Turn

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(Whoops. Was wrong. My bad.)
(Added Carpool before TV in the turn order)
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==Turn Order==
==Turn Order==
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:1. [[Transylvito]] and [[Jillian]]{{erf|1|104}}
+
:1. [[Carpool]]
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:2. [[CharlesComm]]{{erf|1|104}}
+
:2. [[Transylvito]] and [[Jillian]]{{erf|1|104}}
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:3. [[Gobwin Knob]]
+
:3. [[CharlesComm]]{{erf|1|104}}
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:4. [[Royal Crown Coalition]]
+
:4. [[Gobwin Knob]]
 +
:5. [[Royal Crown Coalition]]
'''Note:''' As [[Alliance|alliances]] move when it's the turn of the last ally to move, the individual [[Side|Sides]] in the Coalition may normally take their turns in a different order.
'''Note:''' As [[Alliance|alliances]] move when it's the turn of the last ally to move, the individual [[Side|Sides]] in the Coalition may normally take their turns in a different order.

Revision as of 01:02, 28 July 2009

Charlie starts his Turn by invading Gobwin Knob Airspace, on Page 104

Contents

Proposed Canon

A Turn is a period of time, in which certain actions may be taken by a Side.
(For information about mechanics of defecting to an enemy side, see Turning.)

Acting on Turn

Each day is divided up into a series of Turns, and each Side gets a single Turn per day. There is a natural turn order, resulting in a cyclic turn order. (Eg. Side A will always move before Side B, who will move before Side C, then night will pass and Side A moves again.) Note that alliances affect Turn order.

If multiple Sides ally, they take turns simultaneously, on the Turn of the last ally. For instance, using the example above, if Side A allies with Side C, then Side B will take Turn before Sides A and C, who take Turn simultaneously. If Sides A and B ally, they will both still take Turn before Side C, but they will do so simultaneously instead of consecutively.[1]

At the beginning of Turn:

During its Turn, a Unit may:

Once a Side has completed all of these actions it wishes to perform for all the Units on its Side, it declares its Turn is over, and the day proceeds to the next Side's Turn.

Captured units take Turn with the Side that captured them.[2]

Acting on Another Side's Turn

When it is not a unit's turn, that Unit may:

  • Defend itself from attack
  • Attack enemies only when enemies are in its hex.[3]
  • Cast Spells only when enemies are in its hex.[4]
  • Automatically attack when in contact with non-allied units, unless a commander is present.
  • Use Natural Abilities.[5]

If a Unit joins an alliance during that alliance's turn, that unit may now:[6]

Speculation

It appears that the length of day is not limited, and so neither is the length of a turn. This makes it useless to hold your end of turn for longer than necessary, because the sun won't set until everyone has finished their Turn.

Turnamancy may affect the Turn in some way.

Turn Order

1. Carpool
2. Transylvito and JillianErf-b1-p104Same-site.PNG
3. CharlesCommErf-b1-p104Same-site.PNG
4. Gobwin Knob
5. Royal Crown Coalition

Note: As alliances move when it's the turn of the last ally to move, the individual Sides in the Coalition may normally take their turns in a different order.

References

1. ^ Word of the Titans#5448054
2. ^ Word of the Titans#2786759
3. ^ Word of the Titans#5931853
4. ^ Ibid.
5. ^ Ibid.
6. ^ Ibid.
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