600. Overview
600.1 When a player moves a card and ends its move in a zone that contains one or more enemy heroes or obstacles, that player may choose to start a combat in that zone. If he or she does, that player is the attacking player for the duration of the combat, and the other player is the attacked player. 600.1a A ready hero or obstacle in a zone with an enemy hero or obstacle can move 0 zones, exhaust, and start a combat. 600.2 A combat occurs in a zone. All heroes and obstacles in that zone that are both controlled and unstunned enter that combat and are “in combat” until they leave combat. 600.3 A combat occurs during the attacking player’s turn. After that combat concludes, the next player takes a turn. 600.4 Some modifiers say that a hero “must start a combat.” For the duration of such a modifier, if that hero ends a move in a zone with an enemy hero or obstacle, that hero’s controller must choose to start a combat if able.
601. Combat actions 601.1 Once a combat is started, resolve any powers that trigger on the start of combat. 601.2 Then the attacked player may play one combat action card, use one combat action power from a hero or obstacle in play, or pass. If a combat action is played or used, resolve it. Then the attacking player may play one combat action card, or use one combat action power from a hero or obstacle in play, or pass. Continue this back and forth between players. When both players pass in succession, the combat concludes (see section 602). 601.2a If a player passes, and then the opponent uses a combat action, the first player is not obligated to pass again and can choose to use a combat action. 601.3 Non-combat actions can’t be played or used during a combat. 601.4 If a hero or obstacle becomes stunned or moves out of the combat zone, it leaves combat. If a hero or obstacle is put from a different zone or area into the combat zone, it enters combat. If an obstacle becomes uncontrolled, it leaves combat. 601.4a If either player has no heroes or obstacles in combat, the combat ends. 601.5 If a combat action adds a number of attacks to a combat, they’re not added to a specific hero or obstacle. Those attacks exist in the combat under the control of the player who controlled the combat action that created them. 601.6 If a combat action removes a hero’s or obstacle’s attacks from a combat, it creates a modifier that prevents that hero or obstacle from adding its attacks to a player’s attack total during combat conclusion (see section 602). If a combat action removes a number of attacks from a combat, they’re not removed from a specific hero or obstacle. 601.6a Combat actions that remove enemy attacks can be played even if the number removed is greater than the ATK of enemy heroes in the combat. 602. Combat conclusion 602.1 First, each player adds up his or her total number of attacks for the combat. A player’s total number of attacks is the sum of the ATK values of all unstunned heroes and obstacles he or she controls in the combat (which have not had their attacks removed), plus the number of attacks added under his or her control, minus the number of attacks removed. If this total is negative, it’s treated as 0. 602.2 Then, starting with the attacking player, each player aims his or her attacks at enemy heroes or obstacles in combat. A player’s total number of attacks may be divided between any number of enemy heroes or obstacles in the combat as he or she choose. The number of attacks aimed at each hero or obstacle must be a positive integer or 0, and must add up to the player’s total number of attacks. 602.2a Attacks can’t go un-aimed. If there is only 1 enemy hero or obstacle in combat, all attacks must be aimed at it. 602.2b If a modifier prevents attacks from being aimed at a hero or obstacle, and that is the only enemy hero or obstacle in combat, then those attacks go un-aimed. This is an exception to 602.2a. 602.3 Then, each hero or obstacle with attacks aimed at it equal to or greater than its DEF value is KO’d (see section 400.11e) simultaneously. This is called “being KO’d by combat attacks.” Example: In a combat, the attacking player controls King Basilisk (5 ATK/3 DEF) and the attacked player controls Gareon (1 ATK/3 DEF) and Lok Lambert (3 ATK/3 DEF). The attacking player’s total number of attacks is 5. The attacked player’s total number of attacks is 4. The attacking player aims 3 attacks at Lok Lambert and 2 attacks at Gareon (total of 5 attacks). King Basilisk is the only enemy hero, so the attacked player aims all 4 of her attacks at King Basilisk. Lok Lambert and King Basilisk are KO’d. Gareon is not and remains in the zone. 602.4As the last part of combat conclusion, resolve any powers that triggered from heroes or obstacles being KO’d. |