Communication
- 502.1.
Cards have a level of privacy as specified in CR 128. Privacy. These apply to levels of information accessible to the players as well.
- 502.2.a.
Derived information is a combination of public information and a player’s own skill or calculation.
- 502.3.
Like cards, other relevant information about the game state can be public, derived, private, or secret.
- 502.4.f.
Spells and abilities that resolved previously in the turn, and the sources of them are themselves public.
- 502.5.c.
Consequences of actions that might happen in the future, such as a unit receiving a Might bonus from the Shield ability if a player attacks.
- 502.6.
Players must acknowledge changes to public information that result from their cards and effects as those effects would have an observable impact on the game. See 506.3.e. for examples of observable impact.
- 502.6.a.new
As part of acknowledging changes to public information, the accountable player must communicate the change to all other players in an understandable and observable way. Examples include verbally announcing the change, physically indicating the change, or other means of communication understood and agreed upon by all players in the game.
- 502.10.
Judges are encouraged to help players determine public information, but not derived information.
- 502.11.
In 2v2, teammates may share Private information, including directly showing each other the cards in their hand as defined by 484.8.e. in the Core Rules.
- 503.1.
In competitions, players may take actions that skip parts of the technically precise play sequence without explicitly announcing that sequence.
- 503.2.
The most common type of shortcut is skipping one or more parts of a turn, phase, or step to the mutual understanding of all involved players.
- 503.3.
Players may request to use a new shortcut in a game but must be clear about the game state at the start and end of the shortcut.
- 503.6.
Players can’t use shortcuts they haven’t previously announced or modify existing shortcuts without announcement.
- 503.8.
When resolving spells or abilities, players can’t assume their opponents are using shortcuts without asking.
- 503.9.a.
When a player channels runes or draws a card at the start of their turn, it is assumed that they have passed through the Beginning Phase.
- 503.9.b.
When a player places a spell or ability on the chain, they are assumed to be passing priority unless they explicitly announce they intend to retain it.
- 503.9.c.
When a player puts a spell or ability on the chain and announces choices for it that are normally made upon resolution, they must adhere to those choices unless their opponents react.
- 503.9.d.
When a player asks about choices normally made upon resolution, they are assumed to be passing priority and allowing the spell or ability to resolve.
- 504.1.
Complex series of game actions are sometimes shortcutted into out-of-order sequences, which are technically incorrect or imprecise, but arrive at the correct legal and understood game state.
- 504.2.
Players may ask their opponents to do these actions, or a subset of these actions, in the correct order so that they can react at the appropriate time.
- 504.3.
Players can’t shortcut out-of-order in a way that gives them information prematurely that might affect decisions later in that sequence.
- 505.2.
Players performing a loop must have each iteration of the loop be identical with no conditional actions.
- 505.3.
To decide how to proceed with a loop, determine how many players are needed to maintain it (who must take actions or make decisions to sustain the loop):
- 505.4.
For each maintaining player (if any), in turn order, that player chooses a number of iterations.
- 505.5.
Each other player (if any), in turn order, may choose to agree to that number or choose a number of iterations after which they commit to taking action to break the loop or choose not to break the loop.
- 505.6.
If no player chooses to break the loop and there were no maintaining players, the game ends in a draw.
- 505.7.
Otherwise, the loop continues until the lowest number of iterations chosen, then that player either gains priority (if a maintaining player) or breaks the loop.
- 505.8.
If a player intervenes to break a loop, they may choose to interrupt a partially completed iteration.
- 505.9.
If a sequence of actions is non-deterministic, it may not be shortcut and iterations must be performed manually.
- 505.10.
Some loops are maintained by decisions rather than actions. In these cases, apply 505.4-505.8 but with the player making a different decision rather than a different action.
- 505.11.
Judges are the final arbiter of what constitutes a loop, or if choices are available to continue a loop when secret information is involved.
- 506.1.
Accountable Player: The player responsible for putting a triggered ability on the chain, as defined by the core rules. See CR 383. Triggered Abilities for more information on triggered abilities.
- 506.1.a.
The accountable player for triggers sourced from battlefields depends on control of the battlefield and is not automatically the player who brought the battlefield to the game. See CR 190.6. For more information on battlefield abilities.
- 506.2.
Players are not required to notify other players of triggered abilities when they are not the accountable player, but may if they wish.
- 506.2.a.
At low OPL, a player is not required to notify other players of triggered abilities when they are not the accountable player, but it is encouraged for sportsmanship and learning.
- 506.3.
The accountable player must acknowledge their triggers by the time they would have an observable impact on the game. If they do not, they are forgotten.
- 506.3.a.
As part of acknowledging a trigger, the accountable player must communicate the trigger to all other players in an understandable and observable way. Examples include verbally announcing the trigger, physically indicating the trigger, or other means of communication understood and agreed upon by all players in the game.
- 506.3.b.was 506.3.a
A trigger is considered forgotten once its point of observable impact has been reached and a new game action is taken without the accountable player acknowledging the trigger.
- 506.3.d.was 506.3.c
For triggers that occur “At the start of each player’s first Beginning Phase”, the accountable player has the full duration of the turn in which the trigger occurs to acknowledge the trigger before it's considered forgotten, regardless of its observable impact. (Example cards: Obelisk of Power and The Arena’s Greatest.)
- 506.3.e.4.was 506.3.d.4
The trigger would impact combat or other game procedures. A card that reads “When you play a spell, give me +1 Might this turn.” does NOT have an immediate observable impact. It has an observable impact once it’s Might would be relevant. (Example card: Ravenbloom Student)
- 506.3.e.5.was 506.3.d.5
A trigger would cause a player to draw or discard. (Example card: Traveling Merchant)
- 506.3.e.6.was 506.3.d.6
A trigger would cause a game object to be exhausted or readied. (Example card: Miss Fortune, Captain)
- 506.3.e.8.was 506.3.d.8
A player asks for public information that would be impacted by a trigger. See 502 for more information on public information.
- 506.3.e.9.was 506.3.d.9
A player would be required to make a choice of whether or not to place an optional trigger on the chain. (Example: Overzealous Fan)
- 506.5.
A triggered ability that was forgotten is still considered to have triggered for the purpose of non-optional “First time” or similarly restricted triggers.
- 507.1.
Players may communicate with teammates at all times unless explicitly prohibited by the format rules.
- 507.2.
Players that acquire secret or private information about a match in which a teammate is playing can’t communicate with that teammate for the remainder of that match. See CR 128. Privacy for information types.
- 508.6.
Legend must be between nonrunes and Chosen Champion, and both legend and Chosen Champion must be together on either the left side or the right side of the board.
- 508.7.
Each card or indicator that attaches to another card must be clearly associated with it physically.
- 508.8.
Tokens must be represented by card objects that show all relevant information including ready state.
- 508.10.
Ready objects must be oriented facing the controller. Exhausted objects must be oriented at a 90 degree rotation to ready objects, either clockwise or counterclockwise, but all exhausted objects must be rotated consistently.
- 509.3.
At low OPL, a player can reverse their most recent action and make a different decision for that action (including not taking it at all) as long as no new action has been taken by either player. The change in decision does not need to be immediate.
- 509.4.
At high OPL, a player can reverse their most recent action and make a different decision for that action (including not taking it at all) if no new action has been taken by either player and the following is true:
- 509.4.a.
The player wants to make a different decision for a spell or ability immediately after all choices have been made and communicated for putting it onto the chain. Example:
- 509.4.a.1.
A player plays Discipline indicating a unit. They immediately change their mind and choose a different unit, or choose not to play the Discipline at all.
- 509.4.b.
The player wants to make a different decision for playing a unit or gear immediately after playing it to a location. Example:
- 509.4.b.1.
A player plays Traveling Merchant to Reaver’s Row. They immediately change their mind and choose to play it to their base instead, or choose not to play it at all.
- 509.4.c.
The player wants to make a different decision immediately after making a choice such as moving a unit to a location or discarding a card. Example:
- 509.4.c.1.
A player moves Pouty Poro to Void Gate. They immediately change their mind and choose to move an additional unit there as well, or they decide not to move at all.
- 509.4.d.1.
A player exhausts two Calm runes. Before taking a new game action, the player decides they do not want to exhaust them, and readies them.
- 509.5.
Intentionally attempting to reverse decisions to gain information from an opponent is considered angle shooting. Players may not change their decisions based on an opponent’s physical reaction or as a response to an opponent starting to take a game action. See 704.4. for more information on angle shooting.