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Tur order rules

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Dec 21st, 2012
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  1. RULES OF TURN ORDER
  2. Every round is composed of four parts, in proper order:
  3. 1. Normal phase
  4. 2. War Machine phase
  5. 3. Morale phase
  6. 4. Wait phase
  7. NORMAL PHASE
  8. Creatures play in decreasing order of speed.
  9. If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B (alternating rule).
  10. This is true in all cases except the beginning of the 1st round where the attacker always plays first in case of a speed tie.
  11. For all other rounds the rule holds: if A played last in previous round, B will play first in the next in case of a speed tie. War Machines are a factor in this case, even if they are not under player’s control.
  12. If there is a speed tie among units in the same army turn order is determined by left slot rule.
  13. WAR MACHINE PHASE
  14. Ballistas always play before First Aid Tents (left slot rule). Ammo Carts are irrelevant.
  15. If player’s A unit has played just before then player’s B Ballista will play first and vice versa.
  16. If player possesses Artillery and/or First Aid skills he may wait with Ballista/First Aid Tent. Again the turn order simply alternates, for the wait part for War Machines follows immediately.
  17. MORALE PHASE
  18. Units that receive morale in the normal phase and wait instead of acting play here, starting from the first unit that received morale. Turn order of this phase cannot be changed by any speed affecting spell.
  19. WAIT PHASE
  20. Creatures play in increasing order of speed.
  21. If there is a speed tie among opposing units then player's A unit will play first if player's B unit has played just before and vice versa. Further turn order simply alternates between units of player's A and B.
  22. If there is a speed tie among units in the same army turn order is determined by left slot rule (so, not opposite, but the same as in normal phase).
  23. SPECIAL CASE: TOWN SIEGE WHEN FORT, CITADEL OR CASTLE BUILT
  24. Turrets always play before the attacker’s Catapult; Artillery and Ballistics skills are irrelevant.
  25. If the Turret waits it will take its turn in War Machine phase.
  26. If the Catapult waits it will take its turn in War Machine phase.
  27. PECULIARITIES
  28. If the unit is unblinded/resurrected/unpetrified (no matter when it was blinded/killed/petrified) it will take it’s turn as soon it is of highest speed if it is a normal phase, or of slowest speed if it is a wait phase. Alternating and left slot rule apply normally.
  29. If a unit makes a move (or gets bad morale) and is killed and resurrected it will not play again in the same round.
  30. Cloned unit will follow the alternating rule, but it will not follow the left slot rule: if there is a speed tie between 2 or more stacks in the same army, and Clone is cast on either of them, cloned stack will play after all other stacks have played.
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