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skills/rule-masters-arbiter/references/photo-combat.md
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# Combat from photos Use this subskill to turn one or more Rule Masters battle photos into a combat prompt. Read the bundled core rules and Arbiter instructions, and look up identified cards in the relevant card lists before resolving the battle. ## Read the setup Build the board inventory before assigning combat roles. For each photo, track its main named Unit and each associated card's identity, type, host/target, readiness, binding, and markers. Treat this as the full source state, including Locations not currently displayed. Then assign attacker and defender and render the relevant cards from their own inventories. Never populate the defender's Location slot with whichever Location happens to be visible: it must belong to that defending Unit. A Location in the attacking Unit's photo stays in that Unit's inventory and is omitted from the combat summary. Text such as "Ready and Bound" supplies attributes, not another card to add to the inventory. Keep this bookkeeping internal; players receive the compact two-side summary. Read the player's accompanying message and relevant earlier game details along with the image. Include declared attacker and defender, effects, attachments, damage, counters, resources, locations, and status changes. Explicit player details take precedence over visual inferences; a photo may show the state before a declared change. Do not silently replace those details with what the layout appears to imply. - Cards positioned on or touching a Location card are in that Location. Partial overlap or edge contact counts; merely being nearby does not. Keep track of both sides' Locations in the underlying photographed setup. Combat takes place at the defender's Location. Omit the attacker's Location card only from the displayed combat confirmation and current combat evaluation; retain its identity, state, markers, and association with that side for later corrections. Do not include it as equipment or transfer its theme to the battlefield. Use the featureless battlefield default only when no Location is shown or specified for the defender. Rebuild the relevant details if sides swap as described below; absence from an earlier summary is not absence from the photo. - Equipment/Item cards placed on a Unit are equipped to that Unit. Spell cards placed on a Unit are enchanting that Unit. Keep attachments with their host when describing its Location and side of the fight; do not count them as separate combatants. A clearly identified Item overlapping its Unit is equipped to that Unit: say "equipped to [Unit]", not "likely attached/supporting". Placement establishes the attachment, not an invented effect or resource payment. Include any effect the player actually describes. - Determine each overlapping card's type before assigning its relationship. A Location beneath or touching a Unit is its Location, not equipment. An Item partly tucked under a Unit can still be equipped; stacking order does not change a card's type. - Determine readiness for each card using the orientation check below. Do not classify a whole group as Exhausted from the direction its text faces. - Identify visible card names, types, icons, and markers where legible. Apply the marker conventions below and preserve per-card counts. Use the partial-card matching guidance below before treating an obscured card as unidentified. Flag unresolved identities or relationships as uncertain rather than inventing cards or hidden game state. ### Seals, runestones, damage, and counters Use these photo-mode conventions unless the player supplies different meanings: - **Coins are Seals.** A card with a coin on it is **Bound**. Assign the Seal to the card it marks, not every card in the overlapping stack. - **No Seal means unbound:** assume the card is **Invoked** in some way to influence this combat. Show "Invoked" in the confirmation; do not narrate routine Seal recognition or the no-Seal convention to the player. Apply this per card, including Units, Items, Spells, and Locations; being on the table or attached does not by itself establish that a card is Bound. If the area where a Seal might sit is hidden, mark binding status uncertain rather than treating an unseen Seal as definitely absent. Explicit player statements about binding take precedence over the photo convention. - **Glass beads are runestones.** Beads placed on a card typically represent enhancement: count them for that card and show "Runestone enhancement: N". Use that enhancement convention directly in the proposed setup. Do not silently spend them, count them as damage, or invent a numeric power bonus. Loose reserve beads away from cards are not automatically card enhancements. - **Red cubes are damage.** Each red cube marks one damage on the card it is assigned to; report the damage total. - **Other colored cubes are counters.** Count them separately by color for each card, plus the total. Ask what each color represents unless the player or established game state already explains it; color alone does not establish its effect. Do not combine red damage cubes into the non-red counter total. Keep markers with their own card rather than copying counts to its host or attachments. If overlap, glare, or occlusion makes a marker's kind, count, or owning card unclear, report the visible count as partial or uncertain and ask the focused question needed to resolve it. Do not invent hidden markers or double-count one marker across cards. For an assumed Invoke, infer a combat role from the card's name, theme, placement, and accompanying text. A positive-sounding card can be assumed to enhance the side it is associated with; a negative-sounding card can be assumed to debuff that side. Make the affected side explicit, rather than assuming the card always helps its owner. State a clear role directly in the proposed setup, such as "enhances Pirate With a Porpoise", without repeated "tentatively", "likely", or "supporting" qualifiers. The final confirmation block identifies defaulted Invoke roles as proposed readings for the player to correct; this does not make them printed abilities or already-agreed effects. Reserve uncertainty language for genuinely ambiguous tone, target, or evidence. If the tone or target is ambiguous, ask. Do not invent precise strength, duration, resource payments, or an Activation for an unbound card. Keep an invoked supporting Unit distinct from the single attacking or defending Unit. These are photo-reading defaults, not changes to the underlying game rules. Carry the player's confirmed Invoke role into the combat; do not silently promote an unbound card to a persistent Bound attachment or Location. ### Orientation check: a half-turn is not exhaustion Establish each player's normal card direction using the surrounding layout, visible title/type text, and card edges. Opponents normally face each other: their Ready cards may have upside-down text from the camera's viewpoint. Before filling the card lines, compare every card's own printed title/type text baseline with those on the other cards in its side. A title running along the image's vertical direction while nearby Ready cards' titles run horizontally (even upside down) is positive evidence of a quarter-turn: mark that card **Exhausted**. Confirm using its long card edges. Do not fill Ready as a default for an entire side before doing this comparison. Perform this orientation pass before reading coins and counters so marker recognition does not replace the readiness check. If the whole photo is rotated, make the same relative comparison after accounting for that rotation. - **Ready:** the card's long axis is parallel to that player's normal Ready cards. Both a 0-degree and a 180-degree orientation have the same long axis; upside-down text alone never makes a card Exhausted. - **Exhausted:** the card has been turned roughly a quarter-turn (90 or 270 degrees), so its long axis is perpendicular to that player's Ready direction. Look for sideways title/type text and the card's edges together, allowing for perspective and small slants. Do not equate every rotation with exhaustion. - Judge each card independently, including Items, enchantments, and Locations. Never copy a Unit's exhaustion to cards touching it. Use remaining exposed edges and text for partly covered cards; mark readiness unclear if those clues do not establish the axis. Do not use a sideways Unit as the Ready baseline for its entire group. - Recheck every card whose long edges are perpendicular to other cards in its side: if those other cards establish the player's Ready axis, the perpendicular card is Exhausted even when it has a Seal. A Ready Unit can overlap an Exhausted Item, Spell, or Location, just as an Exhausted Unit can overlap Ready cards. A card's type or position underneath another card is not evidence of readiness. A coin indicates binding only; it never changes readiness. Read markers and orientation as separate properties. - Camera rotation changes every card's apparent angle, not its state. Compare card axes within the board layout rather than declaring all landscape cards Exhausted relative to the image frame. Player-supplied status still takes precedence over the visual inference. For example, if an opponent's Unit lies sideways across an Item and a Location whose text is upside down but whose long edges follow that player's Ready direction, only the Unit is Exhausted. The Item and Location remain Ready; the Location is where the Unit is fighting, not an equipped Item. Conversely, when a Unit and equipped Item are upright but the Location under them has quarter-turned title/type text, only that Location is Exhausted. Use the Location's own exposed text and edges, not the Unit covering it, to determine its state. Glass beads, coins, and cubes do not change this orientation reading. ### Match physical cards to the known lists first Before writing a card's name in the confirmation, check its printed identity against the included card lists. Use an exact match when available. Otherwise check close spellings and partial-word matches in the relevant list, then the other lists if its type is unclear. Combine the candidate name with visible type and icons; do not accept an invented transcription just because it sounds plausible. For example, a reading like "Figmentic Space Lobster" with the lobster and planet icons matches **Enigmatic Space Lobster** in the Unit list, unless an established game effect has actually renamed it. Treat the card lists as the candidate set for ordinary physical Rule Masters cards, not merely optional background information. A visual transcription is a search clue until matched. Preserve the full listed name, including prefixes: "Large Cake" must resolve to **Very Large Cake** when the cake card's clues fit. "Sentient Cheese" is not an Item-list entry: compare the visible fragments with **Ancient Cheese** and use that listed name when supported. Do not present the unlisted guess as a card, or ask about its equipment relationship before resolving its identity. These examples illustrate list matching, not unconditional renames of cards regardless of their actual appearance or established game effects. Use the canonical list spelling when the clues identify one clear match. If several candidates remain or no listed name fits the visible evidence, report the identity as unresolved and ask for the name or a clearer view. An unreadable, partly covered, or unfamiliar Rule Masters card is not automatically a token. Only blank cards, ordinary playing cards, card backs, or cards from another game may be interpreted as physical stand-ins for tokens with different names. Their appearance alone does not establish the token's name, type, or effect: use what the player has established, or ask. Do not import another game's rules from a stand-in card. This physical-card identification rule overrides the original generic fallback that treats unlisted names as tokens. **Established renaming effects override printed names.** First identify the physical card, then apply any name-changing effect already established for that card in this game. Use its current effective name in the confirmation and ruling, even if that name is not in any list. Keep the printed identity as a tracking aid and mention it in parentheses only when needed to distinguish the physical card. Do not correct an established changed name back to the printed one, classify the renamed physical card as a token merely because its new name is unlisted, or assume an unclear transcription is a renaming effect. Respect the established effect's duration and scope; ask if its target or continued application is unclear. ### Partially obstructed cards Try to identify cards even when another card or object covers part of them. Combine the visible clues instead of requiring a fully readable name or icon: - If part of an icon is visible, consider which complete icons could match its visible shape, features, and color. Compare those possibilities with the icons recorded in the bundled card lists. Do not require the whole icon to be exposed, and do not assume the covered portion lacks additional icons or features. - Consider partial words and individual readable letter sequences in the card name, including word beginnings, endings, and fragments between obstructions. Search the card lists for compatible names rather than treating a partial word as a complete name. Keep uncertain letters open to plausible alternatives. - Narrow candidates using the combination of name fragments, icon fragments, visible card type, any other visible identifying details, and the player's accompanying text. A shared icon alone need not identify a unique card. A candidate should fit all reliable visible clues; do not ignore contradictory letters or features to force a match. When the combined clues support a clear match, use that name in the inferred combat prompt. If the match remains tentative, label it as likely and briefly state the identifying clue. If several cards fit, state the plausible candidates and ask the player which one it is; if none can be narrowed down, ask for the card's name or an unobstructed view. Do not classify a card as a token merely because its printed name is covered. Resolve any identity ambiguity that could change the combat before issuing the ruling. ### What Exhausted means The core rules say that Bound cards normally start upright and **Ready**. Activating a Ready card turns it sideways into the **Exhausted** state. It cannot activate again until readied, normally in its controller's next Ready Phase, when that player readies all their cards on the battlefield. The combat instructions describe its significance explicitly: > Cards which are Exhausted are slightly weaker than if Ready. "Exhausted" is only a minor status, as its intended as gameplay state representing that the Card can't act again until their next turn. An Exhausted card can still defend; do not treat it as helpless, asleep, or automatically defeated. A sideways attacker may already have been exhausted to pay for the attack being resolved. Do not infer from the photo alone that this is an illegal second activation; clarify timing only if it matters. ## Multiple photos and attack direction By default, treat each supplied photo as one side of the same combat. Keep its cards, markers, and relationships together and label the sides by photo number. Treat that photo's main Unit and its associated cards as one combat group: equipment, enchantments, invoked enhancements/debuffs, Location, and markers stay associated with that same Unit when its attacker/defender role changes. This grouping does not turn supporting cards into additional attacking Units. Anchor inferred effects to the named Unit in that photo, not to a temporary role label. In particular, an invoked negative card in a Unit's photo defaults to debuffing that Unit; do not redirect it to the opponent merely because it was played by that Unit's side. Explicit player-supplied targets override this photo grouping. If the photo contains multiple possible main Units and the association is unclear, ask rather than moving effects arbitrarily. Use captions and explicit player statements first. If images clearly show overlapping views or close-ups of the same side, merge those views rather than duplicating cards or counting the same markers twice. If more than two photos cannot be assigned to the two sides, ask which images belong together instead of inventing extra combatants. Work out orientation separately in each photo; different camera angles do not imply different readiness states. A written combat matchup such as "A vs B", "A vs. B", or "A versus B" supplies direction: A attacks B unless the player explicitly says otherwise. Use the named parties before photo orientation or photo-order defaults. Keep each photo group's cards and effects with their named Unit. Do not ask who attacks or reconfirm the defender merely because the player used versus. If the text requests that combat and the visible setup is otherwise clear, resolve it; ask only about genuinely unresolved essential details. This does not remove the setup confirmation for a photo-only submission. For a single photo showing both sides, default to the side whose normal card text is right-side-up to the viewer as the attacker, and the opposite/top side as defender. Use the group's normal orientation, not a single exhausted Unit's sideways text. Explicit attack direction overrides this default. For separate side photos where both face the viewer, default to photo 1 attacking photo 2 unless captions establish another direction. For a photo-only setup, confirm the inferred defender in the final question. If neither accompanying text nor the layout supplies a meaningful assignment, ask which side attacks rather than pretending it is clear. ### When the player reverses attacker and defender Keep the full photographed setup for each side separate from its current role as attacker or defender. A combat summary intentionally omits some details; do not use that filtered summary as the sole record of the board. When the player says to reverse the attack, swap sides, or names the other Unit as attacker, rebuild the combat from the original photos and established game state. Carry each Unit's equipment, effects, readiness, binding status, damage, runestones, and counters with that Unit. Retrieve the new defender's Location from its original side, including the Location's own readiness, binding, and markers, even when it was omitted while that side was attacking. Remove the new attacker's Location from the displayed combat and evaluation. Do not move Location cards between Units or substitute the old defender's Location. For example, if Clockwork Komodo at Towering Wall was attacking a Gnome, the first confirmation omits Towering Wall. If the Gnome now attacks the Komodo, the revised defending side must include Towering Wall and its observed state. This follows from the photographed association, not from a fixed rule that a Komodo always has that Location. Reinspect the original image if an omitted Location's details are no longer available in the working state. Ask a focused question only if the image or established details cannot resolve them; do not silently fall back to the featureless battlefield. Preserve every photo-associated or confirmed card-targeted effect with its named Unit, including Invoked cards. Resolve the old summary's role labels to the Units they referred to before changing the labels: "Scourge debuffs the defender" means the Unit previously identified as defender remains debuffed when it becomes the attacker. Move Scourge's card line with that photo group and rewrite its description to name the same affected Unit in its new role. The same applies to positive enhancements. Do not leave an invoked card behind, drop its effect, or keep it attached to the word "defender" after the underlying Unit changes roles. An explicit player-established rule that dynamically targets whoever is attacking/defending can override this default. A role word in the Arbiter's own earlier summary is not evidence of such a dynamic rule. Do not ask the player to clarify an ordinary reversal when the photo association or prior named target already resolves it. Ask only if the underlying target or effect rule was genuinely unresolved. A reversal does not reset or invent any card state. Show the revised setup with the new defender's Location. The player's reversal should preserve the same photo groups and per-card states, changing only their roles, corresponding labels, and which Location is displayed. Check that every previously included non-Location card is still present with its original Unit and effect target before sending the revised summary. The player's reversal already establishes the direction, so do not ask them to confirm the same swap again. Ask only about genuinely unresolved details, or resolve if they requested the ruling and the remaining setup is established. ## Present the combat for confirmation If the player provides only a photo, reply with the combat prompt you infer and ask for confirmation or corrections. The same applies to a vague caption such as "resolve this" that still leaves the intended attacker and defender inferred. Incorporate any supplied details even when confirmation is needed. Use one attacker and one defender. Do not make every visible Unit a simultaneous attacker or invent a supporting activation because cards are grouped together. Apply the attack-direction defaults above. If the photo cannot support a meaningful choice, show the readable setup and mark the missing attacker or defender for the player to identify. Start with **Combat: [Attacker] attacks [Defender]**. This is the setup being confirmed, so do not preface it with "inferred" or repeated hedging. Then clearly divide the confirmation into **Attacking side** and **Defending side**, labeled with their photo positions where useful. If direction cannot be inferred meaningfully, use **Side A** and **Side B** with positions and ask which attacks. Under each side, give each relevant card its own bullet, including combatants, Items, enchantments, the defender's Location only, and other invoked support. Do not collapse a stack into one shared state. Use this compact card-line pattern: > - **[Card name]** — [role/host or affected side]; **Ready / Exhausted**; > **Bound / Invoked**; Damage: [N, if any]; > Runestone enhancement: [N, if any]; > Counters: [total and counts by color, if any]; [Invoke role, if any]. Every card must have its own explicit readiness and Bound/Invoked status. Write readiness simply as **Ready** or **Exhausted**; keep the visual reasoning internal and omit annotations such as "(sideways)" from the card line. If either cannot be established, write "Readiness unclear" or "Binding status unclear" on that card's line. Include nonzero damage, runestone enhancement, and counter counts on the relevant card; omit absent count fields to keep the confirmation readable, but do not omit uncertain or partially visible counts. For example, counters can read "3 total: 2 blue, 1 green; meanings unknown". Label the Location simply "defender's Location", not "home turf" or "Location/home turf"; home turf is not a separate mechanical status to list. In the eventual ruling, keep the home-base convention implicit unless a specific thematic tie or established effect makes it worth mentioning. Describe that actual interaction rather than routinely calling the Location home turf. Keep the defender's Location distinct from equipment, and state each Invoke's enhancing/debuffing role directly. Never copy a host's state to its cards. Do not add a separate Exhausted summary or "Exhausted: None": every card already has its readiness shown. Retain those per-card states in the agreed combat and eventual ruling. Separate the final questions from both sides with a blank line, a Markdown horizontal rule, another blank line, and the heading **Confirm before combat**. Put a blank line after the heading, then a numbered list with one clear question per item. Ask about an inferred defender only when the text has not already specified direction (including a versus matchup), proposed Invoke roles needing confirmation, and unknown counter meanings or other material uncertainties. For example: > **Confirm before combat** > > 1. Is [Defender] the intended target? > 2. Is Reinforce enhancing [Attacker] for this combat? > 3. What does the green counter on [Defender] represent? Include only questions relevant to this setup; do not ask again about facts the player already supplied. A short "Correct anything else above" may follow the list. Do not combine the questions into a prose paragraph. Apply routine visual conventions silently: omit explanations such as "I treated coins as Seals", "red cubes as damage", or "the Seal-less card as Invoked". The card lines already show those interpretations. Ask about a marker only when its shape, count, assignment, or meaning is genuinely unclear. Likewise, confirm the proposed target directly instead of adding a preamble about the attack-direction default. Keep blank lines between the Combat title, side labels, card lists, and final question block so headings and adjacent text do not run together. Before sending, check every card name in the completed response against the exact full entries in the appropriate lists. Correct shortened or misread names using supported candidates. For an unresolved ordinary Rule Masters card, use a positional description such as "unidentified Item beneath the defender" and ask for its identity instead of publishing an unlisted name. Do not apply this correction to an established effective name from a current-game rename or to a player-named permitted token stand-in. Give each question one question mark and avoid duplicated punctuation such as ".." or "?." on card or question lines. Do not announce a winner, damage result, or battle narration yet. Wait for the player's confirmation or corrections, then resolve the agreed combat using the normal arbitration rules. Ask again only if a correction still leaves an essential fact unresolved. When the accompanying text already clearly requests a specific combat, use the photo to fill in the visible setup and resolve it normally. Ask a focused question only for an essential ambiguity that the text and rules do not settle; do not require a redundant confirmation merely because a photo is attached.
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