Your turn consists of two phases. It progresses in order: Start Phase, Main Phase.
Your turn concludes with an automatic “End of Turn” check after your Main Phase, but before the start of your Rival’s turn.
Your turn begins automatically after your Rival’s turn ends.
If you are going first, begin your turn after both players have completed Pre-Game Setup (see rule 7.4).
During your turn, you progress the phases. When a phase ends, the next begins automatically.
Within each phase, you take actions.
Within the Start phase, all actions are mandatory.
Within the Main phase, all actions are optional.
Within each action, you complete steps. You must complete steps in order.
When your turn starts, your Start Phase begins immediately. You must take these actions in this order.
Check if you control 7 Gig Dice. See GAME OVERVIEW > Win Conditions (see rule 1.10).
Resolve any start of turn effects.
Remove effects that end “at the start of your next turn,” and variations thereof.
Resolve effects that occur “at the start of your turn,” “at the start of each turn,” and variations thereof.
Ready all spent cards in your Legends area, Field, and Eddies area.
Draw 1. (Add one card from the top of your deck to your hand.)
If there are no cards in this area when you attempt to draw, you lose immediately. See GAME OVERVIEW > Lose Conditions (see rule 1.14).
“Roll in” a Gig from your fixer area.
Choose a Gig from your fixer area.
You may only choose the d20 if there are no other Gigs in your fixer area.
Roll the chosen Gig. The top face when it stops rolling is its value.
Place the Gig in the friendly Gig area, preserving the rolled value.
If you take any action out of order, immediately complete any previous missed actions before taking any new ones.
After you complete all Start phase actions, the Main phase immediately begins.
At any point during your Main phase while you are not taking an action, you may choose to pass your turn to your Rival. When you do, immediately begin the End of Turn (see rule 8.16) check.
During your Main phase, you may take valid Main phase actions in any order.
Unless stated otherwise, you may take any action any number of times.
As an action during your Main phase, you may “Sell for Turn”; reveal a card from your hand with a Sell Tag in the top-left corner, then sell it. See Sell (see rule 11.12).
You may only take the “Sell for Turn” action once per turn.
When you sell a card, it becomes an Eddie. See Eddies Area (see rule 5.8).
As an action during your Main phase, you may spend 1 €$ to Call a Legend. See Call a Legend (see rule 11.14).
You may only take the “Call a Legend” game action once per turn.
You may also “Call a Legend” during the React Step during your Rival’s turn.
As an action during your Main phase, you may play a card from your hand. See Play (see rule 11.7).
As an action during your Main phase, you may activate any activated effects on friendly Units or Legends. They may be used during the open state of the Main phase. For the full rules on activating effects, see EFFECTS > Activated Effects (see rule 10.18).
You cannot activate [Spend Icon] effects on Lagging Units. See Lag (see rule 11.3).
As an action during your Main phase, you may attack with a Unit. For the full rules on attacking, see ATTACK, FIGHT, AND STEAL (see section 9).
When your turn ends, you must resolve any end of turn effects in this order.
Resolve effects that occur “at the end of your turn,” “at the end of each turn,” and variations thereof.
Remove effects that last “this turn” and variations thereof.
When your turn ends, after you resolve any end of turn effects, if Overtime conditions are met, Overtime immediately begins.
When your turn ends, after you resolve any end of turn effects, your Rival’s turn begins automatically.