At the beginning of your turn, you choose 3 of your dice and roll them. If you roll any Crest symbols, add that amount of Crest to your Crest Pool(a 'x2' means that you get 2 of that Crest instead of 1). These Crest are saved; they do NOT disappear at the end of your turn. However, remember that you cannot possess any more than 10 of a type of Crest at one time.
If the result of 2 or more dice rolls feature the same summoning number, you MUST summon a monster of that level and a color that is the same as one of the dice that rolled that level.
When summoning a monster, you play a Dimension Dice. This means you take one of the rolled dice which has the same level and color of the summoned monster and unfold it. The unfolded dice now becomes a part of the Dungeon. You may place the Dimension Dice in any place under the following criteria:
- At least one square must share an edge with your Dungeon Master.
- At least one square must share an edge with another one of your Dimension Dice's squares.
- I am not sure about this last one, but I think that the Dimension Dice must be placed in a way so that the long section with 4 parts is parallel to the long sides of the playing field.
You may not play a Dimension Dice if it would go off the playing field.
When a Dimension Dice is used with a summon, the summoned monster is placed in the square with the white box in the middle of it.
After summoning a monster(if any), you may choose to perform actions with a monster. These actions are Movements and/or Attacking.
To move a monster a single space requires the use of a Movement Crest. You may spend as many Movement Crests on this as you wish. A monster may only make a single attack, and this attack requires a single Attack Crest. A monster may move and then attack, but it may not attack and then move.
Additionally, at any time on your turn you may use Magic Abilities that any of your monsters have. You CAN use the Magic Abilities of Monsters that are not the monster you are performing actions with. Similarly, you may also use Trap Abilities of your monsters even if they are not the acting monster.
When you have finished with all of this, your turn is over and it becomes your opponent's turn.