Difference between revisions of "Turn"

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(Acting on Turn)
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==Acting on Turn==
==Acting on Turn==
At the beginning of Turn:
At the beginning of Turn:
*All [[Casters]] regain juice spent.{{ref|[[Hvs.tCF_191]]}}
*All [[Units]] heal{{Erf|1|046a}} and are [[Cleansing|cleansed]]. Any damage to their [[raiment]] is repaired.{{ref|[[LIAB Prologue 4]]}}
*All [[Units]] heal{{Erf|1|046a}} and are [[Cleansing|cleansed]]. Any damage to their [[raiment]] is repaired.{{ref|[[LIAB Prologue 4]]}}
*[[Ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}
*[[Ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}

Revision as of 13:18, 5 September 2016

(For information about mechanics of defecting to an enemy side, see Turning.)
(For the magical discipline see Turnamancy.)

Charlie starts his Turn by invading Gobwin Knob Airspace, on Book 1, Page 104

Proposed Canon

Each day is divided up into a series of Turns, and each Side gets a single Turn per day.

A Turn is a period of time, in which certain actions may be taken by a Side. It is not the same thing as Dawn, the beginning of the Day, although the first side to have a turn starts at Dawn. Sides, whose turn comes later, have to wait for it. All units of the side naturally realize, when their side's turn starts.

Turn Order

The natural turn order is determined by the age of the side.Erf-b3-p150Same-site.PNG

Barbarians' Turn starts at dawn, before any side.Erf-b1-p144Same-site.PNG

For a given side, if it doesn't share a battlespace and will not share potential battlespaces in the upcoming turn with a certain another side's units, then that another side's turn is skipped for them. Battlespace determinations are Natural Predictamancy.Erf-b0-p27Same-site.PNG

If multiple Sides ally, they take turns simultaneously, on the Turn of the last ally. For instance, in example of three sides A, B and C that naturally take turn in that order, if Side A allies with Side C, then Side B will take Turn before Sides A and C, who take Turn simultaneously. If Sides A and B ally, they will both still take Turn before Side C, but they will do so simultaneously instead of consecutively.[1] It's not clear how turns resolve when the alliances break.

So, a side starts the turn of Dawn if it's the oldest side in Erfworld, or if all the older sides in the vicinity either could not have a potential battle with it or are allied with at least one newer side.

Rough order of turns based on the events of the comic is:

  1. Carpool
  2. TransylvitoErf-b1-p104Same-site.PNG
  3. CharlesCommErf-b1-p104Same-site.PNG
  4. Gobwin Knob
  5. Royal Crown Coalition
  6. the new Faq

Note: The individual sides in the Coalition may normally take their turns in a different order.

Haffaton had a turn before Faq, so it was an older side.


Captured units take Turn with the Side that captured them.[2] If a unit escapes and becomes fugitive, they get their own mini-turn that happens before the captor side's.

Acting on Turn

At the beginning of Turn:

During its Turn, a Unit may:

Ending a Turn

Once a Side has completed all of the actions it wishes to perform for all the Units on its Side, the ruler or the Chief Warlord declares the Side's Turn is over. The day proceeds to the next Side's Turn.

If a Chief Warlord refuses to end the Side's Turn, the Turn will eventually end on its own IPTSF Text 77.

Ending the turn depletes all the remaining Move of the units to 0. If they would to make an alliance with a side whose turn hasn't started yet or is ongoing, this will not be a new start of turn and they will not get any new Move.

Acting Off-Turn

When it is not a unit's turn, that Unit may:

  • Defend itself from an attack.
  • Attack enemies only when enemies are in its hex.[3]
  • Cast Spells only when enemies are in its hex.[4]
  • Automatically attack when in contact with non-allied units, unless a commander is present.
  • Use Natural Abilities.[5] This includes casters' tricks that don't cost juice.
  • Change position within its hex (e.g. Lord Hamster's many redeployments during the Battle for Gobwin Knob).

If a side joins an alliance during that alliance's turn, its units may now cast Spells and attack units [6], but they don't get their Move replenished or Health restored a second time, if their Turn already happened.


Turnamancy may affect the Turn in some way. It has been noted that it can, in fact, be used to end an opposing side's turn prematurely, even if only in a caster link. What other uses it may have in this respect are unclear.

A turn ends on its own possibly through the innate magic of Natural Turnamancy.


1. ^ Word of the Titans#5448054
2. ^ Word of the Titans#2786759
3. ^ Word of the Titans#5931853
4. ^ Ibid.
5. ^ Ibid.
6. ^ Ibid.