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  • Changelog
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    • General Rules - Objectives
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    • 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
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    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
      • Card Types - Action
      • Card Types - Attack
      • Card Types - Item
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      • Card Types - Domain
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      • 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
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      • Game Zones - Memory
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      • Game Zones - Banishment
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      • 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
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      • 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
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      • Playing Cards - Costs and Memory
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    • 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
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      • 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 - Turn Order
  3. Turn Order - Combat Phase

Combat Phase - Damage Step

  1. First, the turn player receives opportunity. This point at which players are granted Opportunity during this phase is considered “before damage” and is the only time players may act before the game progresses until the conclusion combat phase.

  2. Second, if there are multiple units retaliating against the attacker, the attacking player chooses the order in which the retaliating units will deal damage to the attacking unit. Damage will be done simultaneously, however the order determines how damage will interact with any replacement effects such as damage prevention and for On Hit and On Kill triggers.

    1. For each attacker, the only On Kill abilities from a retaliating source that will trigger are those from the damage source marking lethal damage and that would send the attacking unit to the graveyard as a result of combat damage

  3. Third, after the Effects Stack is empty, and each player has passed on Opportunity in succession, damage is dealt simultaneously between the attacking unit and its target, and, if any, the retaliating unit(s) to its/their retaliation targets.

    1. Damage calculation from the attacker first involves summation of power stats of all Intents (all cards in the intent), weapons used by the attacker, and any additive or subtractive power modifiers. Any replacement effects or further modifiers are applied after this.

    2. If a retaliating unit were to leave the field before the damage step, it would deal no damage and be dealt no damage.

    3. A retaliating unit will still deal damage to its retaliation target even if the attacking unit is no longer considered to be attacking.

    4. Damage dealt by a retaliating unit is considered combat damage.

    5. If any weapon or attack card effects would modify the damage dealt by an attack or create additional effects, those effects are applied after the combining of power stats during the dealing of damage within the damage step. Damage is all applied in one instance.

    6. If any replacement effects with damage occur, the controller of the object taking damage chooses the order in which they apply sequentially and step-wise for each replacement effect.

    7. Combat damage and removal of durability counters for weapons involved in attacks are done simultaneously.

      1. Damage dependent upon the number of durability counters on a weapon is taken before any durability counters are removed.

      2. If a weapon is used in an attack and was part of dealing damage or dealt damage, a durability counter is removed in this phase. Durability is still removed if the damage dealt is 0. No durability counters are removed if the attack was negated or fizzled, the defending object left the field or became an illegal attack target before damage was dealt, or if the weapon left the field before damage was dealt.

    8. In the time that an instance of damage is being dealt, no Opportunity is given; no actions may be taken by players during this game state.

  4. Finally, after damage is calculated correctly and dealt, the game progresses to the End of Combat step.

Regarding retaliation damage: If a retaliating unit was given stealth at the beginning of the damage step, a targeted attack without True Sight will become illegal and the unit retaliating won’t be dealt damage, however, the retaliating unit will still deal damage to the unit declared attacking.

Regarding damage prevention: A player controlling an effect that prevents 1 damage from a source has a champion being attacked by another player’s champion using Rending Flames as well as an effect that increases damage dealt by 1. The defending player may order the effects such that: Damage is decreased by 1, then doubled, and then increased by 1 to minimize damage dealt.

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Last updated 2 months ago