Health

Frequently Asked Questions

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  • What's the timing of ongoing effects expiring?
    All "this turn" effects wear off at the same time. For now, assume all normal Time Passes activity (discard, lose elements, clear damage, ongoing effects expire) is simultaneous. Cards like "Gift of Constancy" (which modify discarding Powers) or "Unquenchable Flames" work because they explicitly specify a timing.
    Rules for non-standard things that happen during Time Passes (like Shroud of Silent Mist's "Slow and Silent Death") can be done before or after effects wearing off unless otherwise specified.
    If it ever becomes clear that there really ought to be some sort of internal ordering to Time Passes, we'll call out that ordering in whatever expansion / FAQ it becomes relevant.
    Tags: Time Passes, Timing, Defend, Action Modifiers, 38 more...
  • When a piece or the land has both a bonus and a malus to Health, can players benefit from the standard "min. 1" limit on the malus by applying all of the penalties before the bonuses?
    No, the restriction that Health can't go below 1 applies to the final Health at the end of the computation, not on any intermediate state where only some of the Health modifiers have been applied. Apply all of the bonuses and maluses at once to get the final Health value, and then apply the "min 1." limit at the end.
    This mostly comes up when there are multiple maluses at once or when a single malus is -2 or more. For example, if the land is under the effect of "All Things Weaken" (-1 Health), "Depleted Soil" (-1 Health in lands with Towns/Cities), and "Anchor the Land's Resilience" (+8 Health in Sacred Sites of Vital Strength of the Earth's Resilience Aspect), the final total is 2−1−1+8=8 Health for the land, even though applying the penalties "first" made the Health 0 in the middle of the computation.
    Tags: Health, Durable, All Things Weaken, The Land's Bounty Exhausted, 19 more...
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