LogoLogo
  • Changelog
  • Table of Contents
  • General Rules
    • General Rules - Objectives
    • General Rules - Players
    • 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
Powered by GitBook

Other Resources

  • Tournament Rules & Guidelines
  • Infractions Policy Guide

©2024 Weebs of the Shore

On this page
Export as PDF
  1. Game Mechanics
  2. Game Mechanics - Turn Order
  3. Turn Order - Combat Phase

Combat Phase - Retaliation Step

  1. First, if any abilities or effects were placed onto the Effects Stack during or after attack declarations, players will receive Opportunity in turn order to respond to these effects. After the Effects Stack is empty, the game will proceed to step 2.

  2. Second, turn player receives opportunity. This point at which players are granted Opportunity during this phase is considered “before retaliation” and is the only time players may act before the game progresses until the damage step is entered.

  3. Third, if there are any awake defending units, for each of those units, its controlling player may choose to rest that unit to retaliate against the attacking unit.

    1. If they do so, the unit being retaliated becomes the target of retaliation of the retaliating unit and the retaliating unit will deal damage according to its power stat to its retaliation target during the Damage Step.

  4. Then, after the Effects Stack is empty, and each player has passed on Opportunity in succession, the game immediately proceeds to the Damage Step of combat.

Units without a power stat or with a power stat of 0 or less cannot retaliate. Weapons can’t be used to retaliate or during retaliation.

PreviousCombat Phase - Attack DeclarationNextCombat Phase - Damage Step

Last updated 8 months ago