B · Engine & Sequencing · §10
Let them commit first, recount alone after every movement, and know which triggers survive a counter.
Reactions are most valuable after they have declared the critical attack, moved a second unit, paid a protection cost, spent the Power for another answer, and revealed which battlefield matters. Casting pre-emptively makes a unit larger, and it also removes uncertainty, gives them a full action cycle to change locations, tells them the rest of your hand is less protected, and wastes the bonus entirely if no Showdown happens.
Before combat damage, check how many friendly units are at the battlefield, whether or entered, whether moved something, whether displaced a unit, whether one of yours died, whether the Legend bonus is currently active, and whether Poro is still eligible to draw.
That matters when baiting . An or that gets countered still leaves Fervent one Might larger for the turn.
If Fervent was exhausted and becomes ready during Awaken, she has +1 for the current turn already. Include it before calculating , , , whether she is Mighty, or whether the opponent can get through the Legend bonus. If she was already ready, there is no bonus.
chooses one friendly source and up to one enemy unit per point of that source’s current Might during finalization. The number of enemy targets is locked at that stage. If the source’s Might later drops you may have to drop excess targets; if it rises you get more damage but no new targets, and each target with Deflect imposes its own cost.◆src
Hourglass replaces a friendly unit’s death by killing itself, healing the unit, exhausting it and recalling it to base. The unit survives, its Deathknell does not happen, it leaves the battlefield, and it cannot keep defending that location.◆src
chooses one friendly and one enemy unit, with an optional Body Power for +2, and both deal damage equal to their Might. They can respond by raising theirs, reducing yours, moving a unit, countering it, protecting the target, or paying Deflect. It is strongest after their interaction is already spent.◆src
gives +6 for the turn and has Flow 4. The first use puts it in the trash and the second banishes it. Both casts in one turn is possible with enough Energy, but it costs eight, exposes both to interaction, concentrates everything into one unit, and usually produces far more Might than the scoring decision needed. Saving the Flow cast for a later turn is normally worth more.◆src