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This document contains the card clarification and errata, rules clarifications, timing structure, and
frequently asked questions for Warhammer: Invasion The Card Game. All official play and tournaments
will use the most recent version of this document to supplement the most recent Warhammer: Invasion
The Card Game core rulebook. Changes have been noted in red text.
Warhammer: Invasion The Card Game © Games Workshop Limited 2012. Games Workshop, Warhammer, Warhammer: Invasion The Card Game, the foregoing marks’ respective
logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters,
products and illustrations from the Warhammer World and Warhammer: Invasion The Card Game game setting are either ®, TM and/or © Games Workshop Ltd 2000-2012, variably
registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trade-
marks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
1. Card Clarification and Errata .................. 3
2. Official Rules Clarification ........................ 7
3. Timing Structure .............................................. 14
4. Frequently Asked Questions ................. 17
This section contains the official rules
clarifications and errata that have been 34 Warrior Priests Corruption
made on individual cards or sets in Should read: “Redirect 1 damage
assigned to this unit each turn to one
Cycle
Warhammer: Invasion The Card Game.
The errata on any individual card target unit in any battlefield. (If there is
no valid target, the damage is assigned 17 Warp Lightning Cannon
always applies to all reprinted versions
to Warrior Priests.)” Can be played on an already corrupt
of that card. This section also lists
unit. The “corrupt that unit” effect is
tournament restricted and banned cards.
39 Church of Sigmar cancelled.
This effect applies to all units a player
General controls (in play, out of play, and 27 Repeater Bolt Thrower
All instances of “After your turn entering play) since the Church of Should read: “Battlefield. Action:
begins” should read “At the beginning Sigmar modifies the opponent and not Spend X resources to deal X indirect
of your turn.” the units themselves. damage to target opponent. X is the
All instances of “after” in card text number of your developments in this
boxes should read “when.” 45 Twin Tailed Comet zone. (Limit once per turn).”
When copying a tactic with a variable
All instances of “damage dealt” and cost (X), X is defined as 0.
“damage assigned” and “damage 37 Zealot Hunter
just assigned” on cards that redirect Example: Tom plays Flames of Tzeentch, Should read: “Forced: When this unit
damage should read “damage that paying 2 and dealing 2 points of damage enters play, destroy target unit that
would be dealt.” to one of Kris’s units. If Kris plays Twin does not share the racial affiliation of
Tailed Comet to copy Flames of Tzeentch its controller’s capital.”
All instances of “If you control a non- without paying its cost, X is defined as 0 in
[faction] card...” should read “If you the copied effect. This means that copying
control a faceup non-[faction] unit or Flames of Tzeentch would deal 0 damage. 55 Rat Ogres
support card...” Should read: “Action: At the beginning
47 Franz’s Decree of your turn, restore all Skaven units.”
Most Recent Printing
In the case where an LCG card is Should read: “Action: Target unit
reprinted with updated errata text in a cannot be declared as an attacker or
64 Vigilant Electors
later printing, the most recent printing defender.” If a unit is already attacking
Should read: “...It then counts as an
is the legal version of the card. All or defending, Franz’s Decree does not
Attachment support card with the text
older LCG printings are assumed to be change its status.
“Attached unit is destroyed at the end
updated with the errata text. When in of its controller’s turn.”
doubt over two versions of a card, the 62 Urguck
most recent printing can be identified “During your capital phase, you may
by the copyright dates on the cards in
76 War Hydra
spend damage on this unit as though it
Should Read: “...Forced: Each time
question. FFG will see that all LCG were resources” means that any damage
this unit is assigned 1 damage, remove
reprints with updated errata text are tokens on Urguck during the capital
a resource token from this unit to
also recorded in the FAQ. phase can be removed, and for each
cancel that damage. Then, add 1
damage removed, the controlling player
resource to your pool.”
Core Set is considered to have spent 1 resource.
Phase 2
Quest Phase
Active player counts power in his quest
zone and draws that many cards from
the top of his deck.
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Actions may be taken by either player.
Phase 3
Capital Phase
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Active player may play character, support,
and quest cards from his hand to his three
zones. Active player may also play one
card face down as a development. Actions
may be taken by either player at any time.
Phase 4
Battlefield Phase
Beginning of the Phase (See D under
Detailed Timing Structure on page 14).
Active player declares the target of his
attack, if any.
Detailed 4. After B-3 resolves, priority passes and players may take
additional actions [Go to B-2] (players alternate turns when
Timing Structure taking actions that start action chains, so the first player
has priority first during each Action Window, and then after
he passes or a chain is completed priority to take an action
A. After a Trigger Condition passes to the next player). Action Window closes when
1. Resolve triggered Constant Effects (all effects exist neither player wants to take any additional actions.
independently of their source)
-Active player resolves his effects in any order of his
choice [Go to C] C. Resolving a Constant/Forced Effect
1. Choose target(s) of effect (if no valid targets exist, cancel
-Next player resolves his effects in any order of his effect)
choice, etc. [Go to C]
2. Pay costs of effect. If this triggers a Constant or Forced
2. Resolve Forced Effects (all effects exist independently of Effect(s), [Go to A] (or cancel if costs cannot be paid)
their source)
3. Apply effect. If this triggers a Constant or Forced
-Active player resolves his effects in any order of his Effect(s), [Go to A]
choice [Go to C]
-Next player resolves his effects in any order of his
choice, etc. [Go to C] D. Beginning of a Phase/Turn
1. Resolve “at the beginning of the turn/phase” triggered
Constant/Forced Effects [Go to A]
B. Action Window 2. Action Window [Go to B]
1. Players take turns putting Triggered Actions that have
met their trigger condition since the last Action Window on
a chain, starting with the first player (the Triggered Actions
also must have met their trigger condition this turn) and E. End of a Phase/Turn
continuing until all players pass 1. Action Window [Go to B]
-After this, players may only trigger a Triggered Action 2. Resolve “at the end of the phase/turn” triggered Constant/
if it has met its trigger condition since the beginning of Forced Effects [Go to A]
the Action Window, and they must do so at the first 3. Constant Effects that last until the end of a phase/turn
opportunity (adding it to the existing chain, or starting expire (players can no longer trigger Actions, Forced
a new one) Effects, or triggered Constant Effects)
2. Players have the opportunity to play actions (starting
with the player who has priority, these will either start a
new chain or be added to an existing chain if any Triggered
Actions were triggered during B-1)
-Choose targets, then pay all costs. If this triggers a
Constant or Forced Effect(s), [Go to A]
-This continues until both players have passed
consecutively
3. Resolve the Action chain
-Chain resolves in reverse order (last in, first out)
-Effects exist independently of their source
-Effects check targets and conditional requirements at
resolution and are cancelled if all targets are invalid or
the conditional requirements are not met
-If an ability triggers a Constant or Forced Effect(s),
pause chain resolution and [Go to A]
Q: Can I still use abilities/draw because it has damage equal to its Q: How exactly does assigning
cards/get resources if the relevant hit points. combat damage to defending units
zone is burning? work?
Q: If my opponent plays an A: When assigning damage to
A: Yes. A burning zone still
Attachment support card on a defending units, the attacking
functions normally except that it
unit, can I respond with Iron player must assign enough damage
cannot be assigned damage.
Discipline (CC 45) to the play to destroy the defending units
of the attachment to make him before being able to deal damage
Q: Can I attack an already
spend extra resources or cancel the on the opponent’s capital. This
burning zone?
attachment? means that the attacker must take
A: Yes.
A: Yes. This is because playing an into account the unit’s hit points
attachment on a unit is an action and any damage cancellation effects
Q: Do effects that occur “at the
that targets a unit. (Reversal of that are already active before
beginning of the turn” occur before
previous ruling) damage is assigned. The attacker
the Kingdom Phase?
is allowed to assign more damage
A: Yes. These effects are all now Q: If I trigger Deathmaster than is necessary to destroy a unit
accounted for in the updated turn Sniktch’s ability while there are in anticipation of more damage
sequence diagram. They all happen 4 Skaven cards in play (including cancellation effects if he so
during the “Beginning of the Turn” himself), targetting a unit with 3 chooses.
phase. hit points, and my opponent in
response, plays Flames of Tzeentch Q: If I have The Glittering Tower
Q: If a development that you played and destroys one of the Skaven (AU 13) in play, and multiple units
from your hand was destroyed by cards in play, what happens? are healed by the same effect (e.g.
a card effect and was a Dwarf unit, Initiate of Saphery’s card effect),
A: The Flames of Tzeentch will
can I play Stand Your Ground (CC does the Tower’s ability trigger
resolve first and destroy a Skaven.
2) to return that Dwarf unit from once or once for each unit healed?
Afterwards, Deathmaster Sniktch’s
my discard pile to play?
ability will attempt to resolve. A: The Glittering Tower will
A: Yes. Stand Your Ground only When the card effect checks if trigger once for each unit healed,
looks for a unit card that has the targetting conditions are still regardless of if they are healed
entered the discard pile this turn, fulfilled, it will see that the target simultaneously.
regardless of how it entered the now no longer has fewer hit points
discard pile. than the number of Skaven in Q: If I have Savage Gors (CS 90)
play. The card effect will then be on the quest Sack Tor Aendris (AU
Q: Do loyalty icons on tactics cancelled because the target has 32) in the Quest Zone, does its
reduce the cost of other tactics become illegal. Battlefield ability activate?
played in response?
A: No. This is because the Savage
A: No. The tactic is not in play and Q: If I have an Altar of Khaine Gors are only able to attack as
only loyalty icons in play count (AU 36) and 3 units in play and my though it were in your battlefield.
towards loyalty costs. opponent plays a Troll Vomit (CS The ability does not actually put the
80), can I trigger the card effect card into your Battlefield.
Q: If I turn Grimgor Ironhide multiple times and return all 3 units
(CS 63) face up with Rip Dere to my hand? Q: If I have Lord of Change (MD
‘Eads Off! (CS 75), does Grimgor A: Yes. As long as you can pay 21) out and my opponent draws
destroy the support cards and all costs, you may trigger Altar three cards, do I get to look at each
developments in the corresponding of Khaine to a single card effect one?
zones? that destroys multiple units A: No. Whenever you draw
A: No. The development containing simultaneously. multiple cards from a single action,
Grimgor is already in play, so you draw them all at the same time.
Grimgor does not enter play and his Q: Can I use Sigmar’s Brilliance
ability is not triggered. (CC 105) to move units into my Q: If Soul Stealer (EC 117) is
opponent’s Quest zone? destroyed, does the unit it was
Q: If a unit has 0 hit points and no A: No. A player may not move or attached to return to its original
damage tokens, is it destroyed? play units into his opponent’s zones. owner?
A: Yes, it is destroyed immediately A: Yes. Soul Stealer’s text is a
constant effect, and so it affects the card entering play is considered to
game only as long as it remains in be neither in play nor out of play, Therefore, if there are two
play. If Soul Stealer leaves play, the and can only be affected by “just Bloodletters in play, triple all
unit’s original owner will regain played” effects while it is on the damage assigned to units; if there
control of the card, moving it to chain. are three Bloodletters in play,
their corresponding zone. quadruple it; and so on.
Q: Am I allowed to shuffle all my
Q: If I control Fellblade (CC 100) developments in a zone so that Q: If I trigger the Action on
and my opponent plays a unit into my opponent can’t tell which Sorcerer of Tzeentch (MC 53), can
a zone containing a Warpstone development is which? my opponent respond with Iron
Excavation (CS 116), is the unit A: Yes, you can re-arrange or Discipline (CC 45), and can I still
considered to have been corrupted, shuffle your developments in any get a resource token on the Sorcerer
allowing me to put a resource token zone whenever you want. However, if I do not pay 4 resources?
on Fellblade? if you are targeting a particular A: The placing of the resource token
A: No. A unit that enters play in a development with an effect, then it on the Sorcerer is not considered
particular state is not considered to must be clear which development to be a cost, and so will not occur
have changed states. So in this case you are targeting, and your when you activate the Action.
there is nothing being corrupted opponent can target it as well for as Whenever you trigger an action you
to trigger Fellblade. However, if long as you target it. must declare all potential targets of
a unit already in play moves to the action, or you cannot trigger it.
the zone that contains Warpstone Q: Can I move more damage onto This means that even though the
Excavation, then it is considered to a unit than it takes to destroy that “Then” clause of the Sorcerer has
have been corrupted and a resource unit? For example, can Orc Shaman not activated, you must still declare
token would be placed on Fellblade. (MC 45) move 5 damage to a unit its target. So if a player responds
that has 1 remaining hit point? with an Iron Discipline, you must
Q: Can I take an action while an A: No. You cannot move more cancel the entire Action if you do
action chain is resolving? damage to a unit than it takes to not pay four resources, including the
A: No. You may only take actions destroy that unit. So Orc Shaman placement of the resource token on
during an acton chain before all could only move 1 damage to a unit the Sorcerer.
players pass. Once all players pass, with 1 remaining hit point.
the chain resolves in a “last in, first Q: What happens when I play
out” manner and no effects can be Q: How does Bloodletter (LE 31) Judgement of Loec (MC 26) on a unit?
added to the chain. Note that Forced work? A: The unit it is attached to
Effects and triggered Constant A: The Bloodletter automatically stays faceup and is considered
Effects will interrupt the chain if doubles the damage being assigned to be a development for as
their conditions are met. as it is assigned, so once you assign long as Judgement of Loec
a single damage to a unit then it is remains attached to it (see page
Q: If I have Grimgor’s Spike (CC automatically doubled. This does 11 for information on faceup
71) on a unit defending alone, are work on non-combat damage, since developments). If it is played on
all attacking units destroyed when you still assign it before applying it. a unit that is questing, that unit is
one of them takes combat damage, removed from the quest and placed
or just the ones that take damage When there is more than one into the zone it was questing in.
from the unit with Grimgor’s Bloodletter on the table, you
Spike? calculate the net value, since Q: Does there have to be three valid
A: Grimgor’s Spike will only it is a constant effect without a targets for Plague Bomb (MC 34) in
destroy each attacking unit that has trigger condition. So if you are order to play the card?
combat damage assigned to it. assigning one damage and have two
Bloodletters on the table, then each A: Yes. You cannot attempt to play
Q: Can I use Seeking New Slaves one will double the damage, leaving Plague Bomb unless you have
(EC 57) to take control of a unit you with a total of 3 damage three valid targets for it. Whenever
already in play (or entering play via being assigned. (1 damage + 1 you trigger a card effect, you must
an effect like Necromancy)? damage from the first Bloodletter have a valid target(s) and pay all
A: No. You can only put cards into +1 damage from the second costs at the time you trigger it.
play from an out of play zone. A Bloodletter). This is considered a requirement to
triggering an effect. You also have whatever their printed card type the Grim’s ability intercepts it and
to target three different units with is, and not what type they may places that unit on the bottom of
Plague Bomb, so you could not have been while in play. its controller’s deck instead. This
target a single unit more than once. replacement does not prevent
Q: When I have Kairos Fateweaver the unit from being sacrificed or
Q: What is the difference between (Legends 30) in play, and play a destroyed.
“When you play...” effects such as development into a zone that has
on Spellsinger (MC 39) and “When Warpstone Excavation (CS 116) in Q: Can a corrupted unit questing
[something] enters play...” effects, it, does the development/unit enter on Wolves of the North (CC 32)
like on Forest Goblins (MD 17)? play corrupted? use the quest’s ability to initiate an
A: “When you play...” effects must A: No. The development must be attack?
be triggered during the action chain in play before Kairos Fateweaver’s A: No. Wolves of the North is
that involves the card actually ability affects it, so the card enters only overriding the restriction
being played, and therefore cannot play as a development before being that you can attack from your
be used to target cards that are considered a unit. battlefield during the battlefield
not yet in play. With a card like phase (by allowing the unit on the
Spellsinger, you could not target the Q: Can I trigger the Action on card to initiate an attack during the
development played that triggered a Capital Center if there are no quest phase). A corrupted unit is
the Spellsinger’s ability, since that tokens on the card? not allowed to be declared as an
development is not yet in play. A: If there is no token to remove, attacker and Wolves of the North
However, entering play effects you cannot gain the benefit of the does not override that rule.
must be triggered during the action Capital Center. The word “Then”
chain following the card entering means that the previous ability Q: If a quest is moved from the
play, and therefore cards with these in the effect must have resolved Quest zone to a different zone, does
abilities can target themselves. successfully before the “Then” the unit questing on it move as
clause is resolved itself. So you can well?
Q: When a unit gains resource trigger the Action, but it will have A: No. A unit questing on a quest
tokens from its own effect, like no effect. that is moved to a different zone
Grudgebearer (EC 24), does it lose will remain in its zone after the
them when its text box is blanked? Q: When you declare multiple quest is moved.
A: No. Units with resource tokens will attackers or defenders, do you declare
keep their resource tokens if their text them all at once, or one by one? Q: If a quest I control is moved into
box is blanked, but will generally not A: You declare attackers and my Kingdom or Battlefield zone,
be able to use them or gain bonuses defenders all at once. After they can I still send a unit questing on it?
from them. So a Grudgebearer with a have been declared you will trigger A: Yes. Unless the quest card
blank text box will not gain any power any Constant or Forced effects specifies otherwise, you can send a
from resource tokens, will not be able resulting from this, and then an unit questing on a quest you control
to add more of them via its effect, and Action Window opens. in any zone.
will keep the resource tokens on it
that it has. Q: What does it mean to trigger an Q: If my opponent plays Jealous
ability? Eyes (BQ 54) in response to a “At
Q: If one of my developments is the beginning of your turn” Action I
destroyed while I have Kairos A: An ability is triggered by a
trigger condition. Anything that just triggered, does that prevent me
Fateweaver (LE 30) in play, will from triggering any other “At the
this trigger the quest Offering includes a trigger condition is
considered to be an ability. beginning of your turn” Actions?
to Hekarti (EC 97), since the
devlopment was also a unit?
Q: How does Volkmar the Grim’s A: No. Actions must be triggered
A: It depends. The quest will (LE 16) ability interact with at the first available opportunity,
only trigger if the development sacrificed or destroyed units? which is typically part of the same
was an actual unit card itself. If action chain and in response to
it was a tactic, support card, or A: A unit that is sacrificed or
destroyed is removed from play. another Action. If your opponent
legend, then Offering to Hekarti plays Jealous Eyes to end the action
would not trigger. When cards After a sacrificed or destroyed unit
leaves play, it attempts to enter chain after you trigger your first “At
hit the discard pile, they do so as the beginning of your turn” Action,
its owner’s discard pile. Volkmar
then your first opportunity to trigger Also, once the action chain is Q: What happens if I attack a
your second “At the beginning of resolving you can no longer trigger zone with Crone Hellebron (EW
your turn” Action will be at the start new actions. So even though the 1) and assign it 20 damage? How
of the next action chain (still during playing of the Spell triggers the much damage is considered to be
Phase 0). “Forced:” effect on Gathering the “dealt” and how many cards can be
Winds, there is no opportunity to discarded? Is it 20 or equal to the
Q: Can I move a card from the zone trigger its “Action:” again to play remaining hit points of the zone?
it is in to the same zone? another Spell. A: All damage applied to the
A: No. In order to move a card, it zone is dealt, although the excess
must end the move in a different You can, however, play multiple damage has no effect (since the
zone than it began. Spells with Gathering the Winds, zone burns). So if you assign 20
provided you have the tokens to do damage to a zone, then Crone
Q: Can the Forced effect on Hidden so, as Gathering the Winds does not Hellebron discards 20 cards.
Sorceress (BQ 17) interrupt the leave play until after a Spell it plays is
Action on Snotling Invasion (BQ 38)? resolved. All Spells will be played in Q: Can I put Shaggoth Champion
reverse order when the chain resolves (EW 33) into play with Call the
A: Yes. The Forced effect on (even after Gathering the Winds leaves
Hidden Sorceress interrupts the Brayherd?
play, as effects exist independently of
“Action” on Snotling Invasion at their source). You cannot, however, A: It depends. When a card effect
the sentence break. play one Spell multiple times: after defines X, it defines X both when
the Spell enters play or the discard pile the card is in play and out of play.
Q: What happens if I play once it has resolved from Gathering So if the fewest number of cards in
Judgement of Loec (LE 26) on a the Winds, it is considered to be a new an opponent’s hand is 3 or less, you
corrupted unit? copy of the card with no prior memory can. If it is more than 3, you cannot.
A: The corrupted unit becomes of being targeted.
a corrupted development. Q: If I have a Veteran Sellswords
Furthermore, if Judgement of Q: Can I assign excess damage (CC 38) in my battlefield, what
Loec is removed from a corrupted to the capital when attacking a happens if my opponent has a unit
development, it reverts back to a legend? with Paranoia (CaC 78) attached to
corrupted unit status. it in his corresponding zone?
A: Whenever a legend is attacked,
any excess damage beyond what A: The Veteran Sellswords are
Q: Does the ability on War Boar is required to destroy it cannot be unable to move to the zone, but
(BQ 47) affect its controller’s quests assigned to a zone. All damage from they must move to the zone. This
as well? the attack should be assigned to the creates an illegal game state and the
A: Yes. The War Boar’s ability legend or defending units. Damage Veteran Sellswords are sacrificed.
affects all quests in play, including “left-over” from destroying the
its controller’s. legend is ignored, just like extra Q: When I play End Times (EW
damage dealt to a zone that burns. 120) and reveal multiple copies of
Q: How does the card Gathering the same unique unit, what happens
the Winds (BQ 10) work? If I use it Q: What can the Mage of Loec (BQ to them?
to play a Spell, when does the Spell 90) cancel? Can it cancel a tactic A: The player that owns those units
resolve and can my opponent cancel card? chooses one copy to stay in play.
it? Can I play more than one Spell A: The Mage of Loec can cancel The rest of the unique units are
with it? any “Action:” whether or not it immediately sacrificed. Any effects
A: The Spell is played when the is played from hand. It cannot be that trigger on entering play are
resolution of the action chain used to cancel the playing of a unit, only triggered for the unit that stays
reaches the spot where Gathering support card, or development. in play.
the Winds was triggered. The
played Spell cannot be canceled or Q: Can I play a tactic that targets
responded to. It will be resolved an attachment card, even if there Q: When can I triggger Tunnel
and then discarded if it is a tactic. are no attachment cards in play? Fighter’s (MC 82) ability?
After the Spell is resolved the A: No. Cards that target must have A: Abilities that allow the player
“then” effect on Gathering the a legal target to be played. to lower the cost of a card as it is
Winds triggers, and it is sacrificed. being played are triggered when
the player announces that they
are going to play the card. Tunnel Q: Can legends attack fulcrums?
Fighter’s ability may be triggered A: Yes.
only at this time. Once the Tunnel
Fighter is in play, this ability may Q: Can legends defend fulcrums?
no longer be used. Changes to a Can they if they have Descendant of
card’s cost always and only affect Gods (BQ 16) attached?
the cost to play that card.
A: Legends cannot defend fulcrums,
Q: Is redirecting damage unless they have Descendant of
cumulative like counterstrike or Gods attached.
toughness?
Q: Can you attack a fulcrum
A: Effects that redirect “the next 2 with an attack made outside the
damage that would be dealt” (for battlefield phase (like from Wolves
example) are not cumulative, since of the North [CC 32])?
they all redirect the ‘next’ damage.
A: No. You must use the fulcrum
Q: Does the Master Rune of Valaya attack as granted by the Cataclysm
(Core 25) cancel the damage in all rules.
battlefield phases of a turn, or just
in one? Q: An attack on a fulcrum is an
attack on the battlefield, is it also an
A: Master Rune of Valaya cancels attack on a player’s capital (such
the damage dealt in a single as Strike from the Shadows [EW
battlefield phase. 109])?
Q: When I play the card Snotling A: Yes. An attack on a fulcrum
Ambush (CaC 50) and discard controlled by a player is also
a card more loyalty than my considered to be an attack on the
opponent has resources, what zone that contains the fulcrum.
happens?
Q: Are fulcrums affected by card
A: You should fulfill as much as the effects (like Beastman Incursion
effect as possible, so your opponent CaC 54)?
would have to discard as many
resources as he is able to. A: No. A fulcrum cannot leave play
unless an effect specifically targets
Q: Do Scout and Raider trigger it.
after an attack on a fulcrum?
A: If Scout or Raider is used during
an attack on a fulcrum in the common
play area, then they have no effect.
If Scout or Raider is used during an
attack on a fulcrum controlled by a
player, then they resolve as normal.