Turns

Navigation: HeroesLeadershipMonstrousMagic | Units | Main-Page

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.
  • 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.
  • 7: Commission: All actions that consume resources consume resources in this phase.
  • 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.

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 each 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.
  • 21: Bandit Spawning: If a unit was ordered to disband and became a Bandit, it appears in 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.

Turns

TactHex: The Tacthexing Ananvil Ananvil