Skip to main content

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 Phases​

1. 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.

Reaction Phase (Reaction windows)​

Reactions are playable outside your turn. Whenever an attack or other effect occurs that grants a Reaction window (for example: an attack declaration, a card effect that targets a unit, or another game event that card text references), the game temporarily enters a Reaction Phase:

  1. The triggering attack or effect is paused before it resolves.
  2. Eligible players may play Reaction cards in response. Reactions resolve fully in the order players play them.
  3. After all Reactions for that trigger have resolved, the original attack or effect resumes and continues to its normal resolution.

You may play a Reaction at any time, including during another player's turn. Playing a Reaction does not cost an Action. You get 1 Reaction per round. A Reaction cannot be played in response to another Reaction. Only one Reaction may be played in response to the same attack or effect.

Reactions may not be played during Clean Up unless a card explicitly states otherwise.

When a Reaction is played, resolve it immediately, then continue the effect that was interrupted. That effect still happens and still resolves — but if the Reaction made it impossible to land (the target moved out of range, became untargetable, or is no longer a legal target), it deals no damage and has no effect. The attacker does not choose a new target.

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.

5. Draw Step (end of turn)​

Occurs at the very end of your turn — after PPC turns have resolved.

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

Drawing a card does not reveal tiles. Tiles are only revealed during movement.


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 (Main → Clean Up → PPC Turns → Draw). A "Player's turn" means the Player's own cycle — Makri, PPC, and Controller turns are not Player turns, even though PPC turns resolve inside a Player's cycle. An effect that says "on your turn" or "once per turn" refers only to Player turns.
  • Round = completed when every Player and every Controller/Makri has taken a turn. In standard play, this means all Players finish their full cycles (including their PPC turns).
  • "Once per round" effects reset when the Round completes — not at the start of any individual Player's turn. If you used a once-per-round effect on your turn, it becomes available again only after every other Player (and their PPCs) has also taken a turn.