Post by Tim Small on Jun 5, 2008 1:11:57 GMT -5
Sequence of Play - Added on 05/06/08 to the forums for review.
1. Sweep Phase
2. May Do/Must Do Phase
3. Defense Phase
4. Attack Phase
5. Ability Adjustment Phase
6. Draw/Discard Phase
1. Sweep Phase
When you play cards during your turn, you leave them in play as a reminder during your opponent's turn of what you played. At the beginning of your next turn, you use your Sweep Phase to discard any of these cards still in play that normally do not remain in play.
Cards awaiting your next Sweep Phase are considered to be 'in play'. This is important for card effects that can target cards 'in play' or their effects.
Discard to use cards, explained later, immediately go to your discard pile when they are discarded to be used. Cards that are discarded from your hand, removed from play (discarded), or from the game are done so immediately.
Cards revealed from your Endurance when making a Hard Exertion will immediately go to your discard pile if not used. If you are forced by your opponent or your own actions to discard certain cards directly from your hand, these go immediately to your discard pile and do not wait for your next Sweep Phase. Ordinarily you only play cards or discard cards during your turn.
2. May Do/Must Do Phase
If you have any effects that you ‘May Do’ during your turn, you ‘May Do’ them at this time. Some Edge Cards must be played during this phase. If there are things your opponent is forcing you to do, then you ‘Must Do’ them at this time. If there are multiple items that you ‘May Do’ or ‘Must Do’, you may perform them in the order you choose.
If this is not the first turn of the game and your opponent did not play an attack during their last turn, then you may choose to discard one defense from your hand.
If you are the player going first in the game, then you will have no cards in play that need to be discarded and nothing that you “Must Do” so move on to the next phase. Some characters, though, do or will have a condition they May Do or Must Do at the beginning of their turn, this includes when you are going first and you are on your first turn.
3. Defense Phase
The next action you will take in your turn is to play your defenses. If there is not an attack coming, you cannot play a defense.
During your Defense Phase, you may play one defense against each attack that your opponent played in his turn. (Remember that attacks are any card with a red or gold grid in the upper left hand corner.) Now look at an attack card next to a defense card. Notice that in the grid on the attack card, one of the squares in the grid is marked with a colored box. That box shows you where the attack is aimed. Next, look at your defense card. A block will have blue boxes over the areas that it defends, while a dodge will have green boxes. If any of the colored boxes on the defense card you play cover the box on the attack card, the defense is successful, and you take no damage from the attack. If you do not play a defense against an attack then the attack will do 2 damage to you, but do not change your Ability just yet. We'll get to that in your Ability Adjustment Phase. Leave any used defense cards on the table for now, because you will need them as a reference in your Attack Phase.
If two or more attacks are made against you, you may play a defense for each attack. On the other hand, if the attacks are made to similar areas, you may be able to defend against more than one attack with a single defense. (This makes Dodges very useful because they defend against MANY possible attack zones.)
Example #1: Connor is training with Nakano, who has just used a Special card to play 2 attacks. The attacks are upper left and lower right. Although he doesn't have a block that covers both of these areas, Connor has an Evade: Escape in his hand. He plays a single Evade: Escape and skitters out of the way of both attacks.
Example #2: Later, Connor faces 3 attacks: Upper left, thrust, and lower right. Connor only has an upper left block. The upper left block covers the first two attacks, but the lower right attack slips through and Connor is wounded.
Some defenses have special effects that allow you to do something, alter your first attack, all your attacks or a specific kind of attack on your turn, or restrict your ability to attack during your Attack Phase. If you play multiple defenses during your turn, you only look at and read the last successful defense you played during that turn. All text on other defenses that would alter your Attack Phase are ignored.
Example #3: Duncan’s Counter: Duck covers the top six grids of the attack table and allows him to play a Special Attack from an Exertion during his next Attack Phase. If he was to face the same 3 attacks as above and played his Duck against the first two attacks and then a lower right block to stop the third, he no longer gains the benefits of the Counter: Duck since it was not his last defense played during his turn.
You may play a Special card if you have one you wish to play before, after, or during the time you are playing Defenses. Or you can wait until your Attack Phase, which is next. In either case, you do not have to play a Special card during your turn, but if you do, you may only play one Special card during your turn.
4. Attack Phase
You may normally play only one attack during your turn. To make an attack, simply play the attack card face up on the table.
There are restrictions on the kinds of attacks you may play. During the game, you must imagine that you are moving around, dodging and blocking with your sword, moving in and out of range of your opponent. It is very important that you take note of the last defense you played in your Defense Phase.
If the last defense you played during your turn was a block, you may not attack to any area covered by that block. The basic idea is that you may not move your sword to an area to block, then immediately strike out to the same area to attack.
If the last defense you played was a dodge, you'll probably be out of position to attack. Read the dodge card you played. The text at the bottom will explain how your attacks will be affected by that defense. For example, Dodge says that you lose an attack. Because you Dodged, you have to spend your time getting back into striking distance with your opponent, rather than attacking.
You may also find the dodge you played did not have any text. In this case, you may attack normally during your turn without any penalties or restrictions because of the dodge.
Also, if you haven't played one in your Defense Phase, you may play a Special card during your Attack Phase. Just remember that you can play only one Special card per turn.
5. Ability Adjustment
No cards may be played once you start this phase. Resolve any outstanding damage or other adjustments to your Ability, as follows:
An attack that you do not defend will normally do 2 points of damage, thus reducing your Ability by 2. Certain other cards may also do damage to you; resolve them at this time. If a card is in play that lowers your Ability, make the adjustment now. If you played a card that increases your Ability, make that adjustment at this time, too.
6. Draw/Discard
At the end of your turn, you must balance out your hand. At this time, if you have more cards in your hand than your Ability, you MUST discard down to your Ability. These discarded cards go straight to your discard pile; they will not wait for your next Sweep Phase.
If you have fewer cards in your hand than your current Hand size (normally equal to your current Ability), you may draw up to your Hand size. If you can and do decide to draw up to your Ability you do not have to draw all the way up. You may draw one card at a time stopping at any point as long as you do not exceed your current Ability. You may normally only draw cards during your Draw/Discard Phase.
If you forget to draw during your Draw/Discard Phase, you cannot stop and go back. You will just have to wait till your next Draw/Discard Phase.
1. Sweep Phase
2. May Do/Must Do Phase
3. Defense Phase
4. Attack Phase
5. Ability Adjustment Phase
6. Draw/Discard Phase
1. Sweep Phase
When you play cards during your turn, you leave them in play as a reminder during your opponent's turn of what you played. At the beginning of your next turn, you use your Sweep Phase to discard any of these cards still in play that normally do not remain in play.
Cards awaiting your next Sweep Phase are considered to be 'in play'. This is important for card effects that can target cards 'in play' or their effects.
Discard to use cards, explained later, immediately go to your discard pile when they are discarded to be used. Cards that are discarded from your hand, removed from play (discarded), or from the game are done so immediately.
Cards revealed from your Endurance when making a Hard Exertion will immediately go to your discard pile if not used. If you are forced by your opponent or your own actions to discard certain cards directly from your hand, these go immediately to your discard pile and do not wait for your next Sweep Phase. Ordinarily you only play cards or discard cards during your turn.
2. May Do/Must Do Phase
If you have any effects that you ‘May Do’ during your turn, you ‘May Do’ them at this time. Some Edge Cards must be played during this phase. If there are things your opponent is forcing you to do, then you ‘Must Do’ them at this time. If there are multiple items that you ‘May Do’ or ‘Must Do’, you may perform them in the order you choose.
If this is not the first turn of the game and your opponent did not play an attack during their last turn, then you may choose to discard one defense from your hand.
If you are the player going first in the game, then you will have no cards in play that need to be discarded and nothing that you “Must Do” so move on to the next phase. Some characters, though, do or will have a condition they May Do or Must Do at the beginning of their turn, this includes when you are going first and you are on your first turn.
3. Defense Phase
The next action you will take in your turn is to play your defenses. If there is not an attack coming, you cannot play a defense.
During your Defense Phase, you may play one defense against each attack that your opponent played in his turn. (Remember that attacks are any card with a red or gold grid in the upper left hand corner.) Now look at an attack card next to a defense card. Notice that in the grid on the attack card, one of the squares in the grid is marked with a colored box. That box shows you where the attack is aimed. Next, look at your defense card. A block will have blue boxes over the areas that it defends, while a dodge will have green boxes. If any of the colored boxes on the defense card you play cover the box on the attack card, the defense is successful, and you take no damage from the attack. If you do not play a defense against an attack then the attack will do 2 damage to you, but do not change your Ability just yet. We'll get to that in your Ability Adjustment Phase. Leave any used defense cards on the table for now, because you will need them as a reference in your Attack Phase.
If two or more attacks are made against you, you may play a defense for each attack. On the other hand, if the attacks are made to similar areas, you may be able to defend against more than one attack with a single defense. (This makes Dodges very useful because they defend against MANY possible attack zones.)
Example #1: Connor is training with Nakano, who has just used a Special card to play 2 attacks. The attacks are upper left and lower right. Although he doesn't have a block that covers both of these areas, Connor has an Evade: Escape in his hand. He plays a single Evade: Escape and skitters out of the way of both attacks.
Example #2: Later, Connor faces 3 attacks: Upper left, thrust, and lower right. Connor only has an upper left block. The upper left block covers the first two attacks, but the lower right attack slips through and Connor is wounded.
Some defenses have special effects that allow you to do something, alter your first attack, all your attacks or a specific kind of attack on your turn, or restrict your ability to attack during your Attack Phase. If you play multiple defenses during your turn, you only look at and read the last successful defense you played during that turn. All text on other defenses that would alter your Attack Phase are ignored.
Example #3: Duncan’s Counter: Duck covers the top six grids of the attack table and allows him to play a Special Attack from an Exertion during his next Attack Phase. If he was to face the same 3 attacks as above and played his Duck against the first two attacks and then a lower right block to stop the third, he no longer gains the benefits of the Counter: Duck since it was not his last defense played during his turn.
You may play a Special card if you have one you wish to play before, after, or during the time you are playing Defenses. Or you can wait until your Attack Phase, which is next. In either case, you do not have to play a Special card during your turn, but if you do, you may only play one Special card during your turn.
4. Attack Phase
You may normally play only one attack during your turn. To make an attack, simply play the attack card face up on the table.
There are restrictions on the kinds of attacks you may play. During the game, you must imagine that you are moving around, dodging and blocking with your sword, moving in and out of range of your opponent. It is very important that you take note of the last defense you played in your Defense Phase.
If the last defense you played during your turn was a block, you may not attack to any area covered by that block. The basic idea is that you may not move your sword to an area to block, then immediately strike out to the same area to attack.
If the last defense you played was a dodge, you'll probably be out of position to attack. Read the dodge card you played. The text at the bottom will explain how your attacks will be affected by that defense. For example, Dodge says that you lose an attack. Because you Dodged, you have to spend your time getting back into striking distance with your opponent, rather than attacking.
You may also find the dodge you played did not have any text. In this case, you may attack normally during your turn without any penalties or restrictions because of the dodge.
Also, if you haven't played one in your Defense Phase, you may play a Special card during your Attack Phase. Just remember that you can play only one Special card per turn.
5. Ability Adjustment
No cards may be played once you start this phase. Resolve any outstanding damage or other adjustments to your Ability, as follows:
An attack that you do not defend will normally do 2 points of damage, thus reducing your Ability by 2. Certain other cards may also do damage to you; resolve them at this time. If a card is in play that lowers your Ability, make the adjustment now. If you played a card that increases your Ability, make that adjustment at this time, too.
6. Draw/Discard
At the end of your turn, you must balance out your hand. At this time, if you have more cards in your hand than your Ability, you MUST discard down to your Ability. These discarded cards go straight to your discard pile; they will not wait for your next Sweep Phase.
If you have fewer cards in your hand than your current Hand size (normally equal to your current Ability), you may draw up to your Hand size. If you can and do decide to draw up to your Ability you do not have to draw all the way up. You may draw one card at a time stopping at any point as long as you do not exceed your current Ability. You may normally only draw cards during your Draw/Discard Phase.
If you forget to draw during your Draw/Discard Phase, you cannot stop and go back. You will just have to wait till your next Draw/Discard Phase.