11. Terms

11.1 Cost

11.1.1

A “cost” details what you must pay to play a card, activate an effect, or perform a game action. See Pay (see rule 11.11).

11.1.1.1

To play a card, you must pay its cost value in the top left corner of the card. See Cost Value (see rule 3.11).

11.1.1.2

An activation cost is a cost that must be paid to activate an effect. See EFFECTS > Activated Effects (see rule 10.18).

11.1.2

A cost must be paid in full; if you cannot pay all required costs, you cannot play the card, activate the effect, nor perform the game action associated with it

11.1.2.1

If a cost is replaced by another cost, pay the replacement cost instead of the original cost. The replacement cost must be paid in full.

11.2 [Star] Street Cred

11.2.1

Your “Street Cred” is the sum of all Gig dice values in the friendly Gig area.

11.2.2

The [Star] symbol is shorthand for Street Cred.

11.2.3

When you have no Gigs in your Gig area you have Null ( - ) Street Cred. Null does not count as having 0.

11.3 Lag

11.3.1

Lag is a condition applied to Units when they enter the field. Units with Lag are also called “lagging.”

11.3.1.1

Lagging Units can’t attack.

11.3.1.2

Lagging Units can’t activate [Spend Icon] effects.

11.3.2

At the end of each turn, all Units lose the “Lag” condition.

11.4 Fight

11.4.1

A “fight” is a game process in which two opposing Units compare power to determine at least one loser and potentially one winner.

11.4.1.1

A Unit wins a fight when it has a higher power than the opposing Unit.

11.4.1.1.1

When a Unit wins a fight, the opposing Unit always loses, regardless of power.

11.4.1.2

A Unit loses a fight when it has equal or lower power than the opposing Unit.

11.4.1.3

If both Units in a fight have the same power, neither Unit wins and both Units lose the fight.

11.4.1.4

If a card effect says that a Unit wins or loses a fight, it supersedes any win or loss status determined by power comparison.

11.4.2

A fight proceeds in this order.

11.4.2.1

Before calculating the fight, apply effects that last “while fighting” and variations thereof.

11.4.2.2

After applying relevant effects, compare the Units’ power. Declare the loser(s) and any winners.

11.4.2.2.1

When you determine the losers and winners, any effects triggered by the fight (i.e. “when this Unit fights,” “when this Unit loses a fight,” etc.) become pending. Resolve them after the fight ends.

11.4.2.3

Losers are defeated by the opposing Unit. See Defeat (see rule 11.6). Defeated triggers become pending.

11.4.2.3.1

Even if the opposing Unit is no longer on the field or removed from the game, it still defeats the loser.

11.4.2.3.2

Units with power 0 cannot defeat a Unit in a fight.

11.4.2.3.3

Cards that refer to being “defeated in a fight” apply only to defeats from the opposing Unit as a result of losing.

11.4.2.3.4

If a Unit loses a fight but an effect prevents it from being defeated in a fight, that Unit still loses the fight, it only ignores the resulting defeat.

11.4.2.4

The fight ends. Remove effects that apply “while fighting” and variations thereof.

11.4.3

After the fight ends, resolve all pending effects.

11.5 Steal

11.5.1

“Steal” is a game process in which you take control of one or more rival Gigs, such that they become friendly Gigs.

11.5.1.1

Whenever a Gig is stolen, there is an “actor” that steals it.

11.5.1.1.1

When a Unit or Legend attacks to steal a Gig, they are the actor, the one doing the stealing

11.5.1.1.2

If an effect specifies a different actor, the specified actor is the one that steals.

11.5.1.2

A Gig’s value can’t change during stealing. If an effect adjusts the Gig’s value, you must resolve it either before choosing the Gig(s), or after they change control.

11.5.1.3

Before selecting Gigs to steal, apply effects that last “while stealing” and variations thereof. Apply any other effects that modify, prevent, or restrict the attacker’s power or ability to steal.

11.5.1.4

Before moving any Gigs, select all the Gigs the actor steals from the rival Gig area.

11.5.1.4.1

You may choose to steal any Gig in the defending Gig area, regardless of its value.

11.5.1.4.2

If the actor is stealing multiple Gigs, choose the Gigs one at a time.

11.5.1.5

If a card effect prevents or restricts one or more selected Gigs from being stolen or triggers when a Gig “would be stolen,” resolve the effect after the Gig is selected, but before the Gig changes control.

11.5.1.6

After all Gigs are chosen and prevention effects are applied, the actor moves the Gig(s). You take control of the Gigs; they become friendly Gigs.

11.5.1.6.1

Move all chosen Gigs from the rival Gig area to the friendly Gig area at the same time.

11.5.1.6.2

If multiple Gigs are stolen at the same time, each Gig is considered a separate stolen Gig.

11.5.1.7

Effects that trigger when a Gig is stolen become pending after a stolen Gig is moved.

11.6 Defeat

11.6.1

“Defeat” is a game process in which you move a Unit, Legend, or Gear from the field or Legends area to your trash.

11.6.2

A defeated Unit is considered to be in the trash while resolving [DEFEATED] effects and any effects that trigger on a defeat. See [DEFEATED] (see rule 11.23).

11.6.3

When a Unit or Legend is defeated, all of its equipped Gear moves with it to the trash.

11.6.3.1

When a Unit or Legend is defeated, its Gear is no longer equipped in the trash. Its Gear remains in the trash if an effect moves the Unit or Legend to a different area.

11.7 Play

11.7.1

To play a card, reveal it, pay its cost, and then follow the rules for playing that specific card type detailed in CARD TYPES (see section 4).

11.7.1.1

If you can’t pay for or follow the rules for playing the card, you cannot play it. It’s considered “invalid” to play.

11.7.1.2

If you play or attempt to play an invalid card, undo the play attempt and return the game to the previous legal game state as much as possible.

11.7.2

You can only play cards from your hand unless an effect instructs otherwise.

11.7.3

Effects that allow a player to play a card follows the normal rules for playing that card unless the effect instructs otherwise.

11.8 Draw

11.8.1

“Draw” is a game action in which you move the top card of your deck to your hand.

11.8.2

When an effect says “Draw X” (where X is a number), take the draw action X number of times. Literally, it means “move the top card of your deck to your hand, X individual times.”

11.8.2.1

When you “Draw X,” draw each card individually. Do not take multiple cards from the top of your deck at once.

11.8.2.2

When you “Draw up to X,” choose the number of cards you will draw, then draw exactly that number of cards.

11.8.2.3

If you attempt to draw more cards than remain in your deck, it counts as drawing from an empty deck. See GAME OVERVIEW > Lose Conditions (see rule 1.14).

11.9 Equip

11.9.1

“Equip” is a game action in which you attach a Gear to a Unit or Legend by placing the card beneath it. When you do, the Gear becomes “equipped to” that card. See CARD TYPES > Gear (see rule 4.9).

11.9.1.1

When a Gear is equipped, make sure only the bottom text box is showing under the equipped card.

11.9.1.2

Gear stays equipped unless it (or the Unit/Legend it’s equipped to) is defeated or moves outside of the Legends area or field.

11.9.1.3

While a Gear is equipped to a Unit or Legend, it is located in the same game area as the Unit or Legend it's equipped to.

11.9.2

A Unit or Legend with one or more Gears attached is “equipped.”

11.9.3

A Unit or Legend with no Gear attached is “unequipped.”

11.9.4

Units and Legends inherit all effects in the bottom textbox of their equipped Gears.

11.9.5

Units and Legends gain the power of their equipped Gears.

11.9.6

"Move" is a game action in which you unequip a Gear from the Unit or Legend it’s equipped to and equip it to another valid Unit or Legend.

11.10 Trash

11.10.1

When used as a location, “trash” refers to the “Trash area” of the game board. See Trash Area (see rule 5.9).

11.10.2

When used as an instruction, “trash” refers to the game action in which you reveal the top card of your deck and move it to your Trash area.

11.10.2.1

When an effect says “trash X” (where X is a number), take the Trash action X number of times. Literally, means “reveal the top card of your deck and move it to your Trash area X times.”

11.10.2.1.1

When you “trash X,” trash each card individually. Do not place multiple cards into your trash at once.

11.10.2.1.2

When you “trash up to X,” choose the number of cards you will trash, then trash exactly that number of cards.

11.11 Pay

11.11.1

“Pay” is a game action in which you spend a number of Eddies and/or Legends in the Legends area equal to a cost.

11.11.2

Effects that increase or reduce the amount you pay to play a card or activate an effect do not change the card’s cost value, nor the activation cost value.

11.11.3

Effects that reduce the amount you pay to play a card cannot reduce the amount below 1 €$.

11.11.4

When you play a card “for free,” play the card without paying its cost.

11.11.4.1

When you play a card for free, you must still meet any additional conditions outside of the cost.

11.11.4.2

When you play a card for free, ignore effects that increase or reduce the amount you pay to play it.

11.12 Sell

11.12.1

“Sell” is a game action in which you turn a card into an Eddie by placing it face-down in the Eddies area.

11.12.1.1

When you sell a card, it enters the Eddies area face-down and ready. See Eddies Area (see rule 5.8).

11.12.1.2

If you would sell multiple cards at the same time, you must sell each card individually.

11.12.2

During your Main Phase, you may sell a card with a Sell Tag from your hand as an action. See Sell a Card (see rule 8.11).

11.12.2.1

Whenever an effect puts a card from another area into the Eddie area, the card isn’t required to have an Eddie symbol. It is placed in the Eddie area face-down.

11.12.2.2

An effect that says to “Sell” does count as a player’s “Sell A Card” Main phase action.

11.13 Flip

11.13.1

“Flip” is a game action in which you take a card in a face-down and turn it to the face-up position, or vice versa.

11.14 Call a Legend

11.14.1

“Call a Legend” is a game action in which you pay 1 €$ to flip a face-down Legend face-up.

11.14.1.1

You may choose any one (1) friendly face-down Legend in your Legends area.

11.14.1.2

A Legend flipped face-up through the Call a Legend action is a “called” Legend.

11.14.1.3

The called Legend maintains its orientation (spent or ready) when flipped face-up.

11.14.1.4

When you flip a Legend face up this way it activates any [CALL] keyword effects on that Legend. See [CALL] (see rule 11.22).

11.14.2

You may only Call a Legend once per turn.

11.14.2.1

You may Call a Legend as an action during your main phase.

11.14.2.2

You may Call a Legend as a reaction when a rival Unit attacks.

11.15 Bottom-deck

11.15.1

“Bottom-deck” is a game action in which you place a card (or cards) on the bottom of your deck in a random order.

11.15.1.1

Place bottom-decked cards in the face-down position, in the same orientation as the rest of the deck cards. Bottom-decked cards should be indistinguishable from the rest of the deck.

11.15.1.2

You cannot bottom-deck a card you don’t own. If you would bottom-deck a card you don’t own, its owner bottom-decks it instead.

11.15.1.3

When you are made to bottom-deck multiple cards at the same time, you must randomize all of them together before placing them at the bottom of your deck. This includes any Units or Legends with Gears attached. See CARD TYPES > Gears (see rule 4.9).

11.15.2

If an effect tells you to bottom-deck a group of cards “in any order,” forgo randomizing the cards and instead choose the order you place them at the bottom of your deck.

11.15.3

If an effect tells you to bottom-deck a Program after you play it, bottom-deck it instead of moving it to the trash after resolving the effect.

11.16 Top-deck

11.16.1

“Top-deck” is a game action in which you place a card (or cards) on the top of your deck in a random order.

11.16.1.1

Place top-decked cards in the face-down position, in the same orientation as the rest of the deck cards. Top-decked cards should be indistinguishable from the rest of the deck.

11.16.1.2

You cannot top-deck a card you don’t own. If you would top-deck a card you don’t own, its owner top-decks it instead.

11.16.1.3

When you are made to top-deck multiple cards at the same time, you must randomize all of them together before placing them at the top of your deck. This includes any Units or Legends with Gears attached. See CARD TYPES > Gears (see rule 4.9).

11.16.2

If an effect tells you to top-deck a group of cards “in any order,” forgo randomizing the cards and instead choose the order you place them on the top of your deck.

11.16.3

If an effect tells you to top-deck a Program after you play it, top-deck it instead of moving it to the trash after resolving the effect.

11.17 Search

11.17.1

“Search” is a game action in which you look at a designated amount of cards.

11.17.1.1

When an effect says “Search X” (where X is a number), look at X number of cards from the top of your deck.

11.17.2

Once you fulfill any “Search” requirements, if the card does not tell you where to place the cards afterward, return the cards to their original location in the same order.

11.17.3

While searching cards in an area, the cards still count towards the total number of cards in that area. The card does not leave the area until (and unless) you move it to a new game area.

11.17.4

When an effect allows you to search one of your hidden areas for a specific card or criteria, if you fail to find anything, you don’t have to show the hidden information to the Rival player. See Hidden Areas (see section 5).

11.17.4.1

When you search a hidden area for a specific target(s) and you’re not obligated to reveal the searched cards, you may purposely fail to find any or all target(s).

11.18 Reveal

11.18.1

"Reveal" is a game action in which you show designated cards to your Rival.

11.18.2

Revealing a card is not removing it from the designated area unless specified after effect resolution. (Such as adding a revealed card to hand.)

11.18.3

While revealing a card, make sure it is shown in a face up position, such that either player may read the card.

11.18.4

Once a revealed card has been placed back face-down, it is hidden and can no longer be looked at unless otherwise specified.

11.19 [Spend Icon] (Spend Icon)

11.19.1

The [Spend Icon] symbol is shorthand for an activation cost. It means: “Spend this Unit or Legend to activate the following effect.”

11.19.2

To activate a [Spend Icon] effect, you must spend the card with the express purpose of paying its activation cost. When you spend a Unit or Legend with this symbol for any other reason, it does not activate the [Spend Icon] effect.

11.19.3

After paying the cost to use a [Spend Icon] effect, immediately resolve the effect.

11.19.3.1

If additional effects conditions are met in the process of using a [Spend Icon] effect, resolve the [Spend Icon] effect first, then resolve any other pending effects.

11.20 X €$

11.20.1

“X €$” (where X is a number) denotes Eddies and/or Legends spent to pay a cost.

11.20.1.1

When bolded and preceding a colon, before the effect text, it represents an activation cost (or part of an activation cost) for the effect. It means: “Pay X to activate the following effect.”

11.21

Trigger keywords are a shorthand for specific conditions. When those conditions are met, the effect associated with it automatically becomes pending.

11.22 [CALL]

11.22.1

The [CALL] trigger is shorthand for “When you flip this Legend face-up through the ‘Call a Legend’ action, [...]”

11.22.2

The effect attached to the [CALL] trigger becomes pending when you reveal the Called Legend.

11.23 [DEFEATED]

11.23.1

The [DEFEATED] trigger is shorthand for ”When this Unit, Legend, or Gear is defeated, [...]”

11.23.2

The effect attached to the [DEFEATED] trigger becomes pending when the Unit has been declared defeated moves to trash. See Defeat (see rule 11.6).

11.23.3

While resolving a Unit, Legend’s [DEFEATED] effects, use the information from when the piece was last on the field or in the Legend’s area, including its equipped state and power adjustments.

11.24 [PLAY]

11.24.1

The [PLAY] trigger is shorthand for “When you play this card, [...]”

11.24.2

The effect attached to the [PLAY] trigger becomes pending when you meet all the requirements when playing that card type. See CARD TYPES (see section 4).

11.25 [ATTACK]

11.25.1

The [ATTACK] trigger is shorthand for “When this Unit attacks, [...]”

11.25.2

The effect attached to the [ATTACK] trigger becomes pending when you spend the Unit for the purpose of declaring an attack.

11.25.2.1

Any effects triggered by spending this Unit become pending at the same time as any [ATTACK] effect(s). See EFFECTS (see section 10).

11.25.2.2

Resolve all pending [ATTACK] effects before your Rival’s react step. See ATTACK, FIGHT, AND STEAL > React Step (see rule 9.7).

11.26

Effect keywords are a shorthand for specific effects.

11.27 [ADRENALINE]

11.27.1

The [ADRENALINE] keyword is shorthand for “This Unit can attack the turn it's played.”

11.27.2

Units with [ADRENALINE] may attack even if they’re lagging. All other criteria for valid attack targets still apply. See ATTACK, FIGHT, AND STEAL > Declare the Attack (see rule 9.3).

11.28 [BLOCKER]

11.28.1

The [BLOCKER] keyword is shorthand for “When a rival Unit attacks, you may spend this Unit to redirect the attack to it instead.“

11.28.2

Activate [BLOCKER] as a reaction during the React Step of your Rival’s attack action.

11.28.3

When a Unit uses [BLOCKER], it becomes the target of the attacking Unit’s current attack.

11.28.3.1

A Unit can't redirect an attack to itself if it's already the target of that attack.

11.29 [GO SOLO]

11.29.1

The [GO SOLO] keyword is shorthand for “Pay this Legend's cost to play it as a ready Unit. It can attack this turn. If it leaves the field, remove it from the game.”

11.30 [QUICK]

11.30.1

The [QUICK] keyword is shorthand for “You may also activate this effect (or play this Program) as a reaction to a rival Unit’s attack.”

11.30.1.1

A card with the [QUICK] keyword alongside no other effect text means the card can be played during the React Step by paying its cost.

11.30.1.2

A card with the [QUICK] keyword alongside other effect text means “While this card is face-up on the field, you can use this effect during the React Step by paying its cost.”

11.30.2

You may activate a [QUICK] effect as an action during your Main Phase or as a reaction during the React Step of your Rival’s attack action.

11.30.3

You must still pay any associated costs no matter when you play the effect.