ChiAxis - Creative Arts Studio
11.0 Play Sequence
11.1 Each ruler’s turn has a beginning, where win conditions are assessed (See 5.2b,
5.2d). Following this there is a sequence of phases (dawn, day, dusk, night) with
specific instructions and limitations.
11.2 Dawn is the first phase of each turn. Each step happens in the following order:
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Until dawn effects end, empty your resource pool.
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Remove a time counter from the current event and resolve the event.
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Resolve a Vote that you called during your previous turn.
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(Optional) Move 1 beast from one location in your city to another.
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(Optional) Move 1 item from one beast to another.
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Return all fatigued beasts you rule to your city.
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Draw step: Draw 2 cards from the top of your den.
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Dawn actions and abilities by either ruler.
11.3 Day is the second phase of each turn. Each step happens in the following order:
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Until day effects end.
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The following can be done in any order:
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Recruit a beast from your hand. (See 12.0)
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Forge an item from your hand. (See 13.0)
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Build a structure from your hand. (See 14.0)
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Barter to acquire cards from the market. (See 15.0)
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Day actions and abilities by either ruler.
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11.4 Dusk is the third phase of each turn. Each step happens in the following order:
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Until dusk effects end.
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The following can be done in any order:
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Attack an opponent’s city by starting a battle sequence once
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per turn. This sequence can contain many skirmishes at different locations (See 16.0).
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Call a Vote (Dominion or Conclave vote) once per turn
(See 17.0).
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Dusk actions and abilities by either ruler.
11.5 Night is the fourth phase of each turn. Each step happens in the following order:
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Until night effects end.
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Night actions and abilities by either ruler.
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The current ruler discards down to their maximum hand size (6).
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The ruler whose turn it is “ends the turn” or “passes”.