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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

The Phases of a Game Turn

Every game turn is divided into a number of distinct phases, which happen in a strict sequence.


#

Phase

Effect

1


Start of Turn

  1. Award an experience level to all recruits that qualified for one.
  2. All “at start of turn” effects.
  3. All “after start of turn” effects.
  4. Draw cards.
  5. Capture structures (except Sancta).
  6. Structures that weren't captured in step (e) produce novices.
  7. Check initiative.
  8. Generate mana.
  9. Check victory (captured a Sanctum).
  10. Send checksum.

This phase ends when the opponent's checksum is received.

2


Player Control

Each player's mouse is enabled. Both players issue all training, casting, and movement orders.

This phase ends when both players click Confirm Orders.

3


Spell Execution

  1. Opponent's newly trained recruits are created, and appear on the board.
  2. All of the initiative player's spells execute.
  3. All of the non-initiative player's spells execute.

4


Movement

  1. All “before movement” effects.
  2. All movement orders are executed. See the Movement Pipeline.
  3. All “after movement” effects. All groups with a “moves twice” effect move again in this phase, using their existing movement orders.

5


Combat

  1. All “before combat” effects.
  2. All groups fight all combats. See the Combat Pipeline.

6


Garbage Collection

  1. All “after all combat” effects.
  2. All dead minions and groups and expired spells are deleted.

v2.10.00 Last updated 2005/08/05

 

 

 

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