1
Resolve maintenance effects
Determine if any Status Effects or abilities activate during your Upkeep Phase and resolve them
2
Choose resolution order
If there are multiple effects, the Active Player chooses the order of resolution
3
Apply accumulated effects
All damage and/or healing effects are accumulated and applied simultaneously at the conclusion of the phase
4
Skip if start player's first turn
The Start Player must skip their first Income Phase
5
Gain CP
Increase your CP Dial by 1 (skip if already at maximum 15 CP)
6
Draw a card
Draw 1 card from the top of your deck and add it to your hand
7
Reshuffle if needed
If your deck is empty, shuffle your Discard Pile to create a new deck first
8
Sell any card
Place 1 card from your hand onto your Discard Pile and increase your CP Dial by 1
9
Play Main Phase Action cards
Reduce your CP Dial by the cost shown, perform the described action, then place the card onto your Discard Pile
10
Play Hero Upgrade cards
Reduce your CP Dial by the cost shown and place the card onto the correspondingly named space on your Hero Board
11
Roll your dice
Roll all 5 of your dice up to 3 times, choosing which dice to reroll each time
12
Announce your ability
When satisfied with your roll, announce the Offensive Ability you intend to Activate or announce you are not activating one
13
Respond to dice alterations
If any player alters your dice, you may announce a different Offensive Ability or return to rerolling with remaining rerolls
14
Activate the ability
Determine variable effects and resolve any effects that do not require a target
15
Play Roll Phase Action cards
Any player may play Roll Phase Action cards during this phase
16
Skip in 1v1 games
This phase is skipped when playing with only 2 players
17
Roll for target in 2v2
Roll 1 die to determine which opponent you target
18
Resolve non-damage effects
Resolve any effects from the Offensive Ability that require a target and are not damage related
19
Activate Defensive Ability
If the Attack's damage type is defendable, the Defender may activate their Defensive Ability
20
Roll defense dice
Defender rolls the indicated number of dice shown on their Defensive Ability
21
Resolve defender effects
Based on dice results, the Defender resolves all non-damage effects
22
Final opportunity for cards
Any player may spend Status Effects or play cards one last time
23
Apply all damage simultaneously
All damage, prevention, and healing effects are accumulated and applied at the conclusion of the Roll Phase
24
Repeat Main Phase options
Identical to Main Phase (1); sell cards, play Action cards, or play Hero Upgrade cards
25
Reduce hand size
Sell cards from your hand until you have 6 or fewer cards
26
Gain CP for sold cards
Increase your CP Dial by 1 for each card sold