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  • General Rules
    • General Rules - Objectives
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    • General Rules - Starting the Game
    • General Rules - Ending the Game
    • General Rules - Format Conventions
    • General Rules - Parts of a Card
      • Parts of a Card - Name
      • Parts of a Card - Cost
      • Parts of a Card - Typeline
      • Parts of a Card - Element
      • Parts of a Card - Speed
      • Parts of a Card - Power and Life
      • Parts of a Card - Durability
      • Parts of a Card - Text Box
      • Parts of a Card - Border Information
    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
      • Card Types - Action
      • Card Types - Attack
      • Card Types - Item
      • Card Types - Weapon
      • Card Types - Domain
      • Card Types - Phantasia
      • Card Types - Supertypes
      • Card Types - Functional Subtypes
    • General Rules - Card Characteristics
      • Double-faced Cards
  • Game Mechanics
    • Game Mechanics - Game Zones
      • Game Zones - Public vs Private Information
      • Game Zones - Main Deck
      • Game Zones - Material Deck
      • Game Zones - Field
      • Game Zones - Memory
      • Game Zones - Graveyard
      • Game Zones - Banishment
      • Game Zones - Hand
      • Game Zones - Effects Stack
      • Game Zones - Intent
      • Game Zones - Object-Specific Zones
    • Game Mechanics - Turn Order
      • Turn Order - Wake Up Phase
      • Turn Order - Materialize Phase
      • Turn Order - Recollection Phase
      • Turn Order - Draw Phase
      • Turn Order - Main Phase
      • Turn Order - End Phase
      • Turn Order - Combat Phase
        • Combat Phase - Attacking and the Combat Phase
        • Combat Phase - Attack Declaration
        • Combat Phase - Retaliation Step
        • Combat Phase - Damage Step
        • Combat Phase - End of Combat Step
      • Turn Order - Ending Phases
      • Turn Order - Skipping Phases
    • Game Mechanics - Playing Cards
      • Playing Cards - Card Activation
      • Playing Cards - Card Materialization
      • Playing Cards - Costs and Memory
      • Playing Cards - Resolution
    • Game Mechanics - Abilities
      • Abilities - Activated Abilities
      • Abilities - Triggered Abilities
      • Abilities - Static Abilities
      • Abilities - Restriction Abilities
      • Abilities - Ability Tracking
    • Game Mechanics - Types of Effects
      • Types of Effects - Game Effects
      • Types of Effects - Replacement Effects
      • Types of Effects - Continuous Effects
    • Game Mechanics - Objects and Targeting
    • Game Mechanics - Timing and Permissions
    • Game Mechanics - Damage
    • Game Mechanics - Damage Prevention
    • Game Mechanics - Drawing Cards
    • Game Mechanics - Counters
    • Game Mechanics - Mastery
    • Game Mechanics - Miscellaneous Topics
      • Tracking Information
      • Permission
      • Concession
      • Randomization
      • Rounding
      • Searching and Finding
      • Special Game Actions and Turn-based Actions
      • State-based Checks and Effects
      • Player Action Legality
      • Naming
      • Effects
      • Copy
      • Properties and States
      • Card and Object Information
      • Default Case
  • Glossary
    • Keywords and Abilities
    • Game Terms
    • Type List
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  1. Game Mechanics
  2. Game Mechanics - Miscellaneous Topics

Properties and States

Properties are characteristics of a card or object relating to its individual information or certain mutable or temporary characteristics. Some cards or effects may reference or depend upon these properties. A state is a mode of a property or a way in which that property can be set.

If a state of a property were to try to be set to the state it already is in, the state will not change.

E.g. If an object or card were in the "rested" state, resting that card or object will not cause that card to "become rested" — it will simply be rested and the game will not observe a change in the card's state.

General Card Properties

  1. Facing: The facing of a card is a property with states of being either face-up or face-down. This property is used to determine whether its information is considered public or private.

    1. Face-down cards in all zones except for the field have no properties except for being a card or set properties or characteristics defined by abilities or effects.

    2. If a private card is set face-down in a specific zone with that card being selected due to its characteristics or properties, these cards must be revealed at the end of the game.

  2. Orientation: The orientation of a card is a property with states of being either Awake or Rested. This property is typically used for objects to determine whether they may rest to pay for some costs or to retaliate, if they are defending units.

Activation Properties

  • Prepared

  • Imbued

  • Brewed

For activation properties, the default state is "not prepared" or "not imbued."

Properties and States of Objects

  • Attacking (or non-attacking)

  • Defending (or non-defending)

  • Retaliating (or non-retaliating)

  • Orientation (Awake vs Rested as states)

  • Damaged (or Undamaged)

  • Intercepting (or non-intercepting)

  • Distant (or non-Distant)

  • Fostered (or Unfostered)

  • Loaded (or Unloaded)

  • Brewed (or not Brewed)

  • Imbued (or not Imbued)

  • Prepared (or not Prepared)

  • Preserved (or not Preserved)

Objects will default to being Awake. For all other state pairs among the listed properties, the property will be "off" (or non- / un- ) by default.

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Last updated 8 months ago