A player's turn is comprised of three main phases that must be resolved in order. The Casting Phase allows the player to cast previously prepped spells. The Main Phase allows the player to play any cards they wish and buy cards from the supply, among other things. Finally, the player ends their turn with the Draw Phase, where they draw a new hand of cards in preparation of their next turn.
The Casting Phase is the primary time players may cast spells.
Cast Prepped Spells[]
Any spells that are prepped to an open breach may be Cast. The active player can choose not to cast any of these spells.
Any spells that are prepped to a closed breach must be Cast.
The active player chooses the order they cast their spells.
When a spell is Cast:
Discard the spell to the top of your discard pile immediately.
Resolve any text of the Cast effect if possible.
Damage is dealt to only one enemy per spell, unless the spell says otherwise. If casting multiple spells, each can target a different enemy.
Many open breaches give bonuses for casting a spell from them. Any spell prepped to those breaches resolve the added effect. If a spell does not deal any damage but is Cast from a +1 Damage breach, then that spell will now do 1 damage (1 greater than 0) and so the active player must choose a target.
A spell prepped to multiple breaches at once (e.g. Monstrous Inferno) will gain any bonuses from both breaches it is prepped to.
When You Deal Damage:
To a minion, remove life from that minion card equal to the damage you dealt. If a minion has no life remaining, it is immediately discarded to the nemesis discard pile.
To the nemesis, reduce its life total on the dial by the amount of damage you dealt. If the nemesis has zero life remaining, the players immediately win.
Main Phase[]
The Main Phase is comprised of many smaller actions. There are 8 possible actions a player may take during their main phase, and they can be resolved in any order and repeated any number of times.
1) Play a Gem or Relic Card
When you play a card, you must execute all of the text on that card if possible.
If there is an "OR," choose exactly one of the options listed. If you can only complete one of the two options, you must choose that option.
You may gain aether () even if you choose not to pend it.
Any aether () gained on a turn that is not spent is lost. Aether does not accumulate over turns, nor can it be given to other players.
At the end of your turn, any gem or relic cards you played are placed on top of your discard pile in any order.
2) Gain a Card
You may gain a card from the supply by spending aether () you have gained this turn equal to the cost shown in the upper right-hand corner of the card.
When you gain a card, it is immediately placed on top of you discard pile.
3) Gain a Charge
You may pay 2 aether () to gain a charge.
When you gain a charge, place a charge token on your player mat beneath the ability description.
You may not pay aether () to gain charges for your allies.
You may not have more charges than your ability requires. The maximum charges are denoted by the number of spaces available on the player mat: 4, 5, or 6.
4) Focus a Breach
You can focus a closed breach by paying the focus cost shown near the center of that breach token.
When you focus a breach, rotate the breach 90° clockwise. You may prep a spell to the focused breach this turn.
Breaches may be focused any number of times per turn. Any number of breaches may be focused per turn. You may focus a breach without prepping a spell to it.
A breach that has been rotated so that the yellow quadrant is at the top can be opened by an effect that would otherwise focus this breach.
5) Open a Breach
You can open a breach by paying the open cost currently indicated on the top of that breach token. The open cost decreases each time you focus the breach.
When you open a breach, flip the breach to the opened side. Opened breaches stay opened for the rest of the game. A spell can be prepped to a breach on the turn that breach is opened and any subsequent turn.
6) Prep a Spell to a Breach
To prep a spell, play a spell card from your hand onto an opened breach or a closed breach that has been focused this turn. Only one spell may be prepped to a breach at a time, unless a spell states otherwise. You cannot prep a spell to a breach that already has a prepped spell. You can only prep spells to your own breaches.
Prepped spells can be Cast during the casting phase of that player's next turn.
7) Resolve a "While Prepped" Effect
You can use the effect of any of you prepped spells that have a "While prepped" effect that is specific to the main phase (e.g. Arcane Nexus). Such effects may be used the same turn that the spell is prepped or any subsequent turn if the spell is still prepped.
Some "While prepped" effects do not occur during the main phase, and thus cannot be resolved at this time.
8) Resolve a "TO DISCARD" Power Effect
Some nemesis power cards have a "TO DISCARD" effect. During your main phase, you may fully resolve the effect listed to discard that power card. If a power card is discarded this way, its effect is not resolved.
Draw Phase[]
Once you have finished your main phase, place all of the gem and relic cards you played this turn on top of your discard pile in any order.
Then, keeping all unplayed cards in hand, draw cards from the top of your deck until you have five cards in hand.
If at any time there are not enough cards in your deck to draw or reveal a card, draw/reveal as many as you can then flip over your discard pile to form a new deck and draw/reveal. At no point in the game do you shuffle your deck.
You may not choose to discard cards during your turn, and may not discard unplayed cards at the end of your turn.
You may look through you discard pile at any time, although you may not rearrange it.