Difference between revisions of "Action Phase"

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<h2>ACTION PHASE</h2><ref>Companion Rules v.103: P. 139-140</ref>
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<h2>Action Phase</h2><ref>TLAoK Core Rulebook v1.5: P. 21-22</ref>
  
The Action Phase is where the majority of the Action of the battle takes place. [[Regiments]] march and counter-march, charge into melee, or fire volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.
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The Action Phase is where the majority of the Action of the battle takes place. [[Regiments]] [[march]] and counter-march, [[charge]] into melee, or fire [[volleys]] at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.
  
 
<h3>Order of Play</h3>
 
<h3>Order of Play</h3>
  
The First Player draws the top card from their [[Command Stack]] and performs Actions with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment.
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The [[First Player]] draws the top card from their [[Command Stack]] and performs [[Actions]] with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment.
  
 
<h3>Performing Actions</h3>
 
<h3>Performing Actions</h3>
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When it is your turn to perform Actions with a Regiment, follow the sequence given below:
 
When it is your turn to perform Actions with a Regiment, follow the sequence given below:
  
<h4>DRAW COMMAND CARD</h4>
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<h4>Draw Command Card</h4>
  
 
Draw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battlefield. If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement.
 
Draw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battlefield. If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement.
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If there are no cards remaining in your Command Stack, play passes to your opponent.
 
If there are no cards remaining in your Command Stack, play passes to your opponent.
  
<h4>RESOLVE DRAW EVENT</h4>
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<h4>Resolve Draw Event</h4>
  
 
If the Command Card you have just drawn has one or more [[Draw Events]], resolve them now. Draw Events are special rules that are triggered the moment the card is drawn.
 
If the Command Card you have just drawn has one or more [[Draw Events]], resolve them now. Draw Events are special rules that are triggered the moment the card is drawn.
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<h5>Multiple Draw Events</h5>
 
<h5>Multiple Draw Events</h5>
  
If the Command Card has more than one Draw Event (as the result of a Spell or a Character’s special rule, for example), you choose one to resolve. The exception is if the Command Card has one or more variations on the Decay Draw Event. The Decay Draw Event must be resolved after the Draw Event you have chosen.
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If the Command Card has more than one Draw Event (as the result of a [[Spell]] or a [[Character]]’s [[Special Rule]], for example), you choose one to resolve.
  
 
<h5>Not on the Battlefield</h5>
 
<h5>Not on the Battlefield</h5>
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If the Regiment on the Command Card is not present on the Battlefield (normally because it is arriving as [[Reinforcements]] this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by [[Characters]] – grant the opportunity to enter the Battlefield, and are an exception to this rule. If a Character’s Command Card is drawn before that Character has arrived on the Battlefield, and the Character does not have a Draw Event that will allow the Character to March onto the Battlefield before taking an Action, that Action is lost.
 
If the Regiment on the Command Card is not present on the Battlefield (normally because it is arriving as [[Reinforcements]] this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by [[Characters]] – grant the opportunity to enter the Battlefield, and are an exception to this rule. If a Character’s Command Card is drawn before that Character has arrived on the Battlefield, and the Character does not have a Draw Event that will allow the Character to March onto the Battlefield before taking an Action, that Action is lost.
  
<h4>TAKE FIRST ACTION</h4>
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<h4>Take First Action</h4>
  
Assuming the Regiment survives its Draw Event (you never know!), it now takes its first Action. Choose one of the Actions from the [[Action List]] (p 141), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a [[March]] Action as its first Action in the turn it appears on the battlefield.
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Assuming the Regiment survives its Draw Event (you never know!), it now takes its first Action. Choose one of the Actions from the [[Action List]] (p 23), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a [[March]] Action as its first Action in the turn it appears on the battlefield.
  
<h4>TAKE SECOND ACTION</h4>
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<h4>Take Second Action</h4>
  
 
Once the Regiment’s first Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions. A number of [[Special Rules]] and abilities can allow a Regiment to perform more than the standard two Actions per Activation. The timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them.
 
Once the Regiment’s first Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions. A number of [[Special Rules]] and abilities can allow a Regiment to perform more than the standard two Actions per Activation. The timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them.
  
<h4>DEACTIVATE UNIT</h4>
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<h4>Deactivate Unit</h4>
  
 
Once the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent.
 
Once the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent.
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If a Regiment is granted a [[Characteristic]] bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder.
 
If a Regiment is granted a [[Characteristic]] bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder.
 
  
 
<h3>Unable/Unwilling to Act</h3>
 
<h3>Unable/Unwilling to Act</h3>
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See Also: [[Action List]]
 
See Also: [[Action List]]
  
== SOURCES ==
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== Sources ==
 
[[Source Materials]]
 
[[Source Materials]]
 
<references />
 
<references />
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Latest revision as of 19:09, 26 September 2021


The Wiki has been updated to v1.5!

Wiki Sections
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Source Materials

Action Phase

[1]

The Action Phase is where the majority of the Action of the battle takes place. Regiments march and counter-march, charge into melee, or fire volleys at distant foes. As a result, the Action Phase is also usually the longest and most exciting Phase of the game, and needs breaking down into more detail than the others.

Order of Play

The First Player draws the top card from their Command Stack and performs Actions with that Regiment. Once the Regiment’s Actions are complete, the Second Player draws the top card from their Command Stack, and performs Actions with that Regiment.

Performing Actions

When it is your turn to perform Actions with a Regiment, follow the sequence given below:

Draw Command Card

Draw the top card from your Command Stack and reveal it to your opponent and then indicate which Regiment it represents on the Battlefield. If the Command Card you draw represents a destroyed Regiment, discard it and draw the next Command Card as a replacement.

If there are no cards remaining in your Command Stack, play passes to your opponent.

Resolve Draw Event

If the Command Card you have just drawn has one or more Draw Events, resolve them now. Draw Events are special rules that are triggered the moment the card is drawn.

Multiple Draw Events

If the Command Card has more than one Draw Event (as the result of a Spell or a Character’s Special Rule, for example), you choose one to resolve.

Not on the Battlefield

If the Regiment on the Command Card is not present on the Battlefield (normally because it is arriving as Reinforcements this Turn), its Draw Event is not resolved. Some Draw Events – normally those used by Characters – grant the opportunity to enter the Battlefield, and are an exception to this rule. If a Character’s Command Card is drawn before that Character has arrived on the Battlefield, and the Character does not have a Draw Event that will allow the Character to March onto the Battlefield before taking an Action, that Action is lost.

Take First Action

Assuming the Regiment survives its Draw Event (you never know!), it now takes its first Action. Choose one of the Actions from the Action List (p 23), and follow the rules provided. Note that a Regiment that has arrived as Reinforcements must choose a March Action as its first Action in the turn it appears on the battlefield.

Take Second Action

Once the Regiment’s first Action is complete, it immediately takes a second Action. A Regiment may not duplicate an Action it took earlier in the Turn (i.e. a Regiment must take two different Actions each Turn) unless both are March Actions. A number of Special Rules and abilities can allow a Regiment to perform more than the standard two Actions per Activation. The timing and limitations of this extra Action are described in detail in the Special rules or Draw Events that allow them.

Deactivate Unit

Once the Regiment has taken two Actions, its activation ends. Place the Command Card behind the Regiment or Character it represented to remind you it has been activated this Turn. Play then passes to your opponent.

‘Until End of Turn’ Draw Events

If a Regiment is granted a Characteristic bonus or Special Rule ‘until End of Turn’ as the result of a Draw Event on its Command Card, place the Command Card beside the Regiment as a reminder.

Unable/Unwilling to Act

If, for whatever reason, your Regiment cannot Act (or you do not want it to Act), simply skip that step and move onto the next.

See Also: Action List

Sources

Source Materials

  1. TLAoK Core Rulebook v1.5: P. 21-22



Core Rules Quick Links
Turn Summary | Action List | Wounds | Morale
Command Models | Characters | Spells | Terrain
Draw Events | Special Rules | Fighting a Battle



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