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[
Rules Reference
]
x If an aspect of an ability that removes a card from
play is followed by the text “cannot be saved,” players
cannot attempt to save that card.
x If a constant ability or lasting eect imposes a
condition upon a card that would continually drive
it from play (for example, a lasting eect that applies to
a character over a period of time, and kills that character
if its STR is 0), any attempt to save the card must
also remedy the ongoing condition. Otherwise, upon
resolution of the save attempt, the card is immediately
re-exposed to the ongoing condition, and removed
from play. erefore, if the save eect does not also
remedy the ongoing condition, it cannot be initiated,
as the eect has no potential to change the game
state. As such, using a duplicate to save from such an
ongoing condition is also prohibited.
Related: Eects, Military Claim, Would
Search
When a player is instructed to search for a card, that
player is permitted to look at all of the cards in the
searched area without revealing those cards to his or her
opponents.
x If an eect searches an entire deck, the deck must
be shued to the satisfaction of each opponent upon
completion of the search.
x A player is not obliged to nd the object of a search
eect, even if the searched cards contain a card that
meets the eligibility requirements of the search.
x If a search eect would add a card with specied
characteristics to a hidden game area, the player
fullling the search must reveal the card to his or
her opponent to verify that the card is eligible to be
found by the search.
x While cards are being searched, they are not
considered to have left their play area of origin.
Related: Deck
Self-Referential Text
When a cards ability text refers to its own title, it is
referring to itself only, and not to other copies (by title)
of the card.
Related: Copy
Set
See “Modiers” on page 13.
Setup
To setup a game, perform the following steps in order:
1. Determine game format and select decks. Games
with two players use the joust format. Games with
three or more players use the melee format.
2. Determine rst player. Randomly determine a
player to be denoted as rst player while setting up
the game. Place the rst player token in front of
this player.
3. Announce factions and agendas (if any). In player
order, each player announces the faction and agenda
(if any) that his or her deck uses, and places the
faction card and agenda (if any) faceup in his or her
play area.
4. Create treasury. Place the gold tokens, power
counters, and inuence tokens in a pile within reach
of each player. is area is known as the treasury.
5. Place plot decks. Each player places his or her plot
deck facedown next to his or her faction card.
6. Shue draw decks. Each player shues his or her
draw deck to the satisfaction of all opponents.
7. Draw setup hands. Each player draws seven cards
from his or her draw deck. Each player, in player
order, has the option to take a single mulligan by
shuing those seven cards back into his or her deck
and drawing seven new cards.
8. Place setup cards. Each player, in player order,
may place up to a total of 8 cost worth of character,
location, and attachment cards from his or her hand
as setup cards. Setup cards are placed facedown in
a players play area. When placing setup cards, the
following restrictions must be observed:
No more than 8 total cost worth of cards may
be placed.
No more than 1 card with the “Limited” keyword
may be placed.
Only character, location, and attachment cards
may be placed.
Each attachment that is placed must be eligible to
be attached to a valid card or game element that
will be under its owners control when the setup
cards are revealed in the next step.
19

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