# Game Mechanics - Properties and States

#### General Rules:

1. Properties are characteristics of a card or object relating to its individual information or certain mutable or temporary characteristics.
2. 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.
3. If a state of a property were to try to be set to the state it already is in, the state will not change.

{% hint style="info" %}
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.
{% endhint %}

#### Facing

1. 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 with set properties or characteristics defined by effects.
   2. If a private card is set face down in a specific zone after having been selected for certain characteristics or properties, that card must be revealed at the end of the game.

#### Orientation

1. The orientation of a card is a property with states of being either Awake or Rested.&#x20;
2. This property is typically used to determine whether an object can be rested to pay for costs, attack, or retaliate.

#### Properties of Cards in the Effects Stack

* Prepared (Activation property)
* Imbued (Activation property)
* Brewed (Activation property)
* Empowered (Activation property)
* Copy (or non-copy)

{% hint style="info" %}
For activation properties, the default state is the null version for each of these properties, i.e., "not prepared" or "not imbued," etc.
{% endhint %}

#### 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)
* Ephemeral (or not Ephemeral)

{% hint style="info" %}
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.
{% endhint %}

#### Properties and States of Players

* Agility (having vs. not having Agility)


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://rules.gatcg.com/game-mechanics/game-mechanics-properties-and-states.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
