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Turn Structure

A turn always belongs to a Player, not to a PPC. Each round of play proceeds as follows:

  1. Players take turns in a fixed order
  2. On your turn, resolve your Character's turn first
  3. Then resolve the turns of all PPCs you control, in order

Turn Order

At the start of a game or scenario, each Player rolls 1d20. The highest roll goes first. Turn order then proceeds clockwise around the table. This applies to Campaign, Co-op, and PVP. Scenarios may override this.


The Four Phases

1. Draw Phase

Occurs at the very beginning of your turn — before movement, actions, or anything else.

  • Draw exactly 1 card from your Relic Deck
  • Drawing is mandatory
  • PPCs do not draw cards

Tiles are not drawn or revealed during the Draw Phase. Tiles are only revealed during movement.

2. Main Phase

The core interactive phase. During your Main Phase you may:

  • Move (roll your Movement Die, move up to that many tiles)
  • Take one Action (attack, use an ability, use a card)

These may happen in either order: Move → Action, or Action → Move. You may also choose to do only one, or neither.

Important

Movement cannot be split around an Action. Once you begin moving, complete it before taking your Action.

✅ Move → Action
✅ Action → Move
❌ Partial Move → Action → Partial Move

Moving: Roll your Movement Die immediately before you move. The result is your maximum spaces. Unused movement is lost. You may move back and forth between tiles as long as total spaces moved does not exceed the roll.

PPCs do not act during the Main Phase. They are locked until their designated turn.

3. Clean Up Phase

Occurs immediately after the Main Phase, before PPC turns.

  1. Resolve all end-of-turn effects (cards or abilities that say "at the end of your turn")
  2. Discard cards from your hand until you have 7 or fewer
  3. Discarding is mandatory — you choose which cards to discard

During Clean Up you may not play cards, take Actions, equip cards, move, or spend resources.

note

If an end-of-turn effect grants resources (e.g. Ether), those resources cannot be spent during the same Clean Up Phase.

4. PPC Turns

After your Clean Up Phase, resolve the turns of all PPCs you control — in the order defined by their stand shapes (e.g. Circle → Rectangle → Triangle).

Each PPC resolves its entire turn before the next PPC begins. During PPC turns you may not play cards, take Actions, equip cards, or move your Character.

If your Character is reduced to 0 HP (Dead), you continue to control your PPCs and they continue to act normally — unless a game mode explicitly states otherwise.


PPC Identification System

Each Player is assigned a unique color for their stand bases. All PPCs you control use your color. Each Player also has a set of distinct shapes to identify and order PPCs.

PlayerColor
ShimaBlack
AmkaBlue
PonaGreen
ErandiMagenta
AgowaOrange
PratiPurple/Pink

Stand shapes (example): Circle → Rectangle → Triangle → Half-circle → Square

When you gain a new PPC, assign it the next available stand shape in your sequence. That PPC's turn order position is fixed from that point unless an effect changes it.


Round vs Turn

  • Turn = one Player's full cycle (Draw → Main → Clean Up → PPC Turns)
  • Round = all Players complete a turn