> For the complete documentation index, see [llms.txt](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/abilities-and-game-state/11-abilities-trigger-queue-and-continuous-effects/11-4-targets-and-choices.md).

# 11.4 Targets and Choices

11.4.1 An Ability identifies one or more target slots. Each target slot has a target type and a target pool defined by the Ability text. Choose every required target when the Ability is placed into the Trigger Queue. A target may be a player, game object, or Arena Space only when the Ability text identifies that target type.

11.4.2 A chosen target must satisfy all targeting restrictions at that time. An instruction that says “choose X targets” requires exactly X distinct legal targets unless the Ability states an exception. An instruction that says “choose up to X targets” permits any number from zero through X, subject to the stated target pool.

11.4.3 If an Ability requires more exact-count targets than are legally available when it would enter the Queue, the Ability triggers but is not placed into the Trigger Queue and then ceases to exist, unless its text permits fewer targets. An “up to” Ability may be placed into the Queue with fewer targets, including zero, if its text does not require a minimum.

11.4.4 Unless the Ability expressly permits duplicate targets, the same game object, player, or Arena Space cannot fill more than one target slot of that Ability. Different target slots may refer to different target types only when the Ability text defines those slots separately.

11.4.5 When the Ability resolves, recheck each target. An illegal target is unaffected. If every target is illegal when the Ability resolves, the entire Ability resolves with no effect. This is an express exception to the independent-legal-part rule in [Section 1.8](/comprehensive-rules-1.0.0/foundations/01-rules-authority-and-fundamental-principles.md); do not perform any otherwise independent untargeted part of that Ability. If at least one target remains legal, affect the legal targets and perform as much of the remaining instruction as possible under [Section 1.8](/comprehensive-rules-1.0.0/foundations/01-rules-authority-and-fundamental-principles.md).

11.4.6 For an Ability using “may,” its Controller decides whether to perform the optional instruction when that instruction would occur during resolution, unless the text requires the choice earlier. A permitted choice not to perform the instruction is a legal choice and is not an impossible choice under [Section 12.3.2](/comprehensive-rules-1.0.0/abilities-and-game-state/12-state-based-conditions-illegal-actions-and-loops.md).

11.4.7 Choose required modes, distributions, directions, and other choices that affect what the Ability will do when it enters the Queue, unless the text explicitly defers a choice.

11.4.8 When an Ability assigns separate results among multiple targets, its Controller must announce the distribution when the Ability enters the Trigger Queue. The announced distribution cannot be changed during resolution, except when the Ability expressly permits a new choice.

11.4.9 If a portion of a distributed result is assigned to a target that is illegal at resolution, that portion is not reassigned to another target unless the Ability expressly instructs redistribution. Resolve all portions assigned to legal targets, then perform any remaining independent instruction under [Section 1.8](/comprehensive-rules-1.0.0/foundations/01-rules-authority-and-fundamental-principles.md).


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