(Add step 1.3: paid abillities/rez on the runner's turn, as per 16/10/15 FAQ.
Move previous step 1.3 (actions) to 1.4) Tags: Visual edit apiedit |
(Correct mistake in previous edit) Tags: Visual edit apiedit |
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Turn begins ''("When your turn begins" [[Conditional Ability|conditionals]] meet their [[Trigger|trigger condition]])'' |
Turn begins ''("When your turn begins" [[Conditional Ability|conditionals]] meet their [[Trigger|trigger condition]])'' |
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===='''Step 1.3'''==== |
===='''Step 1.3'''==== |
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− | ==== ☀Step 1.4 ==== |
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Window: [[Paid Ability|Paid Abilities]], [[Rez]] non-ice cards |
Window: [[Paid Ability|Paid Abilities]], [[Rez]] non-ice cards |
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Revision as of 18:19, 24 October 2015
The following is a full list of all the steps of a Corporation and Runner turn and how to perform them. This is the best and easiest reference to use when trying to figure out the timing of a particular card effect or interaction.
Corporation Turn
Draw Phase
Step 1.1
Window: Paid Abilities, Rez non-ice cards, Score Agendas
Step 1.2
Turn begins ("When your turn begins" conditionals meet their trigger condition)
Step 1.3
Draw one card
Action Phase
Step 2.1
Window: Paid Abilities, Rez non-ice cards, Score Agendas
Step 2.2
Take worth of actions
- - After each action, there is a window: Paid Abilities, Rez non-ice cards, Score Agendas
Discard Phase
Step 3.1
Discard down to maximum hand size
Step 3.2
Window: Paid Abilities, Rez non-ice cards
Step 3.3
Turn ends
Runner Turn
Action Phase
Step 1.1
Window: Paid Abilities, Rez non-ice cards
Step 1.2
Turn begins ("When your turn begins" conditionals meet their trigger condition)
Step 1.3
Window: Paid Abilities, Rez non-ice cards
Step 1.4
Take worth of actions
- - After each action, there is a window: Paid Abilities, Rez non-ice cards
Discard Phase
Step 2.1
Discard down to maximum hand size
Step 2.2
Window: Paid Abilities, Rez non-ice cards
Step 2.3
Turn ends