> 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/examples-and-glossary/17-detailed-resolution-scenarios.md).

# 17. Detailed Resolution Scenarios

## 17.1 Standard Summon and Multi-Snatch

| **Example.** Situation. The Active Player Summons an Earth Momon with Normal Snatch-Sights pointing to an adjacent Air Momon and an adjacent Water Momon controlled by the opponent. Procedure. After the On Summon Queue empties, create both Snatch Attempts before resolving either. The attacking Momon’s Controller chooses their order. Against Air, Earth has Element Advantage, so the attempt can succeed regardless of Power unless Ward stops it. Against Water, Earth is neutral, so the attacking Power must be greater. Changing the first defender’s Controller does not remove the second attempt, but the second attempt is rechecked when it resolves. |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

## 17.2 Trigger Queue: Active Player, Non-Active Player, and a New Trigger

| **Example.** Situation. One event creates two triggers controlled by the Active Player and one controlled by the Non-Active Player. The Active Player orders AP-A before AP-B. The Non-Active Player has NAP-C. Procedure. The Queue is AP-A, AP-B, NAP-C. AP-A resolves first. If AP-A creates trigger AP-D, AP-D is appended after NAP-C. The final order is AP-B, NAP-C, AP-D. No player may insert an Ability ahead of one already waiting. |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.3 Target Becomes Illegal

| **Example.** Situation. A triggered Ability targets a Momon on the Arena when it enters the Queue. An earlier queued Ability moves that target into its Owner’s Void. Procedure. When the targeted Ability resolves, the card in the Void is a new object and is no longer a legal Arena target. If it was the only target, the Ability resolves with no effect. If other legal targets remain, the Ability affects those targets and performs the remaining independent instructions as far as possible. |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.4 Source Leaves the Arena

| **Example.** Situation. An On Summon Ability enters the Queue. Before it resolves, an earlier queued Ability sends its Source to the Source’s Owner’s Void face-down. Procedure. The queued Ability remains in the Queue and resolves under the control fixed when it triggered. If it needs the Source's Power or Element, use the Source's last known information immediately before it left the Arena. The face-down card in the Void is a new object. |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.5 Snatched Back to Owner

| **Example.** Situation. Player B controls a Momon owned by Player A. Player A’s attacking Momon successfully Snatches it. Procedure. Flip the defending Momon’s Marking Token to Player A. Ownership did not change. After all Attempts in the Snatch Check resolve, collect the “snatched back to my Owner’s control” trigger. If the attacking Source also qualifies for On Snatch, place On Snatch triggers first, then return-to-Owner triggers, using Active Player/Non-Active Player order within each category. |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.6 Non-Stacking Ward Grants

| **Example.** Situation. A Momon has Ward. An effect later attempts to grant Ward to that same Momon again. Procedure. The second Ward grant has no effect. Do not create a second Ward effect, place a second Ward Token, reset the expiration time, or extend the existing Ward. The original Ward remains active until its previously determined expiration, unless the Momon leaves the Arena or its Ward Token is removed. |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |

## 17.7 Void Fallback and Hidden Information

| **Example.** Situation: The Active Player has no cards in Hand and has cards in their Void. The player randomizes the Void face-down, and the opponent selects one card without inspecting it. Procedure: Reveal the selected card, choose a legal empty Arena Space, and Summon it. If no legal Space exists, return it face-down to the Void, randomize again, perform no Summon, and proceed to the End Step. |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.8 Full Arena at the Turn-Based Summon Step

| **Example.** Situation: The Active Player reaches Step 1 while all sixteen Arena Spaces are occupied. Procedure: Record the Full-Arena End condition, skip the turn-based Summon and associated Snatch Check, resolve the pending Queue and End Step, then determine the Game Result. |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

## 17.9 Move and Incite

| **Example.** Situation: An Ability Moves a Momon to a new empty Space and then Incites it. Procedure: Move alone creates no Snatch Check. Incite explicitly creates a new Snatch Check from the Momon’s new Space and does not create On Snatch Timing Header triggers. |
| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/examples-and-glossary/17-detailed-resolution-scenarios.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
