> For the complete documentation index, see [llms.txt](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://momon-wonder.gitbook.io/comprehensive-rules-1.0.0/game-flow/08-turn-structure.md).

# 8. Turn Structure

| **Step**               | **Procedure**                                                                                                                                                                                                                                                                                                                 |
| ---------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Turn Start             | The designated player becomes the Active Player and the Turn Start event occurs. Abilities triggered by that event wait. Apply all start-of-turn expirations simultaneously, perform State-Based Conditions, then place waiting triggers into the Queue in event order and resolve the Trigger Queue.                         |
| Step 1 - Summon        | Perform the turn-based Summon Procedure in [Section 9](/comprehensive-rules-1.0.0/game-flow/09-summon-procedure.md), or handle a full Arena under [Section 7.2](/comprehensive-rules-1.0.0/game-flow/07-game-end-and-concession.md).                                                                                          |
| Step 1.1 - Mark        | Place the Marking Token as part of the Summon Procedure.                                                                                                                                                                                                                                                                      |
| Step 1.2 - On Summon   | Collect On Summon triggers, choose targets and required modes, then resolve the Trigger Queue.                                                                                                                                                                                                                                |
| Step 2 - Snatch Check  | Create and resolve Snatch Attempts from the Summoned Momon under [Section 10](/comprehensive-rules-1.0.0/game-flow/10-snatch-check-and-resolution.md).                                                                                                                                                                        |
| Step 2.1 - Post-Snatch | Collect eligible On Snatch and return-to-Owner triggers, then resolve the Trigger Queue.                                                                                                                                                                                                                                      |
| Step 3 - End Step      | Collect End-of-Turn triggers and resolve the Trigger Queue until it is empty. Then apply all end-of-turn expirations simultaneously, perform State-Based Conditions, place triggers created by those expirations into the Queue in event order, and resolve the Trigger Queue until it is empty. Only then complete the turn. |

8.1 The player taking the turn is the Active Player. The other player is the Non-Active Player.

8.2 After Step 3 is complete, including all end-of-turn expirations and every Trigger Queue they create, and no game-end condition is being processed, the opponent becomes the Active Player and the Turn Start event occurs. The first Turn Start is handled under [Section 6.10](/comprehensive-rules-1.0.0/foundations/06-setup.md); every later Turn Start follows this rule. Abilities that trigger from that event wait. Apply all start-of-turn expirations simultaneously, perform State-Based Conditions, then place waiting triggers into the Queue in event order under [Section 11](/comprehensive-rules-1.0.0/abilities-and-game-state/11-abilities-trigger-queue-and-continuous-effects.md) and resolve the Queue.

8.3 If a rule instructs the game to skip a step, no turn-based action from that step occurs. Triggers already created still resolve.

8.4 After each turn-based action or Ability resolves, perform State-Based Conditions before resolving the next queued Ability.


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