Core Rules - v1.5
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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 Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability. > |
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| 399. |
Playing or Activating Abilities > |
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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. |
Playing or activating Abilities follows the same steps of playing cards. > |
| 401. |
Abilities when added to the Chain become Pending Items until they complete the steps of Playing. > |
| 401.1. |
When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell. > |
| 401.2. |
When an Ability with the [Add] action is finalized it resolves immediately, like a Unit or Gear. > |
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↕ 3508 later rules
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