1
Move phase
Complete all movement before taking any action
2
Action phase
Perform one action (mandatory or voluntary) after movement
3
End of turn phase
Clean up, draw cards, level up, and collect rewards
4
Play movement cards
Use cards from hand to generate Move points, power them with mana for stronger effects
5
Play cards sideways
Any card can be played sideways as Move 1 (keep original orientation)
6
Spend Move points
Pay terrain costs to enter hexes: Plain 2, Forest 3/5, Desert 5/3, Hill 3, Wasteland 4, Swamp 5
7
Avoid inaccessible terrain
Water and Mountain (marked X) cannot be entered normally
8
Reveal new maps
Spend 2 Move points when adjacent to unexplored area to place a new map card
9
Enter partial hexes
Move into corner hexes that border two unexplored areas
10
Assault fortified sites
Enter a Keep, Mage Tower, or City to fight garrisoned enemies (mandatory)
11
Fight rampaging enemies
Challenge Orc Marauders or Draconum from adjacent spaces (voluntary)
12
Explore adventure sites
Enter Ruins, Dungeon, Tomb, Monster Den, Spawning Grounds, Maze, or Labyrinth
13
Interact with locals
At Villages, Monasteries, Refugee Camps, Mage Towers, Cities, or Keeps you own
14
Do nothing
Pass if no actions are desired
15
Play basic effect
Use the card without mana for its standard effect
16
Play strong effect
Power the card with one mana of the depicted color for the enhanced effect
17
Maintain card order
Never rearrange cards in hand; mana symbols depend on card positions
18
Discard played cards
Rotate Starting cards to Waning side and place at bottom of deck; discard Waning cards
19
Reference three leftmost cards
Check the left-hand mana symbols on your first three cards to determine your Source
20
Use one mana per turn
Only one mana from the Source can be used each turn
21
Apply mana types
Blue, Red, Green, White are basic; Gold replaces any basic (Day only); Dark available at Night only
22
Rotate Starting to Waning
For each wound, rotate a Starting card in hand to Waning
23
Discard Waning cards
Move a Waning card from hand to discard pile for each wound
24
Prioritize hand wounds
Take wounds into hand first; if unable, wounds go to deck
25
Handle Poison
Take damage equal to twice the attack value; extra damage can go to deck
26
Rotate Waning to Starting
Turn the rightmost Waning card in hand back to Starting
27
Heal from discard
Move bottom card of discard pile to bottom of deck on Waning side
28
Search deck if needed
Find and rotate the first bottom-most Waning card to Starting, then shuffle
29
Ranged and Siege Attack phase
Use Ranged/Siege attacks to eliminate enemies before they attack
30
Block phase
Block individual enemy attacks one at a time
31
Assign Damage phase
Take damage from unblocked enemies
32
Attack phase
Use any remaining attacks to eliminate surviving enemies
33
Check for resistances
Attacks matching enemy resistance icons are halved
34
Fire Resistance
Fire Attacks inefficient
35
Ice Resistance
Ice Attacks inefficient
36
Physical Resistance
Physical Attacks (including sideways cards) inefficient
37
Cold Fire blocks
Efficient against Fire, Ice, and Cold Fire attacks
38
Apply Reputation modifier
Add or subtract influence based on current Reputation
39
Recruit Units
Spend Influence equal to Unit cost at appropriate sites
40
Buy healing
Pay 3 Influence at Villages or 2 at Monasteries to Heal 1
41
Learn Spells
Pay 7 Influence plus matching mana color at Mage Towers
42
Train at Monasteries
Pay 6 Influence for an Advanced Action
43
Recruit at sites
Spend Influence matching Unit cost at locations showing the Unit's recruitment icon
44
Respect Command limit
Cannot have more Units than Command tokens shown on hero card
45
Activate once per Round
Each Ready, non-Wounded Unit can use one ability per Round
46
Wound Units
Units taking damage beyond their Armor become Wounded
47
Disband when necessary
Remove a Unit to make room for a new one
48
Track Fame
Move the arrow on the Fame card to your current Fame total
49
Level up at thresholds
Rotate hero card when crossing Fame levels (3, 8, 15, 24, etc.)
50
Gain rewards
Even levels give a Skill and Advanced Action; odd levels give a Command token
51
Select Advanced Actions
Choose from the back sides of your three leftmost basic actions
52
Forced withdrawal
Backtrack to a safe space if ending on an unsafe hex, taking 1 wound per space moved
53
Discard played cards
Put Starting cards (rotated to Waning) at bottom of deck; Waning cards to discard pile
54
Draw to hand limit
Draw cards up to maximum hand size for your level
55
Level up if applicable
Rotate hero card and gain rewards
56
Use space benefits
Heal 1 at Magical Glade; gain mana token at Crystal/Deep Mine
57
Collect combat rewards
Take any earned rewards (crystals, Artifacts, Spells, Units, Advanced Actions)