When is the beginning of your turn?

By TravisS, in Warhammer Invasion Rules Questions

The rules say that the Kingdom phase is the start of your turn and the first thing you do as a player is discard any resources. A number of cards talk about the beginning of the turn and a few the end of the turn.

Currently 7 cards (3 Unit/ 4 Support) start with; Forced : After your turn begins, ...

Support Cards: Warpstone Meteor , Keystone Forge , City Gates , Shrine to Taal

Unit Cards: Doom Divers , Bloodthirster , Vile Sorceress

All of these cards have the Forced designation. These cards abilities probably can happen anytime after the turn has been passed. As long as they occurred during your turn. It would be nice if it was clear, when this happens. Does it happen during the Kingdom phase or during the actions part of the kingdom phase.

2 Cards say: At the beginning of your turn,...

Support Cards: Cloud of Flies , Abandoned Mine

Abandoned Mine - Kingdom . Action : At the beginning of your turn,...

I think that Action should not be on this card at all. Because action would mean that a window for actions could occur and the flavor of this cards seems to be to have the effect happen somewhere in the kingdom phase. or maybe change the text to say Kingdom Phase Action . That way people would know this action can only be taken during your kingdom phase,take actions phase.

Cloud of Flies - I have no idea when it's effect occurs. I have been doing it during the kingdom phase.

2 cards deal with the end of you turn/battlefield phase.

Thyrus Gorman Forced : After your turn ends, this unit takes 1 damage. I assume nothing can happen while Iam doing this. I pass the turn and while doing so put a damage on Thyrus.

Malus Darkblade At the end of your battlefield phase, deal 1 damage.... Since the end of your Battlefield phase is the end of your turn does this happen at the same time as Thyrus's ability does? Or does this happen in the part of the battlefield phase where you can play final actions?

Just looking for a bit of clarification. Sorry if this has been covered.

Thanks

Effects that occur at the beginning of your turn take place before your Kingdom Phase. Essentially, before any resources or actions can be played. Force Effects that occur at the beginning of your turn may be taken in any order you choose.

Abandoned Mine is a unique card that creates an action window before the Kingdom Phase. Currently, we are awaiting a ruling on how this works.

Thyrus' damage ability occurs at the end of your turn. Malus' ability occurs after the Battlefield Phase. Therefore Malus' ability comes before Thyrus'.

I hope this helps.

Just so everything is as clear as can be prior to a full flowchart is made available...

Begin Turn

  1. Forced or Constant Effects that initiate/resolve at the start your turn happen now.
  2. Actions that must be triggered at the start your turn happen now.
  3. Effects that initiate/resolve after your turn begins happen now.


Kingdom Phase

  1. Begin Kingdom Phase. Any Effects that initiate/resolve at the start or after the beginning of the Kingdom Phase happens now following the Begin Turn order.
  2. The active player resets his resources by returning all of his unused resources to the center of the playing area.
  3. The active player takes 1 resource for each power in his kingdom.
  4. The active player may restore one corrupt unit.
  5. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively.
  6. End Kingdom Phase. Any Effects that initiate/resolve at the end or after the end of the Kingdom Phase happens now following the End Turn order.

Quest Phase

  1. Begin Quest Phase. Any Effects that initiate/resolve at the start or after the beginning of the Quest Phase happens now following the Begin Turn order.
  2. The active player draws one card for each power in his quest zone.
  3. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively.
  4. End Quest Phase. Any Effects that initiate/resolve at the end or after the end of the Quest Phase happens now following the End Turn order.

Capitol Phase

  1. Begin Capitol Phase. Any Effects that initiate/resolve at the start or after the beginning of the Capitol Phase happens now following the Begin Turn order.
  2. The active player may take a player action, this includes playing a unit, support, or quest card, as well as playing a single card, face down, as a development, and then player actions rotate clockwise until all players have passed consecutively. Note: ONLY the active player may play units, supports, quests, or developments at this time, unless another card effect allows for it.
  3. End Capitol Phase. Any Effects that initiate/resolve at the end or after the end of the Capitol Phase happens now following the End Turn order.

Battlefield Phase

  1. Begin Battlefield Phase. Any Effects that initiate/resolve at the start or after the beginning of the Battlefield Phase happens now following the Begin Turn order.
  2. Begin Combat
    2.1. Declare Target of Attack
    A. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively
    2.2. Declare Attackers
    A. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively
    2.3. Declare Defenders
    A. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively
    2.4. Assign Damage.
    A. Power icons are added
    B.damage is pooled and now considered dealt by participating units. Any unit whose HP equals or is less than the number of damage tokenson the unit is discarded. Any Capitol Zone whose HP equals or is less than the number of damage tokenson the zone is now burning. Remove all damage tokens and replace them with a burn token.
    C. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively
    2.5. Apply Damage.
    A. Any cancel for damage is applied here.
    B. Damage is moved on to units is now considered to have been inflicted.
    C. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively
  3. End Combat
  4. End Battlefield Phase. Any Effects that initiate/resolve at the end or after the end of the Battlefield Phase happens now following the End Turn order.

Turn Ends

  1. Forced or Constant Effects that initiate/resolve at the end of your turn happen now.
  2. Actions that must be triggered at the end your turn happen now.
  3. Effects that initiate/resolve after your turn end happen now.

Abandoned Mine does in fact create a new action window at the beginning of your turn. This was by design, was not a misprint, and follows the exact wording and intent as laid out by Eric Lang. The reason why it reads strange is because the card essentially creates a brand new window that does not otherwise exist in the game. When this card is used you apparently must return a development to hand, the reason why the may is present is to clarify the triggering of the action itself is the choice and not a forced effect or misprint. There will be an entry on this in the FAQ.

ok, thats sort of clearer. sooo.

Does the mine HAVE to trigger after the Forced or constant effects that also occur "at the start of your turn" as ordered in your post? or is it performed via the rulebook in the order chosen by the active player, since all of those effects occur at the same time , according to the wording?

I assume you CAN play an action in response to the mine if the mine is triggered as an action

I assume you CANT play an action at this time if the mine is NOT triggered, since there is no new beginning of the turn action phase, just cards that can be played as actions in this otherwise action free time.

The MAY is unfortunately redundant and confusing, as the ACTION portion of the card wording already indicates it is option. If it said FORCED, it would then be appropriate to have the word MAY

I do like that you have to trigger the effect to induce a response, since while some cards are improved by this extra action phase, you do have to pay a cost ie return the deployment to your hand.

Nate said that there was confusion and debate amongst playtesters about whether it was something that had to be triggered. You and I both know that an a triggered action is always voluntary but any good playtest group is going to be made of very experienced players of that type of game and ideally with a number of people who are also new to that game or even better, style of game... this is part of the reason why, redundancy is usually preferred over confusion (note all the people asking the same questions again and again that are literally spelled out in the rules).

Currently responses can be made to Abandoned Mine, but there is no actual window for player actions so once all responses to this have been played and they start resolving there are NO other actions that can be taken (outside of another Abandoned Mine).

The reason why Forced and Constant Effects take place first is because they are Forced and Constant Effects which initiate as soon as possible, actions, even actions that play like Forced and Constant , still "wait" for the appropriate timing window to open and then get played in the order you choose to play them, if you choose to play them.

all makes sense.

thanks

So if I have resources left over from my previous turn and choose to trigger the mine, can I respond with an action paying for it with those left over resources before they reset for the new turn?

This is especially crucial for cards like Troll Vomit...

Great Flowchart!

Thanks a lot, I only have a question about line 2.4 - B, "damage is now considered dealt"

Does that mean that say Servants of Khorne with a Sadistic mutation attached would trigger the mutation even if they attacked alone at the defending player had Contested Fortress (cancel 1 damage) in play?

Thx a lot

MichalKP said:

Great Flowchart!

Thanks a lot, I only have a question about line 2.4 - B, "damage is now considered dealt"

Does that mean that say Servants of Khorne with a Sadistic mutation attached would trigger the mutation even if they attacked alone at the defending player had Contested Fortress (cancel 1 damage) in play?

Thx a lot

Precisely. Damage is considered dealt as soon as a unit adds its power in tokens to the damage pool to be assigned to untis/capitols, Sadistic Mutation then goes off prior to the player window, while we are still in the assign damage window, which creates a separate assign/apply steps that must be resolved prior to moving to the player action window. This means toughness can cancel this damage and a point that was assign from combat.

Thanks dormouse. That overview is excellent!

Bungo_Underhill said:

So if I have resources left over from my previous turn and choose to trigger the mine, can I respond with an action paying for it with those left over resources before they reset for the new turn?

This is especially crucial for cards like Troll Vomit...

Yes you can. Expect Nate to keep a close eye on this. If it seems abusive or starts curtailing design space I expect him to change this or limit it in some fashion.

Great work on the "unofficial" flow chart.

Chees Dormouse for the comprehensive run-down. A couple of typos that I noticed that you may want to edit to avoid any other confusion ;-

Quest phase number 1 - A copy/paste typo that mentions the Kingdom phase.

Battlefield phase number 1 - A copy/paste typo that mentions the Capital phase.

Any FFG hints about when we might get a FAQ?

Thanks for the heads up.

FYI - I've put the flowchart in its own thread.

Abandoned Mine - Kingdom. Action: At the beginning of your turn,...

Hi, i'm new here.. just wanna share my view in this card.

From what i see, you can activate it's action ability only when you are allowed to play actions . When it is played an effect is created where it will trigger at the beginning of your turn.

For example i play abandoned mine Action on my turn when i am allowed to play action. After it resolves the effect of that action stays until my next beginning of my turn comes, then it will trigger. At that time it's not action, it's just the effect that trigger in which i may return my development card. After it resolves the effect is gone.

Notice that the word Action comes first, then "at the beginning of your turn." So Action has the priority first before anything can take precedence in which it is governed by the Action rule.

If " At the beginning of your turn" comes first then it's a different story...

It could be easier to understand though if they put Force rather than Action due to the " may " wording. But that controller may have an advantage to trigger a "dummy" action , maybe to combo with something that could trigger with actions . Who knows...

Hmm i take back this statement

But that controller may have an advantage to trigger a "dummy" action, maybe to combo with something that could trigger with actions. Who knows...

If this is possible, you could create an infinite effect... probably not gonna happen...

The advantage that i see is the controller may have some chances to use this ability to take back his development card if for any reason abandoned mine is targeted to be destroyed. It can also act as a card battery where the player can put cards from his hand to his capital to protect it from being discarded or the zones has been "vomitted" the player may have some chance to at least play something from the development cards that he put earlier.