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Timing Structure of a Turn

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The following is a full list of all the steps of a Corporation and Runner turn and how to perform them. This is the best and easiest reference to use when trying to figure out the timing of a particular card effect or interaction.

Corporation's Turn

Draw Phase

Step 1.1

Paid-ability Rez Score

Paid Abilities, Rez non-ice cards, Score Agendas

Step 1.2

Turn begins (Recurring credits refill, then "When your turn begins" conditionals meet their trigger condition)

Step 1.3

Draw one card

Action Phase

Step 2.1

Gain allotted clicks (default of ClickClickClick)

Step 2.2

Paid-ability Rez Score

Paid Abilities, Rez non-ice cards, Score Agendas

Step 2.3

Take actions

After each action:

Paid-ability Rez Score
Paid Abilities, Rez non-ice cards, Score Agendas

Discard Phase

Step 3.1

Lose any remaining unspent clicks

Step 3.2

Discard down to maximum hand size

Step 3.3

Paid-ability Rez

Paid Abilities, Rez non-ice cards

Step 3.4

Turn ends ("When your turn ends" conditionals meet their trigger condition)


Runner's Turn

Action Phase

Step 1.1

Gain allotted clicks (default of ClickClickClickClick)

Step 1.2

Paid-ability Rez

Paid Abilities, Rez non-ice cards

Step 1.3

Turn begins (Recurring credits refill, then "When your turn begins" conditionals meet their trigger condition)

Step 1.4

Window: Paid Abilities, Rez non-ice cards

Step 1.5

Take actions

After each action:

Paid-ability Rez
Paid Abilities, Rez non-ice cards

Discard Phase

Step 2.1

Lose any remaining unspent clicks

Step 2.2

Discard down to maximum hand size

Step 2.3

Paid-ability Rez

Paid Abilities, Rez non-ice cards

Step 2.4

Turn ends ("When your turn ends" conditionals meet their trigger condition)

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