Detailed timing

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Start Phase

  1. About the author
  2. Foreword to the first edition
  3. Foreword to the second edition

A. Discard Cards: Both players may discard any unwanted cards. B. Dr aw Cards: Each player draws up to their maximum hand size. Once complete, each player may spend a Soulstone to draw two cards (player with Initiative decides first). C. Initiati ve Flip: Both players flip a card, which may be Cheated. The player with Initiative Cheats first in the case of ties. Players increase their totals by the number of Pass Tokens they possess and then discard their Pass Tokens. D. Resolve Effects: Resolve any effects that happen during the Start Phase. E. Cal culate Pass Tokens: Count up the number of models controlled by both players. The player with fewer models in play gains Pass Tokens equal to the difference. ACTIVATION PHASE A. Decid e to Pass: The Active player may discard a Pass Token to skip to Step D. B. Sel ect Model: The Active player Activates a friendly model that has not yet Activated this Turn. C. Activation 1 . S tart Activation: Resolve effects that happen at the start of a model’s Activation. 2 . T ake Actions: Most models can take two Actions. Leaders/Masters can take three Actions. a. Declare Action. b. Pay any Costs. c. Declare Target. d. Perform Duels. I. Modify Th e Duel with Soulstones, Abilities, or other game effects (Attacking model first). II. Flip F ate Cards (both players flip cards then choose a card). III. Ch eat Fate (player with lowest total first). IV. Det ermine Duel Total. V. Declar e Triggers (Active player first). i. I mmediately Triggers occur. VI. Det ermine Outcome (if the Acting model’s duel failed, the Action ends without resolving its effects. Skip Step e and move to Step f). e. R esolve effects in the order presented on the card, including any When Resolving Triggers. Damage timing can be found on page 35. If the target is killed, resolve any effects such as “After this model is killed” and any After killing Triggers. f. A nything that happens after an Action is resolved, including any After Resolving and After Succeeding Triggers. Remember: Triggers that do not specify a timing are assumed to be After Succeeding Triggers. 3 . En d Activation: Resolve effects that happen at the end of a model’s Activation. The model counts as having Activated this Turn. 4 . Chain A ctivations: Resolve any Chain Activations generated from an effect during this Activation. D. T ransfer Active Player: If there are still models left to Activate this Turn, the opponent becomes the Active player. END PHASE A. R esolve Effects: All “Until the End Phase” effects end, followed by “During the End Phase” effects being resolved. B. Scor e VP: Strategies are scored first, then Schemes. If multiple players and/or Schemes are scoring, the player with Initiative determines the scoring order. No VP is scored on the first Turn. C. Ch eck for End of Game: as described on page 21. If the game ends, score “end of game” VP. D. Shuffl e Discard Piles

Each player shuffles their Discard Piles back into their Fate Decks. I f multiple Actions are generated, they are queued and resolved one at a time in the order they were generated (whichever happened first or was listed first on the card). If an Action in a queue generates an Action, that Action happens before moving to the next Action in the queue.