The game happens in phases, and everyone must follow their sequence closely. Players must perform phases 1, 5, and 6. Phases 0, 2, 3, and 4 can be omitted and avoided.
Phase 0 - Rule card play - Any actions performed before a player's turn begins. For instance, with Dungeon demolisher (302/Prime) may sneak up on and destroy any dungeon card (phase 0).
Phase 1 - Draw three cards from the draw pile - Depending on the player's cards, a player may draw additional cards every turn. If there is no other phase specified, all cards that grant extra cards do so in this phase.
Phase 2 - Play a realm/holding/dungeon - Even if a player has more in his hand, he can only play one of each. Steps A, B & C may take place in any order.
A) Play, Rebuild or Replace - There is only one option that you may select. Once a realm is played, the player cannot rebuild another realm in the same turn. See the further details about rebuilding and replacing realms in comprehensive information about realms.
B) Play your Holding - A holding can only be attached to a realm in the same world (Logos on the cards must match). Holdings cannot be rearranged once attached. It is possible to add a holding to a realm other than the one just played or rebuilt.
C) Play your Dungeon card - You must place the dungeon below any realm in your formation. Whenever it is played, it immediately takes effect.
Phase 3 - Cards are played into the pool, and powers are used - Performing steps A & B of this phase does not have to be done in any particular order, and it is possible to alternate between them. This step can only be performed by the player whose turn it is, not any other.
A) Place any number of champions, artifacts, and magical items into the pool. Keep in mind that magical items and artifacts attached to champions cannot be rearranged. It is possible to attach only one artifact to a champion from the same world (Logos on the cards must match). Multiple magical items can be attached to any champion. During this phase, you can continue to equip your champions with magical items if you wish. Make use of any phase 3 spell, psionic power, blood ability, or thief skill. Among the champions in the pool must be one who can use the spell, power, ability, or skill. Other players can negate the cards you are trying to play.
Phase 4 - Attack one of the opponent's realms - Unless a card's power allows it, the attacker cannot change the realm of his attack once it's chosen. A player can choose either his hand or pool of champions for the attack. To learn more about attacking realms, visit the Combat section.
Phase 5 - Use phase 5 cards to adjust the hand size - You cannot place champions in your pool, attach magical items, artifacts or perform other actions normally associated with phase 3 at this time unless they were obtained as spoils of victory.
A) In phase 5, you may play only the 5th phase cards, and there should be a champion who can use these cards. Usable phases are written at the end of the card's descriptions.
B) You must discard cards from the hand until your maximum hand size has been reached. There is a chance that some card powers might let you keep more cards.
Phase 6 - The end of your turn - It is now time for the player on the left to take their turn.
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