activate(game, card_id)
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Announce an activated ability: pay its cost, then resolve its target — a single chosen card, or every card it hits for an all_targets ability. |
advance(game)
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Advance the active player's turn to the next phase; past the Dynasty phase, run the end of the turn and begin the next. |
begin_game(game)
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Run the game-start pass once after GameState.start(), before the active player acts: fire each pre-game permanent's enters-play effect, then the first turn's housekeeping. |
can_proclaim(game, card)
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Whether recruiting card could be Proclaimed by its seat: a Personality carrying the seat's Clan Alignment that the seat has not yet Proclaimed against this turn. |
cancel(game)
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Back out of the pending decision, undoing the action that raised it. |
dynasty_discard(game, card_id)
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Discard a face-up province card to its owner's dynasty discard and refill the province — the Dynasty Discard action. |
gold_producers(game, seat)
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The unbowed gold producers seat controls in play — its Stronghold and gold Holdings — each a source it may bow for gold (KD6, stat-derived). |
is_legacy_card(card)
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Whether card carries the Legacy keyword, so the Legacy ability can search it out. |
legacy(game)
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Announce the Legacy ability: claim its once-per-turn use and pause for the banish cost. |
legacy_candidates(game, seat)
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The Legacy cards seat could find right now — the Legacy cards within its search pool. |
legacy_key(seat, turn)
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The once-per-turn usage key for a seat's Legacy ability, scoped to the turn so it resets each turn without clearing GameState.once_per. |
legacy_search_pool(game, seat)
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Every card seat's Legacy search looks through: its whole dynasty deck plus the face-down (unrevealed) cards in its provinces. |
next_phase(phase)
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Return the phase that follows phase within a turn, or None after the last phase (Dynasty), where the turn ends with the fate draw. |
perform(game, action)
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Apply a chosen action: pass to end the phase, or recruit a card from a province. |
proclaim_key(seat, turn)
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The once-per-turn usage key for a seat's Proclaim, scoped to the turn so it resets each turn without clearing GameState.once_per. |
produce_gold(game, card_id, amount)
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Bow the card and add amount gold to its owner's pool — the yield the payment offer quoted for it (KD6). |
reachable_gold(game, seat, card)
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The gold seat could muster to recruit card: its pool plus the yield of every unbowed producer — judged with card as the payment target since a producer's yield can depend on what it pays for — plus any bow-time boost a producer could add if the seat opts in. |
recruit(game, card_id[, invest, renew, proclaim])
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Announce a Recruit: defer bringing the card into play, then pause for its cost payment. |
recruit_cost(game, card)
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The gold a seat pays to recruit card: its printed gold cost, plus the off-clan surcharge when the card has a Clan Alignment the seat does not share, less the card's own conditional recruit discount. |
recruitable_via_ability(game, source)
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The face-up Province Holdings source's recruit ability can afford to bring into play. |
run_stack(game)
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Drain deferred work, running each item until the stack empties or one pauses for a decision. |
submit(game, response)
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Answer the pending decision and resume the engine. |