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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.

The short answer

Think of the as waiting instructions, with new responses placed above older ones. After every player passes 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 resources have an important exception: they take effect without the usual chance to respond before they enter play or add their resources.

How it works

En Garde

Once the spells and abilities waiting on the are ready to resolve, the controller of the newest one gets first and may add a legal or pass. Priority goes around in . After everyone passes in sequence without adding anything, the newest waiting item resolves.

Energy1
Calm

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.

OGN-046/298

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 , the controller of the newest one gets . 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 abilities also resolve immediately; spells that Add resources do not.

During a Showdown, finishing the Chain normally passes 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.

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.