Difference between revisions of "Turn System"
(New page: 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 ca...) |
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An Action can be playing a card, moving a creature, a special effect on a building or any other discreet event. | An Action can be playing a card, moving a creature, a special effect on a building or any other discreet event. | ||
− | + | 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. | |
When a Round is over all the permanents undim, Flux is produced and a Glory point is assigned to the player that controls the most Flux Points. | When a Round is over all the permanents undim, Flux is produced and a Glory point is assigned to the player that controls the most Flux Points. |
Revision as of 19:52, 16 September 2008
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, a special effect on a building or any other discreet event.
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.
When a Round is over all the permanents undim, Flux is produced and a Glory point is assigned to the player that controls the most Flux Points.
This goes on till one player ends a round with 10 Glory.
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.