Advanced Rules

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Revision as of 14:52, 21 July 2026 by Chesto (talk | contribs) (Created page with "''Note: This page is under construction. Rules and rulings will be added to this page sporadically and may not be in any order.'' This page contains any more detailed rules and rulings that may not be not covered in How to Play. === Rules === * Effect which trigger off of an action or ability last until the end of the current turn, unless otherwise stated. This contrasts with recurring effects from Scenes, Fields and grabbed Toy|Toys...")
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Note: This page is under construction. Rules and rulings will be added to this page sporadically and may not be in any order.

This page contains any more detailed rules and rulings that may not be not covered in How to Play.

Rules

  • Effect which trigger off of an action or ability last until the end of the current turn, unless otherwise stated. This contrasts with recurring effects from Scenes, Fields and grabbed Toys, which are considered game states (e.g. "while this Toy is grabbed") and apply until the state no longer applies.
  • If both players control different cards which modify how Fights behave (such as replacing them with mini-games), the active turn player's card has priority.

Value Changes

  • Values halved by a card or effect (e.g. ConfidenceConfidence, MaturityMaturity, Cookie GainCookie Gain) are rounded down, unless otherwise stated.
  • Fixed increases and decreases to a Character's stats continue to apply even when that Character is Regressed or Restored, while effects which set, swap, or match these stats do not.
  • Stat changes are considered to be "checked" when the effect is applied or at the start of the turn, and this new value is considered for future effects, such as swaps. For example, if a Character grabs a Toy, increasing its ConfidenceConfidence, and its Confidence is then swapped with another Character's, the Confidence increases from the Toy is not reapplied.