Card States
Card states describe how an Agent card behaves and looks at any given moment during a match — whether it can attack, whether it can be targeted, whether it should be dimmed on the board, and what icon to show. States live in Card Editor → Card States.
Only one state is active on a card at a time. When a new state is triggered it replaces the current one.
Seeded states
Every new game starts with three default states you can edit or delete:
- Summoned — triggered on the summon event.
- Ready — the fallback state (marked as the default), used whenever no other state applies.
- Spent — a common "already acted this turn" state.
Fields
- Name and Default State toggle — exactly one state per game must be the default, and the default is always permanent (no turn duration).
- Visual effects
- Dim card background — reduces the card's opacity while this state is active.
- Icon with optional Mask toggle (recolor the icon to the theme).
- Trigger events — one or more of:
On summon,After attack,After targeted by attack,After activate Effect. Each trigger event can only be assigned to a single state per game — the editor validates this on save. - Duration — number of turns the state lasts, counted on either player turns or opponent turns.
0means permanent. - Allowed / Disallowed actions — pick which actions this state permits (or, when inverted, forbids):
attack,be targeted by attack,activate effect.
How states swap in during play
- When a trigger event fires on a card, the state assigned to that event replaces whatever state the card was in.
- When a state's duration elapses (or no event applies), the card falls back to the default state.
- All gameplay restrictions on a card — can it attack? can it be attacked? can it activate its effect? — come from its current state's allowed-actions list. Nothing else in the engine hard-codes those rules.