Turn System
<TODO: very old description here, need to rewrite that>
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 2 Glory points are assigned to the player that controls the most Flux Points.
This goes on till one player ends a round with 20 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.
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 and 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.
This means if you are playing a Dark Legion and Sylvan Army and you will draw a Grove if you don't have the Sylvan domain needed to cast some Sylvan card in your hand.