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Start here: what this Tome describes
Infinity Codex is played through cards, Locations, ownership, control, and chains of effects. The card’s wording determines what it can affect; its timing and the current game state determine when it can act. Select a source card, inspect its effect, choose legal targets, then resolve the loaded function.
This edition documents the local Great Engine with Interrupter build reviewed on 20 September 2026. The live website may run an earlier upload. It describes observed implementation, not new rules or permission to bypass a card’s restrictions. Known implementation gaps are labelled explicitly.
The site’s Cypherdex question-answering guide explains rules. Player 1 AI and Player 2 AI are separate opponents that take game actions. Turning on the guide does not turn on an opponent.
Engine reference: ENGINE_RULES, renderUnsafe
Link to this topicQuick start: load a prebuilt and play against AI
Use the arena’s Cypher Menu to reach its import controls, or use the Import button. Loading a deck and starting a game are separate actions. Wait for the public prebuilt list and canonical card data to load.
Enable the opponent before pressing Start Game. Player 2’s automatic deck preload runs only before the game starts and only if that seat has no deck. The toggle may remember its previous setting, so inspect its label and the Event Log rather than assuming a deck loaded.
After a local file or website update, preserve any game you need before reloading. If the interface appears older than the uploaded file, a hard refresh or a private window can help distinguish cached code from a rules problem.
- Open Import. Set the deck player to Player 1. Choose an entry under Prebuilt Test Deck and press Load Prebuilt Deck. Read the validation output; a chosen dropdown entry alone is not a loaded deck.
- Turn Player 2 AI On while still in setup. Open the Event Log and look for “AI opponent loaded a valid public deck for Player 2.” “Could not preload” or an incomplete-load message means setup is not ready.
- If automatic preload fails, select Player 2 in the importer, load a valid prebuilt manually, and verify its deck before starting. Player 1 AI can also be enabled, but its toggle does not perform the Player 2 preload routine.
- In Starting Setup, select each player and check their Starting Force and Starting Location. Choose Creative, Structured, or Codex Standard. Press Start Game.
- Use Power, then Creation, then End Turn. Select manifested cards to inspect their legal effects. Follow the Effect indicator, Effect Target selector, Resolve Effect button, and Event Log.
Engine reference: loadDatabaseDeck, preloadConstrainedOpponentDeck, toggleConstrainedOpponent, startGame
Link to this topicDeck construction and validation
A validated deck contains exactly 50 Power cards and exactly 50 Creation cards, plus 1–10 starting Location cards. The Power Deck must contain at least one Force. Starting Locations are a separate group; do not count them as the 50 Creation cards.
The configured copy limits are one Force of a given record name, up to five copies of an Element or Creation of a given record name, and one copy for a card identified as Unique. Use the importer’s validation messages to check actual classification and copy limits.
Prebuilt Test Deck → Load Prebuilt Deck retrieves a public deck. Load Decker JSON imports the pasted deck export for the selected player. The Decker’s active-deck route is another import path; verify the correct seat and validation after using it. Merely opening Decker or selecting a deck does not start a match.
Card families come from the Archetype table. Force, Element and Colour are Power-card archetypes. Location has its own family. Organism, Object, Technology, Vehicle, Landmark, Compound, Phenomena, Event, Plant and Secondary Color are currently classified as Creations. Primary/Secondary/Triary alignments are separate from these families.
Engine reference: validateDecks, copyLimitFor, loadActiveDeckIntoCurrentSession, cardFamilyOf
Link to this topicStarting cards and the battlefield
Start Game validates every loaded player’s deck, shuffles each deck once, manifests the chosen starting Force and starting Location, and leaves the other starting Locations in that player’s hand. The starting Force is removed from the shuffled Power Deck. Starting setup does not charge the normal later Location manifestation cost.
The starting Force establishes the player’s initial alignment. The arena supports 24 Location anchors. Locations manifested later require a free anchor; a full Location layout can therefore prevent that effect from completing.
The match begins in the start state with the first loaded player active. There is no ordinary opening Creation-hand draw in this start routine: the Creation Phase supplies the normal draw. In an online room, both players’ decks must be loaded before starting.
Engine reference: startGame, ARENA, manifestLocation
Link to this topicTurn sequence: Power → Creation → End Turn
Power: from the start state, press Power once. The top Power card is manifested. In Structured/Standard, a controlled Location is required for placement. The phase routine handles an empty Power Deck; it is not the Creation-deck-empty victory.
Creation: after the Power Phase, press Creation once. The top Creation card is drawn into the active player’s hand. This is also the phase for normal cost-bearing hand manifestations in Structured and Codex Standard.
During the appropriate phase, use manifested cards and resolve their valid effects. Automatic timings can create additional pending functions or response windows. The absence of legal targets is a valid reason for a function to be skipped.
End Turn: finish the Creation Phase, settle required pending cost/effect steps, then press End Turn. The engine dispatches end-of-phase and end-of-turn timings, expires applicable temporary effects, moves to the next loaded player, resets movement counters, and processes beginning-turn timings. The displayed turn number advances when play cycles back to the first player.
Engine reference: enterPowerPhase, enterCreationPhase, endTurn
Link to this topicCreative, Structured, and Codex Standard
Creative relaxes the assisted placement, cost, and movement checks used by the other modes, and enables Cypher Vision. It remains useful for testing wording, but is not evidence that a play is legal in Standard. Deck validation still occurs when starting.
Structured enables the assisted rules: cost-bearing Creations from hand are manifested during Creation, their cost choices must be completed, legal controlled destinations matter, and normal movement is restricted. Check the card’s timing and current state before activating.
Codex Standard uses those assisted checks and additionally checks a normally manifested Creation’s alignment against Forces the player controls. The current check accepts a matching canonical alignment from the card’s alignment fields.
The current local AI in Creative and Structured retains a 32-action safety cap and its completed-action filter. Codex Standard bypasses those artificial AI limits. This does not remove card costs, once-per timing, ownership/control checks, or target legality. Interrupter handling consumes no normal AI action allowance in any mode.
Engine reference: rulesAssistEnabled, manifestSelected, runConstrainedOpponentStep, constrainedOpponentLegalActions
Link to this topicZones, ownership, control, and victory
Power Deck and Creation Deck are ordered piles. Hand contains drawn/fetched cards and unused starting Locations. The manifested table contains cards in play; Locations have their own anchor collection. Exile is a separate pile and may be referenced by card wording.
Owner and controller are different. Control effects change who may use a card and who counts it toward controlled-card victory. They do not change its owner. Leaving play restores owner control through the engine’s cleanup path.
Victory: one player controls at least 100 manifested cards classified canonically as Creations. Power cards and Locations are not Creations merely because they are manifested. A total of 143 cards across both players and all families is not automatically a win.
Victory also occurs when a loaded player’s Creation Deck is empty. In this implementation the player who empties that deck wins; do not substitute the losing-by-deck-out convention from other games. The 100-Creations check is evaluated first. If multiple Creation Decks are empty, the engine records those players together.
Player Records statistics are distinct from the in-arena victory announcement. The reporting code found in the site backup records completed online matches. A local AI victory is not proof that account statistics were submitted; that reporting path still needs separate verification.
Engine reference: checkWinCondition, restoreOwnerControlWhenLeavingPlay, multiplayerSnapshot
Link to this topicCypher controls: what to click
Card chooses the source or selected card. Hovering/selecting also shows its physical record and mechanical text. Location chooses a destination, source pile, or special position depending on the loaded operation. Effect Target chooses a legal card, deck, response target, or OR choice.
Activate loads the selected manifested card’s effect. Auto Activate On may load it when you select a valid manifested card. The floating Effect indicator names the current base operation, not every operation on the card. Resolve Effect commits the loaded function; successive functions can change the indicator and available selectors.
Manifest, Move, Attach, Unattach, Destroy, Exile, Take to Hand and Expend are direct selected-card controls. These are not interchangeable with activating a printed effect that has its own target wording. For example, a direct Attach acts on the selected card, while a two-target Attach effect can attach one chosen Creation to another.
Cancel Effect cancels the loaded effect chain through the normal cancellation path. Close interrupter only dismisses the popup. The two buttons have different jobs. Opening/closing a view, hovering a card, or changing the sound display does not itself resolve an effect.
Cypher provides Chat, Display, Sound and Menu views. Use the game’s Event Log to read source names, deck-load confirmation, skipped targets, response results, costs and victory messages. A console or account Records page is not a substitute for that match log.
Engine reference: activateSelected, resolveLoadedEffect, cancelLoadedEffect, renderUnsafe
Link to this topicManifestation costs and Element payment
Creation Cost, Composition and Secondary Composition supply Element-state cost slots. The payment interface reuses the Card, Location and Effect Target selectors for those slots. Read their current labels; while paying, they are not ordinary movement/target menus.
Choose distinct controlled Elements in the required states, then use Expend to commit the selected payment. Paying Elements are removed from play, set to gas, and sent to the bottom of their appropriate Power Deck. Printed E: state attachment tokens can affect how expended Elements are staged as part of the cost mechanism.
The starting Location follows setup behavior. Later Locations manifested from hand participate in the added cost behavior under Structured and Standard. Effects that manifest cards use their own resolver and register the corresponding cost entry; do not assume an effect automatically waives all costs.
If a cost or destination is unavailable, read the log and current payment labels. Do not repeatedly press Activate expecting a missing Element to appear. Activating an Element by an effect can rearm its material state through the existing activation behavior.
Engine reference: creationCostSlots, armManifestedCreation, expendElementForManifestCost, registerManifestCost
Link to this topicReading and resolving effect chains
Read an effect as source → operation → quantity → target filters → source position → destination → timing/duration. “This Location,” an owner’s deck, an opponent’s hand, a phenotype, and an alignment each narrow what is legal; a displayed card name alone does not override them.
Effects and their functions are resolved in their compiled order. AND/THEN can produce successive functions; OR presents a choice in Effect Target. Select the offered function rather than trying to execute both alternatives. Multi-card counts may ask for the next target; “all” can produce a batch with separate responses.
A pronoun such as “it” is not a promise that an arbitrary sentence will preserve a target through every operation. Follow the current indicator and legal-target list. Test the exact wording against the compiler before treating a new chain formulation as supported.
With no legal targets, the arming path may log that a function activated and resolved with no legal target, then advance the chain. This does not mean an effect performed a mutation on an invalid card. An unsupported/manual interpretation message is a different case and needs wording review.
The log, effect number/function number, current indicator and highlighted card are the main tools for comparing two cards with similar wording. Use the full source text and game state when reporting a mismatch.
Engine reference: compileEffectChain, armCardEffect, advanceEffectChain, chooseEffectFunction
Link to this topicResponses: resolve last in, first out
When a targeted effect reaches a response check, the target may offer Negate, Deflect, Reflect, Copy or a When Targeted response. The controlling player chooses the offered response or Pass. The original function is suspended while a new response resolves; the latest response finishes before its parent resumes.
For redirection, choose a legal replacement target. A successful response stops the AI’s search. In the current local build the AI tries the offered options and available redirect targets, then selects Pass if none succeeds. Response choices remain subject to the engine’s legal-target checks.
The popup is non-modal: it does not make the rest of the page inert. Close interrupter is available even while waiting for an AI. After 10 seconds without interaction inside the popup it closes automatically. This is a display timeout, NOT an automatic Pass, cancellation, or successful resolution.
Closing preserves pending effects and the response stack. Normal game rules may still require a pending effect to be settled before advancing. Resolve Effect can reopen a pending response chooser. Cancel Effect explicitly cancels through the game’s normal cancellation control.
The AI continues processing independently of popup visibility. A genuinely stalled unchanged response is not retried endlessly; changes to its tracked legal state allow another attempt. This safeguard is not a guarantee that every unusual response chain is implemented.
Engine reference: chooseInterruptResponse, runInterruptAI, renderInterruptPopup, finishInterruptedEffect
Link to this topicAttachments, movement, and Entangle
The natural Attach/Unattach allowance is distinct from an Attach effect. For a normal attachment use the selected card and a legal host at the same Location; the configured natural allowance is one action per turn. Printed effect targeting can impose its own type and position filters.
Attached cards and their host form a connected moving entity: moving a member synchronizes the attached entity’s Location. Entangle links source and target as a symbiotic group. Unattach and Unentangle remove the relevant relationship; they do not destroy the cards.
Normal assisted movement is limited to one move per turn and does not allow a newly manifested Creation’s ordinary move that turn. Effects use their own movement rules and legal destinations. Location adjacency and the bridge are special arena relationships, not arbitrary permissions to target everywhere.
Known wording issue: “Attach 1 Creation to 1 Creation” is currently classified as single-target Attach by the adapter because Creation is a modifier. For this build use and test explicit target wording such as “Attach 1 target Creation to 1 target Creation.” The intended two-target UI selects the attachment card first and its host second. The parser was not changed for this Tome.
Engine reference: setPendingTarget, attachSelected, syncAttachmentLocations, entangleCards, processorPlanForArena
Link to this topicTiming, conditions, durations, and rearming
Trigger, condition and duration are separate concepts. A trigger starts a check (for example When Targeted); a condition determines availability (for example 1 per Turn); a duration determines when an ongoing relation ends (for example until end of turn). A card can have more than one of these roles.
The engine reads Timing table records and dispatches events for phase boundaries, turn boundaries, manifestation, targeting, movement, destruction, exile, activation and attachment. The exact wording must resolve to a supported timing contract; being present in the table does not prove that every possible combination is executable.
READY/EXPENDED and the card’s printed timing govern reuse. “1 per Turn” does not mean continuously reusable within the same turn. An explicit Activate effect uses the engine’s rearming path; it is different from clicking Activate on a card whose allowance is already spent.
Copied effects persist until the copied bearer leaves play, the game ends or resets, unless an explicit supported duration shortens that lifetime. Temporary control has its own return/expiry handling. Range is currently a staged targeting relation; do not infer that every numeric distance phrase or duration is complete.
Engine reference: loadTimingRegistry, isEffectReady, dispatchTimingWindows, removeExpiredTemporaryCopies
Link to this topicOnline rooms, private information, and records
Use the multiplayer controls to create, join or observe a room. A room has host/guest seat permissions; observers cannot submit game actions. The host may run an unoccupied AI seat but must not take over a human guest.
Hands and decks are private zones. Effects such as Reveal and Shuffle use scoped selectors for hidden cards or piles. Public descriptions of the board do not entitle either a human or a question-answering assistant to invent or expose private deck contents.
Local autosave, a public prebuilt deck, an online match snapshot and Player Records are different systems. A victory banner establishes the local result; online statistics depend on completing and submitting an online match. This Tome does not claim to repair missing account records.
Engine reference: canChooseResponse, submitMultiplayerState, privateDisplayPlayer
Link to this topicWhen something appears not to work
No selectable targets: check card family, source pile, controller, Location, isolation and timing. A Force is not a Creation. A card in hand is not manifested. A Location has its own classification. A failed target check can be correct behavior.
AI does nothing at setup: check that its toggle says On, read the deck-load confirmation in the Event Log, and verify both decks. Turn Player 2 AI on before starting if you want its automatic preload.
An interrupter disappears: it may have been closed or reached its 10-second display timeout. Check the loaded Effect indicator. Closing is not Pass. A disabled phase button may reflect an unsettled effect rather than the popup blocking the screen.
An old interface remains after upload: compare the actual loaded build. A private window or hard refresh can isolate stale browser cache. This local Tome includes fixes that an older live arena may not yet contain.
A registered effect word has no documented execution path: use its dictionary status below. Do not use a log saying “resolved” alone as proof that the intended board change occurred.
Engine reference: armCardEffect, renderInterruptPopup, preloadConstrainedOpponentDeck
Link to this topicAlignments and sound
The current Alignment table contains Signal, Quantity, Space, Time, Creation, Energy, Motion, Frequency, Pressure, Chaos, Structure, Nature, Belief, Power and Destruction. This replaces the old Tome’s fixed “Thirteen Forces” heading. Alignment is not the same as a Creation’s material-state cost.
Primary, Secondary and Triary alignment slots contribute separate audio modulations in the sound-upgraded local arena. Manifest/Move use an alignment recording; effect activation uses an operation recording. Audio does not establish legality, pay costs, or prove an effect resolved.
Sound On/Off controls playback. Missing WAV assets or cross-origin audio restrictions can make a valid effect silent. Signal changes duration/staccato by slot; Structure adds location call/response or the one-second effect-sound cutoff. These are audio behaviors, not effect-resolution delays.
Engine reference: arenaAudioAlignments, queueArenaSoundPlayback
Link to this topicFor the site guide and AI readers
Use this edition’s stable section IDs as citations. Answer from the retrieved passage, distinguish implemented behavior from registered/execution-gap entries, and say when the requested wording is not verified. Do not infer full support from the Effects table name alone.
Ask for the source card text, active mode, phase, current pending function and relevant public targets when those determine legality. Never invent private deck contents. The site guide provides explanation and navigation; this Tome grants it no authority to press gameplay buttons or alter an opponent.
All rule and effect text is present in the HTML, even inside closed sections. tome-rules.json and tome-rules.md provide the same material for retrieval. The optional site bridge supplies relevant sections to an existing guide and renders topic links. It does not add a hosted language-model endpoint or modify in-game AI.
This edition includes local changes that may not be live. Check the source manifest before diagnosing a discrepancy. Table descriptions and engine behavior can disagree; the effect entries call out known cases rather than silently redefining either.
Engine reference: Tome integration contract
Link to this topicEffect dictionary
Every current Effects-table entry is listed. “Registered / execution gap” means the name exists but this inspected arena has no verified standalone execution path. Qualifiers and timing still control every implemented effect.
Manifestimplemented
Play a legally selected card from the allowed hand, deck or Exile source into the arena. A Location uses a free anchor; other eligible cards use a legal destination and cost handling.
- Activate the source → choose a source pile if requested → Effect Target → Location if needed → Resolve Effect.
Compare table wording
Play to chosen destination
This is table metadata; use the behavior and status above for this build.
Engine reference: manifestTargetByEffect
Link to this topicDrawimplemented
The source effect moves the requested top Creation card(s) into the actor’s hand. The normal Creation button also performs the phase draw.
- Activate → Resolve Effect; Creation is the normal phase control.
Compare table wording
Top card of creation deck goes to hand.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicFetchimplemented
The selected eligible card is removed from its source and put in the effect actor’s hand by this resolver. Multi-count Fetch prompts for further targets. The table description says Power cards manifest, but this inspected Fetch branch puts its target in hand; do not document that discrepancy as an implemented automatic manifestation.
- Activate → Effect Target → Resolve Effect; repeat target selection when requested.
Compare table wording
Takes creations to hand- Power cards are manifested.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicCopyimplemented
The source receives the selected target’s effect payload and immediately runs the copied chain. The bearer retains it until leaving play, game end/reset, or a shorter supported printed duration. This is not a new physical card. The table’s random-effect description does not match the inspected full-payload selection.
- Activate → choose the effect-bearing target → Resolve Effect → resolve copied functions.
Compare table wording
Copies a random effect unless target filtering is applies and gives the self unless targeting the chosen effects until it leaves play.
This is table metadata; use the behavior and status above for this build.
Engine reference: copyTargetEffect
Link to this topicGiveimplemented — focused tests; playtest pending
Give target followed by ability text appends that ability to the recipient’s existing effect chain. The original effect is preserved. Abbreviated abilities use the existing parser defaults; no new target clause is invented. A grant lasts until the recipient leaves play unless the giving effect supplies a supported explicit duration.
- Activate Give → select recipient → Resolve Effect.
Compare table wording
Give (Effect) to (Target) of (Target)
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect
Link to this topicGainwording-dependent
A prefix; Gain control has a dedicated path. Do not infer an arbitrary gain-effect handler.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
Compare table wording
(Quantifier) (target) Gains (Effect) (Timing)
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicDestroyimplemented
The effect removes the selected card from play. Ordinary non-Event/non-Location targets return to the bottom of their appropriate deck; Events go to Exile and Locations return to their owner’s hand through the existing Destroy path.
- Activate the source → Effect Target → Resolve Effect. Direct Destroy instead acts on the selected controlled card.
Compare table wording
Sends to the bottom of the proper deck,
This is table metadata; use the behavior and status above for this build.
Engine reference: destroySelected
Link to this topicExileimplemented
The effect sends its selected legal target to the Exile pile. Exile is separate from Destroy and does not shuffle a pile unless the wording explicitly invokes Shuffle.
- Activate → Effect Target → Resolve Effect; direct Exile acts on the selected card.
Compare table wording
Remove from game- graveyard.
This is table metadata; use the behavior and status above for this build.
Engine reference: exileSelected
Link to this topicIsolateimplemented
The source applies an isolation restriction to its target. Wording may scope movement, effects or targeting; an unscoped Isolate applies the broad isolation domain.
- Activate → Effect Target → Resolve Effect; inspect the target’s relation/condition display.
Compare table wording
Restricts targeting, activation, movement and effects.
This is table metadata; use the behavior and status above for this build.
Engine reference: isolationDomains
Link to this topicStackimplemented
Opens a temporary deck-ordering session for the affected deck. The inspected resolver logs a 60-second reorder window. This changes order, rather than randomly shuffling.
- Activate → select the eligible deck/card offered → Resolve Effect → reorder the revealed session and commit with its control.
Compare table wording
Allows drag and drop decks reordering. Defaults to Controllers creation deck.
This is table metadata; use the behavior and status above for this build.
Engine reference: createStackSession
Link to this topicShuffleimplemented
A whole-deck/pile shuffle randomizes the selected eligible pile. Shuffle-into first moves the selected card into its specified destination, then randomizes that destination. Ownership, opponent and pile qualifiers constrain both choices; Exile can be a destination.
- Whole deck: choose a deck in the shuffle popup, then Shuffle selected deck. Shuffle-into: choose Effect Target, then Shuffle Destination, then Resolve Effect.
Compare table wording
Shuffles decks. Creation deck by default.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveShuffleEffect
Link to this topicExpendimplemented — focused tests; playtest pending
Effect-based Expend sends a targeted Element to the bottom of its owner’s Power Deck without changing its state. On a Creation it consumes normal movement and activation for the current turn. The direct cost-payment control retains its existing gas-state payment behavior.
- Activate Expend → choose a legal target → Resolve Effect. For cost payment, continue using the cost selectors and Expend.
Compare table wording
Puts element targets at the bottom of the power deck. Creations Activated effects are consumed.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect
Link to this topicUnattachimplemented
The inspected standalone Unattach resolver detaches its source. Natural Unattach removes the selected card’s attachment relationship under its normal allowance; do not infer arbitrary targeted-detach syntax from the name alone.
- Activate → Resolve Effect for the source effect; select the attached card → Unattach for the natural action.
Compare table wording
Detach from target
This is table metadata; use the behavior and status above for this build.
Engine reference: detachCard
Link to this topicNegateimplemented
Establishes Negating protection or, when offered as a target response, prevents the pending incoming function. The suspended parent chain is handled by the response stack. This is not the same as closing the popup.
- Activate protection if printed; when targeted choose NEGATE in the interrupter.
Compare table wording
Stops the next triggering of the targets effects.
This is table metadata; use the behavior and status above for this build.
Engine reference: chooseInterruptResponse
Link to this topicLosewording-dependent
A prefix; Lose control has a dedicated path. Other objects of Lose need verified wording.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
Compare table wording
Lose (Effect) (target) (position) (timing)
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicDuplicateimplemented
The inspected resolver creates a separate manifested duplicate of the target and selects the new instance. Original and duplicate are separate cards. Copied effect text alone uses Copy instead.
- Activate → choose the legal target → Resolve Effect.
Compare table wording
Makes a physical copy of its target.
This is table metadata; use the behavior and status above for this build.
Engine reference: createManifestedDuplicate
Link to this topicAddimplemented — focused tests; playtest pending
Adds 1 to each digit numeral in the target’s effect text, including inline timing numerals. Separate Timing fields and written-out number words are unchanged. Default expiry is the activating player’s next turn; an explicit supported duration overrides it.
Example: “Destroy 1 Technology” becomes “Destroy 2 Technology”. Every digit numeral in the target’s effect text increases, not just the first one.
“1 per Turn” inside the effect text becomes “2 per Turn”. The separate Timing field, Creation Cost and number words such as “one” do not change. Increasing a quantity still depends on the affected resolver supporting multiple targets; it does not grant arbitrary extra activations.
The change is temporary in-game text, not a database edit. The default expiry is the start of the activating player’s next turn.
- Activate Add → choose target → Resolve Effect.
Compare table wording
Adds to the number on its target 1 by default or adds 1 target or activation be filter. Defaults to target
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect
Link to this topicUndoregistered / execution gap
The Effects table registers this word, but no dedicated execution branch was found in the inspected arena. Its table description is an intended behavior, not proof that activating it changes the board.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
Compare table wording
Reverses actions take. Defaults to self - reverses the last move and activation keeping them in their current expended status.
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicRangelimited
Adds a Range relation used to relax the source’s normal same-Location targeting check. This is staged support, not a complete numeric-distance system.
- Activate → legal target → Resolve Effect; Clear can remove a specified relation.
Compare table wording
Range a target, Ranging- This effect allows its targets to use their effects targeting any legal target on any location, overrides the on this Location or on an adjacent location.
This is table metadata; use the behavior and status above for this build.
Engine reference: legalEffectTargets
Link to this topicRecoverimplemented — focused tests; playtest pending
Recover establishes a bond to a target currently in play. The target acts normally until it leaves play; it then returns manifested and attached to the card that established Recover, provided that source remains in play. Deck return, shuffle into a pile, Exile and return to hand trigger recovery. The recovery source leaving play removes its bonds.
- Activate Recover → choose the card to protect → Resolve Effect.
Compare table wording
Previously destroyed card returns to its previous state or returns to hand.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect, restoreRecoveredCards
Link to this topicFortifyregistered / execution gap
The Effects table registers this word, but no dedicated execution branch was found in the inspected arena. Its table description is an intended behavior, not proof that activating it changes the board.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
Compare table wording
Owner retains control of the target
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicAttachlimited
With explicit two-target wording, choose a legal attachment card and then a distinct legal host. Source-attachment wording uses the source itself. Cycles and already-attached cards are checked. The known Creation wording issue is documented in Attachments.
- Activate → first Effect Target → second Effect Target (host) → Resolve Effect. Natural Attach is a different selected-card action.
Compare table wording
Attach (Target) to (Target)
This is table metadata; use the behavior and status above for this build.
Engine reference: setPendingTarget
Link to this topicClearimplemented
Removes the targeted relation/effect state selected by its wording. It is relationship cleanup, not a general delete-all-card-properties command.
- Activate → target carrying the relation → Resolve Effect; inspect relations to verify the scoped removal.
Compare table wording
Game session not cannon tables - Clear (Target) (Timing) -removes targets conditions attachments and its effects text for the duration turn by default.
This is table metadata; use the behavior and status above for this build.
Engine reference: clearEffectRelations
Link to this topicEntangleimplemented
Connects the source and legal target in an entangled group. Its relationship and location synchronization make them move together as an entity.
- Activate → Effect Target → Resolve Effect.
Compare table wording
Entangle (Target) to (Target)- 2 Cards targeted become 1 single manifestation sharing all traits and effects.
This is table metadata; use the behavior and status above for this build.
Engine reference: entangleCards
Link to this topicReduceimplemented — focused tests; playtest pending
Subtracts 1 from each digit numeral in the target’s effect text, stopping at zero. A zero-quantity effect has no legal targets and performs no action. Inline timing numerals change; separate Timing fields and written-out number words do not. Default expiry is the activating player’s next turn unless an explicit supported duration overrides it.
Example: “Destroy 1 Technology” becomes “Destroy 0 Technology”. Zero means no target and no action, never unlimited targets.
“2 per Turn” inside effect text becomes “1 per Turn”. The separate Timing field, Creation Cost and number words remain unchanged. All digit numerals in the target’s effect text are affected.
- Activate Reduce → choose target → Resolve Effect.
Compare table wording
Subtracts from a number on its target 1 by default, or reduces targeting scope. defaults to target
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect
Link to this topicExchangewording-dependent
Use the documented Exchange control or Swap form; the word alone does not establish a complete action.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
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Exchange (effect) (target) (position) (timing)- gives one to the other mostly paired with control effects.
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicActivateimplemented
Activates/rearms the selected eligible card and can load that target’s effects into the chain. Elements use their state-rearming behavior. The card’s ordinary Activate button still checks readiness.
- Activate the source → target → Resolve Effect → follow the newly loaded target effect.
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Activate (Target)- (Target) activates under control of the targeting cards controller for the duration of the effect or phase.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicSwapimplemented
Exchanges two legal targets using the engine’s swap operation, which handles position/control/attachment relationships without changing ownership. The domain and target wording determine what is swapped.
- Activate → select first target → select second target → Resolve Effect.
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Exchange positions of 2 targets- this changes control not ownerships positions attachment status but do not affect its current status.
This is table metadata; use the behavior and status above for this build.
Engine reference: applySwapOperation
Link to this topicRevealimplemented with compound-selection gap — playtest pending
Reveals the scoped hidden card or requested information. Top/bottom/random/selected qualifiers determine the choice; Reveal can also expose relations. An explicit activation clause may load the revealed effect.
Reveal makes information visible; it does not itself move, manifest or activate the revealed card. An explicit activation clause is needed to load its effect.
Reveals appear inside Cypher Display. Collapse preserves the reveal session; Close ends it and restores normal display. Ordinary reveals expire at phase end or when the card changes position. An explicit supported “until your next turn” duration and deck-stacking sessions retain their separate behavior.
An effect targeting a “revealed” card requires an active reveal session visible to the acting player. Card-type restrictions still apply: “Manifest 1 Object revealed to this Location” cannot manifest a revealed Vehicle. Keep the reveal open or collapsed until that follow-up resolves; closing it can remove the card’s eligibility.
“To this Location” fixes the destination to the source card’s Location. Use the legal target selector and Resolve Effect to execute the follow-up.
Known implementation gap: “Reveal the top and bottom card of your deck and 1 in hand” currently compiles as one Reveal selection, not three. This compound wording is not fully implemented.
- Activate → choose the offered hidden slot or legal target → Resolve Effect → read Reveal display.
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Reveals hidden cards, relations, legal targets, legal movements current conditions and relations
This is table metadata; use the behavior and status above for this build.
Engine reference: createRevealSession
Link to this topicStrayimplemented — focused tests; playtest pending
When resolving a targeted effect from a card with Stray, the engine chooses randomly from that effect’s legal targets at the source card’s Location. Type, controller and other target restrictions still apply. A chosen target remains fixed while the existing response window resolves.
Example: “Destroy 1 Technology” randomly selects a legal Technology at the source card’s Location. It cannot choose an Organism or a Technology elsewhere. With no legal target there, it cannot invent one.
Stray changes card-target selection, not every decision in a chain. OR branches, pile choices and destinations may still require their normal controls. Resolve chooses the card target, which stays fixed during its response window.
- Activate the effect, then press Resolve Effect without manually choosing its target.
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Makes targeting randomized.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect, selectStrayTargets
Link to this topicMuteregistered / execution gap
The Effects table registers this word, but no dedicated execution branch was found in the inspected arena. Its table description is an intended behavior, not proof that activating it changes the board.
- Inspect the compiled effect and log. There is no verified standalone UI sequence for this word; do not promise automatic execution.
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Negates incoming effects and clears the effects from the targeting card.
This is table metadata; use the behavior and status above for this build.
Engine reference: Effects table, resolvePendingEffectCore
Link to this topicDeflectimplemented
As a target response, redirects the incoming function to another legal target. This response path requires a legal replacement; when none exists, use another response or Pass. The table’s automatic-nullification description is not a guarantee of this path.
- Choose DEFLECT → choose legal redirect target.
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Redirects the next incoming effect to another legal target or nullifies the effect if no target is available.
This is table metadata; use the behavior and status above for this build.
Engine reference: chooseInterruptResponse
Link to this topicReflectimplemented
As a target response, creates an immediately resolving replica directed to a legal replacement target while preserving the suspended original. Each relation responds only once in that response lineage to avoid endless mirror loops.
- Choose REFLECT → choose legal redirect target → resolve the latest response first.
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Copies the next effects targeting it and activates the effect immediately which is then lost unless stated otherwise.
This is table metadata; use the behavior and status above for this build.
Engine reference: chooseInterruptResponse
Link to this topicIndestructibleimplemented — focused tests; playtest pending
An Indestructible card cannot be destroyed, either by a Destroy effect or the direct Destroy control. This does not prevent Exile, withdrawal or other displacement.
Indestructible does not mean untargetable: Destroy may select the card, but destruction is prevented at resolution. Other steps in a chain still follow their own rules.
Exile and return to hand are different operations and are not prevented by this protection. A supported explicit duration can limit a granted Indestructible ability.
- Printed standalone Indestructible protects its card; targeted Indestructible grants protection to its legal target.
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Negates all destroy effects targeting itself.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolveScopedEffect
Link to this topicFollowimplemented
Adds a directional relationship so the following card tracks its related card’s Location. Wording determines which one follows; this is not identical to mutual Entangle.
- Activate → target → Resolve Effect.
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Follows the target to its Locations.
This is table metadata; use the behavior and status above for this build.
Engine reference: syncAttachmentLocations
Link to this topicMoveimplemented
Moves the source or explicitly targeted Creation to a legal Location and synchronizes its attached entity. Destination restrictions and actual manifested-card eligibility remain in force.
- Activate → card target if requested → Location → Resolve Effect. Direct Move uses the selected card’s natural movement allowance.
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Moves its target to another Location.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicControlimplemented
Gain control assigns the legal target to the effect controller; give/lose/return control and exchange control use their respective recipient and duration logic. Ownership is retained. Exchange needs two legal targets.
- Activate → target (two for exchange) → Resolve Effect; inspect controller and expiry.
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Gains, gives, exchanges or loses control.
This is table metadata; use the behavior and status above for this build.
Engine reference: applyControlOperation
Link to this topicWithdrawimplemented
Returns the selected legal card to its owner’s hand through the return-hand operation. This is distinct from Fetch’s source-pile selection and from Destroy’s deck-bottom destination.
- Activate → Effect Target → Resolve Effect.
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Returns its target to its owners hand
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicDeactivateimplemented
Sets the legal target inactive; it does not itself remove the card from play.
- Activate the source → choose the offered legal target/source → Resolve Effect.
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Additional compiled operation documented from the arena.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicUn-isolateimplemented
Clears isolation domains from the selected legal target.
- Activate the source → choose the offered legal target/source → Resolve Effect.
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Additional compiled operation documented from the arena.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicUnentangleimplemented
Removes the selected target from its entangled relationship.
- Activate the source → choose the offered legal target/source → Resolve Effect.
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Additional compiled operation documented from the arena.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topicAttached-effect conduitimplemented
Channels an attached card’s eligible effect onto the chosen recipient. If several attached effect sources qualify, the engine offers a source choice; “all” can create a queue.
- Activate the source → choose the offered legal target/source → Resolve Effect.
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Additional compiled operation documented from the arena.
This is table metadata; use the behavior and status above for this build.
Engine reference: resolvePendingEffectCore
Link to this topic