ChiAxis - Creative Arts Studio
22.0 Effects
22.1 An effect is something that happens in the game as a result of an action,
resource, or ability. When an action, resource, or ability resolves it may create a One-off or Continuous effect.
22.1a If an effect attempts to do something impossible, it does only as much as
possible. Example: If a ruler has one card in hand and an effect reads
“Discard two cards”, it causes that ruler to discard the one card.
22.1b If an effect could result in a tie, the text of the action, resource, or ability
that created the effect will specify what to do in the event of a tie.
(Vote 17.2)(Duel 18.1b)
22.2 One-Off Effects do something once and don’t have a duration. Examples include
affecting a ruler’s Vitae; discarding from a ruler’s hand, den, or city; burying a card; moving a card from one location in a city to another; Recruit, Forge, Build, Barter; creating a token, etc.
22.2a Some one-off effects create a delayed trigger ability, which instructs a
ruler to do something later in the game (usually a specified phase, turn, or end of season).
22.3 Continuous Effects can modify the characteristics of cards in a ruler’s hand, city,
the ravine, or the market. Continuous effects can also change who rules a
particular card or have an effect on rulers or the overall rules of the game for a fixed or indefinite period.
22.3a A continuous effect created by the resolution of an action, resource, or
ability lasts as long as stated in the text. If no duration is stated, it lasts until the end of the game.
22.3b If a continuous effect generated by the resolution of an action, resource,
or ability modifies the characteristics or changes who rules a card or a set of cards, those modifications are determined by when that continuous effect begins. After that point, the card or set of cards won’t change. A continuous effect generated by the resolution of an action, resource or ability that doesn’t modify the characteristics or change who rules a card or set of cards can’t affect other cards that weren’t present when that continuous effect began.
-
Example: An effect that reads “Beasts you rule with INT3 or more have ATK +1 until dawn” gives the bonus to all beasts you rule with INT3 or more when the ability resolves— If a beast you rule increases their INT after this, they don’t gain the ATK bonus.
-
Example: An effect that reads “Beasts may not receive wounds until dawn” doesn’t modify any characteristics, so it’s modifying the rules of the game. That means the effect will apply even to beasts that weren’t in play when the continuous effect began.
22.3c The interaction of multiple continuous effects are determined strictly by
which effect was created first followed by other effects in chronological order.
22.3d One continuous effect can nullify or override another. Sometimes the
result of an effect determines whether another effect applies or what another effect does.
-
Example: One effect “gives a beast flight until dawn”. The next effect “removes flight from a beast until dawn”. Chronological order dictates the second effect overrides the first. In this case, the duration is the same. If one effect ends, the remaining effect is still active regardless of when chronologically it was played.
22.4 Replacement Effects use the word “instead” to indicate what effect will be
replaced with another effect. The word “skip” indicates what effects will be replaced with nothing.
22.4a Replacement effects must exist or resolve before the effect it is
modifying resolves.
22.4b A replacement effect only resolves once unless otherwise
indicated.
22.4c The interaction of multiple replacement effects are determined
strictly by which replacement effect was resolved last.