PLAYING A UNITR.349-359 / R.337.1.c
Permanent (Unit)
Units are Permanents. They resolve immediately when Finalized (R.337.1.c) and do not wait for the FEPR Execute/Pass/Resolve cycle. They enter the Board exhausted.
1Put on Chain — Remove card from zone, put onto Chain. Closes the State. Becomes Pending. R.354
If another effect is resolving or Tasks outstanding, finish first. R.354.3/.4
2Make Relevant Choices — Choose a valid Location. R.355.2
Default: controller's Base or controlled Battlefield. R.355.2.a
Effects may grant other locations (Ambush, Hidden). R.355.2.b
"As I am played" choices. Targets for play effects. R.355.1/.5
Optional additional costs (Accelerate) declared. R.356.2.b
Choices locked. R.355.15
3Determine Total Cost R.356
Base mods. Mandatory add. costs (Deflect). Optional add. costs (Accelerate). Increases. Discounts (component first, total after). Cannot go below 0. R.356.1-.5
4Pay Costs — Energy + Power. Non-standard. Reaction Add usable. R.357
5Check Legality — Targets? State? Timing? If illegal: undone. R.358
6Finalize — No longer Pending. Leaves Chain, becomes Game Object. R.359.1/.2
Passives active. Execute rules text top to bottom. R.359.2.a/.2.b
Unit enters Board EXHAUSTED at chosen Location. R.359.2.c / R.143.4
If Accelerate paid: enters READY directly. No "becoming ready" trigger. R.805.6/.6.a
Units resolve immediately when Finalized. No Execute/Pass/Resolve. No Reaction window. R.337.1.c
PLAYING A GEARR.349-359 / R.337.1.c / R.148-151
Permanent (Gear)
Gear are Permanents. Like Units, they resolve immediately when Finalized (R.337.1.c). They enter the Board Ready at the controller's Base by default.
1Put on Chain — Closes State. Pending. R.354
2Make Relevant Choices — "As I am played" choices. Targets. R.355.1/.5
Gear do NOT choose Location. Fixed: controller's Base. R.148.1.a.1 / R.149.2
Exception: Hidden Gear goes to the Battlefield, overriding Base. R.811.1.d.1/.d.1.a
3Determine Total Cost R.356
4Pay Costs R.357
5Check Legality R.358
6Finalize — Leaves Chain, becomes Game Object. R.359.1/.2
Gear enters Board READY at player's Base. R.359.2.d / R.149.1
Unattached Gear at BF during cleanup: recalled to Base. R.149.3
Quick-Draw: "When you play this, attach to unit" fires as play effect. R.819.1.d
Gear resolve immediately. No Reaction window. R.337.1.c
PLAYING A SPELLR.349-359 / R.337-340 / R.152-158
Spell
Spells are NOT Permanents. They linger on the Chain as Finalized Chain Items and go through the full FEPR cycle. Opponents CAN React before resolution.
1Put on Chain — Closes State. Pending. R.354
2Make Relevant Choices — Targets, modes, move destinations. Declare Repeat. R.355.1/.3/.4/.5
Valid targets required (R.355.8). Repeat choices can differ. R.820.2/.2.a
Choices locked. R.355.15
3Determine Total Cost R.356
4Pay Costs R.357
5Check Legality — Timing: if Showdown Closed and this card created the chain, needs Action or Reaction. If played into an already Closed state, needs Reaction. R.358.3
6Finalize — Lingers on Chain — Becomes Finalized Chain Item. R.359.1/.3/.3.a
Other Pending: their controllers finish Steps 2-5 first. R.359.3.b
Spell does NOT resolve yet. Lingers as Finalized Chain Item.
FEPR: Controller of newest item gets Priority. R.337.1.c.3
All players: Reaction window (Execute R.338). Pass until all pass (R.339).
Resolve (R.340): rules text top to bottom. R.157.1
Replacement Effects in later text alter earlier parts. R.157.2
While resolving, nothing else finalizes or resolves. R.157.3
Invalid target: instructions not executed. Partial: followed as much as possible. Null info ignored. R.359.3.e.8/.e.11/.e.12
After resolution: Spell to owner's Trash. R.351.2
If countered: NOT Played. R.419.4.b
PLAYING / ACTIVATING ABILITIESR.376-381 / R.398-406
Activated & Triggered Abilities
Activated and Triggered Abilities follow the same 6 steps as playing cards (R.399). Once finalized, they linger on the Chain like Spells: they go through the full FEPR cycle, and opponents can React. Exception: abilities with the [Add] action resolve immediately when finalized, like Permanents (R.400.2).
When can you activate?
By default, only on the controlling player's turn, during an Open State, and not during a Showdown. R.381 / R.145.2 / R.150.2
Action overrides this: allows activation during Showdowns on any turn. R.806
Reaction overrides further: allows activation during Closed States on any turn. R.813
Card text refers to activating with the word "use." R.377.2
Triggered Abilities are not manually activated. They trigger when their Condition is met and are placed on the Chain automatically. They follow the same steps below but with key differences noted at each step.
1Activate or Trigger — Add a Pending Item to the chain representing the ability. This creates a Closed State even though no card represents it. R.401.1
If a game effect is currently resolving, finish resolving it first. R.401.2
2Make Relevant Choices — Make all required choices: targets, modes, or other decisions. Same targeting rules as Playing Cards apply (R.355.6-355.17). R.402.1
Activated: If no legal options are available for the required choices, the ability is not legal to activate in the first place. You cannot even begin Step 1. R.402.2
Triggered: If there are not enough legal options to make required choices for a Triggered Ability already on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item. This is NOT the ability being countered. If legal options exist, the controller must choose them (they cannot decline). R.402.3 / .3.a / .3.b
3Determine Total Cost R.403
Activated: Cost is listed before the ":" in the ability text. R.403.1.a
Triggered: Typically no base cost. However, if the ability has a cost within instructions (e.g. "[do X] to [do Y]"), [do X] is treated as the base cost. R.403.1.b / .1.b.1
Apply cost increases and decreases as necessary. R.403.2 / .3
4Pay Costs — Pay as determined in Step 3. R.404.1
Triggered only: If a Triggered Ability has incurred a cost (from Step 3), the player may decline to pay it at this stage. If they decline, the ability is removed from the Chain (never becomes a Chain Item). This is NOT the ability being countered. R.404.2 / .2.a
5Check Legality — Targets still legal? Would the effect create an illegal state? R.405
6Finalize — The ability is no longer Pending. It becomes a Chain Item. R.406.1 / .2
If other Pending Items exist on the Chain, their controllers perform remaining steps now. R.406.3
The ability lingers on the Chain like a Spell.
Other players have an opportunity to play Reactions before it resolves. R.406.4
When it resolves, execute its effect, then clear the Chain Item from the Chain. R.406.5
Exception: [Add] abilities (e.g. "[E]: Add [1]") resolve immediately when Finalized, like Units and Gear. They skip the Execute/Pass/Resolve cycle entirely. Focus and Priority do not pass on resolution of Add abilities. R.400.2 / R.337.1.c
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