The following turn order breakdown is explained from the perspective of the active player. Some steps do not allower players to take any actions.

1

Phase 1: Start

Players may answer your actions with Speed 3 actions.

Opponents may take Speed 3 actions if you took no action.

Step 1: Refresh

Players can’t take actions.
Locked cards are unlocked.

Step 2: Draw

Draw two cards, unless you’re the starting player and its the first turn. In which case, draw one card instead.

Step 3: Maintainence

Any “Start of the turn” reactive skills react.

2

Phase 2: First primary

You may take Speed 1, Speed 2, or Speed 3 actions.

Your opponent may take Speed 2, and Speed 3 actions:

  • To answer your actions.
  • If you took no action.

You may:

  • Convert a card if you haven’t this turn.
  • Play an anomaly if you haven’t this turn.
3

Phase 3: Battle

Battle phase – Step 1: Advance

Players don’t have to advance.
— Select any friendly agents that did not arrive this turn to advance with, for each one:

— — Select which biome it advances into.

— — Select any unattached gear in the staging area to attach to advancing agents, for each: Attach the gear to target friendly agent in the staging area.

Players may take actions before agents advance.

— You may take Speed 2, or Speed 3 actions.

— — Your opponent may answer your actions.

— Your opponent may take Speed 2, and Speed 3 actions.

— — You may answer your opponents actions.

— For each advancing agent, move it and its attachments to the friendly sector of the selected biome.

— Your opponent may repeat this process to advance (even if you don’t advance).

Battle phase – Step 2: Attack

Players don’t have to attack, even if they advanced.
— Any “Start of attack” reactive skills react.

— Starting with you, players may answer with Speed 3 actions.

Players may take actions before agents attack.

— You may take Speed 2, or Speed 3 actions.

— — Your opponents may answer your actions.

— Your opponent may take Speed 2, or Speed 3 actions.

— — You may answer your opponents actions.

— You may have any agents you play arrive in a biome of your choice (instead of in the staging area).

— If the queue is empty, select any friendly agents that could attack that you want to attack with (they are your attackers).

Players may take actions after agents attack.

— Your opponent may take Speed 2, or Speed 3 acitons.

— — You may answer your opponents actions.

Battle phase – Step 3: Defend

Players don’t have to defend.
— Your oppoent may have any agents they play arrive in a biome of their choice.

Players may take actions before agents defend.

— You may take Speed 2, or Speed 3 actions.

— — Your opponent may answer your actions.

— Your opponent may take Speed 2, or Speed 3 actions.

— — You may answer your opponents actions.

— Your opponent selects any agents that could defend they want to defend with (they are their defenders).

— — Each defender can only defend one attacker.

— — Each attacker can be defender by more than one defender.

— — The attacking player decides in what order the defenders take battle damage.

— — Locked agents can’t defend.

Players may take actions after agents attack.

— You may take Speed 2, or Speed 3 actions.

— — Your opponent may answer your actions.

— Your opponent may take Speed 2, or Speed 3 actions.

— — You may answer your opponents actions.

Battle phase – Step 4: Damage

Players can’t take actions.
— Undefended agents apply battle damage to the enemy sector in the biome they are attacking in.

— — If the damage is equal to or more than the attacked sector’s durability, the attacked sector’s owner loses the biome the sector is in.

— If an attacking agent has multiple agents defending it:

— — The attacking player decideds how to assign the attacking agents damage.

— — Damage can only be assigned to the defending agents int he previously decided order.

— — Defending agents must be assigned terminal damage to be terminated before the next can be assigned damage.

Terminal damage: The amount of damage needed to terminate an agent. Typically, equal to the agents defense.

— Battle damage is applied to:

— — Defending agents in order.

— — Attacking agents.

— — Attacked sector. It loses an amount of durability equal ot the damage.

— Attacking and defending agents:

— — Apply battle damage to eac other.

— — Are terminated if they take battle damage equal to, or more, than their defense.

— — Damage applied to agents remain until the reset step.

— All agents still in a biome retreat.

4

Phase 4: Second primary

You may take Speed 1, Speed 2, or Speed 3 actions.

Your opponent may take Speed 2, and Speed 3 actions:

  • To answer your actions.
  • If you took no action.

You may:

  • Convert a card if you haven’t this turn.
  • Play an anomaly if you haven’t this turn.
5

Phase 5: End

— Any “End of turn” reactive skills react.

— — Starting with you, players may answer with Speed 3 actions.

— Your may take Speed 3 actions.

— Your opponent may take Speed 3 actions:

— — To answer your actions.

— — If you took no action.

End phase – Step 1: End

— Players may answer your actions with Speed 3 actions.

— Opponents may take Speed 3 actions if you took no action.

End phase – Step 2: Reset

Players can’t take actions.
— Discard to your maximum hand size (7 cards).

— Damage is removed.

— Temporary effects are removed.

— The turn ends.