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Multiplayer Movement and Response Order

Follow all players’ response opportunities while keeping staged and ongoing combat limited to two opposing players.

What you’ll learn

  • Pass Priority and Focus through the whole table.
  • Order combat-start triggers correctly.
  • Distinguish illegal third-player movement from forced play.

Understand the concept

A free-for-all gives every player opportunities to respond, but only two opposing players take part in each combat. Use A → B → C, or A → B → C → D, as the table’s turn order. The holds spells and abilities waiting to resolve. is the opportunity to play or activate at an allowed time. A is the response sequence before a battlefield’s contest or combat is settled; identifies who can act while its chain is empty; gaining Focus also gives Priority. Keep these opportunities separate from the restrictions on bringing units to a battlefield.

A three-player chain needs three consecutive passes

Suppose A controls the newest finalized spell (its choices, costs and legality check are complete). A has Priority and passes to B. B passes to C. If C also passes, that item resolves. If C instead adds a legal , the new item waits above A’s spell and a new complete sequence of passes is required.

After that response resolves, if A’s spell is again the newest confirmed item, A gets Priority. A, B and C must all have their response opportunity again before it resolves. Earlier passes did not commit a player to pass on every later item.

Related RuleHow Do Reactions and the Chain Resolve?

A fourth player is not skipped

In , the same process includes D. A → B → C is not enough to resolve an item while D still has a response opportunity. Everyone must pass in sequence without another item being added.

Showdown Focus also circulates in turn order. A player with Focus may make a legally timed play or pass. A complete uninterrupted round of Focus passes closes the Showdown. When a chain started by an ordinary Showdown play empties, Focus normally advances; a chain opened by or an (one that produces energy or power) has the specific exception and does not advance Focus merely because it emptied.

Combat-start triggers use a special order

All players may have relevant triggered abilities (created when their stated event happens), although exactly two opposing players participate in combat. Place the attacker’s combat-start triggers first, then the non-defenders’ in turn order, then the defender’s last. A player orders their own simultaneous triggers.

Example - A attacks C in War For the triggers generated by establishing attacker and defender, place A’s first, B’s then D’s, and C’s last. C’s are newest and therefore resolve first after their choices, costs and legality checks are complete and all required players pass. This placement order is not simply A → B → C → D.

Related RuleHow Do Three- and Four-Player Games Work?

A staged combat already blocks a third participant

A combat is staged when units of two opposing players are present but combat has not started its steps. The entry restriction already applies then. C cannot move or choose to play a unit into A and B’s staged fight, just as C cannot join their ongoing combat. A legal spell affecting the fight is different from adding C’s unit there.

If an effect requires moving C’s unit into that invalid destination, the unit is instead. If an effect requires playing C’s unit there, play it to C’s Base instead. Subsequent “here” in that corresponding play effect refers to the Base. Forced Move and forced play have different outcomes; neither adds a third combatant.

Resolve staged contests one at a time

Effects may create contests at several battlefields. Only one Showdown or combat runs at a time; the turn player chooses which staged combat to resolve first. A staged fight that loses its opposing presence before its steps begin is no longer resolved as that fight.

Example - A second battlefield changes A and B are in an ongoing combat at the left battlefield. A legal effect moves one of A’s other units into C’s presence at the right, staging an A-versus-C combat. It waits while the first finishes. If one side leaves the right before its combat begins, do not run an obsolete staged fight. Ordinary cannot be issued during a Showdown or combat; use an actual effect with the required permissions.

Related RuleWhat Happens in a Showdown, Even at an Empty Battlefield?

Teams add an occupation restriction

In , your units cannot move to a battlefield occupied by your ’s units. This applies to instructed movement as well as Standard Moves; an instructed invalid move becomes Recall. It is separate from the rule excluding a third participant from a staged or ongoing combat.

Before announcing a play, check timing, target choices, movement destinations and who already has units at each destination. Being a teammate or having Reaction never removes those destination restrictions by itself.

Key points

  • All players respond; only two opposing players participate in a combat.
  • Combat-start placement is attacker → other non-defenders → defender.
  • Staged combat restrictions apply before combat starts; forced moves Recall and forced plays go to Base.
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