Turns

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Players orders are executed simultaneously, split into distinct phases. The phases happen in the following order.

  • 1: Orders: Players give an order to each of their units and strongholds.
  • 2: Determine Alliance Status: Alliance status is set between all players. It will not change until the next turn.
  • 3: Determine Aura Targets: Targets are marked as inside a heroes aura and have corresponding effects applied to them. They will be treated as being in that aura until the next Determine Aura Targets phase.
  • 4: Disband: Units ordered to disband disband in this phase. Non-Undead units ordered to disband have a 50% chance of becoming Bandits. Undead units ordered to disband simply become neutral.
  • 4a: Penalty: If a side has too many heroes they are fined resources. They may choose where the fine is paid from.
  • 5: Upkeep: Each army incurs a 1 resource charge. This can be mitigated via Nobility and Warlord. Spell upkeep is also paid in this phase. Astral Gems can be exchanged with any player you have vision of with in this phase. This does not take an action.
  • 6: Starvation: If player could not pay the entirety of their upkeep in Phase 5, the difference in armies are disbanded at random. Armies disbanded in this way are guaranteed to become Bandits. Adjacent Heroes and Strongholds may exchange resources freely during this phase.
  • 7: Commission: All actions that consume resources consume resources in this phase.
  • 8First: Counterspell technically happens here.
  • 8: Spellcasting & Ranged Combat: All spells and ranged attacks, with very few exceptions, take place simultaneously during this phase.
  • 9: Movement: Units ordered to move move in this phase. This includes flight. Units can move into a hex occupied by another unit in this phase. Units can move through space occupied by allied units. A ground unit cannot*, however, move past a space occupied by an enemy and will instead halt it’s movement there. Two opposing units attempting to move into each other’s hex in the same phase will occupy both hexes, and the victor will move into the losers hex.

Movement Subphases:
9a: Units with move/fly 7 move once. (I believe this is the fastest achievable speed)
9b: Units with move/fly 6 move once.
9c: Units with move/fly 5 move once.
9d: Units with move/fly 4 move once.
9e: Units with move/fly 3 move once.
9f: Units with move/fly 2 move once.
9g: Units with move/fly 1 move.

Moving onto a road/volcano Hex triggers a priority movement Subphase. (3a-Priority, for example, which would occur before 3b.)

*: Flying units may fly over non-archer ground units. Archers can be flown over, but will be given the option to attack (and thus halt the flying unit).

  • 9Last: Predation Movement: Uncontrolled undead move to engage any non-neutral unit that they can reach. They only move if they would be able to reach the unit.
  • 10: Determine Aura Targets: Targets are marked as inside a heroes aura and have corresponding effects applied to them. They will be treated as being in that aura until the next Determine Aura Targets phase.
  • 11: Shunting: If more than one allied unit occupies a hex, they will be subject to shunting.
  • 12: Determine Aura Targets: Targets are marked as inside a heroes aura and have corresponding effects applied to them. They will be treated as being in that aura until the next Determine Aura Targets phase.
  • 13: Primary Combat: If opposing units co-occupy a hex, combat ensues.
  • 14: Post Combat Positioning: If the results of combat require a unit to move, it moves during this phase.
  • 15: Determine Aura Targets: Targets are marked as inside a heroes aura and have corresponding effects applied to them. They will be treated as being in that aura until the next Determine Aura Targets phase.
  • 16: Secondary Combat: If opposing units still co-occupy a hex, combat ensues.
  • 17: Post Combat Positioning: If the results of combat require a unit to move, it moves during this phase.
  • 18: Determine Aura Targets: Targets are marked as inside a heroes aura and have corresponding effects applied to them. They will be treated as being in that aura until the next Determine Aura Targets phase.

Note: Phases 16 through 18 will repeat as long as necessary.

  • 19: Natural Healing: If a unit should be healed by non-magical means, it occurs in this phase.
  • 20: New Units: Newly created units appear on the game board in this phase. Units ordered to transfer ownership to another player change their colors this phase.
  • 21: Bandit Spawning: If a unit was ordered to disband and became a Bandit, it appears in this phase. Adjacent Heroes and Strongholds may exchange resources freely during this phase.
  • 22: Excess: Strongholds and Capitals with more than their maximum amount of resources donate the excess to charity.
  • 23: Natural Income: Units with natural income, as well as Strongholds, receive their income.
  • 24: End of Turn: The turn ends. Check if any players should win or lose the game.

Turns

TactHex: Blue Ananvil Ananvil