DESIGNING THE BATTLE – DISCARD AND END PHASE

Written by Jesse Bergman


Wrapping up on the End Phase

A few weeks ago I discussed the command window step of the attack phase. While that article was a bit heavy, this article will have a little less weight. We get to discuss how damage is dealt this week. In the attack phase of your turn you get to use your combatants to declare attacks and deal damage to your opponent. The attack phase is the most complex phase in Battle for Sularia. It is the phase where most of the games heavy lifting and strategy come into play. It is recommended to read my previous articles in this series before continuing.  As a quick reminder I've listed the phases of the turn below.

THE TURN

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.

Discard Phase

The discard phase is a relatively simple phase of the turn. 

Steps of the Discard Phase

  • Objects in play that say “at the start of your discard phase” are placed on the command chain. After all effects that read “at the start of your discard phase” are placed on the command chain they will resolve in order from “Last In First Out.”

  • The Command Chain opens and the player with priority may play or pass on effects.

  • Check hand size, if a player has more than seven cards in hand they must discard down to seven.

  • Proceed to the End Phase

This is pretty standard stuff up to this point if you've been following my other articles. The first step starts an automatic command chain looking for triggered events from objects in play. The second step is allowing the players to take one final round of commands before play is passed to the next player. The game checks hand size and forces players to discard down to 7 cards if they have more than 7, finally the game moves forward to the end phase.

End phase

The end phase is where the player cleans up any actions from the round, removes any
remain modifiers that last until the end of turn and passes play to the player on the right.

Steps of the End Phase

  1. Reset the printed attack value and defense values on objects in play.

  2. Return any tactic or modifiers that state until the end of turn to their original printed values plus any continuous modifiers that are in effect.

  3. If the player whose current turn it is is the initiative player pass play to the next player on the right.

  4. If the player whose current turn it is is the last player in the round, check health of all players. Any player that is below zero health is removed from the game.

  5. If two or more players have health at or below zero but are at the exact same health number then the game proceeds into the next round.

    • If this state exists for 3 rounds then the game winner is determined by the player who generated the most sularium on the final overtime round.

The end phase is mostly automated, the first step resets combatants and sites to their printed attack and defense values. The next step removes any modifiers that effected objects in play that stop at the end of the turn. We also re-add any continuous modifiers to objects at this point. Next the player passes play to the next player in line. The game then checks, was this the off initiative player? If it was then a health check is done to see if any players in the game need to be removed from it. Finally, if two or more players are at zero or below zero but have the exact same health amount then the game must proceed for up to 3 more rounds. If after 3 rounds there is no winner determined then the player who generated the most sularium on the final round of play is declared the victory.

This wraps up our Designing the Battle – Turn Series. Next week I'll start discussing keyword mechanics that you will find in Battle for Sularia currently funding on Kickstarter. If you haven't backed us yet, I hope you'll consider heading over to our page and checking it out.