Turns are drawn, not passed: after every turn ends, flip the top card of the turn-order deck to see who acts next — a mage or the Nemesis. When the deck runs out, reshuffle all six cards; across that reshuffle the Nemesis can act twice in a row, and no plan should depend on it not doing so.
On a mage's turn, resolve three phases in order:
- Casting phase — spells prepped in opened breaches may be cast; spells sitting in closed breaches (prepped there when you focused them last turn) must be cast now. A cast spell goes on top of your discard and resolves its effect against the Nemesis or a single minion; some opened breaches add +1 damage to every spell cast from them.
- Main phase — in any order, any number of times: play gems and relics from hand to gain aether; buy a card from the supply (it lands on top of your discard, not in your hand); pay 2 aether for a charge and, at full charges, trigger your mage's unique ability; focus a breach (rotate it 90° — you may prep to it this turn only) or open it outright, its cost dropping with every focus; prep a spell from hand to an opened or just-focused breach (one spell per breach); and resolve any "While prepped" spell effects or a nemesis power's "TO DISCARD:" cost. Unspent aether evaporates at end of turn — it cannot be saved or given away.
- Draw phase — place the gems and relics you played on top of your discard in any order you choose (this, plus the no-shuffle rule, is how you sculpt your future hands), keep any unplayed cards, and draw back up to five. If your deck runs out mid-draw, flip your discard pile over without shuffling: it is your new deck, in exactly the order you built it.
On the Nemesis's turn, resolve its two phases: first the main phase — work through every minion and power already in play, oldest first: minions' persistent effects hit, and each power card loses one token, resolving when its last token comes off. Then the draw phase — reveal the top nemesis card: attacks resolve immediately, minions and powers enter play to menace the coming turns. Whenever any card says Unleash, resolve this Nemesis's signature effect from its mat. And if a mage falls to 0 life, they are exhausted: Unleash twice, the mage destroys one of their breaches and loses all charges. They keep taking turns — but can never heal, and any damage they would suffer is doubled and dealt to Gravehold instead.
A stretch of play (Ana and Beto vs. Rageborne). The turn-order deck reveals Player 2: Beto must cast the Amplify Vision he prepped into a focused breach last turn — 2 damage to Rageborne — then plays four Crystals, spends the 4 aether on a Searing Ruby that lands on top of his discard, and draws back up to five. The next flip is Nemesis: the Woven Sky power in play loses its final token and resolves — Unleash gives Rageborne a Fury token, and any player suffers 4 damage; Ana volunteers, dropping to 6 life. Then Ana's own card comes up: she plays two Crystals, pays 2 aether for a charge toward her ability, and preps a Spark to her open breach — next turn's counterpunch, already loaded.