The player with priority may not pass if it's main timing and they control a J/resonator that is required to attack and can attack legally. This procedure is called "calling a magic stone". If they do, they put the top card of their magic stone deck into their field. The turn player rest his or her ruler or J-ruler if it is main timing, he or she hasn't called a magic stone and he or she haven't played a judgment process this turn. When a card with in the chase area resolves, perform the text after the colon or => of its text and put it into its owner's graveyard. Cards with in your standby area cannot be played or fulfill their trigger conditions on the same turn it was put into the chant-standby area. Unless otherwise specified, they can play cards with from their hand or standby area only. You also need to pay the cost of the card with if you play it from a zone other than your standby area. To play a card with, as its cost to play, perform actions shown on the text before the colon if the has it. If you cannot play the card for a reason, put it into its owner's graveyard. Triggered cards with are played as spells the next time you can play automatic abilities. An automatic card doesn't trigger again if it's already triggered, even if its trigger condition is fulfilled later.
![fore of will quickcast rules fore of will quickcast rules](https://www.fowdb.altervista.org/images/thumbs/7/pofa/063.jpg)
Unless otherwise specified, they can trigger cards with from their hand or standby area only. Automatic chant cards become triggered when you reveal the cards at the time their trigger condition is fulfilled. Some cards with are automatic objects (906). When an ability in the chase area resolves, apply the effect of the ability, then remove it from the chase area. Unless otherwise specified, a player may play activated abilities only on cards they control. If it's a will ability, resolve it immediately. The player with priority chooses an activate ability on a card they control, and plays it. The player with priority may play an activate ability on a card they control. You can put cards other than the ones with or down in this way, but you cannot play them without effects that allow it. This action doesn't use the chase area, and the player puts the card face down immediately when they perform the action. The turn player may put a card in his or her hand face down to their standby area by paying if it is main timing. If, via this Judgment process, a ruler became a J-ruler, automatic objects with the condition of "doing Judgment" are fulfilled at this time. From that point onward, the card is a J-ruler. If that ruler is in a ruler area, the player who performed the judgment puts their ruler into their field, J-ruler side up. When a Judgment process on the chase resolves, perform the following procedures. Any effects applying to spells or abilities don't affect judgment. Judgment in a chase area is neither a spell or ability. If a text refers "", it refers "actions written in the section". If any conditions are shown on this section, they are conditions that need to be met to play the judgment process. If will symbols are shown in this section of the card without specific notice, you need to pay the will to perform a judgment.
![fore of will quickcast rules fore of will quickcast rules](https://www.fowdb.altervista.org/images/cards/7/ao3/066.jpg)
The player performs any action specified in the section and put the judgment into the chase area. The turn player may play a judgment process if it is main timing, they have a recovered ruler with in their ruler area, and they haven't played a judgment process this turn. Initiating battle doesn't use the chase area. Turn player may initiate battle if it is main timing. When a chant in the chase area resolves, perform the text and put it into its owner's graveyard. Unless otherwise specified, they can play chant cards from their hand only. The player chooses a chant card without, pays the cost and plays it. Turn player may play a chant without if it is main timing. When a resonator, regalia or addition card in the chase area resolves, the resonator, regalia or addition card is put into its controller's field. Unless otherwise specified, they can play a resonator, regalia or addition cards from their hand only. The player chooses a resonator, regalia or addition card, pays the cost and plays it.
![fore of will quickcast rules fore of will quickcast rules](https://www.fowdb.altervista.org/images/cards/8/msw/008al.jpg)
Turn player may play a resonator, regalia or addition card if it is main timing. In the rules, "main timing" means "turn player has priority, it is their main phase, they are not in a battle, and the chase area is empty." A player may perform an action while they has priority.