Decisions and interactions
All for One loops: the cards, Energy and hand space requiredEach TURBO creates another Void in the discard pile.
All for OneTURBO can help pay for All for One, but its added Void creates a later draw and Energy problem.
TURBOTURBO gains two energy now, or three after upgrading, and puts a Void into discard.
Unceasing TopAn unplayable Void from TURBO can obstruct the hand-emptying plan after it is drawn.
Defect Claw and zero-cost recursionTURBO supplies energy immediately and adds a Void to discard, which creates a later cost.
Defect Status cards: generation, payoffs and cleanupTURBO grants energy and puts Void there.
TURBO gives Energy now; Void can cost Energy later
Base cards, ordinary draw/discard piles, no effects that remove or replace the added Void.
- 1Play TURBO
Gain 2 EnergyTURBO costs zero Energy. - 2Create Void
Into discardIt does not immediately enter the current draw pile. - 3Later, draw Void
Lose 1 EnergyThe loss is attached to drawing Void.
The two effects happen atDifferent times

