Core Rules - v1.4
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↕ 0 earlier rules
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Example: Counter Strike says “Choose a unit. The next time that unit would be dealt damage this turn, prevent it.” The unit in question has a replacement effect applied to it, but it still can be dealt damage. Thus, it is not exempt from considerations of mandatory assignment. > |
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| 465.2.c.1.a. |
When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous. > |
| 465.2.c.2. |
Abilities or effects may influence the order in which damage is assigned. Reminder: Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit. > |
| 465.2.c.3. |
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. > |
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Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another. > |
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| 465.2.c.4. |
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them. > |
| 465.2.c.4.a. |
If the damage assigned to a Unit is modified to or replaced by an amount of damage larger than the initial value, the assigning player must choose the minimum applied value such that the unit would take lethal damage. > |
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↕ 3239 later rules
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