Turn structure
At the start of your turn, you may optionally discard any cards from your hand.
The first phase of every turn is an optional discard. Before rolling for movement, the active player may discard any number of cards they wish from their hand. This is voluntary and can be skipped entirely.
Movement
Move by rolling 2d6 plus your head brain's run value.
The base movement roll is 2d6. After rolling, add the run value printed on your currently installed head brain to the result. This total is the minimum number of spaces you will move along the train.
Movement
If you have no head brain, roll one fewer die per card in hand.
If a player has no head brain installed, they roll one fewer die for each card currently in their hand during the movement phase. For example, with 2 cards in hand and no head brain, the player rolls 0d6 (no dice) and must rely entirely on discarding cards for movement. If the penalty reduces dice to zero or below, the player rolls no dice.
Movement
After rolling, discard cards from hand to add their run values to your movement.
After the dice are rolled and the head brain run value is added, the active player may discard cards from their hand one at a time. Each discarded card adds its run value to the current movement total. Players may discard as many or as few cards as they choose at this point.
Resource management
Pay a brain's counter cost to install it as your head brain; discard the previous brain.
During phase 3 of your turn, you may install a brain by paying its 'cost' in counters. Upon installation, the brain becomes your head brain and its stats (run value, hit value, IQ) take effect. If you already have a head brain installed, it is discarded when the new brain is installed. This phase is optional.
Hand management
At the end of your turn, discard down to a maximum hand size of two cards.
The final mandatory phase of every turn is discarding. The active player must discard cards from their hand until they hold no more than two cards. This happens after movement, combat resolution, and brain installation.
Special
Landing on a brain counter lets you take it and draw a card.
If you land on a space occupied by a brain counter, you take the brain counter and immediately draw one card from the deck. The counter is removed from the board.
Special
Landing on another player gives you the choice to fight or coexist.
If you land on a space occupied by one or more other players, you must choose to either fight or coexist peacefully. If you choose to coexist, no combat occurs and both players remain on the space. If you choose to fight, combat is initiated against the player(s) on that space.