CE Glossary A

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Ability

Text on a card, or granted to a player, that allows an action to be taken. Abilities are used. See Abilities and actions.

Action

A sequence of performing, targeting, costs, and effects that comes from an ability. Actions always have a single designator: "Limited," Open," "Battle," or "Reaction." An action that comes from an ability with multiple designators such as "Battle/Open" has the designator appropriate to the phase it was taken in. Actions are taken. See Abilities and actions. [CLARIFIED 30 Jun 2011]

Action Phase

A part of the turn sequence. See Action Phase.

Active player

The player whose turn it is, or the player who is going first if the first turn of the game has not yet started.

Additional

Additional phase or segment

Some effects grant an “additional” phase or segment within the sequence of play.

Unless the effect explicitly delays the additional phase or segment, it occurs once the action or trait that granted it has ended, and the opportunity to play Reactions to the end of the action or trait has passed, regardless of what phase or segment the sequence of play is currently in.

During the additional phase or segment, the game is in that phase or segment, rather than in the phase or segment during which the effect occurred.
Example: if a Limited action creates an attack during the Action Phase, the game is in the Attack Phase and not the Action Phase for the duration of the attack.

After the additional phase or segment finishes, the phase or segment in which it was created resumes.

Additional action

Some effects grant an “additional” action of a given type (usually Battle, Open or Limited).

If the type of an additional action is not specified, it cannot be a Reaction and must be appropriate to the player and phase (Limited or Open in your Action Phase; Open in another player's Action Phase; Battle in a Combat Segment).

A granted additional action does not count against the normal sequence of actions in the current segment or phase; for example, an additional Battle action is taken without waiting for, or expending, the next normal chance to take a Battle action.

When an additional action is granted while a non-Reaction action is in progress, the timing of the additional action is delayed: the opportunity to take it happens once the current non-Reaction action has ended, and once the opportunity to play Reactions to the end of the action has passed. This makes sure that Battle actions can not occur within other Battle actions, or Limited/Opens within other Limited/Opens. [CHANGED 1 Oct 2011]

Example: If a Battle action is in progress, and a Reaction to its targeting is played that grants an additional Battle action, the second Battle action is only taken once the first Battle action has ended.

A granted action opportunity can be used to pass; the choice to pass is made at the point of taking the additional action.

Additional use

Some effects grant an additional time an ability or trait can be used in a period of time (for example, “an additional time per turn”).

This additional time also applies to any period of time greater than the one granted. Example: An ability that can be used "one additional time this battle" can also be used once during the battle even if it was restricted to once per turn or once per game.

The stated period of time also means the original ability's first use must be taken within that period in order to gain an additional use. Example: A "once per game" effect can be used "one additional time this turn." The player must take the use with the "once per game" limitation during this turn, otherwise he gains no additional use.

Some effects grant a "second" time an ability or trait can be used. "Second" is equivalent to "additional" in all ways except that there is only one "second" time per period of time, whereas there may be any number of additional times.

[Clarified 23 May 2011]

Ally

An ally is a third-party player, neither Attacker nor Defender, who has had units on one side or the other in the current Attack Phase. The Attacker's allies, or attacking allies, are allies who have had units on the attacking side, and likewise for the Defender's allies or defending allies.

An ally is also an allying player. Units, Personalities, and other things in the game are also allied if they are controlled by an ally.

Another

“Another” usually refers to a card, player or other thing in the game that is different from the card, player, etc., in question.

“Another” should not be taken as a restriction on the keywords or other characteristics of the source of an effect, cost or targeting.
Example: If a Lion Clan Personality, Matsu Ichi, has the text ”Target another Lion Clan Personality,” the targeting is legal even if Matsu Ichi loses the Lion Clan keyword.

Any

One or more.

EXCEPTION: The specific phrase "any number of," includes zero.

Armor

Armor is a keyword found on Items. A Personality will not attach an Armor if he or she already has one attached. If a Personality is simultaneously attaching more than one Armor, his or her controller chooses which one to attach, and the other one fails to attach.

Army

One or more units in a given side at a battlefield. A side with no units is not an army and has no Force total.

If text refers only to “your army” it means “your army at the current battlefield.”

A Personality who changes control while in an army immediately joins his new controller’s side.

When "army” is used to refer to a side of a battle that units are being moved to, assigned to, entering play in, or created in, this does not imply that an army must already exist there; the location can have no units to begin with, as an army is being brought into existence there.

Assign

Assigning is a non-movement way to change the location of one or more units from home to a battlefield. Units led by bowed Personalities normally may not assign, either as part of the normal Attack Phase procedure, or through other effects that assign them.

References to assigning a Personality should be taken to mean assigning the Personality’s unit. Likewise, when a player assigns a unit, the unit can also be said to assign.

In effects that allow a player to just assign a unit, that player may normally only assign units he or she controls. [ADDED 20 Jul 2010] Some effects, however, may explicitly allow the player to assign other players' units, or to assign or move a player’s units to the army of the player’s enemy.

Whether a unit assigns to the defending or attacking army depends on who controls the unit, not necessarily who assigns it.
Example: If the Attacker is allowed to assign one of the Defender’s units he or she does not control, he or she must normally still assign it to the defending army.

The choice of assignment refers to which one of several battlefields a unit is assigned but not the choice to have a unit assign or stay at home.
Example: If player A “may assign” one of player B’s units, player A does not have the option to make player B’s unit stay at home instead of assign. In the case of the optional “may assign,” player A’s options are either to assign the unit to a battlefield, or to let player B have the option to assign it or not.

For purposes of knowing which player actually assigns a unit, it is the player who chooses where it assigns to.

Attach

When a player attaches an attachment card, he or she brings it into play, adding it to a personality’s unit. If the source of an attachment card to be attached in an effect is not specified, it must come from the player’s hand. Transferring a card from one unit to another is attaching too. A Personality card is not considered attached to its attachment cards. Thus, Followers, Items, Spells, and so on are always considered "cards without attachments."

When a player attaches a region, he or she brings it into play, associating it with a Province. Changing a region’s province is also considered attaching.

An effect that lets a player "attach a card" does not allow attachment of a non-attachment card, and does not automatically waive costs (see Mandatory costs).


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