Rulebook in Early Access Some rules are still being finalized. Have a question or want to help shape the game? Join Discord →

Turn Structure

Every turn follows the same sequence. Learn it once and every game flows naturally.

Phase Overview

Every turn
1
Gain credits +5, skip on each player's own first turn
2
Draw 1 card from your deck
3
Reveal covered cards each enters the Activation Sequence
a. Ability Phase 1 — use zero or more arrow abilities
b. Resolve conflicts — in any order you choose
c. Flip opponent cards with no defending arrow toward you
d. Ability Phase 2 — use remaining unused abilities
↻ If a chain triggers, the chained card resolves first
You may pass your turn here. Skip steps 4–6 and go to score + discard + end. If covered cards were revealed, score and discard still apply.
If you play a card
4
Play a card from your hand — covered (face-down) or active (face-up)
5
Pay and play pay the credit cost if active; covered cards defer cost to next turn
6
Resolve bonuses & synergies the played card enters the Activation Sequence
a. Ability Phase 1 — use zero or more arrow abilities
b. Resolve conflicts — in any order you choose
c. Flip opponent cards with no defending arrow toward you
d. Ability Phase 2 — use remaining unused abilities
↻ If a chain triggers, the chained card resolves first
End of turn
7
Update score
8
Discard if you hold more than 8 cards — your choice which to discard
9
End turn

The Activation Sequence

Any time a card is newly activated or reactivated, it goes through the same sequence of steps:

  1. Ability Phase 1 — use zero or more of the card's arrow abilities
  2. Resolve conflicts — in any order you choose (each conflict runs to completion before the next)
  3. Flip — opponent cards in the direction of your arrows that have no defending arrow toward you
  4. 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.