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DURATION CARD SUBTYPE

Updated: Sep 16

Why We Added the Duration Mechanic

One of the biggest additions in the 3.0 Rules Update is the Duration mechanic—a simple but powerful change that makes certain effects feel cleaner, fairer, and more thematic.


The Core Idea

Cards with the Duration subtype are ongoing effects that stick around for a set number of turns. You’ll see the number in brackets — e.g., Duration [2] — right in the card’s subtype. While the Duration is greater than zero, the card stays in play and its effect remains active. Once the Duration hits zero, the card is considered “expired.” It flips facedown to show it’s done, and then gets swept from play at the start of the next Sweep Phase.

By default, a card with a Duration will reduce its Duration by 1 at the end of each player’s turn, specifically after the Draw/Discard Phase of the player who controls the card. Some Duration cards include a Turn Identifier in their Subtype to modify this countdown behavior. If a Turn Identifier is present, the Duration only reduces after that specific player’s turn (after their Draw/Discard Phase). 

  • No turn identifier – Duration counts down after every player’s turn.

  • Your Turn – Only counts down after your turn ends.

  • Opp Turn – Only counts down after your opponent’s turn ends.


Why The Game Needed It

Before Duration, some effects had awkward timing problems. For example, cards like Throw were meant to keep you temporarily disarmed until the end of your next turn — but the card itself got swept from play too early. You’d have a situation where the physical card was gone from the table, but its effect was still supposed to be happening. That made it easy to forget or misinterpret what was going on.


The Duration mechanic solves this by keeping the card in play for as long as its effect lasts — no more invisible, “ghost” effects lingering after a card is gone.


Example: Throw Before Duration

Throw (old version)

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  • You play Throw on Turn 1. You’re considered Disarmed.

  • Your opponent takes their turn, and at the start of your Sweep Phase you must Sweep Throw because it's an Edge card...

  • You're still considered Disarmed, even though the card causing that effect is off the table. A "Ghost" card.


Example: Throw With Duration

Throw (Duration version)

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  • Turn 1: You play Throw and you’re temporarily disarmed. There is no turn identifier, so the Duration countdowns after each players Draw/Discard Phase.

  • End of your turn: the duration counts down from [3] → [2].

  • Opponent’s turn: Defends, plays their attack. End of their turn the Duration goes from [2] → [1].

  • Your Turn 2: Throw is still in play, so you’re still temporarily disarmed as intended. End of your turn: [1] → [0]. The Duration has expired, turn the card facedown and it has no effect any more.

  • Sweep Phase: Any card with a Duration of [0] gets Swept from play. Perfect timing.


How This Ties Into Wounds

All Wounds now use the Duration mechanic. This makes them self-limiting and self-resolving, so you don’t end up with a Wound hanging around forever. It also fits the lore — Immortals heal quickly, so an injury shouldn’t last the entire game. Duration gives us a built-in clock that matches both theme and gameplay. All Wounds now make use of the Duration card Subtype and mechanics. You can read more about Wounds here.


Why It Matters

  • Cleaner gameplay – The card stays on the table for exactly as long as the effect lasts.

  • Better memory aid – No more “wait, are you still disarmed?” moments.

  • Design space – We can now build cards that reliably track temporary effects without awkward rule patches.

  • Lore fit – Effects wear off in a way that makes sense for the world of Highlander.

With Duration, the game feels tighter, more thematic, and less prone to rules confusion — exactly what a 3.0 update should deliver.

 
 
 

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