Active Player (AP) is the player whose turn it is.
Non-Active Player (NAP) is their opponent.
The AP acts first and can take any number of Actions on their own turn, while the NAP
cannot act at all unless a window is open. Three numbered windows open at fixed points, and a dice roll window opens
whenever an effect rolls dice.
Window 1 opens when the AP announces an Offensive Ability.
Window 2 opens after the Defender rolls their defensive dice.
Window 3 opens just before damage applies at the end of a phase.
This is my interpretation of the rules. The official rules are in the New Rules Update.
How a numbered window runs
Windows 1, 2 and 3 open at fixed points, marked in gold in each phase. In them the NAP may take any single
applicable Action.
How a dice roll window runs
A dice roll window opens for every roll that is not a Roll Attempt, marked in blue in each phase. Both players,
the AP included, may only take Actions that alter that roll. Every other Action waits until the roll resolves.
Upkeep Phase Phase 1
1Resolve every Upkeep effect. Healing applies at once.
2The Active Player chooses the order of effects that happen together.
A dice roll window opens when an Upkeep effect rolls dice
Both players may only alter that roll.
Window 3 opens before the damage applies
The NAP may take one Action at a time, such as preventing or avoiding the damage.
3All damage applies together at the end of the phase.
Income Phase Phase 2
1Gain 1 CP. The Start Player skips their first Income Phase.
2Draw 1 card. An empty deck means no draw, and the discard pile is never reshuffled.
Main Phase 1 Phase 3
Play Hero Upgrades and Main Phase Action cards and sell cards, in any order.
A dice roll window opens when a Main Phase card rolls dice, such as Vegas Baby
Both players may only alter that roll, so the NAP cannot play cards like Getting Paid to dig for a dice card.
Window 3 opens before Main Phase card damage applies
Damage from a Main Phase card waits for the end of the phase. The NAP may then take one Action at a time.
Offensive Roll Phase Phase 4
1Make up to 3 Roll Attempts.
2Announce an Offensive Ability, or announce none.
Window 1 opens when an Offensive Ability is announced
The NAP may alter the dice or take another Action. If the dice change, the AP may announce a different ability or return to Step 1 with any unused Roll Attempts.
No ability announced means no window. An Ultimate can be stopped only by altering its dice in this window, before it activates.
4Activate the ability. Determine its variable effects and resolve effects that need no target.
A dice roll window opens when the ability's effects roll dice
Both players may only alter that roll.
Defensive Roll Phase Phase 5
1Resolve the Attack's targeted effects that are not damage, such as inflicting status effects or losing CP.
2The Defender may activate a Defensive Ability, choosing one if they have two.
3The Defender makes the Roll Attempt. The AP may alter those dice first.
Window 2 opens after the defensive dice are rolled
The NAP takes one Action at a time, such as altering their dice or making an extra Roll Attempt. The defense locks in when the NAP passes.
4Resolve the defense's effects that are not damage, such as status effects, healing and CP.
5The AP takes any last Actions.
Window 3 opens before the damage applies
The NAP may play cards or spend status effects against the incoming damage, such as Not This Time.
6All damage and prevention apply together.
Main Phase 2 Phase 6
Identical to Main Phase 1.
Discard Phase Phase 7
Sell cards down to 6 in hand, 1 CP each.
Anywhere in the turn
Isolated damageResolves immediately. A window opens, but both players may only prevent or avoid the damage.
ThenThe word Then in ability text never opens a window.
UltimatesOnce an Ultimate activates, no window opens for the opponent.
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