Chapter 4: Turn Order
In standard play with 3 characters (per player) each player would have a max hand size of 7 cards. The player who went first now draws 7 cards from the ‘Speaking Stone’ deck to start the game. When playing with additional characters each player would draw 2 additional cards per character being played. When playing in teams of 2 each player would have a max hand size of 5 (2 characters per player). NOTE: You may draw more than the maximum hand size if an activated ability increases the amount of cards drawn or hand size.
Player 1 then chooses a character to activate.
The activated character may make two actions, these actions may be taken in any order, the actions are as follows:
Character may move up to but not exceeding the movement value (MV) of the character. (Note: MV value may be increased or decreased via character abilities.)
Movement may be taken forward or backward or side to side but may not be moved diagonally. Characters may pass through ally characters but not enemy characters. Characters may not land on a character but may land on incapacitated characters (Character’s that have a HP value of 0).
Once the movement phase is completed you may not move again even if you have remaining movement.
During the Attack/Ability action the character may take the following actions:
Perform a [Standard Attack] - A character may use its Attack/Ability action to perform a [Standard Attack] on an enemy within the range (RNG) value of the attacker. A non-ability [Standard Attack] does not need any resource cards to be performed. Determine RNG the same way as MV, count the squares on the playmat without moving diagonally. When deciding RNG you can count through both ally and enemy characters. Performing a [Standard Attack] ends the Attack/Ability Action. (Combat defined in the next chapter)
Activate an Ability - Players may use any non-fused ability. Players must announce the ability they are using and show resource cards of the correct color up to or exceeding the value of the ability being used. Activating an ability ends the Attack/Ability Action unless the ability states [No Action] (Note: Excess resources may not be used towards another ability/fuse.)
Fuse an Ability - Player must announce the ability they are fusing to the character and place the resource card(s) of the correct color up to or exceeding the cost of the ability on to the table. Fused resource cards count towards total hand size. Fused abilities are passive and they are always in effect. Fused abilities may be triggered by certain conditions in battle. Ability descriptions and effects are described on each character’s ability card. Fused abilities are specified with the keyword [Fuse], activating a fused action does not end the Attack/Ability Action.
Fused resource cards should be placed on the table face up under the character's ability card. These cards will count towards your hand size until the fuse is broken. Players should also notate the fused ability in the 'notes' section of their characters stat sheet.
(Note: Excess resources may not be used towards another ability/fuse.)
Continue activating characters and taking Movement and Attack/Ability actions until each character has taken their turn.
Break/Replace Fuses – At the end of your turn you may now choose to break any unwanted fuses. You may also break and replace fuses that are already in play. Once a fused ability is broken the cards are discarded onto the discard pile.
Example: Player has a fuse that costs 2 SC (Spirit Cost). He has previously fused two 1 star resource cards to activate this. The player would like to break this and replace it with a single 2 star resource card to free up hand size.
End Phase - During the end phase, discard until you have a total hand size equal or less than the max hand size that was determined at the beginning of the game (Standard play would be a max of 7 cards). Remember, fused cards count towards your hand size. You may discard beyond this amount, but may not have more than this amount unless you have an ability that states otherwise.
After cards are discarded the player completes their turn and the opponent follows the turns described above. The game ends when one player’s team is completely incapacitated (All character’s HP values are 0), if a decided time limit is reached, or if both players declare a draw.