Triggers

October 13, 2025 v1.3

Triggers

Version: 3.0 | Last Updated: October 27, 2025


Overview

Triggers are timing indicators used in card text to create automatic, event-based abilities.

A triggered ability uses the format: [TRIGGER EVENT]: [EFFECT]

Triggers are not a separate card type or system—they are syntax for writing abilities that activate automatically when specific game events occur.

Key Principle: Triggers define WHEN an ability activates, not what type of card it is.


What Are Triggered Abilities?

The Three Ability Types

1. Static Abilities (Always On)

  • No trigger needed

  • Continuous effect

  • Example: "This Unit has +2 Attack"

2. Activated Abilities (Player Choice)

  • Player chooses when to use

  • Usually has a cost

  • Example: "Pay 2 Energy: Draw a card"

3. Triggered Abilities (Automatic)

  • Activates when event occurs

  • Uses trigger syntax

  • Example: "On Deploy: Draw a card"


Triggered Ability Format

Standard Format

[TRIGGER EVENT]: [EFFECT]

Examples:
"On Deploy: Gain +2 HP"
"On Attack: Draw a card"
"At turn start: Heal 1 HP"
"When destroyed: Summon 1/1 token"

With Conditions

[TRIGGER EVENT], [CONDITION]: [EFFECT]

Examples:
"On Attack, if HP ≥ 5: Gain +2 DMG"
"When destroyed, if linked: Draw a card"
"At turn end, if in Front Row: Heal 1"

Standard Trigger Events (18 Total)

Organized by the 6-class system for clarity and design alignment.


COMBAT TRIGGERS (5)

Events tied to attacks, damage, and elimination.

Trigger
Event
Example

On Attack

When this Unit declares an attack

"On Attack: Gain +2 DMG this turn"

On Hit

When this deals damage successfully

"On Hit: Apply Stunned to target"

On Destroy Enemy

When this kills another Unit

"On Destroy Enemy: Gain +1/+1 permanently"

When Attacked

When this is the target of an attack

"When Attacked: Deal 1 DMG to attacker"

On Take Damage

When this card is damaged

"On Take Damage: Apply Shielded to self"


DEFENSE TRIGGERS (3)

Events tied to deployment, survival, and protection.

Trigger
Event
Example

On Deploy

When this card enters the grid

"On Deploy: All allies gain +1 HP"

When Destroyed

When this leaves play via destruction

"When Destroyed: Summon 1/1 token"

On Survive Combat

When this survives an attack

"On Survive Combat: Gain +1 HP"


SUPPORT TRIGGERS (3)

Events tied to team buffs, timing, and maintenance.

Trigger
Event
Example

At Turn Start

Beginning of your turn

"At Turn Start: Heal 1 HP to all allies"

At Turn End

End of your turn

"At Turn End: Gain +1 resource"

On Ally Destroyed

When a friendly card is destroyed

"On Ally Destroyed: Gain +2 DMG this turn"


CONTROL TRIGGERS (4)

Events tied to network manipulation and Condition application.

Trigger
Event
Example

On Link Established

When this connects via Link

"On Link Established: Draw 1 card"

On Link Severed

When a Link disconnects

"On Link Severed: Deal 2 DMG to this"

On Condition Applied

When specific Condition is applied to this

"On Stunned: Gain +3 DMG next turn"

On Condition Removed

When specific Condition expires

"On Shielded Removed: Deal 2 DMG to attacker"


RESOURCE TRIGGERS (2)

Events tied to economy and resource flow.

Trigger
Event
Example

On Generate

When this produces resources

"On Generate: Gain +1 output this turn"

On Spend

When you spend resources of a type

"On Spend 3+ Energy: Draw 1 card"


UTILITY TRIGGERS (1)

Special mechanics and movement.

Trigger
Event
Example

On Move

When this Unit changes position

"On Move: Gain +1 DMG this turn"


Trigger Statistics

Total Standard Triggers: 18

By Class:

  • Combat: 5 (28%)

  • Defense: 3 (17%)

  • Support: 3 (17%)

  • Control: 4 (22%)

  • Resource: 2 (11%)

  • Utility: 1 (5%)

By Frequency in Card Pool (Estimated):

  • On Deploy: 35% (most common)

  • On Attack / On Hit: 25% (combat focus)

  • When Destroyed: 15% (death effects)

  • At Turn Start/End: 10% (maintenance)

  • Network Triggers: 10% (advanced play)

  • Resource Triggers: 5% (niche effects)


Trigger Resolution Rules

When Multiple Triggers Activate

Rule 1: Timestamp Order

  • Triggers resolve in the order they were created (oldest first)

Rule 2: Priority System

  • If same timestamp, use Queue priority:

    • Instant (Priority 10)

    • Reactive (Priority 8-9)

    • Standard (Priority 5-7)

    • Passive (Priority 1-4)

Rule 3: Never Recursive

  • Chain triggers resolve sequentially, not recursively

  • Prevents infinite loops

Rule 4: Same Trigger Refreshes

  • If same trigger fires twice, refresh duration (don't stack)


Common Trigger Chains

Combat Execution Chain

1. Attacker: "On Attack: Gain +2 DMG"
   → Trigger resolves, attacker gets +2 DMG
2. Defender: "When Attacked: Apply Shielded"
   → Trigger resolves, defender gains Shielded
3. Combat resolves with modified stats
4. Attacker: "On Hit: Apply Stunned"
   → If damage dealt, apply Stunned to defender

Network Cascade

1. Unit A: "On Link Established: Draw 1 card"
   → Links to Resource Core
   → Draw 1 card
2. Resource Core: "On Link Established: +1 output"
   → Gains +1 output
3. Unit B: "On Ally Draw: Gain +1 HP"
   → Sees Unit A draw
   → Gains +1 HP

Death Chain

1. Unit dies: "When Destroyed: Summon 1/1 token"
   → Token enters play
2. Token: "On Deploy: Deal 1 DMG to all enemies"
   → Damage dealt
3. Ally: "On Ally Destroyed: Gain +2 DMG"
   → Gains +2 DMG

Trigger Limit Rule

Maximum Triggered Abilities per Card: 3

Why?

  • Reduces complexity

  • Prevents text overload

  • Maintains readability

  • Avoids infinite loops

What Counts:

  • Each "On [Event]" = 1 trigger

  • Each "When [Event]" = 1 trigger

  • Each "At [Time]" = 1 trigger

What Doesn't Count:

  • Static abilities ("This has +2 Attack")

  • Keywords (First Strike, Pierce, Regen)

  • Activated abilities ("Pay X: Do Y")


Example Card

Battle Medic (Infantry)
Cost: 4 Life
HP: 6 | DMG: 2
Links: 2

On Deploy: Heal 2 HP to target ally
On Ally Destroyed: Gain +1 HP
At Turn End: Heal 1 HP to adjacent allies

(3 triggers = at limit)

Interaction with Keywords

Some Keywords ARE Triggered Abilities

Many Keywords use triggered ability syntax internally:

Keyword
Internal Trigger

Rampage

"On Destroy Enemy: Gain +2/+2 this turn"

Backup X

"When Destroyed: Summon X/X token"

Adaptive X

"On Take Damage: Gain Shielded X"

Recursive

"When Destroyed, if condition met: Return to hand"

Revive

"When Destroyed: 28% chance to return at 1 HP"

Important: Keywords with triggers DON'T count toward the 3-trigger limit.


Assault Infantry
Cost: 3 Matter
HP: 5 | DMG: 4
Keywords: Rush, Rampage

On Deploy: Gain +1 DMG if in Front Row
When Attacked: Deal 1 DMG to attacker

(Rush and Rampage don't count, so 2 explicit triggers is legal)

Trigger Design Guidelines

✅ DO:

  • Specify exact trigger event

  • Include conditions when needed

  • Limit to 3 triggered abilities per card

  • Use "if still in play" for delayed effects

  • Test for infinite loops

  • Apply Conditions from our 20 streamlined list

❌ DON'T:

  • Create infinite trigger loops

  • Use ambiguous timing ("when possible")

  • Exceed 3 triggers per card

  • Create recursive chains

  • Reference eliminated terminology


Design Examples

Good - Clear and Limited

Guardian Bot (Construct)
Cost: 5 Energy
HP: 8 | DMG: 2

On Deploy: Apply Protected to adjacent allies
When Attacked: Apply Reinforced to self
At Turn End: Heal 1 HP to Commander

(3 triggers, clear events, no loops, applies Conditions)

Bad - Infinite Loop

Feedback Generator (BROKEN)
Cost: 4 Signal

On Generate: Gain +1 output
On Spend: Generate +1 resource

(Creates infinite loop!)

Fixed - With Limiter

Feedback Generator (Fixed)
Cost: 4 Signal

On Generate, once per turn: Gain +1 output
On Spend 3+: Generate +1 resource

(Now safe with "once per turn" limiter)

Triggers by Class - Design Patterns

COMBAT CLASS

Common Triggers:

  • On Attack

  • On Hit

  • On Destroy Enemy

Common Effects:

  • Apply Stunned, Marked, Enraged

  • Gain +X DMG

  • Deal damage to enemies

Example:

Berserker (Infantry - Combat)
On Attack: Apply Enraged to self
On Destroy Enemy: Gain +1 DMG permanently

DEFENSE CLASS

Common Triggers:

  • On Deploy

  • When Attacked

  • On Survive Combat

Common Effects:

  • Apply Shielded, Reinforced, Protected

  • Heal HP

  • Gain defensive bonuses

Example:

Shield Bearer (Infantry - Defense)
On Deploy: Apply Shielded to self
When Attacked: Apply Reinforced (+2 DEF)

SUPPORT CLASS

Common Triggers:

  • At Turn Start

  • At Turn End

  • On Ally Destroyed

Common Effects:

  • Apply Boosted, Synced

  • Heal allies

  • Draw cards

Example:

Field Medic (Infantry - Support)
At Turn Start: Heal 1 HP to all allies
On Ally Destroyed: Draw 1 card

CONTROL CLASS

Common Triggers:

  • On Link Established

  • On Link Severed

  • On Condition Applied

Common Effects:

  • Apply Jammed, Suppressed, Hijacked

  • Sever Links

  • Manipulate network

Example:

Signal Jammer (Infantry - Control)
On Link Established: Apply Jammed to linked enemy
On Link Severed: Deal 2 DMG to target

RESOURCE CLASS

Common Triggers:

  • On Generate

  • On Spend

Common Effects:

  • Apply Overcharged, Isolated

  • Gain resources

  • Boost output

Example:

Power Surge Core (Resource)
On Generate: Gain +1 output this turn
On Spend 5+: Apply Overcharged to self

UTILITY CLASS

Common Triggers:

  • On Move

  • On Deploy

  • When Destroyed

Common Effects:

  • Apply Linked, Phase Shifted, Stabilized

  • Draw cards

  • Reposition units

Example:

Scout Drone (Construct - Utility)
On Move: Draw 1 card
On Deploy: Apply Linked to adjacent allies

Faction Trigger Patterns

Neurals (Signal)

Common Triggers:

  • On Link Established

  • On Condition Applied

  • On Spend

Theme: Digital control and network manipulation Example: "On Link Established: Draw 1 card if you control 3+ linked Units"


Stellari (Life)

Common Triggers:

  • At Turn Start (healing/growth)

  • When Destroyed (renewal)

  • On Ally Destroyed (grief/support)

Theme: Natural cycles and biological harmony Example: "At Turn Start: Heal 1 HP to all adjacent allies"


Sparkforge (Energy)

Common Triggers:

  • On Generate

  • On Deploy (immediate impact)

  • On Hit (chain reactions)

Theme: Volatile engineering and energy surge Example: "On Generate: Deal 1 DMG to random enemy"


Dragoon (Matter)

Common Triggers:

  • On Attack

  • On Destroy Enemy

  • When Attacked (retaliation)

Theme: Combat momentum and tactical precision Example: "On Destroy Enemy: Gain +1 DMG permanently"


Example Cards Using Triggers

Simple Triggered Ability

Shock Trooper (Infantry - Combat)
Cost: 3 Energy
HP: 5 | DMG: 3

On Hit: Apply Stunned to target

Multiple Triggers

Regenerating Guardian (Infantry - Defense)
Cost: 5 Life
HP: 8 | DMG: 2

On Deploy: Apply Shielded to self
On Survive Combat: Heal 2 HP
At Turn End: Apply Regenerating to self

Conditional Trigger

Frontline Berserker (Infantry - Combat)
Cost: 4 Matter
HP: 6 | DMG: 4

On Attack, if in Front Row: Apply Enraged to self
When Attacked, if HP ≤ 3: Gain +3 DMG

Trigger Chain Combo

Network Amplifier (Structure - Control)
Cost: 6 Signal
HP: 10

On Link Established: Draw 1 card
On Link Severed: Deal 3 DMG to target
At Turn Start: All linked allies gain +1/+1

Player Guidelines

Reading Triggered Abilities

Look for:

  1. Trigger event (On/When/At)

  2. Colon separator (:)

  3. Effect description

  4. Optional condition (if/while)

Example Breakdown:

"On Attack, if HP ≥ 5: Gain +2 DMG"

Trigger: On Attack
Condition: if HP ≥ 5
Effect: Gain +2 DMG

Tracking Triggers

Physical Play:

  • Use reminder tokens

  • Announce triggers when they activate

  • Track "this turn" durations with counters

Digital Play:

  • Triggers auto-activate

  • Visual indicators show active triggers

  • History log shows trigger sequence


Rules Clarifications

Q: Do Keywords count toward the 3-trigger limit? A: No. Keywords are separate from card text triggers.

Q: Can I have more than 3 triggers if some are conditional? A: No. Conditional triggers still count toward the limit.

Q: What if multiple "On Attack" triggers activate? A: Resolve in timestamp order (oldest first).

Q: Do triggers work if the card is Jammed? A: No. Jammed cards cannot use abilities, including triggers.

Q: Can triggers activate other triggers? A: Yes, but they resolve sequentially (not recursively).

Q: What if a trigger says "destroy this card"? A: Trigger completes, then card is destroyed. No further triggers from this card.

Q: Do "When Destroyed" triggers activate if card is removed from play? A: Only if explicitly destroyed. Cards that are "removed" or "exiled" don't trigger "When Destroyed" effects.

Q: Can I apply any Condition with a trigger? A: Yes, any of the 20 Conditions can be applied via triggered abilities.

Q: Does "On Deploy" trigger if Commander moves to ally grid in Team format? A: No. "On Deploy" only triggers when entering play from hand/deck, not from repositioning.


Design Philosophy

Triggers embody these principles:

1. Clarity

Every trigger has a clear activation event and effect.

2. Causality

Every trigger is the result of a specific game event.

3. Automation

Triggers fire automatically—no player choice required.

4. Balance

3-trigger limit prevents text overload and complexity creep.

5. Interaction

Triggers enable complex gameplay without complex rules.

6. Class Alignment

Triggers reinforce class identity and strategic patterns.


Version History

Version 3.0 - October 27, 2025

  • MAJOR SIMPLIFICATION: Reduced to 18 essential trigger types

  • Organized by 6-class system (Combat/Defense/Support/Control/Resource/Utility)

  • Aligned with 20 streamlined Conditions

  • Removed redundant/complex trigger types

  • Added class-based design patterns

  • Integrated with final card taxonomy

  • Maintained 3-trigger limit rule

  • Added faction trigger patterns by class

Version 2.0 - October 13, 2025 (Superseded)

  • Redefined Triggers as syntax, not system

  • ~20 standard events

  • Removed "Actions" references

Version 1.2 - October 2025 (Superseded)

  • Initial release as separate system

  • 48 trigger types


Document Status: ✅ READY FOR PLAYTESTING Total Triggers: 18 (streamlined from 48) Organization: 6-class system aligned Next Review: After initial playtesting

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