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TURN SEQUENCE


Each player takes a turn, running through this sequence and then handing it over to the next player. R.I.C.E or ABCD phases - i.e. if anything refers to A phase, its Refill step.

  1. REFILL or RECHARGE PHASE - Turn all ENGAGED cards the right side up (disengage). The active player draws cards from the deck until the maximum hand size (7) is reached.

  2. IMPLEMENT PHASE - The active player may Buy any card during this phase. Outside of this phase only EVENT cards can be bought.

  3. CHALLENGE OR COMBAT PHASE - The active player may mount an attack using one or more characters. Players and cards may be attacked.

  4. END PHASE - All 'until end of turn' effects end, trait pool empties.


COMBAT


Characters that are bought can be used to attack opponents during the COMBAT PHASE

  • Characters cannot attack the turn they are bought, this is called DISORIENTATION. They have to wait till the player's next turn to do so.

  • Every character a player controls can attack once a turn. Non-character cards cannot be used to attack 

  • To initiate combat, a player in the C (Challenge phase) selects a character. Then the player chooses which TRAIT the character is attacking with (i.e.: Blue, Red, White or Green) and then finally chooses a valid target: This can be a player or a card that player controls. 

  • Characters that attack are turned 90 degrees, this is called ENGAGING. Cards in this state are ENGAGED

  • Each character has a value for each of their traits. 

  • When characters attack, they deal damage equal to their attack value of that trait. 

  • Any disengaged character can attack, and you can attack with as many characters as you want but each combat has to be resolved individually.

  • To attack, choose an attacker, which must be a disengaged character, and a target player or card.

  • A character may not attack himself.

  • Then declare the trait that will be used for the combat. Combat will be dealt in these traits. You cannot declare a trait if your target has a - in that trait. It is quite hard to have an intelligence contest with a gun.

  • If the target has gone somewhere else after the attack declaration, such as by a Move effect, then the attack is nullified and does not happen. The attacker however remains engaged.

Blocking

Any card or cards can be declared as a blocker, as long it they are adjacent (in the same network) to the blocking card, they are disengaged and they have at least 0 in the declared trait of the attack.

  • You can block with more than one card.

  • Each card can block an attack only ONCE a turn.

  • Players can declare themselves as a blocker in response to cards in their network being targeted for an attack, in this case, the attack is just treated as an attack to the player.

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