Events

It is possible to play event cards at any time, even during another player's turn. However, those that cannot are specified in their descriptions. Events generally take effect in the order they are played. To quickly whip out an event before another player has had a chance to play his card from his hand is rude.

There are two kinds of event cards: harmful and helpful. Players can avoid harmful events by playing Calm or discarding Delsenora from their pools. Nevertheless, the ignored event still affects other players. By casting a Limited Wish, Intercession, Dragon's Calm, or by discarding Helm from the pool, any event can be completely negated. An event can only be negated by a Wish if it has a duration stated on its card (for example, "Until the end of this player's turn").

The player who plays helpful events is the only one affected by them. It can only be negated by other players through Limited Wish, Intercession, or discarding Helm from the pool. Despite being unwelcome, it's not considered harmful to permit a different player to have a turn by using the Caravan event.

After an event card is played, it is placed in the Void and cannot be returned. A Transformation event, for instance, will be sent to the Abyss if it is discarded from the hand before being played. It is possible for cards like Karlott the Shaman to recover them from there. For example, cards like Myrmidons allow players to reshuffle discard piles into the draw piles. Event cards are not affected by the Myrmidons since they are in the Abyss or Removed from Game areas.

Until the first "turn cycle" is completed, no player can play the Caravan event or activate the special power of the realm Ancient Kalidnay. After this has taken place, the Caravan event could be played normally and Ancient Kalidnay can be razed to gain another turn.


The "Event Pause"

As soon as an event is played, other players have a chance to do one of these things:

• Negate the Event * (Limited Wish, Helm, Enter Darkness Together, etc.)
• Duplicate the Event ** (Bell of Might, Onad the Weasel, etc.)
• Calm the Event * (Calm, Delsenora, etc.)
• Deflect the Event (Deflection; Hijacking etc.)

* An event can either be calmed or negated clockwise from the event player. An event cannot be negated or calmed after the player has passed.

** The use of Onad the Weasel, the Bell of Might, or similar cards cannot duplicate negated events.

When an event has been played, the first action taken by a player must relate to the event, or else it occurs normally. Having the Bell of Might in your pool, for instance, triggers a Cataclysm! event for you. If the event is to be calmed or negated, the event will be nullified, or it can be duplicated against another player. It is not possible for the player to do both.

If a player's attempt to negate an event fails, he can still Calm that event. In the same way, a player who has both a Limited Wish and an Intercession in his hand can negate the event twice (since if another player dispels his Limited Wish, he still hasn't performed his spell; it simply never happened). It is still possible to Calm or duplicate an event if all methods for negation fail. The player's actions to stop an event that is themselves stopped do not count as actions against events.


Events and Calm

Calmed events still exist for other players. Player A, for example, would be unaffected by the Bronze Dragons if he Calms the event. However, the Bronze Dragons still prevent other players from attacking.