Turn Structure

Tactical mech-style SP System • Version 2.0 • Each turn has 4 phases: Refresh → Action → Draw → End

"Refresh. Fight. Draw. Endure. This is the rhythm of war. This is how Caskets die."

Game Structure

Setup

  1. Both players shuffle their Casket HP decks (typically 26–50 cards; see Deck Construction)
  2. Draw starting hand (6 cards)
  3. Mulligan (optional): Shuffle hand back into deck, draw 6 new cards (once only)
  4. Place Pilot Wound deck (10 cards, face-down) next to Casket deck
  5. Set SP tracker to maximum (varies by Casket type)
  6. Set Heat tracker to 0
  7. Deploy Caskets on map (see scenario rules)

Game Round

A round consists of all players taking one turn each.

Initiative Phase

Player Turns

Player Turn Structure

PHASE 1: REFRESH

Restore your resources and check status.

1.1 Restore SP

Set SP to your maximum (based on Casket type):

Modified by:

1.1b Overspending SP (Tactical mech-style Push System)

1.2 Heat Check

1.3 Start-of-Turn Effects

PHASE 2: ACTION PHASE

Spend SP to play cards and perform actions.

You may:

Continue until:

Card Types:

Movement Rules:

Rotation:

Common Actions:

Action SP Cost Notes
Move 1 hex 1 SP +1 SP if difficult terrain
Play attack card Varies 1-5 SP depending on card
Play defense card 0 SP Reactive, during enemy turn
Play utility card Varies 1-3 SP typically
Vent Heat 2 SP Remove 3 Heat (Emergency Vent card)
Rotate facing Free Once per turn

PHASE 3: DRAW PHASE

Draw cards based on how many you played this turn.

3.1 Variable Draw Mechanic

Draw = (Cards Played ÷ 2) rounded up, minimum 2, maximum 5

Draw Table:

Cards Played This Turn Cards Drawn Net Hand Change
0-1 cards Draw 2 +1 to +2
2-3 cards Draw 2 -1 to 0
4-5 cards Draw 3 -2 to -1
6-7 cards Draw 4 -3 to -2
8-9 cards Draw 5 -4 to -3
10+ cards Draw 5 (max) -5 or worse

Strategic Implications:

3.2 Draw Cards

3.3 Reshuffle Trigger

If deck runs out while drawing:

  1. Shuffle your discard pile into a new deck
  2. Add 1 "Damage" card to the deck (permanent)
  3. Continue drawing normally

Damage cards: Blank cards that do nothing when played (death spiral mechanic).

3.4 Deck Empty = Defeated

If you need to draw but deck AND discard are both empty:

PHASE 4: END TURN

Wrap up your turn.

4.1 End-of-Turn Effects

4.2 Discard Down

4.3 Announce Done

Special Timing: Reactive Cards

Reactive cards can be played during OPPONENT'S turn.

How Reactives Work:

Trigger: Opponent declares an action (usually an attack)

Response Window: Before damage is resolved, you may play 1 reactive card

Examples:

Limits:

Resolution (With Dice System):

  1. Attacker plays attack card, declares target component
  2. Calculate To-Hit Number
    • Base 5+, apply modifiers (range, movement, facing, cover, elevation)
  3. Attacker rolls 2 Attack Dice, adds values
    • Hit (5-6), Strong Hit (7-8), Critical (9), EXECUTION (10), or Miss (<target)
  4. If hit, Defender plays reactive card (if they have one)
  5. Defender rolls Defense Dice (1 per damage point)
    • Count blocks ([SHIELD] [ABSORB]), apply special effects ([CRITICAL] [PIERCE] [HEAT])
  6. Defender discards final damage (original - blocks) from hand/deck

Special Rules

Heat Management

Heat Zones:

Gaining Heat:

Removing Heat:

Strain Table (Roll 1d6 + current Heat):

Result Effect
1-5 Minor Overload: Gain 1 Heat
6-8 SP Drain: Lose 1 SP this turn + discard 1 card
9-11 System Damage: Take 3 damage (discard 3 cards) + lose 1 SP
12+ Critical Failure: Discard 4 cards + random component takes +1 Component Damage (roll 1d6: 1=Right Arm, 2=Left Arm, 3-4=Legs, 5=Head, 6=Chassis)

Strain Severity by Heat Level:

Component Damage Tracking

When you discard Primary Weapon cards due to damage:

Mark Component Damage on your pilot sheet:

Component Destroyed (at 3 damage):

Component Effect When Destroyed
Right Arm Discard all Primary Weapon cards from hand. Cannot play Primary Weapon cards.
Left Arm Discard all Secondary Equipment cards from hand. Cannot play Secondary Equipment cards.
Legs Movement costs +1 SP per hex (2 SP per hex total).
Head Cannot use Sensor Sweep. -1 to all ranged attacks.
Chassis Permanent -1 SP maximum (even after Refresh).

Destroyed components remain destroyed for rest of battle (cannot be repaired mid-combat).

Pilot Wound System

Pilots take damage in these situations:

  1. Capsule Breach (enemy targets capsule specifically, rare)
  2. Neural Feedback (when you accumulate 5+ total Component Damage)
  3. Thread Snap (when Hand Thread cards are damaged)
  4. Taint Overload (when Taint reaches 10)
  5. Casket Destruction (when Casket HP reaches 0, pilot rolls save)

When pilot takes 1 damage:

Wound Types:

All 10 Wounds flipped = Pilot Death

Example Turn Sequence

Player: Church Confessor (Light, 6 SP)

Starting state:

PHASE 1: REFRESH

PHASE 2: ACTION

  1. Rotate (free action) → Now facing enemy
  2. Move 3 hexes (3 SP) → Advance toward enemy
  3. Play Blood Offering (0 SP) → Discard 2 cards from deck (self-harm), gain "+3 damage, ignore 1 Armor" buff
  4. Play Faithful Thrust (2 SP) → Declare attack for 4 damage + buffs
    • To-Hit: Base 5+ | Moved 3 hexes +1 | Medium range (5 hexes) +1 = Need 7+
    • Roll Attack Dice: [STRIKE] (3) + [DEATH BLOW] (5) = 8 totalStrong Hit (+1 damage)
    • Final damage: 4 base + 3 (Blood Offering) + 1 (Strong Hit) = 8 damage
    • Enemy rolls 8 Defense Dice: [SHIELD] [SHIELD] [BLOOD] [BLOOD] [BLOOD] [CRITICAL] [HEAT] [PIERCE]
    • 2 blocks → Reduce to 6 damage
    • 1 Critical ([CRITICAL]) → +1 Component Damage
    • 1 Heat ([HEAT]) → Enemy gains 1 Heat
    • Enemy chooses to discard 6 cards (4 from hand, 2 from deck)
  5. OVERSPEND: Move 1 more hex (1 SP) → Costs 7th SP
    • 7th SP = Discard 1 card (overspending cost)
    • Result: Moved total 4 hexes + attacked, discarded 1 extra card
    • Scout max is 9 SP (6 × 1.5), but chose to stop at 7 SP to avoid Heat
  6. Total spent: 7 SP (6 free + 1 paid with card)

PHASE 3: DRAW

PHASE 4: END TURN

Current state:

Frequently Asked Questions

Q: Can I play multiple 0 SP cards in one turn?
A: Yes! Free actions can be played as many times as you have them.

Q: What happens if I'm attacked and have no reactive cards?
A: You take full damage. Reactive cards are optional defenses, not mandatory.

Q: Can I move after attacking?
A: Yes! Actions can be done in any order during Action Phase.

Q: Do I have to spend all my SP?
A: No. You can pass early to save SP for reactive cards.

Q: What if my hand is empty mid-turn?
A: You can't play cards, but you can still move (costs SP directly).

Q: Can I play a card during someone else's turn (not reactive)?
A: No. Only [...] Initiative reactive cards can be played on opponent's turn.

Q: What happens if both my deck and discard are empty?
A: Your Casket is defeated. Game over (or mission failure in campaign).

Q: Do Damage cards count as cards in my deck?
A: Yes, they're physical cards. They just do nothing when played (dead draws).

Q: Can I choose NOT to draw cards?
A: No. Draw Phase is mandatory (draw based on cards played: min 2, max 5).

Q: If I take damage during my turn, do I draw back to 6?
A: Damage discards from DECK, not hand. Hand only changes when you play cards or draw.

"Refresh. Fight. Draw. Endure. This is the rhythm of war. This is how Caskets die."

See Also

The Turn Structure integrates with these core systems:

Combat System

Action Phase attack resolution and damage dealing

→ Read Combat Rules

Quick Reference

One-page reference for all turn phases and SP costs

→ Read Quick Reference

Component Damage

What happens when components are destroyed during combat

→ Read Component Rules

Equipment & Deck Building

How deck size affects Draw Phase card recovery

→ Deck Construction

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