Unofficial Flowchart

By dormouse, in Warhammer Invasion Rules Questions

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. 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. Note: if you have an action that requires to be played at the beginning of your turn it must be the first action played in this window.
  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.
  2. Any Effects that initiate/resolve at the start or after the beginning of the Quest Phase happens now following the Begin Turn order.
  3. The active player draws one card for each power in his quest zone.
  4. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively.
  5. 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. Counterstrike is assigned and immediately applied with any unit whose HP equals or is less than the number of damage tokenson the unit is discarded.
    B. 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. Sadistic Mutation triggers and resolves with any unit whose HP equals or is less than the number of damage tokenson the unit is discarded.
    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. 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. any unit whose HP equals or is less than the number of damage tokenson the unit is discarded.
    C. The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively. Actions that must be triggered at the end your turn happen now. You may only trigger one such action.
  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. Effects that initiate/resolve after your turn end happen now.


In the battlefield phase the rulebook didnt mention an action window between 2.1 and 2.2. If there is one then sigmar's intervention seems useless, as they would declare an attack, i'd redirect it, and then they wouldn't assign any attackers.

chaosvt said:

In the battlefield phase the rulebook didnt mention an action window between 2.1 and 2.2. If there is one then sigmar's intervention seems useless, as they would declare an attack, i'd redirect it, and then they wouldn't assign any attackers.

You mean the turn sequence on p. 14 doesn't have one, since the text does:

"1. Declare Target of Attack
The active player first decides which of his opponent’s
three zones (kingdom, quest, or battlefield) he
is attacking.

After the target zone has been declared, both players
have the opportunity to take actions (including
playing tactic cards). Once both players have passed
consecutively, play proceeds to the next step." (p. 12)

Also, Sigmar's Intervention is used "before defenders are declared", so during either Action Window after declaring Target of Attack OR after declaring attackers.

Bump! gui%C3%B1o.gif

ooo very nice flowchart
thx for posting it :)

I spotted an error.

The "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" part of 2.4.B shuld be in 2.5.B, since it refers to damage that has been applied, not assigned.

Not that i oppose it, but what is supporting the statment "B. Damage is pooled and now considered dealt by participating units ." ?

You are right I'll get right on that, it was a cut and paste error and very confusing.

The pooled damage=inflict comes from a ruling by Nate on Saditistic Mutation.

Is that true even if all damage is caceled? e.g. by use of "Master Rune of Valaya" or by toughness.

Once damage has been pooled, Sadistic Mutation kicks in and its controller gets to assign and apply one point opf damage before the pooled damage isassigned. Toughness would cancel that damage and still be able to cancel its worth in pooled combat damage, and Master Rune of Valaya would cancel either the SM assigned damage or the Combat assigned damage, but not both since it would need to be played before the assigned damage becomes applied damage.

"and Master Rune of Valaya would cancel either the SM assigned damage or the Combat assigned damage, but not both since it would need to be played before the assigned damage becomes applied damage."

On this point i have to disagree. Card text:

" Action: Cancel all damage assigned during the battlefield phase this turn."

Since it reads "this turn" the effect is active from its triggerd until the turn ends (but it will only affect the battlefield phase). It also reads "Cancel all damage assigned during the battlefield". Thats a very inclusive statment. If this effect is active, and its the battlefield phase, and there is damage that is asigned, then that damage is canceled. There are no exeptions for several sources of damage or limits for the number of assign steps that is done within the frame of the battlefield phase. Since both the asigning of combat damage and SM damage is done during combat phase, as long as the action was triggered before any of the apply damage steps, all the damage wuld be canceled.

(As a side note: im not sure if effect based damage that is done during the battlefield phase is not considered combat damage. The rules dosen't really define Non Combat Damage, that section only talks about effect based damage played outside of the combat phase. And the rules says even less about what Combat Damage is.)

Valaya is all about when you play it and whether it creates a lasting effect or is immediately resolved.

If it is not a lasting effect then it wipes the slate clean of all assigned damage at the time of usage, meaning you are going to need to play it in the player action window after the assign damage window.

If it is a lasting effect then it doesn't matter as much as when you play it.

I'd suggest sending the question to Nate to find out the specifiics and when the card is best played.

Made the adjustment in the timing regarding Abandoned Mine.

The timeing in beginning of turn actions seems odd. Why do "Forced" effects that occur at the beginning of your turn happen during the Begin Turn phase and "Actions" that occur at the beginning of your turn occur in the Kingdom phase. Seems confusion because the "Action" at the beginning of your turn is being done out of phase and doing things in the proper phase seems important to this game.

Also in the End of Turn phase 2 "Actions that occur at your end of turn are respolved now" (sorry for the paraphrase.) Should this also have the restriction of only 1 action since there is only 1 end of turn. Admittedly there are no cards that have this ability that I can remember yet but if there will be it would be good to get it into writing now.

Wraith428

wraith428 said:

The timeing in beginning of turn actions seems odd. Why do "Forced" effects that occur at the beginning of your turn happen during the Begin Turn phase and "Actions" that occur at the beginning of your turn occur in the Kingdom phase. Seems confusion because the "Action" at the beginning of your turn is being done out of phase and doing things in the proper phase seems important to this game.

Because "Actions" can only be triggered within an action window, while forced effects can be triggered at any time. So you can only play ONE "At the beginning of your turn"-Action at the beginning of your Kingdom Phase's Action Window, while ALL "At the beginning of your Turn" Forced Effects resolve simultaneously, before anything else happens. I agree it is confusing, and Abandoned Mine (currently the only card, that has an "At the Beginning of your turn"-Action could have been worded more clearly to prevent this confusion. I'm hopefull that we'll get an errata at some point and that future cards with similar effects will be worded more clearly.

wraith428 said:

Also in the End of Turn phase 2 "Actions that occur at your end of turn are respolved now" (sorry for the paraphrase.) Should this also have the restriction of only 1 action since there is only 1 end of turn. Admittedly there are no cards that have this ability that I can remember yet but if there will be it would be good to get it into writing now.

Wraith428

Since there is no "At the End of Turn"-Action Window, you would probably have to play such an action as the last action in the Action Window of the Apply Damage Step of the Battlefield Phase. Hopefully, it would be worded more clearly, too.

I see what you're saying but I'd almost rather see an action window at in the Beginning of Turn phase to work with the card as written. Maybe not a chained action window where opponents get a chance to play actions. Maybe a restricted action window where the current player can use a singel Beginning of Turn action. But that just my preference. Either that or errata reword abandoned mine to be first action of the Kingdom Phase.

Just my humble opinions.

Thanks to doormouse for putting this "unofficially" together.

Wraith428


I answered your post on BGG and said pretty much exactly what was said here (except forced effects trigger simultaneously, they do not however resolve so, they resolve in the order chosen by the active player).

What you want regarding a special window, is actually the original way the card was intended to work. After careful consideration and consultation it was changed to make it easier to understand and work within the rules as shown in the rulebook..

I think point 2.4.B in the BattleField Phase is not correct, specifically the part that says : Any unit whose HP equals or is less than the number of damage tokens on the unit is discarded. I think the unit is discarded during the apply damage step, and after any damage preventing ability is triggered (i.e. thoughness). If the unit is discarded in the moment the flowchart says thoughness has no use.

Good eye. That was supposed to be specific to Sadistic Mutation which triggers and resolves in that step. I've edited the flowchart to reflect that.

"The active player may take a player action, and then player actions rotate clockwise until all players have passed consecutively"

How many actions can I take during an action window ?
Two-player game example: During an action window I take an action from a support card and my opponent plays a tactic. Can I counter act his tactic playing another tactic in the same action window ?

You may take as many actions as you would like, that can legally be taken in that Phase, until you and your opponent consecutively pass. IOW if you skip an action in hopes that your opponent will take one that you want to respond to, and he says pass, that is it. Time to move to the next Framework Window or next Phase.