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 Exception
Neither player gains +5 credits on their own first turn. The player going first skips the credit gain on turn 1 of the game; the second player skips it on turn 2 (their first turn). Both players start the game with 50 credits.
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.