> ## Documentation Index
> Fetch the complete documentation index at: https://extendedrules.echoesofastra.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Online Ruleset

> The complete rules for Echoes of Astra, covering game setup, turn structure, card types, combat, mechanics, and the keyword glossary.

🌐 Website: [https://echoesofastra.com](https://echoesofastra.com)

[![Quickstart Rules for new players](https://mintcdn.com/parhelion-studio/wLhGo09utIijr28n/images/Button_QuickstartRules.png?fit=max\&auto=format\&n=wLhGo09utIijr28n\&q=85\&s=14ad65f41431f38e2ec1d6a18e5647b1)](https://extendedrules.echoesofastra.com/rules/quick-start-rules.md)

# Additional Links

🛠️ [Card Errata, Changes, Fixes](http://echoesofastra.com/errata)

🖨️ [Printable PDF of Rules](https://drive.google.com/file/d/13uGl_m3rn54UGZOjEx7-Fw3h4itw0zQ6/view?usp=drive_link)

🏆 [Tournament Guidelines for Organizers and Judges](https://extendedrules.echoesofastra.com/rules/tournament-guidelines.md)

> [!NOTE]
>
> 👪 Echoes of Astra plays great with friends! 2v2 or Free-for-all rules here:
>
> [Multiplayer Rules](https://extendedrules.echoesofastra.com/rules/multiplayer-rules.md)

> [!TIP]
>
> ♾️ Play competitively on a level playing field in Limited formats:
>
> [Draft Rules](https://extendedrules.echoesofastra.com/rules/draft-rules.md)
>
> [Sealed Rules](https://extendedrules.echoesofastra.com/rules/sealed-rules.md)

# **Game Overview**

In Echoes of Astra, you take the role of a Sovereign, where you must lead your forces to control the battlefield. Players deploy units to take control of combat zones and expand their influence until victory. The following ruleset is for a 1v1 duel.

**Victory Conditions**

* Reach 20 Victory Points before your opponents.
* Gain VP by controlling combat zones with units.

**Deck Out Condition**

* If you no longer have any cards in your deck and are unable to draw during your Draw Phase, opponents gain 3 Victory Points.

# `100.` Deck Construction

`100.1.`The five different affinities that exist in *Echoes of Astra* are Lux, Nox, Solara, Caelum, Terra, and Neutral.

* `100.1a.`A deck can contain cards from 2 different affinities at most. All decks can utilize Neutral cards, as they do not count towards affinity restrictions.
* `100.1b.`Before matches begin, Players are allowed to know the affinities contained within their opponents deck.

> [!TIP]
>
> Example: A **Caelum** (Blue) and **Nox** (Purple) deck can contain cards from affinities **Nox**, **Caelum**, and **Neutral**. It cannot contain any cards that are **Solara**, **Terra**, or **Lux**.

`100.2.`Each player must present a deck with at least 50 cards

* `100.2.a.`A deck can contain up to 3 copies of a card (cards with the same name)

### `100.3.` Side-board

`100.3.a.`In organized play, side-boarding is when a player modifies their deck with up to 10 submitted and approved sideboard cards. This may only happen between games and matches.

* `100.3.b.`In a Best of 3 match, a player may sideboard between each game.
* `100.3.c.`Between Best of 1 matches, a player may sideboard between matches.

# `101.` Card Layout

![UI Tutorial Card Details 1](https://mintcdn.com/parhelion-studio/yNbA8nAZEkLrap8q/images/UI_Tutorial_CardDetails-1.png?fit=max\&auto=format\&n=yNbA8nAZEkLrap8q\&q=85\&s=b6715f8fa50d7944a4cf17d220da14c9)

### `101.1.` Numbers and Symbols

* `101.1.a.`**Base Stats** are considered to be the values used for any game calculations before buffs, effects, and modifications are applied.
* `101.1.b.`**Cost** located at the top left of card represents the amount of supply required to play a card.
* `101.1.c.`**Name** is shown on the top center of a card and is used when referencing copies, such as for the Renowned rule and deck construction.
* `101.1.d.`**Affinity** symbol in the top right is the affinity of a card
* `101.1.e.`**Type** located underneath the card name contains the primary type and subtypes of a card.
  * `101.1.f` A card may have only one primary type (Unit, Tactic, Territory, Item). A card may have any number of subtypes.
* `101.1.g.`**Influence** is a unit stat that determines how many victory points the unit scores for their controller.
* `101.1.h.`**Attack** is the combat stat referenced as "attack"
* `101.1.i.`**Health** is the combat stat referenced as "health"

### `101.2.` Calculations

* `101.2.a.` Within card text and game rules, attack and health may be shorthand referenced as "A/B" where A represents Attack and B represents Health.
* `101.2.b.` The symbol X may appear in the place of a card's stat. The value of X is determined in-game from effects that are described in the card's textbox.
* `101.2.c.` Numbers are always integers in card stats and calculations. Otherwise, the stat must be rounded to the nearest integer.
* `101.2.d.` Negative stats may occur due to modifiers, but will be treated as 0 in calculations. > [Read more about stat modifiers here.](#stat-modifers)

# `102.` Cards

`102.1.` Cards are brought to a game in the form of a legally constructed deck.

* `102.1.a.` The "owner" of a card is the player who brought it into the game as part of their deck.
* `102.1.b.` At the end of a match, or upon conceding, all cards return to the owner's deck.

`102.2. `**Game objects** are instances of played cards. Unit, territory, and item cards create an interactable entity on the battlefield, represented physically by the card itself.

* `102.2.a.` Creating is the act of producing a Game Object that previously did not exist in the game.
  * `102.2.a.1.` If zone is not specified, a created unit game object always goes to the creator's staging area under their control and exhausted.

* `102.2.b.` A game object instance may be referenced by the name on its card, or generically as the card's subtype.
  * **Example:** A *Sylvan Archer* card, when played, creates a game object instance of the same name. It is considered a "unit" while on the battlefield. A *Noxhaven Laboratory* played in a combat zone is considered a "territory."

* `102.2.c.` Game objects cease to exist when removed from the battlefield or when its privacy state changes to private. When this happens, the card's state is **reset** and any effects, buffs, counters, or modifications to ability text are lost.

## `102.3.` Unit

`102.3.a.` Units are game objects created when a unit type card is played.

`102.3.b.` **Units always enter the staging area exhausted** unless otherwise specified by an ability or effect.

`102.3.c.` Units are immediately destroyed and sent to the graveyard when their health reaches 0.

`102.3.d.` Ready units are able to take a **unit action** during the main phase including:

* `102.3.d.1.` **Attack** from staging area to a valid combat zone (controlled by opponent or empty).
* `102.3.d.2.` **Retreat** from a combat zone to the staging area (exhausts the unit).
* `102.3.d.3.` Trigger an **activated ability** on the card. These abilities have a colon ":" symbol indicating a cost that must be paid during activation.

> [Read more about Unit Actions here.](#unit-actions)

## `102.4.` Tactic

`102.4.a.` Tactic cards provide immediate effects. Resolve the ability text on the card, then put it in the graveyard.

**Counters**

* `102.4.b.` **Tactic - Counter** cards can be played in response to an enemy's attack or another counter, during the counter step of the combat phase.
* `102.4.c.` **Tactic - Counter** cards can also be played as a normal tactic during your main phase.

## `102.5.` Territory

`102.5.a.` Territories are played directly onto a combat zone. Their abilities apply to the owner, unless otherwise specified on the territory.

* `102.5.b.` You may play territories face up or face down.
  * `102.5.b.1.` When played face up, pay the supply cost of a territory like you would any other card.
  * `102.5.b.2.` When played face down, do not pay the territory's supply cost.
  * `102.5.b.3.` Once played face down, **you may flip a territory face up** on a later turn for its supply cost, either as a *Counter* or as an action during your main phase.
* `102.5.c.` If a territory enters over another friendly territory, the prior card is destroyed and the new card takes its place. Only 1 friendly territory can exist per player in each combat zone.

## `102.6.` Item

`102.6.a.` These are game objects that provide lasting effects as long as the item is fielded. The most common type is Equipment.

**Equipment**

* `102.6.b.` You may play and equip an item to a unit in your staging area. The stat buffs and effect of the item immediately apply to the equipped unit.
* `102.6.c.` When equipped unit leaves the [Battlefield](#the-field-of-play-battlefield), the equipped item is then destroyed.
* `102.6.d.` Items cannot be unequipped from a unit.
* `102.6.e.` There is no limit to the amount of equipment that can be attached to a unit.

## `102.7. `**Renowned Type**

`102.7.a.` Some cards are typed as **renowned** and have a distinct name. These cards are unique and can't be played if an existing renowned game object of the same name already exists in the player's control.

`102.7.b.` If the renowned game object [leaves the battlefield](#402-the-field-of-play-battlefield), then the copy can be played.

`102.7.c.` If a duplicate renowned card enters the field in your control through any means, the first renowned game object is immediately sacrificed before the copy enters.

## `102.8.` Token

`102.8.a.` Tokens represent cards that are dynamically created through ability text. Typically, the token or token spawning effect will say what the token represents. Example: Drone Token - "*it's a 1/1 Drone token with 0 influence*"; or Experiment Token - "*it's a 2/2 unit token with 0 influence"*.

`102.8.b.` A token's supply cost is always 0 and it always spawns in *exhausted*.

`102.8.c.` A token only exists when in the [battlefield](#402-the-field-of-play-battlefield). If a token is destroyed or removed, it disappears from the game or returns to the token pile where it came from.

***

# `200.` Game Setup

1. **Arrange the Board**: Arrange all zones in front of you in correct locations according to the Game Board diagram.
2. **Determine First Player:** Flip a coin or roll a die to randomly choose a player. They choose to go first or second.
3. **Shuffle Decks**: Each player shuffles their deck and draws a starting hand of 6 cards.
   1. **Mulligan:** Each player may return their starting hand to the deck, shuffle, and draw 6 cards again. Do this only once per game.
4. **Starting Supply:** Before the game begins, both players start with 1 supply. Place 1 card from your hand into the supply area facedown, then draw 1 replacement card.
5. **Begin the Game:** Player 1 proceeds with turn one, skipping their first draw phase.

## `201. `**Game Board**

`201.1.` The board should be arranged in a manner that allows for three combat zones between both player's staging areas. Player 1 may choose to use their own combat zone indicators.

`201.2.` The standard layout is pictured below and is recommended for all players. If a player chooses an alternative layout, they must ensure all zones are arranged in a manner that is clear and legible to all players.

![UI Tutorial Layout](https://mintcdn.com/parhelion-studio/wLhGo09utIijr28n/images/UI_Tutorial_Layout.png?fit=max\&auto=format\&n=wLhGo09utIijr28n\&q=85\&s=78a230ec387f44e0de27b3c34bbca7e4)

* `201.2.a.` Each player manages their own zones and the flow of cards in and out.
* `201.2.b.` The supply area contains player's supply cards.

`201.3.` The Combat Zones are **shared** and contain three combat zones that both players can access.

`201.4` Only **ONE** unit can control a combat zone at a time. When an enemy unit enters an occupied zone, combat occurs. If by some means a friendly unit enters a zone controlled by a friendly unit, the non-controlling unit immediately retreats to the staging area.

# `300.`Turn Structure

### `301.` Ready, Start, Draw Phase:

1. **Ready Phase:** Turn all cards on your side of the field upright to *ready* them.
   1. Trigger all **"On Ready"** abilities on units that have readied.
   2. Resolve any passive or lingering effects that say "at the start of your turn".
2. **Draw Phase:** Draw a card from your deck. Skip this phase on the first turn of the first player.
   1. During the draw phase, whenever a player fails to draw a card from their deck, opponents gain 3 VP.

![Arrow Down](https://mintcdn.com/parhelion-studio/wLhGo09utIijr28n/images/arrow_down.png?fit=max\&auto=format\&n=wLhGo09utIijr28n\&q=85\&s=f783de48491c7f371ec60a372f563aec)

### `302.` Main Phase and Combat:

**Main Phase:** You may perform any of these actions in any order.

* **Extend supply:** Once per turn, place any card from your hand face-down and ready into your supply area. When a player *extends supply* in this manner, they draw a card to replace it.
* **Play cards from hand:** Pay the supply cost of a card (turn your supply sideways) to play it.
  1. **Units** enter the staging area *exhausted* (turned sideways)
  2. **Equipment** must **attach** to a unit in the owner's staging area.
  3. **Tactic** cards result in a one-time effect and are sent to discard after resolution.
  4. **Territory** cards are played directly on a combat zone. See 'Card Types - Territory' for playing Territories face down. If a territory is played over another friendly territory, the prior card is destroyed and the new card takes its place.
* **Activate abilities:** Activate special abilities of cards on the board, paying costs as stated in the ability text.
* **Move units:** A *ready* unit in the staging area may move into a combat zone. Combat  immediately initiates after a unit moves into a combat zone — this is considered an *attack*. Resolve that combat phase before initiating your next action.
* **Retreat units:** A *ready* unit in a combat zone may *exhaust* itself to return back to the staging area.

![Arrow Double 1](https://mintcdn.com/parhelion-studio/wLhGo09utIijr28n/images/arrow_double-1.png?fit=max\&auto=format\&n=wLhGo09utIijr28n\&q=85\&s=5fafcc62ec697be3c5ca46e81c79c0d7)

`303. `**Combat Phase:**

Enter this phase when a unit enters a combat zone. The "attacker" is the unit moving in. The "defender" is the occupant, if one exists.

> **The following steps will proceed in order:**

**1a**. **Ability Step:** **Stat buffs, territory effects, and item effects** will be calculated for the attacking unit, then defending unit. This includes any passive bonuses from card text.

**1b.** Trigger "On Attack" then "On Defend" abilities within the same effect stack.

* Resolve the stack ("*On Defend" from defender resolves first, then "On Attack"* from the attacker).

**2. Counter Step:** Any **opponent** may respond to an attacking unit. This begins a *Counter Stack* in which both players can respond to each other's Counter cards.

* *Counter* cards can be played and unit abilities can be triggered as a response to opponents' Counters.
* All effects on the stack **are resolved last-in, first-out before combat resumes.  See the [Order of Operations](#order-of-operations) section for more details.**
* Target Replacement - Units could be force moved during the effect stack resolution.
  * If either the attacking or defending unit is removed from the combat zone, they lose their designation as an attacker/defender.
  * If a unit is put or moved into the combat zone during the counter step, it joins combat and becomes a defender controlling the zone *(if the other unit is an attacker)* or an attacker *(if the other unit is a defender)*.

**3.** **Target Validation:** At this point, if there is no attacker or defender, then skip immediately to Step 5 (Resolution).

**4. Combat Damage:** Apply combat damage to both attacking and defending unit simultaneously.

* Only *ready units* deal combat damage.
* If a unit isn't destroyed, they retain the temporary damage until end of turn.
* Any unit that attempted to deal combat damage (even 0) is *exhausted*.

**5. Resolution:**

* If the attacking unit is the only unit remaining in the zone, it takes control of the combat zone.
* If both units survive combat, the attacking unit returns to where it attacked from and control over the zone does not change.
* If only the defender remains, control over the zone does not change.

*Combat damage* is defined as the damage dealt between the attacker and defender during the **Combat Damage** step. Damage is calculated from a unit's attack stat summed with other active stat counters and abilities.

💡 **Skipping Damage step**: If an ability effect would destroy its opponent without reaching the combat damage step, then no combat damage is dealt and the exhaustion mechanic does not apply. (ie. ***Wyrmscar Dragon*** ("*On Attack: Deal 2 damage to the defending unit"*) can destroy a unit early and immediately proceed to resolution)

**Corner Cases**

* **Recursive Combat:** Some abilities may cause a unit to initiate an attack during a combat phase. If so, combat zones that are currently in a combat phase can't be targeted at this step.
* **Participant Changes:** There can only be one attacker and defender per combat phase. A unit leaving the zone loses its designation of attacker/defender.
* **Non-targetable Conditions:** A unit can't attack a zone that meets any of these conditions:
  * Contains a friendly unit
  * Has an active combat phase.
* **Return to Origin:** A unit that fails to win a combat zone returns to where it came from.
  * Returning to another zone is not an 'attack.'
  * If a unit attempts to return to a combat zone, and the combat zone is already occupied or invalid to control, the unit will return to Staging Area instead.

![Arrow Down](https://mintcdn.com/parhelion-studio/wLhGo09utIijr28n/images/arrow_down.png?fit=max\&auto=format\&n=wLhGo09utIijr28n\&q=85\&s=f783de48491c7f371ec60a372f563aec)

### `304. `**End Phase:**

Enter this phase once a player chooses to end their Main Phase. Then proceed through the following steps.

1. **Scoring step**: Tally the total *Influence* from friendly units in combat zones and add it to their Victory Point tracker. "On Score" effects would trigger after this step completes for all units who participated in scoring.
2. Trigger any of your "*Turn End*" abilities from units on the battlefield.
3. **Reset damage**: Remove temporary damage on all units.
4. Resolve any passive or lingering effects that say **"at the end of your turn"**.
5. **Hand Limit:** If you have more than 10 cards in your hand, discard down to 10.
6. **Win Condition:** If the player's total Victory Points is at least 20, they win the game!

After the End Phase, the next player takes their turn, starting from the Ready Phase.

# `400.` Game Mechanics

## `401.1. `**Card Privacy**

* `401.1.a. `**Hidden** info is not known to any player and can't be freely looked at. These cards must be face down or in a pile of other hidden cards such as the deck.
* `401.1.b. `**Private** info is known only to the owner of the card (ie. their hand). The owner may look at them freely.
* `401.1.c.`**Public** info refers to cards that have been revealed or played face up. A publicly revealed card must be turned face up so all players can see it.
  * `401.1.c.1.`Players may request to read it in more detail. If a card is moved or adjusted for easier reading, it should be returned back where it was before the game continues.

### `401.2.` Privacy State Changes

`401.2.a. `**When a card leaves the Battlefield or enters a *private* zone, it is reset to its original unmodified state.** Banishing, destroying, removal from the battlefield, or moving a card to a private zone will remove any granted abilities and counters it had.

`401.2.b.` When a card moves between zones, the privacy state of the card may change to accommodate the zone's privacy level.

* `401.2.c.` A public face up card moving into the Deck will become Hidden. Likewise, public cards moving to the Supply Area become private.
* `401.2.d.` The Banish Pile cannot contain hidden cards – the nearest privacy state is private. Hidden cards being banished will become private, and the owner may peek at them.

## `402.` The Field of Play (Battlefield)

`402.1. `**The "Battlefield" is in reference to zones on the board that allow for unit game objects to exist. This includes all Staging Area and Combat Zones.**

* `402.1.a. `Not part of the Battlefield are zones and piles like the Deck, Hand, Supply Area, Graveyard, and Banish Pile
* `402.1.b. `**Token cards are only game objects when in the Battlefield.** Removing a token from the battlefield in any way will remove it from the game completely.

#### `402.2.` Combat Zones (Public)

`402.2.a.` These are shared zones in center field that can be controlled by either player. There are three combat zones in a standard game of Echoes of Astra.

* `402.2.b. `**Occupy/Control:** a zone is considered occupied and controlled by a player when one of their units stands alone in a combat zone.
* `402.2.c. `**Units** can still take an action (exhaust, sacrifice, retreat, etc.) from a combat zone.
* `402.2.d. `**Territories** are played from a player's hand directly to a combat zone. This can be done either face up (public) or face down (private). [See Card Types - Territory for details](#territory).
* `402.2.e.` Each zone can contain at most 1 territory per player.

> ❓ **What qualifies as "in a combat zone?"** A unit that is attacking or controlling a combat zone **is in the zone**. During combat, the attacker and defender are both qualified as being in the combat zone.

#### `402.3.` Staging Area (Public)

Each player has their own staging area. Units, Items, and Tactics are played in the player's staging area.

Units always enter the staging area exhausted unless otherwise specified by an ability or effect.

#### `402.3.` Deck (Hidden)

The collection of cards a player brings into a game. This is a face down pile of cards that must follow the deck building rules for the format it is used in.

#### `402.4.` Hand (Private)

`402.4.a.` Each player has their own hand.

`402.4.b.` Cards in the hand zone can be targeted by effects that specify it as a valid target.

`402.4.c.` The maximum hand size is 10 cards. If a player exceeds the 10 card limit at turn end, they must discard back down to 10.

#### `402.5.` Supply Area (Private)

`402.5.a.` Each player has their own supply area.

`402.5.b.` When a card is sent to the supply area – whether by the [Extend Supply](#extending-supply) player action or by ability effect – it is turned face down and considered a "supply card".

#### `402.6.` Graveyard (Public)

`402.6.a.` Each player has their own graveyard.

`402.6.b.` Any card that is destroyed, discarded, or sacrificed goes into the owner's graveyard pile and becomes public. Tactic cards are placed into their owner's graveyard after their effects resolve.

#### `402.7.` Banish Pile (Public/Private)

`402.7.a.` Each player has their own banish pile.

`402.7.b.` Banishment is for cards that have been removed from play in a more permanent way. It may also contain cards temporarily while effects are being processed.

`402.7.c.` Cards that are banished maintain their privacy state from before it was banished.

***

## `403.` Supply Mechanics

### `403.1.` Extending Supply

During the main phase, a player can place any card in their hand into the supply area facedown once per turn. A supply card is *ready* to be used on the turn it is placed down.

* **Replacement:** When the player extends supply in this manner, they may draw a card.
* **Ability Exceptions:** Some abilities allow for additional supply cards to be placed down (ie. Airdrop). These do not count for the "extend supply" action and do not lead to a replacement draw.

### `403.2.` Supply Consumption

Exhausting a supply card will grant the player +1 floating supply to be consumed during that turn.

* The turn player can exhaust cards in the supply area at any time to produce floating supply.
* Opponents can exhaust supply during the counter step to play a counter.

Card abilities may provide other ways to generate supply. These are to be treated as floating supply.

**All unspent floating supply is reset to 0 at the end of each player's turn.**

## `404.` Playing a Card

`404.1.` To "play a card" means to pay all necessary costs to put a card onto the battlefield.

`404.1.a.` Cards are typically played from the player's hand during their main phase, unless otherwise specified (e.g., Counter cards).

> **Extending supply does not count as playing a card.**

`404.1.b.` "On Play" then "On Enter" abilities trigger on a card that is successfully played.

### `404.2.` Resource Costs

* **Supply Cost:** Each card has a supply cost in the top left corner. A player must expend that much supply to play the card.
* **Additional Costs:** Some cards may have additional costs specified in their text, such as sacrificing units or discarding cards. These are also paid as the card is played.
* **Free play:** When a card is allowed to be played "for free", all supply costs and additional costs do not need to be paid to play the card.

### `404.3.` Timing

* **Main Phase:** Cards can only be played during the player's main phase, unless prompted by an ability resolution.
* **Counter Cards:** These can be played in response to opponents' attacks or other Counters during combat's *Counter Step*.
* **Passive Abilities:** If a specific timing phase isn't specified, you can assume that a card's ability is always active.

### `404.4.` Target Requirements

* **Tactics** that require a target to trigger its ability must have a valid target available to be played.
  * If a player attempts to play a Tactic without a valid target, the game state should be reversed to before the attempt.
  * If a target was valid when the tactic is played, but becomes invalid during stack resolution, the effect will fizzle (does nothing and the tactic card is sent to graveyard).

### `404.5.` Placement Rules

* **Units** always enter the player's staging area exhausted.
* **Items** enter the staging area ready to be equipped.
* **Territories** are played directly to a combat zone.
* **Tactics** execute their effect immediately and are sent to the graveyard.

### `404.6.` Play Restrictions

* **Board State Restrictions:** Some cards may have play restrictions that depend on the state of the game (e.g., "Play only if you control three units"). Unless these restrictions are met, the card can't be played.
* **Renowned:** Some cards are typed as "Renowned" and have a distinct name. These cards are unique and can't be played if an existing renowned card of the same name already exists in the player's control. [See "102.7. Renowned Type" for details](#102-7-renowned-type).

If an "illegal" card is played (breaking any of the play rules), the players can decide to reverse the state of the game to the point before the illegal move was made.

## `405.` Unit Actions

`405.1.` Units can be **exhausted** (sideways) or **ready** (vertical). Units enter the field exhausted by default.

`405.2. `**Ready** units can perform a unit action during the main phase (attack, retreat, activate ability).

`405.2.a.` **Unit Action "Attack"**

* `405.2.a.1.` Units in the *ready* position can **Attack** from the staging area to combat zone. Attacking always triggers a combat phase, regardless if a zone is occupied or not.
* `405.2.a.2. `**To attack a combat zone**, first the attacker must be allowed to target the unit that occupies the zone (if one exists). Second, the unit must be allowed to attack the zone itself. If either validations fail, the attack is invalid and will not proceed.
* `405.2.a.3.` A player can't attack a combat zone they already control.
* `405.2.a.4.` Units can't attack from one combat zone to another unless otherwise specified, ie. **Flanking**.

`405.2.b.` **Unit Action "Retreat"**

* `405.2.b.1.` A ready unit can retreat if it is in a combat zone. To retreat a unit, move it back to the staging area then exhaust it.
* `405.2.b.2. `A force move from effects can bypass the *ready* requirement.

> *Example:* A Sylvan Archer is in a combat zone **exhausted**. As a counter to an enemy attack, you can play Swift Acrobatics ("Force retreat target friendly unit in a combat zone..."). The Sylvan Archer **retreats** regardless of its readiness.

`405.2.c.` **Unit Action "Activate Ability"**

* `405.2.c.1.` Some abilities are passive and become active as soon as the unit is on the field. Any ability that doesn't have a cost or trigger is passive.
* `405.2.c.2.` Activatable abilities are triggered by the controller by paying all costs to activate. These can be done during the controller's main phase, or as a *counter response* during any player's counter step\_.\_ [See more on counter step activation.](#unit-abilities-in-the-counter-step)
* `405.2.c.3.` Costs are indicated by symbols or actions followed by a colon ':' symbol. You may see costs such as "Sacrifice", "Pay X VP", or other symbols representing exhaustion or supply costs.

> *Example:* Valrathian Commissar | \{Exhaust}, Sacrifice a unit: Target opponent loses 1 victory point.

`405.3.` **"Move"** is a non-player action that may occur due to effects. A unit or card that is moved is forcibly moved to a new zone described in the ability.

* `405.3.a.` Forced movement does not cause exhaustion.

## `406.` Card Abilities

### `406.1` Card Text Precedence

`406.1.a.`If there is ever contradiction between the comprehensive rules and the ability text on a card, the card's text supersedes the rules text.

`406.1.b.`The word "card" in abilities refer to cards found in your deck and non-battlefield zones.

`406.1.c.`When an effect forbids something while another effect allows it, the prohibition wins. The word *Can't* beats *Can*.

`406.1.d`When executing the ability of a card, perform as much as is possible while ignoring impossible instructions.

`406.1.e` Many cards use phrases that indicate ability activation based on game state. These would be things like "On Enter" or "On Defend."

> [!TIP]
>
> It is possible that multiple effects occur simultaneously. See [**Order of Operations**](#order-of-operations) for details.

> [!NOTE]
>
> Refer to the [Keywords](#keyword-glossary) section at the end of the rules to see descriptions of each phase.

### `406.2` Unit Abilities in the Counter Step

`406.2.a.` Card abilities that have a cost (requirements preceding a colon symbol ":") can be triggered as a **Counter** response during the *Counter Step.*

* `406.2.a.1` You must be able to pay the costs to activate (e.g. 'sacrifice, pay X supply, exhaust')
* `406.2.a.2.` Like other counter responses, you may only do so during the *Counter step* as a response to an attack or an opponent's own counter response.

### `406.3` Stacking Abilities

Units may have the same ability stack on itself from various sources. In this case, each instance of the same ability still applies upon activation.

* **Example:** Player 1 has a **Canopy Stalker** (**Impede 1** (On Defend: Attacking enemy unit gets -1/-0 this combat) sitting on an **Escape Route** (**Impede 2**) territory.
* The Canopy Stalker is attacked by an enemy unit with 4 ATK.
* Because of the stacking Impedes (**-1/-0** AND **-2/-0**) , the enemy unit only deals 1 damage.

## `407.` Selection & Targeting

Cards often contain abilities allowing players to target or select other cards. The following rules govern when and how targeting occurs:

### `407.1.` Basic Targeting Rules

* `407.1.a. `**Visibility Requirement:** You can only target cards that are visible to you (public information).
* `407.1.b. `**Specification:** When a card effect says "target," you must declare the target(s) when you activate the ability, before the effect resolves.
* `407.1.c. `**No Target:** If there is no available target, or if a selected target is no longer valid during effect resolution, that targeted portion of the effect fizzles.

### `407.2.` Target Restrictions

* `407.2.a. `**Zone Restrictions:** Cards can only target cards in the staging area or combat zones unless explicitly stated otherwise.
* `407.2.b. `**Type Restrictions:** Many effects specify the type of card that can be targeted (e.g., "target unit," "target equipment").
* `407.2.c. `**Controller Restrictions:** Some effects specify "friendly" (controlled by you) or "enemy" (controlled by an opponent).
* `407.2.d. `**"Cannot be targeted":** Some cards have abilities that prevent them from being targeted by certain effects. These restrictions override normal targeting rules.
* `407.2.e. `**Override Rules:** If an effect is preventing a certain action from being made (ie. attacking a zone), but another effect tries to make it happen ("this unit attacks target combat zone") — the restriction takes precedence.

### `407.3.` Global Effects

`407.3.a` Some effects may apply to multiple cards without targeting. These effects typically use phrases like "all units" or "each territory." These are not considered targeting effects and bypass "cannot be targeted" protections.

## `408.` Counter Step / Effect Stack

`408.1.` The Counter Stack represents the sequence of effects players can layer on during the Counter Step of combat.

* `408.1.a.` A **defending player of an attack must play the first Counter response** to trigger a counter stack.
* `408.1.b.` If there is no defender (ie. unit attacking an empty zone), then any opponent can respond with a counter to begin a counter stack. In multiplayer, priority to play a counter goes around the table in turn order until no one else wishes to respond.
* `408.1.c.` When a player plays a Counter response during a counter stack, opponents may respond with a Counter response of their own.
  * `408.1.c.1.` Each new Counter response is placed "on top" of the stack of previous effects.
* `408.1.d.` The stack resolves from top to bottom - the last Counter played will be the first to resolve. **(Last-in, first-out)**
* `408.1.e.` Effects in the stack exist independent to the ability trigger. If a unit is removed from the field but it's ability effect already entered the stack, the effect will still resolve.

`408.2.` **What qualifies as a 'Counter response?'**

* `408.2.a.` Tactic - Counter cards
* `408.2.b.` Flipping a facedown Territory card
* `408.2.c.` Playing a unit with the **Swift** keyword
* `408.2.d.` Any activatable unit abilities in which costs can be paid (ie. *Valrathian Commissar's* sacrifice ability). See [Unit Action - Activate Abilities](#unit-actions)

`408.3.` **Ability triggers during stack resolution**

* `408.3.a.` Effects can still be added to the stack after resolution begins, such as an On Death ability being triggered. Because that new effect is now at the top of the stack, it would resolve first before other effects on the stack proceed.
* `408.3.b.` If multiple abilities trigger at the same time (ie. On Death triggers or "when a unit dies") follow the [Order of Operations](#order-of-operations) section for guidance.

> 💡 `408.3.c.` If a target becomes invalid during stack resolution, the stacked Counter responses will still resolve, but nothing may happen.

## `409.` Order of Operations

`409.1.a.` When abilities from multiple players trigger simultaneously, the turn player's abilities trigger first (entering the resolution stack first). When all simultaneous triggers have completed, resolve the stack.

`409.1.b.` If the abilities trigger from the SAME player, then the owner of the cards determines which order they trigger in. The order must be declared when the abilities trigger, before stack resolution proceeds.

### `409.2.` Effect Resolution Order

`409.2.a.` **Card effects** are defined as the result of any card text, whether activated, triggered, or passively applied.

`409.2.b.` When abilities trigger in sequence, they can create a stack of effects. When effects stop getting added to the stack, begin resolving effects starting from the latest one triggered. This is referred to as "last-in, first-out".

`409.2.c.` **Playing a Counter Card** during the counter step puts the card on the stack. The card is not "played" until the stack reaches that card during resolution. Once the play is resolved, abilities on the counter card will trigger and add to the stack.

* **Example:** Two units destroy each other in combat and both have an On Death trigger. The turn player's ability triggers, adding *Effect A* to the stack. Then, the other player's ability triggers and adds *Effect B* to the stack. As the stack resolves, *Effect B* → *Effect A* is the order.
* **Example:** You own two cards with On Enter abilities. They enter the field at the same time - you get to determine the order in which they execute because activation timing is the same.

`409.2.d.` If multiple players would have the same activation timing, you may resolve them in clockwise order starting after the turn player.

**Complex Example:**

**Step 1**

You have a **Synthal Vampire** in a combat zone. ("\[3/2] *Whenever you play a tactic during your turn, this unit gets +1/+1 until end of turn.*").

**Step 2**

You play a **Yako Illusionist ("*On Enter: Choose a target enemy unit in an opponent's staging area and ready it. It immediately attacks a combat zone of your choosing.*")**

* Yako Illusionist's ability effect targets an enemy Nocturne Agent.

**Step 3**

* Opponent's **Nocturne Agent** \[3/3] attacks your **Synthal Vampire**.

**Step 4**

* You counter with **Enrage** ("*Give target friendly unit +1/+0 until end of turn and ready it.*") because you know your Synthal Vampire will gain a +1/+1 from it's ability AND the +1/+0 from **Enrage**, effectively making it a \[5/3].

**Step 5**

* Opponent counters with **Emergency Extraction** ("*Return a friendly unit or item to your hand*."), knowing their Nocturne Agent would be destroyed during combat.

**Step 6**

* **Resolution:** The effect stack appears as follows:  Nocturne Agent's attack > Enrage > Synthal Vampire ability > Emergency Extraction
  * Emergency Extraction will activate first, returning Nocturne Agent back to the opponent's hand.
  * Synthal Vampire will still gain a +1/+1 counter because Enrage is a tactic that has been played.
  * Enrage will still grant a +1 ATK buff to Synthal Vampire this turn.
  * Nocturne Agent's attack is no longer valid, so the combat phase moves to resolution, in which nothing would happen.

### `409.3.` "Each player" Order

`409.3.a.` For the phrasing "Each player does \[X]", begin resolving starting from the player AFTER the turn player. For example, if Player 1 is the turn player and plays a tactic that says "Each player draws a card", Player 2 would draw their card first, then back to Player 1.

### `409.4.` "On Death", "Whenever unit dies", "Destroyed"

`409.4.a.` "[Death](https://extendedrules.echoesofastra.com/glossary/on-death)" is when a unit is destroyed.

`409.4.b.` "[Destroyed](https://extendedrules.echoesofastra.com/glossary/destroyed)" is defined as the state a card is in when it is sent to the graveyard.

1. `409.4.c.` When a unit is sent to graveyard, **On Death** abilities trigger, then resolve stack.
2. `409.4.d.` "*Whenever \[applicable] unit dies/is destroyed*" passive abilities will trigger, then resolve stack.
3. `409.4.e.` Equipped items will be destroyed.

**Example**: A ***Fearless Whelp*** equipped with a ***Lifecycle Katana*** dies while defending in a zone with ***Elorhain, the Ancestral Crown***.

1. *Fearless Whelp's* "On Death" ability triggers. Player draws a card.
2. Both *Lifecycle Katana* and *Elorhain, the Ancestral Crown* have abilities that activate when applicable unit dies. Player can choose in which order these trigger.
3. Hypothetically, player draws a card from *Elorhain's* passive then puts *Fearless Whelp* back on top of their deck from *Lifecycle Katana's* effect.

## `410.` Scoring and Victory Points (VP)

`410.1.` **Victory Points** start at 0 for all players and count up to 20. The first player to earn at least 20 VP during their turn wins the game.

* `410.1.a.` Victory points cannot go below 0. Losing VP while at 0 will result in no change.
* `410.1.b.` Abilities with a VP cost will only trigger if the entire cost is paid.
* `410.1.c.` If you no longer have any cards in your deck and are unable to draw during your Draw Phase, opponents gain 3 Victory Points.

`410.2.` **Scoring** occurs at the end of the turn ([first step in End Phase](#end-phase)).

`410.2.a.` During the Scoring Step: for each combat zone that the Turn Player controls a unit in, they earn Victory Points equal to that unit's Influence stat.

* `410.2.b.` Scoring step is not optional.
* `410.2.c.` A unit with 0 Influence scores for 0 VP and triggers "On Score" abilities.

`410.2.d.` **"On Score:"** abilities will trigger after victory points are all tallied up. If there are multiple On Score abilities, the turn player may determine the order in which they are triggered.

## `411.` Stat Counters / Modifiers

`411.1.` "Counters" are a form of tracker to indicate a modified state on a card. They can be represented by dice, tokens, or any agreed upon method by the players.

* `411.1.a.` Counters can be added or removed from a target or itself, as indicated on a card's text.
* `411.1.b.` Counters persist on a card until the written effect duration, or until it leaves the battlefield. Being destroyed, returned to hand, or banished will cause counters to be removed and reset.

### `411.2.` Stat Modifiers

`411.2.a.` Some effects modify a unit's stats by the indicated amount. Example: +1/+1 modifier increases a unit's attack and health by 1 as long as the effect persists.

* `411.2.b.` Stat modifiers are added to a unit's base stats in any situation where that stat is referenced (combat, abilities, actions, other effects).
  * **Example:** A Guinea Pig equipped with a Disruption Staff is attacking a combat zone with an Ashfang Rallypoint *(Units in this zone have 3 base attack and health).* There is an enemy Valrathian Dreadnought in that zone.
  * **Result:** Guinea Pig's base stats are set to 3/3 before the equipment's +1/+1 is applied. Valrathian Dreadnought's base stats are set to 3/3. During combat, the Guinea Pig will survive with 1 Health left.
* `411.2.c.` If a unit gets negative stat modifiers that cause the unit's health to fall to 0 or below, it is immediately destroyed.
* `411.2.d.` Modifiers can cause a unit's stats to fall below 0, however when that stat is referenced in any calculation, a negative stat will resolve as 0.
  * **Example:** A friendly unit with 2 attack / 2 health is debuffed with -3/-0. When that unit deals combat damage, its -1 attack stat resolves as 0 in calculations.

### `411.3.` Ability Counters

`411.3.a.` Some cards will request the player to keep track of a number that ticks up or down. Use any available object (dice, coins, etc.) to keep track of these counters. These are added and removed per card instructions.

## `412.` Change of Control / Controller

`412.1.` A card on the battlefield may change control from ability effects (ie. Nerezza, Umbrasco Scion). A card transferred in this manner will herein be referred to as "stolen".

`412.1.a.` When a card is stolen, the player that took control treats it as their own. All cards must be *"Reset"* before transferal.

* `412.1.b.` A stolen **unit** will be moved to the new controller's staging area exhausted. Attached equipment is destroyed. Temporary effects, damage, and counters are removed.
* `412.1.c.` A stolen **territory** will be moved to the opponent's side of the same combat zone it is in. If another territory exists there, it is destroyed and replaced by the stolen territory.
* `412.1.d.` A stolen **item** will be moved to the new controller's staging area. Equipment types must be re-equipped to a unit in the new controller's staging area, otherwise it is destroyed.

`412.2.` The **owner** of a stolen card remains the same.

`412.2.a.` When a stolen card leaves the battlefield (staging/combat zones), it returns to the owner's relevant zone.

* Ex. Returning a stolen unit to hand will return it to its owner's hand.
* Ex. Destroying a stolen unit will send it to its owner's graveyard. On Death effects will trigger first.
* Ex. Sending a stolen card to the new controller's supply area will instead send it to the owner's supply area.

# `800.` Keyword Glossary

Browse the three tables by type, or use the glossary filters to search terms and effects.

## `801.` Ability Activation Phases

<table>
  <colgroup>
    <col width="223" />

    <col width="486" />
  </colgroup>

  <thead>
    <tr>
      <th>Term</th>
      <th>Effect</th>
    </tr>
  </thead>

  <tbody>
    <tr>
      <td>"At the END of turn"</td>
      <td>Triggers after the scoring step, and right before damage is reset. Referenced when abilities contain the phrase "end of your turn".</td>
    </tr>

    <tr>
      <td>"At the START of turn"</td>
      <td>Triggers right after cards are readied, but before turn draw. Referenced when abilities contain the phrase "start of your turn".</td>
    </tr>

    <tr>
      <td>On Attack</td>
      <td>When the unit moves into a combat zone. This occurs during the Ability Step.</td>
    </tr>

    <tr>
      <td>On Death</td>
      <td>When this card is put into the graveyard from the battlefield</td>
    </tr>

    <tr>
      <td>On Defend</td>
      <td>When the unit defends against an attacker. This occurs during the Ability Step.</td>
    </tr>

    <tr>
      <td>On Enter</td>
      <td>When the card enters the Battlefield from hand AND from other sources</td>
    </tr>

    <tr>
      <td>On Flip</td>
      <td>When the card is revealed from a face-down position</td>
    </tr>

    <tr>
      <td>On Play</td>
      <td>This triggers from the "Play a Card" action (when you pay all necessary costs to put a card onto the battlefield). Some effects may allow you to "play" a card from places other than the hand.</td>
    </tr>

    <tr>
      <td>On Ready</td>
      <td>When the card is exhausted and becomes ready again</td>
    </tr>

    <tr>
      <td>On Retreat</td>
      <td>When a unit returns from a combat zone to their controller's staging area.</td>
    </tr>

    <tr>
      <td>On Score</td>
      <td>Scoring step is the first step of the End Phase. After VP has tallied up, On Score effects trigger for units that participated in scoring.</td>
    </tr>
  </tbody>
</table>

## `802.` Common Terminology

<table>
  <colgroup>
    <col width="266" />

    <col width="444" />
  </colgroup>

  <thead>
    <tr>
      <th>Term</th>
      <th>Effect</th>
    </tr>
  </thead>

  <tbody>
    <tr>
      <td>(Stat) Attack / ATK</td>
      <td>The stat value on a card that shows how much damage it deals in combat</td>
    </tr>

    <tr>
      <td>(Stat) Health / HP</td>
      <td>The stat value on a card that indicates how much damage it can survive</td>
    </tr>

    <tr>
      <td>(Stat) Influence</td>
      <td>Shows how many Victory Points are earned during the scoring phase by a unit in a combat zone.</td>
    </tr>

    <tr>
      <td>Ability</td>
      <td>Refers to any card effect text.</td>
    </tr>

    <tr>
      <td>Banish(ed)</td>
      <td>State indicating the card is removed from play in the banish pile. Banished cards do not go to the graveyard. A unit loses all counters, equipment, and added card text when leaving the field of play</td>
    </tr>

    <tr>
      <td>Combat Damage</td>
      <td>The damage dealt by the attacker and defender in a combat phase.</td>
    </tr>

    <tr>
      <td>Control \[zone]</td>
      <td>The term used in reference to the player ownership status of a combat zone. Control is taken when your units occupy a zone. Control is lost when no friendly units are in the zone. In Combat Phase, control is transferred to other players AFTER Battle Result.</td>
    </tr>

    <tr>
      <td>Controller</td>
      <td>References the player actively able to play, manipulate, or move a card. The active controller may be different from the owner. If a unit is being controlled by a different player and the unit leaves the battlefield, it will be sent to the owner's relevant pile.</td>
    </tr>

    <tr>
      <td>Counter</td>
      <td>Any ability that can be used during the Counter Step as a response to an attack or other counters.</td>
    </tr>

    <tr>
      <td>Destroy(ed)</td>
      <td>State in which the card is being sent to the graveyard. A unit loses all counters, equipment, and added card text when leaving the field of play.</td>
    </tr>

    <tr>
      <td>Discard(ed)</td>
      <td>Sending a card from hand to graveyard</td>
    </tr>

    <tr>
      <td>Effect</td>
      <td>The resulting effect of any ability, counter, tactic, or unit text.</td>
    </tr>

    <tr>
      <td>Exhaust(ed)</td>
      <td>When the card is sideways and cannot take a unit action or deal damage.</td>
    </tr>

    <tr>
      <td>Force Retreat</td>
      <td>Return the unit to its controller's staging area exhausted. If a card ability makes a unit retreat, this is not considered a unit action and bypasses the "ready" requirement.</td>
    </tr>

    <tr>
      <td>Occupy</td>
      <td>The term used when a unit is alone in a zone or defending it.</td>
    </tr>

    <tr>
      <td>Owner</td>
      <td>References the player who owns the physical card.</td>
    </tr>

    <tr>
      <td>Ready</td>
      <td>State indicating the unit can take an action</td>
    </tr>

    <tr>
      <td>Reset</td>
      <td>When a card's state is reset, it must be treated as a fresh game entity. Any temporary effects, targeted effects, passive effects, counters, and damage on this unit are removed. Equipment attached to a unit is also destroyed when reset.</td>
    </tr>

    <tr>
      <td>Sacrifice(d)</td>
      <td>When a player sacrifices a card, they must choose a friendly unit, territory, or item on the battlefield and destroy it (send it to the graveyard).</td>
    </tr>

    <tr>
      <td>Supply</td>
      <td>The resource used to play cards. The top left number on a card represents Supply cost.</td>
    </tr>

    <tr>
      <td>Turn Player</td>
      <td>The player of the current turn.</td>
    </tr>

    <tr>
      <td>Unit Action - Activate Ability</td>
      <td>Pay all necessary costs to trigger a unit's effect.</td>
    </tr>

    <tr>
      <td>Unit Action - Attack</td>
      <td>Moving a unit into a combat zone. Still considered an attack even if the zone is empty.\
      \
      A unit can't attack a zone that has an active combat phase or friendly unit occupying it.</td>
    </tr>

    <tr>
      <td>Unit Action - Move</td>
      <td>Move a card to a designated location</td>
    </tr>

    <tr>
      <td>Unit Action - Retreat</td>
      <td>Moving unit from Combat Zone → Staging Area. Exhausts the unit.</td>
    </tr>

    <tr>
      <td>Unoccupied</td>
      <td>The term used when a combat zone has no units in it.</td>
    </tr>
  </tbody>
</table>

## `803.` Bolded Keywords

<table>
  <colgroup>
    <col width="238" />

    <col width="470" />
  </colgroup>

  <thead>
    <tr>
      <th>Term</th>
      <th>Effect</th>
    </tr>
  </thead>

  <tbody>
    <tr>
      <td>Blitz</td>
      <td>This unit enters ready.</td>
    </tr>

    <tr>
      <td>Flanking</td>
      <td>This unit can attack from a combat zone once per turn. (A unit with flanking may attack other combat zones while controlling a combat zone.)</td>
    </tr>

    <tr>
      <td>Fortify</td>
      <td>On Defend: You may discard a card with matching affinity to ready this unit.</td>
    </tr>

    <tr>
      <td>Glory X</td>
      <td>Whenever this unit destroys a defending unit through combat damage, gain X victory point(s).</td>
    </tr>

    <tr>
      <td>Impede X</td>
      <td>On Defend: Attacking enemy unit gets -X/-0 this combat.</td>
    </tr>

    <tr>
      <td>Provoke</td>
      <td>While this unit controls a combat zone, opponents must target a unit with Provoke when attacking.</td>
    </tr>

    <tr>
      <td>Swift</td>
      <td>This card can be played as a counter.</td>
    </tr>
  </tbody>
</table>

***

# Patch Notes

Chronological record of changes and addendums to the Comprehensive Ruleset.

[Patch Log](https://extendedrules.echoesofastra.com/patch-notes/index.md)


This documentation is built and hosted on [Mintlify](https://mintlify.com), a developer documentation platform.