Turn Structure
Every turn follows the same sequence. Learn it once and every game flows naturally.
Phase Overview
The Activation Sequence
Any time a card is newly activated or reactivated, it goes through the same sequence of steps:
- Ability Phase 1: use zero or more of the card's arrow abilities
- Resolve conflicts: in any order you choose (each conflict runs to completion before the next)
- Flip: opponent cards in the direction of your arrows that have no defending arrow toward you
- Ability Phase 2: use any remaining unused abilities
If any step in the sequence triggers a chain (for example, an ability moves an opponent card into a new conflict), the newly triggered card goes through its own Activation Sequence first (last triggered, first resolved). Once that resolves fully, the original sequence continues.
See Chaining and Activation & Reactivation for full details.
First Turn Credits
On a player's first turn they simply have their 50 starting credits; there is no additional gain. The regular +5 per turn begins on their second turn and applies every turn after. (Phrased the old way: the +5 is "skipped" on the first turn, which is the same thing as the 50 being the first turn's amount.)
The Two Ability Phases
Abilities are split into two windows per activation on purpose. Ability Phase 1 happens before conflicts, letting you use abilities to set up favorable positions. Ability Phase 2 happens after all conflicts and flips, letting you use remaining abilities as a follow-up.
You do not have to use abilities. Using 0 abilities in a phase is always valid.
Conflict Order
When your active card has multiple arrows pointing at opponent cards that point back, you have multiple conflicts. You choose the order in which to resolve them. This matters because damage accumulates across conflicts within a single turn. See Conflicts & Flip for full details.