Fully Evaluating Player Effects

Name
Fully Evaluating Player Effects
Details
Designer's intent is that player effects must be played in a way that allows any negative effects to be fully evaluated, but that positive effects can be targeted sub-optimally. Positive effects that are contingent on negative effects are typically written in a way that makes this explicit. This differs from what a strict interpretation of Rules as Written would lead a player to believe.
Example: Brama uses Brink Siphon (Any player gains 4 life). She can choose to heal any player, even if that player has not taken at least 4 damage, and even if there are other players who have taken at least 4 damage.
Example: An exhausted mage uses the relic Caged Fire (Destroy the top card of any player's discard pile. OR Destroy this. Gain 2 life.). Even though the mage cannot gain life due to exhaustion, they can still choose to destroy Caged Fire using the alternate effect (no life is gained).
Example: A mage without any Pulse tokens uses Adrenal Batteries (Gain 2 pulse tokens. You may lose 4 pulse tokens. If you do, open any player's closed breach. Then, gain a spell from any supply pile that costs 5$ or less and prep that spell to any player's opened breach.). Since the mage is unable to lose 4 pulse tokens, they do not open a breach, nor do they gain a spell to prep to an opened breach.
Cards
Caged Fire Adrenal Batteries
Mages
Brama
Nemeses
Other
Brink Siphon General Mechanics
References
https://boardgamegeek.com/article/33574793#33574793 https://discordapp.com/channels/488460591128641536/488567477018689537/654702472027308036 https://discordapp.com/channels/488460591128641536/488567477018689537/649618779856437248