of attacking and defending players remains defined until the end of the combat phase, regardless of whether any objects are currently attacking or defending.
2. If a defending object becomes an illegal or invalid target for an ongoing attack, the defending object immediately stops being a defending object as a result of state-based effects and loses the defender/defending object role.
3. An attacking unit/attacker will retain this role until the end of the combat phase, similarly to players. If its attack has no current target/no valid target, effects may still change the target of the attack to a legal target.
5. Attacks performed through a champion may be performed through a wielded weapon, through activating an attack card, attacking normally if the champion has a power stat greater than 0, or any combination of these simultaneously.
1. Attacks declared by wielding a weapon may be performed in the main phase using slow timing conventions.
2. If a player attacks through their champion using an attack card, the player must announce whether or not they will have the champion wield a weapon during the attack declaration (after the attack card has resolved and entered the intent zone).
1. If a player does not announce a weapon wield during this time, a weapon can't be chosen to be wielded later in combat.
3. The power stat of the champion (if the champion has a power stat) and all of the cards, objects, and effects involved in the attack, as well as damage-altering effects, are combined only during the damage step. Cards and objects used in an attack can include any cards in the intent zone, wielded weapons, or any other cards specified during attack declarations. All cards and objects involved in an attack will contribute their power during damage calculation, regardless of card typing.
1. Even if all cards in the intent or weapons used in the attack were to leave the field, the champion is still considered attacking, and their attack will benefit from any effects applied to the current attack or to the champion itself.
4. If a weapon leaves the field before damage is dealt by a champion, any damage that would be dealt due to the weapon will not be calculated during the damage step of the combat phase. If the weapon is type-changed during an attack it was used, it will still be considered as a card involved in the attack and will still contribute its power in the damage calculation if it still has a power stat.
6. After an attack card resolves, it enters the intent where the attack is reflected, and modifiers may affect it.
1. To represent a resolved attack card, players should place the card somewhere in the play area visible to all players. This will be considered a part of the intent until the end of combat.
2. While in the intent until the Damage Step, all cards involved in that attack are subject to any effects that may modify components of that attack. (E.g., weapon power, ally power, modifiers to the power of the attack itself.)
7. If an attacking unit were to leave the field before the Damage Step of combat, no cards involved in the attack will deal damage during the Damage Step.
8. If an object being attacked were to leave the field before the damage step, that object would never be dealt the damage it would have been dealt.
9. Players can’t target objects they control with attacks.
10. If an attacking or defending object were to have its controller change to another player, it will be immediately removed from combat and lose the attacker or defender role, respectively.
11. When an object is designated as an attacker or defender (i.e., they are given one of these roles in combat), that object will retain that role even if the object type changes.
1. Objects wielded for combat or otherwise used for combat will similarly remain wielded.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attack-declaration.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-attack-declaration)
# Combat Phase - Attack Declaration
#### General Rules:
1. First, a player declares an attack. After an attack declaration, the turn immediately enters the combat phase.
1. If an attack has cleave, the attack target is replaced with choosing a player, which will designate all of that player's units as defenders for a combat phase, if legal.
2. Then, if an attack has multistrike N, the attacking player can designate up to N additional targets that are not yet set as defenders in this combat phase.
2. Attack declarations cannot be responded to and no player receives Opportunity as a result of an attack declaration.
3. Attack cards must first resolve and enter a champion’s intent before attack declarations can be made and combat can begin.
4. After an attack is declared, any On Attack triggers are placed onto the Effects Stack and players will be able to respond at the beginning of the Retaliation Step of combat.
5. Combat will not end as a result of either all defending or all attacking units leaving the field during combat; the combat phase will still proceed through all combat steps and sub-phases.
#### Declaring an Attack
1. To declare an attack, players must go through a series of steps to enact the attack as fully declared and verified as a legal attack. Steps are listed under rule 2 of Declaring an Attack (below).
1. The steps must be followed in order, but are considered to all happen at the same time.
2. If any effects were to trigger due to state-based effects that would occur during declarations, those triggers will be placed onto the effects stack the next time state-based effects are checked.
3. If, after selecting an attacker in step 2.a., one or more effects or restrictions would cause that attack to become illegal, the attack declaration will be considered invalid/illegal, and any steps taken for the attack to be declared are reversed.
4. If any effects instruct that a player must attack with an object, that player can't proceed to the End Phase from their Main Phase without attempting to declare an attack with that object. If the attack is deemed illegal, no further attempts are necessary.
{% hint style="success" %}
\
\
E.g., If a player under the effect of an opponent's Tariff Ring must attack with a Fervent Lancer, they must attempt to declare an attack. However, during step 2.d., they may opt not to pay the extra 2 reserve. This would render the attack illegal, and any steps taken to declare the attack will be reversed.
{% endhint %}
2. The following steps must be done in sequence:
1. A player first selects the object they wish to declare an attack with.
1. The object must be able to attack (either granted permission due to an effect, or, if an ally or champion, must be awake).
1. Awake allies and champions that are chosen under 2.a. must be rested as a cost to attack.
2. Second, the attacking player may choose, if able, any additional weapons or objects they may wield during the attack.
1. The selected objects will be treated as part of the combat phase after declarations but will not receive attacker roles (only the attacking unit/object is treated as an attacker).
3. Third, the attacking player must choose an attack target (i.e., what becomes the defending unit).
1. If the attacker is granted Cleave by either an ability it possesses or due to a Cleave ability of an object they are using in conjunction with the attack declaration in step 2.b., the attacking player will instead choose a player whose units will become defending units. The defending units will not be treated as attack targets.
4. Fourth, after all objects involved in combat are selected and targets have been chosen, any calculated costs (including additional costs) to declare attacks must be paid during this step.
5. Fifth, the player must acknowledge and reconcile any restrictions that may alter costs to be paid to declare the attack or that may modify the legality of the attack.
1. Any extra costs imposed that are not explicitly declared as "additional costs" to declare the attack must be paid during this step.
1. Players are not required to pay these costs; if a player refuses to pay the cost, the attack will be considered illegal.
2. Any restrictions that are imposed, such as targeting restrictions via Taunt abilities, must be fulfilled.
3. If one or more necessary conditions or restrictions on the attack declaration are not fulfilled, the attack is considered illegal and all steps taken to attempt to declare the attack are reversed; players must fulfill all mandatory restrictions to have a legal attack. The game will resume at the point in time prior to the attack declaration.
{% hint style="success" %}
\
\
E.g., Both Tariff Ring and Bulwark Sword invoke extra costs to declare attacks. Tariff Ring is not an additional cost, but rather treated as a cost restriction. Bulwark Sword, on the other hand, is an additional cost and must be paid in step 2.c. to be wielded.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-retaliation-step.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-retaliation-step)
# Combat Phase - Retaliation Step
#### General Rules:
1. First, if any abilities or effects were placed onto the Effects Stack during or after attack declarations, players will receive Opportunity in turn order to respond to these effects. After the Effects Stack is empty, the game will proceed to step 2.
2. Second, turn player receives opportunity. This point at which players are granted Opportunity during this phase is considered “before retaliation” and is the only time players may act before the game progresses until the damage step is entered.
3. Third, if there are any awake defending units, for each of those units, its controlling player may choose to rest that unit to retaliate against the attacking unit.
1. If they do so, the unit being retaliated becomes the target of retaliation of the retaliating unit and the retaliating unit will deal damage according to its power stat to its retaliation target during the Damage Step.
2. Units without a power stat or that have a power stat of 0 or less cannot retaliate. Weapons can’t be wielded during retaliation.
4. Then, after the Effects Stack is empty, and each player has passed on Opportunity in succession, the game immediately proceeds to the Damage Step of combat.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-damage-step.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-combat-phase/combat-phase-damage-step)
# Combat Phase - Damage Step
#### General Rules:
1. First, the turn player receives opportunity. This point at which players are granted Opportunity during this phase is considered “before damage” and is the only time players may act before the game progresses until the conclusion combat phase.
2. Second, if there are multiple units retaliating against the attacker, the attacking player chooses the order in which the retaliating units will deal damage to the attacking unit. Damage will be done simultaneously, however the order determines how damage will interact with any replacement effects such as damage prevention and for On Hit and On Kill triggers.
1. For each attacker, the only On Kill abilities from a retaliating source that will trigger are those from the damage source marking lethal damage and that would send the attacking unit to the graveyard as a result of combat damage
3. Third, after the Effects Stack is empty, and each player has passed on Opportunity in succession, damage is dealt simultaneously between the attacking unit and its target, and, if any, the retaliating unit(s) to its/their retaliation targets.
1. Damage calculation from the attacker first involves summation of power stats of all Intents (all cards in the intent), weapons wielded by the attacker, and any additive or subtractive power modifiers. Any replacement effects or further modifiers are applied after this.
2. If a retaliating unit were to leave the field before the damage step, it would deal no damage and be dealt no damage.
3. A retaliating unit will still deal damage to its retaliation target even if the attacking unit is no longer considered to be attacking.
4. Damage dealt by a retaliating unit is considered combat damage.
5. If any weapon or attack card effects would modify the damage dealt by an attack or create additional effects, those effects are applied after the combining of power stats during the dealing of damage within the damage step. Damage is all applied in one instance.
6. If any replacement effects with damage occur, the controller of the object taking damage chooses the order in which they apply sequentially and step-wise for each replacement effect.
7. Combat damage and removal of durability counters for weapons involved in attacks are done simultaneously.
1. Damage dependent upon the number of durability counters on a weapon is taken before any durability counters are removed.
2. If a weapon is wielded in an attack and was part of dealing damage or dealt damage, a durability counter is removed in this phase. Durability is still removed if the damage dealt is 0. No durability counters are removed if the attack was negated or fizzled, the defending object left the field or became an illegal attack target before damage was dealt, or if the weapon left the field before damage was dealt.
8. In the time that an instance of damage is being dealt, no Opportunity is given; no actions may be taken by players during this game state.
4. Finally, after damage is calculated correctly and dealt, the game progresses to the End of Combat step.
{% hint style="danger" %}
Regarding retaliation damage: If a retaliating unit was given stealth at the beginning of the damage step, a targeted attack without True Sight will become illegal and the unit retaliating won’t be dealt damage, however, the retaliating unit will still deal damage to the unit declared attacking.
{% endhint %}
{% hint style="warning" %}
Regarding damage prevention: A player controlling an effect that prevents 1 damage from a source has a champion being attacked by another player’s champion using Rending Flames as well as an effect that increases damage dealt by 1. The defending player may order the effects such that: Damage is decreased by 1, then doubled, and then increased by 1 to minimize damage dealt.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-ending-phases.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-ending-phases)
# Turn Order - Ending Phases
#### General Rules:
1. If an effect or condition ends a phase of the game, all effects in the Effects Stack will not resolve and all cards in the Effects Stack will be banished.
1. If there are any sub-phases or steps associated with the phase other than the ending of a phase, those will be skipped and the game will immediately proceed to the end of the phase.
2. If the combat phase is ended, the game will proceed to the end of the combat step and then immediately proceed to the main phase.
2. If an effect or condition ends the turn, all effects in the Effects Stack will not resolve and all cards in the Effects Stack will be banished. The game will immediately proceed to End Phase Step 4, the final part of the End Phase, complete any associated game actions, and then directly proceed to the following turn.
1. The card or ability that ended the phase will not be banished itself; it will (by default) go to the graveyard as it resolves before the phase is ended.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-turn-order/turn-order-skipping-phases.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-turn-order/turn-order-skipping-phases)
# Turn Order - Skipping Phases
#### General Rules:
1. If an effect or condition would skip a phase in the game, that phase does not happen. No turn-based actions or effects would take place that are tied to that phase and a player would never receive Opportunity to take player actions during that phase if they would be granted Opportunity during that phase.
2. Phases can be skipped multiple times. If this occurs, those phases will be individually skipped, even across multiple turns, if necessary.
3. The skipped phase will not proceed through any end-of-phase effects or turn-based actions.
{% hint style="info" %}
E.g., If a player’s End Phase were skipped, nothing that would take place during the End Phase (such as end of turn effects) would take place. If a pending trigger specified “the next end phase,” it would happen during the next player’s End Phase. If a pending trigger instead said “your next end phase,” it would happen during your next turn’s end phase.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-playing-cards.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-playing-cards)
# Game Mechanics - Playing Cards
#### General Rules:
1. Activating, materializing, or bestowing a card is considered playing that card.
2. A card can only be played if a player has control of that card or is given play permissions for that card.
3. If playing a card is illegal, the actions directly taken to play that card are canceled and the game state will revert to the point before the attempt to play that card was made.
4. All cards in the Effects Stack are controlled by the player who played them.
5. The activations, materializations, and bestowments of that card belong to whichever player created that instance and put it onto the Effects Stack.
6. When a card is played, that card is moved to the Effects Stack and given a timestamp corresponding to when it was played. This will also automatically add one instance of either an activation, materialization, or bestowment to the Effects Stack, corresponding with the play method used for that card.
7. A played card will be removed from the Effects Stack and moved to its appropriate zone after each instance of its activations is resolved or removed from the Effects Stack (see [state-based checks](/game-mechanics/game-mechanics-miscellaneous-topics/state-based-checks-and-effects.md)).
1. Cards with reserve costs will go to the Graveyard from the Effects Stack; cards with memory costs will go to Banishment. If a non-copy instance resolves and becomes an object, then the card will instead be placed on the field to represent the object.
8. If a card is removed from the Effects Stack, any instances of its activation, materialization, or bestowment will be removed from the Effects Stack, as well.
{% hint style="info" %}
{% endhint %}
**1.4 Selecting Modes:** Some cards require that one or more modes be selected out of given options when activating the card and placing it onto the effects stack. All modes must be selected as the card is placed onto the effects stack, and the selected modes may not be changed after the card is activated.
1. If any modes are selected based on unlocked class bonuses at the time of activation, these modes will still be selected and remain unchanged unless the class bonus is lost; they will not be regained statically if class bonus is lost.
**1.5 Declaring Targets**: After modes are selected, any necessary targets for successful activation must be chosen. A target may only be selected if it is legal. If an effect instructs a player to choose "up to" or "any number" or "any amount" or any variation of this, these targets are optional; they are not required for successful activation of the card. These targets will be inherited by the corresponding card activation.
**1.6 Checking Legality**: Then, the game performs a legality check for card activation and, if any part of the activation is not legal, the activation is canceled, and the game will revert to the point before the card activation was declared. No action will be considered to have been taken nor will event triggers be generated.
**1.7 Calculating Reserve Cost**: Next, the player calculates the reserve cost of the card with the following steps:
1. First, the starting reserve cost of the card is determined.
2. Second, effects that set a reserve cost are applied.
3. Third, effects that add or subtract to or from the reserve cost are applied simultaneously.
4. Fourth, effects that remove reserve costs are applied. This would cause reserve cost to become 0. Effects can’t cause the reserve cost to be less than 0.
**1.8 Paying Costs**: Next, the player pays the reserve cost and any additional or alternative costs of the card. If the costs cannot be paid, then the activation is illegal and the game state is reversed before activation was initiated. Costs can be paid in any order so long as they are fulfilled.
1. Costs may be paid through replacement effects.
2. If the payment of costs results in any modifications or additional modes being added to an activation, step 4 will be repeated for any new unselected modes or options. The same will be true for step 5 and 6, however, step 7 will not be repeated. Previously chosen targets and modes that were not modified or added in this step cannot be changed.
{% hint style="info" %}
E.g., For 1.8, Cordelia gives your tokens Reservable. You would be able to rest four Powercell tokens to pay for the reserve cost of Overlord before sacrificing the Powercells for the additional cost.

{% endhint %}
**1.9 Activation**: Then, the card is considered activated, and the player who activated the card gains Opportunity. The card activation is placed at the top-most index of the Effects Stack (following first-in-last-out resolution ordering). The corresponding source card for the activation is only tracked via timestamp, but is not ordered in the Effects Stack. Any additional instances beyond the originally instanced activation is given the "copy" property.
1. Cards can only be activated from hand unless otherwise stated.
2. Some effects will specify that you may activate a card with a memory cost as opposed to materializing it. Activating a card this way will still require payment according to its memory costs, as well as placing the card into the Effects Stack. The card will receive a corresponding activation rather than a materialization.
3. Activating a card is not dependent upon whether a player has or has not materialized for this turn; players may still activate cards with memory costs if that player has materialized a card and vice versa.
{% endhint %}
5. **Triggers With Modes:** Some triggers have different modes that can be selected for how it would resolve. These kinds of triggers are divided into the two classes of "choose one" vs "depending on" effects.
1. "Choose one" effects will ask that a player choose a mode or option from a list. That mode selection must be made as the ability enters the Effects Stack and can’t be changed while it is there. If there are no legal modes that can be chosen, the ability will fizzle. Similarly, if a triggered ability requires a target, that target must be selected as it is placed onto the effects stack. If no legal targets are available or made illegal while it is pending resolution, the ability will fizzle.
2. "Depending on" effects describe modes that are dependent upon the game state or a certain condition. The valid mode of that ability will occur as the ability resolves, rather than when it is placed onto the Effects Stack. Unlike a "choose one" effect, the player does not get to decide which mode resolves; this is determined by the game state.
{% hint style="info" %}
\
\
E.g., Ciel's mastery, Servile Possessions, has a triggered ability that describes separate modes that resolve depending on the game state. The trigger is placed onto the Effects Stack after the champion attacks, and the ability's option/mode is determined as it resolves.
{% endhint %}
6. Some triggered abilities are delayed trigger abilities, which can generate delayed triggers that cause the ability to enter the Effects Stack at a later time, such as at the end of a turn. They may also use words such as “At” or “When,” but may not necessarily start with those words.
7. Delayed triggers are generated as a result of the resolution of another ability. If the original ability that would generate the delayed trigger is negated or fizzles, the delayed trigger will not be generated.
8. Delayed triggers only happen once, like normal triggered abilities. If the trigger fails at the next possible opportunity, it will not generate another delayed trigger to attempt resolving again.
9. Delayed triggered abilities are still considered abilities and may be negated or fizzled.
10. When multiple triggered abilities enter the Effects Stack simultaneously, they will be stacked in turn order starting with the abilities that belong to the turn player. Each player will be able to select which order their own abilities will enter the Effects Stack when it is their turn to place their abilities into the Effects Stack. Only after each triggered ability is placed into the Effects Stack this way will the turn player be granted Opportunity and the triggered abilities will have a chance to resolve after the sequential passing of Opportunity.
11. If a trigger is generated while another effect or activation is resolving, the trigger will be placed onto the Effects Stack only after that effect/activation is completely resolved. If a card generates its own trigger as it resolves or while it is resolving due to a condition, this is known as a [reflexive trigger](/glossary/game-terms.md#reflexive-trigger).
12. Triggered abilities will have the same typing, element, and other relevant characteristics as their source.
{% hint style="warning" %}
\
\
E.g., Fabled Sapphire Fatestone will only trigger once, regardless of how many cards are moved from the deck to the graveyard in a single game event. On the other hand, Fabled Azurite Fatestone will trigger multiple times for each card banished from the memory in a game event.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-types-of-effects/types-of-effects-replacement-effects.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-types-of-effects/types-of-effects-replacement-effects)
# Types of Effects - Replacement Effects
#### General Rules:
1. Replacement effects are effects that will cause a specified effect or outcome to occur instead of another or that override the default effects or outcomes as described in the game rules.
2. Replacement effects are applied in the order desired by the controlling player whose objects, zones, cards, etc, those replacement effects pertain to.
1. The replacement effect order is determined sequentially in a step-wise fashion; it does not follow the first-in-last-out structure like the Effects Stack.
3. When replacement effects are being applied, if multiple effects are replacing or modifying a single type of outcome (such as damage a unit would receive), the replacement effects of a given nature will be applied sequentially and determined discretely until there are no further replacement effects to consider.
1. After a replacement effect is applied, only any remaining effects that can apply will be pending replacement.
4. Replacement effects typically use phrasing such as “If \[X event] would occur, \[do Y]” and commonly use the word “instead.” (In rare cases, "when" and "whenever" have been used.)
1. Damage prevention is a common type of replacement effect that will also use the word “prevent.” Effects using this word are almost always replacement effects.
2. Replacement effects may still be generated as a result of a triggered ability. Vice versa, triggered abilities may become triggered as a result of an alternative outcome from the result of a prior replacement effect.
5. Replacement effects can also be continuous effects.
6. [Damage prevention effects](/game-mechanics/game-mechanics-damage-prevention.md) are often a type of replacement effect.
7. Some cards allow a player to replace a method of playing a card with another effect (such as Preserve, which replaces a materialization by returning the Preserved card from the material deck to the hand).
1. Situations in which a card (face-up or face-down) can be legally played in the manner being replaced do not require revealing that card. However, certain situations may result in attempting to replace a playing method that is not publicly known, typically caused by cards being set face-down in a zone with private or hidden characteristics. In those cases, the player replacing the play method with an effect must reveal the intended card and its intended play method before it can be replaced.
{% hint style="info" %}
E.g., a player controls a Quicksilver Grail and has banished a non-champion card. That player activates the ability of the Grail and states they wish to return a card Preserved in their Material deck to their hand rather than materializing the card. That player would have to reveal the face-down card and show that it was possible to materialize it. If, on the other hand, the face-down card was a card that could only be activated and not materialized, they would be unable to replace the play method with Preserve’s ability.

{% endhint %}

E.g., Nullifying Mirror establishes a continuous effect that affects the set "cards in memory" until end of turn using *are*. This means any cards that enter Memory will also be Norm. While in memory, if those cards entered memory after Mirror's ability resolved, those cards will not be seen as "becoming Norm" at any timepoint, while the cards that were previously in memory before the ability resolved will see this change in characteristic. On the other hand, Censer is an example of a static ability, rather than an instanced continuous effect. This will apply the loss of abilities to all cards in graveyards at all times, regardless of whether those cards entered the graveyard after Censer came into play.
{% endhint %}
#### Layers
Several continuous effects can be present during the game. In situations where an effect modifies the same properties of a card, object, or rule attributed to a player, those effects will take precedence based on the timestamp of the effect source. However, some effects can overlap, altering the same property, such as a card’s element or an ally’s power. Typically, these overlapping effects will be applied according to a "Timestamp" system (see below). Sometimes, these effects may need information about another continuous effect being applied on the same layer, creating a dependency.
1. Dependencies will override any timestamp-based determination of continuous effects. In these cases, there exists an order for how to apply these modifications, called "Layers". Layers of continuous effects are checked at the same time as state-based checks in the game.
2. Players receive no Opportunity to act as the game applies the effects through each layer. The order in which layers are applied is as follows:
1. Layer A: Effects/rules setting base values and properties apply. This includes the setting of playing cost values. This includes setting of power, life, durability, levels, playing costs, and default play permissions (i.e., Fast vs Slow play speed).
2. Layer B: Effects/rules that modify a card or object’s types (i.e. Supertype, Type, or Subtype) are applied.
3. Layer C: Effects/rules modifying a card or object’s element are applied.
4. Layer D: Effects/rules that add or subtract abilities are applied.
5. Layer E: Effects/rules that increase or decrease power, life, durability, levels, playing costs, or modify play permissions (i.e., Fast vs Slow play speed).
6. Specifically for power and life stats, several effects may modify these values in different ways and require a sub-layering: First, apply any changes from continuous effects that do not set these values. Then, apply any modifications from counters. Finally, if any effects may swap power and life, apply these last.
{% hint style="warning" %}
E.g., Nullifying Lantern and losing abilities — Nullifying Lantern says "Cards in graveyards are norm element.” If another effect causes Nullifying lantern to lose all abilities, Nullifying Lantern’s effect of changing element in the graveyard will still apply. This is because Nullifying Lantern’s effect operates on Layer C while loss of ability operates on Layer D; the effect applies in Layer C before the ability loss is applied in Layer D.

{% endhint %}
#### Timestamps
Simultaneous continuous effects that modify the same property, characteristic, value, ability, etc. within the same layer are applied according to the “timestamp” established when the effect began. Independent continuous effects within a layer are applied sequentially in order of how recent the timestamp was established, oldest to newest (first to most recent). Effects creating dependencies will instead use a different method (below).
1. A timestamp can be tracked as a chronological marker where objects and their effects can be categorized as older or newer relative to when that effect began.
1. For objects that have static abilities that create continuous effects, the timestamp for that effect is tied to when that object entered play.
2. For cards and triggered or activated abilities that produce a continuous effect, the timestamp is tied to when that card or ability is resolved.
3. Masteries (and their abilities) are given a timestamp when they are gained.
4. Boons will be timestamped according to when they are bestowed.
2. If the modified attribute happens in a mutually exclusive fashion, the newest static ability will override the older one; If they are not mutually exclusive, they will both be in effect according to the timestamping of the effects.
3. For champions, the champion object and cards within the lineage will each follow specific timestamp rules.
1. The champion object, which is represented by the top-most card in the lineage, has its timestamp set as when the first champion card in that lineage entered the field (usually this is the Lv 0 Spirit Champion).
1. Leveling up so that a new champion card represents the object is not considered a gain of abilities due to continuous effects and will not use Layers. That card's rules text is treated as the object's base rules text.
2. Any cards that enter the lineage will have a timestamp for when that card entered the lineage. This is separate from the timestamp of the champion object and is used to track any abilities or continuous effects from the cards in the lineage.
4. For objects that enter the field simultaneously, timestamps are established via the order in which they were sequenced to enter the field. If multiple players control the assignment order in the same timing instance, the assignment will follow player turn order, starting with the turn player. The earliest time stamp is assigned by the turn player first, while the latest timestamp for the objects are assigned by the last player.
#### Dependencies
Some continuous effects may modify characteristics or rules operating on the same layer where those effects are dependent upon the existence or modifications that arise from another effect.
1. A dependent effect is: applied in the same layer as another effect, modified in some way if another effect is applied first (either by a rules text change, objects to which they apply, or modifies the effect applied to those objects), and either both or neither set any characteristics (such as setting playing costs or any stats).
2. If the conditions to establish a dependency are fulfilled, then the timestamp system is disregarded and the dependent effect is applied only after any effects on which it depends are applied first.
1. Timestamp order for dependent effects only applies for simultaneous dependent effects that are independent of each other in the same layer (i.e., those dependent effects do not depend on each other) or if those dependent effects form a loop with each other.
2. The order in which effects can apply may change if a pending effect changes its dependency status, either becoming dependent or independent.
{% hint style="warning" %}
E.g., Mordred effect that gives attack cards in the graveyard Floating Memory depends on Caliburn of Silencing's ability. In this case, Caliburn's effect must be applied first since each ability is applied in Layer D for adding or subtracting abilities.
\

{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-objects-and-targeting.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-objects-and-targeting)
# Game Mechanics - Objects and Targeting
#### Objects
1. Objects are defined as instanced representations of cards on the field, which include champions, allies, weapons, items, domains, phantasias, as well as any tokens.
2. Units are a subset of objects that only include allies and champions. These objects are interactable by effects that specify "target ally," "target champion," or "target unit" (for both). "Choose" may also be used instead of target, but will select a target as part of effects rather than as an activation requirement.
3. Innate stats tied to card characteristics (e.g., written Life and Power values, etc.) stay on objects even if they change to an object type that may not necessarily use or interact with that stat.
4. When effects of cards or abilities use a card type or subtype descriptor and do not refer to a card, activation, materialization, or source, these effects refer to the object with the described type or subtype on the field.
5. Effects that reference the source from which the effect originated (self-referential rules), the name of the card will be used as "this card" or "this object," depending on the context. The rules will use \[CARDNAME] for self references.
{% hint style="success" %}
\
\
E.g., If a Warrior champion attacks with Warrior's Longsword and the sword were to have its type changed to a Cleric Fractal Phantasia, the card still retains its power and durability stats. When damage is calculated in combat, the power of the card will contribute to damage, but will not benefit from the +1 power from its lost ability.
{% endhint %}
#### Non-Objects
1. Non-objects exist largely as cards in their respective zones, i.e., a card in the hand, graveyard, deck, memory, or banishment. They are treated as cards rather than objects and can't exist as an object representation on the field. This includes any activations, triggered abilities, or materializations.
1. Activations are either cards or abilities that have been activated and are in the Effects Stack.
1. Activations are interactable by effects that specify a target or chosen activation.
2. Materializations are cards that have been materialized and are in the Effects Stack.
1. Materializations are interactable by effects that specify a target or chosen materialization.
3. This also applies to cards in a champion's inner lineage (not the topmost champion card), intents, and [Loaded Cards](/glossary/game-terms.md#loaded); essentially, the rule extends to any card-specific zone.
1. These may be targeted by specific wording, such as "target card in an inner lineage," "target intent," or "target loaded card," respectively (these examples are not exhaustive).
#### Target
1. A "target" is a selected choice for the direction of an effect or action; the target is what those act upon. Whenever a target is specified, it can filter for and specify any of the aforementioned objects or non-object card types.
1. Unless otherwise specified, anything that is targeted can only be targeted once for that action or effect; targets must be unique. This applies to both effects and attacks.
{% hint style="warning" %}
E.g., In combat, an ally designated as a defender can only be targeted by an attack once. If that ally has Intercept, it can't redirect additional attack targets (such as with [Multistrike](/glossary/keywords-and-abilities.md#multistrike-n)). The same is true for effects that target; unless the effect specifically mentions that the same unit or other object can be selected more than once, a player would have to select **unique** targets.
{% endhint %}
1. An effect, action, activation, attack, etc., can only choose or target cards and/or objects of the specified types. I.e., If an effect specifies a specific object type as a target, it can only target objects of that type.
1. If an effect specifies objects by exclusion, it can target any objects that are not excluded.
2. If an effect specifies or targets one or more cards in a certain zone, it may only affect cards in that zone.
{% hint style="info" %}
E.g., “Target ally” can only target allies. “Target non-champion object” can target any object that is not a champion (allies, weapons, items, domains, etc.)

{% endhint %}
3. Tokens of a certain type (such as ally or regalia) follow the targeting conventions of those cards.
{% hint style="info" %}
E.g., A token ally can be targeted by any effect that can target an ally or a token.
{% endhint %}
4. Special cases with targeting involve effects that specify something is chosen rather than targeted. This usually occurs during the resolution of the effects in situations where targets can't be anticipated or specified during the activation process.
{% hint style="info" %}
E.g., the card Creative Shock instructs the player to choose a unit and deal 2 damage to it if a Fire card is discarded during the resolution of the spell. This only has a chosen unit after the spell has resolved and can't be specified before as the card to be discarded is yet unknown.

{% endhint %}
#### Redirect
1. Redirect is a game term that describes when the set target of an effect is modified to another (legal) target.
2. Redirecting can't happen from one target to another object that is already being targeted by the same effect or action; the target can only be changed to another unique target.
3. In combat, if a unit is already designated as a defender, it can't have another attack target redirected to it for that combat phase.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-timing-and-permissions.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-timing-and-permissions)
# Game Mechanics - Timing and Permissions
#### Fast vs Slow
The timing for playing cards and activating abilities falls under two categories: Slow and Fast timing conventions or speeds.
1. Slow speed follows the following conventions:
1. The turn player may play slow action cards (action cards with slow speed), allies, weapons, items, domains, champions, phantasias, activate slow abilities, and may declare attacks when they have Opportunity and the Effects Stack is empty during their Main Phase. These are referred to as “Slow Player Actions.”
2. The non-turn player can't perform Slow Player Actions.
2. Fast speed follows the following conventions:
1. Any player may activate fast cards when they have Opportunity in the turn, or no events are otherwise taking place, and Opportunity passes as a result of the game state. These are referred to as “Fast Player Actions.”
2. Activated abilities can be activated at a fast speed.
#### Opportunity
Opportunity is a concept that governs the activation of cards and abilities at a fast speed.
1. Opportunity for players arises as a result of a game event taking place which designates a player to receive Opportunity.
1. Activation of cards or abilities or a triggered ability being placed on the Effects Stack all generate opportunities for players to act upon.
2. Opportunity will always arise whenever there is an effect pending resolution in the Effects Stack.
2. While a player has Opportunity, that player may activate any card or activate any ability with a fast speed. If the turn player has Opportunity and it is their main phase, they may perform slow player actions.
3. Players pass Opportunity in turn order declining to take further player actions.
4. Players pass Opportunity to the next player in turn order until every player has had a chance to respond to the top effect of the Effects Stack.
5. The top layer in the Effects Stack resolves after all players in a game have successfully passed on Opportunity for one cycle.
6. Following this, the taking of player actions and the passing of Opportunity is repeated until all effects, card activations and materializations, and abilities pending resolution have been resolved.
7. Any time the bottommost layer of the Effects Stack resolves, if the game is currently in the Main phase, the turn player regains control of the Main phase.
8. The turn player is the first player to receive Opportunity whenever Opportunity arises at the beginning of most phases and steps of phases, after the completion of turn-based actions, or after the topmost layer of the Effects Stack resolves.
1. After a player activates or materializes a card, activates an ability, they receive Opportunity by default even if they are not the turn player. In this manner, players can maintain Opportunity and commit to multiple consecutive player actions. However, pending actions cannot be resolved until they pass Opportunity and all players have had a chance to pass Opportunity in turn order.
9. State-based effects and turn-based actions will always happen before players receive Opportunity to act.
10. If a player were to receive Opportunity, state-based effects are first checked and the game will perform any necessary state-based actions before players have the Opportunity to act.
11. If all players pass on Opportunity while the Effects Stack is empty, the game will automatically proceed to the next phase.
Situations in which Opportunity arises:
* At the beginning of Recollection and End Phases
* After a card or ability enters the Effects Stack. (This can refer to materializations, activations, or triggers. Opportunity passes before resolution of that card or ability.)
* At the beginning of the retaliation step and damage step of the combat phase
* At the beginning of the main phase (turn player receives Opportunity and can perform Slow player actions)
* After an activation, trigger, or materialization resolves and there is another effect on the Effects Stack or a pending turn-based action
* After the turn player moves to the end of the turn, the opponent(s) will receive Opportunity before the end step
#### Special Play Permissions
Some effects will grant a player the ability to play, activate, or materialize a card they might not normally have the ability to.
1. Special Play Permission-granting effects explicitly give permission to a player as to the context of time and duration that the permission is granted.
1. These permissions will typically override or overrule any default cases, such as Fast or Slow stats on cards, as well as the zones from which a card can be played.
2. If a card states a given player "activate/play/materialize a card" (with or without a may) without establishing a duration for this effect, the permission is assumed to be given only as part of the effect and is considered an instruction to the player, just as an effect may state "Draw 2 cards."
1. After the effect has been completely resolved, any permission granted expires. This permission will allow players to seemingly activate cards with Slow play permissions while the Effects Stack is not empty.
{% hint style="info" %}

E.g., for cards such as Quicksilver Grail or Beseech The Winds, the player is granted permission to play the banished card or is instructed to materialize a card and is granted permission to do so through the effect, bypassing normal timing permissions.
{% endhint %}
3. If, on the other hand, an effect specifies a duration or conditions ("as long as...") modifying the play permission, the play permissions are altered or granted only after the effect has fully resolved and a player must still abide by any permissions that were not overridden.
1. These effects will typically modify permissions for zones from which a card is played rather than explicitly grant permissions that allow Slow vs Fast play permissions to be overridden.
{% hint style="info" %}
E.g., Naia grants permission to activate the Spell from banishment "as long as you control Naia." This permission is only granted after the effect fully resolves rather than being instructed play/activate/materialize a card. As a result, only the permission to activate it from banishment is added to the normal permissions and play timings of Fast vs Slow will still apply.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-damage.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-damage)
# Game Mechanics - Damage
#### General Rules:
1. Damage dealt is always calculated at the resolution of an event and is calculated based on all damage-modifying factors.
2. Damage is classified as Combat damage and non-Combat damage. Any damage dealt during the resolution of the damage step of the combat phase is dealt as Combat damage. Non-Combat damage includes most other instances of damage being dealt, such as by action cards or by abilities.
3. Damage can also be characterized as unpreventable damage. This indicates that prevention effects will not be able to prevent that damage.
4. Ally damage is inflicted according to the power stat denoted on the ally card in addition to damage modifiers. Each power stat point on an ally results in one damage dealt per attack point by that ally.
5. Each power stat point on a card in the intent or weapon wielded during an attack results in one damage per power when a champion attacks. The same is true for any power-increasing modifiers or effects.
6. A champion can declare an attack with more than 0 power. The attack still happens if the power is reduced to 0 or less after the attack was declared and durability from a weapon is removed normally during the damage step.
7. If an effect were to prevent damage, that damage does not happen; it is not simply reduced.
8. No player actions may be taken during the time damage is dealt to units and the time in which those units are determined to be destroyed or banished as a result.
9. Damage is only considered dealt whenever the value of damage taken is greater than 0; if prevention effects or replacement effects would reduce damage to 0, the event of dealing damage won't happen.
10. The designated object for a damage source will always be the object dealing damage.
1. For attacks, the damage source is considered to be the attacking unit.
1. Whenever a champion deals combat damage, it will be considered the sole source of damage regardless of whether it declared an attack through attack card, wielded a weapon, or both for the attack.
2. For actions dealing damage, the action is considered the source of damage.
3. The object that owns the ability is considered the source of damage for abilities dealing damage.
11. If an effect on a card states to “Deal X damage” where X is a damage value defined by the card, that card marks that much damage on the chosen target.
12. Damage marked on allies is considered “temporary damage” and is removed during the end phase before the start of the next turn.
13. Damage is marked permanently on champions in the form of damage counters which stay until removed by another effect (such as via the Recover mechanic) or until it is equal to or exceeds the life of that champion, at which point that champion dies (this often causes that champion's controller to lose the game).
{% hint style="warning" %}
Champions with Immortality will not die from having damage counters equal to or greater than their life stat.
{% endhint %}
14. The element typing of a damage source is considered the element of the source.
{% hint style="info" %}
E.g., if a Luxem, Fire, and Norm element champion attacks with a Water attack card, the damage source typing is only Luxem, Fire, and Norm.
{% endhint %}
15. Negative amounts of damage can’t be dealt; if less than 0 damage would be dealt, no damage (0 damage) is dealt instead.
16. When damage is dealt, the number of damage instances depends on the wording of the card. If one quantity of damage is applied to a set of objects, it is considered a single damage event for that source. If multiple instances of damage or multiple targets are individually selected, this is considered multiple damage events.
{% hint style="danger" %}
\
\
E.g., in the case of Slime King, the Slime King ally can track information from the activation of the Slime King card. When the On Leave ability triggers and Slime King has left the field, the ability will examine the information on the Slime ally cards carried by the Slime King object, even though it would have left the field.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-copy.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-copy)
# Game Mechanics - Copy
Some cards or abilities can become a copy of a card activation/materialization, object, or ability, or may create an object that is a copy of a card, object, or ability. Copying can refer to the effect of copying an object or card activation. A copy can refer to the copied card activation/materialization, object, or ability.
#### General Rules:
1. Anything copied will assume the properties and characteristics it inherits as a result of the zone in which it was copied.
1. A copied activation of a card or ability is still considered a card activation. A copied triggered ability is still considered a triggered ability. This is true for all types of interactable objects.
1. If the activation of the original card would require additional costs, those additional costs are also required for the copy. The copy is treated as a card, per rule 1.e. in this section.
2. A card copied from the hand will cause the copy to behave as if it were in the hand. The same is true for other zones.
3. Only copies of cards on the field (i.e., the objects the cards represent) will become represented by tokens on the field.
4. Copies that are not on the field will only persist as long as the effect that created the copy persists. However, a copy of a card activation/materialization with a corresponding object type will cause a token of that object to be summoned as it resolves (the original card copy itself still ceases to exist).
1. A copy of an intent will remain in the intent until the end of combat.
5. Copies of cards (not objects) are treated as cards themselves for the duration of the copy effect. The same is true for any other type of copying.
1. Any effects or other rules text referencing "this" on the original card that was copied will apply to the copy itself, as it is also treated as a card under rule 1.e.
{% hint style="success" %}
For 1.a., a copied intent is also an intent, a copied object is copied into the field, a copied activation is copied into the effects stack, etc.
{% endhint %}
2. Whenever a copy is made of a card activation/materialization, it will automatically gain the "copy" property. Only non-copied card activations/materializations will resolve with the source card representing the object of the activation/materialization, if it were to become an object. Otherwise, objects resolving with the "copy" property from their activations/materialization will become token objects.
3. Copied card activations and copied objects are under the control of the player who created the copy.
4. A copied ability will have the same source as the original ability activation or trigger, and references by name will refer to the source of the original ability.
5. Copy effects that state a player may choose new targets or modes for the copied ability or card activation allow the player to choose new targets or modes.
1. This will not allow the player to modify any choices made in activating the original non-copy instance.
6. Copying a card is not the same as generating a card. A copied card will cease to exist after the duration of the effect that created it.
#### Copying Objects
1. When an object is copied, the new copy has all characteristics of the base printing of the current face of that card without any modifiers such as counters, rested/awake statuses, or other continuous one-shot effects applied to the card.
1. Copying an object will only copy the default text on a card, regardless of any modifiers that object maintained through or conferred by its activation/materialization, such as Imbued, Brewed, or Prepared.
1. This extends to any cards copied in the Intent.
2. Any choices or modes made while the original was on the field do not count as copiable information or characteristics for the new object. If any abilities ask that a player choose an effect, this choice is not impacted by nor will it impact the original object’s choice.
{% hint style="warning" %}

E.g., If a copy was made of Nia, Mistveiled Scout, the copy’s controller may choose a different card name from what was named by the original Nia while the new object’s On Enter ability is resolving. The new Nia will not “remember” which card was chosen by the original.
{% endhint %}
3. Copies of any intent will also be copied into the intent zone. Those copies will cease to exist at the end of combat.
4. Any subsequent changes to the original object will not cause any changes in characteristics to any of the copies.
5. When an object is copied, the copied object is solely used to reference characteristics, regardless of whether or not the copied object is itself a copy.
6. Copying a transformable card will cause the copy to have only the characteristics of the face-up side. This copy will not be able to transform unless it has a valid corresponding side.
#### Static Copying
1. Some objects may enter the field as a copy of another object. If it does, the copied object will act as if it entered as the original card with any On Enter abilities being placed onto the Effects Stack if able. Otherwise, it will copy all other characteristics as point 1 made above.
2. Entering as a copy is not a triggered ability like On Enter.
#### Copying Abilities, Card Activations, and Materializations
1. Copying a card or ability activation, materialization, or triggered ability will cause another instance of that ability or card to be placed onto the Effects Stack with any chosen modes, alternative costs, values of X, or other choices made during activation to be identical to the new copy.
1. Modes may only be changed if the copy effect gives explicit instructions to do so.
2. Any choices made during resolution may be different between the copy and the original.
3. If there is any property or characteristic of cards or objects associated with the activation, materialization, or triggered ability, that information is also copied. This is true for: Brewed, Imbued, Prepared, and Empowered.
{% hint style="info" %}
E.g., an Imbued action activation that is copied will produce an Imbued copy. However, if an imbued *object* is copied, the new object will not be imbued.
{% endhint %}
4. A copied activation of a card with a field-permanent object type (such as Ally or Item) will cause the copied activation to enter as a token copy of that object with any characteristics matching those of the card in the Effects Stack, including any static modifications made to that activation.
5. A copied activation of a card that does not have a corresponding permanent object type (such as actions) will cease to exist after it resolves, is negated, or fizzles.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-tokens.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-tokens)
# Game Mechanics - Tokens
#### General Rules:
1. Token is an object classification. Unlike cards, which are represented by a physical Grand Archive card, a token is an object that is created by effects with defined characteristics (such as name, element, cost, power, life, etc.) but is not represented by a physical card.
1. A token can be represented on the field physically in any manner, as long as this representation is clear to both players. E.g., coins and dice are commonly used to denote tokens in play.
2. A token may be represented by an officially printed Grand Archive card, which lists Token on the typeline.
1. Token is not a card supertype (since tokens are not treated as cards).
3. Tokens serve as representative proxies of objects instanced in the game.
2. A token is physically represented on the field, usually by a tangible object as a game piece.
3. Tokens can't exist in the Graveyard, Banishment, Main Deck, Material Deck, Hand, Memory, Intent, etc; A token ceases to exist if it (or rather, the object it represents) is moved to any zone other than the field.
1. Tokens cannot undergo any further zone changes when they cease to exist.
4. Copies of objects are tokens; copies created on the Effects Stack or Intent are not tokens.
5. Control of a token uses the same rules as when an object enters the field; ownership defaults to the controller of the effect that created the token.
6. A token object will remain a token, regardless of whether it undergoes any other changes to its properties or characteristics; "token" is not an object's classification that may be changed.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics)
# Game Mechanics - Miscellaneous Topics
The following pages discuss these topics:
* [Tracking Information](/game-mechanics/game-mechanics-miscellaneous-topics/tracking-information.md)
* [Permission](/game-mechanics/game-mechanics-miscellaneous-topics/permission.md)
* [Concession](/game-mechanics/game-mechanics-miscellaneous-topics/concession.md)
* [Randomization](/game-mechanics/game-mechanics-miscellaneous-topics/randomization.md)
* [Rounding](/game-mechanics/game-mechanics-miscellaneous-topics/rounding.md)
* [Searching and Finding](/game-mechanics/game-mechanics-miscellaneous-topics/searching-and-finding.md)
* [Special Game Actions and Turn-based Actions](/game-mechanics/game-mechanics-miscellaneous-topics/special-game-actions-and-turn-based-actions.md)
* [State-based Checks and Effects](/game-mechanics/game-mechanics-miscellaneous-topics/state-based-checks-and-effects.md)
* [Player Action Legality](/game-mechanics/game-mechanics-miscellaneous-topics/player-action-legality.md)
* [Naming](/game-mechanics/game-mechanics-miscellaneous-topics/naming.md)
* [Effects](/game-mechanics/game-mechanics-miscellaneous-topics/effects.md)
* [Simultaneous Selections](/game-mechanics/game-mechanics-miscellaneous-topics/simultaneous-selections.md)
* [Default Case](/game-mechanics/game-mechanics-miscellaneous-topics/default-case.md)
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/tracking-information.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/tracking-information)
# Tracking Information
#### General Rules:
1. Trackable information includes marked champion damage and the various counters that can be placed on objects.
2. Players may track temporary marked damage on allies using similar methods, however, players must clear this tracked damage at the end of each turn to properly represent the game state.
3. Multiple objects may be used to keep track of any counters on an object, such as dice, coins, or other countable markers or symbols.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/permission.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/permission)
# Permission
#### General Rules:
1. In all situations, rules text of cards, or effects that restrict a player from performing a player action using the words “can't” or “may not” overrule any effects that grant permission for that player to perform that player action if both effects are static.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/concession.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/concession)
# Concession
#### General Rules:
1. At any point in the game, a player may choose to concede the game.
2. In a two-player game, the opponent of the player immediately wins the game.
3. In a multiplayer game, the game will continue considering that the player to have lost until there is a winner of the game.
4. Conceding is not bound by any timing restrictions and may be done at any point in the game.
5. Conceding supersedes any effects that specify that the conceding player cannot lose the game.
6. After a game result is obtained through a concession, any subsequent games will follow as normal, following format conventions and match structures.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/randomization.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/randomization)
# Randomization
Randomization in this game is used to determine outcomes of random events and the random ordering of decks after shuffling.
#### General Rules
1. For a method to determine outcomes to be random, an object used to generate a random result must be fair.
1. Objects considered fair for use in randomization include dice with two or more sides in which each side has an equal chance of resulting after tossing that object.
1. A fair coin is acceptable as a two-sided die for this purpose.
2. When selecting random events, a die with more sides than results needed to be determined can be used if it is easily scalable or if there is a fair method agreed upon among players to determine results.
{% hint style="info" %}
E.g., if a player must banish a card among five from memory, a D20 (20-sided die) may be used where values 1-4 are assigned to the card in the 1st position, 5-8 are assigned to the card in the 2nd position, 9-12 for the 3rd position, 13-16 for the 4th position, and 17-20 for the 5th position.
{% endhint %}
3. Sufficient shuffling and randomization of cards that are not uniquely identifiable, and having an opponent choose from among those cards, is considered a fair selection method.
4. For shuffling a deck, only methods that generate a sufficiently random state may be used.
1. The deck shuffled must be in plain view of your opponent and/or event judge.
2. After a player shuffles a deck, they present their deck to an opponent to cut or further shuffle the deck.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/rounding.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/rounding)
# Rounding
#### General Rules
1. If a situation would require rounding a numeric value, that number is rounded down to the nearest whole number.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/searching-and-finding.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/searching-and-finding)
# Searching and Finding
#### General Rules
1. Searching means looking through a set of cards, typically to select one or more cards from that group for a purpose. Finding a card is selecting a card or cards from that set.
1. If an effect instructs a player to search for or find a card with certain characteristics (cost, name, element, etc.) in a private zone, the player has the option to not select a card, even if there is a legal choice. This can be considered an optional "failure to find."
1. If there is a legal choice among revealed cards or legal choices among public cards, players do not have the option to decline choosing the legal card, i.e., they cannot opt for a failure to find.
2. If an effect instructs a player to find or search for a card without defined characteristics (stated as "a card"), a card must be chosen if there is at least one legal choice. Players cannot fail to find a card in this case.
3. Some effects may ask a player to move or put a card from one zone or set of cards to another. This action requires that a player search for a card with the matching or required characteristics to proceed with moving that card. These effects will often specify what zones may be searched.
4. Any time an effect would specify that a player would search for or activate a card from a zone, or that a player would materialize a card from the material deck, that effect resolves and proceeds if no card is a legal choice or no card is found. There will not be a change in game state.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/ordering-and-tracking.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/ordering-and-tracking)
# Ordering and Tracking
#### General Rules
1. If a player is instructed to place a revealed card or a card whose identity/characteristics have become public information in a specific zone, the card will follow the information privacy of the respective zone in which it is placed. E.g., if a card were to be placed third from the top of a deck, the card should be ordered in the deck face down and will remain private. The tracking of cards' positions in this manner is the responsibility of the player(s) who wish(es) to track it.
2. If a player is instructed to simultaneously place two or more cards in a specific place or places in an ordered private zone, such as the Main Deck, the owner of the cards chooses the order and positions they are placed, according to the effect. The owner of those cards and the zone in which they were placed does not reveal the order of those cards to other players, even if the cards were previously public information.
1. If an effect were to reveal or change the visibility of a specific card or cards from among those in order that was changed in some way, the visibility and information will only be considered after the effect of ordering is fully completed.
3. If a player is instructed to simultaneously place two or more cards randomly within an ordered private zone, the owner of the cards must first shuffle any of the revealed or seen cards and assign them randomly within the zone. Neither the owner nor other players in the game should know the identity or identities or any card(s) that were positioned accordingly.
{% hint style="warning" %}
\
\
E.g., For Advent of the Stormcaller, even though the top **LV** cards are revealed to all players in a game, only the controlling player will see the way the cards get ordered into the deck. The other players may only know how many cards were positioned to either the top or the bottom, but they are not allowed information as to which cards were placed where and in what order. Similarly, for Angelic Channeling, even though the cards were public in Banishment, opponents will not know the order of the cards (if it was two or more).
{% endhint %}
4. If an effect instructs a player to place a card into an undefined location in an ordered set of cards, the card should be placed into a default position in that zone by assigning non-existent locations with a null value to place the card.
1. If the zone does not exist, the card will not move from its current location.
\
E.g., Eternal Magistrate can't prevent Lv 0 Spirit champions from being placed onto the field during a player's first turn as this is a special game action.
{% endhint %}
**Special game actions:**
* Putting into play a Level 0 champion at the start of the game. This also does not count as a materialization.
* Player concession
* Loading cards using the Aethercalling ability.
* Pre-game actions
**Turn-based actions:**
* Waking up objects as part of the Wake Up phase
* Players returning cards from their memory to their hands as part of recollection
* Players drawing a card as they enter the draw phase.
* Damage being dealt simultaneously during the damage step of the combat phase.
* Putting charge counters on cards with On Charge abilities during recollection.
* Declaring retaliating units during the Retaliation Step of combat.
* During the end phase:
* Removal of temporary marked damage
* Ending end-of-turn effects ("until end of turn, this turn, as your turn ends," etc.)
* Discarding down to imposed hand size limits.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/grand-archive-comprehensive-rules/game-mechanics/game-mechanics-miscellaneous-topics/state-based-checks-and-effects.md
Publisher's current source: [Weebs of the Shore](https://rules.gatcg.com/game-mechanics/game-mechanics-miscellaneous-topics/state-based-checks-and-effects)
# State-based Checks and Effects
State-based effects occur as a result of conditions in the state of the game being met and often do not require any additional input from the player to be completed.
#### General Rules:
1. Checks to see if state-based conditions are met happen every time the state of the game changes in the time between a player losing or passing Opportunity and the moment at which another player receives Opportunity.
2. The target of an activation, materialization, or trigger will be changed to no target or a null target if the previously assigned target becomes illegal or does not exist during state-based checks.
1. If all required targets of an activation, materialization, or trigger do not exist or are illegal, that activation, materialization, or trigger will fizzle.
#### Types of Checks
1. Game-ending Checks: The game will first make a pass to validate whether any conditions that result in a player having won or lost a game are to be checked.
2. Damage: If the damage marked on a unit equals or exceeds a unit's life stat, the unit will die.
3. Durability: If a weapon has no durability counters, the weapon will be destroyed.
4. Unique Objects: If a player controls 2 or more unique objects with the same name, the game will force the player to choose one of them to keep, and the player must sacrifice the rest of those objects before the game continues.
5. Copy: If a copy of a card activation is sent to a zone other than the Effects Stack, it will cease to exist unless it has a corresponding card. If a copy of an object is sent to a zone other than the field, it will cease to exist unless the copy has a corresponding card.
6. Clean-Up: The game will remove all ally damage counters, “until end of turn” or one-shot effects, and other temporary conditions at the end of each turn, such as a player's Agility. If any limitations are placed on players, such as maximum hand sizes, the active player must take the necessary actions to fulfill such limitations before the game continues.
7. Combat Roles: A defending unit is no longer a defender/defending unit as soon as it is no longer an attack target. A retaliating unit stops being a retaliating unit when it no longer has a valid retaliation target.
8. Targeting: When something (card, object, non-object, etc.; anything that could be targeted) becomes an illegal target, it will stop being targeted. Simultaneously, if an effect targeting a previously legal target were to have that target become illegal, it would not be considered as targeting for that part of the effect. (If all required targets for that effect are made insufficient to resolve legally, the targeting effect fizzles.)
9. Resolution: As a card activation/materialization/bestowment resolves, it will check to see if the source of that resolving instance has any other instances (copies or a non-copy) pending resolution. If there are no remaining instances, the card will be removed from the Effects Stack and moved to its corresponding zone. If the final resolving instance of an object-based card type is the non-copied instance, the card will be moved to the field to represent that object.
10. Activations/Materializations/Bestowments: While an activation/materialization/bestowment is pending resolution, the game will check legality for its resolution, including the presence of its source card in the effects stack. If that activation/materialization/bestowment doesn't have its corresponding source card, it will fizzle.
1. Restriction abilities are checked statically as part of state-based checks while a card, ability, or other effect is pending resolution. If the requirements to unlock the restriction are not met when they are checked, the restriction ability is lost statically. This will simultaneously cause any dependent effects or targeting statuses to stop and can cause fizzling.
{% hint style="info" %}
Pantheon Barrier is a Token Phantasia Domain with subtypes of Spirit Siegeable BArrier that is Norm with a reserve cost of 3 and a durability of 6. It has Omnishroud and says "If damage would be dealt to another object you control, that damage is dealt to Pantheon Barrier instead.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-mechanics/time-extensions.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-mechanics/time-extensions)
# Time Extensions
If a judge pauses a match for more than 1 minute while the round timer is running, the match time should be extended proportionally. Matches are allowed 5 minutes of overtime by default; however, judges are allowed to add up to another 5 minutes to the timer each round. For larger events where it may take time for a judge to reach a table for a judge call, judges are recommended to apply a proportional time extension for that match.
For the context of judge procedures, judges may allot up to 15 minutes of round extension when completing a deck check. Typically, deck checks should take no more than 5 minutes; however, it is recognized that corrective procedures may be applied and prolong the call. Extension up to 5 minutes may be given unilaterally; however, it is recommended that the attending judge consult the Head Judge when giving extensions beyond 5 minutes during a deck check.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-mechanics/use-of-dice-or-counters.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-mechanics/use-of-dice-or-counters)
# Use of Dice or Counters
Players should be explicit as to what a die represents and what value is being presented to represent the intended value. If a die is being rolled, players must be clear and explicit about what the face values will determine.
When counters (which may be dice) are used, players should be explicit as to what the counter is being used to represent and should be clear if the use of the counter is being modified or changed to reflect a different value or metric. Each counter can only be used to reflect a single value or metric and cannot be used to represent multiple values simultaneously.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-mechanics/use-of-dice-or-counters/random-number-generation.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-mechanics/use-of-dice-or-counters/random-number-generation)
# Random Number Generation
If players wish to generate a random number for a random selection of cards or for randomly choosing which player plays first during a game, it is recommended that dice are employed. For selecting which player to go first, it is recommended that two six-sided dice are rolled (2 x D6) with the top face values added together. The player with the higher total goes first. If the result is a tie, the process can be repeated.
For generating a value to select cards for random banishment from among cards in memory to pay for memory costs, it is recommended to use six-, eight-, ten-, twelve-, or twenty-sided dice (D6, D8, D10, D12, or D20). This method should be used when there is a small number of cards in the memory zones, i.e. ten or fewer. If more than ten cards are present, it is recommended that the pile of cards is shuffled and the opponent randomly picks from among the shuffled cards to banish for cost payment. For randomly choosing cards to banish using die rolls, cards in memory can be laid out and each card can have a value assigned from 1 to n where n is the total number of cards in the memory zone. A die with more faces than n cards present should be rolled as many times as there are cards to be banished. The result of the face value of the rolled die will correspond to the assigned value of a card and that card will be banished. For values that do not have a corresponding card, the die may be rerolled until a corresponding value results.
{% hint style="info" %}
E.g. A player has 7 cards in memory and must banish 2 from among them to pay for a memory cost. The cards are laid out and assigned a number from 1 to 7 in order. Initially, an eight-sided die can be used where a value of 1 through 7 will choose the card corresponding to that assigned value will be banished. If an 8 is rolled, the die is rolled again until a value between 1 and 7 is determined. After the first card is selected for banishment, the numbers are reassigned from 1 to 6 as there remain 6 cards in banishment. The eight-sided die can be used or players may switch to using a six-sided die. If an eight-sided die is used, values of 7 and 8 are rerolled while a value of 1 through 6 will correspond to a card in the memory zone. If a six-sided die is opted for, it can be rolled and whichever value is rolled will correspond to the card to be banished.
{% endhint %}
{% hint style="info" %}
E.g. 5 cards are in memory and players opt to use a twenty-sided die. Each card can be assigned multiple values (1 through 4, 5 through 8, 9 through 12, 13 through 16, and 17 through 20) so that each card has 4 unique values. Rolling a twenty-sided die will return a value that gives equal odds for any card to be banished from among the five.
{% endhint %}
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-mechanics/use-of-electronic-devices.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-mechanics/use-of-electronic-devices)
# Use of Electronic Devices
Players may use electronic device to take notes, as discussed in the prior section on [In-game Notation](/tournament-mechanics/in-game-notation.md) Internet-capable devices may be used to access basic information such as looking up cards on the Index. If a device is to be used for this purpose, it must be set aside in plain view for all players in the match while accessing the Index. Players may not access online deck lists unless allowed by the Tournament Organizer. Brief personal calls are allowed (should not exceed 3 minutes). If a player wishes to access the device for any other personal reasons, they must request and receive permission from a judge. Use of all electronic devices is not allowed during a draft or deck Construction.
The use of AI or communication feature on wearables, such as "smart" glasses are not allowed during tournament play. These features must be disabled during a tournament. Judges may instruct and request that a player show the features as disabled during the tournament if they have such devices. Players may turn these features on between their matches and outside of the tournament venue, but must remember to turn these features off for tournament matches to preserve integrity of play.\
\
Likewise, the use of earbuds, headsets, or other audio peripherals may not be used during tournament play. Their use is not subject to rules enforcement in-between matches, the same as smart devices.
Use of devices out of compliance with the above policies may be subject to tournament penalties under Outside Assistance.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-proceedings.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-proceedings)
# Tournament Proceedings
The following pages will cover these topics:
* [Sanctioning Events](/tournament-proceedings/sanctioning-events.md)
* [Swiss Scoring and Tie-breaks](/tournament-proceedings/swiss-scoring-and-tie-breaks.md)
* [Limited Tournaments](/tournament-proceedings/limited-tournaments.md)
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-proceedings/limited-tournaments.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-proceedings/limited-tournaments)
# Limited Tournaments
#### Drafting
Some sets of Grand Archive are meant to be draftable. For tournaments where players draft decks to play, there is first a drafting period before pairings and round matches. In the drafting period, (recommended: 8) players are seated circularly (or in an arrangement where each player has a player to their right and their left) and randomly. Depending on the structure of the draft, players will receive a combination of sealed draft packs or regular packs which are meant to be drafted in the draft process. Sealed draft packs are not meant to have draft picks and are instead opened by players with their entire contents kept for construction. Aside from the sealed draft pack, other packs in the draft are randomly distributed to each player for the drafting portion. Of note, sealed draft packs are typically given to TOs to support drafting and are not organically available in products. Formats that do not require a draft pack may be organically drafted with the entire contents of the draft deck stemming from drafted packs.
Recommended Timing: Set a 60-minute timer and start it as soon as drafting can get underway. The draft itself can proceed untimed but it is recommended for all picks to be finished within 40 minutes. Deckbuilding is allowed the remaining time of the 60 minute timer. If all players are ready, the timer may be ended prematurely for round 1 pairings. Only products/cards received from the tournament officials may be used for these tournaments.
For the drafted packs, each player starts by opening their first pack, sets the cards facing down, and counts the cards to ensure the proper number of cards in the pack. If players open an error pack, they must notify a judge. Any token cards, rules cards, or other non-game cards are removed. Any cards with multiple faces must be announced to the table prior to selection. If there are no issues, the draft can start with each player picking one card to be set aside face-down. Players pass the rest of the pack contents to the right. Each player will then receive cards from the player to the left and must pick one card, and pass the remaining cards to the right, again. This process will continue until no cards are left to choose from. Players open another pack after each player has finished picking from cards in the first pack. They will do the same process, except cards will be passed to the left instead of the right, alternating directions after each pack that is drafted.
Cards that have been picked and set aside cannot be returned to the pack after the remaining cards in the pack have been passed to the next player. Players cannot reveal their card selections to other players and must do their best to ensure the face of their cards, selected or pending passing, is not revealed to the other players. Players are not permitted to reveal any hidden information regarding their picks, cards they are passing, cards they wish to pick, or cards they wish others to pick. Players are allowed to look at cards they have previously drafted and set aside at any time.
Each player can add Spirit of Fire, Spirit of Water, or Spirit of Wind to their draft material deck for free. Tournament Organizers are encouraged to have plenty of spare copies of these spirits to hand out to players for draft tournaments and otherwise should announce if they will not have them provided. Sealed draft packs will often have necessary champions for deck construction.
Players can leave or drop from a draft tournament at any time during the draft process. If they do so, any cards they have drafted and any of their unopened packs are in their possession. Additionally, if a player can’t or does not wish to continue with a draft, but wishes to participate n the tournament, they will not be allowed to draft any further and must try constructing a valid deck from their currently drafted cards. The players remaining in the draft will continue drafting with one fewer player and that missing player’s picks are skipped.
**Current draft formats available:**
*Dawn of Ashes 1st Edition - 6 packs per player, no sealed draft pack*
*Dawn of Ashes Alter Edition - 6 packs per player, no sealed draft pack*
*Mortal Ambition - 3 packs per player, 1 sealed draft pack.*
*.asphodel/paradise - 4 packs per player, 1 sealed draft pack.*
No specific distribution or frequency of card rarity is guaranteed in a single pack of Grand Archive. If an abnormal pack or product is opened, players must first notify a judge and it is at the discretion of tournament judges and the tournament organizer to allow or replace the product.
---
Local source: submodules/grand-archive/.agents/skills/grand-archive-rules/references/tournament-policy/tournament-proceedings/sanctioning-events.md
Publisher document: [Weebs of the Shore](https://trg.gatcg.com/tournament-proceedings/sanctioning-events)
# Sanctioning Events
#### Standard and Team Standard Tournaments
Tournaments organized for Grand Archive should be hosted through the Omnidex. The Omnidex is a software that enables tournament organizers and players to host and participate in events, respectively. The Omnidex allows tournament organizers to create events, register players, create pairings, track brackets, and list player standings in the tournament. All events sanctioned through the Omnidex award players points that contribute to their player ranking within the Omnidex and among all registered players of Grand Archive.
If Omnidex is not available or is under maintenance, tournaments can also be tracked through free third-party tournament-organizer software. Such tournaments will not, however, be tracked on the Omnidex and no points can be awarded to players to contribute to player ranking.
A minimum of 8 players is recommended to run a tournament for Grand Archive. It is acknowledged that some circumstances may result in fewer than 8 players present during the first round of a tournament or during the drafting phase of a limited tournament. In such cases, tournament organizers have the discretion to continue or start a tournament with fewer players if all participating players are in agreement. Future guidelines regarding ranked or rated tournament play will require a minimum of 8 players, otherwise, it will not be considered rated.
#### Swiss Pairings
In the case of Swiss pairing tournaments, the number of rounds is based on players and can be calculated via rounding up of log2(N) where N is the number of players registered for the tournament. In this manner, a table such as the following can be generated giving recommended rounds based on players:
Example Table of Attending Players and Tournament Rounds

Example Single-elimination Bracket to Demonstrate Rounds