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Attack Timing & Initiative Management

Source: Theory | Confidence: Speculative | Category: Tempo

Attack timing is about managing the exhaustion window within a 4-cycle rest period, the Time Token for initiative control, and reading whether the threat of an attack is worth more than the attack itself. Readying abilities (including fusion) break the curve by letting you attack any cycle without exhaustion punishment.

Core Question: When Should You Attack?

Attacking costs 2 AP and exhausts your demon. Demons stay exhausted until rest (every 4 cycles) or a readying ability. The key strategic question is which cycle within a rest period to spend your attack.

The Exhaustion Window

Attacking in cycle 1 leaves you exhausted for 3 remaining cycles. Attacking in cycle 4 leaves you exhausted for 0 — rest readies you immediately. So the default is: attack late, position early.

  • Cycles 1-2: March, use abilities, apply status effects, build board state

  • Cycle 3-4: Attack when the exhaustion cost is minimal

But this is predictable. If your opponent knows you're waiting for cycle 4, they can kill your attackers in cycle 3.

Spending vs Holding a Threat

A readied demon with PWR is a deterrent — it threatens an attack and constrains your opponent's positioning even if you never swing. Exhausting it removes that pressure.

Attack when:

  • You have lethal on a damaged demon (secures CP)

  • Your demon is about to die anyway (get value before it's gone)

  • The opponent can't punish your exhausted state

Hold when:

  • Chip damage doesn't progress toward a kill

  • Your demon has Quick/defensive abilities you might need

  • The threat of attacking is constraining your opponent more than the attack itself

Initiative: Main Phase Order

When you win speed priority during contract, you choose who takes MP1 vs MP2.

Go second (MP2) by default — full information, opponent may exhaust in MP1, you punish overextension.

Go first (MP1) only when you have a kill to secure that won't survive to MP2.

Initiative: The Contract Speed Choice

Each cycle you draw 1 card and choose from 3 in hand. The contracted demon's speed determines who wins initiative. You always have exactly 3 choices — this is constant throughout the game.

  • On positioning turns, initiative matters less — play whatever speed you draw

  • On attack turns, play your fastest available option

  • Weigh speed (initiative value) against the demon's abilities and stats (board impact)

The Time Token

The Token is the most reliable initiative tool because speed selection from hand is luck-dependent (3 card choice).

  • Token holder wins speed ties

  • On a tie, Token passes to the other player

  • You can engineer ties to position the Token for critical turns

  • If you hold the Token, opponent must play faster to beat you

  • If you need the Token for a future cycle, play same speed to force a tie and take it

Readying Abilities Break the Curve

All of the above assumes demons stay exhausted until rest. Abilities that ready (or fusion, which readies) let you attack off-curve — strike in cycle 1-2 without exhaustion punishment. This is why fusion is so strong: it's not just stats, it's a free ready on any cycle.