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  • 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
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  • Tournament Rules & Guidelines
  • Infractions Policy Guide

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  1. General Rules

General Rules - Ending the Game

A game of Grand Archive ends when a player wins or when the game ends in a draw.

A player wins the game when:

  • All opponents’ champions die, OR

  • All opponents did not control a champion when a player receives Opportunity and those players previously controlled a champion, OR

  • All of the player’s opponents have lost the game, OR

  • An effect states that the player has won the game.

A player loses the game when:

  • Their champion dies, OR

  • The player does not control a champion when a player receives Opportunity and previously controlled a champion, OR

  • That player attempts to draw a card from an empty deck, OR

  • An effect states that the player has lost the game, OR

  • They concede, OR

  • They would win and lose simultaneously.

A game ends in a draw when:

  • An effect states the game is a draw, OR

  • All remaining players lose or win the game simultaneously.

  1. In a multiplayer game, if that player controlled another player’s object(s) and that object(s) did not have a previous controller, that object will immediately cease to exist in the current match. Otherwise, the object will return under the control of its previous controller.

  2. An object ceasing to exist as a result of a player losing the game will not be considered to have died, be destroyed, be banished, or have any other change of game state applied to it other than the object having left the field of play.

E.g. If that object has an “On Leave” ability or would trigger an ability of another object observing that object to leave play, only those abilities will trigger.

After a game, all cards and objects owned are then returned to their respective owners.

If playing a game within a match structure, main deck and material deck cards are reshuffled in their respective decks, and tokens are set aside.

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Last updated 8 months ago

When a player loses a game, all cards and objects owned by that player are removed from the game and returned to that player. All face-down cards with specified properties or characteristics (i.e. those beyond simply being a card), those cards are all revealed (they become face-up and revealed to all players before that player may add those cards to their original decks for shuffling). See for information on properties.

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