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A turn, step by step

A turn has six phases. The first four are automatic and run before you get to do anything — players remember them as ABCD — then the Main phase, where you actually play, then the Ending phase that clears up after you. Three turns to practise on, each with something different to watch for.

    Their base Their side
    The battlefields
    Legend
    Runes
    1. A AwakenReady everything you have exhausted.
    2. B BeginningScore, then resolve your start-of-turn triggers.
    3. C ChannelMove 2 runes from the top of your rune deck into play.
    4. D DrawDraw 1 card.
    5. MainYour turn to act — play, move, fight. Your rune pool empties as it opens.
    6. E EndingEvery unit heals, every “this turn” effect expires, rune pools empty. Then it is their turn.
    Remember

    Awaken, Beginning, Channel, Draw, Main, Ending. Inside Beginning, scoring comes first unless a card says otherwise, and you choose the order your own triggers resolve in. Channel moves two of your twelve runes out of the rune deck and into play; recycling sends them back to the bottom of it, so nothing ever runs out — and if fewer than two are left you channel as many as there are. Your rune pool is emptied twice, at the start of Main and again in Ending, so unspent energy can never be carried anywhere. Ending also heals every unit on the board and expires every “this turn” effect. Only you can start things in Main, but a [Reaction] lets your opponent answer anything you put on the chain.