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Modifiers

The game constantly checks and (if necessary) updates the count of any variable quantity that is being modified. Any time a new modifier is applied or removed, the entire quantity is recalculated from the start, considering the unmodified base value and all active modifiers.

  • The “per player” icon (v) is not considered a modifier and is applied before any modifiers are applied.
  • The calculation of a value treats all modifiers as being applied simultaneously. However, while performing the calculation, all additive and subtractive modifiers are calculated before doubling and/or halving modifiers are calculated.

  • If a value is “set” to a specific number, the set modifier overrides all non-set modifiers. If multiple set modifiers are in conflict, the most recently resolved set modifier takes precedence.

  • After all active modifiers have been taken into account, if a value is below zero, it is treated as zero: a card cannot have “negative” icons, attributes, traits, cost, or keywords.

  • Fractional values are rounded up after all modifiers have been applied.

  • If a card ability causes a character to “get” a statistic (such as +1 ATK or 4 hit points), the ability modifies the character’s statistic while it is active.

    • If such an ability expires or otherwise becomes inactive, the modified statistic reverts to the value it would have without the modifier.
  • A value of a dash (–) cannot be modified.