Combat runs on a shared timeline. Both sides act on it, and enemy intent is shown openly. That makes every fight a planning problem instead of a gamble.
Reading intent
Each enemy displays what it will do and roughly when. If it is about to fire at your position, moving is usually cheaper than blocking.
The order of a turn
You draw, you see energy, then you act. You can move, play cards, and reposition before the timeline advances.
Breaking a plan
Most enemies have a plan you can interrupt. Killing an attacker before its action, or moving out of a lane, removes the damage entirely rather than reducing it.
Where to check the data
- Enemy guide for intent types.
- Movement guide for position as defence.