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Gundam War Advanced Rulebook
To return to the main page of the Rulebook, click here. To go to the Index, click here.
Activating and Resolving of Effects
Resolving of Effects
Failure in Resolving of Effects
Unresolved Effects
Effects that are "put on hold"
Effects that Activate and take Effect at the Same Timing
Priority of Contradictive Effects
Effects that require Special Conditions
Amount of Times an Effect can be Played, and Effects that have Restrictions on Targets
Fixed Effects
Effects that Activate Outside of Free Timing
'End of Return Step', and 'End of Turn'
Effective Interval of Effects
Resolving of Effects
If the activated effect is resolved, that
effect will be applied. However, for some effects like Auto A effects,
the effect will be applied immediately without resolving it.
Failure in Resolving of Effects
If
the chosen target(s) is lost or the conditions are not met at the time
of resolving, the effect will fail to resolve and will not be applied.
If the effect of a card being played fails to resolve, that card will
move to the original owner's Junkyard. Even if it fails in resolving,
the Cost paid for playing the effect/card will not be returned. And as
the playing of the card has occured, "1 per turn" and/or any other
restrictions will also be applied.
Unresolved Effects
Effects that have activated but have yet to be resolved are known as 'unresolved effects'.
Once the effect activates the unresolved effect will not be negated even if the source of the effect leaves the Field.
Effects that are "put on hold"
There
are effects that will only activate at a specific timing (eg. at end of
the turn) after the effect resolves. This status of "an effect being
resolved and awaiting re-activation" is known as an effect to be 'put on
hold'. As these effects have already resolved, in normal cases there
will be no way to negate it. And for these effects that target "all ~",
the choosing of targets will be done again when the effect re-activates.
Effects that Activate and take Effect at the Same Timing
If
multiple effects activate at the same timing, the attacking player will
decide the order in which they activate. In that case it will end up in
a Cut, with the first effect being Cut-into by the other effects.
Priority of Contradictive Effects
If
there are multiple continuous effects (eg. Auto A) that is the opposite
of the other (in terms of the effect) and happen simultaneously, in
normal cases the effect to take place later will have priority; but in
the case that, under the same circumstances effects that state "get ~"
and "lose ~" happen together, the timing where which effect is supposed
to happen first will be ignored and the effect with the text "lose ~"
will be applied first. And if a card is already under the effect of
"lose ~", effects that state "get ~" will not be applied to that card.
Effects that require Special Conditions
Effects
that state "if you ~ (do something)" or "when ~ happens" cannot be
played if the condition is not met. If the condition is not met at the
time of effect resolution, the effect will fail to resolve.
Amount of Times an Effect can be Played, and Effects that have Restrictions on Targets
If
there are multiple cards with effects that state "you can play this 3
times in a turn", you can play the effects up to the limit for each
card.
Similarly, if there are multiple cards with effects that state
"you cannot target the same Unit in a turn" you can target that Unit
more than once as long as its not the same card.
However, if the text states that "this effect will not be repeated", the above statements will not be valid.
Fixed Effects
Fixed
effects are special effects that will definitely happen in the flow of
the game with no relations to playing of cards or text, and cannot be Cut-into.
Effects that Activate Outside of Free Timing
For
effects that happen in timings that cannot be Cut-in, such as end of
the
turn etc., those effects will be handled in the order they activate.
The Attacking player will decide the order in which they will activate.
However if effects that need to be resolved in a new Cut (eg. Auto C
effects) are activated, all other effects will be resolved normally
before activating that effect.
End of Return Step and End of Turn
As
these 2 happen at the same time, effects that take effect during Battle
Phase end at the same timing as effects that last until the end of the
turn.
Effective Interval of Effects
As long as its unstated,
all effects that happen will only last until the end of that turn and
will not be carried over to the next turn. The effects will be negated
at the same time the turn ends. Effects that are put on hold are
treated in the same way.
For effects that require special conditions
to activate, those effects will only activate in that one turn if the
conditions are met. The effect will not activate even if the conditions
are met in the previous turn or the next turn.
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