Multiplayer
Multiplayer Movement and Response Order
Follow all players’ response opportunities while keeping staged and ongoing combat limited to two opposing players.
Guide overview
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.
Guide content
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 ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary holds spells and abilities waiting to resolve. PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary is the opportunity to play or activate at an allowed time. A ShowdownA Showdown is a structured opportunity for players to act when a Battlefield is contested.View in Glossary is the response sequence before a battlefield’s contest or combat is settled; FocusThe opportunity to act in a Showdown when the Chain is empty. Gaining Focus also gives Priority; you need both to act. Passing Priority during a Chain does not itself pass Focus.View in Glossary 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 ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary , 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.
A fourth player is not skipped
In WarThe four-player free-for-all mode. It uses three battlefields, contributed randomly by everyone except the first player, and a Victory Score of 8.View in Glossary , 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 Triggered AbilityAn ability started by a stated event or time, usually introduced by "when" or "at." It goes on the Chain when its condition is met.View in Glossary or an AddPut the stated Energy or Power into your Rune Pool. Activated and triggered Add abilities resolve as soon as finalized; spells that Add resources use the Chain normally.View in Glossary (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.
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 RecallRecall means moving a permanent back to its controller's Base.View in Glossary 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 Standard MoveA Standard Move is the normal way a unit moves between its Base and a Battlefield.View in Glossary cannot be issued during a Showdown or combat; use an actual effect with the required permissions.
Teams add an occupation restriction
In Magma ChamberThe two-versus-two mode. Teams share points, win or lose together, and use a Victory Score of 11. Players keep separate control of their cards and separate XP.View in Glossary , your units cannot move to a battlefield occupied by your TeammateA player on your team. Their cards count as friendly to yours, but you do not share control of cards or XP.View in Glossary ’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.
Keep in mind
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.
