Chapter 2: Turn Phases & Deck Composition

To ensure a smooth and tactical duel, every Demigod must master the rhythm of their turn and the contents of their arsenal.

1. The Structure of a Turn

Every player's turn is broken into three distinct, chronological phases.

Phase 1: Start of Turn Phase

  • Resolve Effects: Resolve any "Start of Turn" effects from your active spells, item enchantments, or status effects (such as Poison or Regeneration).
  • The Movement Roll: Roll 1d6. The result is your Movement Points (MP) for this turn. This value represents the maximum number of spaces you can travel when spending your Move Action Point (MAP).

Phase 2: Action Phase

This is the main window of your turn where strategy is executed. You have a pool of 3 Action Points to spend in any order:

  • 2 Standard Action Points (SAP)
  • 1 Move Action Point (MAP)

Spending Standard Actions (Costs 1 SAP each)

  • Draw Card: Take the top card of your deck and add it to your hand.
  • Discard Card: Choose a card from your hand and place it in your discard pile.
  • Play Card: Play a Demayth, Battle, or Inventory card from your hand to cast a spell, initiate an attack, or prepare an item.

Spending Movement Actions (Costs 1 MAP)

  • Move Demigod: Move your Demigod a number of spaces up to your total Movement Points (MP) for the turn. You may split this movement (e.g., move 2 spaces, play an SAP card, then move your remaining MP).
  • Move Minions: Move ALL of your controlled Minions up to your total MP for the turn.
    • Note: Moving your minions is included in your turn logic and does not spend your personal MAP, but they cannot move until you determine your MP via the d6 roll.

Phase 3: End of Turn Phase

  • Hand Size Check: You have a maximum hand size of 10 cards. If you have more than 10 cards at the moment you announce the end of your turn, you must discard your entire hand.
  • Pass Turn: Once your actions are spent and your hand is checked, announce that your turn is over. The next player in the initiative order begins their Start of Turn Phase.

The Demigod Deck (Action Deck)

For fair and balanced gameplay, every Demigod Deck must contain exactly 32 cards. This deck is the engine that drives your divinity. It consists of three distinct card types:

Demayth Cards (12 Total)

These cards allow you to access the spells recorded on your character sheet.

  • Chapter 1: 4 Cards
  • Chapter 2: 4 Cards
  • Chapter 3: 4 Cards
  • Usage: When you play a Chapter card, you choose 1 of the 3 spells assigned to that specific chapter on your sheet to cast.

Battle Cards (10 Total)

Used for basic physical combat and active defense. Battle card attacks are always made in Melee Range unless modified by an item or spell effect. Your deck must contain 2 of each of the following combinations (Attack / Defend):

  • 2x (5 / 1)
  • 2x (4 / 2)
  • 2x (3 / 3)
  • 2x (2 / 4)
  • 2x (1 / 5)

Inventory Cards (10 Total)

Used to equip your loadout or utilize your limited supplies:

  • Weapon Inventory Cards: 2 Cards
  • Armor Inventory Cards: 2 Cards
  • Magical Trinket Inventory Cards: 2 Cards
  • Consumable Inventory Cards: 4 Cards (Potions, Bombs, Arrows, or Scrolls)

Battle Deck Visualization