# Turn

(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-p150

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-p27

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 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:

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.

## Acting on Another Side's Turn

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

• Defend itself from attack
• Attack enemies only when enemies are in its hex.[2]
• Cast Spells only when enemies are in its hex.[3]
• Automatically attack when in contact with non-allied units, unless a commander is present.
• Use Natural Abilities.[4]
• Change position within its hex (e.g. Lord Hamster's many redeployments during the Battle for Gobwin Knob)

If a Unit joins an alliance during that alliance's turn, that unit may now:[5]

Captured units take Turn with the Side that captured them.[6]

# 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.

It is unknown how turning to another side impacts the start of turn stat recovery. It may be possible for two sides that are close friends, but not allied in the mechanical sense of an alliance, to have all field units switch sides just before the other side's turn starts and recover stats multiple times in a single day. It might even be possible to replicate such an effect artificially on a single side with a Dittomancy Turnamancy caster link.

# 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.