A. Order of Play
Initiatives / Effects /
TERMINOLOGY
Turn - a single characters actions
Initiative - when a character gets to take a turn during a round
Round - a set of turns from initiative 1 to the last initiative including maintenance
Cycle - from the current characters turn to the beginning of that characters turn in the following round
Game - all rounds and parts of rounds until the kill die reaches zero
Basic order of initiatives
A Turn
A turn is comprised of a character’s possible actions, which is limited by the characters Actions attribute. At any time of a player’s choice or after a character has used all possible actions, play proceeds to the next initiative. If the character at the next initiative is dead, skip that initiative and move on to the next.
A Round
Each round consists of initiatives equal to the total amount of characters in the game. Each round starts with initiative 1. The character with that initiative takes a turn.
A Cycle
A cycle comes into play when a spell or ability causes a status effect that lasts for one or multiple cycles. A single cycle effect begins immediately when that spell or ability is used and ends at the beginning of the caster or users next turn.
A Game
A game begins the moment the first character takes an action and ends when the kill die reaches zero. When the kill die reaches zero, the game ends IMMEDIATELY! Neither Characters or Monsters are not allowed to take any further actions.