Difference between revisions of "Turn System"

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= 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, a special effect on a building or any other discreet event.
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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 both players pass their action it will end the current Round.
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When a Round is over all the permanents undim, Flux is produced and 2 Glory points are assigned to the player that controls the most Flux Points.
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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.
  
This goes on till one player ends a round with 20 Glory.
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When a Round is over, 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 and all the entities undim unless specified otherwise, [[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.
  
To speed up the game we allow you to build 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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The game continues until one player has at least 20 Glory at the start of the round and is not tied with other players. Getting 20 glory in the middle of round doesn't gives you a victory, you can win only at the start of round by having enough glory.
  
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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: If you don't have a card that gives you domain in your hand or that is constructing you will draw one if there is one left in your deck. This means if you have a Grove but really need a Mountain Folk domain you can discard the grove and hopefully draw a Dwarven Hall for your next card.
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[[Category:Rules]]

Latest revision as of 15:36, 20 July 2011

Turn System

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, 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 and all the entities undim unless specified otherwise, 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 other players. Getting 20 glory in the middle of round doesn't gives you a victory, you can win only at the start of round by having enough glory.

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.