Updates:1) Resolution Order:
1st Beat: Opening
- Self.
- Summoned Equipped Permanent Completes.
- Adjacent Melee. Prioritize light, medium, then heavy.
- Adjacent Spell.
- Ranged-Attacks/Spells/Summons. Prioritize shortest distance.
- Movement.
2nd Beat: Follow-Up
- Self.
- Summoned Equipped Permanent Completes.
- Repositioned or Pursuit Melee. Prioritize light, medium, then heavy.
- Adjacent Spell.
- Ranged-Attacks/Spells/Summons. Prioritize shortest distance.
3rd Beat: Wrap-Up
- Summoned Unit/Tile Completes. A unit wont be able to act.
- All passive effects. Prioritize self, then shortest distance.
- Bomb detonation.
- Eggs from last turn hatch.
- Audience pieces arrive.
- Extra cards destroyed.
- Rewards delivered.
- New cards dealt.
- Arena elevation adjustments.
Tiebreakers:
1. The unit that performed less actions first.
2. Fewer cards spent on the action.
3. Initiative roll.
Note: Receiving a penalty card will immediately end your turn.
Note: Actions that would be Post-Movement will still be delayed if your movement was interrupted.
Reparation: Since these rule changes needed to be implemented immediately in order to resolve this turn comprehensibly, and caused Amber Leader's melee attack not to cancel Amethyst's movement, Amber Leader may move 1 space next turn without any hindrances. (additional spaces will still cost extra stamina and be effected by melee attacks, and their curse.)
2) Clarification: Being forced to rest will not prevent card plays. But stamina will not be replenished until you do nothing for a full turn(or take a hit).
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