UU - Gameplay Structure

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Revision as of 01:17, 7 August 2023 by WyvernWrath (talk | contribs) (How to play)

Prior to a turn or Phase.

  • Flare Gun would be played prior to a player starting their turn. (Does not occur in a phase)
  • Puppicorn effect triggers outside of a phase, if in a player's stable. (Does not occur in a phase)

All effects resolved - Game status check - win condition or continue to the Beginning of turn phase. If a mandatory effect skips that phase then proceed to the next unskipped phase.

Phase 1:Beginning of Turn - Cards in your Stable have an effect that states, "If this card is in your Stable at the beginning of your turn," they will trigger now.

Mandatory effects MUST be triggered.

Optional effects MAY be triggered, but must be chosen to do so now.

  • All effects trigger simultaneously;
  • All mandatory effect targets are assigned, then optional effect targets are assigned.
    • No target can be targeted more than once.
  • If you move to your Draw phase without triggering an optional triggered effect, you can no longer trigger that effect this turn.
  • The order effects are resolved will not change the outcome.
  • Any effect that would immediately skip to your End of Turn phase will not prevent any other effect from resolving.
  • No other effects that state "If this card is in your Stable at the beginning of your turn," will trigger. These cards were NOT in the stable at the beginning of your turn.

All effects resolved - Game status check - win condition or continue to the Draw phase. If a mandatory effect skips that phase then proceed to the next unskipped phase.

Phase 2:Draw - DRAW 1 card from the deck.

  • DRAW any "extra" card effects resolved.
    • Cards are drawn from the Deck.

All effects resolved - Game status check - win condition or continue to the Action phase. If a mandatory effect skips that phase then proceed to the next unskipped phase.



Phase 3:Action - Play a card from your hand or DRAW an additional card from the deck.

Effect to play one card from your hand OR draw one card from the deck.

    • Downgrade card. (Player Stable or hand must meet the requirement (if any) to be able to play the card or it cannot be played.)
      • When resolved must be placed into a valid target stable.
    • Upgrade card. (Player Stable or hand must meet the requirement (if any) to be able to play the card or it cannot be played.)
      • When resolved must be placed into a valid target stable.
    • Unicorn Card. (No Unicorn card has requirement text that prevents the playing of the card. Other cards in Stable may add a requirement to be able to play the card or it cannot be played.) )
      • When resolved must be placed into a valid target stable.
    • Magic Card. (Player Stable or hand must meet the requirement (if any) to be able to play the card or it cannot be played.)
      • When resolved must target a valid player or card.

When any card is announced to be played other players MUST be given the opportunity to play an instant card (Neigh), simply asking "any response?" is a good verbal cue to get players to "pass". Once all players have had a chance to pass and everyone has indicated they do not wish to play an instant card, the card "resolves". A player cannot now choose to play an instant card (Neigh), they were given the chance and declined. A player cannot assume a card is Un-Neigh'd and proceed to resolve a card without giving other players this opportunity to react to the card play.

  All effects have been resolved.

Game status check - win condition or continue to the End of Turn phase. There are no effects that will specifically skip an End of turn Phase.


  All effects have been resolved.
  Hand limit effect resolved.

Game status check - win condition or continue to the next player's turn. If a mandatory effect skips that turn then proceed to the next unskipped player's turn.

    • Skipped turns are cumulative so a player may have multiple next turns skipped.

Beginning of turn phase and Action Phase effects may cause effects due to the resolution of effects or cards played;

  • Trigger an enter effect.
  • Trigger a continuous mandatory effect.
  • Trigger a replacement effect.
  • Trigger a discard pile search;
    • A Bring effect may return a card from the discard pile to stable.
  • Trigger a Deck search;
    • A targeted card type must be selected if able. A player cannot choose to NOT find something if a valid target is available.
    • The card must be revealed to all players if brought into the player's hand.
  • Return a card to a player's hand.
  • A player may have to Discard a card from their hand.
  • Destroy a card and place it into the discard pile.
  • Sacrifice a card and place it into the discard pile.
  • Skip phases of the current turn.
    • The same phase can be skipped by multiple effects and will fulfill any requirement effect if any.
  • Allow 'extra' cards drawn in the Draw Phase.
    • Any card text stating to draw 'extra' the card is drawn in the Draw phase.
  • Skip another player's turn.
  • Allow the current player to take another turn.
    • This turn is a complete whole turn taken after the completion of the current turn.