End of Turn

By Luijod, in Descent: Journeys in the Dark

First, I'd like to apologize if this particular question has been asked a hundred times before. I tried searching but couldn't find a satisfactory answer:

When/What is precisely considered the End of Turn?

I get the turn structure for Hero:

1) Resolve start of turn abilities first

ex: Poison (roll Might test to discard condition), Elven Boots (gain a MP)

2) Then you may Equip items

3) Then preform you may preform up to 2 Actions (this is what is referenced in many Ol cards and skills/abilities as During the/your/his turn)

4) End of turn, flip reference card over.

Now I understand that when you are a hero and you perform your 2 actions you move on to the end of your turn, which is when OL may use cards/abilities on you that need that trigger. I also understand that at any time During your turn when not performing an action (except Movement Actions as these can be interrupted) you may spend one Fatigue token from your Stamina Pool to gain a Movement Point. These can be used any time during your turn to move 1 space or for other abilities ex: such as moving an image token.

Sorry if I'm rambling here, but just to be clear my question is:

When does the End of Turn take effect? Is it immediately after a Hero finishes his second action? Can he use left over Movement Points at this time before the next player's turn? If you're Hexer class, can you use Viral Hex after your second action ends?

If an Overlord Player, does End of Turn happen as soon as the last monster from the last monster group end it's activation?

Viral Hex is bothering me a lot. I understand the distinction of During your turn, but with so many cards/ability that use that trigger I'm wondering if it's been established that as soon as that 2nd action is over the turn for the hero/overlord is over?

Again sorry if this was a stupid question that I'm just not understanding

Doing your second action does not end your turn.

Your turn ends when you decide you've done all you've wanted/are able to do and the next player takes his turn.

That is, unless some game effect instructs you to immediately end your turn.

So after the hero/overlord finishes performing his very last action he can take a moment to review his cards/skills/abilities for any that trigger during your turn and they are still applicable to be used?

Ex: Activate Hexer - Perform 1 Move Action - Move 3 spaces - Interrupt move action to attack (successful attack with application of Hex token) - Spend 1 Fatigue for MP - Exhaust Viral Hex to apply more hex tokens - Finish moving with left over MP - End of Turn?

Think of a hero going through a checklist. At each stage of his turn, he can take care of the things that require that period of time. Once he has done all he wants to do, he moves to the next phase.

"Time to test disease and do any other start of turn things." Done.

"Time to equip or unequip things." Done.

"Time to perform 2 actions and use any abilities which happen during my turn." Done.

"Now time for end of turn abilities." Done. Ok, next player's turn.

Please note: in reality, a player shouldn't reconsider on the spot everything he is going to do, as that takes forever. HOWEVER, they are entitled to, should they choose. And because of the golden rule regarding timing conflicts, if multiple things (performing actions, spending MP, using skills) happen during the same phase, active player gets to arrange those things however he wishes.

Edited by Zaltyre

Right, I get what you mean about taking forever.

That is precisely why I am the de-facto "Rules Master" in my game group. A really nice way of saying, "we don't want to read through all the rules, you do it and teach us!"

I just wanted to make sure that at no point does the game ever force a player to end their turn after their last action, before they have at least a moment to reconsider if they want to spend an additional fatigue, play a card or ability that triggers during your turn.

Checklist, that is exactly how I explained turn sequence and combat sequence to my group when we started playing a year ago. Recently had a new player join and he brought up concerns about cards/abilities that say during your turn. Star and End are obviously self explanatory but he brought up a good point, does during your turn still count as a viable trigger after your last action.

As stated above, a player must declare the end of his turn so he could use for ex: Viral Hex or play an OL card with during trigger before officially ending his turn.

Thanks again for the clarification guys!

Edited by Luijod

Think of a hero going through a checklist. At each stage of his turn, he can take care of the things that require that period of time. Once he has done all he wants to do, he moves to the next phase.

"Time to test disease and do any other start of turn things." Done.

"Time to equip or unequip things." Done.

"Time to perform 2 actions and use any abilities which happen during my turn." Done.

"Now time for end of turn abilities." Done. Ok, next player's turn.

Please note: in reality, a player shouldn't reconsider on the spot everything he is going to do, as that takes forever. HOWEVER, they are entitled to, should they choose. And because of the golden rule regarding timing conflicts, if multiple things (performing actions, spending MP, using skills) happen during the same phase, active player gets to arrange those things however he wishes.

Usually (hopefully) it improves with experience (as players get better at making decisions), and improves over the course of a campaign (as players get used to their abilities). At first, Quellen will be looking around at the start of turn and eventually realize he can recover a fatigue. By the end of the campaign, the player should be doing it almost automatically.

There is one thing that forces an immediate end of turn, and that is the standing up action.

If you stand up, you can do nothing else this turn.

There is one thing that forces an immediate end of turn, and that is the standing up action.

If you stand up, you can do nothing else this turn.

Except end of turn abilities. However, you're right- that is a great example of choosing an action which prevents things like suffering fatigue to gain MP before moving to end of turn. The stand-up action propels you out of your perform actions step.

EDIT: For example, Syndrael could stand up and then recover 2 fatigue for not moving. The bounty hunter could stand up and then exhaust "Undercover".

Edited by Zaltyre
... Sadly I've still been beating them soundly because my friend's wife makes terrible choices.

What I have done after in sucha case was to show the heroes what they did good but mainly what wasn't, so they understand that they could have been victorious ! IF ...

Typical error put the Warrior to block the way and take the damage to "protect" the others ...

The Warrior had a grey dice .. whereas the Mage, equipped with the Rune Plate, had a Grey plus a Black !!!

For me this worked well (even if it took me some time to show them how they could do better !! ;-) )

There is one thing that forces an immediate end of turn, and that is the standing up action.

If you stand up, you can do nothing else this turn.

Except end of turn abilities. However, you're right- that is a great example of choosing an action which prevents things like suffering fatigue to gain MP before moving to end of turn. The stand-up action propels you out of your perform actions step.

EDIT: For example, Syndrael could stand up and then recover 2 fatigue for not moving. The bounty hunter could stand up and then exhaust "Undercover".

I believe some of the bard's songs that trigger at end of turn could activate as well, if one of the song tokens was on the card before he was knocked out.

Indeed- I only even commented because the question was originally about compulsory movement to the next phase. I wanted to avoid the misunderstanding that if a heroes turn ends, he cannot even use end of turn effects and the next player turn immediately just starts- or something.