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Related: Intrigue Claim, Military Claim,
Power Claim
Constant Abilities
A constant ability is any non-keyword ability whose text
contains no boldface precursor dening its ability type.
Aconstant ability becomes active as soon as its card
enters play and remains active while that card is in play.
x Some constant abilities continuously seek a specic
condition (denoted by words such as “during,” “if,
or “while”). e eects of such abilities are active
any time the specied condition is met.
x If multiple instances of the same constant ability are
in play, each instance aects the game state.
Related: In Play and Out of Play
Control
See “Ownership and Control” on page 14.
Copy (of a card)
A copy of a card is dened by title: any other card that
shares the same title is considered a copy, regardless of
cardtype, text, artwork, or any other characteristic of
the card(s).
Related: Deckbuilding, Ownership and Control,
Unique Cards, Self-Referential Text
Costs
A cards gold cost is the numerical value that must be
paid to marshal or play the card.
Some card abilities are presented in a “do X to do
Y” construct. In such a construct, the “do X” aspect
(preceding the word “to”) is a cost, and the “do Y” aspect
(following the word “to”) is an eect.
x An opponents game elements may not be used to
pay a cost.
x If a cost requires a game element that is not in
play, the player paying the cost may only use game
elements that are in his or her out of play areas and/
or gold pool to pay the cost.
x If multiple costs for a single card or ability require
payment, those costs must be paid simultaneously.
x If any part of a cost payment is prevented, once
all costs that can be paid are paid, the process of
initiating the ability or marshaling/playing the card
immediately ends without further resolution. (e
card remains unplayed in its owner's hand.)
x An ability cannot initiate (and therefore its costs
cannot be paid) if the resolution of its eect will not
change the game state.
Related: In Play and Out of Play, Ownership
and Control
Dead Pile
e dead pile is an out of play area. It is distinct from
the discard pile.
x Any time a character in play is “killed,” that
character is placed faceup on top of its owners
dead pile.
x A player cannot marshal, play, put into play, or take
control of a copy of any unique (󲀋) card that is in
his or her dead pile.
x A single instance of a unique card in a player’s dead
pile does not prevent an eect that would cause the
card to enter play directly from the dead pile. is is
because such an eect removes the only instance of
the card from the dead pile.
x Each players dead pile is open information, and may
be looked at by any player at any time.
x e order of the cards in a dead pile may not be
altered unless a player is instructed to do so by a
card ability.
x If multiple characters are killed simultaneously, the
owner of the cards may physically place them into
his or her dead pile one at a time, in any order.
Related: Discard Pile, Leaves Play, Unique Cards
Deck, Draw Deck
When the word “deck” appears by itself in rules or in
card text, it refers to the deck that contains a player’s
attachment, character, event, and location cards. is is
also known as the “draw deck.”
Any rule or ability that refers to a plot deck uses the
term “plot deck.
Related: Plot Deck
Deckbuilding
To build a custom deck for sanctioned tournament play:
x A player must choose exactly 1 faction card.
x A player may choose 1 agenda card, or may choose
to not use an agenda.
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