Turn

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(Created page with 'A turn is a unit of time that encompasses the period in which certain actions may be taken by a Side. == Proposed Canon == === Acting on Turn === Each day is divided...')
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=== Acting on Turn ===
=== 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.) During its Turn, a Side may:
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.) During its Turn, a Side may:
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*Heal (all units taking Turn heal prior to beginning Turn) [http://www.giantitp.com/comics/erf0052.html Klog 6]
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*Heal (all units taking Turn heal prior to beginning Turn) <sup>[http://www.giantitp.com/comics/erf0052.html]</sup>
*Move Units (up to the unit's Move value)
*Move Units (up to the unit's Move value)
*Cast Spells
*Cast Spells
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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.
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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Captured units take Turn with the Side that captured them. [http://www.giantitp.com/forums/showpost.php?p=2786759&postcount=31 Bloopers]
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Captured units take Turn with the Side that captured them. <sup>[http://www.giantitp.com/forums/showpost.php?p=2786759&postcount=31]</sup>
=== 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. [http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231 Bloopers]
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*Attack enemies only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
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*Cast spells only when enemies are in its hex. [http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231 Bloopers]
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*Cast spells only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
*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. [http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231 Bloopers]
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*Use Natural Abilities. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
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If a unit joins an alliance during that alliance's turn, that unit may now: [http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231 Bloopers]
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If a unit joins an alliance during that alliance's turn, that unit may now: <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
*Cast Spells
*Cast Spells
*Attack units
*Attack units
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Rations pop at dawn for all units, and all units are automatically cleansed. [http://www.giantitp.com/comics/erf0037.html Bogroll]
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Rations pop at dawn for all units, and all units are automatically cleansed. <sup>[http://www.giantitp.com/comics/erf0037.html]</sup>

Revision as of 18:10, 23 April 2009

A turn is a unit of time that encompasses the period in which certain actions may be taken by a Side.


Contents

Proposed Canon

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.) During its Turn, a Side may:

  • Heal (all units taking Turn heal prior to beginning Turn) [1]
  • Move Units (up to the unit's Move value)
  • Cast Spells
  • Attack units
  • Use Natural Abilities

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

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.

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 leader is present.
  • Use Natural Abilities. [5]

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

  • Cast Spells
  • Attack units

Rations pop at dawn for all units, and all units are automatically cleansed. [7]


Speculation

So far, 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.

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