> For the complete documentation index, see [llms.txt](https://rules.gatcg.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rules.gatcg.com/general-rules/general-rules-players.md).

# General Rules - Players

During a turn in a game of Grand Archive, players are designated as the turn player and non-turn players.

General Rules:

1. The turn player is the player controlling the turn, the passage of phases during the turn, and the events that take place during the main phases within the turn.
2. The turn player may perform slow player actions at any time during their main phase while the Effects Stack is empty.

{% hint style="success" %}
Players may activate abilities or play cards at fast speed when they have Opportunity.
{% endhint %}

3. Non-turn players can't perform Slow Player Actions at any time.
4. When the turn ends, the turn player ceases to be the turn player, and the next player in the turn order immediately becomes the turn player.
5. A multiplayer game is considered any game that includes 3 or more players.

#### Player Actions

1. Player actions can be divided into those a player enacts willfully over the course of a game versus actions that a player is instructed to do.
   1. Actions that a player has the option of performing in game (when allowed) include: playing cards and activating abilities, advancing the turn phase (including ending a turn), declare attacks, and pass Opportunity.
   2. The game or rules text can instruct a player to perform certain actions, as well. These actions are treated as [Game Terms](/glossary/game-terms.md) of which some are also given keywords and/or a numerical value that describes that actions, such as repetitions or a magnitude of the action. Examples of actions without a magnitude or value include "destroy," "shuffle," "look." These terms will typically act on something in the game, such as destroying an object, shuffling a deck, or looking at certain cards in a zone. Examples of a player action with magnitude include"draw," "glimpse," and "recover." These actions will define a number or quantity alongside that action, such as to draw 2 cards, glimpse 3, or recover 5.
      1. For actions that are assigned or involve a numerical value, that value must be greater than 0 to occur; a player who recovers 0 is not considered to have performed the action of recovering. Actions with zero repetitions or zero magnitude are treated as if they never happened.
