Turn Structure
Tactical mech-style SP System • Version 2.0 • Each turn has 4 phases: Refresh → Action → Draw → End
Game Structure
Setup
- Both players shuffle their Casket HP decks (typically 26–50 cards; see Deck Construction)
- Draw starting hand (6 cards)
- Mulligan (optional): Shuffle hand back into deck, draw 6 new cards (once only)
- Place Pilot Wound deck (10 cards, face-down) next to Casket deck
- Set SP tracker to maximum (varies by Casket type)
- Set Heat tracker to 0
- Deploy Caskets on map (see scenario rules)
Game Round
A round consists of all players taking one turn each.
Initiative Phase
- All players roll 1d6
- Highest roll acts first
- Ties: Re-roll
- Turn order proceeds clockwise from first player
Player Turns
- Each player takes one complete turn
- Once all players have acted, the round ends
- Start new round (roll initiative again)
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):
- Scout Caskets: 6 SP
- Assault Caskets: 5 SP
- Heavy Caskets: 4 SP
- Fortress Caskets: 3 SP
Modified by:
- Chassis destroyed: -1 SP max
- undergone Flesh Bargain pilots: +1 SP max
- Certain Scars/Wounds
1.1b Overspending SP (Tactical mech-style Push System)
- You can spend UP TO 1.5× your SP maximum per turn (rounded down)
- Every SP beyond your maximum costs 1 card (discard from hand or deck)
- Every 2 SP overspent = +1 Heat (pushes systems into Danger Zone)
- Example: Scout (6 SP) can spend up to 9 SP total (6 × 1.5 = 9)
- First 6 SP: Free
- 7th-9th SP: Discard 1 card each + gain 1 Heat (at 8 SP), +1 Heat (at 9 SP) = +2 Heat total
- Example: Heavy (4 SP) can spend up to 6 SP total (4 × 1.5 = 6)
- First 4 SP: Free
- 5th-6th SP: Discard 1 card each + gain 1 Heat (at 6 SP) = +1 Heat total
- This is voluntary self-harm for tactical advantage with Heat risk
- Discarded cards go to discard pile (can be recovered)
- "Burn HP for power. Risk everything for the kill...but watch your Heat."
1.2 Heat Check
- If you have 5+ Heat (Danger Zone):
- Roll Strain (1d6 + current Heat)
- Apply result from Strain Table (see below)
- If you have 0-4 Heat (Safe Zone):
- No penalties, skip this step
1.3 Start-of-Turn Effects
- Resolve any "at start of your turn" card effects
- Example: Internal Bleeding Wound = discard 1 card
PHASE 2: ACTION PHASE
Spend SP to play cards and perform actions.
You may:
- Play cards from your hand (costs SP)
- Move your Casket (costs 1 SP per hex)
- Use free actions (0 SP cards)
- Mix actions in any order
Continue until:
- You run out of SP, OR
- You choose to pass (saving SP for reactive cards), OR
- Your hand is empty
Card Types:
- Standard Cards: Cost SP (listed on card)
- Free Actions: 0 SP cost (can play multiple)
- Reactive Cards: 0 SP, can only be played during opponent's turn
Movement Rules:
- Costs 1 SP per hex moved
- Can move through allies (don't stop)
- Cannot move through enemies
- Cannot move through walls/obstacles
- Difficult terrain: +1 SP per hex (2 SP total)
- Must have line of sight to destination hex (can't move blindly through walls)
Rotation:
- Rotating to face different direction: Free (can do once per turn)
- Facing matters for attacks (front/side/rear modifiers)
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:
- Conservative play (0-3 cards): Draws 2, slow hand cycling
- Balanced play (4-5 cards): Draws 3, moderate hand cycling
- Aggressive play (6+ cards): Draws 4-5, fast hand cycling but risky hand depletion
3.2 Draw Cards
- Draw calculated number of cards from your Casket HP deck
- Draw one at a time (order matters for deck-out situations)
- If your hand would exceed 6 cards after drawing, draw normally (will discard in End Phase)
3.3 Reshuffle Trigger
If deck runs out while drawing:
- Shuffle your discard pile into a new deck
- Add 1 "Damage" card to the deck (permanent)
- 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:
- Your Casket is defeated (structural failure)
- Pilot must roll on Survival table (see Campaign rules)
- In Arena: You lose the match
PHASE 4: END TURN
Wrap up your turn.
4.1 End-of-Turn Effects
- Resolve any "at end of your turn" effects
- Example: "Gain 1 Heat at end of turn"
4.2 Discard Down
- If hand size exceeds 6: Discard down to 6 cards
- Choose which cards to discard
- (Rare, usually only happens if cards say "Draw 2 cards")
4.3 Announce Done
- Say "Turn complete" or "I pass"
- Next player begins their turn
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
- Must have Initiative [...] keyword
- Costs 0 SP (doesn't use your SP pool)
- Played from hand
Examples:
- Brace for Impact: "Reduce next damage by 2"
- Deflect (Shield): "Reduce damage by 1"
- Unyielding Bulwark: "Reduce damage by 3, gain 1 Heat"
Limits:
- Can only play 1 reactive card per attack
- Must be played BEFORE damage is calculated
- If you have no reactive cards in hand, you cannot respond
Resolution (With Dice System):
- Attacker plays attack card, declares target component
- Calculate To-Hit Number
- Base 5+, apply modifiers (range, movement, facing, cover, elevation)
- Attacker rolls 2 Attack Dice, adds values
- Hit (5-6), Strong Hit (7-8), Critical (9), EXECUTION (10), or Miss (<target)
- If hit, Defender plays reactive card (if they have one)
- Defender rolls Defense Dice (1 per damage point)
- Count blocks ([SHIELD] [ABSORB]), apply special effects ([CRITICAL] [PIERCE] [HEAT])
- Defender discards final damage (original - blocks) from hand/deck
Special Rules
Heat Management
Heat Zones:
- Safe Zone (0-4 Heat): No penalties
- Danger Zone (5-9 Heat): Roll Strain at start of turn
- Critical (10+ Heat): Auto-fail Strain roll (automatic malfunction)
Gaining Heat:
- Certain cards say "Gain X Heat"
- Pushing into Danger Zone (high-risk, high-reward)
Removing Heat:
- Play cards that say "Remove X Heat"
- Stand in water hexes (remove 2 Heat per turn)
- Pass entire turn without acting (remove 1 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:
- 5 Heat (Danger Zone entry): Roll 1d6+5 = 6-11 range → 50% SP Drain (6-8), 50% System Damage (9-11)
- 7 Heat (Mid Danger): Roll 1d6+7 = 8-13 range → 50% System Damage (8-11), 50% Critical (12-13)
- 9 Heat (High Danger): Roll 1d6+9 = 10-15 range → 33% System Damage (10-11), 67% Critical (12-15)
- 10+ Heat (Critical Zone): Auto-fail Strain (automatic malfunction, roll on 12+ result)
Component Damage Tracking
When you discard Primary Weapon cards due to damage:
Mark Component Damage on your pilot sheet:
- Attacker chooses which component to target (or roll randomly)
- Each Primary Weapon card discarded = 1 Component Damage
- Track separately: Right Arm, Left Arm, Legs, Head, Chassis
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:
- Capsule Breach (enemy targets capsule specifically, rare)
- Neural Feedback (when you accumulate 5+ total Component Damage)
- Thread Snap (when Hand Thread cards are damaged)
- Taint Overload (when Taint reaches 10)
- Casket Destruction (when Casket HP reaches 0, pilot rolls save)
When pilot takes 1 damage:
- Flip top card of Pilot Wound deck face-up
- Read effect immediately
- Effect is permanent for rest of battle (some are permanent for campaign)
Wound Types:
- Minor Injury (5 cards): Temporary debuffs until end of mission
- Severe Injury (3 cards): PERMANENT effects even in future missions
- Trauma (2 cards): Mental breakdowns affecting behavior
All 10 Wounds flipped = Pilot Death
- Casket becomes inert
- In Arena: You lose
- In Campaign: Pilot is dead, create new character
Example Turn Sequence
Player: Church Confessor (Light, 6 SP)
Starting state:
- 24 cards in deck
- 6 cards in hand
- 2 Heat
- Facing north
PHASE 1: REFRESH
- Restore to 6 SP
- Heat check: 2 Heat (Safe Zone) → No roll needed
- No start-of-turn effects
PHASE 2: ACTION
- Rotate (free action) → Now facing enemy
- Move 3 hexes (3 SP) → Advance toward enemy
- Play Blood Offering (0 SP) → Discard 2 cards from deck (self-harm), gain "+3 damage, ignore 1 Armor" buff
- 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 total → Strong 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)
- 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
- Total spent: 7 SP (6 free + 1 paid with card)
PHASE 3: DRAW
- Cards played this turn: 2 cards (Blood Offering, Faithful Thrust)
- Variable Draw: 2 cards played ÷ 2 = 1, rounded up, min 2 → Draw 2 cards
- Hand had 4 cards after Action Phase
- Draw 2 → Hand now has 6 cards
PHASE 4: END TURN
- No end-of-turn effects
- Announce "Done"
- Next player's turn
Current state:
- 22 cards in deck (started 24, discarded 2 from Blood Offering)
- 6 cards in hand
- 2 Heat (unchanged)
- 2 SP unused (could use for reactive defense if attacked)
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.
See Also
The Turn Structure integrates with these core systems: