Optfall

Section · Chapter 3

cr:3.0

General

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

Contents

  • cr:3.0.1A zone is a collection of objects. There are 15 types of zones: arms, arsenal, banished, chest, combat chain, deck, graveyard, hand, head, hero, legs, permanent, pitch, stack, and weapon.
  • cr:3.0.2Each player has their own arms, arsenal, banished, chest, deck, graveyard, hand, head, hero, legs, and pitch zones; and has two weapon zones. The stack zone, permanent zone, and combat chain zone are shared by all players.
  • cr:3.0.3An object can have one of two possible states of visibility: public, or private. A public object is an object where information about the properties of the object is currently available to all players. A private object is an object where the information about the properties of that object is not currently available to all players.
  • cr:3.0.4A public zone is a zone in which the default visibility of objects is public. A private zone is a zone in which the default visibility of objects is private.
  • cr:3.0.5The arena is a collection of all the arms, chest, combat chain, head, hero, legs, permanent, and weapon zones.
  • cr:3.0.6The layout and representation of zones and objects in those zones are defined by tournament rules.
  • cr:3.0.7When an object moves from one zone to another, the object leaving its old zone (origin) and the object entering its new zone (destination) is performed simultaneously. At no point is the object not in a zone.
  • cr:3.0.8If a private object would move zones and be public at the destination, it becomes public before any further replacement effects are applied and it is moved. If a public object will move zones and be private at the destination, it becomes private before any further replacement effects are applied and it is moved.
  • cr:3.0.9If an object enters a zone that is not in the arena and is not the stack zone, or a public object becomes private while it is not in the arena, it resets - its previous existence ceases to exist and it becomes a new object with no relation to its previous existence.
  • cr:3.0.10Zones of the same type are independent of their creation method. If a rule or effect creates a zone of the same type as an existing zone, the created zone is not distinguishable as being created by that rule or effect - only that there is now an additional zone of that type.
  • cr:3.0.11If a rule would move an object to a zone that does not exist, or the zone cannot contain that object, the object is cleared instead.[3.0.12] If an effect would move an object to a zone that does not exist, or the zone cannot contain that object, and the object would not cease to exist from another rule or effect, then the move event fails.
  • cr:3.0.12To clear an object, move it from its current zone to its owner’s graveyard.
  • cr:3.0.13If an effect refers to one or more zones without specifying the owner of those zones (or specifying “any”), it refers to the zones owned by the controller of the effect.
  • cr:3.0.14A sub-card is a card that is under a permanent or a card on the stack. A top-card is the card on top, and the sub-card is underneath.

Source

Document
Flesh and Blood — Comprehensive Rules, version 2.14.0
Published
This section
cr:3.0version 2.14.0
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https://rules.fabtcg.com/pdf/en-fab-cr.pdf
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