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The Phases of a Game Turn
Every game turn is divided into a number of distinct phases, which happen
in a strict sequence.
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#
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Phase
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Effect
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1
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 Start of Turn
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- Award an experience
level to all recruits that qualified
for one.
- All at start of turn effects.
- All after start of turn
effects.
- Draw
cards.
- Capture
structures (except Sancta).
- Structures that weren't captured in step (e)
produce novices.
- Check initiative.
- Generate
mana.
- Check victory (captured a Sanctum).
- Send checksum.
This phase ends when the opponent's checksum is received.
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2
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 Player Control
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Each player's mouse is enabled. Both players
issue all training, casting,
and movement orders.
This phase ends when both players click Confirm Orders.
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3
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 Spell Execution
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- Opponent's newly trained recruits are created, and appear on the board.
- All of the initiative player's spells execute.
- All of the non-initiative player's spells execute.
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4
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 Movement
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- All before movement effects.
- All movement orders are executed. See the Movement
Pipeline.
- All after movement effects.
All groups with a moves
twice effect move again in this phase, using their existing
movement orders.
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5
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 Combat
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- All before combat effects.
- All groups fight all combats. See the Combat
Pipeline.
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6
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 Garbage Collection
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- All after all combat
effects.
- All dead minions and groups and expired spells are deleted.
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v2.10.00 Last updated 2005/08/05
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