Game Turn Sequence

1. Planning Phase
a. Both players pick up their Battlegroup cards and stack them into strategy decks. When both players are ready, the activation phase begins. Battlegroups that are unavailable to activate (usually for scenario reasons) may not be included in the strategy decks this turn.

b. Discard Cards: Each player may now discard any unwanted Command Cards.

c. Draw Cards: Each player may now draw cards up to the Admiral Value (AV) of their most senior friendly Admiral on the table.

d. Cleanup: Any affects that result from special rules or Command Cards are addressed now.

2. Activation Phase
a. Both players reveal the top card of their strategy decks.

b. Compare the Strategy Rating on the cards revealed. The player with the lower Strategy Rating chooses whether they will go first or second. In the event of a draw, both players toll a D6 and the high roller chooses who goes first. If both players roll the same number, roll again until one player rolls higher.

c. The first player activates the Groups indicated on their Battlegroup card one-by-one in the order they choose an completes all of their actions.

d. The second player then activates the Groups indicated on their Battlegroup card one-by-one and completes all of their actions.

e. The Battlegroup cards are placed on the discard pile.

f. Return to a. When both players have no Battlegroup cards left to reveal, the game turn is over.

3. Roundup Phase
a. Ground Combat: Resolve any ground asset movement and combats (p55).

b. Launch Assets: Resolve any launch assets (p59).

c. Damage Control: Roll for damage control on ships suffering from ongoing crippling damage results (p49).

d. Orbital Decay: Resolve orbital decay.

e. Collect Victory Points as indicated by the scenario being played (p74).

f. Remove any excess dics and tokens from the table.