Core Rules - v1.4
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↕ 0 earlier rules
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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. > |
| 400.1. |
When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell. > |
| 400.2. |
When an Ability with the [Add] action is finalized it resolves immediately, like a Unit or Gear. > |
| 401. |
Activate or trigger the Ability > |
| 401.1. |
Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain Item will not have a card representing it, this will create a Closed State. > |
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See rule 349. Playing Cards for more information. > |
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↕ 3239 later rules
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