Difference between revisions of "Game Sequence"
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Revision as of 11:26, 26 March 2020
Game Elements | Open and Private Information | Labels and Traits | Armies | Unit Profile | Game States | Army List | Orders and the Order Pool | Trooper Activation | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Models and Markers | Rolls
Game Round
Infinity CodeOne games are divided into Game Rounds, or Rounds, during which both players have the chance to take an active role. This means each Round is divided into two Player Turns, or Turns, one for each player. At the start of a Round, a new Player Turn begins, following the turn order determined during the Initiative Phase.
Player Turn
During each Turn there is an Active Player and a Reactive Player. The Active Player can activate his Troopers and execute actions, while the Reactive Player can react to the activation of the Active Player's Troopers (see ARO: Automatic Reaction Order). Each Player Turn is divided into these steps:
- Start of the Turn: Tactical Phase
- Order count
- Orders Phase
- States Phase
- End of the Turn
Start of the Turn: Tactical Phase
The Tactical Phase is the step when the Active Player makes a series of quick checks before they start activating their Troopers.
Order Count
The Active Player counts how many Orders he has at his disposal for this Turn, by counting the number, type and state of his Troopers.
Regular Orders
For each Regular Trooper deployed on the table, as a Model or Marker, that is not in a Null state (Unconscious, Dead…), the Active Player adds one Regular Order to his Order Pool.
Lieutenant Special Order
If the Active Player has a Lieutenant deployed on the table in a non-Null state, the player places the Special Lieutenant Order in a visible place.
Troopers that have yet to deploy on the table as a Model or Marker (for example, due to the Combat Jump Special Skill) do not contribute their Order to their Order Pool. Undeployed Troopers' Orders are Private Information, so their player can keep their Orders secret and out of sight of the opponent.
Orders Phase
This is the main phase of the Player Turn, when the Active Player gets to use her Order Pool and the Lieutenant Special Order to activate her Troopers. The Active Player has no obligation to expend all Orders. However, unused Orders cannot be reserved for subsequent Turns, and are lost.
States Phase
Once the Active Player runs out of Orders, or decides not to use the remaining ones, both players will carry out any checks for those States or Skills that require it. These rolls do not generate AROs.
All Order Markers still on the table are removed.
End of the Turn
Once all checks are made, the Active Player Turn ends.
Game Elements | Open and Private Information | Labels and Traits | Armies | Unit Profile | Game States | Army List | Orders and the Order Pool | Trooper Activation | Initiative and Deployment | Game Sequence | Loss of Lieutenant | Silhouettes | Line of Fire | Zone of Control | Zones, Bases and Silhouettes | Coherency | Distances and Measurements | Replacing Models and Markers | Rolls