Example: Goultard the Barbarian (25HP) has received 24 Injury markers.
He cannot cast his Black Steam Spell since he cannot receive 2 additional Injury markers.
Example: Coa Gulary (7HP) has received 6 Injuries. She casts her Punition Spell, a Spell with an Injury cost. An Injury marker is placed on Coa Gulary. Coa Gulary is KO’ed at the end of this Step 1, her figurine is removed from the arena and the opposing player gains 1GG. If this GG was the last GG of Coa Gulary’s controller, the opposing player wins the game and Punition does not resolve. Otherwise, the following Steps of the Punition Spell are performed normally, even if Coa Gulary was removed from the arena.
Example: The “Push Back 2” Additional Effect of Luk Ylook’s Repelling Arrow is resolved during Step 3. If the target of the Spell is pushed on a Trap by this Additional Effect, the Click Spell of the Trap triggers and will be resolved during Step 8 of Repelling Arrow.
Example: A Krosmaster standing on a cell that is 2 cells away from a Tree (an Impassable game piece) is the target of a Spell with Additional Effect “Push Back 3”. It is not possible to push the Krosmaster 3 cells away from its current cell. The Additional Effect of the Spell will do as much as possible, pushing the Krosmaster 2 cells away.
Example: Katar cast his “Degobillage” spell on a cell, which means he summons a Katar’s Offspring on the targeted cell if it’s free.
Example: Quentin Flush (6HP) has received 4 Injuries. He casts his Lottery Spell and gets 1 Head and 2 Tails. Two Injury markers are placed on Quentin Flush. Quentin Flush is KO’ed at the end of this Step, his figurine is removed from the arena and the opposing player gains 1GG. If this GG was the last GG of Quentin Flush’s controller, the opposing player wins the game and Lottery does not resolve. Otherwise, the following Steps of the Lottery Spell are performed normally, even if Quentin Flush was removed from the arena, and Lottery will still deal 1 additional Damage thanks to the Head coin flip.
Example: The Additional Effect of Darkness Knight’s Vile Age Spell is applied during the Critical Hit Roll in this Step.
Example: Argon Gass is targeted by Oscar Kass’s Deviousness Spell.
Argon Gass Rolls 1 die when Rolling for Armour: 1 base die, increased by 1 because Argon Gass has Armour, decreased by 1 because Deviousness has Pierce Armour.
Example: The Queen of the Tofus flips the Demonic Award Aero Boost, then casts her Dan To Fu Spell on the opposing Cloud Knight. Two Tofus are adjacent to the Cloud Knight. The Queen of the Tofus Rolls 1 success on her Critical Hit Roll, and the Cloud Knight also Rolls 1 success for his Armour Roll. The Dan To Fu Spell will deal 1 (Basic) + 2 (adjacent Tofus) + 0 (the Queen of the Tofus has no specific Power impacting Damage) + 2 (from the Aero Boost, since Dan To Fu is an AIR Spell) + 0 (modifier from the Critical Hit and Armour Rolls) - 1 (the Cloud Knight has Resistance AIR) = 4 AIR Damage.
Example1: At the end of Step 7 of the resolution of Goultard’s Celestial Sword Spell, two Water Bombs have received 1 Injury marker (they have 1HP). Both Bombs are KO’ed, and both trigger their Explosion Spell which become Effects on Standby. They will be cast and resolved during Step 8.
Example2: Bad Aboum casts Retreat Shot on Fraktor (12HP, 11 Injuries).
Bad Aboum is moved one cell during Step 3 of Retreat Shot thanks to the “Retreat 1” Additional Effect, and ends up located on Fraktor’s Lethal Trap Spell. The Lethal Trap is triggered during Step 3, the Trap token is immediately removed, but the Lethal Trap’s Click Spell is postponed to Step 8 of Retreat Shot, as an Effect on Standby. Retreat Shot deals 1 Damage to Fraktor during Step 6. During Step 7, an Injury marker is placed on Fraktor, and Fraktor is KO’ed at the end of this Step. Bad Aboum’s controller immediately gains 4GG. If that player wins the game, the game ends and Step 8 of Retreat Shot does not resolve. If that player does not win the game, the resolution of Retreat Shot continues to Step 8, where the Lethal Trap’s Click Spell is resolved.
Example3: Both players have 2GG and the Wild GG is still in play. Jems Blond (8HP, 7 Injuries) deals 2 Damage to a Maskun John wearing a Prespic Set (13HP, 11 Injuries, Counter Power) using his Blazing Arrow Spell. During Step 7 of Blazing Arrow, 2 Injury markers are placed on Maskun John (13 Injuries). The Counter Power triggers and is postponed to Step 8, becoming an Effect on Standby. At the end of Step 7, Maskun John is KO’ed and removed from the arena. The active player gains 2GG (the Wild GG and 1GG stolen). The active player know has 4GG, his opponent 1GG. That is not enough to win the game!
Example4: Oscar Kass (10HP) has 8 Injuries and cast his Con Spell on a Fire Bomb. It was determined during Step 6 that Con would deal 3 WATER Damage. During this Step 7, Con deals 1 WATER Damage to the Fire Bomb, since it has only 1HP. At the end of Step 7, the Fire Bomb is KO’ed, it is removed from the arena and triggers its Explosion Spell which becomes an Effect on Standby: it will be resolved during Step 8.
The Steals Health Additional Effect also triggers at that moment and also becomes an Effect on Standby.
Example: Thanks to miscellaneous Damage modifiers, Oscar Kass deals 5 Damage (determined during Step 6) to Merkator using his Con Spell, a Spell that Steals Health. Merkator’s Krowsome Power is applied during Step 7, and only 3 Injury markers are placed on Merkator. At most 3 Injury markers will be removed from Oscar Kass thanks to the Steals Health Additional Effects (up to his current number of Injuries suffered).
Example1 (continued from Step 7): During Step 8 of the resolution of Celestial Sword, there are two Spells in the Effects on Standby list, the two Explosion Spells cast by the Water Bombs. The active player choses one of the Explosion Spells and resolves it: this Explosion Spell Deals 1 Damage to two Fire Bombs that also explode. The Explosion Spells of these two Fire Bombs become Effects on Standby, and are added to the list of Effects on Standby with the remaining Explosion Spell (from the other Water Bomb). There are now 3 Effects on Standby: one Water Bomb Explosion and two Fire Bombs Explosion, and the active player can chose to resolve any of these first.
Example2 (continued from Step 7): There is only the Lethal Trap’s Click Spell on Standby, it is thus resolved. Poor Bad Aboum …
Example3 (continued from Step 7): Maskun John’s Counter Power is on Standby and has to be resolved. Jems Blond receives 1 Injury, is thus also KO’ed, and the opposing player steals 4GG from the active player.
The active player has no more GG and the Wild GG is not on the board, the game ends.
Example4 (continued from Step 7): The Steals Health Additional Effect of Oscar Kass’s (10HP, 8 Injuries) Con Spell and the Fire Bomb’s Explosion Spell are on Standby. The active player chooses to resolve the Explosion Spell first. After going through Steps 1 to 7 of this Explosion Spell, the Fire Bomb Deals 2 Damage to Oscar Kass, who is KO’ed. The Steals Health Additional Effect is still on Standby, but cannot be resolved since Oscar Kass is no more in play. If the active player had chosen to resolve the Steals Health Additional Effect first, Oscar Kass would have gone down to 7 Injuries, then up to 9 Injuries after the Explosion, and would not have been KO’ed!
Example: Merkator’s power “Krobust” is not triggered by Djaul’s attack “Black Humour”.