Core Rules - v1.5
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↕ 0 earlier rules
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| 477. |
Layers are an organizational structure. > |
| 477.1. |
Layers only serve to structure the application and order that Game Effects apply to Game Objects to maintain consistency. > |
| 478. |
The layers are applied repeatedly until all effects operating on an object have been applied once and no changes have been processed. > |
| 478.1. |
Layers are applied and evaluated continuously. All Game Objects have their layers updated in the same instant, but each Game Object is treated separately and individually when evaluating layers. > |
| 478.1.a. |
If evaluating a Game Effect’s applicability depends on information from one or more other Game Objects, that Game Effect has an object level Dependency. Pause evaluating the layers of the dependent Game Object and evaluate the layer effects of those Game Objects whose information is referenced. Continue once the applicability of that Game Effect has been established or disqualified. > |
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Example: A 4 [M] unit reads in part “While I’m [Mighty], I’m a Yeti.” Another unit reads in part “I have all tags of units you control.” When the 4 [M] unit is buffed, the layers for all game objects are evaluated. While evaluating the layers for the second unit, it requires us to pause and evaluate the layers for all other units. When we’re evaluating the layers for the 4 [M] unit, after all is said and done, the unit has the > |
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Yeti tag. Once we’ve evaluated all units, we go back to evaluating the second unit, > |
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↕ 3508 later rules
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