+ );
+}
diff --git a/apps/web/src/hooks/use-encounter.ts b/apps/web/src/hooks/use-encounter.ts
index 551a857..51bee8e 100644
--- a/apps/web/src/hooks/use-encounter.ts
+++ b/apps/web/src/hooks/use-encounter.ts
@@ -5,6 +5,7 @@ import {
advanceTurnUseCase,
editCombatantUseCase,
removeCombatantUseCase,
+ retreatTurnUseCase,
setHpUseCase,
setInitiativeUseCase,
} from "@initiative/application";
@@ -79,6 +80,16 @@ export function useEncounter() {
setEvents((prev) => [...prev, ...result]);
}, [makeStore]);
+ const retreatTurn = useCallback(() => {
+ const result = retreatTurnUseCase(makeStore());
+
+ if (isDomainError(result)) {
+ return;
+ }
+
+ setEvents((prev) => [...prev, ...result]);
+ }, [makeStore]);
+
const nextId = useRef(deriveNextId(encounter));
const addCombatant = useCallback(
@@ -164,6 +175,7 @@ export function useEncounter() {
encounter,
events,
advanceTurn,
+ retreatTurn,
addCombatant,
removeCombatant,
editCombatant,
diff --git a/packages/application/src/index.ts b/packages/application/src/index.ts
index 0e037e7..f32e304 100644
--- a/packages/application/src/index.ts
+++ b/packages/application/src/index.ts
@@ -4,5 +4,6 @@ export { advanceTurnUseCase } from "./advance-turn-use-case.js";
export { editCombatantUseCase } from "./edit-combatant-use-case.js";
export type { EncounterStore } from "./ports.js";
export { removeCombatantUseCase } from "./remove-combatant-use-case.js";
+export { retreatTurnUseCase } from "./retreat-turn-use-case.js";
export { setHpUseCase } from "./set-hp-use-case.js";
export { setInitiativeUseCase } from "./set-initiative-use-case.js";
diff --git a/packages/application/src/retreat-turn-use-case.ts b/packages/application/src/retreat-turn-use-case.ts
new file mode 100644
index 0000000..af088af
--- /dev/null
+++ b/packages/application/src/retreat-turn-use-case.ts
@@ -0,0 +1,21 @@
+import {
+ type DomainError,
+ type DomainEvent,
+ isDomainError,
+ retreatTurn,
+} from "@initiative/domain";
+import type { EncounterStore } from "./ports.js";
+
+export function retreatTurnUseCase(
+ store: EncounterStore,
+): DomainEvent[] | DomainError {
+ const encounter = store.get();
+ const result = retreatTurn(encounter);
+
+ if (isDomainError(result)) {
+ return result;
+ }
+
+ store.save(result.encounter);
+ return result.events;
+}
diff --git a/packages/domain/src/__tests__/retreat-turn.test.ts b/packages/domain/src/__tests__/retreat-turn.test.ts
new file mode 100644
index 0000000..e6c47be
--- /dev/null
+++ b/packages/domain/src/__tests__/retreat-turn.test.ts
@@ -0,0 +1,184 @@
+import { describe, expect, it } from "vitest";
+import type { DomainEvent } from "../events.js";
+import { retreatTurn } from "../retreat-turn.js";
+import {
+ type Combatant,
+ combatantId,
+ createEncounter,
+ type Encounter,
+ isDomainError,
+} from "../types.js";
+
+// --- Helpers ---
+
+function makeCombatant(name: string): Combatant {
+ return { id: combatantId(name), name };
+}
+
+const A = makeCombatant("A");
+const B = makeCombatant("B");
+const C = makeCombatant("C");
+
+function encounter(
+ combatants: Combatant[],
+ activeIndex: number,
+ roundNumber: number,
+): Encounter {
+ const result = createEncounter(combatants, activeIndex, roundNumber);
+ if (isDomainError(result)) {
+ throw new Error(`Test setup failed: ${result.message}`);
+ }
+ return result;
+}
+
+function successResult(enc: Encounter) {
+ const result = retreatTurn(enc);
+ if (isDomainError(result)) {
+ throw new Error(`Expected success, got error: ${result.message}`);
+ }
+ return result;
+}
+
+// --- Acceptance Scenarios ---
+
+describe("retreatTurn", () => {
+ describe("acceptance scenarios", () => {
+ it("scenario 1: mid-round retreat — retreats from second to first combatant", () => {
+ const enc = encounter([A, B, C], 1, 1);
+ const { encounter: next, events } = successResult(enc);
+
+ expect(next.activeIndex).toBe(0);
+ expect(next.roundNumber).toBe(1);
+ expect(events).toEqual([
+ {
+ type: "TurnRetreated",
+ previousCombatantId: combatantId("B"),
+ newCombatantId: combatantId("A"),
+ roundNumber: 1,
+ },
+ ]);
+ });
+
+ it("scenario 2: round-boundary retreat — wraps from first combatant to last, decrements round", () => {
+ const enc = encounter([A, B, C], 0, 2);
+ const { encounter: next, events } = successResult(enc);
+
+ expect(next.activeIndex).toBe(2);
+ expect(next.roundNumber).toBe(1);
+ expect(events).toEqual([
+ {
+ type: "TurnRetreated",
+ previousCombatantId: combatantId("A"),
+ newCombatantId: combatantId("C"),
+ roundNumber: 1,
+ },
+ {
+ type: "RoundRetreated",
+ newRoundNumber: 1,
+ },
+ ]);
+ });
+
+ it("scenario 3: start-of-encounter error — cannot retreat at round 1 index 0", () => {
+ const enc = encounter([A, B, C], 0, 1);
+ const result = retreatTurn(enc);
+
+ expect(isDomainError(result)).toBe(true);
+ if (isDomainError(result)) {
+ expect(result.code).toBe("no-previous-turn");
+ }
+ });
+
+ it("scenario 4: single-combatant retreat — wraps to same combatant, decrements round", () => {
+ const enc = encounter([A], 0, 2);
+ const { encounter: next, events } = successResult(enc);
+
+ expect(next.activeIndex).toBe(0);
+ expect(next.roundNumber).toBe(1);
+ expect(events).toEqual([
+ {
+ type: "TurnRetreated",
+ previousCombatantId: combatantId("A"),
+ newCombatantId: combatantId("A"),
+ roundNumber: 1,
+ },
+ {
+ type: "RoundRetreated",
+ newRoundNumber: 1,
+ },
+ ]);
+ });
+
+ it("scenario 5: empty-encounter error", () => {
+ const enc: Encounter = {
+ combatants: [],
+ activeIndex: 0,
+ roundNumber: 1,
+ };
+ const result = retreatTurn(enc);
+
+ expect(isDomainError(result)).toBe(true);
+ if (isDomainError(result)) {
+ expect(result.code).toBe("invalid-encounter");
+ }
+ });
+ });
+
+ describe("invariants", () => {
+ it("determinism — same input produces same output", () => {
+ const enc = encounter([A, B, C], 1, 3);
+ const result1 = retreatTurn(enc);
+ const result2 = retreatTurn(enc);
+ expect(result1).toEqual(result2);
+ });
+
+ it("activeIndex always in bounds after retreat", () => {
+ const combatants = [A, B, C];
+ // Start at round 4 so we can retreat many times
+ let enc = encounter(combatants, 2, 4);
+
+ for (let i = 0; i < 9; i++) {
+ const result = successResult(enc);
+ expect(result.encounter.activeIndex).toBeGreaterThanOrEqual(0);
+ expect(result.encounter.activeIndex).toBeLessThan(combatants.length);
+ enc = result.encounter;
+ }
+ });
+
+ it("roundNumber never goes below 1", () => {
+ let enc = encounter([A, B, C], 2, 2);
+
+ // Retreat through rounds — should stop at round 1 index 0
+ while (!(enc.roundNumber === 1 && enc.activeIndex === 0)) {
+ const result = successResult(enc);
+ expect(result.encounter.roundNumber).toBeGreaterThanOrEqual(1);
+ enc = result.encounter;
+ }
+ });
+
+ it("every success emits at least TurnRetreated", () => {
+ const scenarios: Encounter[] = [
+ encounter([A, B, C], 1, 1),
+ encounter([A, B, C], 0, 2),
+ encounter([A], 0, 2),
+ ];
+
+ for (const enc of scenarios) {
+ const result = successResult(enc);
+ const hasTurnRetreated = result.events.some(
+ (e: DomainEvent) => e.type === "TurnRetreated",
+ );
+ expect(hasTurnRetreated).toBe(true);
+ }
+ });
+
+ it("event ordering: on wrap, events are [TurnRetreated, RoundRetreated]", () => {
+ const enc = encounter([A, B, C], 0, 2);
+ const { events } = successResult(enc);
+
+ expect(events).toHaveLength(2);
+ expect(events[0].type).toBe("TurnRetreated");
+ expect(events[1].type).toBe("RoundRetreated");
+ });
+ });
+});
diff --git a/packages/domain/src/events.ts b/packages/domain/src/events.ts
index 4da2ce6..7b201b7 100644
--- a/packages/domain/src/events.ts
+++ b/packages/domain/src/events.ts
@@ -56,6 +56,18 @@ export interface CurrentHpAdjusted {
readonly delta: number;
}
+export interface TurnRetreated {
+ readonly type: "TurnRetreated";
+ readonly previousCombatantId: CombatantId;
+ readonly newCombatantId: CombatantId;
+ readonly roundNumber: number;
+}
+
+export interface RoundRetreated {
+ readonly type: "RoundRetreated";
+ readonly newRoundNumber: number;
+}
+
export type DomainEvent =
| TurnAdvanced
| RoundAdvanced
@@ -64,4 +76,6 @@ export type DomainEvent =
| CombatantUpdated
| InitiativeSet
| MaxHpSet
- | CurrentHpAdjusted;
+ | CurrentHpAdjusted
+ | TurnRetreated
+ | RoundRetreated;
diff --git a/packages/domain/src/index.ts b/packages/domain/src/index.ts
index 5d534c6..00d0d5b 100644
--- a/packages/domain/src/index.ts
+++ b/packages/domain/src/index.ts
@@ -14,12 +14,15 @@ export type {
InitiativeSet,
MaxHpSet,
RoundAdvanced,
+ RoundRetreated,
TurnAdvanced,
+ TurnRetreated,
} from "./events.js";
export {
type RemoveCombatantSuccess,
removeCombatant,
} from "./remove-combatant.js";
+export { retreatTurn } from "./retreat-turn.js";
export { type SetHpSuccess, setHp } from "./set-hp.js";
export {
type SetInitiativeSuccess,
diff --git a/packages/domain/src/retreat-turn.ts b/packages/domain/src/retreat-turn.ts
new file mode 100644
index 0000000..accb638
--- /dev/null
+++ b/packages/domain/src/retreat-turn.ts
@@ -0,0 +1,59 @@
+import type { DomainEvent } from "./events.js";
+import type { DomainError, Encounter } from "./types.js";
+
+interface RetreatTurnSuccess {
+ readonly encounter: Encounter;
+ readonly events: DomainEvent[];
+}
+
+export function retreatTurn(
+ encounter: Encounter,
+): RetreatTurnSuccess | DomainError {
+ if (encounter.combatants.length === 0) {
+ return {
+ kind: "domain-error",
+ code: "invalid-encounter",
+ message: "Cannot retreat turn on an encounter with no combatants",
+ };
+ }
+
+ if (encounter.roundNumber === 1 && encounter.activeIndex === 0) {
+ return {
+ kind: "domain-error",
+ code: "no-previous-turn",
+ message: "Cannot retreat before the start of the encounter",
+ };
+ }
+
+ const previousIndex = encounter.activeIndex;
+ const wraps = previousIndex === 0;
+ const newIndex = wraps ? encounter.combatants.length - 1 : previousIndex - 1;
+ const newRoundNumber = wraps
+ ? encounter.roundNumber - 1
+ : encounter.roundNumber;
+
+ const events: DomainEvent[] = [
+ {
+ type: "TurnRetreated",
+ previousCombatantId: encounter.combatants[previousIndex].id,
+ newCombatantId: encounter.combatants[newIndex].id,
+ roundNumber: newRoundNumber,
+ },
+ ];
+
+ if (wraps) {
+ events.push({
+ type: "RoundRetreated",
+ newRoundNumber,
+ });
+ }
+
+ return {
+ encounter: {
+ combatants: encounter.combatants,
+ activeIndex: newIndex,
+ roundNumber: newRoundNumber,
+ },
+ events,
+ };
+}
diff --git a/specs/012-turn-navigation/checklists/requirements.md b/specs/012-turn-navigation/checklists/requirements.md
new file mode 100644
index 0000000..7a48068
--- /dev/null
+++ b/specs/012-turn-navigation/checklists/requirements.md
@@ -0,0 +1,34 @@
+# Specification Quality Checklist: Turn Navigation
+
+**Purpose**: Validate specification completeness and quality before proceeding to planning
+**Created**: 2026-03-05
+**Feature**: [spec.md](../spec.md)
+
+## Content Quality
+
+- [x] No implementation details (languages, frameworks, APIs)
+- [x] Focused on user value and business needs
+- [x] Written for non-technical stakeholders
+- [x] All mandatory sections completed
+
+## Requirement Completeness
+
+- [x] No [NEEDS CLARIFICATION] markers remain
+- [x] Requirements are testable and unambiguous
+- [x] Success criteria are measurable
+- [x] Success criteria are technology-agnostic (no implementation details)
+- [x] All acceptance scenarios are defined
+- [x] Edge cases are identified
+- [x] Scope is clearly bounded
+- [x] Dependencies and assumptions identified
+
+## Feature Readiness
+
+- [x] All functional requirements have clear acceptance criteria
+- [x] User scenarios cover primary flows
+- [x] Feature meets measurable outcomes defined in Success Criteria
+- [x] No implementation details leak into specification
+
+## Notes
+
+- All items pass. Spec is ready for `/speckit.clarify` or `/speckit.plan`.
diff --git a/specs/012-turn-navigation/contracts/domain-api.md b/specs/012-turn-navigation/contracts/domain-api.md
new file mode 100644
index 0000000..6834243
--- /dev/null
+++ b/specs/012-turn-navigation/contracts/domain-api.md
@@ -0,0 +1,55 @@
+# Domain API Contract: Turn Navigation
+
+## retreatTurn(encounter: Encounter): RetreatTurnSuccess | DomainError
+
+### Input
+- `encounter`: Encounter (combatants, activeIndex, roundNumber)
+
+### Success Output
+```
+{
+ encounter: Encounter // Updated state
+ events: DomainEvent[] // TurnRetreated, optionally RoundRetreated
+}
+```
+
+### Error Cases
+
+| Condition | Error Code | Message |
+|-----------|------------|---------|
+| combatants.length === 0 | `invalid-encounter` | Cannot retreat turn on an encounter with no combatants |
+| roundNumber === 1 && activeIndex === 0 | `no-previous-turn` | Cannot retreat before the start of the encounter |
+
+### Event Contracts
+
+**TurnRetreated** (always emitted on success):
+```
+{
+ type: "TurnRetreated"
+ previousCombatantId: CombatantId // Was active before retreat
+ newCombatantId: CombatantId // Now active after retreat
+ roundNumber: number // Round number after retreat
+}
+```
+
+**RoundRetreated** (emitted when crossing round boundary):
+```
+{
+ type: "RoundRetreated"
+ newRoundNumber: number // Decremented round number
+}
+```
+
+**Emission order**: TurnRetreated first, then RoundRetreated (when applicable).
+
+## UI Contract: TurnNavigation Component
+
+### Props
+- `encounter`: Encounter (current state)
+- `onAdvanceTurn`: () => void
+- `onRetreatTurn`: () => void
+
+### Behavior
+- Previous Turn button: calls onRetreatTurn; disabled when roundNumber === 1 && activeIndex === 0, or combatants.length === 0
+- Next Turn button: calls onAdvanceTurn; disabled when combatants.length === 0
+- Displays: round number and active combatant name
diff --git a/specs/012-turn-navigation/data-model.md b/specs/012-turn-navigation/data-model.md
new file mode 100644
index 0000000..f094906
--- /dev/null
+++ b/specs/012-turn-navigation/data-model.md
@@ -0,0 +1,58 @@
+# Data Model: Turn Navigation
+
+## Existing Entities (unchanged)
+
+### Encounter
+- `combatants`: readonly array of Combatant
+- `activeIndex`: number (0-based index into combatants)
+- `roundNumber`: positive integer (>= 1)
+
+### Combatant
+- `id`: CombatantId (branded string)
+- `name`: string
+- `initiative?`: number
+- `maxHp?`: number
+- `currentHp?`: number
+
+## New Domain Events
+
+### TurnRetreated
+Emitted on every successful RetreatTurn operation.
+
+| Field | Type | Description |
+|-------|------|-------------|
+| type | `"TurnRetreated"` (literal) | Discriminant for event union |
+| previousCombatantId | CombatantId | The combatant whose turn was active before retreat |
+| newCombatantId | CombatantId | The combatant who is now active after retreat |
+| roundNumber | number | The round number after the retreat |
+
+### RoundRetreated
+Emitted when RetreatTurn crosses a round boundary (activeIndex wraps from 0 to last combatant).
+
+| Field | Type | Description |
+|-------|------|-------------|
+| type | `"RoundRetreated"` (literal) | Discriminant for event union |
+| newRoundNumber | number | The round number after decrementing |
+
+## State Transitions
+
+### RetreatTurn
+
+**Input**: Encounter
+**Output**: `{ encounter: Encounter, events: DomainEvent[] }` | `DomainError`
+
+**Rules**:
+1. If `combatants.length === 0` -> DomainError("invalid-encounter")
+2. If `roundNumber === 1 && activeIndex === 0` -> DomainError("no-previous-turn")
+3. If `activeIndex > 0`: newIndex = activeIndex - 1, roundNumber unchanged
+4. If `activeIndex === 0`: newIndex = combatants.length - 1, roundNumber - 1
+
+**Events emitted**:
+- Always: TurnRetreated
+- On round boundary crossing (rule 4): TurnRetreated then RoundRetreated (order matters)
+
+## Validation Rules
+
+- RetreatTurn MUST NOT produce roundNumber < 1
+- RetreatTurn MUST NOT produce activeIndex < 0 or >= combatants.length
+- RetreatTurn is a pure function: identical input produces identical output
diff --git a/specs/012-turn-navigation/plan.md b/specs/012-turn-navigation/plan.md
new file mode 100644
index 0000000..ab9b320
--- /dev/null
+++ b/specs/012-turn-navigation/plan.md
@@ -0,0 +1,76 @@
+# Implementation Plan: Turn Navigation
+
+**Branch**: `012-turn-navigation` | **Date**: 2026-03-05 | **Spec**: [spec.md](./spec.md)
+**Input**: Feature specification from `/specs/012-turn-navigation/spec.md`
+
+## Summary
+
+Add a RetreatTurn domain operation (inverse of AdvanceTurn) and relocate both Previous/Next Turn buttons to a new turn navigation bar at the top of the encounter tracker. The domain function is a pure state transition that decrements the active index (wrapping to the last combatant and decrementing round number when crossing a round boundary), with a guard preventing retreat before the encounter start (round 1, index 0).
+
+## Technical Context
+
+**Language/Version**: TypeScript 5.8 (strict mode, verbatimModuleSyntax)
+**Primary Dependencies**: React 19, Vite 6, Tailwind CSS v4, shadcn/ui-style components, Lucide React (icons)
+**Storage**: N/A (no storage changes -- existing localStorage persistence unchanged)
+**Testing**: Vitest (pure-function domain tests + component tests)
+**Target Platform**: Web browser (single-user, local-first)
+**Project Type**: Web application (monorepo: domain + application + web adapter)
+**Performance Goals**: Standard web app -- instant UI response (<100ms)
+**Constraints**: Domain layer must remain pure (no I/O, no framework imports)
+**Scale/Scope**: Single-user encounter tracker, ~5-20 combatants typical
+
+## Constitution Check
+
+*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
+
+| Principle | Status | Notes |
+|-----------|--------|-------|
+| I. Deterministic Domain Core | PASS | RetreatTurn is a pure function: same input = same output. No I/O, randomness, or clocks. |
+| II. Layered Architecture | PASS | Domain (retreat-turn.ts) -> Application (retreat-turn-use-case.ts) -> Adapter (React hook + component). Dependency direction preserved. |
+| III. Agent Boundary | N/A | No agent layer involved. |
+| IV. Clarification-First | PASS | No ambiguities remain in spec. All edge cases resolved. |
+| V. Escalation Gates | PASS | Implementation matches spec scope exactly. |
+| VI. MVP Baseline Language | PASS | Assumptions use "MVP baseline does not include" phrasing. |
+| VII. No Gameplay Rules | PASS | No gameplay mechanics in plan. |
+
+## Project Structure
+
+### Documentation (this feature)
+
+```text
+specs/012-turn-navigation/
+├── plan.md # This file
+├── research.md # Phase 0 output
+├── data-model.md # Phase 1 output
+├── quickstart.md # Phase 1 output
+├── contracts/ # Phase 1 output
+└── tasks.md # Phase 2 output (via /speckit.tasks)
+```
+
+### Source Code (repository root)
+
+```text
+packages/domain/src/
+├── retreat-turn.ts # NEW: RetreatTurn pure function
+├── events.ts # MODIFY: Add TurnRetreated + RoundRetreated events
+├── types.ts # UNCHANGED
+├── index.ts # MODIFY: Re-export retreatTurn
+└── __tests__/
+ └── retreat-turn.test.ts # NEW: All acceptance scenarios
+
+packages/application/src/
+├── retreat-turn-use-case.ts # NEW: Orchestrates retreatTurn via EncounterStore
+├── ports.ts # UNCHANGED
+├── index.ts # MODIFY: Re-export new use case
+└── ...
+
+apps/web/src/
+├── components/
+│ ├── turn-navigation.tsx # NEW: Top-placed Previous/Next turn bar
+│ └── action-bar.tsx # MODIFY: Remove Next Turn button
+├── hooks/
+│ └── use-encounter.ts # MODIFY: Add retreatTurn handler
+└── App.tsx # MODIFY: Add TurnNavigation component above combatant list
+```
+
+**Structure Decision**: Follows existing monorepo layout (domain -> application -> web adapter). New files mirror the existing advance-turn pattern. The turn navigation component is a new UI component placed in the existing components directory.
diff --git a/specs/012-turn-navigation/quickstart.md b/specs/012-turn-navigation/quickstart.md
new file mode 100644
index 0000000..621784b
--- /dev/null
+++ b/specs/012-turn-navigation/quickstart.md
@@ -0,0 +1,49 @@
+# Quickstart: Turn Navigation
+
+## Prerequisites
+
+- Node.js 20+
+- pnpm
+
+## Setup
+
+```bash
+pnpm install
+```
+
+## Development
+
+```bash
+pnpm --filter web dev # Start dev server at localhost:5173
+```
+
+## Testing
+
+```bash
+# Run all tests
+pnpm test
+
+# Run only retreat-turn domain tests
+pnpm vitest run packages/domain/src/__tests__/retreat-turn.test.ts
+
+# Run tests in watch mode
+pnpm test:watch
+```
+
+## Quality Gate
+
+```bash
+pnpm check # Must pass before every commit (knip + format + lint + typecheck + test)
+```
+
+## Key Files for This Feature
+
+| File | Layer | Purpose |
+|------|-------|---------|
+| `packages/domain/src/retreat-turn.ts` | Domain | Pure RetreatTurn function |
+| `packages/domain/src/events.ts` | Domain | TurnRetreated + RoundRetreated event types |
+| `packages/domain/src/__tests__/retreat-turn.test.ts` | Domain | Acceptance scenario tests |
+| `packages/application/src/retreat-turn-use-case.ts` | Application | Use case orchestration |
+| `apps/web/src/components/turn-navigation.tsx` | Adapter | Turn nav UI component |
+| `apps/web/src/components/action-bar.tsx` | Adapter | Remove Next Turn button |
+| `apps/web/src/App.tsx` | Adapter | Wire up new component |
diff --git a/specs/012-turn-navigation/research.md b/specs/012-turn-navigation/research.md
new file mode 100644
index 0000000..ad16631
--- /dev/null
+++ b/specs/012-turn-navigation/research.md
@@ -0,0 +1,49 @@
+# Research: Turn Navigation
+
+## R1: RetreatTurn Domain Pattern
+
+**Decision**: Implement RetreatTurn as a mirror of the existing AdvanceTurn pattern -- a pure function that accepts an Encounter and returns the updated Encounter plus domain events, or a DomainError.
+
+**Rationale**: The existing AdvanceTurn function (`packages/domain/src/advance-turn.ts`) establishes a clear pattern: pure function, value-based error handling via DomainError, domain events returned as data. RetreatTurn is its exact inverse, so following the same pattern maintains consistency and testability.
+
+**Alternatives considered**:
+- Generic "move turn" function with direction parameter: Rejected because AdvanceTurn already exists and changing its signature would break the existing API for no benefit. Two focused functions are simpler than one parameterized function.
+- Undo/redo stack: Out of scope per spec assumptions. RetreatTurn is a positional operation, not a state-history undo.
+
+## R2: Boundary Guard (Cannot Retreat Before Start)
+
+**Decision**: RetreatTurn returns a DomainError when `roundNumber === 1 && activeIndex === 0`. This is the earliest possible encounter state.
+
+**Rationale**: There is no meaningful "previous turn" before the encounter starts. Allowing retreat past this point would require round 0 or negative rounds, which violates INV-3 (roundNumber >= 1). The spec explicitly requires this guard (FR-003, acceptance scenario 3).
+
+**Alternatives considered**:
+- Silently no-op: Rejected because domain operations should be explicit about failures (constitution principle I).
+- Allow round 0 as "setup" round: Out of scope, would require spec amendment.
+
+## R3: New Domain Events (TurnRetreated, RoundRetreated)
+
+**Decision**: Introduce two new domain event types: `TurnRetreated` and `RoundRetreated`, mirroring the existing `TurnAdvanced` and `RoundAdvanced` event shapes.
+
+**Rationale**: The existing event system uses discriminated unions with a `type` field. Retreat events should be distinct from advance events so consumers can differentiate the direction of navigation. The shapes mirror their forward counterparts for consistency.
+
+**Alternatives considered**:
+- Reuse TurnAdvanced/RoundAdvanced with a `direction` field: Rejected because it changes the existing event shape (breaking change) and complicates event consumers that only care about forward progression.
+
+## R4: UI Placement -- Turn Navigation at Top
+
+**Decision**: Create a new `TurnNavigation` component positioned between the header and the combatant list. Move the Next Turn button out of ActionBar into this new component. ActionBar retains only the Add Combatant form.
+
+**Rationale**: The spec requires turn controls at the top of the tracker (FR-007). The current Next Turn button lives in ActionBar at the bottom. Splitting concerns (turn navigation vs. combatant management) improves the component structure and matches the spec's UX intent.
+
+**Alternatives considered**:
+- Keep Next Turn in ActionBar and duplicate at top: Rejected -- redundant controls create confusion.
+- Move entire ActionBar to top: Rejected -- the Add Combatant form is secondary to turn navigation and should not compete for top-of-page prominence.
+
+## R5: Disabled State for Previous Turn Button
+
+**Decision**: The Previous Turn button renders in a disabled state (using the existing Button component's `disabled` prop) when the encounter is at round 1, activeIndex 0, or when there are no combatants.
+
+**Rationale**: The spec requires visual indication that Previous Turn is unavailable (FR-008, FR-009). Using the existing Button disabled styling from shadcn/ui-style components ensures visual consistency.
+
+**Alternatives considered**:
+- Hide the button entirely when unavailable: Rejected -- hiding causes layout shifts and makes the control harder to discover.
diff --git a/specs/012-turn-navigation/spec.md b/specs/012-turn-navigation/spec.md
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+# Feature Specification: Turn Navigation
+
+**Feature Branch**: `012-turn-navigation`
+**Created**: 2026-03-05
+**Status**: Draft
+**Input**: User description: "Introduce a previous Turn button and put both, the previous and the next turn buttons at the top of the tracker. Make the UI/UX modern and sleek. Easy to use."
+
+## User Scenarios & Testing
+
+### User Story 1 - Go Back to the Previous Turn (Priority: P1)
+
+As a game master running a combat encounter, I want to go back to the previous combatant's turn so that I can correct mistakes (e.g., a forgotten action, an incorrectly skipped combatant) without restarting the encounter.
+
+**Why this priority**: The ability to undo a turn advancement is the core new capability. Without it, game masters must work around mistakes manually, disrupting the flow of combat.
+
+**Independent Test**: Can be fully tested as a pure state transition. Given an Encounter and a RetreatTurn action, assert the resulting Encounter state and emitted domain events.
+
+**Acceptance Scenarios**:
+
+1. **Given** an encounter with combatants [A, B, C], activeIndex 1, roundNumber 1, **When** RetreatTurn, **Then** activeIndex is 0, roundNumber is 1, and a TurnRetreated event is emitted with previousCombatantId B, newCombatantId A, roundNumber 1.
+2. **Given** an encounter with combatants [A, B, C], activeIndex 0, roundNumber 2, **When** RetreatTurn, **Then** activeIndex is 2, roundNumber is 1, and events are emitted: TurnRetreated (previousCombatantId A, newCombatantId C, roundNumber 1) then RoundRetreated (newRoundNumber 1).
+3. **Given** an encounter with combatants [A, B, C], activeIndex 0, roundNumber 1, **When** RetreatTurn, **Then** the operation MUST fail with an error. The encounter is at the very beginning -- there is no previous turn to return to.
+4. **Given** an encounter with a single combatant [A], activeIndex 0, roundNumber 3, **When** RetreatTurn, **Then** activeIndex is 0, roundNumber is 2, and events are emitted: TurnRetreated then RoundRetreated (newRoundNumber 2).
+5. **Given** an encounter with an empty combatant list, **When** RetreatTurn, **Then** the operation MUST fail with an invalid-encounter error. No events are emitted. State is unchanged.
+
+---
+
+### User Story 2 - Turn Navigation Controls at the Top of the Tracker (Priority: P1)
+
+As a game master, I want the Previous Turn and Next Turn buttons placed prominently at the top of the encounter tracker so that I can quickly navigate turns without scrolling to the bottom of a long combatant list.
+
+**Why this priority**: Relocating the turn controls to the top directly improves usability -- the most-used combat controls should be immediately visible and accessible.
+
+**Independent Test**: Can be fully tested by loading the tracker with combatants and verifying that the turn navigation controls appear above the combatant list and function correctly.
+
+**Acceptance Scenarios**:
+
+1. **Given** the encounter tracker is displayed, **When** the user looks at the screen, **Then** the Previous Turn and Next Turn buttons are visible at the top of the tracker, above the combatant list.
+2. **Given** the tracker has many combatants requiring scrolling, **When** the user scrolls down, **Then** the turn navigation controls remain accessible at the top (no need to scroll to find them).
+3. **Given** the encounter is at round 1 with the first combatant active, **When** the user views the turn controls, **Then** the Previous Turn button is disabled (visually indicating it cannot be used).
+4. **Given** the encounter has no combatants, **When** the user views the tracker, **Then** the turn navigation controls are hidden or disabled.
+
+---
+
+### User Story 3 - Modern, Sleek Turn Navigation Design (Priority: P2)
+
+As a game master, I want the turn navigation controls to have a clean, modern design with clear visual hierarchy so that I can navigate combat intuitively and confidently.
+
+**Why this priority**: A polished design enhances usability and reduces errors during the fast pace of combat. However, functionality comes first.
+
+**Independent Test**: Can be fully tested by visually inspecting the turn navigation area and verifying it meets design criteria.
+
+**Acceptance Scenarios**:
+
+1. **Given** the turn navigation is displayed, **When** the user looks at the controls, **Then** the Previous and Next buttons are visually distinct with clear labels or icons indicating direction.
+2. **Given** the encounter is in progress, **When** the user views the turn navigation area, **Then** the current round number and active combatant name are displayed alongside the navigation controls.
+3. **Given** the Previous Turn action is not available (round 1, first combatant), **When** the user views the Previous button, **Then** the button appears in a disabled state that is visually distinct from the active state.
+
+---
+
+### Edge Cases
+
+- What happens when retreating at the very start of the encounter (round 1, activeIndex 0)? The operation fails with an error; the Previous Turn button is disabled in this state.
+- What happens when retreating past the round boundary? The round number decrements by 1 and activeIndex wraps to the last combatant.
+- What happens with a single combatant at round 1? RetreatTurn fails because there is no previous turn. The Previous Turn button is disabled.
+- What happens when retreating would bring the round number below 1? This cannot happen -- round 1, activeIndex 0 is the earliest possible state and is blocked.
+
+## Requirements
+
+### Functional Requirements
+
+- **FR-001**: The system MUST provide a RetreatTurn operation that moves the active turn to the previous combatant in initiative order.
+- **FR-002**: RetreatTurn MUST decrement activeIndex by 1. When activeIndex would go below 0, it MUST wrap to the last combatant and decrement roundNumber by 1.
+- **FR-003**: RetreatTurn at round 1 with activeIndex 0 MUST fail with an error. This is the earliest possible encounter state.
+- **FR-004**: RetreatTurn on an empty encounter MUST fail with an error without modifying state or emitting events.
+- **FR-005**: RetreatTurn MUST emit a TurnRetreated domain event on success. When the round boundary is crossed (going backward), a RoundRetreated event MUST also be emitted, in order: TurnRetreated first, then RoundRetreated.
+- **FR-006**: RetreatTurn MUST be a pure function of the current encounter state. Given identical input, output MUST be identical.
+- **FR-007**: The Previous Turn and Next Turn buttons MUST be positioned at the top of the encounter tracker, above the combatant list.
+- **FR-008**: The Previous Turn button MUST be disabled when the encounter is at its earliest state (round 1, first combatant active).
+- **FR-009**: Both turn navigation buttons MUST be disabled or hidden when the encounter has no combatants.
+- **FR-010**: The turn navigation area MUST display the current round number and the active combatant's name.
+- **FR-011**: The turn navigation buttons MUST have clear directional indicators (icons, labels, or both) so the user can distinguish Previous from Next at a glance.
+
+### Key Entities
+
+- **Encounter**: Existing aggregate. Contains combatants, activeIndex, and roundNumber. RetreatTurn operates on this entity.
+- **TurnRetreated (new domain event)**: Emitted when the turn is moved backward. Carries: previousCombatantId, newCombatantId, roundNumber.
+- **RoundRetreated (new domain event)**: Emitted when retreating crosses a round boundary. Carries: newRoundNumber.
+
+## Success Criteria
+
+### Measurable Outcomes
+
+- **SC-001**: A user can reverse a turn advancement in under 1 second using a single click on the Previous Turn button.
+- **SC-002**: Turn navigation controls are visible without scrolling, regardless of the number of combatants in the encounter.
+- **SC-003**: The Previous Turn button is correctly disabled at the earliest encounter state (round 1, first combatant), preventing invalid operations 100% of the time.
+- **SC-004**: All RetreatTurn acceptance scenarios pass as deterministic, pure-function tests with no I/O dependencies.
+- **SC-005**: Users can identify which direction each button navigates (forward or backward) within 1 second of viewing the controls.
+
+## Assumptions
+
+- RetreatTurn is the inverse of AdvanceTurn. It does not restore any other state (e.g., HP changes made during a combatant's turn are not undone). It only changes the active combatant and round number.
+- The Next Turn button is relocated from the bottom action bar to the new top navigation area. The bottom action bar retains the "Add Combatant" form.
+- The existing AdvanceTurn domain operation and its events remain unchanged.
+- The MVP baseline does not include a full undo/redo stack. RetreatTurn is a simple backward step through initiative order, not a state history undo.
+- The MVP baseline does not include keyboard shortcuts for Previous/Next Turn navigation.
diff --git a/specs/012-turn-navigation/tasks.md b/specs/012-turn-navigation/tasks.md
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+# Tasks: Turn Navigation
+
+**Input**: Design documents from `/specs/012-turn-navigation/`
+**Prerequisites**: plan.md (required), spec.md (required for user stories), research.md, data-model.md, contracts/
+
+**Organization**: Tasks are grouped by user story to enable independent implementation and testing of each story.
+
+## Format: `[ID] [P?] [Story] Description`
+
+- **[P]**: Can run in parallel (different files, no dependencies)
+- **[Story]**: Which user story this task belongs to (e.g., US1, US2, US3)
+- Include exact file paths in descriptions
+
+---
+
+## Phase 1: Setup (Shared Infrastructure)
+
+**Purpose**: No new project setup needed -- existing monorepo structure is in place. This phase is empty.
+
+**Checkpoint**: Existing infrastructure is sufficient. Proceed directly to foundational work.
+
+---
+
+## Phase 2: Foundational (Blocking Prerequisites)
+
+**Purpose**: Add new domain event types. These are shared by US1 (domain logic) and US2/US3 (UI).
+
+**CRITICAL**: No user story work can begin until this phase is complete.
+
+- [x] T001 Add TurnRetreated and RoundRetreated event interfaces to the DomainEvent union in `packages/domain/src/events.ts`
+
+**Checkpoint**: Foundation ready -- event types defined, user story implementation can begin.
+
+---
+
+## Phase 3: User Story 1 - Go Back to the Previous Turn (Priority: P1) MVP
+
+**Goal**: Implement the RetreatTurn pure domain function and its application use case so that turns can be reversed programmatically.
+
+**Independent Test**: Call retreatTurn with various encounter states and verify correct activeIndex, roundNumber, and emitted events. All tests are pure-function assertions with no I/O.
+
+### Implementation for User Story 1
+
+- [x] T003 [US1] Create retreatTurn pure function in `packages/domain/src/retreat-turn.ts` implementing: decrement activeIndex, wrap to last combatant on round boundary, decrement roundNumber on wrap, error on empty encounter, error on round 1 index 0
+- [x] T004 [US1] Write acceptance scenario tests for retreatTurn in `packages/domain/src/__tests__/retreat-turn.test.ts` covering all 5 spec scenarios: mid-round retreat, round-boundary retreat, start-of-encounter error, single-combatant retreat, empty-encounter error
+- [x] T005 [US1] Re-export retreatTurn from domain index in `packages/domain/src/index.ts`
+- [x] T006 [US1] Create retreatTurnUseCase in `packages/application/src/retreat-turn-use-case.ts` following the advanceTurnUseCase pattern (get encounter from store, call retreatTurn, save result or return error)
+- [x] T007 [US1] Export retreatTurnUseCase from application index in `packages/application/src/index.ts`
+- [x] T008 [US1] Run `pnpm check` to verify all tests pass, types check, and no lint/format issues
+
+**Checkpoint**: RetreatTurn domain logic is fully functional and tested. UI work can proceed.
+
+---
+
+## Phase 4: User Story 2 - Turn Navigation Controls at the Top (Priority: P1)
+
+**Goal**: Create a turn navigation bar at the top of the tracker with Previous and Next Turn buttons, relocating Next Turn from the bottom action bar.
+
+**Independent Test**: Load the tracker with combatants, verify Previous/Next buttons appear above the combatant list, click Next to advance, click Previous to retreat, verify disabled states.
+
+### Implementation for User Story 2
+
+- [x] T009 [US2] Add retreatTurn handler to the encounter hook in `apps/web/src/hooks/use-encounter.ts` (mirror the existing advanceTurn handler pattern)
+- [x] T010 [US2] Create TurnNavigation component in `apps/web/src/components/turn-navigation.tsx` with Previous/Next buttons, round number display, active combatant name, and disabled states (Previous disabled at round 1 index 0 or no combatants; Next disabled when no combatants)
+- [x] T011 [US2] Wire TurnNavigation into App between header and combatant list in `apps/web/src/App.tsx`, passing encounter state, onAdvanceTurn, and onRetreatTurn
+- [x] T012 [US2] Remove Next Turn button from ActionBar in `apps/web/src/components/action-bar.tsx` (keep only the Add Combatant form)
+
+**Checkpoint**: Turn navigation is fully functional at the top of the tracker. Previous and Next Turn work correctly with proper disabled states.
+
+---
+
+## Phase 5: User Story 3 - Modern, Sleek Turn Navigation Design (Priority: P2)
+
+**Goal**: Polish the turn navigation bar with clear visual hierarchy, directional icons, and a clean modern design consistent with the existing shadcn/ui-style components.
+
+**Independent Test**: Visually inspect the turn navigation area -- buttons have directional icons, round/combatant info is clearly displayed, disabled state is visually distinct, layout is balanced and clean.
+
+### Implementation for User Story 3
+
+- [x] T014 [US3] Add directional icons (e.g., ChevronLeft, ChevronRight from Lucide React) to the Previous/Next buttons in `apps/web/src/components/turn-navigation.tsx`
+- [x] T015 [US3] Style the turn navigation bar with proper spacing, border, background, and visual hierarchy consistent with existing card/action-bar styling in `apps/web/src/components/turn-navigation.tsx`
+- [x] T016 [US3] Ensure disabled button state has reduced opacity and no hover effects, visually distinct from active state in `apps/web/src/components/turn-navigation.tsx`
+
+**Checkpoint**: Turn navigation is visually polished with clear directional indicators and modern design.
+
+---
+
+## Phase 6: Polish & Cross-Cutting Concerns
+
+**Purpose**: Final validation across all stories.
+
+- [x] T018 Verify layer boundary compliance -- retreatTurn in domain has no application/adapter imports (covered by existing `layer-boundaries.test.ts`)
+- [x] T019 Run full quality gate with `pnpm check` and verify clean pass
+- [x] T020 Verify localStorage persistence handles retreat correctly (existing persistence should work transparently since it saves the Encounter state)
+
+---
+
+## Dependencies & Execution Order
+
+### Phase Dependencies
+
+- **Foundational (Phase 2)**: No dependencies -- can start immediately
+- **User Story 1 (Phase 3)**: Depends on Phase 2 (event types must exist)
+- **User Story 2 (Phase 4)**: Depends on Phase 3 (retreatTurn domain + use case must exist)
+- **User Story 3 (Phase 5)**: Depends on Phase 4 (TurnNavigation component must exist to polish)
+- **Polish (Phase 6)**: Depends on all user stories being complete
+
+### User Story Dependencies
+
+- **User Story 1 (P1)**: Can start after Foundational (Phase 2) -- pure domain work, no UI dependency
+- **User Story 2 (P1)**: Depends on US1 completion -- needs retreatTurn use case to wire into the UI
+- **User Story 3 (P2)**: Depends on US2 completion -- polishes the component created in US2
+
+### Within Each User Story
+
+- Domain function before tests (or TDD: tests first, then function)
+- Domain before application use case
+- Application use case before adapter/UI wiring
+- UI component creation before styling polish
+
+### Parallel Opportunities
+
+- T014, T015, T016 can run in parallel (same file but independent style concerns -- may be done in one pass)
+
+---
+
+## Implementation Strategy
+
+### MVP First (User Story 1 Only)
+
+1. Complete Phase 2: Foundational (event types)
+2. Complete Phase 3: User Story 1 (retreatTurn domain + tests + use case)
+3. **STOP and VALIDATE**: All acceptance scenarios pass as pure-function tests
+4. Domain logic is fully verified before any UI work
+
+### Incremental Delivery
+
+1. Phase 2: Foundation -> Event types defined
+2. Phase 3: US1 -> RetreatTurn domain logic tested and working (MVP domain!)
+3. Phase 4: US2 -> Turn navigation bar at top, Previous/Next buttons functional (MVP UI!)
+4. Phase 5: US3 -> Visual polish with icons and consistent styling
+5. Phase 6: Polish -> Final cross-cutting validation
+
+---
+
+## Notes
+
+- [P] tasks = different files, no dependencies
+- [Story] label maps task to specific user story for traceability
+- US2 depends on US1 (needs the domain function); US3 depends on US2 (polishes the component)
+- This feature has a linear dependency chain, limiting parallel opportunities
+- Commit after each phase checkpoint
+- The existing advance-turn pattern (domain -> use case -> hook -> component) serves as the reference implementation for all new code