The Turn
Every turn runs in the same order. The first four steps happen by themselves:
- Awaken: ready everything you control: units, runes, your Legend.
- Beginning Phase: "at the start of your turn" effects happen, then you Hold: 1 point for each battlefield you control.
- Channel: put 2 runes from your Rune Deck onto the board. In a duel, the player going second channels 3 on their first turn.
- Draw: draw 1 card. If your deck is empty, you Burn Out (Chapter 5), and your opponent gains a point.
- Main Phase: your Rune Pool empties, then it's your move. Play cards, move units, fight, in any order you like, until you choose to end your turn.
- Ending Phase: "at the end of turn" effects, then damage heals, "this turn" effects wear off, and every Rune Pool empties. Then it's the opponent's turn.
Every turn, for both players, goes this way: build up runes, play units, take battlefields, and race to 8. The next lessons are about timing: the Chain, and what you can do on your opponent's turn. Keywords like [Action] and [Assault] in this drill come later; you won't need them here.
It's the start of your turn and you control Battlefield A. Which happens first?
- A Fury Rune: you channel 2 runes like this each turn.

- Hold: a battlefield you still control when your turn starts scores at once.

Words from this lesson
- Awaken
- The first step of your turn: ready everything you control.
- Beginning Phase
- Where "at the start of your turn" effects happen, then your Holds score.
- Main Phase
- The part of your turn where you play cards, move and fight, in any order, until you end your turn.
- Ending Phase
- End-of-turn effects, then damage heals and "this turn" effects wear off.
From the Core Rules (2026-10-09): 314–317 — the turn · 315 — Start of Turn (Awaken, Beginning, Channel, Draw) · 316 — Main Phase · 317 — Ending Phase · 432 — Burn Out