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Once an interrupt window closes, further interrupts to
that specic triggering condition cannot be initiated.
e triggering condition now completes its resolution
(as long as its eects have not been canceled).
x It is possible for multiple interrupts to be initiated
from the same triggering condition. Each interrupt
must resolve completely before the next interrupt to
the same triggering condition may initiate.
x If multiple copies of the same interrupt are eligible
to be initiated, each copy may be initiated once
against that triggering condition.
Related: Cancel, First Player, Forced Interrupts/Forced
Reactions, Nested Ability Sequences, Would
Intimidate
Intimidate is a challenge resolution keyword. After
a player wins a challenge as the attacking player in
which he or she controls a character with the intimidate
keyword, that player may choose and kneel a character,
controlled by the losing opponent, with equal or lower
STR than the amount of STR by which the challenge
was won. (e chosen character is not required to be
participating in the challenge.)
x No more than one instance of intimidate can
successfully resolve during each challenge.
Related: Challenges Phase, Keywords
Intrigue Claim
When a player loses an intrigue (󲀊) challenge as the
defending player, that player must discard a number of
random cards from his or her hand equal to the claim
value on the attacking players revealed plot card.
If the player has fewer cards in hand than would
satisfy claim, as much of the claim as possible must
be satised.
Related: Challenges Phase
Joust Game
A joust game is a head-to-head game between
two players.
x Melee title cards, and their associated framework
steps (1.4 and 7.4, see Appendix I), are not used in a
joust game.
Related: Melee Game
Keywords
A keyword is a card ability which conveys specic rules
to its card.
x Sometimes a keyword is followed by reminder text,
which is presented in italics. Reminder text is a
shorthand explanation of how a keyword works, but
it is not rules text and does not replace the rules for
that keyword in this glossary.
x Cards are considered to have a keyword or to not
have that keyword. A single card that has and/or is
gaining the same keyword from multiple sources
functions as if it has one instance of that keyword.
(Note: Instances of Ambush (X) with dierent
values for X are considered dierent keywords.)
x e keywords in the game are: ambush (X), insight,
intimidate, limited, no attachments, pillage, renown,
stealth, and terminal.
Related: Ambush (X), Insight, Intimidate, Limited,
No Attachments, Pillage, Renown, Stealth, Terminal
Kill, Killed
Characters can be killed by framework eects and by
card abilities. When a character is killed, it leaves play
and is placed faceup on top of its owners dead pile.
Related: Dead Pile, Leaves Play, Save
Kneel, Kneeling, Knelt
Cards often kneel in order to attack, defend, or use
certain card abilities. When a card is knelt, it is
rotated 90 degrees. A card in this latter state is
considered kneeling.
x A kneeling card cannot kneel again until it is
standing (typically by a game step or card ability).
Related: Stand, Standing
Lasting Effects
Some card abilities create eects or conditions that
aect the game state for a specied duration (such as
“until the end of the challenge” or “until the end of the
phase”). Such eects are known as lasting eects.
x A lasting eect persists beyond the resolution of the
ability that created it, for the duration specied by
the eect. e eect continues to aect the game
state for the specied duration regardless of whether
the card that created the lasting eect is or remains
in play.
11

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