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Turn Structure

Description

A turn follows a set sequence that determines how Command Points are generated, how commands are issued, when melee is checked, and when the turn ends.

Unless a scenario or rule states otherwise, every turn follows the same order.


Expanded Description

Each turn is resolved in the following order:

  1. Determine which player issues the first command.
  2. Generate Command Points.
  3. Resolve the activation loop by alternating commands between players.
  4. Check for melee after each command and any valid responding command have fully resolved.
  5. Resolve Spoils of War, if it is being used.
  6. Resolve the end step.

During the activation loop, players continue alternating commands while they have Command Points remaining.

A unit may be issued multiple commands during a turn, but cannot be issued a command that would apply a restriction it already has unless another rule specifically allows it.

The turn ends when all Command Points have been spent or no further commands can be issued.


Example

Both players generate their Command Points at the start of the turn.

Player A issues a command.

Player B issues a command.

This continues until both players have spent their available Command Points or can no longer issue commands.

After each command resolves, any required melee is checked before play continues.

Once all commands have been completed, end-of-turn effects are resolved and the turn ends.


FAQ

Q: Do players take complete turns one after another?
A: No. Players alternate issuing commands during the activation loop.

Q: When is melee checked?
A: After each command and any valid responding command have fully resolved.

Q: Can a unit receive multiple commands in one turn?
A: Yes, provided it remains eligible and is not prevented by command restrictions.

Q: When does a turn end?
A: When all Command Points have been spent or no further commands can be issued.


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