The turn sequence
The fixed phases of a turn, what happens automatically in each, and where you actually make decisions.
Before this: Setting up a game
Play continues cyclically until one player wins.Rule 302. Play continues cyclically until one player wins. Open in the rules browser The phases of a turn are rigid; what you choose is the order of the actions you take inside them.Rule 303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified. Open in the rules browser
Start of Turn
The rules group the opening phases under Start of Turn.Rule 315. Start of Turn Open in the rules browser Each one hands the turn player a job, and they run in this order:
- Awaken Phase. You ready all the game objects you control that are able to be readied.Rule 315.1.b. 1. The Turn Player readies all Game Objects they control that are able to be readied. See rule 415. Ready for more information. Open in the rules browser Exhausted units and runes stand upright again.
- Beginning Phase. Its Scoring Step is where you Rule 315.2.b.2. 1. The Turn Player Holds all Battlefields they Control. See rule 467. Scoring for more information. Open in the rules browser, which scores a point for each one you had not already scored this turn.Rule 469.2. Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase. Open in the rules browser
- Channel Phase. You channel Rule 315.3.b. 1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information. Open in the rules browser from your Rune Deck; channelling takes them off the top of the deck and puts them on the board.Rule 430.1. Channeling is the action of taking one or more Runes from the top of a player's Rune Deck and putting them on the board. Open in the rules browser
- Draw Phase. You draw 1.Rule 315.4.b. 1. The Turn Player draws 1. Open in the rules browser
Main Phase
This is the part of the turn that is yours. The Main Phase has no defined structure.Rule 316.5. The Main Phase has no defined structure. Open in the rules browser You may take any number of discretionary actions you are able to perform,Rule 316.5.a. A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 410.1. Discretionary Actions for more information. Open in the rules browser and playing cards and moving units both happen here.
One thing to know before you start spending. Every player's rune pool empties at the start of each player's Main Phase and at the end of each player's turn.Rule 167. Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn. Open in the rules browser Resources are made when you need them, not stockpiled between turns.
When you have no more discretionary actions you want to take, you say so,Rule 316.9. When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn. Open in the rules browser and that ends the Main Phase.Rule 316.9.a. This ends the Main Phase. Open in the rules browser
Ending Phase
The turn finishes in two steps. In the Ending Step, end-of-turn game effects take place.Rule 317.1.a. At the end of the turn Game Effects take place. Open in the rules browser The Expiration Step then runs Rule 317.2.a. Invoke an Ending Special Cleanup. See rule 318. Cleanups for more information. Open in the rules browser, and the steps it inserts into that cleanup are what clear the turn away. Damage is healed from units at Rule 143.3.b. Damage is Healed from Units at two specific times: Open in the rules browser, and one of them is Rule 143.3.b.1. At the end of each player's turn. See rule 317.2. Ending Phase for more information. Open in the rules browser. Every "this turn" effect expires at the same moment.Rule 317.2.c. Insert “3d. All ‘this turn’ effects expire simultaneously.” Open in the rules browser After that, the next player with a turn queued becomes the turn player.Rule 317.3. The next player with their Turn queued becomes the Turn Player. Open in the rules browser
Rules cited in this lesson
- Rule 302. Play continues cyclically until one player wins.
- Rule 303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
- Rule 315. Start of Turn
- Rule 315.1.b. 1. The Turn Player readies all Game Objects they control that are able to be readied. See rule 415. Ready for more information.
- Rule 315.2.b.2. 1. The Turn Player Holds all Battlefields they Control. See rule 467. Scoring for more information.
- Rule 469.2. Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase.
- Rule 315.3.b. 1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information.
- Rule 430.1. Channeling is the action of taking one or more Runes from the top of a player's Rune Deck and putting them on the board.
- Rule 315.4.b. 1. The Turn Player draws 1.
- Rule 316.5. The Main Phase has no defined structure.
- Rule 316.5.a. A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 410.1. Discretionary Actions for more information.
- Rule 167. Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn.
- Rule 316.9. When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.
- Rule 316.9.a. This ends the Main Phase.
- Rule 317.1.a. At the end of the turn Game Effects take place.
- Rule 317.2.a. Invoke an Ending Special Cleanup. See rule 318. Cleanups for more information.
- Rule 143.3.b. Damage is Healed from Units at two specific times:
- Rule 143.3.b.1. At the end of each player's turn. See rule 317.2. Ending Phase for more information.
- Rule 317.2.c. Insert “3d. All ‘this turn’ effects expire simultaneously.”
- Rule 317.3. The next player with their Turn queued becomes the Turn Player.