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.