> For the complete documentation index, see [llms.txt](https://rules.gatcg.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rules.gatcg.com/game-mechanics/game-mechanics-properties-and-states.md).

# 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)
