Riftbound Rules
Master the complete rules of Riftbound, from deck building to combat mechanics, including core rules, gameplay guide, card Q&A, card errata Q&A, and latest judge rulings
166. Legends
167. Legends are Game Objects.
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167.1. Legends are Owned by a player.
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167.2. Legends are not shuffled into Decks at the start of a game.
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167.2.a. Legends are not played during the course of regular play.
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167.2.b. Legends are established at the start of a game, and remain in place for the duration of regular play.
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167.3. Legends cannot be Killed during the course of regular play.
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167.4. Legends cannot be Moved.
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167.5. Legends can be targeted by spells or game effects.
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167.6. Legends can have Passive Abilities. See rule 360. Passive Abilities for more information.
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167.7. Legends can have Triggered Abilities. See rule 375. Triggered Abilities for more information.
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167.8. Legends can have Activated Abilities. See rule 369. Activated Abilities for more information.
168. Legends are not Permanents.
169. Legends may have one or more Domains.
- 169.1. The Legend determines the Domain Identity of cards its owner can include. See rule 101. Deck Construction for more information.
170. Tokens
171. Tokens are Game Objects created by spells and abilities during play.
172. Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are not required to play a token.
173. A token's controller is the controller of the spell or ability that created it, unless the token's type innately determines control or that spell or ability specifies that a different player is the token's controller.
174. A token's owner is the player who controlled the effect that created it.
175. The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card.
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175.1. The effect may state that the token enters ready or exhausted, if that state is contrary to the default for the token's type.
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175.2. The effect may restrict the location to which the token may be played.
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175.3. The effect may grant temporary abilities or modifications to the token.
176. Tokens are not cards.
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176.1. Tokens have some properties in common with cards.
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176.1.a. Tokens are played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token. See rule 346. Playing Cards for more information.
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176.1.b. Token units have a Might.
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176.1.c. Tokens may have one or more tags.
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176.1.d. Tokens have a type. They follow all rules for their type unless otherwise specified. Example: A token unit is a unit. It enters exhausted, can take the standard move action, deals damage equal to its Might in combat, is destroyed if it takes damage equal to or greater than its might, can be chosen or otherwise affected by spells or abilities that choose or affect units, etc.
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176.2. Tokens differ from cards in some ways.
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176.2.a. Tokens do not have costs.
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176.2.b. Tokens do not have domains.
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177. Tokens are created on the board and cannot exist elsewhere.
- 177.1. If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone.
178. The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
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178.1. A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
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178.2. A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 732. Temporary for more information.
179. Control
180. Control is the concept of a player having influence of a Game Object and applies differently to different card types.
181. Battlefields
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181.1. Control is established over Battlefields through the course of play.
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181.2. Control is a binary state for Battlefields and an Identifier for players.
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181.2.a. A Battlefield is Controlled or Uncontrolled.
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181.2.b. A Battlefield is Controlled by a specific player or Controlled by no one.
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181.3. Control can be Contested through the course of play.
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181.3.a. Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
- 181.3.a.1. Units moving to or being played to a battlefield apply Contested status if that battlefield is not already contested and that Unit’s controller does not already control that battlefield.
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181.3.b. A Battlefield remains Contested until Control is established or re-established.
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181.3.c. While a Battlefield remains Contested, Control of a Battlefield cannot change.
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181.3.d. The state of a Battlefield being Contested is used to determine when Combat should occur, when a Showdown without a Combat should occur, and when Control will change.
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181.3.e. At this time Game Effects cannot reference this status.
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181.4. Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.
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181.4.a. If a player controls Units at a Battlefield, outside of Combat, they maintain Control of that Battlefield for as long as they have Units at that Battlefield.
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181.4.b. A player maintains control of a Battlefield while it is being Contested by an opponent.
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181.4.c. If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately, unless it is Contested.
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181.5. Control is a constant state.
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181.6. Control of a Battlefield determines Control of its Abilities.
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181.6.a. While a Battlefield is Controlled, its Controller controls its Abilities. That player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified.
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181.6.b. While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. The Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one. Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability.
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181.6.c. “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored.
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182. Everything Else
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182.1. When a player Plays a Card, they are established as that Game Object's Controller.
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182.2. For Spells, they are the Spell's Controller.
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182.2.a. That player chooses targets.
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182.2.b. That player chooses modes.
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182.2.c. That player pays costs.
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182.3. For Permanents and Runes, when they Enter the Board, that player is assigned as that Game Object's Controller.
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182.3.a. That player may make decisions about the Game Object's Inherent Abilities.
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182.3.b. That player may make decisions about the Game Object's Unique Abilities.
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182.3.c. That player may make decisions about any game effects or decisions necessary while the card is being played.
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182.3.d. That player may make decisions about any game effects created from "When you play me" effects of Permanents.
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183. When a game effect or rules text refers to the Controller of a specific object, it can be referring to either context interchangeably.
- 183.1. The method of assignment of control is different, but the status of Control is the same across all Game Objects.
300. Playing the Game
301. The Turn
302. Play continues cyclically until one player wins.
303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
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303.1. Game Actions of any nature are performed one at a time and are executed completely.
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303.2. Game Actions cannot be performed simultaneously for any reason.
- 303.2.a. If one or more actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule 375. Triggered Abilities for more information.
304. The Turn Player is the player taking the current turn.
305. When there are no items on the Chain and the Turn Player cannot or chooses not to perform any Discretionary Actions, the current phase or step of the turn ends and the next phase, step, or turn begins.
306. The Turn Player changes when the current Turn Player reaches the End of all of the Phases of their Turn.
307. States of the Turn
308. At any given time, the turn is in either a Neutral State or a Showdown State.
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308.1. If a Showdown is in progress, the turn is in a Showdown State.
- 308.1.a. Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.
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308.2. If no Showdown is in progress, the turn is in a Neutral State.
309. At any given time, the turn is in either an Open State or a Closed State.
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309.1. If a Chain exists, the turn is in a Closed State.
- 309.1.a. Only cards and abilities with the Reaction keyword can be played or activated in a Closed State.
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309.2. If no Chain exists, the turn is in an Open State.
310. These descriptions can be combined, such that the turn is always in one of these four states:
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310.1. Neutral Open: There is no Showdown in progress and no Chain exists.
- 310.1.a. By default, cards can be played and abilities activated only when a player has priority on their turn in a Neutral Open state.
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310.2. Neutral Closed: There is no Showdown in progress and a Chain exists.
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310.3. Showdown Open: A Showdown is in progress and no Chain exists.
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310.4. Showdown Closed: A Showdown is in progress and a Chain exists.
311. Priority and Focus
312. At any given time, up to one player has Priority.
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312.1. Priority is the permission to take Discretionary Actions. See rule 398.1. Discretionary Actions for more information.
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312.1.a. The player with Priority can take appropriately timed Discretionary Actions.
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312.1.b. If no player has Priority, no player can take Discretionary Actions.
- 312.1.b.1. Players can always take and make choices for Limited Actions when instructed, regardless of Priority.
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312.2. A player receives Priority at the following times:
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312.2.a. When the turn is in a Neutral Open State during their Action Phase.
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312.2.b. When the turn is in a Showdown State and they gain Focus.
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312.2.c. When the turn is in a Closed State and they control the next item on the Chain.
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312.2.d. When the turn is in a Closed State, they are the next Player in Turn Order, and the player with Priority passes.
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313. At any given time, up to one player has Focus.
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313.1. Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a Showdown Open State. See rule 307. States of the Turn for more information.
- 313.1.a. The player with Focus must obey any additional restrictions on which Discretionary Actions may be performed. Example: A player with Focus may not play spells or activate abilities that don't have the Action or Reaction keywords.
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313.2. A player who gains Focus also gains Priority.
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313.3. A player who passes Priority retains Focus.
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313.4. If the turn is in a Neutral State, no player has Focus.
314. Phases of the Turn
315. Start of Turn
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315.1. Awaken Phase
- 315.1.a. The Turn Player readies all Game Objects they control that are able to be readied. See rule 402. Ready for more information.
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315.2. Beginning Phase
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315.2.a. Beginning Step
- 315.2.a.1. At the start of Beginning Phase game effects take place.
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315.2.b. Scoring Step
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315.2.b.1. Holding occurs at this time. See rule 441. Scoring for more information.
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315.2.b.2. Reminder: In Modes of Play with Teams, Battlefields held by a Teammate of the Turn Player during this phase are disqualified from being scored this turn by the Turn Player.
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315.2.c. Specific game effects or abilities will reference this timing and phase as necessary.
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315.3. Channel Phase
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315.3.a. The Turn Player gains their additional runes for the turn.
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315.3.b. The Turn Player channels 2 runes from their Rune Deck. See rule 417. Channel for more information.
- 315.3.b.1. If there are fewer than 2 runes in the Rune Deck, they channel as many as possible.
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315.3.c. Perform any actions as instructed by game objects during this time.
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315.4. Draw Phase
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315.4.a. The Turn Player gains their additional card for the turn.
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315.4.b. The Turn Player draws 1.
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315.4.b.1. If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out. See rule 418. Burn Out for more information.
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315.4.b.2. After completing the Burn Out the Turn Player still Draws 1.
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315.4.c. Perform any actions as instructed by game objects during this time.
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315.4.d. As the Draw Phase ends, each player's Rune Pool empties. See rule 158. Rune Pools for more information.
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316. Action Phase
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316.1. When all steps of the Start of Turn have been completed, the Action Phase begins.
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316.2. The Action Phase has no defined structure.
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316.2.a. A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 398.1. Discretionary Actions for more information.
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316.2.b. This is denoted as a Neutral Open State, and only the Turn Player has the ability to play spells or activate abilities. See rule 307. States of the Turn for more information.
- 316.2.b.1. In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction.
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316.2.c. In Modes of Play with Teammates, spells may be played by Teammates of the Turn Player during this time, but the actions of the Turn Player take precedence.
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316.3. As a result of a player taking Discretionary Actions, one or more structured phases may occur.
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316.4. Combat
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316.4.a. A Combat phase occurs as a result of Units controlled by opposing players being present at the same Battlefield.
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316.4.b. This could be the result of a Standard Move Standard Action, a Spell, or other Game Effect.
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316.4.c. The source effect does not change the structure or flow of Combat once initiated.
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316.4.d. A Combat can only occur between two players. See rule 433. Combat for more information.
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316.4.e. Play proceeds following the steps of combat. See rule 437. Steps of Combat for more information.
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316.4.f. Combat will also include a Showdown.
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316.5. Showdowns
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316.5.a. A Showdown occurs when a Combat occurs.
- 316.5.a.1. Showdowns that occur as a result of Combat are a Sub-Phase of Combat.
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316.5.b. A Showdown is marked as Staged at a Battlefield when the Contested status is applied to a Battlefield with no current controller.
- 316.5.b.1. Showdowns that occur as a result of a player moving to an empty Battlefield are a stand-alone Phase and do not create a Combat.
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316.5.c. A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction. See rule 337. Showdowns for more information.
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316.6. When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.
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316.6.a. This ends the Action Phase.
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316.6.b. Play proceeds to the End of Turn.
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317. End of Turn Phase
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317.1. Ending Step
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317.1.a. At the end of the turn Game Effects take place.
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317.1.b. Specific game effects and abilities will reference this timing and phase as necessary.
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317.2. End of Turn Cleanup
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317.2.a. Invoke a Special Cleanup. See rule 318. Cleanups for more information.
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317.2.b. Insert “2a. Heal all Units.”
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317.3. Expiration Step
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317.3.a. All "this turn" effects expire simultaneously.
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317.3.b. As the Expiration Step ends, all players' Rune Pools empty. Any unspent Energy and Power are lost.
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317.4. The Turn Player then becomes the next player in Turn Order.
318. Cleanups
319. A Cleanup occurs at the following times:
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319.1. After the game transitions to or from an Open or Closed state
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319.2. After the game transitions between Phases
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319.3. After a Pending Item becomes a Legal Item on the Chain
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319.4. After a Chain Item is removed from the Chain for any reason
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319.5. After any number of Game Objects enter or leave the Board
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319.6. After the status of any number of Game Objects changes for any reason
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319.7. After a Move is completed
320. While a Cleanup is occurring, Chain Items cannot be Resolved.
- 320.1. New Pending Items can be added, but Legal Items cannot be executed and Priority and Focus are not passed or awarded.
321. If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repeating until a Cleanup occurs with no new change in the game’s state.
322. When a Cleanup occurs, the following steps occur in order:
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322.1. 1. If a player has as many points as the Victory Score, that player wins.
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322.2. 2. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
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322.3. 3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
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322.3.a. If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same designation as their Controller now
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322.3.b. If there are Units present at the Battlefield the Combat is taking place at, but have the opposite designation of their controller, they lose that designation, and gain the same designation as their controller now
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322.3.c. If there are Units at locations other than the Battlefield that the Combat is taking place at, but have either Attacker or Defender designations, they lose those designations now
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322.4. 4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
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322.5. 5. Recall all Gear at Battlefields. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
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322.6. 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled.
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322.7. 7. Mark a Combat as Staged at each Battlefield that Contested was applied to that is controlled by a different player than the one who applied the Contested Status.
- 322.7.a. The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.
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322.8. 8. Finalize any Pending Items on the Chain
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322.9. 9. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
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322.10. 10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
323. Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.
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323.1. When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup.
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323.2. If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup.
324. Chains and Showdowns
325. Players can act during the following Windows of Opportunity that occur during the course of regular play:
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325.1. During a Chain
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325.2. During a Showdown