Turns and Phases

This section explains how player turns and their phases progress in 30 town.

## Turns, rounds, game rounds and games

### Turn

A **turn** refers to a player's turn in the game. It begins with a players **beginning of the turn phase** and ends with their **end phase** **(phases within a player's turn are explained further down below).**

### Round

A **round** refers to the instance of each present player's resolving one **turn** clockwise. A round starts as soon as the starting player would begin their turn and ends after the player right of the starting player concludes their end phase.

At the start of every round (except the very first), the starting player reveals an event.

### Gameround

One **gameround** is comprised of multiple **rounds**. It starts with the player's revealing a battleground and chosing their characters and classes and ends as soon as only one character remains. The life total of the remaining character become their gained points which are noted down. Player's decide beforehand how many gamerounds they wish to play.

### Game

A **game** consists of the **gamerounds** decided on. All the point gains of every gameround are added and the player with the most points wins the game.

## Phases

In 30town, no things happen simultaneously! Each and every action is part of a sequence of phases and are resolved in order. If in doubt, the stacking principle applies, meaning that the effect that is applied in reaction or more recently (for example after playing an instant spell) is resolved first. Every effect and action is queued into the sequence of phases as they happen. **Spell cards,** for example, can only be played between the phases and create their own spell phase in the process. Only **instant spells** can be played during phases.

The basic phases during a player's turn are as follows (in order):

### Begining of the turn phase

The begining of the turn phase is the first phase in a player's turn. All effects that trigger during this phase are labled as such. A unique property of this phase is that all effects which will trigger are determined at start of the phase and those cannot be altered, removed or ammended. Also, the player's can decide the order in which the different effects are resolved.

I. e. A player can decide they want to trigger a character ability that grants them toughness before they resolve a burn to mitigate the damage, but if they would use an ability that removes the burn they will still have to roll the die for burn damage since they were burned at the beginning of the turn.

Before the beginning of the turn phase of the starting player (except for their very first), the event-phase, in which they reveal an event, takes place.

### Buildup-phase

The buildup-phase can be considered the most important phase in the game. Player's roll 6 D6 dice and chose from them at least one die. If there are dice left, they roll them again. All dice numbers are added and the sum determines their buildup-number. The buildup-number determines how their turn progresses:

below 30: The buildup-phase is considered unsuccessful. Player's suffer selfdamage in height of the difference between 30 and their buildup-number (selfdamage = 30 - buildup-number). Afterwards they proceed to the **end-phase.**

30: The buildup-phase is considered successful. If a player gets to 30 they will trigger abilities relating to this result (e. g. power abilities) and proceed to the **buy-phase.**

31+: The buildup-phase is considered successful. The player's will proceed to the **post-successful-buildup-phase** (also called the **psb phase).** Their **buildup-value** during this phase, which is refered to in many **psb-actions,** is calculated as follows: buildup-value = buildup-number - 30.

### Post-successful-buildup-phase (psb-phase)

During this phase, players may resolve 1 psb action. The default psb action available to every player is to **attack** a player. Chosing this option will forward the player to the attack phase (a counter phase or a re-counter phase might ensue depending on the results). However, a player might have access to an action. This keyword implies that a player may resolve the effect next to the keyword action as their psb action.

After the **psb-phase,** a player progresses to the **buy-phase.**

### Buy-phase

Within the **buy-phase,** player's may purchase **tag-cards.** Tag-cards must correspond to the tag of the character and the special purchase-rules the tag dictates. The **buy-phase** is only accessable in a successful buildup-phase.

After players conclude their buy-phase, they continue with the end-phase.

### End-phase

The **end-phase** is no phase per-se, but rather marks the end of a players turn. Effects and abilities which trigger at the end of a player's turn trigger during this turn. With it's conclusion the turn of the player ends.

### Important special phases

#### Event phase

After a round ends, the event phase is queued before the starting player's beginning of the turn phase.