Cycles can be compared to "Simultaneous Turns" from other games. Each player will alternate their roles between Attacker and Defender, instantly affecting the main purpose of their assistance cards.
Phases of a Cycle:
Each Cycle is composed by a series of phases that come in the same order in each cycle:
Game aperture
Each player looks at the top 10 cards of their Knight Deck, then places 4 knight cards face down on any unoccupied cell. Return the other cards to the bottom of their deck.
Players decide who will have the Defender and the Attacker role.
Flip face up all knights cards.
Game Start !!
Cycle start
At the beginning of each cycle different from the first cycle players will exchange role Attacker and Defender roles.
Phase 1: Reinforcement
Start Reinforcement.
Each player Draw 6 cards.
Reinforcement End.
Reinforcement by Abilities:
When Reinforcement is performed by an ability, only the targets of that ability can perform a Reinforcement. (Targets draw 6 new cards)
Phase 2: "Command" Attacking Player
Start Command:
During this phase the attacking player will make his moves in order to prepare for the confrontation, taking these actions in any order:
Assign up to 1 assistance card from your hand to each of your knight units on the battlefield. These cards will be used to attack during the clash.
Use as many card abilities as they want while they can.
Form Squadrons and or add knights to squadrons as much as they want while they can. (The maximum number of knights per team is 5).
Refract (Summon cards from your Crystal deck) as much as they want while they can.
Command End.
Phase 3: "Command" Defending Player
Start Command
During this phase the defending player will make his moves in order to prepare for the confrontation, taking these actions in any order:
Assign up to 1 assistance card from your hand to each of your knight units on the battlefield. Those cards will be used to parry attacks during the clash.
Use as many card abilities as they want while they can.
Form Squadrons and or add knights to squadrons as much as they want while they can. (The maximum number of knights per team is 5).
Refract (Summon cards from your Crystal deck) as much as they want while they can.
DEFENSIVE MOVEMENT: The defending player can move his units to any available square. You can only move each unit once per turn this way.
Command End
Phase 4: Battle
Battle Start
The attacking player reveals any of his assistance cards assigned to one of his units.
Check the impact cells of the assistant card.
If there are no enemy cards in these cells the attack fails and combat doesn't occur. If there are enemy units there, those cards reveal their assistance card.
Clash
If the attacker's assist card shares damage type with the assist card revealed by the defender, then the hit is blocked. Otherwise the defending unit receives the impact and is completely defeated.
Players send the used assist cards to the corresponding discard pile, then send the defeated cards to the corresponding discard pile.
Clash End.
Repeat this process until the attacking player has revealed all of his or her assist cards, or as many they can.
Battle End.
Phase 5: Aftermath
At the beginning of this phase, you discard unused support cards and discard cards from your hand until you only have 3.
Starting with the defending player, players send knight cards from they top deck to the battlefield equal to the number of missing knight squads (maximum 4).
Cycle end
When the aftermath end, the cycle automatically ends and the new cycle begins.
Starting a new Cycles
At the end of a cycle, the next cycle automatically begins. With each start of the cycle except for the first, the roles of the players alternate, the attacker becomes the defender and the defender becomes the attacker.
Outdated Video, Some key words and details on game play changes, but keep the same game flow.