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Rules handbook

Turn structure reference

3 min read Source: CR §7, CR §10.5 Updated 1 August 2026

Five phases, each with its trigger conditions and check timings spelled out.

Stand phase#

  1. The turn player stands every card in their base and soul area.

  2. Trigger conditions "at the beginning of turn" and "at the beginning of stand phase" are fulfilled. On the first turn of the game, "at the beginning of the game" is fulfilled here too.

  3. A check timing occurs. When it finishes, move to the draw phase.

Draw phase#

  1. The player going first skips this phase entirely and proceeds to the soul phase.

  2. "At the beginning of draw phase" is fulfilled and a check timing occurs.

  3. The turn player draws a card.

  4. A check timing occurs, then the soul phase.

Soul phase#

  1. "At the beginning of soul phase" is fulfilled and a check timing occurs.

  2. The turn player moves the set number of souls — 2 — from the soul deck to the soul area. If the soul deck holds fewer, everything left moves.

  3. A check timing occurs, then the main phase.

Main phase#

  1. "At the beginning of main phase" is fulfilled and a check timing occurs.

  2. The turn player receives a play timing and may take any of the main phase actions.

  3. A Pal under an effect that says it "attacks as many times as possible" removes the turn player's option to end the play timing while that Pal can still attack.

  4. When the turn player declares they are doing nothing further, proceed to the end phase.

End phase#

  1. "At the end of turn" is fulfilled, including for any automatic ability with that trigger that has not yet fired this turn.

  2. A check timing occurs.

  3. Damage on every Pal and structure in every base becomes 0.

  4. Effects with a stated duration of "until end of turn" or "during turn" are invalidated.

  5. If nothing remains to resolve — no rule actions, no automatic abilities, no unfulfilled "at the end of turn" or other trigger conditions — the opponent becomes the turn player and the next turn begins. Otherwise the end phase starts again from the top.

Check timing versus play timing#

  • A check timing is when the engine catches up: rule actions resolve first, repeatedly, until none remain; then automatic abilities whose triggers have fired are played and resolved, turn player's first.

  • A play timing is when a specific player may act. A check timing always runs before the player gets to choose. After an action, that player receives another play timing; when they choose to do nothing, the play timing ends and the phase or step moves on.

Source: Comprehensive Rules ver. 1.00 (30 July 2026) §7 “Game Progression” and §10.5 “Check Timing and Play Timing”.

Unofficial summary. Official sources are linked from the handbook index.

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