Written by Jesse Bergman
The Turn vs. The Round
The Turn is defined as each player taking the necessary steps of their turn before play is passed to the next player. The turn is comprised of the following phases of the game.
Battle for Sularia is unique because each player’s turn encompasses an entire round. Games cannot end until the round is over. Because of this, it provides some very unique late game circumstances where the off-initiative players can defeat opponents with swing back attacks.
Over the course of the next few weeks, I will start discussing each of these phases in greater detail. This should help everyone gain a basic understanding of our game and how it works. In today's article I will discuss the first two phases of the turn and how they function. I will quote the actual rule book for Battle for Sularia first before explaining the phases in greater detail.
The reset phase is where a player takes any objects in play and resets them to a vertical position or the reset position. On the first turn of the game players will not have any cards to reset and you may skip this phase. Players cannot take any actions during the reset phase. Resetting combatants is not an action and is part of the game state.
Steps of the Reset Phase:
Return all objects in play to a ready position
Step to the draw phase.
This phase is pretty self explanatory, it is completely skipped on the first turn of the game for each player because there are no objects in the play zone that need to be reset. The reset phase has two game states. First state requires a player to take action and reset all of their objects in play to a reset state. A reset state as indicated by the rules is a vertical position of the cards.
The draw phase is where a player is allowed to draw cards. Players draw two cards per turn, except for on their first turns. Drawing cards is not an action and it cannot be responded to during the draw phase.
Steps of the Draw Phase:
Objects in play that say “at the start of your draw phase.” are placed on the command chain. After all effects that read “at the start of your draw phase.” are placed on the command chain they resolve as normal.
The player whose turn it is draws two cards. This is not an action and may not be responded to by any player in the game.
Step into the influence phase.
As per the rule, the draw phase is also skipped on the first turn taken by each player. This means you only have your opening hand of seven cards to work with on the first turn of play, regardless of whether you are the first player to take a turn(On Initiative) or the second player to take a turn(Off Initiative)
There are 3 Game states that occur here. The first is a trigger modifier that happens if any objects in play read “at the start of your draw phase.” This is specifically looking for cards with this terminology. When the game finds these cards, their effects are added to the command chain and resolve. The game cannot move forward until all of these effects are handled. After all of these triggered modifiers are resolved the game may proceed forward to the second step of the draw phase.
Step two is pretty easy to understand - draw two cards. This is an action taken by the player, but because there is no player given command chain here, or priority, neither player can take any other actions except for drawing cards. After the two cards have been drawn, the game automatically steps to the third state and moves the game into the Influence Phase.
Next week we will discuss the Influence Phase in greater detail and its steps. Remember to please like us on Facebook, or follow us on Twitter. Also don’t forget to register an account here and join in the conversation. I’ll be glad to answer any questions you have regarding these phases of the game.