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Complete Rulebook

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:

 

  • Until dawn effects end, empty your resource pool.

  • Remove a time counter from the current event and resolve the event.

  • Resolve a Vote that you called during your previous turn.

  • (Optional) Move 1 beast from one location in your city to another.

  • (Optional) Move 1 item from one beast to another.

  • Return all fatigued beasts you rule to your city.

  • Draw step: Draw 2 cards from the top of your den.

  • Dawn actions and abilities by either ruler.

 

11.3 Day is the second phase of each turn. Each step happens in the following order:

 

  • Until day effects end.

  • The following can be done in any order: 

    • Recruit a beast from your hand. (See 12.0)

    • Forge an item from your hand. (See 13.0)

    • Build a structure from your hand. (See 14.0)

    • Barter to acquire cards from the market. (See 15.0)

    • Day actions and abilities by either ruler.

 

11.4 Dusk is the third phase of each turn. Each step happens in the following order:

 

  • Until dusk effects end.

  • The following can be done in any order: 

    • Attack an opponent’s city by starting a battle sequence once 

per turn. This sequence can contain many skirmishes at different locations (See 16.0).   

  • Call a Vote (Dominion or Conclave vote) once per turn 

(See 17.0).

  • Dusk actions and abilities by either ruler.

 

11.5 Night is the fourth phase of each turn. Each step happens in the following order:

 

  • Until night effects end.

  • Night actions and abilities by either ruler.

  • The current ruler discards down to their maximum hand size (6).

  • The ruler whose turn it is “ends the turn” or “passes”.

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