Phases of a Turn

Each turn of Erudia consists of five ordered phases

### Daybreak

Each turn begins at daybreak. Cards cannot be played during daybreak unless allowed by an ability. When an ability lasts until daybreak, it is meant to be read as “until the start of your next turn,” regardless of whether or not you played the card on your active turn. When additional plays are granted during Daybreak, they must be played immediately or not at all. Daybreak is resolved in the following steps.

1. Abilities that expire at daybreak expire now, simultaneously in the order chosen by the active player. If a constant ability would cause a change in the game state, resolve it now.
2. Event abilities of cards in play that occur at daybreak activate now
3. The active player may now play Special Advantage cards in their hand that occur at daybreak.

### Battle

After Daybreak, the Battle phase begins. This is the main phase of the game. The active player has three Tactics that they may take during their Battle phase. They may use or pass on each ability in any order, unless otherwise specified.

If additional plays are granted during your battle phase, they may be used immediately or saved for later, unless an ability includes the keyword **now**, in which case it must be played immediately or not at all.

### Capture

After the battle phase ends, the capture phase begins. There are three Capture abilities that pertain to before, during and after capture – Ambush, Loot, Retreat, respectively.  When additional plays are granted during Capture, they must be played immediately or not at all.

The active player performs the following steps, in order.

1. Check to see if any objective markers need to be moved. This is called the Objective Step.
	1. Refer to individual terrain types for rules concerning their objectives
	2. Markers only move once per turn i.e. Bridges, Caves
2. Check to see if any Battlefields have a total power meeting or exceeding their resistance, or if the objective has been reached.
	1. The events of a previous battlefield capture may allow another battlefield to now fall
3. If there are one more battlefields that fit that criteria, the active player chooses one to fall first. That battlefield is now captured.
4. AMBUSH abilities trigger now\*
5. LOOT abilities trigger now\*
6. VP are awarded according to the battlefield rewards.
7. RETREAT abilities trigger now\*
8. The active player discards all their cards on the battlefield in the order of their choice, followed by their Rival.
9. Discard the current battlefield
10. Place the new battlefield into play
11. Return to step B. If there are no battlefields ready to score, the Capture phase ends

\*Capture abilities may only be used during the appropriate subphase. For Ambush (step E), Loot (step F), and Retreat step (H) abilities, the following order occurs for each phase:

1. The battlefield triggers first
2. The active player triggers the appropriate Capture ability, either in play or from hand, or passes
3. The next player triggers the appropriate Capture ability, either in play or from hand, or passes
4. This continues indefinitely, until both players have passed in succession

### Regroup

1. The active player draws 2 cards
2. The active player decides whether or not to spend 1 morale to increase their hand size by 1
	1. The active player cannot spend additional morale to keep additional cards
3. If the active player exceeds their hand size, they must set aside cards until they have 10 in hand, then discard them one at a time in the order of their choice
	1. After the cards are set aside, any ability that results in drawing an additional card is not counted against the hand limit, as the discard has passed

### Nightfall

Abilities that occur at nightfall happen now, in the order specified by the active player

1. Abilities that expire at nightfall happen now, in the order specified by the active player. If a constant ability would cause a change in the game state, resolve it now.
2. Nightfall events happen now
3. Place all your cards from your Limbo into your discard pile.
	1. Note - cards from your Rival's Limbo are not removed until their Nightfall
4. Remove a delay token from each of your cards in play or in Limbo, if applicable.