Core Rules - v1.4
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↕ 0 earlier rules
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Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component > |
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Linked Abilities in the same set as the activated ability cannot be played when resolving the activated > |
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ability. > |
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| 398. |
Playing or Activating Abilities > |
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Playing or activating Abilities follows the same steps of playing cards. > |
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Example: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M]. > |
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| 400. |
Abilities when added to the Chain become Pending Items until they complete the steps of Playing. > |
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↕ 3239 later rules
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