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.
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.
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.
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.
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.
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.
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 defenderNetwork 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 HPDeath 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 DMGTrigger 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:
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.
Example - Legal Card
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 permanentlyDEFENSE 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 cardCONTROL 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 targetRESOURCE 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 selfUTILITY 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 alliesFaction 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 targetMultiple 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 selfConditional 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 DMGTrigger 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/+1Player Guidelines
Reading Triggered Abilities
Look for:
Trigger event (On/When/At)
Colon separator (:)
Effect description
Optional condition (if/while)
Example Breakdown:
"On Attack, if HP ≥ 5: Gain +2 DMG"
Trigger: On Attack
Condition: if HP ≥ 5
Effect: Gain +2 DMGTracking 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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