1. Getting started
A turn at a glance
What happens on your turn, in order
You and your opponent take turns, and every turn runs through the same steps in the same order. Most of them take care of themselves.
- Turn your cards upright. Everything of yours that's exhausted, runes included, turns back upright. Turning a card upright is called to it, and a card that isn't exhausted is ready.
- Score. First do anything that says it happens at the start of your turn, then score 1 point for each battlefield you still have.
- Take 2 runes. Put the top 2 runes of your rune deck on the table, ready. Putting runes out from your rune deck is called to them. If you went second, you channel 3 on your first turn instead.
- Draw 1 card.
- Play. Now you play cards, send units to battlefields and use what your cards let you, in any order, for as long as you can pay. This is your , and it's where nearly everything you decide happens.
- End your turn.
There's an easy way to remember the first four steps: ABCD, from their names in the rules. Awaken (turn your cards upright), Beginning (score), Channel (take 2 runes) and Draw.
Try it
Play a whole turn, from readying your cards to ending it, with a battlefield to score.
Set it up on the board