Advanced Systems
Calculating Might Changes
Distinguish a bonus that keeps recalculating from a fixed change, then track negative Might, swaps and changes that end at different times.
Guide overview
What you’ll learn
- Calculate changes with a stated minimum or maximum at the right moment.
- Keep negative values for arithmetic.
- Separate duration changes from Mighty transitions.
Guide content
Understand the concept
MightMight represents both how much Combat Damage a unit can contribute and how much marked Damage it can normally take before being killed.View in Glossary is the number used to calculate a unit’s combat damage and check whether damage is lethal. Write down what each effect adds or subtracts and when that change ends. “Increase to,” “becomes,” “DoubleIncrease a value by its current amount when instructed, for the effect's stated duration. Doubling a negative value adds 0.View in Glossary ” and “SwapExchange two numeric values by adding their difference to the lower value and subtracting it from the higher one for the instructed duration.View in Glossary ” can produce the same number now but react differently to a later change. A Passive AbilityAn ability that applies automatically while its conditions are true, without being activated or put on the Chain.View in Glossary keeps applying while its text is active; a one-time numerical increase or decrease instead keeps the amount it calculated.
A set value and a passive threshold differ
Setting Might to 5 changes the starting value in the trait LayerOne of four ordered steps for calculating a game object’s characteristics: copy effects, trait changes, ability changes, then arithmetic. Dependencies and timestamps order effects within each layer.View in Glossary . Increasing Might to 5 supplies an arithmetic increase, if needed. A continuing passive ability recalculates that contribution as other effects change.
Example - Several thresholds A 3 Might unit is affected by an older passive increase to 5 and a newer passive increase to 6. Each changes how much the other would add, so TimestampWhen an effect began applying, used to order effects from oldest to newest within a layer or sublayer when no dependency sets their order.View in Glossary s order the effects by when they began applying: the first adds 2, then the second adds 1, for 6. Remove the second effect and recalculate: the first still brings the unit to 5. Do not preserve the earlier +1 from an ability that stopped applying.
A limited one-time effect remembers its amount
A non-passive increase or decrease with a limit takes a SnapshotThe fixed increase or decrease remembered by a non-passive arithmetic effect after applying its minimum, maximum or other limitation when it happens.View in Glossary : it records the amount when it applies. That remembered amount lasts for its stated duration. Use the value on ResolveCarry out a finalized Chain item's effects. Normally the newest waiting item resolves after everyone passes Priority in sequence. Units, Gear and Add abilities instead resolve immediately when finalized.View in Glossary , not merely the value when you chose the TargetA specific object, player or zone chosen by a spell or ability under the targeting rules. Check legality when choosing and when resolving. Costs, automatic groups and explicit "pick" choices do not target; pending Chain items cannot be targeted.View in Glossary .
Example - Reduce to a minimum A 2 Might unit receives a reduction of 4, to a minimum of 1 this turn. The effect creates only -1. Give that unit +3 afterward: 2 + 3 - 1 = 4. The earlier reduction does not expand to -4. A passive threshold would keep recalculating; this one-time effect remembers its limited contribution.
Double the total once, then track durations
Doubling adds a fixed amount equal to the current value when the action happens. It does not create a multiplier that continually doubles later effects.
Example - Two expiry times A 3 Might unit has ShieldA unit keyword that adds its value to the unit's Might while it is a defender. An omitted value is 1, and multiple values add together.View in Glossary 2 while defending, so it currently has 5. Double its Might this turn: the effect adds +5, for 10. When its unit stops being a defender, Shield’s +2 stops, leaving 3 + 5 = 8. When the doubling effect expires, it returns to 3. The combat bonus and the bonus lasting for the turn end at different times.
Swap creates two bonuses or reductions
For a swap, calculate the difference between current values. Add it to the lower value and subtract it from the higher value for the stated duration. Equal values need no change. Later bonuses still apply normally.
Example - 2 and 5 Swapping these values creates +3 on the first unit and -3 on the second. They become 5 and 2. An additional +1 makes the first 6; the swap does not force it back to 5.
A Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary , which changes an event before it happens, can change one of these increases or decreases without recalculating the original difference. The FAQ’s empowered Gangplank, Naval case swaps a 2 Might unit with his 6 Might: the other unit gains the calculated +4 and becomes 6; Gangplank replaces the -4 event with +3 and becomes 9.
Keep negative Might for calculations
Might can be negative. Ordinary references to Might and contributions to combat damage treat a negative value as 0. Arithmetic that changes Might, including swaps, uses the actual negative value.
Example - Swap -2 and 3 The difference is 5, so the first receives +5 and the second -5. They become 3 and -2. If instead you double the -2 unit, doubling cannot add a negative increase: it adds 0. That unit remains at -2 rather than becoming -4 or 0.
Check Mighty after the complete change
A unit is MightyA unit with 5 or more Might. Use current Might on the board and printed Might in a non-board zone.View in Glossary at 5 or more. It becomes Mighty when its current Might changes from below 5 to at least 5. Going from 5 to 6 maintains the state and does not create another such event.
Example - Across a combat A 4 Might defender gains Shield 1 from an effect, becomes 5 and becomes Mighty. If that Shield ends and it falls to 4, it is no longer Mighty. A later +1 can create a fresh transition to 5. On the board, use current Might; away from the board, such as in the deck or trash, Mighty is checked using printed Might. Do not treat the internal stages of one layer calculation as separate threshold crossings.
Keep in mind
Key points
- Record the contribution and duration of each bonus or reduction.
- Passive thresholds recalculate; limited non-passive effects remember their applied amount.
- Negative Might remains negative for arithmetic; Mighty checks the finished state.
