Difference between revisions of "Turn System"
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The Far Wilds turn system is a little different than most games. | The Far Wilds turn system is a little different than most games. | ||
The game is divided into Rounds. During a Round each player takes turns performing Actions. | The game is divided into Rounds. During a Round each player takes turns performing Actions. | ||
− | An Action can be playing a card, moving a creature | + | An Action can be playing a card, moving a creature or a special ability of a building, creature or enchantment. |
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− | + | If you don't want to do an action or you are done with all your Actions hit "Pass" on the player status. This will pass your action. If all players pass their actions sequentially it will end the current Round. | |
− | + | When a Round is over, all the entities undim unless specified otherwise, end of round actions are taken starting with the the oldest entity going to the newest. Start of round actions are taken from oldest to newest, [[Flux]] is produced and 2 Glory points are assigned to the player that controls the most Flux Points. The player who was the first to pass in the previous round goes first in the new round. | |
− | + | The game continues until one player has at least 20 Glory at the start of the round and is not tied with another player. | |
+ | To speed up the game there is an option that allows you to prepare an action while it is the other players turn. This action doesn't happen immediately but waits until the other player acts before the action is sent. | ||
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− | + | [[Autodraw]]: Whenever you draw a card you will get the top one from your army except for in certain situations. If you don't have a Base in play, or in your hand you will draw the first available one from your army. If you have a card in hand that you don't have the domain for or you don't have a card that gives you that domain in hand that you can play you will draw a card from your army that gives you that domain if you have one. | |
[[Category:Rules]] | [[Category:Rules]] |
Revision as of 06:11, 28 August 2010
The Far Wilds turn system is a little different than most games.
The game is divided into Rounds. During a Round each player takes turns performing Actions.
An Action can be playing a card, moving a creature or a special ability of a building, creature or enchantment.
If you don't want to do an action or you are done with all your Actions hit "Pass" on the player status. This will pass your action. If all players pass their actions sequentially it will end the current Round.
When a Round is over, all the entities undim unless specified otherwise, end of round actions are taken starting with the the oldest entity going to the newest. Start of round actions are taken from oldest to newest, Flux is produced and 2 Glory points are assigned to the player that controls the most Flux Points. The player who was the first to pass in the previous round goes first in the new round.
The game continues until one player has at least 20 Glory at the start of the round and is not tied with another player.
To speed up the game there is an option that allows you to prepare an action while it is the other players turn. This action doesn't happen immediately but waits until the other player acts before the action is sent.
Autodraw: Whenever you draw a card you will get the top one from your army except for in certain situations. If you don't have a Base in play, or in your hand you will draw the first available one from your army. If you have a card in hand that you don't have the domain for or you don't have a card that gives you that domain in hand that you can play you will draw a card from your army that gives you that domain if you have one.