Each player takes a turn, running through this sequence and then handing it over to the next player. R.I.C.E or ABCD phases - i.e. if anything refers to A phase, its Refill step.
REFILL or RECHARGE PHASE - Turn all ENGAGED cards the right side up (disengage). The active player draws cards from the deck until the maximum hand size (7) is reached.
IMPLEMENT PHASE - The active player may Buy any card during this phase. Outside of this phase only EVENT cards can be bought.
CHALLENGE OR COMBAT PHASE - The active player may mount an attack using one or more characters. Players and cards may be attacked.
END PHASE - All 'until end of turn' effects end, trait pool empties.
Characters that are bought can be used to attack opponents during the COMBAT PHASE
Characters cannot attack the turn they are bought, this is called DISORIENTATION. They have to wait till the player's next turn to do so.
Every character a player controls can attack once a turn. Non-character cards cannot be used to attack
To initiate combat, a player in the C (Challenge phase) selects a character. Then the player chooses which TRAIT the character is attacking with (i.e.: Blue, Red, White or Green) and then finally chooses a valid target: This can be a player or a card that player controls.
Characters that attack are turned 90 degrees, this is called ENGAGING. Cards in this state are ENGAGED
Each character has a value for each of their traits.
When characters attack, they deal damage equal to their attack value of that trait.
Any disengaged character can attack, and you can attack with as many characters as you want but each combat has to be resolved individually.
To attack, choose an attacker, which must be a disengaged character, and a target player or card.
A character may not attack himself.
Then declare the trait that will be used for the combat. Combat will be dealt in these traits. You cannot declare a trait if your target has a - in that trait. It is quite hard to have an intelligence contest with a gun.
If the target has gone somewhere else after the attack declaration, such as by a Move effect, then the attack is nullified and does not happen. The attacker however remains engaged.
Any card or cards can be declared as a blocker, as long it they are adjacent (in the same network) to the blocking card, they are disengaged and they have at least 0 in the declared trait of the attack.
You can block with more than one card.
Each card can block an attack only ONCE a turn.
Players can declare themselves as a blocker in response to cards in their network being targeted for an attack, in this case, the attack is just treated as an attack to the player.
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