Every time the enemy team makes a cup, it is placed into Triage. The Cleric can use their mana pool to save these cups and return them to the battlefield; this action takes the Cleric’s turn. The Cleric also have to wave their hands in the air and make a funny sound. A Cleric can not do this if they are oom.
When the enemy team re-racks, all of the cups in triage will die. Cups in Triage are considered out of play for all other purposes. A Cleric can only have as many cups in Triage as on the Playfield: if there are 4 cups up there can be 4 in Triage (2 Clerics may have double this amount, so 3 up 6 in Triage.) Any cup that is made twice in the same turn is instantly killed and cannot be placed into Triage.
When two or more cups are touching & in a horizontal line, the Guardian can declare a Hold for that line. Doing this means until the line is broken, every cup behind the line is safe and can only be killed if it is made twice in the same turn, a Bounce behind the line only removes the cup made. However, once the line is broken the Guardian loses a turn. The Guardian must say things like “HOLD”, “STEADY”, “RALLY!” to continue holding the line.
At the start of the Game, the Necro chooses a cup. This cup will move towards the Necro at a rate of 2-Cup-Diameters per Necro Turn. If the enemy team makes it in this cup, it will move back until it touches another cup in the rack OR until it reaches the same plane as another cup. (This is considered a make for all bonuses). When the cup crosses the halfway mark, it is removed from the table; then a new cup is chosen.
The afflicted player cannot use active or passive abilities (Triage/Dark Pact/General Merriment are not affected by this)