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Rules Reference
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Influence Tokens
Inuence tokens are generic tokens
that can be used to track a variety
of dierent game states and statuses.
ey have no inherent rules.
x Card abilities can create and
dene a number of dierent token types, such
as “betrayal tokens,” “poison tokens,” and “stand
tokens.” When such a token is called for, an
inuence token is used to track its presence in
the game.
Initiating Abilities/Marshaling Cards
When a player wishes to marshal or play a card, or
initiate a triggered ability, that player rst declares
his or her intent (and shows the card to be used, if
necessary). e following steps are then observed,
in order:
1. Check play restrictions: can the card be marshaled
or played, or the ability initiated, at this time?
2. Determine the cost (or costs, if multiple costs
are required) to marshal/play the card or initiate
the ability. If it is established that the cost (taking
modiers into account) can be paid, proceed with
the remaining steps of this sequence.
3. Apply any modiers to the cost(s).
4. Pay the cost(s).
5. Choose target(s), if applicable.
6. e card is marshaled/played, or the eects of the
ability attempt to initiate. An interrupt ability that
cancels this initiation may be used at this time.
7. e eects of the ability (if not canceled in
step 6) complete their initiation, and resolve.
Interrupts and Reactions may be used throughout
this process as normal, should their triggering
conditions occur.
Related: Abilities, Cancel, Costs, Play Restrictions
and Permissions, Target
Initiative
A players initiative is the initiative value on his or her
revealed plot card (which incorporates the total value
of all relevant initiative modiers).
Inuence Tokens
(double-sided)
When new plot cards are revealed for the plot phase,
the players compare initiative. e player with the
highest initiative value wins initiative, and chooses
which player is the “rst player” until a new rst player
is chosen.
If there is a tie at that time for initiative, the tied
player with the lowest power total wins initiative. If
the lowest power total is also tied, a random method
should be used to break this tie.
Related: First Player
Initiative Modifier
See “Plot Value Modiers” on page 16.
Insight
Insight is a challenge resolution keyword. After
a player wins a challenge, for each participating
character with the insight keyword he or she controls,
that player may draw 1 card.
Related: Challenges Phase, Keywords
Instead
See “Replacement Eects” on page 18.
Interrupts
An interrupt is a triggered ability whose text contains
the boldface “Interrupt:” precursor. An interrupt
ability interrupts the resolution of its triggering
condition, sometimes canceling or changing the
resolution of that condition. Always resolve interrupts
to a triggering condition before resolving the
consequences of the triggering condition itself.
Unlike actions, which may be initiated during action
windows, each interrupt may be initiated once each
time its specied triggering condition occurs, as
described in the interrupts ability text.
When a triggering condition initiates (but before
it begins resolving), an interrupt window for that
triggering condition opens.
Within the interrupt window, the rst player always
has the rst opportunity to initiate an eligible interrupt
(to this triggering condition), or pass. Opportunities to
initiate an eligible interrupt, or pass, continue in player
order until all players consecutively pass, at which
point the interrupt window closes. Passing does not
prevent a player from initiating an eligible interrupt
later in that same interrupt window.
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