Turn

Each player takes the role of a different Anime Villain. Each Villain has a different Objective they are trying to achieve. Each turn, players move their Villain Mover to a location on their Board and perform actions that are available there. As soon as a player has fulfilled their Villain's Objective, that player will enter a state known as Showdown. As soon as one player that is in Showdown ends their turn with no Heroes in their Territory, that player wins and the game ends.

## Official Rules

On your turn, you will resolve the following phases, in this order:

### Phase 1: Move Your Villain

When you enter this phase, you must in order:

* Resolve any Abilities that trigger before your Villain Mover movement.
* Choose a new unlocked location in your Territory, unless an Ability allows you to do otherwise.
* Move your Villain Mover to the chosen location.
* Resolve any Abilities that trigger when you move your Villain Mover to the chosen location.

All Abilities that are not related to your Villain Mover movement, or not triggered by or related to your Villain Mover movement, cannot be resolved during the Move Your Villain phase.

### Phase 2: Perform Actions

Each location has symbols representing the actions you may perform during this phase. You may perform all of the available actions **in any order**. Each action may be performed one time for each symbol that appears. You may only perform and resolve one action at a time. **All actions are optional**.

See Actions for more information on each specific action.

During the game, actions may become covered by Fate cards. If an action is covered, that action is unavailable and may not be performed until the card covering it is moved or discarded from your Territory. When an action is uncovered, it is immediately available and may be performed if your Villain is at that location and you are still in the Perform Actions phase.

### Phase 3: Clash (**Optional**)

After performing your actions during your turn, you may enter the Clash phase, and Clash with a Hero at your Villain Mover's location to defeat them.

If you chose to enter the Clash phase, you must in order:

* Resolve the Clash itself and all Abilities related to the Clash, or modifying the Clash.
* Resolve all Abilities that are triggered by the Clash.
* Immediately enter the End of Your Turn phase.

All Abilities not related to the Clash itself, or that are not triggered by the Clash itself, cannot be resolved during the Clash phase.

Just like Heroes and Allies, your Villain has a Strength Value (lower left corner of your Villain Ability) which may be modified by other cards in your Territory. Your Villain Strength must be equal to or higher than the targeted Hero's Strength. When Clashing with a Hero, discard all cards attached to them to their respective discard pile and discard the defeated Hero into your Fate discard pile.

### Phase 4: End of Your Turn

After performing actions at your location - or after Clashing if you chose to Clash - you draw cards from your deck, then end your turn.

When you enter the End of Your Turn phase, you must in order:

* Resolve any Abilities that are triggered at the end of your turn.
* Unless an Ability states otherwise, draw cards from your Villain deck until you have four cards in your hand.
* If your Villain deck is empty, before drawing cards, shuffle your discard pile to form a new deck. Resolve any Abilities that are triggered by your Villain deck being reshuffled.
* Your turn ends. The next player will take their own turn.

All Abilities that are not related to the end of your turn, drawing cards from your deck, or shuffling your discard pile to form a new deck, cannot be resolved during the End of Your Turn phase.

## Clarifications

A turn consists of the following steps, in that order:

1. Check for "Start your turn" Objective.
2. Perform "Before you move" Abilities.
3. Move Villain Mover.
4. Perform Actions.
5. Clash (Optional).
6. End turn.

 ***Card Properties:*** Ability • Cost • Strength • Type