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Phases & Turn Structure

Each game consists of repeating cycles. Every 4 cycles, a Rest Phase occurs.

Cycle Structure

Each cycle has these phases:

  1. Contract Phase — Both players draw and summon
  2. Main Phase (Player 1) — First player takes actions
  3. Main Phase (Player 2) — Second player takes actions

Contract Phase

  1. Draw 1 card from the timekeeping deck, gain 3 AP
  2. Place 1 demon face-down
  3. Simultaneously reveal
  4. Faster demon's Evoker chooses main phase order
  5. First contract gives the Time Token to the first main phase Evoker

Speed Ties

When contracted demons have equal speed, the Time Token holder is considered faster. The other Evoker then takes the Time Token. First contract with no token: resolve by die high roll.

Main Phase

  • You must play or fuse your contracted demon
  • Actions cost AP with no limit on number of actions per turn
  • AP persists between main phases within a cycle

Rest Phase

Occurs every 4 cycles:

  • All Evokers lose unspent AP
  • All demons are readied
  • Deal 4 cards to each timekeeping deck