CONT-001 Multiple Weapon/Armor Attachments
ActiveOct 13, 2025

Multiple cards can be attached to a single Weapon or Armor. If that Weapon or Armor is stolen, all attached cards move with it to the new controller.

CONT-002 Continuous Cards and Extra Turns
ActiveOct 13, 2025

All Continuous cards still apply on any extra turns granted. Costs and Duration are still taken into account for the additional turns.

KEY-001 Removing Bleed and Final Chapter Draw Trigger
ActiveAug 29, 2025

Removing the Bleed condition counts as your Action for the turn so you do not qualify for the extra card draw at the Final Chapter.

KEY-002 Stacking Poison and Burn Levels
ActiveAug 29, 2025

- When Poison or Burn is applied to a target already affected by that same condition, the level of the condition increases (stacks).
- The duration of the condition does not increase or reset; it remains the same as it was before.

KEY-003 Life Loss vs Damage Prevention
ActiveOct 13, 2025

Losing life is not the same as taking damage.

Effects that prevent or reduce damage (including Armor blocking) do not prevent life loss.

KEY-004 Bury
ActiveOct 13, 2025

Bury means placing cards from your hand on the bottom of your deck in any order.

KEY-005 Effect Type vs Condition Application
ActiveOct 13, 2025

Cards that deal Fire or Poison damage do not automatically apply the Burn or Poison conditions.

A card must explicitly state that it applies a condition.

KEY-006 Stealing and Attack Resolution
ActiveOct 13, 2025

Reacting to a Weapon attack with a Steal card transfers control of the Weapon but does not cancel the attack unless otherwise stated.

TIME-001 Additional Costs and Cancelled Cards
ActiveOct 13, 2025

If a card has an additional cost (e.g., “Burn Out 10 cards:”), that cost must be paid before the card is played.

If the card is cancelled, any paid costs still occur.

TIME-002 Multi-Attack Actions and Reaction Timing
ActiveOct 13, 2025

When an Action performs multiple attacks, each attack resolves separately. Bonuses, Reactions, and Armor blocking are applied to each attack individually.

TIME-003 Resolving Multiple Triggered Effects
ActiveOct 13, 2025

When multiple effects trigger at the same time, the Active Players decides the order in which they resolve.

TIME-004 Reaction Timing
ActiveOct 13, 2025

1. Dice are rolled and targets are chosen before Reactions are declared.

2. All players must declare their Reactions before resolution begins.

3. Once cards start resolving, no further cards may be added to the stack.

TIME-005 Card Costs
ActiveOct 13, 2025

1. Pay the top-right cost first.

2. Pay any additional costs listed in the card text.

3. Declare targets and roll dice.

- You may pay costs in any order (e.g. from hand, top of deck), unless a card specifies otherwise.