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5.

Game Turn Structure

5.1.
General
5.1.1.
Once everything is set up properly, the first player takes his game turn. When he has finished his turn, his opponent takes his turn, and so on until one player wins the game.
5.1.2.
The player whose turn it is is known as the active player.
5.1.3.
A player’s game turn consists of multiple phases:
  • Roll for Tension
  • Inspiration
  • Refund!
  • Game Pieces Turns (once for each Game Piece controlled by the active player in the Timeline)
  • End of Game Turn
5.2.
Roll for Tension
5.2.1.
The active player rolls 2 dice: this is the Roll for Tension.
5.2.2.
If the roll doesn’t suit him, he can reroll. In this case, the result of the two dice previously rolled is ignored, and the player roll only one die for the reroll.
5.2.3.
If there was no reroll, and if the two dice show the same side after applying Rule 1.6.2. , each player loses one of his GG. If a player loses his last GG this way, his opponent wins and the game is over.
5.2.4.
The first player does not Roll for Tension on the first turn of the game.
5.3.
Inspiration
5.3.1.
Each Tension die can be placed on a Krosmaster card to give him a Power until the end of the next turn. These dice are called the Inspiration Dice.
5.3.1.a.
A character who is given an Inspiration Die on the Critical Hit side gains the Critical Hit Power.
5.3.1.b.
A character who is given an Inspiration Die on the Armour side gains the Armour Power.
5.3.1.c.
A character who is given an Inspiration Die on the Dodge side gains the Dodge Power.
5.3.1.d.
A character who is given an Inspiration Die on the Lock side gains the Lock Power.
5.3.2.
It is possible to place no Inspiration Die, a single Inspiration Die only, or two Inspiration Dice, either to the same Krosmaster, or to two different Krosmasters.
5.3.3.
The Inspiration Dice remain on the Krosmaster cards until the start of the next turn of the player who is placing them. The Krosmaster loses the Power conferred by the Inspiration Die when the die is removed from his card.
5.4.
Refund!
5.4.1.
If there’s two Inspiration Dice left after the Inspiration phase from the active player, this player takes 3 Kamas from the reserve and adds it to his stock. Those dice are considered sold.
5.4.2.
If there’s one Inspiration Die left after the Inspiration phase from the active player, this player takes 1 Kama from the reserve and adds it to his stock. This die is considered sold.
5.5.
Game Pieces Turns
5.5.1.
During his turn, the active player plays each Game Piece in his Timeline, in the order of the Timeline, from left to right. Once the first Game Piece’s turn is over, he moves on to the Game Piece who is second in the Timeline, and son on until the last Game Piece at the right of the Timeline.
5.5.2.
The turn of a Game Piece in the Timeline consists of multiple phases, described in details in Section 5:
  • Preliminary Phase
  • Activation Phase
  • End of Activation Phase
5.6.
End of Game Turn
5.6.1.
Once a player has activated all the Game Pieces in his Timeline, his turn ends. His opponent becomes the new active player and starts his own turn.
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