An Interrupt is a play performed out-of-turn in response to a particular Trigger. Each Interrupt has its own Trigger text that defines the circumstances that permit the Interrupt to be played; these are usually worded in response to enemy activities. In addition to the requirements in the Trigger text, an entity can only play an Interrupt if it is not their turn and they have not already played an Interrupt this turn. Some Interrupts and effects may explicitly override these rules.
Note that while there is a limit of one Interrupt play per turn, there is no particular limit to the number of Interrupts played per round. An entity may play an Interrupt during every other entity's turn if it has the ability to do so and the Trigger is met.
Some Interrupts may have Trigger text that occurs outside of any entity's turn, such as the beginning or end of a round. An entity can only play one such Interrupt before the start of the next entity's turn.
Adversary, Challenge, and Opponent cards may include the Automatic keyword in an Interrupt. Such Interrupts always fire when the Trigger condition is met, even if the entity would otherwise be unable to play the Interrupt, and even if the entity would prefer not to play the Interrupt.
The Dazed condition prevents an entity from playing Interrupts.
See also: Assist