Turn

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(Moved Spec up to Canon, with reference to sources.)
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==Acting on Turn==
==Acting on Turn==
Each day is divided up into a series of Turns, and each [[Sides|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 [[alliance]]s affect Turn order.
Each day is divided up into a series of Turns, and each [[Sides|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 [[alliance]]s affect Turn order.
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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.{{Ref|1|1}}
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At the beginning of Turn:
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*all [[Units]] heal.{{Erf|1|046a}}
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*[[ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}
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*corpses of the [[Side]] coming on Turn disappear.{{Erf|1|077a|'... since corpses that aren't uncroaked or moved disappear at the start of the next turn.}}
During its Turn, an [[Unit]] may:
During its Turn, an [[Unit]] may:
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*Heal (all [[Unit|units]] taking Turn heal prior to beginning Turn){{Erf|1|046a}}
 
*Move [[Unit|Units]] (up to the unit's Move value)
*Move [[Unit|Units]] (up to the unit's Move value)
*[[Caster|Cast Spells]]
*[[Caster|Cast Spells]]
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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.
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.
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Captured [[Unit|units]] take Turn with the [[Side]] that captured them.{{Ref|1|1}}
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Captured [[Unit|units]] take Turn with the [[Side]] that captured them.{{Ref|2|2}}
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==Acting on Another Side's Turn==
==Acting on Another Side's Turn==
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When it is not a [[unit]]'s turn, that [[Unit]] may:
When it is not a [[unit]]'s turn, that [[Unit]] may:
*Defend itself from attack
*Defend itself from attack
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*Attack enemies only when enemies are in its hex.{{Ref|2|2}}
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*Attack enemies only when enemies are in its hex.{{Ref|3|3}}
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*[[Caster|Cast spells]] only when enemies are in its hex.{{Ref|3|3}} (Some spells can only be cast on own turn.){{Erf|1|064}}
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*[[Caster|Cast spells]] only when enemies are in its hex.{{Ref|4|4}} (Some spells can only be cast on own turn.){{Erf|1|064}}
*Automatically attack when in contact with non-allied units, unless a leader is present.
*Automatically attack when in contact with non-allied units, unless a leader is present.
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*Use Natural Abilities.{{ref|4|4}}
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*Use Natural Abilities.{{ref|5|5}}
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If a [[Unit]] joins an alliance during that alliance's turn, that unit may now:{{Ref|5|5}}
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If a [[Unit]] joins an alliance during that alliance's turn, that unit may now:{{Ref|6|6}}
*[[Caster|Cast Spells]]
*[[Caster|Cast Spells]]
*Attack [[Unit|units]]
*Attack [[Unit|units]]
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=Speculation=
=Speculation=
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[[Ration|Rations]] pop at the start of the side's turn for all [[Unit|units]], and all [[Unit|units]] are automatically cleansed.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}
 
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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.
 
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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.
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.
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=References=
=References=
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:1. {{Note|1}}[[Word of the Titans]], 2786759
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:1. {{Note|1}}[[Word of the Titans#5448054]]
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:2. {{Note|2}}[[Word of the Titans]], 5931853
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:2. {{Note|2}}[[Word of the Titans#2786759]]
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:3. {{Note|3}}Ibid.
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:3. {{Note|3}}[[Word of the Titans#5931853]]
:4. {{Note|4}}Ibid.
:4. {{Note|4}}Ibid.
:5. {{Note|5}}Ibid.
:5. {{Note|5}}Ibid.
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:6. {{Note|6}}Ibid.
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
[[Category:Speculation]]
[[Category:Speculation]]

Revision as of 13:20, 9 May 2009

Contents

Proposed Canon

A Turn is a period of time, in which certain actions may be taken by a Side.

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, an 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] (Some spells can only be cast on own turn.)Erf-b1-p064Same-site.PNG
  • Automatically attack when in contact with non-allied units, unless a leader 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. Transylvito and JillianErf-b1-p104Same-site.PNG
2. CharlesCommErf-b1-p104Same-site.PNG
3. Gobwin Knob
4. 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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