Moving cards

Retract, Teleport and Exile, the Leader who never moves, cards that leave the field, and moving cards between deck and hand.

CodexChapter 15 of 18Rules for game version 0.4.0

15.1Retract

  1. 15.1.1

    To Retract a Soul is to return it to its owner's hand.

  2. 15.1.2

    Its Armament goes to its owner's hand too. Ambushes at its slot stay. Everything that applied to the Soul ends: damage, bonuses, granted effects, counters (15.5.1).

15.2Teleport

  1. 15.2.1

    To Teleport a Soul is to pick it up and place it on another empty soul slot of its controller whose highest rank is exactly the Soul's rank, and onto which the Soul could be recruited.

  2. 15.2.2

    The Soul may not go to a slot that hangs directly under its current slot (that slot would lose the Soul above it).

  3. 15.2.3

    The effect's controller chooses the slot. If there is none, the Soul stays where it is.

  4. 15.2.4

    The Soul does not leave the field. It keeps its damage, bonuses, granted effects and counters, and its Armament moves with it. Ambushes stay at the old slot. An Ambush it set still counts as its own: until that Ambush has been sprung, the Soul can't set another.

15.3Exile

  1. 15.3.1

    To Exile a card is to put it face up into its owner's Exile, a public pile from which nothing returns.

  2. 15.3.2

    An exiled Soul's Armament goes to the Elysium. Exiling a captured Soul frees its slot.

15.4The Leader never moves

  1. 15.4.1

    A Leader never leaves its altar. Effects that would return or teleport it leave it where it is; the rest of such an effect still happens, and a paid cost stays paid.

  2. 15.4.2

    A Leader can be captured like any Soul. That ends the duel (16.1.1).

15.5Leaving the field

  1. 15.5.1

    A card that leaves the field (to a hand, the Elysium or the Exile) loses everything that applied to it there: damage, bonuses, granted effects, the count of its limits. If it comes back, it is a new card.

    1. Its limits start again from zero.
    2. Effects it put on the Cascade during its earlier stay fizzle (11.6.1).
    3. An Ambush it set before no longer counts as its own: it may set a new one, and the old one stays at its slot and may still be sprung.
  2. 15.5.2

    Being captured is not leaving the field: the Soul stays on its slot, face down.

15.6Deck and hand

  1. 15.6.1

    Draw: take the top card of your deck into your hand. With an empty deck, nothing happens.

  2. 15.6.2

    Enlist: search your deck for a card that matches, show it to your opponent and put it into your hand; then shuffle your deck. If no card matches, you take nothing, and the deck is still shuffled.

  3. 15.6.3

    Look at the top: look at the given number of cards from the top of your deck, put the given number into your hand and the rest on the bottom of your deck in the order you choose.

  4. 15.6.4

    Discard: put cards from the hand into the Elysium. The player who discards chooses which, including when an effect makes the opponent discard.

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