Rulebook · Section 6

Keywords, Effects & Passives

6.1. Card Text Categories

Every line of rules text is exactly one of:

  • Keyword: A named rule defined in this section, printed in bold with an italic summary. Only the terms listed below are keywords, and nothing else is formatted this way.
  • Effect: Something that happens once, when the card is played, on a combat outcome, when a Memory or an Upgrade is unlocked, or when an Exile is unleashed. "Take 1 Move from your Recall Pile to your hand.", "Heal 3 HP.", "Once per round, you may destroy 1 card in your Momentum Zone to take 1 Move from your Recall Pile to your hand."
  • Passive: A standing rule that applies while its card is in play: from setup for an Exile and for a Gear, from the moment it is unlocked for an Upgrade, from the moment the Exile is unleashed for its Unleashed side. A card has only what the side it shows prints: a Passive of the front side applies on the Upgrade side, the unlocked side or the Unleashed side only if that side prints it. The Passives of a disarmed Gear stop until it is rearmed. "Your fighting Moves deal +1 Damage.", "Whenever you heal HP, you also recover 1 Stamina."

A Move's type is printed on its type line and is none of the three: Attack, Block, Combat, Tactics, Finisher Attack or Finisher Tactics (§4.1). In card text, a Finisher is a Finisher Attack or a Finisher Tactics, a fighting Move is an Attack, a Block, a Combat card or a Finisher Attack, a Tactics card is a Move of the Tactics type, and an ordinary Move is a Move that is not a Finisher. A Memory shows its front while locked and its Mantra, its unlocked side, once unlocked (§4.4).

An Exile's Unleashed side also prints two numbers that are no line of rules text, as its front prints its Base HP: its Unleash heal and its Refill bonus (§Rule4.2). The Unleash heal is healing like a "Heal 3 HP." Effect, made as the Exile is unleashed and before its "When this Exile is unleashed" Effects: a Passive that reads a heal ("Whenever you heal HP, ...") reads it.


6.2. Keywords

In a column: a Combat card prints its attack keywords in the attack column and its block keywords in the block column (§4.1); a fighting Move with only Damage or only Block prints all its text in one column, over its Damage or Block. In a column, a keyword may print a shorter name and reminder, given under its Card Text as In its column it reads; the rules are the keyword's own.

Keywords of This Edition

Speed & Timing

  • Quick: Attack only on a fighting Move. On a fighting Move: after this attack the next turn is its player's again, even if it was unsuccessful, unless a successful Block card's Effect gives the next turn to the defender (any successful attack that is not Slow gives the next turn, §5); a Quick attack that did not reach the Math (a fizzle, an attack that left combat) passes the turn (a face-down Feint keeps it, Quick or not), and Quick does nothing on a card played as a block. On a Tactics card: after this card, played as its player's action, the next turn is its player's again, with no condition. The attack played in that turn is an ordinary attack: it can be blocked and reacted to.
    • Card Text: Quick (take another turn if attacking)
    • On a Tactics card it reads: Quick (take another turn)
    • In its column it reads: Quick (take another turn)
  • Slow: Attack only on a fighting Move. Once this card has fully resolved, you are spent, even after a successful attack: you take no more turns and play no block and no Reaction this round. On a fighting Move only an attack is Slow: played as a block the card has no speed and makes nobody spent (§4.1). A Finisher is Slow only if it prints Slow, and no Effect changes a Finisher's speed (§5, Action E). An Effect may make another attack Slow; it is then no longer Quick (§7.8).
    • Card Text: Slow (if attacking, you are spent: no more turns, blocks or Reactions this round)
    • On a Tactics card it reads: Slow (you are spent: no more turns, blocks or Reactions this round)
    • In its column it reads: Slow (you are spent this round)
  • Reaction: About the card, not its attack or block. Can be played in the React step of an attack, face-up or face-down, or after a Tactics card, under the stack rules (§5), or as a normal action (Action B). Reaction is not a speed: it says when the card may be played, not who takes the next turn. A Reaction played as its player's action passes the turn unless it is also Quick, and Quick gives no turn to a card played in a React step.
    • Card Text: Reaction (can be played in response to another card)
  • Finisher: Two Move types (§4.1), printed on the type line, not keywords: Finisher Attack and Finisher Tactics. Each Gear lists one Finisher, of either type. A Finisher cannot block, is never played from hand and is never played as a Reaction: it is played only after it has been prepared. It can be channeled, and it prints a Channel value of 3, which no other Move prints. Its speed is the one it prints (Quick, Slow or none), and no Effect changes it. Prepare (your turn's action, §5): only while the Finisher's Gear is armed and shows its Upgrade side (a Gear turned at the Unlock, the last step of Phase 1, can have its Finisher prepared in that round), pay the Finisher's cost, turn your Exile sideways (Engaged) and lay the Finisher face-up on its Gear. A Prepare passes the turn and has no speed. A player has one Finisher prepared at most, and once it has been played or lost may prepare again in a later turn of the round. The Finisher (the action of your next turn after the Prepare, which must play it), at no further cost: a Finisher Attack prints Damage and no Block and is played as an attack, face-up. It is unblockable: no Block card can be played against it, and it is unblocked; the defender may play Reactions unless stunned. It always reaches the Math: no Effect or Passive returns it to a hand, destroys it, moves it, gives it Single-Use or disarms its Gear while it is in the Combat Zone, though one may lower its Damage. It resolves like any attack, by the speed it prints (with none, a successful one gives the next turn), and its "if this attack was successful" Effects happen. A Finisher Tactics prints Effects and is played onto the stack as a Tactics card played as your action; Reactions answer it like any Tactics card, and destroyed on the stack it goes to the Destroyed Pile. A Finisher's Effect may reach what no other Effect does (§7.11: disarm a Gear directly, keep a Gear from the Rearm, reach a Recall Pile, turn an Upgrade back). Once played, a Finisher goes to its owner's Recall Pile, whatever the outcome, and never to the Momentum Zone (a Single-Use Finisher is destroyed, and so is an unsuccessful Fragile Finisher Attack). A prepared Finisher that is not played goes to its owner's Recall Pile, and the Stamina paid for it is not returned: at the Math of a successful attack against its owner (HP lost any other way leaves it prepared), when its Gear is disarmed or turned back to its front, when its owner's next turn cannot play it (that turn's action is then taken as usual) or its owner is spent when that turn would come, and at the Refresh if it is still prepared.
    • Card Text (Finisher Attack): Finisher Attack (prepare it while its Gear shows its Upgrade side; your next turn plays it as an unblockable attack; then it goes to your Recall Pile)
    • Card Text (Finisher Tactics): Finisher Tactics (prepare it while its Gear shows its Upgrade side; your next turn plays it as a Tactics card; then it goes to your Recall Pile)
    • In its column it reads: Finisher Attack (prepare it on its upgraded Gear; unblockable) or Finisher Tactics (prepare it on its upgraded Gear; played as a Tactics card)

Physical Properties

  • Single-Use: About the card, not its attack or block. Destroyed right after it resolves, successful or not. It never enters the Momentum Zone or the Recall Pile.
    • Card Text: Single-Use (destroyed after use)
  • Fragile: Attack or block. If an attack or block with this card is unsuccessful, it is destroyed instead of going to the Recall Pile.
    • Card Text: Fragile (destroyed if unsuccessful)
  • Thrown: Attack only. A successful attack enters Momentum as normal. An unsuccessful attack goes to its owner's Recall Pile like any Move (the Destroyed Pile if it also has Fragile). The keyword alone returns nothing: an Effect that says "take a Move with Thrown from your Recall Pile" can take the card back into hand. A card with Thrown cannot block.
    • Card Text: Thrown (an Effect that takes a Move with Thrown can take it from your Recall Pile)
  • Ranged Attack: Attack only. This attack cannot be disarmed: its Gear is not disarmed by a Disarming Block, nor by a Block card played against it face-down (§Rule7.8). Unsuccessful, the card goes to its owner's Recall Pile. An Effect that disarms can still disarm its Gear. Its attacker's error still destroys it (§5). Block Rating still reduces its damage.
    • Card Text: Ranged Attack (cannot be disarmed)
    • In its column it reads: Ranged (cannot be disarmed)

Combat Outcome

  • Piercing Attack [X]: Attack only. If this attack is blocked (§5), the defender loses at least X HP at the Math, never more than the attack's Damage: the HP lost is the greater of X and Net Damage (§7.2). Like Direct Damage it changes no card's success: a fully blocked attack stays unsuccessful and its block stays successful (Flow and Momentum on the block still happen), and the extra HP is not Net Damage.
    • Card Text: Piercing Attack [X] (deals at least X Damage, even if blocked)
    • In its column it reads: Piercing [X] (at least X Damage, even if blocked)
  • Crushing Attack: Attack only. If this attack was successful and a card blocked it, every Gear whose Move blocked it is disarmed at the Combat Zone Clear (§7.5). It destroys nothing: the Block cards go to their owners' Recall Piles; a Fragile or Single-Use card is destroyed as its own keyword says. No effect if the attack was not blocked. A successful attack is never disarmed, so a Crushing Attack blocked by a card with Disarming Block is never disarmed by it (§7.8).
    • Card Text: Crushing Attack (if successful, disarm the Gear of each card that blocked it)
    • In its column it reads: Crushing (if successful, disarm the Gear of each card that blocked it)
  • Overbearing Attack: Attack only. The defender may play 1 Block card at most against this attack (§5, Action A step 3). Against a face-down Overbearing Attack the limit is settled at the Reveal: every Block card after the first goes to its owner's Recall Pile, and its Stamina stays spent.
    • Card Text: Overbearing Attack (cannot be blocked with more than 1 Block card)
    • In its column it reads: Overbearing (1 Block card at most)
  • Suffocating [X]: Attack or block. If this attack was successful, the defender taps X of their untapped Memories at the Math, whatever side they show; if this block was successful (only the first Block card can, §5), the attacker does. It happens before any "if successful" Effect resolves (fewer if they have fewer untapped). An attack that did not reach the Math, and an unsuccessful block (one with Shielding Block included), tap nothing. It taps Memories only: it channels nothing and touches no card in a hand or a Momentum Zone. A Memory tapped this way gives no floating Stamina. Tapped Stamina is not HP loss. Tapped Memories untap at the Refresh.
    • Card Text: Suffocating [X] (if successful, your opponent taps X Memories)
  • Pinning Attack: Attack only. If this attack was successful, engage your opponent. It happens after every "if successful" Effect and Passive, before the Combat Zone Clear.
    • Card Text: Pinning Attack (if successful, engage your opponent)
    • In its column it reads: Pinning (if successful, engage your opponent)
  • Disengaging Attack: Attack only. If this attack was successful, disengage. It happens after every "if successful" Effect and Passive, before the Combat Zone Clear.
    • Card Text: Disengaging Attack (if successful, disengage)
    • In its column it reads: Disengaging (if successful, disengage)
  • Disarming Block: Block only. If the attack this card blocks is unsuccessful, that attack is disarmed at the Combat Zone Clear: the Gear of the attacking Move is disarmed (set aside, no longer armed, §7.5; its Moves in a Momentum Zone stay there and return to the hand at the Reload as usual, and cannot be played until it returns), and the Move goes to its owner's Recall Pile (§Rule7.8). Any Block card in the block may be the one that has it: the order in which the Block cards were played does not matter. The attack is unsuccessful when the block is successful and when a Shielding Block stops it. A successful attack is never disarmed. Every Block card played against a face-down attack has Disarming Block, whether or not it prints it. It has no effect when this card attacks, and no effect on a card with Ranged Attack. A disarmed attack with Fragile or Single-Use is destroyed as its own keyword says, and its Gear is still disarmed.
    • Card Text: Disarming Block (if the attack it blocks is unsuccessful, the Gear of that attack is disarmed)
    • In its column it reads: Disarming (if the attack is unsuccessful, its Gear is disarmed)
  • Shielding Block: Block only. If this block is unsuccessful (the block of all the Block cards played together), it still prevents all Attack Damage (the Net Damage of the attack; nothing else), and this card is destroyed at the Combat Zone Clear; its Gear stays armed and is not disarmed. The attack is unsuccessful too: it cannot stun and triggers no "if this attack was successful" Effect (§5, the Math), and a Disarming Block on any Block card of the block disarms it. Against an attack that does not reach the Math this card is not destroyed (§7.8).
    • Card Text: Shielding Block (if unsuccessful, prevents all Attack Damage and is destroyed)
    • In its column it reads: Shielding (stops all Damage; destroyed if unsuccessful)
  • Lacerating Block [X]: Block only. When this card is played as a block, the attacking Exile loses X HP at the Math, whether or not the block is successful (with several Lacerating Block cards, their X are added together). This is HP loss, not an attack or Direct Damage: it cannot stun and changes no card's success. An attack that does not reach the Math (a fizzle, a face-down Feint, an attack that leaves combat) has no Math, so nothing is lost.
    • Card Text: Lacerating Block [X] (the attacker loses X HP when this blocks)
    • In its column it reads: Lacerating [X] (the attacker loses X HP)
  • Flow [X]: Attack or block. When this attack or block is successful (of several Block cards only the first can be), recover X Stamina: untap up to X of your tapped Memories, whatever side they show. With none tapped, the rest is lost (§3.1).
    • Card Text: Flow [X] (if successful, recover X Stamina)

Bluff, Stun & Momentum

  • Stunning Attack: Attack only. If this attack is successful, the defender is stunned: its player takes the next turn (as after any successful attack), and an attack played in that turn is unblockable, and the defender plays no Reaction against it either (§5 Stun). Any other action in that turn wastes the stun.

    • Card Text: Stunning Attack (if successful, your attack in your next turn is unblockable)
    • In its column it reads: Stunning (if successful, your attack next turn is unblockable)
  • Overcommit [X]: Attack only. The Stamina overpaid (declared cost − effective cost) is added to its Damage at the Math, up to X, before the block is subtracted (§7.1, §7.2). It counts on a face-up attack, where the declared cost is known from the start, and on a face-down attack. Stamina declared beyond X is still legal on any attack and adds no Damage. Floating Stamina beyond the declared cost is lost and adds nothing. A Damage bonus a Passive gives an overpaid Overcommit attack is added on top of X.

    • Card Text: Overcommit [X] (adds overpaid Stamina to its Damage, up to X)
    • In its column it reads: Overcommit [X] (+1 Damage per overpaid Stamina, up to X)
  • Cascading Attack: Attack only. At the Math, this attack has +1 Damage for each card in your Momentum Zone (the card itself is in the Combat Zone at the Math, so it never counts itself; §7.4).

    • Card Text: Cascading Attack (+1 Damage for each card in your Momentum Zone)
    • In its column it reads: Cascading (+1 Damage for each card in your Momentum Zone)
  • Punishing Attack [X]: Attack only. If this attack is unblocked at the Math (§5), it deals +X Damage. A Reaction's -[X] Damage is a Damage modifier like any other (§Rule7.2); a Reaction is not a block. An unblockable attack and an attack against a stunned or spent defender are unblocked, so Punishing Attack always fires there.

    • Card Text: Punishing Attack [X] (+X Damage if not blocked)
    • In its column it reads: Punishing [X] (+X Damage if not blocked)
  • Momentous: Attack or block. At the Math, this card has +1 Damage and +1 Block Rating for each card in your Momentum Zone (the card itself is in the Combat Zone at the Math, so it never counts itself).

    • Card Text: Momentous (+1 Damage and Block for each card in your Momentum Zone)
  • Enlightened: Attack or block. At the Math, this card has +1 Damage and +1 Block Rating for each of your unlocked Memories, tapped or not: 0 to 3. An Upgrade is never counted, and neither is your Exile's Unleashed side.

    • Card Text: Enlightened (+1 Damage and Block for each of your unlocked Memories)
  • Pressing Attack [X]: Attack only. At the Math, this attack has +X Damage if your opponent is Engaged, after any Engage in the React step (§7.7).

    • Card Text: Pressing Attack [X] (+X Damage if your opponent is Engaged)
    • In its column it reads: Pressing [X] (+X Damage if your opponent is Engaged)
  • Defiant Attack: Attack only. At the Math, this attack has +1 Damage for each of your opponent's unlocked Memories, tapped or not: 0 to 3. An Upgrade is never counted, and neither is their Exile's Unleashed side.

    • Card Text: Defiant Attack (+1 Damage for each of your opponent's unlocked Memories)
    • In its column it reads: Defiant (+1 Damage for each of your opponent's unlocked Memories)
  • Vengeful Attack: Attack only. At the Math, this attack has +1 Damage for each card in your opponent's Momentum Zone. The block played against this attack is still in the Combat Zone at the Math, so it is never counted.

    • Card Text: Vengeful Attack (+1 Damage for each card in your opponent's Momentum Zone)
    • In its column it reads: Vengeful (+1 Damage for each card in your opponent's Momentum Zone)
  • Feint [X]: Attack only. Played face-up, this card is an ordinary attack. Played face-down, it is always a fake: at the Reveal, if the Audit passes, the card goes to your Recall Pile and you recover X Stamina (§5, Action A step 4). It never reaches the Math: it is neither successful nor unsuccessful, it is never disarmed, every Block card played against it goes to its owner's Recall Pile with its Stamina spent, and the next turn is yours again, whatever its speed. The Audit comes first: if it does not pass, the attack is an error and recovers nothing. X is not limited by the Stamina paid; it untaps tapped Memories only, whatever side they show (§3.1).

    • Card Text: Feint [X] (if played face-down, it goes to your Recall Pile at the Reveal, you recover X Stamina and take another turn)
    • In its column it reads: Feint [X] (face-down: to your Recall Pile at the Reveal, recover X Stamina, take another turn)
  • Exert [X]: Attack or block. Destroy X of your other Moves from your hand to play this card (timing: §7.4). A card in your Momentum Zone never pays it. A Gear, a Memory and a prepared Finisher never pay an Exert. A card channeled for the Stamina of this card never pays its Exert. A Finisher with Exert pays it at its Prepare. An Exert you could not pay when you played the attack is an error, and one you can no longer pay at step 4 fizzles the attack with no error (Rulebook, Action A step 4). A face-down Feint pays no Exert.

    • Card Text: Exert [X] (destroy X of your other Moves from your hand to play)
  • Ambush Attack [X]: Attack only. At the Math, this attack has +X Damage if it was played face-down. It counts against any defender, a stunned or spent one included. Played face-up it adds nothing.

    • Card Text: Ambush Attack [X] (+X Damage if played face-down)
    • In its column it reads: Ambush [X] (+X Damage if played face-down)
  • Stealth Attack: Attack only. If you are Disengaged as you play this attack, and you play it face-up, it is unblockable: no Block card can be played against it, and it is unblocked (§5, §7.8). The defender may still play Reactions. Disengaged is read as the card is played, before Pay turns your Exile sideways, and the attack keeps that reading to its end (§7.7). Played face-down, or played while you are Engaged, it is an ordinary attack.

    • Card Text: Stealth Attack (unblockable if you are Disengaged and play it face-up)
    • In its column it reads: Stealth (unblockable if you are Disengaged and play it face-up)

6.3. Sample Passives

  • The first attack your opponent makes each round must be played face-up. (It has no Reveal and no Audit, and its face-down keywords do nothing: a Feint is an ordinary attack. §Rule7.7.)
  • The Moves of this Gear deal +[X] Damage. (A Gear Passive: every attack with a Move that prints this Gear's name, added at the Math, while this Gear is armed.)
  • Your attacks deal +[X] Damage. (Every attack of yours, added at the Math.)
  • Your Ranged attacks deal +[X] Damage. (Every attack of yours with the Ranged Attack keyword, added at the Math.)
  • After an opponent's attack against you is successful, recover [X] Stamina.
  • The first time you heal HP each round, your next attack this round deals +[X] Damage. (Added at the Math, once a round; the bonus is lost at the end of the round if no attack uses it.)
  • The Moves of this Gear gain +[X] Block Rating. (A Gear Passive, added at the Math, while this Gear is armed.)
  • Whenever one of your attacks with Overcommit is successful, your opponent loses [X] HP. (HP loss, not damage; whether or not it was overpaid.)
  • Once per round, whenever one of your Moves is destroyed, destroy target Move in your opponent's Momentum Zone. (Any Move of yours, wherever it is destroyed; a card you channel is not destroyed.)
  • Whenever one of your attacks with Overcommit is successful, recover [X] Stamina. (It untaps your tapped Memories only, whatever side they show; with none tapped, the rest is lost, §3.1.)
  • Whenever you heal HP, your opponent loses that many HP. (As many HP as that heal restored; HP loss, not damage.)
  • Whenever one of your face-down Feint cards goes to your Recall Pile, heal [X] HP. (At the Reveal, when the Audit has passed, §5. An error heals nothing.)
  • The first face-down attack you make each round cannot be disarmed. (Unsuccessful, it goes to your Recall Pile and its Gear stays armed whatever blocked it, §Rule7.8. Your own error still destroys it, §5.)
  • Whenever one of your Ranged attacks is successful, destroy target Move in your opponent's Momentum Zone.
  • Whenever one of your Gear is disarmed, [Effect]. / Whenever one of your opponent's Gear is disarmed, [Effect]. (As the Gear is set aside, §7.5. A Passive of the disarmed Gear itself has stopped and fires nothing.)
  • When you become Engaged, [Effect]. / When your opponent becomes Engaged, [Effect]. / When a player becomes Engaged, [Effect]. (When that Exile turns from upright to sideways: by an attack at Pay, by a Prepare or by an Effect. An Exile already sideways fires nothing, §Rule7.7.)
  • At the Refresh, if you are Engaged, you may discard a card from your hand. If you do, your opponent's Exile does not turn upright. (Read as Phase 1 begins, before either Exile turns; their Exile stays Engaged into the new round, §Rule5, Phase 1.)
  • If your opponent is Engaged, [Passive]. / If your opponent is Disengaged, [Passive]. (Applies only while that holds, §Rule7.7.)
  • Whenever your block is successful, [Effect].
  • Whenever an attack with a Move of this Gear [that has Thrown] is unsuccessful and was not disarmed, you may put that Move face-up on top of your deck instead of into your Recall Pile. (A destination replacement worded "whenever": each time, §Rule7.10. The card lies face-up on top until it leaves the deck, §Rule2.)
  • While your opponent is Engaged, your attacks with Moves of this Gear [that do not have Stealth Attack] do not engage you. (Read at Pay; your Exile stays as it is, §Rule5, Action A step 2.)
  • Whenever one of your Quick attacks is successful, [Effect]. (An attack made Slow is not Quick, §7.8.)
  • Whenever one of your Slow attacks that costs [X] or more Stamina is successful, [Effect]. (Compares the effective cost, §7.1, never what was declared or overpaid. An attack made Slow counts, §7.8.)
  • Whenever a successful attack against you costs you [X] or more HP, [Effect]. (The HP that attack took at the Math, §Rule7.7.)
  • While your opponent has [X] or more cards in their Momentum Zone, [Passive]. (Read each time it applies, §Rule7.7.)
  • The Moves of this Gear have Enlightened (+1 Damage and Block for each of your unlocked Memories). (Counted at the Math.)
  • Your fighting Moves deal +[X+1] Damage. (An Unleashed Passive: printed on the Unleashed side of an Exile whose front prints "Your fighting Moves deal +[X] Damage." It applies from the moment the Exile is unleashed, in place of the Passive of the front, §Rule3.3.)

6.4. Sample Effects

  • Destroy target Move. (Either player's, wherever a Move can be targeted: in play, attached or on the stack. Never a Gear, an Exile or a Memory.)
  • Send target Reaction on the stack to the Recall Pile. It does not resolve. (Its owner's Recall Pile, whatever its keywords; its cost stays paid. Another Reaction may be played on top of the sending card, The React Step.)
  • If this attack was successful, attach this card to your opponent's Exile. WHILE ATTACHED: You can't Step Back. At the end of the round, detach this card. ("You" is the player it lies on, §Rule7.12; they may still End, §Rule5, Action C. The card enters no Momentum Zone.)
  • This attack deals +[X] Damage for each other successful attack you made this round[, up to +[Y]]. (Counted at step 1 of the Math, §Rule7.7; with no "up to" it has no cap.)
  • This attack deals +[X] Damage for each Move with Thrown in your Recall Pile[, up to +[Y]]. (Counted at step 1 of the Math.)
  • You may take 1 fighting Move from your Recall Pile to your hand. / Take up to [X] fighting Moves from your Recall Pile to your hand. (They stay in hand: there is no hand limit, §7.6.)
  • You may take 1 Move from your Recall Pile to your hand. / Take up to [X] Moves from your Recall Pile to your hand.
  • Once per round, you may destroy [X] card(s) in your Momentum Zone to take up to [Y] Moves from your Recall Pile to your hand.
  • Deal [X] damage to an Exile (Direct Damage, §7.3).
  • Attach [X] [kind] Tokens to [your opponent's Exile / your Exile / this Gear]. (From the supply, face-up on that card; a short supply brings what it holds. It targets nothing. §Rule4.5.)
  • Attach this card to [your opponent's Exile / your Exile / that attack's Gear / this Gear / one of your Memories / a Memory of your opponent's]. WHILE ATTACHED: [its Passives, triggered abilities and activated abilities, such as "Discard 2 cards: Detach this card."]. (Instead of where it would go: face-up on that card, in play and still its owner's. Its controller, the player it lies on, uses its activated abilities, and "you" in it names that player. It stays on its Gear through a disarm and a rearm, and its text may keep that Gear from the Rearm. §Rule7.12.)
  • Shuffle [X] [kind] Tokens into your opponent's deck. (From the supply. The deck is shuffled; no card in it is reached. §Rule4.5.)
  • Destroy target Move in your opponent's Momentum Zone (optionally: with Damage, Block or cost below [X]).
  • Disarm your [Primary Weapon / Secondary Weapon / Primary Weapon or Secondary Weapon / this Gear]. (One of your own Gear, armed, that you name; it targets nothing. A Move of it already in the Combat Zone or on the stack stays. §Rule7.5.)
  • You may rearm one of your disarmed [Gear / weapons]. (Your own, one at most, on the side it shows; it targets nothing. A Finisher lost with the disarm stays lost. §Rule7.5.)
  • Look at the top [X] cards of your deck. You may take 1 of them to your hand. Put the rest on the bottom of your deck. (Only you see them; a short deck is looked at in full, with no Fatigue. §Rule7.9.)
  • This attack deals +[X] Damage for each card in your opponent's Destroyed Pile. / While your opponent's Destroyed Pile holds [N] or more cards, this attack deals +[X] Damage. (Counted at the Math, after the React step; it targets nothing.)
  • If two or more Block cards block this attack, the first Block card played adds no Block Rating. (Whatever its modifiers; its block keywords still apply, §Rule7.2.)
  • If this block is successful against a Quick attack, the next turn is yours instead of the attacker's. (Read at the Math, §Rule5, Quick.)
  • When this Memory is unlocked, if [condition], you may also unlock the Upgrade of one of your armed Gear. (The one more unlock of §Rule3.3: an Upgrade only, never a Memory or the Exile.)
  • If this attack was successful, your opponent turns one of their unlocked Memories of their choice back to its front. (A Finisher's Effect only, §Rule7.11.)
  • Disarm the Gear of target Move your opponent played in the Combat Zone. (One Gear at most; no other Effect disarms an opponent's Gear, except a Finisher's (§Rule7.11). That Gear is set aside, no longer armed, §7.5. A Move with Ranged Attack can be the target. If the Move is the attack, it leaves combat before the Math and goes to its owner's Recall Pile; a Single-Use card is destroyed. Every Block card played against it goes to its owner's Recall Pile, whatever its keywords, and the Stamina paid for them all stays spent, §7.8. If the Move is a Block card, it leaves the block and goes to its owner's Recall Pile; a Single-Use card is destroyed. The next Block card becomes the first; with none left the attack is unblocked. Fragile does not apply.)
  • Target attack has -[X] Damage. (A Damage modifier, added at the Math with every other, §Rule7.2.)
  • Target attack has 0 Damage. (Applied last at the Math, after every modifier and bonus, §Rule7.2. Nothing that changes its Damage later in the React step raises it. The attack is unsuccessful: Net Damage is 0, and a Piercing Attack floor, capped at the Damage, gives 0 too.)
  • Target attack becomes Slow. (Its player is spent once it has resolved, and it is no longer Quick: the last speed a card was given is its speed, §7.8. Either player's attack.)
  • Target attack gains Single-Use. (The attack card is destroyed at its Combat Zone Clear, successful or not, §7.8. Either player's attack.)
  • Target face-down attack becomes unblockable. (An attack that was played face-down, after its Reveal too, §Rule7.7. Every Block card already played goes to its owner's Recall Pile, its Stamina spent, and the attack is not disarmed, §7.8.)
  • Target Quick attack has -[X] Damage.
  • Target attack has -[X] Damage. If its declared cost is [Y] or more, it has -[Z] Damage instead. ([Z] replaces [X]. The declared cost is public, §Rule7.7.)
  • Deal [X] Direct Damage to your opponent.
  • You take [X] Direct Damage, then your opponent takes [X] Direct Damage. (In that order: a player whose HP falls below 1 loses before the opponent takes any.)
  • Send target card in your opponent's Momentum Zone to the Recall Pile.
  • If your opponent has [X] or more cards in their Momentum Zone, send up to [Y] target cards in their Momentum Zone to the Recall Pile. (The condition is read when the Effect resolves, §Rule7.7.)
  • If your opponent has [X] or more cards in their Momentum Zone, destroy every card in their Momentum Zone, then you take [Y] Direct Damage. (Read once. If it does not hold, neither part happens.)
  • If your opponent has more cards in their Momentum Zone than you, this attack deals +[X] Damage. (Read at the Math, §Rule7.7.)
  • This attack deals +[X] Damage for each other card in your Momentum Zone. (Counted at the Math.)
  • While you have another card in your Momentum Zone, this attack deals +[X] Damage. (Read at the Math.)
  • While you have another card in your Momentum Zone, this card has +[X] Block Rating. (Read at the Math.)
  • While you have another card in your Momentum Zone, this card has Flow [X]. (Read when the attack or block is successful.)
  • Your opponent discards [X] card(s) of their choice from their hand. (Fewer if they hold fewer.)
  • Return target card in your opponent's Momentum to its owner's hand. (Their Momentum Zone holds one card fewer.)
  • Your next attack this round has Overcommit [X]. (It gives the keyword to a card without it. On a card that already has Overcommit the two X add.)
  • Your next Slow attack this round does not make you spent.
  • Recover [X] Stamina. (Untap up to [X] of your tapped Memories, whatever side they show; with none tapped, the rest is lost, §3.1.)
  • After the React step, you may destroy [X] card(s) in your Momentum Zone. If you do, this attack becomes unblockable. (Every Block card already played goes to its owner's Recall Pile, its Stamina spent, §7.8.)
  • As you play this, you may lose up to [X] HP. This attack deals +1 Damage for each HP lost. (Chosen when the attack is played and lost then, whatever the attack does. Never your last HP: the HP lost can never bring you below 1.)
  • Your opponent chooses: they lose [X] HP, or they destroy [X] card(s) in their Momentum Zone. (An "if this attack was successful" Effect. A player with fewer than X Momentum cards must lose the HP.)
  • This card cannot be played as a block. / This card cannot be played as an attack. (It cannot be played that way face-up. Played face-down as an attack, the Audit treats a revealed card that cannot attack like a card that prints no attack: the attack fizzles, it is an error and the card is destroyed, §5.)
  • When this card is destroyed in the Combat Zone, your opponent loses [X] HP. (Only when it is destroyed there: by Single-Use, by Fragile or by an Effect while it is in combat; never from hand, a Momentum Zone or a Recall Pile, never by its attacker's error (a channeled card is not destroyed). HP loss, not damage.)
  • This attack deals +[X] Damage for each disarmed Gear of your opponent's. (Counted at the Math.)
  • Return up to [X] fighting Move(s) from your Recall Pile to your hand. (They stay in hand: there is no hand limit, §7.6.)
  • Take any number of Moves with Thrown from your Recall Pile to your hand. (The cards are chosen together and all come to hand, §7.6.)
  • If [condition], you may take 1 Move with Thrown from your Recall Pile to your hand. (The condition is read when the Effect resolves. Printed on Single-Use cards only.)
  • WHILE ATTACHED: Whenever the player this card is attached to takes an action, they lose [X] HP. At the end of the round, detach this card. (An action of §Rule5 Phase 2: an attack, a Tactics card, a Step Back, an End, a Prepare, the Finisher. The HP is lost as the action is chosen, before anything is paid: at The Opener for an attack, a face-down one included. Not a Block card, a Reaction, a pass in a React step or an activated ability. HP loss, not Damage.)
  • Attach this card to your Exile with [N] Tokens on it. / Attach this card to your Exile with as many Tokens on it as the Damage the target attack would have had at the Math without this card, minus 1 (at least 0). (The Tokens are counters, §Rule4.5. The second form counts at that attack's Math, after every modifier and bonus and before "has 0 Damage" applies; with no Math, no Token is laid.)
  • WHILE ATTACHED: At the end of the round, you lose [X] HP, then detach this card. / WHILE ATTACHED: At the end of the round, you lose 1 HP for each Token on this card, then detach this card. (Printed only on a card that attaches itself to its owner's own Exile, so "you" is both its owner and the player it lies on. It is lost only while this card lies attached; a card that left play first costs nothing. It is lost together with the Bleed Tokens, as one event, §Rule3.4. The Tokens are counters, §Rule4.5.)
  • Each player chooses a card from their hand and puts it face-down, at the same time. Both reveal. Each player deals Direct Damage equal to their card's printed Damage to the other, at the same time. If you dealt more, [Effect]. Both cards are sent to their owners' Recall Piles. (Putting a card is not playing it: no Stamina, no React step, no keyword and no Gear check. A Finisher, or a card that prints no Damage, deals 0. A spent or stunned player still puts a card; a player with an empty hand puts none and deals 0. A Token put this way returns to the supply; a Single-Use card goes to the Recall Pile too, since it was not played. Both players lose the HP before either is checked; both below 1 HP is a draw, §Rule3.4.)
  • Destroy target Move in your opponent's Momentum Zone.
  • You may destroy one of your Moves to deal [X] Direct Damage to your opponent. (Any Move of yours in your hand or your Momentum Zone; never one in a Recall Pile, §7.5.)
  • Engage your opponent. (Their Exile turns sideways, §Rule7.7.)
  • Disengage. (Your Exile turns upright, §Rule7.7.)
  • If your opponent is Engaged, [Effect]. / If your opponent is Disengaged, [Effect]. (Any Effect. On a fighting Move it stands alone, whatever the attack's outcome, or behind "if this attack was successful": "If this attack was successful and your opponent is Engaged, deal 2 Direct Damage." When it reads the opponent's Exile: §Rule7.7.)
  • Each player destroys [X] card(s) of their choice in their own Momentum Zone. (Fewer if they have fewer. The player who played it chooses first.)
  • When this Upgrade is unlocked, [Effect]. (Printed on the Upgrade side of a Gear. A Memory's one-time Effect says "When this Memory is unlocked", and resolves the same way. The Effect resolves once, at the Unlock step in which the card is turned to its Upgrade side, §5. The Unlock is the last step of Phase 1: the Effect resolves after that round's Rearm, Reload and Refill. A part of it with no target does nothing; the rest still happens.)
  • When this Exile is unleashed, [Effect]. (Printed on the Unleashed side of an Exile, after its Unleash heal, which comes first (§6.1). The Effect resolves once, at the Unlock step in which its player unlocks the Exile, which they may do once all three of their Memories are unlocked, §Rule3.3. A part of it with no target does nothing; the rest still happens.)

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