Optfall

Section · Chapter 1

cr:1.8

Effects

Section headings carry no rule text of their own in the published document.

Contents

  • cr:1.8.1An effect is generated by an ability or another effect, and can change the game state by producing events or applying changes to objects or the game itself. When a layer resolves, a static ability becomes functional, a card/ability with an alternative/additional effect-cost is played/activated, or the conditions of another effect are met, it may generate one or more discrete and/or continuous effects.
  • cr:1.8.2If the abilities of an object directly generate an effect, the object is considered an object with that effect. This includes optional and conditional effects.
  • cr:1.8.3An optional effect is an effect that the player may choose to be generated. An optional effect typically contains the term “may.”
  • cr:1.8.4A conditional effect is an effect that is dependent on a condition to be met. A conditional effect is typically written in the format “(If / During) [CONDITION], [EFFECT],” where CONDITION is the condition that must be met for the EFFECT to be generated/applied. If EFFECT is a list of two or more effects, each effect is a conditional effect with the same condition.
  • cr:1.8.5A targeted effect is an effect where the target parameters are declared as the layer, with an ability that generates the targeted effect, is put onto the stack. Targeted effects always contain the phrase “target [DESCRIPTION]” or “[DESCRIPTION] (target/targets)” where DESCRIPTION is the specifics of one or more legal targets for the effect.
  • cr:1.8.6If the parameters of an effect are undetermined at the time the effect is generated, the player instructed by the effect determines the parameters of the effect. If no legal parameters exist, then any part of the effect related to those parameters fails.
  • cr:1.8.7If an effect refers to the value of a property, it infers the existence of the property as well as its value. If an object does not have that property, it does not meet the condition of the existence of the property and thus the condition of the value of the property.
  • cr:1.8.8If an effect instructs a player to perform an action “as though” the game state or rules were modified, or if an effect states an object or action “counts as” another object or action, rules and effects consider the modified game state or rules for the applicable effect only.
  • cr:1.8.9An effect fails if (A) it is a targeted effect and all declared target(s) are no longer legal or have ceased to exist, (B) the effect requires additional parameters and there are no legal parameters that can be chosen, or (C) if all the events it creates fail to occur. If there are sufficient parameters to allow the effect to be generated and at least one event that it creates does not fail to occur, the effect does not fail.
  • cr:1.8.10If an effect specifies “your next attack” but does not specify how the player gains control of the attack, it refers to the next attack that is played, activated, triggered, or otherwise comes under the player’s control, and the effect applies to the attack at that time.

Source

Document
Flesh and Blood — Comprehensive Rules, version 2.14.0
Published
This section
cr:1.8version 2.14.0
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https://rules.fabtcg.com/pdf/en-fab-cr.pdf
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