Refresh
Both players ready their boards. Then refresh and start-of-turn triggers happen.
Build a 40-card deck, install cards as charges for energy, set bodies and traps, then resolve simultaneous turns through speed-based combat.
Both players ready their boards. Then refresh and start-of-turn triggers happen.
Each player looks at cards from the top of their deck equal to their insight, keeps one unless modified, then puts the rest on the bottom in any order.
Players take plays in priority order until every player passes.
Start-of-combat triggers happen, then bodies attack in speed rounds from highest speed to lowest.
End-of-combat and end-of-turn triggers happen, temporary effects end, all damage is removed, and the active player moves left.
A player with priority may make one play. After the active player's first play, priority rotates through player order. A player who passes cannot make more plays this turn.
Bodies are cards on the field. They have attack, health, speed, and impact. The baseline body is 1/1/1/1 and costs 1 neutral.
Only front-line bodies block and attack. Drained front-line bodies are still blocking.
Traps are set face down in the trap zone. When their condition is met, the owner may pay the activation cost, flip the trap, and execute it.
Traps interrupt plays, use the stack, and go to discard after use.
Techniques are non-body, non-trap plays. They resolve through the stack, then go to discard.
Techniques do not have attack, health, speed, or impact.
Any card can be installed upside down as a charge. Drain a ready charge by turning it 90 degrees clockwise to produce its energy.
Charge abilities are used from the charge zone.