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Triggers & Timing

Fawnalore intentionally avoids complex stack systems. Effects resolve cleanly, quickly, and only interrupt each other when explicitly allowed.


General Timing Principles

Unless explicitly stated otherwise:

  • Effects resolve immediately and fully once triggered
  • An effect must finish resolving before the game proceeds
  • Effects do not partially resolve or pause mid-resolution
PhrasingWhen it triggers
"When X happens…"At the moment X occurs
"After X happens…"Once X fully finishes
"At the end of your turn…"During Clean Up Phase, before discarding

Simultaneous Triggers

If multiple effects trigger at the same time:

  • The active Player's effects always resolve first, regardless of who controls what
  • If it is your turn, your effects go first — full stop
  • After the active Player's effects resolve, other Players resolve theirs in turn order

This applies to all simultaneous triggers — same controller or different controllers.


Interrupts

Some cards or abilities may be played or activated "at any time," "during any turn," or similar. These are Interrupts.

Interrupt Rules:

  • May be used outside the normal turn structure
  • May occur during another effect's resolution
  • Only effects that explicitly allow interruption may do so

All other effects must wait until the current effect finishes resolving.


Damage & Death Timing

Damage is resolved immediately. HP is adjusted immediately. There is no separate "death check" step.

If damage reduces a unit to 0 HP or less: That unit is Dead immediately.

On-death effects (e.g. "When this unit dies…") trigger immediately when HP reaches 0 — even if multiple units die at the same time.

Simultaneous death: If multiple units reach 0 HP at the same time, all are considered Dead, all death effects trigger, and no death prevents another simultaneous death.


Priority Failsafes

When timing, order, or interaction is unclear:

  1. Card text overrides this compendium
  2. Specific rules override general rules
  3. The active Player decides the order that best keeps the game moving

These rules exist to prevent stalls, not enable abuse.


Canceling Effects

If an effect is canceled, it does not resolve and is treated as though it had no effect. Costs already paid are not refunded unless explicitly stated.


Copying Effects

A copied card copies rules text and relic type for the duration of the effect, but retains its own identity (tier, cost, name) unless stated otherwise. If the referenced card leaves play, the copy effect ends immediately.