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Sanctum | Strategy, Sorcery, SubterfugeSanctum | Strategy, Sorcery, Subterfuge
 

 

 

The Phases of a Game Turn

Every game turn is divided into a number of distinct phases, which happen in a strict sequence. The skybar at the top of the game board displays the current turn phase.

Clocks and Turn Count, Skybar, and Globe


#

Phase

Effect

1


Start of Turn

The start-of-turn phase performs bookkeeping updates.

  1. Award an experience level to all recruits who qualified for one.
  2. All “at start of turn” effects.
  3. All “after start of turn” effects.
  4. Draw cards.
  5. Capture structures (except Sancta).
  6. Structures that weren't captured in step (e) produce novices.
  7. Calculate structure deltas and update initiative.
  8. Generate mana.
  9. Check for end of game (captured a Sanctum).

Proceed immediately to the next phase.

0


Checksum

The checksum phase detects out-of-sync (OOS) errors.

  1. Legit. Each client applies various tests to detect memory hacks and other cheats. If you are flagged for cheating, your game is terminated immediately, which counts as a loss! So don't do that.
  2. Gather. Each client gathers the following checksum data for every square on the board:
    1. Terrain type
    2. All square spell and structure spell ids
    3. [If a structure is present]: its owner and type
    4. [If a group is present]: its owner and size, and ...
    5. [For every minion in group]:
      1. minion's current hit points
      2. All individual spell ids on this minion,
        and group spell ids on its group
  3. Terse. The 2 clients send to each other their terse checksum strings of 7 sums, one for each of the above categories. If these terse sums strings are identical, done (proceed to phase 2).
  4. Verbose. On any mismatch, the 2 clients enter a verbose dialogue to pinpoint or localize the error. For each mismatching terse category:
    • They send to each other their verbose data for that category.
    • They each log both sides' verbose data. This enables NIOGA to locate an OOS even when we receive only one player's log file (which is the usual case).
    • They each chat a checksum error message to the local player.

Proceed immediately to the next phase.

2


Player Orders

Each player's mouse is enabled. Both players issue all training, casting, and movement orders.

This phase ends when both players click Confirm Orders.

3


Spell Execution

Spell casting orders are executed in player initiative sequence (skipping the neutral player, who never issues any casting orders).

  1. All of the remote player's newly trained recruits are created locally, and appear on the board.
  2. All of the initiative player's spells execute.
  3. All of the non-initiative player's spells execute.

4


Movement

  1. All “before movement” effects.
  2. All movement orders are executed. See the Movement Pipeline.
  3. All “after movement” effects. All groups with a “moves twice” effect move again in this phase, using their existing movement orders.

5


Combat

  1. All “before combat” effects.
  2. All groups fight all combats. See the Combat Pipeline.

6


Garbage Collection

  1. All “after all combat” effects.
  2. All dead minions and groups and expired spells are deleted.

v2.20.00 Last updated 2009/03/22

 

 

 

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