Each turn is broken into two phases: the maneuver phase, where you pick a range for combat, followed by the combat phase. At the end of each turn, all characters regain 20 energy (up to 100 max) and deck characters heal 1 HP.
Pass
Get Far
Get Close
* Most attacks can only be used at either close range or long range, and most characters are more powerful at one range than the other, so setting range is an important strategic decision.
* Both players can choose to pass, get far (50 energy ), or get close (50 energy ).
* Both players make their choices simultaneously, neither will know the results until both players have chosen.
* If one player picks to change range and the other passes, the range is changed.
* If players select opposite ranges, the range remains the same. There may be some scenarios where you will want to select the current range to prevent your opponent from changing it.
* 50 energy is expensive enough to limit which abilities you can use, so it's usually best to pass.