Difference between revisions of "Turn"

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''(For information about mechanics of defecting to an enemy side, see [[Turning]].)''<br>
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''(For the magical discipline see [[Turnamancy]].)''
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{{ImageStackRight|700|
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[[File:Charlies_Turn.JPG|thumb|Center|680px|[[Charlie]] starts his Turn by invading [[Gobwin Knob]] Airspace, on {{ArchiveLink|Book 1|116|Book 1, Page 104}} ]]
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}}
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__TOC__
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<br clear="both"/>
 
=Proposed Canon=
 
=Proposed Canon=
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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]].
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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.
  
==Acting on Turn==
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==Turn Order==
Each day is divided up into a series of Turns, and each [[Sides|Side]] gets a single Turn per day. There is a natural turn order, resulting in a cyclic turn order. (Eg. Side A will always move before Side B, who will move before Side C, then night will pass and Side A moves again.) Note that [[alliance]]s affect Turn order.
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The natural turn order is determined by the age of the side.{{erf|3|150}}
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[[Barbarians]]' Turn starts at dawn, before any side.{{erf|1|144|panel 7}}
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For a given side, if it doesn't share a [[battlespace]] and will not share potential battlespaces in the upcoming turn with a another side's [[unit]]s, then that another side's turn is skipped for them. Battlespace determinations are Natural [[Predictamancy]].{{erf|0|27}}
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===Alliances===
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If multiple [[Side]]s [[Alliance|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.{{Ref|1|1}}
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When alliances break, sides get separate Turns and those whose Turn is supposed to naturally come in later get their Turn ''suspended'', until the Turns of the ex-allied sides with the "earlier" natural turns are concluded.{{ref|[[Hvs.tCF 224]]}}
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===Conclusion===
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So, a side starts the turn at Dawn if there are no barbarians nearby and it's the oldest side in Erfworld, or if there are no older sides in the vicinity.
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===Captives===
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Captured [[unit]]s take Turn with the [[Side]] that captured them.{{Ref|2|2}} If a unit escapes and becomes [[fugitive]], they get their own mini-turn that happens before the captor side's.
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==Known natural order==
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Rough order of turns based on the events of the comic is:
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# [[Carpool]]
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# [[Transylvito]]{{erf|1|104}}
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# [[Charlescomm]]{{erf|1|104}}
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# [[Gobwin Knob]]
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# [[Royal Crown Coalition]]
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# the new [[Faq]]
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'''Note:''' The individual [[side]]s in the Coalition may normally take their turns in a different order.
  
If multiple [[Sides]] ally, they take turns simultaneously, on the Turn of the last ally. For instance, using the example above, 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.{{Ref|1|1}}
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[[Haffaton]] had a turn before [[Faq]], so it was an older side.
  
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==Acting on Turn==
 
At the beginning of Turn:
 
At the beginning of Turn:
*all [[Units]] heal.{{Erf|1|046a}}
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*All [[Casters]] regain juice.{{ref|[[Hvs.tCF_191]]}}
*[[ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}
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*All [[Units]] heal{{Erf|1|046a}} and are [[Cleansing|cleansed]]. Any damage to their [[raiment]] is repaired.{{ref|[[LIAB Prologue 4]]}}
*corpses of the [[Side]] coming on Turn disappear.{{Erf|1|077a|'... since corpses that aren't uncroaked or moved disappear at the start of the next turn.}}
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*[[Ration]]s pop.{{Erf|1|037}}<sup> and </sup>{{Erf|1|106}}
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*Unclaimed corpses of the [[Side]] coming on Turn disappear.{{Erf|1|077a|'... since corpses that aren't uncroaked or moved disappear at the start of the next turn.}}
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*[[Crit]]ically [[Incapacitated]] Units croak.
  
During its Turn, an [[Unit]] may:
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During its Turn, a [[Unit]] may:
*Move [[Unit|Units]] (up to the unit's Move value)
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*[[Movement|Move]] (up to the unit's [[Move]] value);
*[[Caster|Cast Spells]]
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*Cast [[Spell]]s;
*Attack [[Unit|units]]
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*Attack [[unit]]s;
*Use Natural Abilities
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*Use Natural Abilities.
  
Once a [[Side]] has completed all of these actions it wishes to perform for all the [[Units]] on its Side, it declares its [[Turn]] is over, and the day proceeds to the next Side's Turn.
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==Ending a Turn==
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Once a [[Side]] has completed all of the actions it wishes to perform for all the [[Unit]]s 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.
  
Captured [[Unit|units]] take Turn with the [[Side]] that captured them.{{Ref|2|2}}
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If a [[Chief Warlord]] refuses to end the Side's Turn, the Turn will eventually end on its own <sup>[[IPTSF Text 77]]</sup>, as a ''natural'' end of turn.
  
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Ending the turn depletes all the remaining Move of the units to 0. If they 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 on Another Side's Turn==
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The turn is '''not''' immediately ended if a [[ruler]] with no [[heir]] becomes a [[Prisoner#Ruler-prisoner|prisoner]]. Instead, the units of the side can continue to act and use their Move, ideally to repatriate the ruler. This extension of the turn continues until all units are out of Move or the natural end of the turn.{{ref|[[Book of Patches]]}}
  
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==Acting Off-Turn==
 
When it is not a [[unit]]'s turn, that [[Unit]] may:
 
When it is not a [[unit]]'s turn, that [[Unit]] may:
*Defend itself from attack
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*Defend itself from an attack.
 
*Attack enemies only when enemies are in its hex.{{Ref|3|3}}
 
*Attack enemies only when enemies are in its hex.{{Ref|3|3}}
*[[Caster|Cast spells]] only when enemies are in its hex.{{Ref|4|4}} (Some spells can only be cast on own turn.){{Erf|1|064}}
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*Stack and Unstack units
*Automatically attack when in contact with non-allied units, unless a leader is present.
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*Cast [[Spell]]s only when enemies are in its hex.{{Ref|4|4}}
*Use Natural Abilities.{{ref|5|5}}
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:*Some spells, such as Thinkagrams, can be cast at any point.  
 
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*Automatically attack when in contact with non-allied units, unless a [[commander]] is present.
If a [[Unit]] joins an alliance during that alliance's turn, that unit may now:{{Ref|6|6}}
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*Use Natural Abilities.{{ref|5|5}} This includes casters' ''tricks'' that don't cost juice.
*[[Caster|Cast Spells]]
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*Change position within its hex (''e.g''. [[Lord Hamster]]'s many redeployments during the [[Battle for Gobwin Knob]]).
*Attack [[Unit|units]]
 
  
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If a side joins an alliance during that alliance's turn, its units may now cast [[Spell]]s and attack [[unit]]s {{Ref|6|6}}, but they don't get their Move replenished or Health restored a second time if their Turn already happened.
  
 
=Speculation=
 
=Speculation=
It appears that the length of day is not limited, and so neither is the length of a turn. This makes it useless to hold your end of turn for longer than necessary, because the sun won't set until everyone has finished their Turn.
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[[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.
 
 
[[Turnamancy]] may affect the Turn in some way.
 
 
 
==Turn Order==
 
 
 
:1. [[Transylvito]] and [[Jillian]]{{erf|1|104}}
 
:2. [[CharlesComm]]{{erf|1|104}}
 
:3. [[Gobwin Knob]]
 
:4. [[Royal Crown Coalition]]
 
  
'''Note:''' As [[Alliance|alliances]] move when it's the turn of the last ally to move, the individual [[Side|Sides]] in the Coalition may normally take their turns in a different order.
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A turn ends on its own possibly through the innate magic of Natural [[Turnamancy]].
  
 
=References=
 
=References=

Latest revision as of 05:06, 7 March 2018

(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 another side's units, then that another side's turn is skipped for them. Battlespace determinations are Natural Predictamancy.Erf-b0-p27Same-site.PNG

Alliances

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]

When alliances break, sides get separate Turns and those whose Turn is supposed to naturally come in later get their Turn suspended, until the Turns of the ex-allied sides with the "earlier" natural turns are concluded.Hvs.tCF 224

Conclusion

So, a side starts the turn at Dawn if there are no barbarians nearby and it's the oldest side in Erfworld, or if there are no older sides in the vicinity.

Captives

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.

Known natural order

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.

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, as a natural end of turn.

Ending the turn depletes all the remaining Move of the units to 0. If they 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.

The turn is not immediately ended if a ruler with no heir becomes a prisoner. Instead, the units of the side can continue to act and use their Move, ideally to repatriate the ruler. This extension of the turn continues until all units are out of Move or the natural end of the turn.Book of Patches

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]
  • Stack and Unstack units
  • Cast Spells only when enemies are in its hex.[4]
  • Some spells, such as Thinkagrams, can be cast at any point.
  • 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.

Speculation

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.

References

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