After your turn begins / at the beginning of your KP

By Gardine, in Warhammer Invasion Rules Questions

Hi all,

as the "search" possibility frustrates me (is there a chance for searching just in specific forums?), i ask my question here and feel sorry, if anybody has already asked it.

i play empire and have:

City Gates (After your turn begins, place top card of deck as development in zone)
shrine to taal (after your turn begins, choose target unit in this zone, unit gains additional power equal to developments in this zone)
temple of shallya (at beginning of kingdom phase move one unit to different zone)
random unit

i guess, as im the active player i choose the order in which things triggering "after turn begins" happen? so i put a card as development into kingdomzone (City Gates) and afterwards put the power on the unit in that zone(shrine to taal)?

then the kingdom phase starts. what happens first:

taking resources for all power icons or
trigger from temple of shallya?

i used to grab for the treasure tokens first and then sometime put the unit with the additional power from shrine to taal into questzone for additional carddraw. nobody ever disagreed.

But for a peace of my conscience i want that procedure clarified by the community.

Am i acting correct or do i have to beg for mercy?

Gardine said:

then the kingdom phase starts. what happens first:

taking resources for all power icons or
trigger from temple of shallya?

The trigger would be first and then the resources as the resources is what you do during your kingdom phase and the action says at the start of the phase.

K, but the rules say:

"1. Kingdom Phase

First , the active player resets his resources by returning all of his unused resources to the centre of the playing area and then taking 1 resource for each power in his kingdom. The kingdom starts with a base power of three.

The active player also has the opportunity to restore any single corrupted card under his conrol at the beginning of his kingdom phase , before any player action can be taken.

Then both players have the opportunity to take actions ... "

As the "at the beginning of kingdom phase" restoring is in the second passage i guess mangaging the resources is at an earlier point, kind of prestep. or at least at the same time, so that you can dictate the order of triggering effects. and managing resources.

For me it reads like: First - Then - At the beginning

?

Post deleted. Misread the question.

This is a more detailed layout of the flow of a turn. I found it somewhere else in the forums (perhaps someone remembers who is the original poster). It should answer your question.

-

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 centre 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 Kingdom 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 Capitol 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.
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.

Ok, thats nice, should be stick on top of forum or something like that.

Thanks.

That was me... sorry for the cut and paste typos.