Turn Structure
How Do Reactions and the Chain Resolve?
Resolve the newest waiting spell or ability first, with fresh response opportunities before the next item.
RiftPal explanation · Answer first
The short answer
Think of 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 as waiting instructions, with new responses placed above older ones. After every player passes 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 in sequence without adding anything, resolve the newest waiting item completely.
If items remain, players get another chance to respond before the next one resolves. Passing once does not agree to resolve the entire Chain.
Units, Gear and abilities that 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 resources have an important exception: they take effect without the usual chance to respond before they enter play or add their resources.
RiftPal explanation
How it works
Card reference
En Garde
Once the spells and abilities waiting on 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 are ready to resolve, the controller of the newest one gets 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 first and may add 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 or pass. Priority goes around in Turn OrderThe repeating player order established for the game. It governs regular turns and procedures such as passing Priority. An additional turn changes the queue of upcoming turns without changing this player order.View in Glossary . After everyone passes in sequence without adding anything, the newest waiting item resolves.
Spell
En Garde
[Reaction] (Play any time, even before spells and abilities resolve.) Give a friendly unit +1 [Might] this turn, then an additional +1 [Might] this turn if it is the only unit you control there.
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 means carry out that item's instructions completely. A response does not automatically cancel the older spell: both can resolve, newest first.
After an item finishes, apply its results, including automatic checks and any abilities they trigger. If items still wait on 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 , the controller of the newest one gets 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 . Players can respond again before it resolves.
Units and Gear are different: they enter play as soon as their choices, costs and legality checks are complete, without the usual response window before entry. Their triggered abilities can then be responded to normally. Activated or triggered 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 abilities also resolve immediately; spells that Add resources do not.
During a Showdown, finishing the Chain normally passes 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 to the next player. A Chain begun by a triggered ability or an Add ability does not pass Focus. These immediate Add abilities also do not pass Priority.
In practice
Example
You play a spell. Your opponent responds with a Reaction spell. With no other responses or intervening effects:
Your spell waits → opponent's Reaction is added → everyone passes → the Reaction resolves.
Your spell is still waiting. Players may respond again → everyone passes again → your spell resolves.
The second round of passing matters: resolving the response did not automatically resolve your original spell.
