Essay:How Timing Works in KeyForge: Difference between revisions

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[[File:TimingChart1.5.jpg|frameless|right|Timing Chart from Rulebook 1.5]]
''“The active player makes all necessary decisions for all card abilities or timing conflicts that need to resolve during their turn.”''  
''“The active player makes all necessary decisions for all card abilities or timing conflicts that need to resolve during their turn.”''  


One of the most interesting aspects of KeyForge is how the multitude of abilities that various KeyForge cards provide end up resolving, and the extraordinary power the timing of these resolutions gives the Active Player. The ordering of abilities is one of the more confusing concepts for new players to grasp, and hopefully this article will help both new and experienced players a deeper perspective of how timing in KeyForge works, and how to use this to your advantage in play.  
One of the most interesting aspects of KeyForge is how the multitude of abilities that various KeyForge cards provide end up resolving, and the extraordinary power the timing of these resolutions gives the Active Player. The ordering of abilities is one of the more confusing concepts for new players to grasp, and hopefully this article will help both new and experienced players a deeper perspective of how timing in KeyForge works, and how to use this to your advantage in play.  
 
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==The Basics==
==The Basics==
First, we’ll cover two key definitions, the first of which is simple; The active player is the player who is currently taking their turn. The second one is slightly more difficult. What exactly is a timing conflict? A timing conflict is a point [[Timing Chart|during the turn sequence at which point two or more abilities are available to resolve]]. For example, let’s say I have a [[Commander Chan]] that has been upgraded with a [[Stunner]], as well as [[Uncharted Lands]] in play. If I’m the active player, and I use Commander Chan to reap, there are three '''Reap:''' abilities that are available to resolve:
First, we’ll cover two key definitions, the first of which is simple; The active player is the player who is currently taking their turn. The second one is slightly more difficult. What exactly is a timing conflict? A timing conflict is a point [[Timing Chart|during the turn sequence at which point two or more abilities are available to resolve]]. For example, let’s say I have a [[Commander Chan]] that has been upgraded with a [[Stunner]], as well as [[Uncharted Lands]] in play. If I’m the active player, and I use Commander Chan to reap, there are three '''Reap:''' abilities that are available to resolve: