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These topics are discussed in the following sections:
General Rules:
Cards consist of components of Name, Cost, Type, Class, Element, Speed, Power, Life, Durability, and Rules Text which all define a card’s characteristics. All cards have a Name, Cost, Type, Class, and Element.
Cards with a Class Bonus ability have watermark icons that correspond to the classes of the card and for which champion classes that Class Bonus is unlocked. These icons do not affect gameplay.
The following pages discuss these topics:
General Rules
Domain is also an object type; after a domain resolves, it will enter the field as a domain object.
Domains may only be played at slow speed.
Domains will go to their owner's graveyard if they are destroyed.
The Hand is a private zoned owned by a player. Each player has their Hand zone.
There is no maximum hand size.
Any card that is sent to hand is sent to its owner’s hand.
At the beginning of the recollection phase, any “beginning of recollection” abilities will enter the Effects Stack.
After the Effects Stack is empty, the turn player will immediately gain Opportunity. This is the last time players may act before the recollection of cards in the memory zone will take place as a turn-based action.
Then, after the Effects Stack is empty and all players have passed Opportunity in succession, the turn player returns all cards in their memory zone to their hand as a turn-based game action that can’t be responded to. This is called recollection.
After the turn player finishes recollection, the game will move to the Draw phase.
Basic rules covering the "player" role in Grand Archive
During a turn in a game of Grand Archive, players are designated as the turn player and non-turn players.
General Rules:
The turn player is the player controlling the turn, the passage of phases during the turn, and the events that take place during the main phases within the turn.
The turn player may perform slow player actions at any time during their main phase while the Effects Stack is empty.
Players may activate abilities or play cards at fast speed when they have Opportunity.
Non-turn players can't perform Slow Player Actions at any time.
When the turn ends, the turn player ceases to be the turn player, and the next player in the turn order immediately becomes the turn player.
A multiplayer game is considered any game that includes 3 or more players.
The name of the card will be found in the middle section of the top bar between the card cost and the card element.
General Rules:
Card names are unique.
Named lineages are specified to determine a type of champion card. For example, all forms of Rai champion cards are part of the Rai lineage.
If a card must be named or a card of a chosen name is specified for an effect, the full name of the card must be specified.
Shortcutting the name of the card can be achieved if the intended card to be named can be sufficiently described such that each player in the game understands the card intending to be named without ambiguity. If shortcutting is not possible due to a lack of mutual understanding, the player naming a card will provide the full name of the intended card. (Players can use the Index for assistance at any time.)
The corresponding card may be indicated or represented in the Index.
General Rules:
Item is also an object type; after an item resolves, it will enter the field as an item object.
Items have reserve costs in the main deck. If they are in the material deck, item cards have the regalia supertype and will have memory costs instead of reserve costs.
Items may only be played at slow speed.
Items go to their owner's graveyard when they are destroyed.
The Main Deck is a private zone owned by a player. Each player has their own Main Deck.
Cards in each player’s Main Deck will start in their respective Main Deck zones.
The deck must be maintained in a single, uniform pile.
Players can’t look at or change the order of cards in their deck.
Each deck must start the game in a randomized state.
A player may only shuffle their deck when instructed to do so by an effect or in-between games to randomize the deck.
A player may not look through any decks while in the game and may only look through their deck in between games.
Players can only draw cards from the deck.
If an effect instructs a player to play with the top card of the deck revealed, the top card must always be revealed. If a player is drawing multiple cards within one action sequence, each card drawn from the deck must be revealed.
The Field zone is a public zone shared by all players and has no owner.
Objects a player controls are typically kept in front of them on the field with their text facing that player.
Items, Weapons, Allies, Champions, Domains, and Phantasia enter the field as objects after they resolve.
All cards on the field are considered objects.
Objects enter the field awake.
During this phase, the game simultaneously wakes up each rested object on the field controlled by the turn player. This is a turn-based action and cannot be responded to. Units that are awake will not be considered to have woken. If an ability would put one or more triggered abilities onto the Effects Stack, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the next step after the Effects Stack is empty.
After each object that needed to be woken up is awake, the game will attempt to move to the Materialize phase.
General Rules:
Phantasias is also an object type; after a phantasia resolves, it will enter the field as a phantasia object.
Phantasias may only be played at slow speed.
Phantasias will go to the graveyard if they are destroyed.
In all situations, rules text of cards, or effects that restrict a player from performing a player action using the words “can't” or “may not” overrule any effects that grant permission for that player to perform that player action if both effects are static.
General Rules:
At the bottom edge of each card will be left-justified information regarding (in order): Set of printing, print edition, print language, card/collector number in the respective set, set printed rarity, and art illustrator, as well as right-justified information regarding copyright information/print year.
Border information does not impact gameplay.
All rules listed in this document are considered the default cases for resolving player actions and game states within a match and do not account for changes in rules structure permitted or disallowed by various effects that may occur within a game.
Rules text of cards and any specified abilities will supersede the base/default rules of the game.
Events that result in a drawn card force the player to take the top card of their deck and place it into their hand or their memory as specified.
A drawn card is a discrete event.
The same is true for other events where a card from the deck is taken and moved to another zone, e.g. Banishing the top three cards of a deck will see each card individually banished sequentially, as one complete player action.
E.g., a player drawing N cards requires that player to draw one card N times. This occurs within one effective player action and no Opportunity to act as a result of this arises.
If an effect is placed into the Effects Stack due to a player drawing a card, this effect takes place after all N cards are drawn.
Cards being selected from one or more revealed cards from the deck and added into the hand is not considered drawing a card. In every case where a player would be instructed to draw a card by an event, the rules state the words “Draw X cards” where X is the number of cards to be drawn.
If a player would otherwise be told to place a card from anywhere in their deck into their hand or their memory, this is not considered to be drawing a card unless the rules text of the effect states the word “draw.”
A player attempting to draw a card from their deck without having any remaining cards in the deck results in an automatic loss, i.e. decking out.
This section contains rules governing any special elements.
Exalted is an advanced element that is enabled for a player as long as that player has a champion that enables another advanced element.
A card that is Exalted is of the Exalted element in addition to any of its other elements.
To play an Exalted card, a player must have the Exalted element enabled in addition to any other element requirements of that card.
Exalted element cards are typically represented by an ornate frame in addition to the typical element-style frame of a card.
Norm is non-basic and non-advanced element that is enabled for all players by default at all times.
Effects are considered to be all of the rules text of an ability that impacts that game.
Some effects may state that a player “may” (do something) as it is resolving. The effect is in this case is optional and the player or players only must decide whether they opt for the effect as the ability is being resolved.
Some effects will use the word “unless.” These effects will generally check for a specified condition and will change their behaviors based on whether or not that condition is satisfied or absent. These abilities may also use the words “If not” to represent an alternative effect.
Steps taken to start a game of Grand Archive, including Turn One
Step 1: Each player places their material deck and main deck in the appropriate zones
Step 2: Each player shuffles their main deck to ensure it is sufficiently randomized
Step 3: Players present their main decks to their opponents to shuffle and/or cut
Step 4: Players determine the first turn player. This may be done through any random method that all players agree to.
Step 5: In turn order, players perform any pre-game actions.
E.g., Cards like The Looking Glass have abilities that allow players to begin the game with it on the field. Before a player would take their first turn, they would be allowed to acknowledge the ability as a special game action and place this card on the field. When the game begins, it will treat this card as having been in play before the first turn.
Step 6: The first player takes their first turn.
Each player’s first turn follows a modified turn order: The turn player skips their Wake Up, Materialize, and Recollection phases, and places a Level 0 champion from the Material Deck onto the field.
In a two-player game, the first turn player also skips their Draw Phase.
General Rules:
A game of Grand Archive ends when a player wins or when the game ends in a draw.
A player wins the game if any of the following become true:
All opponents’ champions die
All opponents do not control a champion when a player receives Opportunity and those players previously controlled a champion
All of the player’s opponents have lost the game
An effect states that the player has won the game
A player loses the game if any of the following become true:
Their champions die
The player does not control a champion when a player receives Opportunity and previously controlled a champion
That player attempts to draw a card from an empty deck
An effect states that the player has lost the game
They concede
They would win and lose simultaneously
A game ends in a draw if either of the following is true:
An effect states the game is a draw
All remaining players lose or win the game simultaneously
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) are revealed; those cards are turned face-up and shown to all players before that player may add those cards to their original decks for shuffling. (See for information on properties)
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.
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.
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.
General Rules:
All cards have an element denoted in the top right of the card.
If a card or object is not specified to have an element, it is Norm by default.
The element specified on the card must be enabled for a player for that player to play that card.
The norm element is unlocked innately for all players.
Champion cards are not bound by element restrictions when materializing.
Non-norm elements are unlocked innately depending on the elements of champion cards within the lineage (see ); non-champion cards do not unlock elements.
E.g., A player has a lineage containing a Spirit of Water, norm champions, and an arcane champion; that player may play or activate norm, water, and arcane cards.
E.g. a player may materialize a Level 3 champion with the crux element type without previously having the crux element enabled as long as the other rules for leveling up that champion are followed.
Basic elements are Fire, Water, and Wind elements; Advanced elements are any elements that are not Fire, Water, Wind, or Norm. Exalted is a that is unlocked by default as long as you have a champion that enables another advanced element.
Some cards have a durability stat noted on the bottom right side of the card designated with a shield icon. The durability of an object refers to the number of durability counters it currently has.
The durability stat correlates to how many uses that card has or how many attacks a weapon may be used in. Attacking removes a durability counter as combat ends
An object enters the field with durability counters equal to its durability stat.
More durability counters may be placed on an object than the durability stat.
Champions and allies have a life stat denoted on the bottom right of the card designated by a heart icon.
The life stat represents how much an object may take before it dies or is destroyed.
A champion will make cumulative damage taken via .
Allies take damage as temporary damage that resets at the end of each turn.
Ally, weapon, and attack cards have a power stat denoted on the bottom right of the card, designated by a sword icon.
The power stat represents how much damage those cards would deal during combat as combat damage, either directly through an attack or as part of combat in the .
Cards (typically actions) may have a written speed stat denoted as either or on the bottom right of the card.
The speed stat of a card determines the timing rules and restrictions that activating that card must follow according to Fast or Slow player action conventions.
The following pages cover these topics:
General Rules:
An action card can be activated according to the speed stat specified on the card.
Targets of an action card must be specified when the card is activated.
Action cards and their effects are invalidated if all necessary targets specified by the action card are invalid or illegal for targeting. This is also known as "." Optional targets (such as “up to <number>”) do not count towards fulfilling necessary or required targeting conditions.
When activated, action cards are placed on the Effects Stack before resolving.
After the action card resolves or fizzles, it will go to the graveyard.
If any part of its effect specifies that it would go elsewhere, it will go to the specified zone, even if it fizzles. The same applies to any external that may modify where it would go.
General Rules:
Weapon is also an object type; After a weapon resolves, it will enter the field as a weapon object.
Weapons have reserve costs in the main deck. If they are in the material deck, weapon cards have the regalia supertype and will have memory costs instead of reserve costs.
Weapons may only be played at slow speed.
Weapon cards have a power and durability stat.
A weapon enters the field an object with equal to its printed durability stat.
The durability of a weapon is the number of durability counters it currently has.
When a weapon is used in an attack, a durability counter is removed in the damage step of the combat phase. Durability is still removed if the damage dealt is 0. Durability will not be lost if the damage step of combat is skipped.
A weapon object is destroyed as a state-based action if the durability of that weapon reaches 0.
Damage being prevented during the damage step by any effect does not prevent the weapon from losing durability.
Weapons go to their owner’s graveyard when they are destroyed.
Weapon objects can allow a champion to attack.
Allies can't use weapons.
General Rules:
Attack is also an intent type and may be targeted while in the Intent as a "target intent."
Attack cards can only be played at slow speed and rest the champion as an additional playing cost.
Attack cards become declared attacks as they enter the intent.
Attacks (as an intent) may be used together with a weapon.
Once an attack card is activated, it is placed onto the Effects Stack where it can then resolve.
If the attack card is negated or fizzles, the attack card goes to the graveyard and does not enter the Intent. No attack will be declared, and the champion remains rested.
Once an attack card resolves, it is placed from the Effects Stack into a champion’s Intent zone and is then referred to as the attack until the Combat Phase that was started ends. The player that activated it must declare an attack on a legal attack target, if possible, and a combat phase immediately begins. If no such target exists, the attack will fizzle, and no attack declaration will be made (see 5.a.).
Damage from the attack card is dealt simultaneously with all other contributors to combat damage during the Damage Step. No player receives Opportunity, and no actions may be taken nor any events may occur during the time this process is completed.
Attack cards will go to the graveyard from the intent during the End of Combat step of the .
General Rules:
Cards have a supertype that may sometimes be listed that modifies rules for the card.
Supertypes are dependent on the card type; if the card type is changed, the supertype will also be changed, either to the default of having no supertype or to whatever it is being set to.
Unique is a supertype that specifies that a player may only control 1 unique object on the field with that name at any time. If a player controls 2 or more unique objects with the same name, that player is forced to sacrifice any of those objects until they only control 1. This will be done when the game attempts to move to the next game state before any effects are resolved, Opportunity is passed, or the game returns to a player’s main phase. I.e., the game will only progress after the rule for unique objects is satisfied.
If two objects on the field share the same name, but only one is unique, the game will not require the player to sacrifice one of those objects.
Regalia is a supertype for cards that specifies that the card must start in the material deck.
Deckbuilding restrictions for cards in the material deck apply to regalia as well; a player may only have up to one copy of a specific regalia in their material deck at the start of a game.
All regalia have a memory cost.
If a regalia card would be put into a graveyard from anywhere, it is instead banished.
If an effect specifies that a regalia would be sent to the hand, main deck, or memory, it returns to its owner’s material deck when it leaves the field instead.
Turn order follows Wake Up, Materialize, Recollection, Draw, Main, and End phases.
In a two-player game, the first turn player skips their first wake up, materialization, recollection, and draw phases, and instead puts a Level 0 champion into the field from their material deck and proceeds to their main phase. The second player skips their first wake up, materialization, and recollection phases, and instead puts a Level 0 champion into the field from their material deck before proceeding to their draw phase and then to their main phase.
In a multiplayer game, the first turn player will follow the sequence of events as denoted for the second player in the above point, i.e. they will not skip their first draw phase. Each other player will also follow the same sequence of events for each of their first turns.
The turn player receives Opportunity at the beginning of the Recollection phase, the Main phase, and the beginning of the End phase. These are the only non-combat phases in which the turn player will be given Opportunity naturally.
A phase where players are given or gain Opportunity can end if and only if the Effects Stack is empty, all players have passed Opportunity in succession, and all events or actions associated with that phase are completed.
If no players are given Opportunity in a phase, that phase instead ends after all phase actions are completed and the Effects Stack is empty.
Any effects that last “until end of [phase]” end as that phase ends before the next phase begins.
Any effects that trigger “at the beginning of [phase]” are triggered and placed onto the Effects Stack and the turn player gains Opportunity when that phase begins.
Game events can’t happen between phases and steps; events will always happen in one of the discrete phases or steps within a phase.
The following pages discuss these topics:
The combat phase has the following sections:
Activating or materializing a card counts as playing that card.
Only a card’s owner can play that card.
If an attempted play is illegal, that play is canceled and the game state will revert to the point before the play was initiated.
All cards in the Effects Stack are controlled by the player who played them.
The following pages discuss these topics:
Information on cards or objects considers aspects including status, characteristics, stats, counters, activation/materialization modes, costs paid, and any information related to the abilities of the card or object. Essentially, all of the details necessary to determine effects, state-based actions, and interactions in a game state are carried by cards and objects within the game.
Sometimes, this information is checked when a card or object changes or would change zones. In this case, last-known information is used. Last-known information examines all of the aforementioned aspects of the object in the context where a card or object has changed zones from the point the required information for an effect is examined. Therefore, last-known information is defined as the information the card or object had before leaving the zone it was supposed to be in during the check. This information only examines the last zone and cannot relate information about the card or object it was across two or more zone changes. Both On Leave and On Death abilities use last-known information for their effects.
The Graveyard zone is a public zone owned by a player. Each player has their own Graveyard zone.
Any card that would be sent to the graveyard is put into its owner’s graveyard.
Cards in the graveyard must be kept in a single, uniform pile.
Any card that is , , , or is put into its owner’s graveyard. Action cards are placed into their owner’s graveyard after they resolve. Attack cards are placed into the graveyard from the intent during the End of Combat step.
This section will explain terms found throughout the game of Grand Archive. Terms are divided into two main categories with an additional type list:
Grand Archive is a game that is played between two or more players where the primary objective of the game is to win by defeating each opponent’s champion.
General Rules:
If a game state results in each player in a two-player game losing at the same time, the game result is designated as a draw for each player.
If a game state results in each player in a multiplayer game losing at the same time at the end of a game, the game result is designated as a draw for each player.
Players in a multiplayer game who individually lost earlier in the game before the point of a draw between remaining players are still considered to have lost and are not awarded a draw.
Each player should provide their own deck for formal matches.
In casual games, it is acceptable for a player to be lent a deck by another player.
Each standard constructed game of Grand Archive is played between two players, each with their own main deck and material decks. The same is true for draft formats, including sealed draft or traditional draft.
General Rules:
Card names, costs, and their elements must exactly match a corresponding card in the Grand Archive Index to be considered legal for deck building.
Tournament formats, which include structured matches, sideboarding rules, round time limits, etc., are not covered in the GA comprehensive rules and are discussed in a separate document.
In non-sanctioned matches, a card whose information (such as name, cost, element...) is modified to that of another card may be treated as if it were the card the modified card would represent (if such a card exists within the Index).
The effects of a given card will behave based on the listed rules and effects of the corresponding card in the Index, regardless of the text box of the card or any modifications therein.
Standard Constructed General Rules:
Main decks can have a minimum of 60 cards and a maximum of four copies of a card with the same name.
Material decks can have a maximum of 12 cards and a maximum of one copy of a card with the same name.
Material decks must contain a Level 0 champion at minimum.
Sideboards contain a maximum of 15 cards. Sideboards use a 15 point system where cards in the Main Deck are worth 1 point and Regalia/Champion cards are worth 3 points. Sideboards can consist of any combination of Main Deck cards and Regalia/Champion cards that does not exceed 15 points or 15 cards for the Sideboard.
Draft General Rules:
Main decks can have a minimum 30-count main deck. Maximum limits on copies of cards are draft format-specific.
Material decks are limited to a deck size of 10 and must contain at least one Level 0 champion.
Your sideboard consists of all cards in your pool.
General Rules:
Cards have a card type listed on the left side of the middle segment of the card in the typeline. The types are Champion, Ally, Action, Attack, Weapon, Domain, Item, and Phantasia.
By default, Champion cards have a life stat; Ally cards have both power and life stats; Action cards have a speed stat; Weapon cards have both power and durability stats; Attack cards have a power stat.
Functional Subtypes may grant additional stats that are not normally found on these card types.
Ally, Action, Weapon, and Attack cards generally have class subtyping.
A class subtype will be the first subtype listed on the typeline.
Cards can have multiple subtypes with multiple class subtypes divided by a “/” on the card.
Cards can be activated regardless of class typing.
Cards sometimes have characteristic subtyping such as “Reaction,” “Skill,” “Harmony,” or “Melody.” These characteristics may be referenced by abilities as conditions for certain effects.
General Rules:
The text box of each card is reserved for rules text as well as flavor text. Rules text is written in a non-italicized font, and any reminder texts or flavor texts are written in an italicized font.
The only text used for consideration of effects and gameplay is non-italicized.
Reminder text functions to remind players of keyword definitions or intention for effect resolution.
Italicized text apart from label keywords has no impact on gameplay.
Line breaks for effects and abilities separate independent abilities. Triggered abilities separated by line breaks are treated as separate triggers; a triggered ability without line breaks is considered a single ability.
Yellow bubbles with numerals within the rules text can be used to represent reserve costs, either as costs for abilities or as costs as part of an effect.
Names of some cards may be shortened within their rules text. Instances of a shortened name in this fashion are treated as if they were the full name of the card.
General Rules:
Allies have reserve costs in the main deck. If they are in the material deck, ally cards have the regalia supertype and will have memory costs instead of reserve costs.
Ally cards can only be played at slow speed.
Ally objects enter the field awake.
Ally objects may attack while awake.
An ally card goes to its owner’s graveyard when the ally object is destroyed.
Allies with 0 life or less, or an amount of damage marked equal to or greater than their life stats, will automatically be destroyed as a result of state-based effects before any player can take any player actions.
Some subtypes of cards are functional. That is, they might have specific rules that pertain to how the card can function differently from or in addition to the rules of the card type.
Siegeable
"Siegeable" is a subtype modifier for domains that allows them to be declared as attack targets.
Siegeable domains are not units and can't die.
Cards that target a unit will not be able to target a Siegable domain unless it is a type of unit in addition to its other types.
Attacks with Cleave will include siegeable domains in the set of defending objects on attack declarations.
Siegeable domains can't be chosen as an attack target as long as there is a legal object with Taunt is in play that must be attacked first.
Siegeable domains have an innate durability stat that determines how many durability counters that domain will enter the field with.
Whenever a siegeable domain would take damage, that many durability counters are removed from the domain.
On Hit abilities will still consider the damage as dealt even if it is not marking damage in any form.
Siegeable domains will be destroyed as a state-based effect if it has no remaining durability counters (its durability reaches zero).
Bullet / Arrow
Bullet and Arrow are functional item subtypes with a power stat.
Aethercharge
Aethercharge is a functional spell subtype with a power stat.
Gun / Bow / Aetherwing
Gun, Bow, and Aetherwings are functional weapon subtypes. They must be “Loaded” to be used for an attack.
Attacks can’t be declared with weapons of these types in conjunction with attack cards.
The Material Deck is a private zone owned by a player. Each player has their own Material Deck zone.
A player’s starting material deck starts the game in the Material Deck zone.
Cards in the material deck must be kept in a single, uniform pile.
The material deck must have at least one Level 0 champion card.
Constructed formats require that the material deck only contains unique copies of cards.
Players may look at their own material deck at any time.
The Memory zone is a private zone owned by a player. Each player has their own Memory zone.
Any card that is sent to memory is sent to its owner’s memory.
Cards in a player's memory zone will go back to its owner(s) hand(s) during that player's Recollection Phase.
The Intent zone is a public zone, and each champion has an Intent zone owned by the champion’s controlling player that exists during the Combat Phase.
All cards in the Intent are intents. Any card can, in theory, be sent to and exist in the intent.
Copies made of Intents are still Intents. However, they are not cards and will cease to exist when they are removed from the Intent.
Cards in the intent are considered the source for any triggered or activated abilities from within the intent.
First, the turn player receives Opportunity.
During this phase, the turn player may perform any slow or fast player actions while they have Opportunity and the Effects Stack is empty or they may proceed to the end phase.
Attacking is considered to be a slow player action and will immediately put the game through the combat phase. The game will return to the main phase after the end of combat.
If any player actions were taken during the passing of Opportunity or any effects, activations, or materializations entered the Effects Stack, the turn player receives Opportunity after the Effects Stack becomes empty and the player can again perform slow or fast player actions.
Non-turn players may only activate cards or take player actions at fast speed during this phase when they have Opportunity.
If the Effects Stack is empty and no other player actions have been taken while Opportunity was being passed, the main phase ends and the game immediately proceeds to the end phase.
In materializing a card, a player takes the card from the zone it currently is in, puts it onto the Effects Stack, and pays its associated materialization costs. Materializing a card has the following steps in order: Announcing the Materialization, Checking Elements, Declaring Costs, Selecting Modes, Declaring Targets, Checking Legality, Calculating Memory Costs, Paying Costs, and Materialization.
A player may only materialize a card once per materialize phase or if an effect gives a player permission to materialize a card.
Materializing a card follows the same initial steps as listed in Card Activation Steps 1 through 5, with the exception that the card is announced for materialization rather than activation.
Checking Legality: The game performs a legality check for card materialization and, if any part of the materialization is not legal, the materialization is canceled, and the game will revert to the point before the card materialization was declared. No action will be considered to have been taken nor will event triggers generated. This part is distinguished from the step for activation as, specifically, for playing Champions, players must meet the requirements to play the champion intended for materialization, including any Lineage or leveling requirements.
Calculating Memory Cost: Next, the player calculates the memory cost of the card with the following steps:
First, the starting memory cost of the card is determined.
Second, effects that set a memory cost are applied.
Third, effects that add or subtract to or from the memory cost are applied simultaneously.
Fourth, effects that remove memory costs are applied. This would cause reserve cost to become 0. Effects can’t cause the memory cost to be less than 0.
Paying Costs: Next, the player pays the memory cost and any additional or alternative costs of the card. If the costs cannot be paid, then the materialization is illegal and the game state is reversed before materialization was initiated.
Costs may be paid through replacement effects.
Unlike Activation, Materialization costs have to follow some order. If any Floating Memory abilities are used to pay for a memory cost, those must be used first before any other costs.
Materialization: Then, the card is considered materialized, and the player who materialized the card gains opportunity.
Cards that enter the Effects Stack as a result of that card having been materialized will cause that card to be considered a materialization while it is in the Effects Stack.
Cards without Memory Costs cannot be materialized.
First, the turn player immediately draws a card as a turn-based game action and cannot be responded to.
After the card is drawn, the Effects Stack is empty, and all players have passed Opportunity in succession (if Opportunity arose) the game will attempt to move to the Main phase.
Activation of abilities uses a process similar to card activations: To activate an ability, a player must:
Announce the ability they wish to activate,
Select its modes and targets,
And pay the associated costs of that ability (reserve and other costs).
The ability is considered activated when all steps listed above have been completed.
After costs have been paid, the ability then goes to the Effects Stack for resolution, and Opportunity is then first given to the turn player to respond.
If there are no legal modes that can be chosen, the ability can’t be activated, following standard activation rules.
A player may only activate an ability when they have Opportunity and may legally do so according to timing conventions.
Activated abilities are worded as [Cost] : [Effect]. Any restrictions are specified after effects.
Activated abilities use fast speed by default.
Activated abilities can’t retroactively affect costs for activations in the Effects Stack nor any modes chosen for the activation.
Activated abilities of attack cards can only be used from the intent by default.
First, a player declares an attack. After an attack declaration, the turn immediately enters the combat phase.
Attack declarations cannot be responded to and no player receives Opportunity as a result of an attack declaration.
Attack cards must first resolve and enter a champion’s intent before attack declarations can be made and combat can begin.
After an attack is declared, any On Attack triggers are placed onto the Effects Stack and players will be able to respond at the beginning of the Retaliation Step of combat.
Combat will not end as a result of either all defending or all attacking units leaving the field during combat; the combat phase will still proceed through all combat steps and sub-phases.
Static abilities do not use the Effects Stack and instead are always passively and persistently enabled, affecting the game state continuously.
An ability is static if it does not have a point at which it ends or would be specified to end.
Static abilities generally create continuous effects.
Cost-modifying static abilities will not change the cost of the card as printed in any zone; they will only modify the payment for that cost.
Restrictions grant additional abilities or functional rules text for a card or object based on whether or not a specified condition is fulfilled. These restrictions will typically be represented as a restriction bubble or a level threshold bolded on the card. Examples of restriction bubbles are Class Bonus and Element Bonus while a level restriction will show as a bolded level threshold.
Multiple conditions can restrict the same ability or card text. In this case, each restriction condition must be fulfilled for the ability or rules text to be active. If any of the restrictions preceding an ability on a card are not met, the associated effect rules text is ignored in all zones. If any intrinsic properties would be granted to a card based on the restriction conditions, none of those properties would be granted if the conditions are not met.
If a restriction or combined restrictions are not met, any abilities or rules text associated with that level restriction is ignored in all zones. Restrictions will not follow any of their associated abilities to the Effects Stack after an ability has been put onto the Effects Stack.
Types of Restrictions
Restriction abilities fall under two categories: Static versus In-line restrictions.
Static restrictions appear as black bubbles with white text detailing the restriction ability. These restrictions will statically lock any modes or abilities listed after it for as long as the condition is not met. When activating cards and abilities, the modes and targets of card or ability activated will enter the Effects Stack depending on the condition of the restriction ability during activation. Any changes in available targeting or mode selection will not change for that spell or ability regardless if the state of the restriction ability (on/off) changes.
Restriction abilities that precede effects that specify selection of a necessary target or a mode will not fizzle as a result of losing the condition to fulfill the restriction ability if it was previously unlocked.
In-line restrictions appear as bolded black text next to effects on a card or ability. These restrictions typically do not depend on activation timings, necessary (non-optional) target selections, or mode selections. These restriction abilities will function during the resolution of the card or ability rather than during activation and the process of card or ability activation.
List of Restriction Abilities:
A card or ability might specify that an effect can only to happen if the level of a champion is sufficient to match the restriction. This considers any positive or negative level modifications for calculating the level for the requirement and not just the level printed on the champion card in play.
A card or ability might specify that an effect can only to happen if one or more classes of a champion matches the the one or more classes on the card which is the source of the ability.
A card or ability might specify that an effect can only happen if there are the required number of cards in that player's memory.
A card or ability might specify that an effect can only happen if the element of the ability's source matches at least one of the elements of the ability's controller's champion.
A card or ability might specify that an effect can only happen if the champion's name (excluding title) matches the name specified by the champion restriction ability.
The following pages discuss these topics:
The materialize phase is skipped on each player’s first turn during a game.
If an ability would put one or more triggered abilities onto the Effects Stack at the beginning of this phase, the turn player gains Opportunity after each ability pending resolution is placed onto the Effects Stack. The phase will continue to the materialization step (3) of this phase after the Effects Stack is empty.
In this phase, the turn player may choose to materialize a card from their material deck as a turn-based action. Players may only materialize a regalia or champion card from their material deck during this phase. If a player opts to materialize in this way, it counts as a materialization where Opportunity is generated, and players may respond to the materialization. After this round of Opportunity has passed, no additional window to take actions will be generated apart from those from abilities pending resolution.
After the Effects Stack is empty and all players have passed Opportunity in succession, the game will move to the Recollection phase.
If the turn player did not materialize a card, no Opportunity will be given and the game will immediately move to the Recollection phase.
Players are not naturally given Opportunity at the beginning of the Materialize Phase. Opportunity will only arise if the turn player opted to materialize a card or if there were any triggers placed on the effects stack during Step 2. If neither of these events happens, no Opportunity is generated, and the game will proceed to the Recollection phase.
If an effect or condition would skip a phase in the game, that phase does not happen. No turn-based actions or effects would take place that are tied to that phase and a player would never receive Opportunity to take player actions during that phase if they would be granted Opportunity during that phase.
Phases can be skipped multiple times. If this occurs, those phases will be individually skipped, even across multiple turns, if necessary.
The skipped phase will not proceed through any end-of-phase effects or turn-based actions.
This section covers special continuous effects that modify game rules to significant degrees.
When time is distorted, players skip their regular Materialize phase. Instead, they gain an additional materialize phase after their Main phase, before the End phase.
The added Materialize phase follows the same turn-based action orders and any gaining of opportunity within the phase as with the default Materialize phase. However, this phase will not transition to another Recollection phase (and subsequent Draw and Main phase). After all players have passed on Opportunity successfully (if any Opportunity was given as a result of a materialization), the game will proceed to the End Phase.
All players must pass Opportunity, and the Effects Stack must be empty in order to proceed from the Main phase to the Materialize phase, as players normally would when transitioning from the Main phase to the End phase.
Time can't be distorted again; any subsequent effects that distort time will do nothing. No additional material phase will be generated.
Game effects are those that only impact the game as a result of the game mechanics taking effect to resolve a game state and to move the game to a state where players can again act.
Game effects include:
Temporary effects ending (apart from those ending during the end phase)
A weapon being destroyed or banished as a result of having 0 durability during the damage step of attacks
Allies being destroyed by having marked damage equal to or greater than the life stat of the ally card
Players losing the game as a result of having marked damage on their champion equal to or greater than the life state of the champion
Players losing the game as a result of attempting to draw from an empty deck (“decking out”)
Tokens ceasing to exist if they are existing in a zone other than the field during game state checks
Players being required to sacrifice copies of a controlled Unique object
Game effects often rely on the state of the game to determining what events occur.
The game will check the game state when a player receives Opportunity or as phases begin and end. State-based effects/actions will take place during this time
No players receive Opportunity nor may take player actions when game effects are taking place.
If static effects in the game set contradicting rules within the game or are persistent or continuous effects, these effects use the most recently generated effect modifying those rules.
The same rules are applied for the duration of the temporary effects.
For all such contradicting effects, “can” does not overwrite “can’t” even if the permission-granting effect is more recent.
Effects dependent on the destruction of an object do not produce effects if the object is instead put into Banishment.
Effects that would copy cards or objects copy all characteristics of those cards or objects at the time that effect resolves.
Token is an object classification. Unlike cards, which are represented by a physical Grand Archive card, a token is an object that is created by effects with defined characteristics (such as name, element, cost, power, life, etc.) but is not represented by a physical card. A token can be represented on the field physically in any manner, as long as this representation is clear to both players. E.g., coins and dice are commonly used to denote tokens in play. A token may be represented by an officially printed Grand Archive card, which lists Token on the typeline. Note that token is not a card supertype (since tokens are not treated as cards). Tokens serve as representative proxies of objects instanced in the game.
A token is physically represented on the field, usually by a tangible object as a game piece.
Tokens cease to exist if the object it represents is moved to any zone other than the field; tokens can't exist in the Graveyard, Banishment, Main Deck, Material Deck, Hand, Memory, Intent, etc.
Copies of objects are tokens; copies created on the Effects Stack or Intent are not tokens.
Control of a token uses the same rules as when an object enters the field; ownership defaults to the controller of the effect that created the token.
Trackable information includes marked champion damage and the various counters that can be placed on objects.
Players may track temporary marked damage on allies using similar methods, however, players must clear this tracked damage at the end of each turn to properly represent the game state.
Multiple objects may be used to keep track of any counters on an object, such as dice, coins, or other countable markers or symbols.
If an effect or condition ends a phase of the game, all effects in the Effects Stack will not resolve and all cards in the Effects Stack will be banished.
If there are any sub-phases or steps associated with the phase other than the ending of a phase, those will be skipped and the game will immediately proceed to the end of the phase.
If the combat phase is ended, the game will proceed to the end of the combat step and then immediately proceed to the main phase.
If an effect or condition ends the turn, all effects in the Effects Stack will not resolve and all cards in the Effects Stack will be banished. The game will immediately proceed to End Phase Step 4, the final part of the End Phase, complete any associated game actions, and then directly proceed to the following turn.
The card or ability that ended the phase will not be banished itself; it will (by default) go to the graveyard as it resolves before the phase is ended.
Randomization in this game is used to determine outcomes of random events and the random ordering of decks after shuffling.
For a method to determine outcomes to be random, an object used to generate a random result must be fair.
Objects considered fair include dice with two or more sides in which each side has an equal chance of resulting after tossing that object.
A fair coin is acceptable as a two-sided die for this purpose.
When selecting random events, a die with more sides than results needed to be determined can be used if it is easily scalable or if there is a fair method agreed upon among players to determine results.
Sufficient shuffling and randomization of cards that are not uniquely identifiable and having an opponent choose from among those cards are considered a fair selection method.
For shuffling a deck, only methods that generate a sufficiently random state may be used.
The deck shuffled must be in plain view of your opponent and/or event judge.
After a player shuffles a deck, they present their deck to an opponent to cut or further shuffle the deck.
Whenever players are instructed to make a choice regarding choosing or selecting a card, sometimes the players must make a choice at the same time. While this is possible when cards are face down, selection for public cards must follow a specific order.
General Rules:
For selections and choices made simultaneously in public zones or concerning public cards (i.e., they are face-up, or at least have a publicly defined characteristic while face-down), the turn-player must make their selection first. Each other player in the game will make their respective choice in turn order.
For selections regarding face-down or private cards, players will set aside cards from the hidden set until all players have made their choices. Following this, the private selections are revealed at the same time.
Searching means looking through a set of cards, typically to select one or more cards from that group for a purpose. Finding a card is selecting a card or cards from that set.
Effects that specify to search for or find a card with certain characteristics (cost, name, element, etc.) in a private zone, the player has the option to not choose a card, even if there is a legal choice. This can be considered an optional "failure to find." If there is a legal choice among revealed cards or legal choices among public cards, players do not have the option to decline choosing the legal card, i.e., they cannot opt for a failure to find.
If an effect specifies that a player would find or search for a card without defined characteristics (simply stated as "a card"), a card must be chosen if there is at least one legal choice. Players cannot fail to find a card in this case.
Some effects may ask a player to move or put a card from one zone or set of cards to another. This action requires that a player search for a card with the matching or required characteristics to proceed with moving that card. If a card has no characteristic, such as face-down cards or cards in private zones, it cannot be a legal target for any characteristic-defined searches.
Any time an effect would specify that a player would search for or activate a card from a zone or that a player would materialize a card from the material deck, that effect resolves and proceeds if no card is a legal choice or no card is found. There will not be a change in game state.
Properties are characteristics of a card or object relating to its individual information or certain mutable or temporary characteristics. 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.
If a state of a property were to try to be set to the state it already is in, the state will not change.
General Card Properties
Facing: 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.
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.
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: The orientation of a card is a property with states of being either Awake or Rested. This property is typically used to determine whether an object can be rested to pay for costs, attack, or retaliate.
Prepared
Imbued
Brewed
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)
An attack is an event that may be initiated by a player through an ally object or a champion object to an attackable unit or object.
All units may attack the turn they enter the field as long as they are awake
Attacks are declared as a slow player action during a player’s main phase.
Attacks can’t be performed by units without a power stat or with 0 or less power.
Attacking will rest the attacking unit as a cost to declaring an attack or activating an attack card.
If there are any additional costs imposed for declaring attacks, they must be paid as attacks are being declared. If they can’t be paid, the attack can’t be declared.
Attacking is a player action that begins a Combat phase.
Only one combat phase will be initiated per attack declaration and only one combat phase may resolve at a time. No player receives Opportunity during attack declarations.
If an attack card resolves during combat and a new attack declaration is attempted, it will fizzle and combat will continue as normal.
Attacking has steps involving attack activation (if it is an attack card), declaration of the attack, and initiation of a Combat phase involving a Retaliation step, then a Damage step.
Attack cards can still be activated without a legal target in play, however, the attack will immediately fizzle when a target declaration can’t occur.
Attack declarations from allies and champions must specify the attack target during declaration. If there is no valid target, the attack cannot be declared.
If a player activates an attack card at fast speed while the Effects Stack is not empty, they are not in a Main Phase, and it is not their turn, the attack card will fizzle as it attempts to resolve; No attack will be declared, and no combat phase will begin.
Target declarations of attacks using attack cards are declared after the attack cards resolve and enter a champion’s intent zone. There is no window between an attack card resolving and entering the intent zone in which a player is given Opportunity.
After an attack declaration, objects and players involved in the initiated combat phase assume certain roles: The player controlling the attacked objects is designated the defending player; the player controlling the attacking units is designated the attacking player. The unit attacking immediately is designated an attacking unit, or attacker, and gains the "attacking" property. Similarly, the target/targets of the attack also becomes/become the defending object, or defender, and gain the "defending" property.
The role of attacking and defending players remains defined until the end of the combat phase, regardless of whether any objects are currently attacking or defending.
If a defending object becomes an illegal or invalid target for an ongoing attack, the defending object immediately stops being a defending object as a result of state-based effects and loses the defender/defending object role.
An attacking unit/attacker will retain this role until the end of the combat phase, similarly to players. If its attack has no current target/no valid target, effects may still change the target of the attack to a legal target.
Attacks performed through a champion may be performed through the use of a weapon, through activating an attack card, attacking normally if the champion has a power stat greater than 0, or any combination of these simultaneously.
Attacks performed with a weapon may be performed in the main phase using slow timing conventions.
If a player attacks through their champion using an attack card, the player must announce whether or not they will use a weapon during the attack declaration (after the attack card has resolved and enters the intent zone).
The power stat of the champion (if the champion has a power stat) and all of the cards, objects, and effects involved in the attack as well as damage-altering effects are combined only during the damage step. Cards and objects used in an attack can include any cards in the intent zone, weapons used during the attack, or any other cards specified during attack declarations. All cards and objects involved in an attack will contribute their power during damage calculation, regardless of card typing.
Even if all cards in the intent or weapons used in the attack were to leave the field, the champion is still consdiered attacking and their attack will benefit from any effects applied the current attack or to the champion itself.
If a weapon leaves the field before damage is dealt by a champion, any damage that would be dealt due to the weapon will not be calculated during the damage step of the combat phase. If the weapon is type-changed during an attack it was used, it will still be considered as a card involved in the attack and will still contribute its power in the damage calculation if it still has a power stat.
After an attack card resolves, it enters the intent where the attack is reflected and modifiers may affect it.
To represent a resolved attack card, players should place the card somewhere in the play area visible to all players and this will be considered a part of the intent until the end of combat.
While in the intent until the Damage Step, the attack is subject to any effects that may modify that attack.
If an attacking unit were to leave the field before the damage step, that unit would never deal the damage it would have dealt.
If an object being attacked were to leave the field before the damage step, that object would never be dealt the damage it would have been dealt.
Players can’t target units they control with attacks.
Whenever an object leaves the field, all cards in its object-specific zones will be placed into the graveyard.
All cards stacked beneath the topmost champion in a lineage form the Inner Lineage.
All cards within the inner lineage are not considered objects nor on the field and are only treated as cards.
Each lineage has exactly one inner lineage.
Each object having the Loaded property placed underneath another object is a part of the Loaded Cards of that object.
All loaded cards are not considered objects nor on the field and are only treated as cards.
When a Loaded object attacks or is used in an attack, it places each of its Loaded Cards into the Intent.
Each object has its own loaded cards.
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.
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.
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.
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.
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.
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.
The end of combat step will always happen regardless if an attack has dealt damage; if a combat phase was initiated, there will be an end of combat step. In this step, the game will proceed through a series of turn-based actions which comprise the end of combat.
Any cards in the intent are placed into the graveyard.
Attacking and defending objects are removed from combat (they stop being attacking and defending units).
State-based effects are checked.
After the Effects Stack is empty and all players have passed any Opportunity they may have received in succession, the game will return the turn player to the main phase.
If any abilities are triggered during the damage step, they will be placed onto the Effects Stack during this phase.
Counters are a special attribute of an object that holds both a type and numeric value.
Depending on the type, counters will have various effects or enable certain abilities.
Counters can be tracked by using tokens, dice, or an agreed method by players in a game to denote the number and type of each counter on an object.
The quantity of a type of counter can be positively modified by gaining and negatively modified by spending to pay for a cost, or by loss/removal as a result of an effect.
Counters persist on an object or card in a zone as long as that card or object does not change zones. Cards being moved to another zone will cause its counters to be lost.
Counters can be subdivided into generic or special counters. Special counters have specific rules associated with the counter itself whereas generic counters do not grant or have inherent abilities/effects associated with them. Counters are considered generic if they are not listed below:
Buff counters statically modify an object’s power and life stats by +1 to each of those stats for every buff counter on that object.
If the object does not have a power or life stat, that stat will not be generated due to a buff counter being placed on that object.
Modifications from buff counters will be applied before any other changes to the base power and life stats of an ally.
If buff counters are placed on an object with debuff counters, each buff counter will remove itself and a corresponding debuff counter.
Damage counters are permanent counters on champions that are placed whenever a champion is dealt any type of damage.
Damage counters will mark damage in whole numbers starting from 0.
Damage counters reaching or exceeding the life stat of a champion is a condition that causes that champion to die or become defeated and a player loses if all of their champions die or are defeated.
Damage counters are removed by effects that Recover.
Debuff counters statically modify an object’s power and life stats by -1 to each of those stats for every debuff counter on that object.
If the object does not have a power or life stat, that stat will not be generated due to a debuff counter being placed on that object.
Modifications from debuff counters will be applied before any other changes to the base power and life stats of an ally.
If debuff counters are placed on an object with buff counters, each debuff counter will remove itself and a corresponding buff counter.
Cards with a durability stat will enter the field with a number of durability counters equal to that stat.
Durability counters on an object can exceed the printed durability stat of an object.
Weapons and Siegeable objects will be destroyed by state-based effects if their durability reaches 0.
If the object does not have a durability stat, the stat will not be generated as a result of a durability counter being placed on that object.
Enlighten counters have the following ability: “Remove 3 enlighten counters from [CARDNAME]: Draw a card."
Level counters on champions give that champion +1 Level for each level counter on that champion.
Omen counters designate the card(s) in banishment on which they are placed as Omens.
Rules text on cards which refers to Omens refers to the set of cards that have at least one Omen counter placed on them in banishment.
At the beginning of a player's main phase, if they control one or more objects with a wither counter on them, for each of those objects, they sacrifice it unless they pay 1 reserve for each wither counter in it, then remove those counters.
The triggered ability is sourced from the game rather than the objects on which the wither-related trigger originates.
The reserve cost to be paid for each object must be paid in full. If it is not completely paid, that object is sacrificed.
All wither counters are removed at the same time during the resolution of the triggered ability.
There is only one main phase per turn; wither will not create another trigger after returning to the main phase after combat if any wither counters were placed in a combat phase.
The end phase begins after the turn player chooses to end their main phase and proceed to the end phase.
First, any effects that specify the “beginning of the end phase” are placed into the Effects Stack.
Second, the turn player receives Opportunity. This point at which players are granted Opportunity during this part of the phase is considered “before end of turn” and is the only time players may act before this phase and turn progress to their conclusion.
Third, after all effects are resolved and all players have passed on Opportunity in succession, the game immediately proceeds through a series of the following special game actions.
Temporary damage marked on allies is removed.
Any “until the end of the turn,” “this turn” or other (similar effects (EOT)/one-shot effects) end, and any effects that happen “as turns end” or “as your turn ends” (or other variations) occur.
If any hand-size or memory-size limits are imposed, the turn player must discard cards from either of the zones until the limit is not exceeded.
State-based actions are checked.
If a situation would require rounding a numeric value, that number is rounded down to the nearest whole number.
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.
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.
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
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.
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.
If a retaliating unit were to leave the field before the damage step, it would deal no damage and be dealt no damage.
A retaliating unit will still deal damage to its retaliation target even if the attacking unit is no longer considered to be attacking.
Damage dealt by a retaliating unit is considered combat damage.
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.
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.
Combat damage and removal of durability counters for weapons involved in attacks are done simultaneously.
Damage dependent upon the number of durability counters on a weapon is taken before any durability counters are removed.
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.
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.
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.
State-based effects occur as a result of conditions in the state of the game being met and often do not require any additional input from the player to be completed.
Checks to see if state-based conditions are met happen every time the state of the game changes in the time between a player losing or passing Opportunity and the moment at which another player receives Opportunity.
Game-ending Checks: The game will first make a pass to validate whether any conditions that result in a player having won or lost a game are to be checked.
Damage: If enough damage is marked on a unit to bring that unit’s life to 0 or less, the unit will die.
Durability: If a weapon has no durability counters, the weapon will be destroyed.
Unique Objects: If a player controls 2 or more unique objects with the same name, the game will force the player to choose one of them to keep, and the player must sacrifice the rest of those objects before the game continues.
Copy: If a copy of a card activation is sent to a zone other than the Effects Stack, it will cease to exist unless it has a corresponding card. If a copy of an object is sent to a zone other than the field, it will cease to exist unless the copy has a corresponding card.
Clean-Up: The game will remove all ally damage counters, “until end of turn” or one-shot effects, and other temporary conditions at the end of each turn. If any limitations are placed on players, such as maximum hand sizes, the active player must take the necessary actions to fulfill such limitations before the game continues.
Combat Roles: A defending unit is no longer a defender/defending unit as soon as it is no longer an attack target. A retaliating unit stops being a retaliating unit when it no longer has a valid retaliation target.
A player action is considered illegal if it directly contradicts any of the above rules of the game and results in a game state that can't be resolved.
If a card’s rules text contradicts the rules of the game, the card’s rules take precedence. In all cases, “can’t” overrules “can” if there are conflicting effects of the same kind.
A player action is not illegal if it is simply unclear and the case should be brought to an event judge or game authority.
A situation is unclear if both players in a game reach different conclusions regarding the outcome of an event or process within the game.
If necessary, the ruling goes through an official process via a rules committee for amendment of the game rules.
At any point in the game, a player may choose to concede the game.
In a two-player game, the opponent of the player immediately wins the game.
In a multiplayer game, the game will continue considering that the player to have lost until there is a winner of the game.
Conceding is not bound by any timing restrictions and may be done at any point in the game.
Conceding supersedes any effects that specify that the conceding player cannot lose the game.
After a game result is obtained through a concession, any subsequent games will follow as normal, following format conventions and match structures.
General Rules:
A characteristic of a card or object is any part of the card that can be referenced by effect text or the game. Characteristics can include:
Element
Cost
Types (including supertypes and subtypes)
Abilities
Stats (power, life, durability)
Speed (fast, slow)
Name
Characteristics do not include properties or states.
If an effect sets an object's typing to a specified type, it will replace the originally noted typing. Any typing not modified is retained, such as subtyping.
If the specified overwriting sets the card type, it will also lose its supertypes. Supertypes must be redefined whenever a card’s type is set or overridden.
If an effect states that an object may perform an action “as though it were [object type],” it will not set nor overwrite its own type to match that as the type it is acting as.
These effects may allow objects to behave as other object types but will not innately change their own type nor the targeting, damage, timing, and other attributes specific to its own type.
Card effects will generally specify what behavior is granted in the effect text.
If an effect confers additional types to an object or card, it will then have all attributes of all of its card types without duplication of any overlapping attributes or behaviors.
If any characteristics overlap where their rules conflict, such as being sent to banishment versus graveyard when being destroyed, the more restrictive characteristic applies (banishment being more restrictive than the graveyard as a designated zone).
If an effect were to set or establish a card or object's stat (such as power or life) where that card or object did not previously have such a stat, it is initially given that stat with a default value of 0 before any stat-setting is applied.
In Grand Archive, some cards exist that have two faces, or two sides, each with separate characteristics as opposed to a single side of information and rules text with an information-less card back. There is only one type of double-faced card in Grand Archive, currently.
General Rules:
Double-faced cards have no card back and, instead, have another full card face with characteristics and rules text. The default cost symbols of the card are replaced such that the reserve or memory cost icon reflects which side of the card is being examined, in addition to an embossed upward-pointing arrow in the bottom left of the card.
The "default side" of a card is represented by the default appearance of the cost icons located on the top left of the card. This is noted by solid cost bubbles, either yellow for reserve or blue for memory. It will also be absent of the downward-pointing arrow found on the flip side.
The side of the card that replaces the regular Grand Archive card back is the "flip side." The flip side is denoted by the embossed downward-pointing arrow in the reserve or memory cost bubble, in addition to a solid downward-pointing arrow on the bottom left of its text box.
To flip a card to another side during a game, the rules text will typically tell a player to "transform" the card as a player action. Transform is the player action that means to flip a card to the other side.
Double-faced cards must be played on their "default side" initially. This side is represented by the typical reserve and memory cost icons found on regular, non-double-faced cards. The side with the modified symbol (shown by an embossed arrow on "Fatebound" or "Fatestone"-subtyped cards printed in Abyssal Heaven) can't be played. If a card is currently on its flip side on the field, it is considered "transformed" (and has the transformed property).
Only the characteristics (rules text, abilities, stats, name, type, etc.) on the face-up side are considered for game actions and evaluating the game state. While not on the field, only the default side of the card is considered for characteristics in all other zones.
If a transformed double-faced card is moved from the field to any other zone, it must be physically flipped back to the default side. Last-known information will still consider any characteristics of the transformed side, if applicable.
If a transformed double-face card has a different type than the type on the default side that would change the rules about which zone it would be moved to, it would move to the zone corresponding with the appropriate rules applied to the default side of the card.
If a player has knowledge permissions associated with a double-faced card (i.e., that card is either public or private to that player), they may examine either side of the card by flipping it.
Flipping it in this way will not be considered a transformation.
If a double-faced card is copied, only the characteristics of the present side are copied.
If a card copies the characteristics of a transformed card, the copy will share the characteristics of that card in its transformed state.
Copies of double-faced cards cannot themselves transform. If a player attempts to transform a copy of a card that is either transformed or can be transformed, nothing will happen, and the action is skipped. Any costs paid will not be "refunded."
E.g., If a player banishes a Clockwork Amalgam that has copied Suzaku, a transformed ally, and opts to pay for the On Banish ability, Clockwork Amalgam will stay banished as it is not itself a double-faced card and can't transform.
Double-faced cards can still be considered "face-down." In this situation, a placeholder card with a default Grand Archive card back should be used to represent the card. A face-down double-faced card will not be considered transformed, will have no characteristics other than being a card, and should be treated as a non-double-faced Grand Archive card. The use of opaque sleeves is suitable for hiding the back of a double-faced card, and the opaque card back may be used to treat the card as "face-down."
Transforming a double-faced card does not cause it to become a new object; however, any static abilities that become active as a result of the transformation will receive a new timestamp.
Any continuous effects that previously applied to the default side, will continue to apply to the transformed card, if applicable.
When choosing a card name for any effects, the name of the transformed card may be used. Only cards with the chosen name will have that effect applied to them, regardless of the name on the other side of the card.
It is recommended that players use opaque card sleeves when playing with double-faced cards to represent them as face down with a uniform card back applied to a deck. This is mandatory in a tournament setting.
A public zone is a zone where cards are visible face-up by default (card face is turned up) and a private zone is a zone where cards are visible face-down by default (card face is turned down; card back is face-up).
A card’s visibility in a zone may be different from the default visibility in that zone.
Cards in zones that are private have no characteristics apart from being cards by default.
If a card with a specified characteristic is added to a private zone, that card must be revealed before it is added to that zone. This does not apply for moving cards to a public zone but with hidden or private information.
E.g. The Cosmic Bolts generated from Polaris must first be revealed to all players in a game before being shuffled into the Main Deck. This is not true of Quicksilver Grail since the Banishment is a public zone, even though the card added is face-down and considered private.
Face-up cards, their attributes, properties, stats, rules text, and other information are considered public.
A player may look at and examine any face-up cards in a game. If a card is moved this way, it must be returned to the zone it is in and in the same orientation.
Players can’t hide any information about face-up cards or misrepresent information about face-up cards.
All cards in a lineage or similar stack of cards are considered face-up.
Face-down cards are considered private information known only to the player who currently controls that card.
Except for cards in the main deck and unknown face-down cards in banishment, all other face-down cards may be looked at by their controlling player at any time. If an effect banished cards from a zone face-down and gave a specific player certain permissions for that card, such as activation or materialization, those cards are considered private for that player.
When a card becomes private in a public zone (e.g., banishment), and that card was visible to a player due to that card being public information, that player will retain private information about that card and may look at that card. If an ability of that card would grant play permissions, that player can exercise the play permissions on that card.
E.g. If a player who controls Gaia's Blessing and owns Three Visits were to have Three Visits banished by their opponent's Tristan, Shadowreaver, the player who owns Three Visits will still retain the ability to activate it from banishment, as it was previously public information through Gaia's Blessing.
If the control of a face-down card changes, neither the owner nor the former controller of that card can look at that card.
Face-down cards have no characteristics except for being considered a card.
Cards in all zones except for the Main Deck, Material Deck, Memory, and Hand are face-up by default.
The Effects Stack zone is a public zone shared by all players and has no owner.
The Effects Stack contains an ordered collection of stacked card activations, materializations, and abilities pending resolution which uses a stacking structure. Each discrete item in this zone has its own layer and each layer will resolve on its own. The topmost layer is the first card to resolve any time an item in the effects stack were to resolve whereas the bottom layer corresponds to the item that would resolve last. In essence, this zone uses a first-in-last-out (FILO) system.
Once a card or ability resolves from the Effects Stack, each of its effects will fully resolve as it is removed from the Effects Stack.
Players can’t change the order of cards in the effects stack.
Some abilities ask players to remember previously selected modes or options for abilities. Abilities tracked in this way depend on the card that creates and instances the ability.
For champions, this means that the champion card which creates the corresponding ability will track the selected options, not the champion object. This is analogous to an object leaving and re-entering the field with a new instance of that object being created, along with its abilities.
The Banishment is a public zone owned by a player. Each player has their own Banishment zone.
Any card that has been banished is put into its owner’s banishment.
Cards in banishment must be kept in a single, uniform pile except for some cards asking that a player banish an object or card as part of an effect.
The banished card may be tracked separately from the rest to represent this, but will still be in banishment.
Temporarily banished cards may be represented near or adjacent to the banishment in a separate pile.
If a card would refer to one or more of the cards banished under an effect of that card, it will only correspond to the card or cards banished under that card’s effect, not all or any other cards with the same card name as the source of the effect.
The source of an ability is considered the object that generated the ability, whether the ability was triggered or activated. If any effects are dependent upon the characteristics of the source object and that object were to no longer exist at the time the associated ability resolves, it will consider last-known characteristics or values.
Each card will always refer to itself as “this card” when it is a non-object card.
Cards will use the printed name of the card when it becomes an object.
Any references to that name are self-referential and an ability will only refer to other objects with the same name explicitly.
Each ability that refers to its source by its object name will only refer to the source of those abilities and not any other objects by the same name.
Self-referential names in the rules text of an object can be dynamically changed if another object gains that ability or becomes a copy of that object with a different name.
Some cards ask a player to name a card or to choose a card name. When instructed to do so, the player must reference the desired card by name explicitly (or through a detailed description for mutual understanding). The card instructing to choose a name will consider the specified cards for its effects.
Tokens are not considered cards and can't be named.
Special and turn-based game actions are events that either a player takes or which the game will perform that cannot be responded to by any players in any circumstances.
No players are considered the source for turn-based actions.
Opportunity is never given nor are players able to obtain Opportunity during special and turn-based actions being completed.
Special game actions are excluded from modifications to game rules by rules text of cards and effects.
E.g., Eternal Magistrate can't prevent Lv 0 Spirit champions from being placed onto the field during a player's first turn as this is a special game action.
Special game actions:
Putting into play a Level 0 champion at the start of the game. This also does not count as a materialization.
Player concession
During the end phase:
Removal of temporary marked damage
Ending end-of-turn effects ("until end of turn, this turn, as your turn ends," etc.)
Discarding down to imposed hand size limits.
Loading cards using the Aethercalling ability.
Pre-game actions
Turn-based actions:
Waking up objects as part of the Wake Up phase
Players returning cards from their memory to their hands as part of recollection
Players drawing a card as they enter the draw phase.
Damage being dealt simultaneously during the damage step of the combat phase.
Putting charge counters on cards with On Charge abilities during recollection.
The basic cost of the card is denoted on the top left corner of a card.
General Rules:
Costs are either reserve costs or memory costs; reserve costs are represented with a yellow color while Memory costs are represented with a blue color.
The “cost” of a card,when referred to in its rules text, refers to the cost type reflected in that card. A champion’s memory cost is located beneath its printed level.
If the number is a reserve cost, it represents the number of cards that must be placed into the (also known as Memory) face-down from that player’s hand and until the next recollection as payment for that cost.
No Opportunity is given to players, and no player actions may be taken between the time cards are chosen for payment of a reserve cost and the time at which those cards are placed face-down in memory.
To pay for a reserve cost, select X other cards from your hand where X is the cost required to activate the desired card and place them into your Memory zone face-down.
If the number is a memory cost, the cost must be paid by banishing randomly selected cards from the .
To pay for a Memory cost, X cards are randomly selected from the Memory zone, where X is the Memory cost to materialize the desired card.
Non-random forms of payment for a given cost are paid before random costs are paid.
No Opportunity is given to players and no player actions may be taken between the time cards are chosen for payment of a memory cost and the time at which those cards are banished.
If there are any additional costs for the activation or materialization of cards or for activating abilities, they must be paid at the same time the normal costs are paid, before the card or effect enters the Effects Stack.
If a card or effect would specify a cost as a result of the card resolving, payment of these costs follows the rules text and timing therein.
Effects and abilities can modify costs to be paid.
To calculate the required cost, simultaneously add the numeric value of any cost increases applied by any modifying effects and subtract the numeric values of any cost decreases applied by any modifying effects. The result is the numeric cost required to be paid.
Reduction and increases of costs change the default cost type for cards by reducing or increasing that cost type, respectively. Default costs are reserve costs for main deck cards and memory costs for material deck cards.
Costs cannot be reduced below 0; If a cost would be numerically reduced to a number below 0, that cost is set to 0 instead.
If a card has a variable cost represented by X, X is treated as 0 while the card is not on the Effects Stack. Otherwise, X is treated as whichever number was chosen as X as it was placed on the Effects Stack.
If a card with a variable cost is allowed to be played without paying for its reserve or memory cost, X must be chosen as 0; players may not choose any other values for X in this case.
References to the value X as part of the effects of a card or object will be treated as the previously chosen value of X.
If a card with a variable cost in the Effects Stack is , the copied instance will assume the value of X chosen for the original card.
If an effect copies an object on the field with any values of X among its costs or of a previously set value for X, the copy will be made with those values of X set to 0.
The following pages will discuss these topics:
Replacement effects are effects that will cause a specified effect or outcome to occur instead of another or that override the default effects or outcomes as described in the game rules.
Replacement effects are applied in the order desired by the controlling player whose objects, zones, cards, etc, those replacement effects pertain to. Replacement effects do not function like the Effects Stack which has a first-in-last-out structure. The replacement effect order is determined sequentially in a step-wise fashion.
When replacement effects are being applied, if multiple effects are replacing or modifying a single type of outcome (such as damage a unit would receive), the replacement effects of a given nature will be applied sequentially and determined discretely until there are no further replacement effects to consider. After a replacement effect is applied, only any remaining effects that can apply will be pending replacement.
Replacement effects typically use phrasing such as “If [X event] would occur, [do Y]” and commonly use the word “instead.” (In rare cases, "when" and "whenever" have been used.)
Damage prevention is a common type of replacement effect that will also use the word “prevent.” Effects using this word are almost always replacement effects.
Replacement effects may still be generated as a result of a triggered ability. Vice versa, triggered abilities may become triggered as a result of an alternative outcome from the result of a prior replacement effect.
Replacement effects can also be continuous effects.
are often a type of replacement effect.
Some cards allow a player to replace a method of playing a card with another effect, such as Preserve which replaces a materialization by returning the Preserved card from the material deck to the hand. Situations in which a card (face-up or face-down) can be legally played in the manner being replaced do not require revealing that card. However, certain situations may result in attempting to replace a playing method that is not publicly known, typically caused by cards being set face-down in a zone with private or hidden characteristics. In those cases, the player replacing the play method with an effect must reveal the intended card and its intended play method before it can be replaced.
Objects are defined as instanced representations of cards on the field, which include champions, allies, weapons, items, domains, phantasias, as well as any tokens.
Units are a subset of objects that only include allies and champions. These objects are interactable by effects that specify "target ally," "target champion," or "target unit" (for both). "Choose" may also be used instead of target, but will select a target as part of effects rather than as an activation requirement.
Innate stats tied to card characteristics (e.g., written Life and Power values, etc.) stay on objects even if they change to an object type that may not necessarily use or interact with that stat.
E.g., If a Warrior champion attacks with Warrior's Longsword and the sword were to have its type changed to a
Non-objects exist largely as cards in their respective zones, i.e., a card in the hand, graveyard, deck, memory, or banishment. They are treated as cards rather than objects and can't exist as an object representation on the field. This includes any activations, triggered abilities, or materializations.
Activations are either cards or abilities that have been activated and are in the Effects Stack.
Activations are interactable by effects that specify a target or chosen activation.
Materializations are cards that have been materialized and are in the Effects Stack.
Materializations are interactable by effects that specify a target or chosen materialization.
This also applies to cards in a champion's inner lineage (not the topmost champion card), intents, and ; essentially, the rule extends to any card-specific zone.
These may be targeted by specific wording, such as "target card in an inner lineage," "target intent," or "target loaded card," respectively (these examples are not exhaustive).
A "target" is a selected choice for the direction of an effect or action; the target is what those act upon. Whenever a target is specified, it can filter for and specify any of the aforementioned objects or non-object card types.
An effect, action, activation, attack, etc., can only choose or target cards and/or objects of the specified types. I.e., If an effect specifies a specific object type as a target, it can only target objects of that type.
If an effect specifies objects by exclusion, it can target any objects that are not excluded.
If an effect specifies or targets one or more cards in a certain zone, it may only affect cards in that zone.
Tokens of a certain type (such as ally or regalia) follow the targeting conventions of those cards.
Special cases with targeting involve effects that specify something is chosen rather than targeted. This usually occurs during the resolution of the effects in situations where targets can't be anticipated or specified during the activation process.
When effects of cards or abilities use a card type or subtype descriptor and do not refer to a card, activation, materialization, or source, these effects refer to the object with the described type or subtype on the field.
Reserve costs are paid by reserving cards into the memory zone from the hand.
Cards selected for reserve costs may only be changed up until the player confirms the selection and places the activated card onto the Effects Stack.
Players may not exchange reserved cards once this has been done and may not interchange already reserved cards while activating another card.
Players must clearly represent chosen and reserved cards.
Cards placed into memory for reserve costs remain there even if the card or effect does not resolve.
Materialization can involve cards with reserve costs. In this case, reserve costs are paid rather than memory costs.
Memory costs require banishing cards from cards in the memory zone at random.
Cards selected for memory costs are chosen randomly by a fair selection process (a process that provides equal probabilities for any one card to be selected).
Once cards have been selected for memory costs (including cards with floating memory chosen for payment), no cards may be interchanged or reselected and the chosen cards are then banished simultaneously.
The card is then immediately placed into the Effects Stack for resolution.
Cards without specified reserve costs can’t be paid for by reserving 0 cards; cards without memory costs can’t be paid for by paying a memory cost of 0. Not having a cost is not the same as having a cost of 0 in each of these respects; players can’t pay null/non-existent costs.
See for additional information on cost payment methods.
Damage prevention, usually provided by replacement effects, can either reduce, wholly or in part, the damage that would be taken by a unit.
Prevention effects can also be continuous effects.
Damage prevention will follow the order of determining replacement effects as described under .
Damage prevention may be characterized by damage types, such as attack or non-combat damage. If a type is specified, the prevention effect will only reduce the damage of that type. If no type is specified, damage prevention will act upon any type of damage, regardless of type.
Damage prevention quantities can be divided into categories of “shielding” versus “instance” damage prevention effects.
Shielding damage prevention effects will create a damage buffer that absorbs a certain amount of damage. In this case, the buffer will only be reduced if the damage prevented is greater than zero. Any damage exceeding the buffered/shielded amount will still be dealt as normal.
Instance damage prevention effects will not track the amount of damage to be absorbed but will instead try to prevent some or all of that damage. In this case, the instance of prevention will still be used up if the amount of damage prevented was zero, as long as there was still an attempt at damage prevention. If damage exceeds a quantity set by a prevention instance, the remaining damage will be dealt as normal.
Prevention effects will persist as long as the effect is specified.
In the case of unpreventable damage, prevention effects will still attempt to prevent that damage in one instance. Unpreventable damage will not detract from “shielding”-type prevention effects (See above)
Prevention effects will specify which units will be affected under the damage prevention. If prevention is applied to each unit or multiple specified units a player controls, the instances of prevention effects are tracked independently for each unit. However, if an effect uses the wording “the next time [damage threshold] [damage type] would be dealt to one or more [designated units],” that instance will only be prevented once, regardless of how many units are controlled.
Prevention can also specify the source of damage for damage instances, such as allies, champions, or actions/spells of certain classes.
If prevention is a given as a whole number, that many points of damage can be subtracted from the damage calculation when damage is dealt.
Damage prevention can have additional effects tied to the replacement effect. In these cases, the entire effect is part of the replacement effect. If any delayed triggered ability is dependent upon the prevention of damage are to be made, they will be separated by a paragraph break and listed as a separate effect on a new line.
Masteries are special non-object player functions and are typically granted by various effects. Players can only have one mastery at a time.
If you get another mastery, it replaces your current mastery.
Cards interacting with certain masteries may have symbols and icons related to that mastery on the card.
Cards that track and represent masteries cannot be placed or used in any decks (Main, Material, Sideboard) and only serve to visually reflect the active Mastery.
Table of Masteries:
Servile Possessions designates cards in the banishment with Omen counters on them as Omens. The mastery and any cards that refer to the number of Omens or characteristics among Omens will refer to those cards in banishment.
Servile Possessions has a modal trigger whenever your champion attacks depending on the number of Omens in banishment, listed below.
These modes are mutually exclusive and not additive.
The modes are statically applied to attacks; they are not added to an attack via any trigger or triggered ability.
1 or 2 Omens — That attack gets +1 power.
3 or 4 Omens — That attack gets +2 power.
5 or more Omens — That attack gets +3 power. Draw a card into your memory.
Shifting Currents has four modes. Each mode is represented as a "direction" of either North, South, East, or West. Shifting Currents can only be set to one mode at a time and changing the mode will remove whatever mode it was previously set to.
The starting mode is in the North direction.
If a card's rules text references any of Shifting Currents' modes, it will be reflected as direction icons on the bottom left of the card.
An adjacent direction for shifting currents is defined as the following: North and South are each adjacent to both West and East; West and East are each adjacent to both North and South.
The following pages discuss these topics:
General Rules:
Champion is also an object type; a champion is placed on the field as a champion object. A champion object is also an champion unit.
Champion cards start in the material deck.
A Level 0 Spirit champion card must be put onto the field on each player’s first turn. This is treated as a special game action and cannot be responded to.
Players may not materialize Level 0 champions.
Champions can attack only through attack cards or by using weapons. Most champions do not inherently have a power stat and, therefore, can't inherently attack or retaliate against attacks.
Attacking rests a champion as a cost, either from activation of an attack card or by an attack declaration through a weapon.
Attack declarations made as a result of an attack card entering the Intent do not rest as a cost.
Champions with a power stat may declare an attack without an attack card or weapon, just as allies can.
Champions statically enable non-norm elements for the controlling player. Champion cards in a lineage will grant a player access to all elements included among their element types.
Champion names for lineages will typically be considered without prefixes, suffixes, titles, epithets, or any other naming ornamentation for the card.
If a Champion card would be put into a graveyard from anywhere, it is instead banished.
Leveling Up
A champion can be incrementally leveled by placing the next level champion card on top of that champion’s “lineage." The next level champion is placed on top of the previous level champion. This is known as leveling up the champion. Leveling a champion can be a result of materializing a champion card during the materialize phase or as a result of effects that instruct a player to “level up” their champion.
Champions are leveled by a player when a champion whose base level is N+1 is selected from the material deck and played, usually by selection for materialization with memory costs paid. N refers to the printed level of one of that player’s champion cards on the field and does not consider additional level-modifying effects.
Players ignore element requirements/restrictions when materializing a champion or leveling a champion up.
E.g., A player who controls Lorraine, Blademaster with a Spirit of Fire in the Lineage may still level up the champion into Lorraine, Crux Knight without previously having the Crux element enabled.
Leveling up a champion requires a player to place the new champion card on top of the existing champion card as part of the lineage. It keeps the same rested/awake property. I.e., if a rested champion levels up, it will remain rested.
Leveling up a champion does not use the effects stack. If a champion card is materialized, leveling up will happen as a result of the resolution of the champion card.
The entire stack of cards consisting of a Champion and the cards in the “Inner Lineage” in its entirety is referred to as the “Lineage.”
Only the top card of the lineage is treated as an object, i.e. the Champion, and all inherited effects within the “Inner Lineage” cards apply to the Champion.
The Champion is considered the champion object that is on the field.
A new champion card being placed on top of the original champion does not count as a new object entering the field. It will still count as a new champion card entering the lineage. Therefore, the addition of that card to the lineage will trigger any On Enter abilities of the topmost champion card in the lineage.
When a champion leaves or enters the field, it will do so with all cards within its inner lineage as well as its counters (Enlighten, Level, etc.).
The element identity of the champion consists of all elements among champion cards within the lineage.
If a new object were to replace the current champion and its lineage, no attributes of that lineage carry over, such as enlighten counters or damage counters.
Only Inherited Effects from among cards in the lineage will contribute to the effects and abilities of the champion of the lineage; any other characteristics from the inner lineage such as card name, cost, class identity, types, non-Inherited Effect abilities, life stats, and power stats are ignored.
Players can only level up champions they control.
Players can't play nor level up champions they do not meet leveling requirements for.
Deleveling
A player may delevel a champion as a cost or as a result of an effect or certain abilities. For a player to delevel a champion, that player takes the top-most champion card in that champion’s lineage and returns it to the Material deck.
A game zone is a physical zone in the play area where cards are placed. There are 9 total zones in Grand Archive: Main Deck, Material Deck, Hand, Memory, Field, Graveyard, Banishment, Intent, and the Effects Stack.
The Field and Effects stack are the only zones shared by all players and control of specific cards and objects in these zones are specified while in these zones.
Cards in zones can have one of two visibility states: face-up or face-down. Face-up cards present their card front up towards all players whereas face-down cards present their card back up towards all players. Face-down cards typically have hidden information from some or all players in the game.
Cards can only exist in one zone at a time and will always be in a zone during a game. If a card is not in a zone, it is not considered part of the game.
If a card changes zones, it is considered to only be in the zone it was moved to after it is moved.
A card’s zone changes only if the destination zone is different from the zone it was moved from.
If a card in a private zone is moved to a public zone, it is turned face-up by default. If a card in a public zone is moved to a private zone, it is turned face-down by default.
A card changing zones or object changing zones is considered public information that is passively available to the game state. This information is typically only important when referenced by an effect or ability
Some information is carried by cards (or the objects they may become) when a card changes zones.
Abilities or effects granted to card activation or the object that card activation would become allow the related information to cross over the last known zone after a zone was changed.
Abilities of objects can reference information about the activations that created those objects as they were resolved, including what costs were paid to activate that object and what properties that card activation had as it was resolving.
Objects can track and reference the cards that were used to pay for their activation and/or materialization costs.
The list, number, and properties of face-up cards in public zones are countable and itemizable by every player in a game.
The order of cards in every zone except the Main Deck and Effects Stack can be changed; players can’t change the order of cards in the Main Deck or Effects Stack.
If an effect specifies to do an action to a zone, that action affects all cards in that zone equally.
Zones other than the Main Deck and Material Deck generally start the game empty; no cards are in those zones at the start of the game.
The following pages discuss these topics:
Resolution of cards or abilities happens after all costs for playing the card are paid, the card is played, passes legality checks, is placed into the Effects Stack, and no player has taken any player actions or the game state has not changed in a way that would invalidate the card or ability. A card is then resolved when the above conditions are met and while no other game actions are taking place; cards are resolved at discrete points of time within a game, with each card/ability having its own point in time to resolve.
Resolving a card involves performing the actions and applying the effects listed on a card or ability is resolved step-wise, starting from the top of its rules text to the bottom. State-based effects are not checked unless explicitly required by the card. Only after the rules text is resolved will the next state-based check occur.
All champions, allies, weapons, items, domains, tokens, and other objects will enter the field or intent under the control of the player who controlled the corresponding card or effect that would generate the object in the Effects Stack
“You” printed on a card or implicit in commands are directed to the controller, while other specified players or objects are referenced according to target declarations on activation/materialization.
All action cards will resolve from the perspective of the player who controlled the corresponding card in the Effects Stack.
All effects will resolve from the perspective of the player who controlled the effect in the Effects Stack.
Some effects specify "may" as a permission-based clause during the resolution of an effect or ability. For these effects, the specified player will choose to accept or reject the option offered during the resolution. There is no later point in time at which this decision can be made.
As attack cards resolve, the game will check if it is legal for its controller to initiate a combat phase. If it is, the attack card will resolve and enter a player’s champion’s intent from the perspective of the player that controlled the corresponding card in the Effects Stack. If a combat phase cannot be initiated (e.g., an attack card was activated at fast speed during the opponent’s turn), the attack fizzles as a state-based action.
If any optional choices are made for any effects during a resolution, such as "you may X" where X is a requirement, cost, or action, the player must completely do X for any related effects to happen; players can't partially fulfill the condition on optional effects. Typically, these effects are tied to a default case of "if you don't," which will automatically be applied if the optional cost/action is not taken.
Before a card or ability begins resolving, the game will perform a check to make sure that all conditions for successful resolution are met.
For champions, a level-check and lineage check will be performed in addition to any other legality checks upon attempted resolution of a champion materialization.
If the resolution is deemed illegal in any way, it will instead “fizzle”; if something fizzles any of the effects that would occur during its resolution don't, and it would not become an object, if it were to do so.
The phrasing “Up to [X] target [object]” on cards and effects is treated as optional conditions and will not impact whether or not a card will resolve correctly. The same is true for wording such as "any number" or "any amount" for chosen targets.
Cards and effects that specify and quantify the necessary targets that must be chosen on the declaration of activation or playing of the card must have each of its targets still be valid/legal upon resolution.
A card or effect (such as abilities or attacks) resolves if and only if the targets selected are all still legal targets for the event upon resolution (apart from “Up to [X]” target phrasings).
If any one of the necessary targets becomes illegal/invalid at the point of resolution, the entire card/effect does not resolve. If a card does not resolve this way, the card is then sent to the graveyard (or, if it is regalia, to banishment).
Triggered abilities are abilities placed into the Effects Stack by a player during state-based checks due to fulfillment of a game event or condition (i.e., the “trigger”). Resolution of triggered abilities will cause the effect specified after the trigger to take effect. Triggered abilities whose effects use the word “may” are an exception to this; the player who controls the trigger is often given a choice as to which effect, if any, were to happen during resolution.
Trigger abilities generally use the words “At,” “When,” or “Whenever,” to specify a triggering event, followed by (optionally) an intervening condition or “if” statement, and ultimately an effect. Triggered abilities can be keyworded where the conditions and triggering events are shortened within the keyword, but will typically be absent of any intervening conditions. As such, keyworded triggered abilities will trigger as long as the keyword-bound condition is met, regardless of any further specified conditions listed in the effect(s) of the ability.
Triggered abilities are generally worded as “[Trigger], [Condition], [Effect]. A [Condition] can further modify the main trigger and typically uses words such as “If” or “Unless.” For non-keyworded triggered abilities, the ability will fail to trigger if this condition is not satisfied in addition to the triggering event; it will never be placed onto the effects stack to pend resolution. Additionally, if such a condition was specified and fulfilled such that the trigger entered the Effects Stack, the trigger will not resolve if the condition is unmet during resolution.
Some triggered abilities are conditionally triggered abilities which will describe a condition that must be satisfied followed by the effect which will be placed onto the Effects Stack when the trigger condition is met. Conditionally triggered abilities typically use keywords such as On Enter and are worded as “[Trigger/Trigger Condition] : [Effect]”. These conditions will typically be present for common events or uncomplicated conditions, such as On Enter, On Attack, or On Death.
For each case, the trigger or trigger condition must be fulfilled for the trigger to enter the Effects Stack.
These abilities follow the resolution conventions the same way activated abilities do after they are placed into the Effects Stack.
If a triggered ability asks that a player choose a mode, that mode is chosen as the ability enters the Effects Stack and can’t be changed while it is there. If there are no legal modes that can be chosen, the ability will fizzle. Similarly, if a triggered ability requires a target, that target must be selected as it is placed onto the effects stack. If no legal targets are available, the ability will fizzle.
Some triggered abilities are delayed trigger abilities, which can generate delayed triggers that cause the ability to enter the Effects Stack at a later time, such as at the end of a turn. They may also use words such as “At” or “When,” but may not necessarily start with those words.
Delayed triggers are generated as a result of the resolution of another ability. If the original ability that would generate the delayed trigger is negated or fizzles, the delayed trigger will not be generated.
Delayed triggers only happen once, like normal triggered abilities. If the trigger fails at the next possible opportunity, it will not generate another delayed trigger to attempt resolving again.
Delayed triggered abilities are still considered abilities and may be negated or fizzled.
When multiple triggered abilities enter the Effects Stack simultaneously, they will be stacked in turn order starting with the abilities that belong to the turn player. Each player will be able to select which order their own abilities will enter the Effects Stack when it is their turn to place their abilities into the Effects Stack. Only after each triggered ability is placed into the Effects Stack this way will the turn player be granted Opportunity and the triggered abilities will have a chance to resolve after the sequential passing of Opportunity.
If a trigger is generated while another effect or activation is resolving, the trigger will be placed onto the Effects Stack only after that effect/activation is completely resolved. If a card generates its own trigger as it resolves or while it is resolving due to a condition, this is known as a reflexive trigger.
Triggered abilities will have the same typing, element, and other relevant characteristics as their source.
The triggers sourced from Stratagem of Myriad Ice are also considered of the Water element and of a Mage Spell typing. These triggers will not be able to target any objects with Spellshroud.
Some cards or abilities can become a copy of a card, object, or ability, or may create an object that is a copy of a card, object, or ability. Copying can refer to the effect of copying an object or card activation. A copy can refer to the copied card, object, or ability.
General Rules:
Anything copied will assume the properties and characteristics inherited as a result of the zone in which it was copied.
A copied activation of a card or ability is still considered an activation. A copied triggered ability is still considered an ability. This is true for all types of interactable objects.
A card copied from the hand will cause the copy to behave as if it were in the hand. The same is true for other zones.
Only copies of cards on the field (i.e., the objects the cards represent) will become permanent.
Copies of cards that are not on the field will only persist as long as the effect that created the copy persists. However, a copy of a card with a corresponding object type will cause a token of that object to be summoned as it resolves (the original card copy itself still ceases to exist).
A copy of an intent will remain in the intent until the end of combat.
E.g., For 1.a., a copied intent is also an intent, a copied object is copied into the field, a copied activation is copied into the effects stack, etc.
Copied card activations and copied objects are under the control of the player who created the copy.
A copied ability has the same source as the original ability activation or trigger, and references by name will refer to the source of the original ability.
Copy effects that state a player may choose new targets or modes for the copied ability or card activation allow the player to choose new targets or modes.
This will not allow the player to modify any choices made in activating the original copy.
Copying a card is not the same as generating a card. A copied card will cease to exist after the duration of the effect that created.
When an object is copied, the new copy has all characteristics of the base printing of the current face of that card without any modifiers such as counters, rested/awake statuses, or other continuous one-shot effects applied to the card.
Some properties that affect the card (as opposed to just the object the card has become) can be copied, such as: Imbued.
Any choices or modes made while the original was on the field do not count as copiable information or characteristics for the new object. If any abilities ask that a player choose an effect, this choice is not impacted by nor will it impact the original object’s choice.
E.g., If a copy was made of Nia, Mistveiled Scout, the copy’s controller may choose a different card name from what was named by the original Nia while the new object’s On Enter ability is resolving. The new Nia will not “remember” which card was chosen by the original.
Copies of any intent will also be copied into the intent zone. Those copies will cease to exist at the end of combat.
Any subsequent changes to the original copy will not cause any changes in characteristics to any of the copies of the original.
When an object is copied, the copied object is solely used to reference characteristics, regardless of whether or not the copied object is itself a copy.
Copying a transformable card will cause the copy to have only the characteristics of the face-up side. This copy will not be able to transform unless it has a valid corresponding side.
Some objects may enter the field as a copy of another object. If it does, the copied object will act as if it enters as the original card with any On Enter abilities being placed onto the Effects Stack, if able. Otherwise, it will copy all other characteristics as point 1 made above.
Entering as a copy is not a triggered ability like On Enter.
Copying a card or ability activation, materialization, or triggered ability will cause another instance of that ability or card to be placed onto the Effects Stack with any chosen modes, alternative costs, values of X, or other choices made during activation to be identical to the new copy.
Any choices made during resolution may be different between the copy and the original.
If there is any property or characteristic of cards or objects associated with the activation, materialization, or triggered ability, that information is also copied.
A copied activation of a card with a field-permanent object type (such as Ally or Item) will cause the copied activation to enter as a token copy of that object with any characteristics matching those of the printed values.
A copied activation of a card that does not have a corresponding permanent object type (such as actions) will cease to exist after it resolves, is negated, or fizzles.
In activating a card, a player takes the card from the zone it currently is in, puts it onto the Effects Stack, and pays its associated activation costs. Activating a card has the following steps in order: Announcing the Activation, Checking Elements, Declaring Costs, Selecting Modes, Declaring Targets, Checking Legality, Calculating Reserve Cost, Paying Costs, and Activation.
Announcing Activation: First, the player announces the card they are activating and places it onto the effects stack.
Checking Elements: Then, the game checks whether the player has the required elements enabled to activate the card. If not, the activation is illegal.
For cards whose identity is a combination of two or more elements (e.g., Norm and Exalted), all of those elements must be enabled.
Declaring Costs: Next, the player declares the intended cost parameters for the card.
If a card has X in its cost, the player must declare the value of X.
If the card has optional costs, the player must declare all additional costs that they will pay.
If the card has an alternative cost, they must declare if they are paying the alternative cost. If there are multiple alternative costs, the player can choose which alternative cost they will choose among them.
If a card uses the phrasing “Up to [X] target [object(s)], these must be specified during target selection.
Selecting Modes: Some cards require that one or more modes are selected out of given options when activating the card and placing it onto the effects stack. All modes must be selected as the card is placed onto the effects stack and the selected modes may not be changed after the card is activated.
If any modes are selected based on unlocked class bonuses at the time of the activation, these modes will still be selected and remain unchanged unless the class bonus is lost. They will not be regained statically if class bonus is lost.
Declaring Targets: After modes are selected, any necessary targets for successful activation must be chosen. A target may only be selected if it is legal. If an effect instructs a player to choose "up to" or "any number" or "any amount" or any variation of this, these targets are optional; they are not required for successful activation of the card.
Checking Legality: Then, the game performs a legality check for card activation and, if any part of the activation is not legal, the activation is canceled, and the game will revert to the point before the card activation was declared. No action will be considered to have been taken nor will event triggers be generated.
Calculating Reserve Cost: Next, the player calculates the reserve cost of the card with the following steps:
First, the starting reserve cost of the card is determined.
Second, effects that set a reserve cost are applied.
Third, effects that add or subtract to or from the reserve cost are applied simultaneously.
Fourth, effects that remove reserve costs are applied. This would cause reserve cost to become 0. Effects can’t cause the reserve cost to be less than 0.
Paying Costs: Next, the player pays the reserve cost and any additional or alternative costs of the card. If the costs cannot be paid, then the activation is illegal and the game state is reversed before activation was initiated. Costs can be paid in any order so long as they are fulfilled.
Costs may be paid through replacement effects.
If the payment of costs results in any modifications or additional modes being added to an activation, step 4 will be repeated for any new unselected modes or options. The same will be true for step 5 and 6, however, step 7 will not be repeated. Previously chosen targets and modes that were not modified or added in this step cannot be changed.
Activation: Then, the card is considered activated, and the player who activated the card gains opportunity.
Cards can only be activated from hand unless otherwise stated.
Cards that enter the Effects Stack as a result of that card having been activated will cause that card to be considered an activation while it is in the Effects Stack.
Some effects will specify that you may activate a card with a memory cost as opposed to materializing it.
Activating a card will still follow the aforementioned method of paying for memory costs as well as placing the card into the Effects Stack to resolve.
Activating a card is not dependent upon whether a player has or has not materialized for this turn; players may still activate cards with memory costs if that player has materialized a card and vice versa.
The timing for playing cards and activating abilities falls under two categories: Slow and Fast timing conventions or speeds.
Slow speed follows the following conventions:
The turn player may play slow action cards (action cards with slow speed), allies, weapons, items, domains, champions, phantasias, activate slow abilities, and may declare attacks when they have Opportunity and the Effects Stack is empty during their Main Phase. These are referred to as “Slow Player Actions.”
The non-turn player can't perform Slow Player Actions.
Fast speed follows the following conventions:
Any player may activate fast cards when they have Opportunity in the turn, or no events are otherwise taking place, and Opportunity passes as a result of the game state. These are referred to as “Fast Player Actions.”
Activated abilities can be activated at a fast speed.
Opportunity is a concept that governs the activation of cards and abilities at a fast speed.
Opportunity for players arises as a result of a game event taking place which designates a player to receive Opportunity.
Activation of cards or abilities or a triggered ability being placed on the Effects Stack all generate opportunities for players to act upon.
Opportunity will always arise whenever there is an effect pending resolution in the Effects Stack.
While a player has Opportunity, that player may activate any card or activate any ability with a fast speed. If the turn player has Opportunity and it is their main phase, they may perform slow player actions.
Players pass Opportunity in turn order declining to take further player actions.
Players pass Opportunity to the next player in turn order until every player has had a chance to respond to the top effect of the Effects Stack.
The top layer in the Effects Stack resolves after all players in a game have successfully passed on Opportunity for one cycle.
Following this, the taking of player actions and the passing of Opportunity is repeated until all effects, card activations and materializations, and abilities pending resolution have been resolved.
Any time the bottommost layer of the Effects Stack resolves, if the game is currently in the Main phase, the turn player regains control of the Main phase.
The turn player is the first player to receive Opportunity whenever Opportunity arises at the beginning of most phases and steps of phases, after the completion of turn-based actions, or after the topmost layer of the Effects Stack resolves.
After a player activates or materializes a card, activates an ability, they receive Opportunity by default even if they are not the turn player. In this manner, players can maintain Opportunity and commit to multiple consecutive player actions. However, pending actions cannot be resolved until they pass Opportunity and all players have had a chance to pass Opportunity in turn order.
State-based effects and turn-based actions will always happen before players receive Opportunity to act.
If a player were to receive Opportunity, state-based effects are first checked and the game will perform any necessary state-based actions before players have the Opportunity to act.
If all players pass on Opportunity while the Effects Stack is empty, the game will automatically proceed to the next phase.
Situations in which Opportunity arises:
At the beginning of Recollection and End Phases
After a card or ability enters the Effects Stack. (This can refer to materializations, activations, or triggers. Opportunity passes before resolution of that card or ability.)
At the beginning of the retaliation step and damage step of the combat phase
At the beginning of the main phase (turn player receives Opportunity and can perform Slow player actions)
After an activation, trigger, or materialization resolves and there is another effect on the Effects Stack or a pending turn-based action
Some effects will grant a player the ability to play, activate, or materialize a card they might not normally have the ability to. These effects will explicitly give permission to a player as to the context of time and duration that the permission is granted. These permissions will typically override or overrule any default cases, such as Fast or Slow stats on cards, as well as the zones from which a card can be played.
If a card states a given player "activate/play/materialize a card" (with or without a may) without establishing a duration for this effect, the permission is assumed to be given only as part of the effect and is considered an instruction to the player, just as an effect may state "Draw 2 cards." After the effect has been completely resolved, any permission granted expires. This permission will allow players to seemingly activate cards with Slow play permissions while the Effects Stack is not empty.
If, on the other hand, an effect specifies a duration or conditions ("as long as...") modifying the play permission, the play permissions are altered or granted only after the effect has fully resolved and a player must still abide by any permissions that were not overridden. These effects will typically modify permissions for zones from which a card is played rather than explicitly grant permissions that allow Slow vs Fast play permissions to be overridden.
Damage dealt is always calculated at the resolution of an event and is calculated based on all damage-modifying factors.
Damage is classified as Combat damage and non-Combat damage. Any damage dealt during the resolution of the damage step of the combat phase is dealt as Combat damage. Non-Combat damage includes most other instances of damage being dealt, such as by action cards or by abilities.
Damage can also be characterized as unpreventable damage. This indicates that prevention effects will not be able to prevent that damage.
Ally damage is inflicted according to the power stat denoted on the ally card in addition to damage modifiers. Each power stat point on an ally results in one damage dealt per attack point by that ally.
Each power stat point on a card in the intent or weapon used during an attack results in one damage per power when a champion attacks. The same is true for any power-increasing modifiers or effects.
A champion can declare an attack with more than 0 power. The attack still happens if the power is reduced to 0 or less after the attack was declared and durability from a weapon is removed normally during the damage step.
If an effect were to prevent damage, that damage does not happen; it is not simply reduced.
No player actions may be taken during the time damage is dealt to units and the time in which those units are determined to be destroyed or banished as a result.
Damage is only considered dealt and objects are only considered hit whenever the value of damage taken is greater than 0.
The designated object for a damage source will always be the object dealing damage.
For attacks, the damage source is considered to be the attacking unit.
Whenever a champion deals combat damage, it will be considered the sole source of damage regardless of whether it used an attack card, a weapon, or both for the attack.
For actions dealing damage, the action is considered the source of damage.
The object that owns the ability is considered the source of damage for abilities dealing damage.
If an effect on a card states to “Deal X damage” where X is a damage value defined by the card, that card marks that much damage on the chosen target.
Damage marked on allies is considered “temporary damage” and is removed during the end phase before the start of the next turn.
Damage is marked permanently on champions in the form of damage counters which stay until removed by another effect (such as via the Recover mechanic) or until it is equal to or exceeds the life of that champion, at which point that champion dies (this often causes that champion's controller to lose the game).
Champions with Immortality will not die from having damage counters equal to or greater than their life stat.
The element typing of a damage source is considered the element of the source.
Negative amounts of damage can’t be dealt; if less than 0 damage would be dealt, no damage (0 damage) is dealt instead.
When damage is dealt, the number of damage instances depends on the wording of the card. If one quantity of damage is applied to a set of objects, it is considered a single damage event for that source. If multiple instances of damage or multiple targets are individually selected, this is considered multiple damage events.
E.g. Purge in Flames would be considered to deal damage only once while Slime Eruption would be seen as having as many damage instances as the number of times a unit was chosen, even if it was the same unit.
Abilities are characteristics of cards and objects that affect the game and either produce an instanced effect or a continuous effect for a specified duration (E.g. “until end of turn”).
Abilities can be either Activated abilities, Triggered abilities, or Static abilities, and some abilities (or functional rules) can be bound by Restriction abilities.
Abilities are rules text and, therefore, are considered characteristics of the card.
Some abilities can be considered "intrinsic." An intrinsic ability is any ability that is coded in a way where its ability is keyworded or categorized. This considers Keyword abilities as well as Label Keyword abilities.
If the keyword is tied to a restriction and an effect asks the game to check for the keyword, it will do so during resolution to determine the effect or action's legality. Failing the check would cause the game to act as if the checked characteristic is absent.
Effects that instruct a player to search for or specify a card can do so by defining an intrinsic ability as a filter. E.g., if an effect would instruct a player to search for "a card with Floating Memory" from the deck, they may find any card with Floating Memory in its rules text (provided it's unrestricted), even though the ability only functions from the Graveyard.
Abilities specifying a zone or zones in which they function may not function in any other zones.
Abilities specifying a zone or zones in which they do not function may function in other zones.
Abilities of action cards generally only function in the Effects Stacks.
Abilities of attack cards generally only function while they are in the intent.
Abilities of non-action, non-attack cards generally only function while they exist on the field as objects.
Cards in the intent can activate and trigger their abilities as if they were objects, with the exception of any abilities that require resting, sacrificing, or performing any object-related ability as a cost. This means any abilities a card would have been able to trigger or activate when it would have been an object may be triggered or activated from the intent. Cards in the intent will also apply any static abilities as if they were objects.
A card's static abilities, other than those that modify a card's characteristics, such as alternative play methods or abilities that grant special activation permissions. These abilities would reference the card as opposed to the object by name, as is by ability conventions.
Abilities can specify zones from where an effect may take place or from where that ability may be activated that are not their default functional zone (Effects Stack for action cards, the field for non-action card objects).
Multiple non-keyword abilities on a card or object are separated by paragraph breaks.
Some abilities can be granted temporarily or permanently to cards, objects, or players, by other effects or abilities.
Multiple instances of the same ability are taken into account only if that ability is not classified as redundant.
Redundant abilities and keywords of an object will only take effect once, regardless of the multiplicity of instances in which that ability or keyword is active.
Redundant abilities and keywords will only consider the first instance of that ability or keyword for counting purposes.
Abilities consider the source of the ability as the object or card that generated the ability and are controlled by the player who controlled that object or card that generated the ability, whether triggered or activated. If any ability refers to its source’s characteristics, the last known information regarding the source is used.
An ability placed in the Effects Stack exists independently of its source and will not be negated or fizzled if its source ceases to exist or is itself negated. If the source of the ability has left the zone it was in or changed control, the last known information under its controller at that time is used.
All abilities in the Effects Stack are controlled by the player who controlled the source generating that ability.
Face-down cards or cards in any non-public zones will have all abilities, intrinsic or otherwise, concealed from each player. They are considered as just cards without any other characteristics until they are revealed or their characteristics are checked in some manner.
The following pages discuss these topics:
Continuous effects can be generated due to resolved cards or abilities and can modify properties, stats, or other characteristics of cards, objects, activations, and materialization and can modify or set rules of the game or can affect players for defined or indefinite durations.
If the resolution of a card activation, materialization, or ability creates a continuous effect that modifies the characteristics of objects or cards, that effect will only take into consideration the set of objects at the time that effect resolved. These are also known as "One-Shot effects." These effects typically use the words "get," "gain," or "become." The set of objects will not change for the duration of that effect; any new objects that enter play after these continuous effects begin will not be affected.
If a continuous effect that modifies or sets rules in a game of Grand Archive is statically applied, the game will apply that effect to all cards within the described set at all times. These are known as "Static Effects" and can affect cards, objects, activations, and materializations that were not initially present when the object or card that created the effect first began. These effects can use language such as "get," "have," "are." See here.
E.g. Nullifying Lantern will set the element type of all cards in graveyards to Norm regardless of if those cards entered the graveyard after Nullifying Lantern entered play.
The duration of continuous effects is typically described by the rules text of the card that creates that effect. If no such duration is specified, the continuous effect lasts until the end of the game or until the object source of the ability left the field. The duration of continuous effects may be modified by conditions, typically using the wording “as long as,” which will update the "on-or-off" mode of that ability during State-based checks.
There is no frame of time in which a player can act where cards, objects, activations, and materializations would not be under modifying continuous effects.
Several continuous effects can be present during the game. In situations where an effect modifies the same properties of a card, object, or rule attributed to a player, those effects will take precedence based on the timestamp of the effect source. However, some effects can overlap, altering the same property, such as a card’s element or an ally’s power. Typically, these overlapping effects will be applied according to a "Timestamp System." Sometimes, these effects may need information about another continuous effect being applied on the same layer, creating a dependency. Dependencies will override any timestamp-based determination of continuous effects. In these cases, there exists an order for how to apply these modifications. Layers of continuous effects are checked at the same time as state-based checks in the game. Players receive no Opportunity to act as the game applies the effects through each layer. The order in which layers are applied is as follows:
Layer A: Effects/rules setting base values and properties apply. This includes the setting of playing cost values. This includes setting of power, life, durability, levels, playing costs, and default play permissions (i.e. Fast vs Slow play speed).
Layer B: Effects/rules that modify a card or object’s types (i.e. Supertype, Type, or Subtype) are applied.
Layer C: Effects/rules modifying a card or object’s element are applied.
Layer D: Effects/rules that add or subtract abilities are applied.
Layer E: Effects/rules that increase or decrease power, life, durability, levels, playing costs, or modify play permissions (i.e. Fast vs Slow play speed).
Specifically for power and life stats, several effects may modify these values in different ways and require a sub-layering: First, apply any changes from continuous effects that do not set these values. Then, apply any modifications from counters. Finally, if any effects may swap power and life, apply these last.
E.g. Nullifying Lantern and losing abilities — Nullifying Lantern says "Cards in graveyards are norm element.” If another effect causes Nullifying lantern to lose all abilities, Nullifying Lantern’s effect of changing element in the graveyard will still apply. This is because Nullifying Lantern’s effect operates on Layer C while loss of ability operates on Layer D; the effect applies in Layer C before the ability loss is applied in Layer D.
Simultaneous continuous effects that modify the same property, characteristic, value, ability, etc. within the same layer are applied according to the “timestamp” established when the effect began. Independent continuous effects within a layer are applied sequentially in order of how recent the timestamp was established, oldest to newest (first to most recent). Effects creating dependencies will instead use a different method (below).
A timestamp can be tracked as a chronological marker where objects and their effects can be categorized as older or newer relative to when that effect began. For objects that have static abilities that create continuous effects, the timestamp for that effect is tied to when that object entered play. For cards and triggered or activated abilities that produce a continuous effect, the timestamp is tied to when that card or ability is resolved.
If the modified attribute happens in a mutually exclusive fashion, the newest static ability will override the older one. If they are not mutually exclusive, they will both be in effect according to the timestamping of the effects.
For champions, the champion object and cards within the lineage will each follow specific timestamp rules.
The champion object, which is represented by the top-most card in the lineage, has its timestamp set as when the first champion card in that lineage entered the field (usually this is the Lv 0 Spirit Champion).
Leveling up so that a new champion card represents the object is not considered a gain of abilities due to continuous effects and will not use Layers. That card's rules text is treated as the object's base rules text.
Any cards that enter the lineage will have a timestamp for when that card entered the lineage. This is separate from the timestamp of the champion object and is used to track any abilities or continuous effects from the cards in the lineage.
Some continuous effects may modify characteristics or rules operating on the same layer where those effects are dependent upon the existence or modifications that arise from another effect. A dependent effect is: applied in the same layer as another effect, modified in some way if another effect is applied first (either by a rules text change, objects to which they apply, or modifies the effect applied to those objects), and either both or neither set any characteristics (such as setting playing costs or any stats).
If the conditions to establish a dependency are fulfilled, then the timestamp system is disregarded and the dependent effect is applied only after any effects on which it depends are applied first. Timestamp order for dependent effects only applies for simultaneous dependent effects that are independent of each other in the same layer (i.e. those dependent effects do not depend on each other) or if those dependent effects form a loop with each other. The order in which effects can apply may change if a pending effect changes it dependency status, either becoming dependent or independent.
E.g. Mordred effect that gives attack cards in the graveyard Floating Memory depends on Caliburn of Silencing's ability. In this case, Caliburn's effect must be applied first since each ability is applied in Layer D for adding or subtracting abilities.
IMPORTANT LINKS:
To download the full PDF of the rulebook, click here.
To check out the rulebook and the full list of changes via GitHub, click here.
August 8th, 2025
Fixed inconsistency in rules with Ciel's mastery. Matches Index entry now. This isn't a functional change but rather fixing entry errors in the rules.
Readability/Syntax improvements
Slightly more clarity to ephemerate, added additional clarity support to On Kill, Immortality, Spellshroud
Added definition of intrinsic ability explicitly, reworded how "instrinsic abilities" are referenced in ability rules
Reminder to check the GitHub commit history for exact changes
July 28th, 2025
Fixy things
Further amendment to abilities operating from the intent; properly includes static abilities (was missing)
Added missing TOC links and reorganized the hierarchy of sections within game mechanics
Added Load as a gamer term. Split "Negated" from Negate as a game term; they are now listed as separate terms in the Glossary
Added section on simultaneous selection rules
Will start to reorganize rules such that each entry, if it is not a general description within a section, will be itemized under subchapter headings to give better indexing of rules. E.g., A chapter flow should read starting with a broad description (if applicable), followed by General Rules, and then subsequent specific subchapters delineating specific areas of those rules. This reformatting will be trialed and prone to feedback. The first section to undergo this change is General Rulesm, which has also received reorganization and clarification changes in each section
Consolidated Durability, Life, Power, and Speed under Stats section
Revamped Object and Targeting section
Other various changes (have fun)
Integrated with GitHub via GitSync. Now any changes will be reflected on GitHub, along with diffs of the changes. This patch will troubleshoot this feature
July 18th, 2025
Rulebook update in anticipation of DTR:
Aethercharge/Aetherwing is described under functional subtypes
Aetherwings are loaded with Aethercharge cards in the same way Guns are loaded with Bullets or Bows are loaded with Arrows. Aethercharge cards are Spells with power stats that allow the player to load them into an Aetherwing as they resolve
Aethercalling Added to keywords
Cardistry added as a label keyword
Section on special continuous effects added, which includes time distortion
Ephemerate and On Charge added to keywords
Ephemeral added as a property
Exalted element added
Servile Possessions mastery added
Amended conditions for attacker roles in combat. Previously, the attacker's role ended simultaneously with the loss of all defending units. The attacker role will be preserved until the end of combat, and its attack target can be redirected or reselected from a legal/null target/no target to a valid target
Amended rules for ability activations from the intent. Cards in the intent can activate abilities as if they were objects, with the exception of costs such as resting and sacrificing (since you can't rest or sacrifice an intent, you can only do these actions with objects)
Additional rule for Command attack cards added regarding the intent
Various fixes
Added missing keywords
June 25th, 2025
No functional changes.
Added missing section describing tokens. No functional changes to how tokens are treated. (Oopsie)
Various clarity and consistency fixes.
May 29th, 2025
Rulebook revisions for MRC Alter
Added Command as a keyword ability of attacks
Continued to clarify language in public vs private section.
Wording fixed for On Kill
Searching and Finding section updated for clarity on instructions to Put or move cards across zones (e.g., Incarnate Majesty, Slime King)
Section on copying clarified, additional support for considerations like Imbue.
Phase ending ruling added (regarding not self-banishing)
Empower 0 ruling added, stacking clause added
Revised section on card/ability resolutions with "default choice" on optional resolving modes added
March 14th, 2025
Slightly cleaned up this section on combat.
Added missing sub-layers to layer E regarding power/life modification orders (sorry).
Moved siegeable to Functional Subtypes and reorganized this section.
Cleaned up the language consistency for double-faced cards.
Other minor fixes...
March 5th, 2025
Added comprehensive typing list in the Glossary.
Added keywords and counters new to HVN: Siegeable, Kindle, as keywords and Wither as a new functional counter.
Siegeable has required that some sections of the rulebook including On Hit, On Kill, Dies/Destroy, Cleave, and other combat-based rules to be modified to be inclusive of domains as attackable objects while not being considered units.
Added section on double-faced cards and the player action transform.
Modifed rules regarding setting stat characteristics: If an effect sets a value that the object previously did not have, such as setting a champion's power to 3, the effect will concurrently "give" that object stat which is set to a default of 0 for as long as that effect applies.
Slightly expanded public vs private information concerning previously-public or previously-private information and play permissions.
Clarified damage events from the perspective of damage sources.
Clarified Opportunity context in the Materialize phase
Updated typing and characteristics of triggers to inherit those of their sources. This is important for Strategem triggers vs Spellshroud and other similar cases. The definition of Spellshroud has been updated accordingly.
Updated Format Conventions regarding draft to match the TRG (and fixed a minor duplicated numbered list bug)
Cleaned up the section regarding the intent, now should read as intended.
Fixed bug in logic regarding leveling/playing champion requirements (now explicitly have to satisfy legal conditions).
Expanded "discrete events" regarding drawing cards to other similar classes of deck interaction, e.g. banishing, putting into graveyard, etc.
February 7th, 2025
Slightly modified rules regarding steps for play methods. There is now a second mode selection step during reserve cost payment in the case of payment method either modifying or adding additional modes or selections. This is essentially a "hotfix" for Imbue.
February 3rd, 2025
Expanded section for resolving dependencies.
December 4th, 2024
Added clause to Preserve mechanic: You can return a Preserved card if you are given an option or opportunity to materialize, regardless if you have something to materialize (e.g. your material deck only consists of Preserved cards or a non-regalia card is underneath Quicksilver Grail. You would not have to reveal the card that was underneath Grail except for during the end of game procedures.
Added clause regarding multiple retaliating units and order of damage assignment. Additional rule set regarding a "killing blow" rule where only the unit inflicting lethal damage will trigger its On Kill ability. Subsequent units after the "lethal" unit can still trigger On Hit abilities if the damage dealt is in excess.
Corrected previous addendum to mode and target selection regarding In-line restriction abilities.
Fixed consistencies regarding On Attack triggers.
Shifted obedience clause on Intercept in the ability definitions rather than under obedience definitions for clarity.
Various fixes, QOL improvements (such as download link at the top of this page)
October 17th, 2024
Various fixes
Explicit addition of In-line vs Static Restriction Abilities and mode/target selection regarding these effects on the Effects Stack.
October 8th, 2024
Updated rulebook for Mortal Ambition release
Equestrian is added as a Label Keyword
Added Mastery
Clarified rules for information across zones and last-known information
Expanded section and added in dedicated page to detailing tracking of card and object information across zones: Card and Object Information
Functional change to Dusklight Communion (now the effect will apply and persist even if Dusklight Communion leaves the field)
September 23rd, 2024
Miscelaneous clarifications and fixes. No functional changes.
Cost payment order codified (such as the interaction between Powercell tokens, Cordelia, and payment for Overlord)
"Up to X" wording includes other similar wordings for optional targeting requirements in resolution.
Clarification on default opportunity after activations and materializations.
Clarified what happens if an attack card is activated during active combat (it fizzles)
And that a resolved attack card must choose a valid target (can't opt to not pick and let it fizzle)
State checks will test for loss/win conditions first (now explicit)
August 27th, 2024
Clarified Timestamp rules for cards in champion lineage.
Slightly clarified negate wording
Added clarified language on permission-based clauses (e.g. "you may") to Resolution page
August 23rd, 2024
Sacrificing an object counts as the object being destroyed (mainly to ensure intended interaction between sacrifice and Preserve)
Slightly expanded wording of negated zone destination rules
August 22nd, 2024
Cleaned up Special Game Actions section (Drawing cards removed, rules text of cards excludes special game actions. This is mostly out of consideration for the Eternal Magistrate interaction on turn 1 for Spirit champions.)
Modified negation rules (negating will send things to the graveyard by default, but if the resolution of a negated card were to change the zone it would be placed in, negating will send it to the same place it would have gone upon resolution)
Cleaned up section on Searching and Finding with respect to failure to find among public cards
Reconciled language on Enlighten counters across various sections on the rulebook
Fixed On Hit being unclear with regards to combat damage sources (applies to retaliation as well)
Adjusted negative LV rules (split cases for when negative values don't apply.)
Clarified Brew ruling for additional activation costs
Cleaned up Ending the Game section
July 31st, 2024
Added leveling clause (rule #8) to Champions
Corrected language around default power stats of Champions
Slightly modified language in Triggered Abilities for clarity
Expanded Naming section for clarity in consideration of cards like Nia
July 9th, 2024
Cleaned up inconsistency between verbiage in Attack Declarations and Retaliation Step for opportunity and timing for resolving effects
(Re)Added hindered
Brew rules are now more explicit
July 1st, 2024
Slightly changed language in Champion Types to make rules clearer
Enlighten counters have been changed from an innate champion ability to an ability of the enlighten counters themselves. Therefore, champions can still draw cards through enlighten counters under effects such as Caliburn's
Expanded section on Play Timings with a section on Special Permissions that describe explicitly when and how players can play cards when instructed to do so or when they are given special permissions (Quicksilver Grail, Beseech, Naia, etc.)
June 28th, 2024
Various bugfixes/clarity changes
Sacrifice now correctly specifies that you can only sacrifice things you control
Added negative values clause for LV
May 31st, 2024
Slightly reworded Materialize phase to clarify when/if Opportunity is given. No functional changes
Clarified copies being activations/materializations themselves
May 17th, 2024 (MRC Launch)
Added entries for Imbue, Ambush, Debuff Counters, Agility, Unblockable
Added entries for Redirect, Have/Gain/Get/Are, Reflexive Triggers
Reorganized and realphabetized Glossary and Game Terms
Broadened language around discarding (any zone can be discarded from, the hand is default)
Reworked properties section. Intrinsic properties has been relabeled to Card Characteristics and is now its own section under General Rules.
Reworked section on Properties and States to be more explicit/straightforward
Added note on copying object activations
Fixed card types only specifying activation at slow speed (playing at slow speed is default)
Updated Sideboard rules.
April 28th, 2024
Imported rule book (v1.0.23) from the original document to GitBook for soft launch
Polished wording, fixed various typos, and restructured the rulebook