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turnsequence [2018/07/18 12:07] – admin | turnsequence [2021/03/11 11:15] (current) – admin | ||
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==== The Turn Sequence ==== | ==== The Turn Sequence ==== | ||
- | A turn consists of up to six phases, which must be conducted in this order: Expire Effects Phase, Eighth Face Phase, Dragon Attack Phase, First March. Second March and Reserves Phase. When a player is taking their turn they are the marching player. Each phase may have multiple steps, which must occur in the order listed. If multiple things happen in a single step, the marching player chooses the order in which they occur. | + | A turn consists of up to six phases, which must be conducted in this order: Expire Effects Phase, Eighth Face Phase, Dragon Attack Phase, First March. Second March and Reserves Phase. When a player is taking their turn they are the //marching player//. Each phase may have multiple steps, which must occur in the order listed. If multiple things happen in a single step, the marching player chooses the order in which they occur. |
=== 1. Expire Effects Phase === | === 1. Expire Effects Phase === | ||
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=== 3. Dragon Attack Phase === | === 3. Dragon Attack Phase === | ||
- | If there are dragons at any terrain where the marching player has an army, those dragons will attack that army or other dragons at the same terrain. See the [[dragons# | + | If there are dragons at any terrain |
=== 4. First March === | === 4. First March === | ||
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If the melee icon (a sword) shows on the terrain die, then only a melee attack may occur. A melee action may only target an opposing army at the same terrain. | If the melee icon (a sword) shows on the terrain die, then only a melee attack may occur. A melee action may only target an opposing army at the same terrain. | ||
- | Make a melee roll: Roll your army and count the melee results. Resolve any applicable [[sais|SAIs]] first. If there are any melee results, the opposing army makes a save roll. The opposing army resolves any SAIs rolled, then subtracts their save results from your melee results to determine how much [[rulesreference# | + | //Make a melee roll//: Roll your army and count the melee results. Resolve any applicable [[sais|SAIs]] first. If there are any melee results, the opposing army makes a save roll. The opposing army resolves any [[sais|SAIs]] rolled, then subtracts their save results from your melee results to determine how much [[rulesreference# |
- | The opposing army may then counter-attack, | + | The opposing army may then counter-attack, |
+ | |||
+ | After this exchange, the action ends. | ||
//Go to the next phase of the turn sequence (Second March or Reserves Phase).// | //Go to the next phase of the turn sequence (Second March or Reserves Phase).// | ||
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{{http:// | {{http:// | ||
- | If the magic icon (a starburst) shows on the terrain die or the marching army is in the Reserve Area, then only a magic action may occur. Make a magic roll: Roll your army and count the magic results. Resolve any applicable [[sais|SAIs]] first. The number of magic results represent how many points may be spent on casting spells. You may only cast basic spells that match the color of the units that generate those magic results. If a unit has more than one color, choose which color of magic is generated by their results. If a unit generates more than one magic result, the results may be divided between that unit's colors (for example, a Scalder that is red and green generates 4 points of magic. These may be considered all red, all green or split into any combination of both). | + | If the magic icon (a starburst) shows on the terrain die or the marching army is in the Reserve Area, then only a magic action may occur. |
+ | |||
+ | //Make a magic roll//: Roll your army and count the magic results. Resolve any applicable [[sais|SAIs]] first. The number of magic results represent how many points may be spent on casting spells. You may only cast basic spells that match the color of the units that generate those magic results. If a unit has more than one color, choose which color of magic is generated by their results. If a unit generates more than one magic result, the results may be divided between that unit's colors (for example, a Scalder that is red and green generates 4 points of magic. These may be considered all red, all green or split into any combination of both). | ||
Some spells are race-specific as noted on the [[spells# | Some spells are race-specific as noted on the [[spells# | ||
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- **Total your magic results**\\ Total your rolled magic results, taking note of how many results are of each color (element). | - **Total your magic results**\\ Total your rolled magic results, taking note of how many results are of each color (element). | ||
- | - **Target your spells**\\ The [[spells|Spells]] section gives a complete listing of all the spells and any limitations that apply to them. The target of a spell or the conditions for a spell’s effect to occur, must exist at the time the target is selected. Once you have decided which spells to spend your magic results on, announce all of the spells you are casting and each of their targets. | + | - **Target your spells**\\ The [[spells|Spells]] section gives a complete listing of all the spells and any limitations that apply to them. The target of a spell or the conditions for a spell’s effect to occur, must exist at the time the target is selected. Once you have decided which spells to cast, announce all of the spells you are casting and each of their targets. |
- | - **Cast your spells**\\ Once all spells and their targets are announced, cast and resolve the spells one at a time in any order you wish. If for any reason the announced target of a spell is no longer present (such as, if killed by another spell), then you may not select a new target. After all spells have been resolved, the action ends. | + | - **Cast your spells**\\ Once all spells and their targets are announced, cast and resolve the spells one at a time in any order you wish. If for any reason the announced target of a spell is no longer present (for example, it was killed by another spell), then you may not select a new target. After all spells have been resolved, the action ends. |
//Go to the next phase of the turn sequence (Second March or Reserves Phase).// | //Go to the next phase of the turn sequence (Second March or Reserves Phase).// |