Core Rules - v1.5
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↕ 0 earlier rules
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| 482.1. |
When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving Layered effects as its Timestamp. > |
| 482.1.a. |
Timestamps are not rote values. > |
| 482.1.b. |
Timestamps are relative comparisons between effects and when they began applying to the game. > |
| 482.1.c. |
Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects. > |
| 482.2. |
When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is established. > |
| 482.3. |
Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that Layer and Sublayer in chronological order. 483. Modes of Play > |
| 484. |
There are multiple methods of playing Riftbound. > |
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↕ 3508 later rules
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