Initiative
Sanctum's game play features simultaneous orders, with sequential evaluation.
Initiative determines which player's orders get executed first.
Initiative Display
(lower left corner of game board)
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Using Initiative
Effects of Initiative
Player Initiative Sequence
Getting Initiative
How Initiative Is Determined
Examples of Structure Deltas
Which spells affect initiative?
Analysis
What are the benefits of having initiative?
When is it beneficial to not have initiative?
Using Initiative
Effects of Initiative
- At every instant of a game, either the red
player or the blue player has initiative.
There are no exceptions.
- The player with initiative acts first in evaluating many game effects.
Player Initiative Sequence.
Numerous game mechanisms must iterate over all 3
players, one at a time. The player initiative sequence is the standard
ordering over all players.
Getting Initiative
How Initiative Is Determined
- Red begins. The red
player always begins the game with initiative. The game engine flips
a coin to determine which player will be the red player, so the net effect
is that initiative is random.
- Structure delta. At the start
of each turn, initiative may change. Both players evaluate their structure
delta, which is the total change in the number of structures
they own since the previous start-of-turn.
- You get a delta of +1 for each town or colony you captured since the previous
start-of-turn.
- You get a delta of –1 for each town or colony you lost since the previous
start-of-turn.
- Some spells can destroy a town or colony. This counts as losing the
town or colony, so the structure’s owner gets a delta of –1 for each.
- Tie means no change. If the two players tie in structure delta, initiative
remains the same as it was before.
- Higher delta wins. Otherwise, the player with the higher structure
delta gains initiative.
- Some spells can change initiative immediately, or prevent it from changing.
Examples of Structure Deltas.
Here are some typical game situations, and the resulting structure deltas and
initiative changes.
Red Player
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Blue Player
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Result
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Captures a neutral town (+1).
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Nothing (0).
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Red gains initiative.
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Captures a neutral town (+1).
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Captures a neutral town (+1).
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No change.
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Captures a Blue town (+1).
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Loses a town to Red (-1).
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Red gains initiative.
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Captures a neutral town (+1), and
loses a town to Blue (-1). Total = 0.
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Captures a Red town (+1).
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Blue gains initiative.
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Destroys a Blue colony (0).
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Has a colony destroyed (-1).
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Red gains initiative.
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Captures a Blue town (+1), and has
a colony destroyed (-1). Total = 0.
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Loses a town to Red (-1),
and destroys a Red colony (0). Total = -1.
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Red gains initiative.
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Which spells affect initiative?
- Adriel’s Timepiece. When it executes, it instantly swaps initiative.
It has no further effect.
- Lienna. When Lienna enters play, her caster gains initiative. While
she is in play, her caster keeps initiative, regardless of all other effects.
Lienna supercedes the normal initiative rules, and Adriel's Timepiece.
Analysis
What are
the benefits of having initiative?
- Squandering spells. You can cast spells that make your opponent's
spells illegal, which makes them squander
(fail).
- Capturing territory. If you and your opponent both try to move into
the same empty square, you'll succeed and your opponent will bounce.
- Breaking ties. You win any even combats. You tend to take less damage
in combat.
When is it beneficial to not
have initiative?
- Anti-popup. When you're laying siege to
an enemy structure, and you've forced
your opponent into a defensive mode, then you're stronger without initiative,
because your opponent must train
1 recruit every turn and stand
still to block you from moving in. Then you force combat every turn at
favorable odds. Eventually, your opponent will run out of novices, and you'll
capture the structure.
- Town stealing. Also, in this situation,
you have the threat of casting a spell that forces your opponent to move out
of the structure, e.g. Mirage. Since he moves first, he must leave
the structure empty. Then you stroll in right behind him, and occupy his structure!
Winning the ensuing fight is up to you.
- First-fight bye. The other player (with initiative) must check
for combats first. If you're both adjacent to a strong neutral
group, the other player must fight it first. Then you can mop up whatever's
left of the winner.
v2.20.00 Last updated 2009/03/24
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