Real-Time Turns are taken simultaneously by all players. A turn has three phases:
- Start - Start of turn effects resolve here
- Action - Each player may take one action. All player actions are chosen simultaneously, but are resolved in a particular order.
- End - End of turn effects resolve here.
Refer to Resolution.
There are several general Actions that may be taken in all games:
- Visible Deploy = Deploy a Card from Base onto the Field into an Vacant Spot, usually Prepped. The SOURCE is the Deployed Unit.
- Stealth Deploy = Deploy a Hidden Card from Base onto the Field into a Spot Occupied by a Hidden Ally Unit, then Place the latter into a Vacant Spot. This is indistinguishable from an Visible Deploy in the Template:Combat Log. This action is considered a Stealth Maneuver. (Note that it may be possible for your opponent to infer a Stealth Deploy. For example, if the cards have different Stance, or a Squad is formed or broken up.) The SOURCE is the Deployed Unit.
- Prep Base = Prep All your Base Units, and then Quarter your Base. This Effect has no SOURCE.
- Prep Field = Prep All your Field Units. This Effect has no SOURCE.
- Attack = Tap a Unit to make an Attack . The SOURCE is the Attacker.
- Activate = An Activated Ability on a Unit. Some are effectively group Attacks. The SOURCE is the Card with the Ability.
- 7. Transfer = Move a Card into the shared Team Reinforcements Zone. This Effect has no SOURCE.
- 8. Summon = Get a card from the shared Team Reinforcements Zone. This Effect has no SOURCE.
The numbers in the lists above are the Order that Actions resolve in.
There are three clocks used in play:
- The Turn Clock. This is reset at the Start of every turn, usually to 15 seconds for most multiplayer formats. It may be any value in PvE missions. Every Player has their own Turn Clock. All Turn Clocks counts down from the Start of the turn. Some Effects require Selections by a TARGET PLAYER. When this happens, 8 seconds are added to their Turn Clock.
- The Global Clock. This is reset every turn to twice the initial Turn Clock, usually 30s. There is only one Global Clock that applies to all Players. The Global Clock counts down from the Start of the turn. The Action Phase ends when the Global Clock runs out, no matter what.
- The Player Clock. This is set once at the start of a game, usually to 1 minute. Every Player has their own Player Clock. A Player's Clock only counts down when the Turn Clock has expired and they haven't selected an Action.
The Action Phase ends when:
- All players have selected an Action. For fast players, this may be before the Turn Clock expires.
- Some players have selected an Action, and the Player Clocks of all other players have run out. When a Player Clock runs out, they by default choose the Ready and Quarter action. Any remaining Selections are chosen by AI.
- The Global Clock runs out. All players without actions automatically choose the Ready and Quarter action. All remaining Selections are chosen by AI.
Visually, the Clock must be prominently displayed for each player. However, only visual space for one need be allocated. When the Turn Clock runs out, we probably want the Player Clock to blink flashing red.
If a Player Clock runs out completely, they Lose. Disconnection and timeout stats are tracked and available to other players.
|Effects||Order of Play||Resolution|