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. 0 means 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.