01 / Earn Sparks
Reach at least 7 Sparks, then finish the whole action: higher score wins and equal scores draw. Defeat an enemy for 1 Spark, or Claim an empty opposing lane. Your team can Claim only once per turn.
02 / Spend your actions
You normally get 3 action points. The first player gets 2 and skips their first draw. Deploying costs the card’s displayed action cost; other actions cost 1 and exhaust the acting creature.
03 / Read the battlefield
Ready creatures can act. Newly deployed creatures are exhausted. At the start of your turn, ready your creatures and draw one card if your deck has any.
04 / Attack and defend
Attack the enemy in the same lane. Attack at least their Defense deals 2 wounds; lower Attack deals 1. A shield prevents 1 wound, then disappears. There is no counterattack.
05 / Make a Relay
Swap with a teammate within your movement range and attack from the new lane. Only the creature initiating the Relay exhausts. Or use Move to reposition without an attack.
06 / Meet your creatures
Select a creature to read its abilities and legal moves. Bolterwisp can intercept attacks; Gearsnout lets you choose a searched card. Abilities resolve automatically after your choices.