TBDTCG

Turn Timer

Light
Joined lobby
-----
Waiting for the host to start
Lobby -----
Alerts
Turn length
0:15
Time bank
0:15
Decktrim
1
Player's turn
tap when they pass
Match is paused
Match is paused
Leave the match?
Match is paused
Leave the lobby?
Select leader
Match is paused
1. Capital Phase
  • Resolve Start of Turn triggers.
  • Capital Draw (Draw 1).
  • Take up to 3 Capital from the Pool.
2. Action Phase
  • Pay Capital to play cards.
  • Rearrange cards within Rows.
  • Activate Abilities.
3. Engagement Phase
  • Initiate Engagements.
4. End Phase
  • Unsuppress units (Pay 1 each).
  • Discard down to 5 in hand.
  • Resolve End of Turn triggers.
  • Pass Turn.
1. Declare Attack
  • Active player selects attackers from their unsuppressed Agents.
2. Select Target
  • Attacking player targets an opposing Agent, Institution, or an opposing deck.
  • If opponent controls an unsuppressed Agent or Institution, their deck cannot be targeted.
3. Select Defenders
  • Defending player may move unsuppressed Agents or Leader to defend or deflect.
4. Attack Total
  • The sum Current Influence of attacking Agents.
5. Distribute Attack Damage
  • Defender chooses damage order.
  • 1 undefended damage → Decktrim 1.
6. Distribute Defense Damage
  • Back-damage is distributed among attackers.
  • Decktrim does not inflict damage.
7. Resolution
  • Resolve all damage, decktrim, discard, and suppression simultaneously.
1. Leaders
  • All Leaders lose 1 Legitimacy.
2. Institutions
  • Each player distributes 2 Stability loss among Institutions they control.
3. Agents
  • Each player distributes 3 Influence loss among Agents they control.
4. Capital Pool
  • Mint 4 Capital to the Shared Pool.
TypeStrZoneAtkDefTgt
LeaderLegitimacyLeader ZoneNoYesNo
AgentInfluenceAgent RowYesYesYes
InstitutionStabilityInstitution RowNoNoYes
Movement-Aligned
(Agent / Leader)
--No
Policy-Aligned
(Institution)
--No
Event-Debate Stack--No
Agent+InfluenceAgent Row /
Leader Zone
YesYesYes
PawnInfluenceAgent RowYes*YesYes

* Pawns can only attack alongside a non-Pawn Agent.

Capital
  • Cost Section: Pay 1 into the Pool.
  • Rules Text: follows an action and quantity.
Mint
  • Add 1 Capital to the Pool.
Burn
  • Remove 1 Capital Token from the Pool.
Take
  • Move Capital from the Pool to your Reserve.
Pay
  • Move Capital from your Reserve to the Pool.
Steal
  • Take Capital from an opponent's Reserve.
Shared Pool
  • Center container of unclaimed Capital.
Private Reserves
  • Each player's container of Capital they control.
Penalty
Match is paused