Zone

Jump to navigation Jump to search

A Zone is the place where a Card can be located during gameplay. All zones are considered separate from one another. Some zones may physically be present within the same space but are still separate zones for gameplay purposes.[1] A card can only be in one zone at a time and moving it to another zone must happen when there are no effects to resolve unless the movement is the result of an effect. Each player has their own set of zones and players can't interfere or interact with other player's zones.

Example of the zones with cards during a game. Top-left the Deck, top-right Play. bottom-left the Discard and bottom-right the Inkwell.

Play

The Play zone is the main gameplay zone. Characters, Items and Locations in this zone must be face-up and are considered in play to be used by their player during their Main Phase. Some card's abilities trigger when they are put into this zone or when they leave it. Physically, the zone is normally located further from the Inkwell, closer to the opponent's Play zone. It's recommended that Characters waiting for their "Ink to dry" to be placed closer to the player as to not be confused with those that are already dry.

The Deck

The Deck zone is the where cards wait to be drawn. Cards in this zone are unknown to the players unless they use an ability that reveals them, therefore the deck should remain facedown at all times. Having zero cards in the deck when drawing is a condition that results into the player loosing the game automatically.

The Hand

The Hand zone is the where drawn cards wait to be put in play, added to the inkwell or discarded. Cards in this zone are known to the players but unknown to the oppoenents unless they use an ability that reveals them. There's no maximum number of cards that can be in the Hand.

The Inkwell

The Inkwell zone is where inkable cards are used to pay for cost. Each turn the player can add a card facedown into the inkwell from their hand, unless an abiliity allows to add more during that turn. Each card counts for 1 Cost-plain black.png each turn. At the end of the turn all cards in the inkwell return to a ready position.

The Discard

The Discard zone is where cards that are considered out of the game remain face-up until the end, unless an ability allows them to return to another zone. This is the only zone that the player and their opponent's can look into. Some card's abilities trigger when they are put into this zone.

The Bag

The Bag zone is the only zone that isn't a physical zone, therefore Cards can't go into The Bag. The zone is a waiting room for abilities that are waiting to be resolved since the player can decide the order in which it would benefit them the most. The Bag is required to be empty before the player's Main Phase ends.

References

Gameplay terminology
Game  Setup  •  Alter Hand (Mulligan)  •  Game Start  •  Win Condition
Zones  Deck  •  Play  •  Discard  •  Hand  •  Inkwell  •  The Bag
Turn Phases  Beginning Phase  •  Main Phase  •  End of Turn Phase
Terms  Banish  •  Challenge  •  Cost  •  Damage  •  Discard  •  Draw  •  Exert  •  Ink  •  Move  •  Pay  •  Play  •  Quest  •  Ready  •  Return  •  Reveal  •  Sing  •  Turn