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2.4.2 Anchored

1.3.2 Day progress

1.3.2.a Each day is divided in five phases.

1.3.2.b In the Morning phase, the opponent of the first player becomes the first player (Succeed), players ready their Characters, Permanents, and Mana Orbs (Prepare), draw two cards (Draw) and may put one card from their Hand in their Mana zone.

1.3.2.c In the Noon phase, nothing happens unless one or more reactions trigger "At Noon".

1.3.2.d In the Afternoon phase, starting with the first player, players alternate taking turns until both have passed; during their turn, a player may play any number of quick actions and then either play a card or pass; once a player has passed, they cannot take more turns this day.

1.3.2.e In the Dusk phase, players sum up the statistics of all the characters in each of their expeditions. An expedition moves forward if one of its statistics is:


1.3.2.f During the Night Phase

4.2.5 Night

4.2.5.a There are two daily effects during night.

4.2.5.b Rest Characters in the Expedition zone are sent to Reserve.

Remark. A number of statuses (Asleep endormi, Anchored ancre, Fleeting fugace) and abilitys (Eternal) modify the Rest effect.

4.2.5.c Clean-up Each player chooses as many objects in their Reserve as their Hero's reserve limit and as many objects in their Landmark zone as their Hero's landmark limit. All non-selected objects are discarded simultaneously.

Remark. The first player must make their choice known before the second player chooses which objects to discard, and so on, in initiative order (see Rule 6.1.g ).

4.2.5.d If a player has no Hero, their reserve limit and landmark limit are equal to 2.

Remark. A player may have excess objects in their Reserve and or Landmark zone at the end of the day, if the clean-up effect has been modified, the limits have changed, or a reaction triggered off clean-up and put some objects in one of these zones.

Clarification of the phases of a day

Morning Phase


Noon Phase

Afternoon Phase

Dusk Phase

Night Phase

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