Turn System

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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: 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.