Chapter 6 · Lesson 1 of 7

The Turn

Every turn runs in the same order. The first four steps happen by themselves:

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.

Quick check

It's the start of your turn and you control Battlefield A. Which happens first?

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

Try it on the table

A Whole Turn

  1. Your turn has just begun, and the game has already done the start-of-turn steps for you. Awaken readied your units and runes. You Held A (6 → 7). You channeled a Fury and a Chaos rune, and drew Hextech Ray. Now it's your Main Phase. Garen's Laurent Bladekeeper (3) holds B. Ray it, then walk Flame Chompers into B for the Final Point.

    Need a hint?

    Click Hextech Ray and target the Bladekeeper at B. Then drag Flame Chompers to B and Confirm.

    Start the drill