Optfall

Section · Chapter 8

cr:8.5

Effect Keywords

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

Contents

  • cr:8.5.1Banish Banish is a discrete effect. To banish an object, the instructed player moves the object to its owner’s banished zone.
  • cr:8.5.2Create (token) Create is a discrete effect. To create a token, produce the specified token and put it in the arena.
  • cr:8.5.3Deal (damage) Deal is a discrete effect. To deal damage to an object, that object loses {h} equal to the damage dealt. Only living objects may be targeted.
  • cr:8.5.4Destroy Destroy is a discrete effect. To destroy an object, put it into its owner’s graveyard.
  • cr:8.5.5Discard Discard is a discrete effect. To discard a card from a player’s hand, put it from the player’s hand into their graveyard.
  • cr:8.5.6Draw Draw is a discrete effect. To draw a card, move the top card of the deck to the player’s hand.
  • cr:8.5.7Gain (asset) Gain is a discrete effect. To gain an asset, the player’s or object’s assets of the given type is increased by the specified amount.[1.13]
  • cr:8.5.8Gets (numerical property) Gets is a continuous effect, referred to as modify, and includes all modifications to existing numerical properties. To modify an object, the numerical properties of the object are altered by the specified amount.[2.0.3]
  • cr:8.5.9Gets / Is (non-numerical property) Gets/is is a continuous effect, referred to as modify. To modify an object, the object gains the specified object properties.[2]
  • cr:8.5.10Intimidate Intimidate is a discrete effect and delayed-triggered effect. To intimidate a player, they banish a random card from their hand face-down, and then at the beginning of the end phase, it returns it to their hand.
  • cr:8.5.11Look Look is a discrete effect or continuous effect. To look at a private object, the information about the properties of that object becomes known to the specified player(s).
  • cr:8.5.12Lose (asset) Lose is a discrete effect. To lose an asset, the player’s or object’s assets of the given type is decreased by the specified amount.[1.13]
  • cr:8.5.13Loses (non-numerical property) Loses is a continuous effect, referred to as modify. To modify an object, the object loses the specified object base properties.[2]
  • cr:8.5.14Put (counter) Put is a discrete effect. To put a counter onto an object, a specified counter begins to exist on the object.
  • cr:8.5.15Put / Return (object) Put/Return is a discrete effect. To put/return an object into/to a zone, move it from its current zone to the specified zone.
  • cr:8.5.16Remove (counter) Remove is a discrete effect. To remove a counter from an object, a specified counter ceases to exist on the object.
  • cr:8.5.17Reveal Reveal is a discrete effect or continuous effect. To reveal a private object, make it public, then make it private again.[3.0.3]
  • cr:8.5.18Roll Roll is a discrete effect. To roll a die, toss a die to produce a sufficiently random orientation, and then the value of the uppermost die face is used as the result of the roll.
  • cr:8.5.19Search Search is a discrete effect. To search for a card in a set of zones, the player looks at all the cards in those zones and then chooses a card from them.
  • cr:8.5.20Shuffle Shuffle is a discrete effect. To shuffle a zone, put the cards in that zone in a sufficiently random order such that no one knows their order.
  • cr:8.5.21Name Name is a discrete effect. To name an card, declare the name property of an card.[2.7]
  • cr:8.5.22Opt Opt is a discrete effect. To opt N, the player looks at the top N cards of their deck, then puts any number of those cards on the top or bottom of their deck in any order.
  • cr:8.5.23Reload Reload is an optional discrete effect. To reload a card, if the player’s arsenal is empty and they choose to do so, move it from the player’s hand to their arsenal face-down.
  • cr:8.5.24Turn Turn is a discrete effect. To turn a card face-up or face-down, that card becomes public (face-up) or private (face-down) respectively.[3.0.3]
  • cr:8.5.25Become / Copy Become/Copy is a continuous effect. To become/copy a reference, the object loses all existing properties and gets all of the copyable properties of the specified reference.
  • cr:8.5.26Negate Negate is a discrete effect. To negate a layer, the layer is cleared from the stack and it does not resolve. Only layers may be targeted.
  • cr:8.5.27Repeat Repeat is a discrete effect. To repeat a process, perform the instructions of that process again.
  • cr:8.5.28Reroll Reroll is a replacement effect. To reroll dice, those dice are rolled again and their result is taken as if it were the first time they were rolled.
  • cr:8.5.29Charge Charge is a discrete effect. To charge a card, move it from the player’s hand to their hero’s soul.
  • cr:8.5.30Distribute Distribute is a discrete effect. To distribute counters, create the counters if they do not exist, and divide and put them on a specified set of objects.
  • cr:8.5.31Pay Pay is a discrete effect. To pay an asset-cost, the player spends assets of the specified type and amount.[1.14.2]
  • cr:8.5.32Add (defend) Add is a discrete effect. To add a card to a chain link as a defending card, move it from its current zone onto that chain link as a defending card.[7.0.5]
  • cr:8.5.33Ignore Ignore is a replacement effect. To ignore an event or part of an event, after it has been completed, it is considered to never have happened.
  • cr:8.5.34Freeze Freeze is a continuous effect. To freeze an object, that object cannot be played and its abilities cannot be activated for the duration of the effect.
  • cr:8.5.35Gain (control) Gain is a discrete effect. To gain control of an object, that player is considered to control the object instead of its previous controller.
  • cr:8.5.36Transform Transform is a discrete effect. To transform an object into a permanent, put the object under the permanent.[3.0.14]
  • cr:8.5.37Unfreeze Unfreeze is a discrete effect. To unfreeze an object, all existing freeze effects no longer apply to that object.[8.5.34]
  • cr:8.5.38Attack (with) Attack (with) is a targeted discrete effect. To attack a target with a card, the card is added to the queue as an attack. Only attackable objects may be targeted.[1.4.5a]
  • cr:8.5.39Contract Contract is a continuous effect. To contract a player, the player is given a specified set of actions to complete.
  • cr:8.5.40Create (card) Create is a discrete effect. To create a card in a zone, produce the specified card and put it in that zone.
  • cr:8.5.41Equip Equip is a discrete effect. To equip an object, put the object into an equipment or weapon zone as a permanent and it becomes equipped to that zone.
  • cr:8.5.42Move (counter) Move is a discrete effect. To move a counter, remove the counter from its current object and put it onto the specified object.[8.5.14][8.5.16]
  • cr:8.5.43Awaken Awaken is a discrete effect. To awaken a double-faced card, its back face becomes its active face.[9.1]
  • cr:8.5.44Pitch Pitch is a discrete effect. To pitch a card, put it into it’s owner’s pitch zone and the player gains assets equal to its pitch.[2.8]
  • cr:8.5.45Clash Clash is a discrete effect. To clash, the clashing players reveal the top card of their respective decks, and then the player that reveals the card with the greatest {p} value wins the clash.
  • cr:8.5.46Wager Wager is a continuous effect. To wager a prize with another player, when the chain link of the attack resolves, if the attack has hit, the controller wins the prize, otherwise the other player wins the prize.
  • cr:8.5.47Amp Amp is a continuous effect. To amp N, the next time an event the player controls would deal arcane damage this turn, instead it deals that much arcane damage plus N.
  • cr:8.5.48Transcend Transcend is a discrete effect. To transcend, the transcend source is put into its owner’s hand with its back-face active.
  • cr:8.5.49Exchange Exchange is a discrete effect. To exchange objects, the objects swap their respective zone, visibility, and control with each other.
  • cr:8.5.50Mark Mark is a discrete effect. To mark a hero, that hero has the marked condition.[9.3]
  • cr:8.5.51Retrieve Retrieve is a discrete effect. To retrieve a card, the player may pay {r} to equip the card.
  • cr:8.5.52Return to the Brood Return to the Brood is a discrete effect. To return to the brood, existing become/copy effects that apply to the player’s hero cease to exist.
  • cr:8.5.53Give Give is a discrete effect. To give an object to a player, that player gains control the object.
  • cr:8.5.54Steal Steal is a discrete effect. To steal a card, the player gains control of the object.
  • cr:8.5.55Tap Tap is a discrete effect. To tap a permanent, change the state of the object from untapped to tapped.
  • cr:8.5.56Untap Untap is a discrete effect. To untap a permanent, change the state of the object from tapped to untapped.
  • cr:8.5.57The Crowd Cheers / The Crowd Boos The crowd cheers/boos is a discrete effect. The player that is cheered/booed is considered to be cheered/booed.
  • cr:8.5.58Sharpen Sharpen is a discrete effect and delayed-triggered effect. To sharpen a card, put a +1{p} counter on it, and then at the beginning of the end phase, remove all +1{p} counters from it.

Source

Document
Flesh and Blood — Comprehensive Rules, version 2.14.0
Published
This section
cr:8.5version 2.14.0
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https://rules.fabtcg.com/pdf/en-fab-cr.pdf
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