"For Each"
“For each” indicates an effect is repeated based on the number of a countable game element.
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If an effect with “for each” requires a target, that effect applies to a single target unless the “for each” clause includes a “choose” instruction.
For example,
- an effect that reads “For each treachery looked at this way, remove 1 threat from a scheme” removes threat from a single scheme.
- Alternatively, an effect that reads “For each upgrade you control, choose an enemy and deal 2 damage to it” allows you to choose a different enemy for each upgrade you control.
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If a “for each” effect without a “choose” instruction deals damage or removes threat, it is considered a single instance of damage dealt or threat removed, respectively.
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If a “for each” effect has a “choose” instruction, each iteration of that choice is considered a separate instance of that effect, even if the same target is chosen multiple times.
- The game state updates after each instance (for example, if a minion or side scheme is defeated).
- Responses can be triggered after each instance.
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For example, if a player is engaged with a guard minion and uses an effect that says “for each resource you spent this way, choose an enemy and deal 2 damage to it,” that player can defeat the guard minion with one instance of 2 damage, making the villain a valid target for further instances. That player can trigger a response ability like “After you deal damage to an enemy” after each instance.
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If another ability modifies a “for each” effect, that modifier is applied to each instance of the “for each” effect.
(For example, Flurry of Blades is an event that has the effect: “For each Psi-Katana, choose an enemy and deal 2 damage to it.” If modified by an effect that says “that event deals 1 additional damage,” Flurry of Blades deals 3 damage to each chosen enemy.)