Turn

From ErfWiki

(Difference between revisions)
Jump to: navigation, search
Line 1: Line 1:
-
A turn is a unit of time that encompasses the period in which certain actions may be taken by a [[Sides|Side]].
+
=Proposed Canon=
 +
A turn is a period, in which certain actions may be taken by a [[Side]].
-
== Proposed Canon ==
+
==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.
-
=== Acting on Turn ===
+
During its Turn, a Side may:
-
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.) During its Turn, a Side may:
+
*Heal (all [[Unit|units]] taking Turn heal prior to beginning Turn) <sup>[http://www.giantitp.com/comics/erf0052.html]</sup>
*Heal (all [[Unit|units]] taking Turn heal prior to beginning Turn) <sup>[http://www.giantitp.com/comics/erf0052.html]</sup>
*Move [[Unit|Units]] (up to the unit's Move value)
*Move [[Unit|Units]] (up to the unit's Move value)
Line 12: Line 13:
*Use Natural Abilities
*Use Natural Abilities
-
Once a [[Sides|Side]] has completed all of these actions it wishes to perform, it declares its Turn is over, and the day proceeds to the next [[Sides|Side's]] Turn.
+
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 [[Unit|units]] take Turn with the [[Sides|Side]] that captured them. <sup>[http://www.giantitp.com/forums/showpost.php?p=2786759&postcount=31]</sup>
Captured [[Unit|units]] take Turn with the [[Sides|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==
-
When it is not a [[Unit|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
*Attack enemies only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
*Attack enemies only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
-
*[[Caster|Cast spells]] only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
+
*[[Caster|Cast spells]] only when enemies are in its hex. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup> (Some spells can only be cast on own turn.)<sup>[http://www.giantitp.com/comics/erf0070.html]</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.
*Use Natural Abilities. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
*Use Natural Abilities. <sup>[http://www.giantitp.com/forums/showpost.php?p=5931853&postcount=231]</sup>
Line 33: Line 32:
Rations pop at the start of the side's turn for all [[Unit|units]], and all [[Unit|units]] are automatically cleansed. <sup>[http://www.giantitp.com/comics/erf0037.html][http://www.giantitp.com/comics/erf0116.html]</sup>
Rations pop at the start of the side's turn for all [[Unit|units]], and all [[Unit|units]] are automatically cleansed. <sup>[http://www.giantitp.com/comics/erf0037.html][http://www.giantitp.com/comics/erf0116.html]</sup>
 +
=Speculation=
-
==Speculation==
+
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.
-
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.
+
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.
[[Turnamancy]] may affect the Turn in some way.
 +
 +
[[Category:Erfworld Mechanics]]
 +
[[Category:Proposed Canon]]
 +
[[Category:Speculation]]

Revision as of 20:56, 24 April 2009

Contents

Proposed Canon

A turn is a period, 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.

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.

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.)[5]
  • Automatically attack when in contact with non-allied units, unless a leader is present.
  • Use Natural Abilities. [6]

If a Unit joins an alliance during that alliance's turn, that unit may now: [7]

Rations pop at the start of the side's turn for all units, and all units are automatically cleansed. [8][9]

Speculation

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.

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.

Go To:
Personal tools