THE MOTHER OF ALL COMBAT BREAKDOWNS

There have been a lot of arguments over what can be done and when it can be done during the combat procedure. In an attempt to provide you all with the Ultimate Answer, I devised this Combat Breakdown. It does take quite a lot of the “spontaneity” out of combat, so I suggest going along as you always have and using this breakdown ONLY when confusion creeps in.

* Note that the term "counter" refers to cards which NULLIFY a just-played card, not MODIFY it! Cards which modify are played in the COMBAT MODIFICATION STEP.

* Relics are activated and affect combat just like Equipment, so when these steps refer to equipment, they refer to Relics as well.

* Once a COMBAT ENDING CARD is played, combat IMMEDIATELY ends and proceed to step 37.

COMBAT BREAKDOWN

ANNOUNCE ATTACKER AND DEFENDER
1) Attacking player announces Attacker and Defender.

ANNOUNCE BATTLE TACTIC
2) Attacking player announces Battle Tactic.
3) Defending player may play card effects to counter.
4) Attacking player may play card effects to counter.
5) Other players may play card effects to counter.
6) Continue until all players pass.

ANNOUNCE WARZONE
7) Defending player announces if Defender will defend from a Warzone, and which one.
8) Attacking player may play card effects to counter.
9) Defending player may play card effects to counter.
10) Other players may play card effects to counter.
11) Continue until all players pass.

CHANGE COMBATANTS
12) Defending player may play card effects to change Attacker and/or Defender.
13) Attacking player may play card effects to counter Defending player's actions.
14) Other players may play card effects to counter either players' action.
15) Continue until all players pass.

IF COMBATANTS ARE CHANGED, REPEAT STEPS 2-15.

DETERMINE NON-SIMULTANEOUS COMBAT
16) Attacking player may play card effects to alter strike order.
17) Defending player, then others, may play card effects to counter.
18) Defending player may play card effects to alter strike order.
19) Attacking player, then others, may play card effects to counter.

IF COMBAT IS NON-SIMULTANEOUS, GO TO THE NON-SIMULTANEOUS COMBAT BREAKDOWN (BELOW).

END COMBAT
20) Attacking player may play card effects to End Combat.
21) Defending player, then others, may play card effects to counter.
22) Defending player may play card effects to End Combat.
23) Attacking player, then others, may play card effects to counter.

DETERMINE EQUIPMENT USAGE
24) Attacking player announces which IN PLAY Equipment will be used.
25) Defending player and others counter and continue until all players pass.
26) Defending player announces which IN PLAY Equipment will be used.
27) Attacking player and others counter and continue until all players pass.

END COMBAT
28) Attacking player may play card effects to End Combat.
29) Defending player, then others, may play card effects to counter.
30) Defending player may play card effects to End Combat.
31) Attacking player, then others, may play card effects to counter.

DETERMINE COMBAT STANDING
32) Determine combat standing.

MODIFY COMBAT RATINGS
33) Attacking player plays card effects to modify combat.
34) Defending player plays card effects to modify combat.
35) Other players play card effects to modify combat.
36) Continue until all players pass.

RESOLVE COMBAT
37) Determine final combat standings based on the cumulative effects of all cards played. Note which cards were countered by card effects and disregard those cards.

COMBAT IS NOW "FINISHED." CARDS THAT ARE PLAYED "IMMEDIATELY AFTER COMBAT" OR "IMMEDIATELY AFTER A WARRIOR IS WOUNDED/KILLED" MAY NOW BE PLAYED.

ESCAPE WOUNDING
38) Attacker may play card effects to "save" wounded and/or killed warriors.
39) Defender may play card effects to counter, then others, and so on until all players pass.
40) Defender may play card effects to "save" wounded and/or killed warriors.
41) Attacker may play card effects to counter, then others, and so on until all players pass.
42) Other players may play card effects to "save" wounded and/or killed warriors.
43) Attacker, then Defender may play card effects to counter, then others, and so on until all players pass.

CHANGE WARRIOR STATUS
44) Wounded warriors are rotated, killed warriors are discarded, and those removed from play are removed.

AWARD POINTS
45) Attacking player is awarded any points earned.
46) Defending player, then others may counter or modify the awarding. Continue until all players pass.
47) Defending player is awarded any points earned.
48) Attacking player, then others may counter or modify the awarding. Continue until all players pass.

NON-SIMULTANEOUS COMBAT BREAKDOWN

If the combat becomes non-simultaneous, follow these steps (numbered to follow the steps already taken in the breakdown above). Note that the combatants are now referred to as the FIRST PLAYER (the one who’s warrior will strike first) and the SECOND PLAYER (the one who’s warrior will strike afterward), based on the order determined by the NON-SIMULTANEOUS COMBAT steps.

END COMBAT
20) First player may play card effects to End Combat.
21) Second player, then others, may play card effects to counter.
22) Second player may play card effects to End Combat.
23) First player, then others, may play card effects to counter.

FIRST COMBAT

FIRST PLAYER DETERMINES EQUIPMENT USAGE
24) First player announces which IN PLAY Equipment will be used.
25) Second player and others counter and continue until all players pass.

END COMBAT
28) First player may play card effects to End Combat.
29) Second player, then others, may play card effects to counter.
30) Second player may play card effects to End Combat.
31) First player, then others, may play card effects to counter.

DETERMINE FIRST COMBAT STANDING
32) Determine combat standing for the First player’s warrior against the Second player’s warrior.

MODIFY FIRST COMBAT RATINGS
33) First player plays card effects to modify combat.
34) Second player plays card effects to modify combat.
35) Other players play card effects to modify combat.
36) Continue until all players pass.

RESOLVE FIRST COMBAT
37) Determine final combat standing for the first combat based on the cumulative effects of all cards played. Note which cards were countered by card effects and disregard those cards.

THE FIRST COMBAT IS NOW "FINISHED." CARDS THAT ARE PLAYED "IMMEDIATELY AFTER COMBAT" OR "IMMEDIATELY AFTER A WARRIOR IS WOUNDED/KILLED" MAY NOW BE PLAYED.

ESCAPE WOUNDING
38) First player may play card effects to "save" wounded and/or killed warriors.
39) Second player may play card effects to counter, then others, and so on until all players pass.
42) Other players may play card effects to "save" wounded and/or killed warriors.
43) First player, then Second player may play card effects to counter, then others, and so on until all players pass.

CHANGE WARRIOR STATUS
44) Wounded warriors are rotated, killed warriors are discarded, and those removed from play are removed.

AWARD POINTS
45) First player is awarded any points earned.
46) Second player, then others may counter or modify the awarding. Continue until all players pass.

IF SECOND WARRIOR IS STILL ALIVE, PROCEED (NOTE THAT FIRST PLAYER STILL GOES FIRST IN MANY INSTANCES)

SECOND PLAYER DETERMINES EQUIPMENT USAGE
24) Second player announces which IN PLAY Equipment will be used.
25) First player and others counter and continue until all players pass.

END COMBAT
28) First player may play card effects to End Combat.
29) Second player, then others, may play card effects to counter.
30) Second player may play card effects to End Combat.
31) First player, then others, may play card effects to counter.

DETERMINE SECOND COMBAT STANDING
32) Determine combat standing for the Second player’s warrior against the First player’s warrior.

MODIFY SECOND COMBAT RATINGS
33) First player plays card effects to modify combat.
34) Second player plays card effects to modify combat.
35) Other players play card effects to modify combat.
36) Continue until all players pass.

RESOLVE SECOND COMBAT
37) Determine final combat standing for the Second combat based on the cumulative effects of all cards played. Note which cards were countered by card effects and disregard those cards.

THE SECOND COMBAT IS NOW "FINISHED." CARDS THAT ARE PLAYED "IMMEDIATELY AFTER COMBAT" OR "IMMEDIATELY AFTER A WARRIOR IS WOUNDED/KILLED" MAY NOW BE PLAYED.

ESCAPE WOUNDING
38) Second player may play card effects to "save" wounded and/or killed warriors.
39) First player may play card effects to counter, then others, and so on until all players pass.
42) Other players may play card effects to "save" wounded and/or killed warriors.
43) Second player, then First player may play card effects to counter, then others, and so on until all players pass.

CHANGE WARRIOR STATUS
44) Wounded warriors are rotated, killed warriors are discarded, and those removed from play are removed.

AWARD POINTS
45) Second player is awarded any points earned.
46) First player, then others may counter or modify the awarding. Continue until all players pass.

Here are special cards to consider and during which step they are played.

SACRIFICE CARDS:

PERSONAL ANTI-PERSONNEL MINES
COMBAT ENDING CARD. Played during DETERMINE EQUIPMENT USAGE.

TICKER
Played during DETERMINE EQUIPMENT USAGE.

SMOKE BOMB
COMBAT ENDING CARD. Played during DETERMINE EQUIPMENT USAGE or either END COMBAT.

MEDKIT
Played during ESCAPE WOUNDING.

ART:

ATTACK PREDICTION
COMBAT ENDING CARD. Played during either END COMBAT.

PACIFISM
COMBAT ENDING CARD. Played during either END COMBAT or MODIFY COMBAT RATINGS.

PREMONITION
Played during CHANGE COMBATANTS.

PREMEDITATED DEFENCE:

BODY GUARD
Played during CHANGE COMBATANTS.

POINT GUARD
Played during CHANGE COMBATANTS.

REAR GUARD
Played during CHANGE COMBATANTS.

COMBAT EVENTS:

CLUMSINESS
Played during CHANGE COMBATANTS.

MINEFIELD
COMBAT ENDING CARD. Played during either END COMBAT.

SHELTER OF THE CROWD
COMBAT ENDING CARD. Played during CHANGE COMBATANTS or either END COMBAT.

TURN OF EVENTS
Played during MODIFY COMBAT RATINGS.

AMBUSH
Played during DETERMINE NON-SIMULTANEOUS COMBAT.

SURPRISE ATTACK
Played during DETERMINE NON-SIMULTANEOUS COMBAT.

Now that wasn’t so bad, was it?