8.1What the spiral limits
- 8.1.1
During each player's first four turns, only Souls on proactive slots may:
- attack;
- cast Events (the Caster's slot must be proactive);
- set Ambushes;
- be equipped with Armaments;
- use Activated Effects.
- 8.1.2
Not limited by the spiral: recruiting, invoking Realms, springing Ambushes, the effects of Realms, and every effect that is not activated (Static, Instant and Timing Effects, so Reinforcement works on any slot).
- 8.1.3
Each player counts their own turns. Player B's turn 1 and Player A's first turn (turn 2 of the duel) are each that player's first turn.
8.2Waking slots
- 8.2.1
At the start of each of their first four turns, the turn player chooses one of their own slots of a given rank. It becomes proactive at once:
- first turn: a rank-0 slot;
- second turn: a rank-1 slot;
- third turn: a rank-2 slot;
- fourth turn: a rank-3 slot (the central rank-3 slot or the altar).
- 8.2.2
At the start of the next turn, every slot of the rank chosen last turn becomes proactive too.
- 8.2.3
The chosen slot may be empty. What becomes proactive is the slot, not a Soul: it stays proactive whoever stands on it.
- 8.2.4
Once a player has chosen their rank-3 slot, the spiral ends for them: from then on every slot of theirs is proactive.
- 8.2.5
So, turn by turn:
- first turn: the one chosen rank-0 slot;
- second turn: every rank-0 slot and the chosen rank-1 slot;
- third turn: every rank-0 and rank-1 slot and the chosen rank-2 slot;
- fourth turn and later: every slot.
8.3Consequences
- 8.3.1
A Leader's Activated Effect can be used once its altar is proactive: from its controller's fourth turn on, at the earliest.
- 8.3.2
Souls recruited before the first turn may attack in their controller's first turn only from the slot woken in that turn (6.5.2).
- 8.3.3
An Ambush at a slot that is not proactive can still be sprung; only setting it needs a proactive slot.
