Sentences with phrase «turn order»

The icing on the cake is that during the hero's round there is not set turn order, so players can take actions in whatever order they see fit.
You can see the exact turn order in a bar across the top of the screen, and each monster has a window associated with them that identifies their weaknesses and defenses.
There is a dedicated turn order that is always shown on screen, letting you plan out the ensuing battle ahead of time.
The player's team appears on screen against up to three enemy combatants with turn order determined by individual character statistics.
With turn order determined by the agility of each opponent, battles might be rooted in DRPG tenet, but a multitude of play mechanics ensure variability.
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While the system is basically the one used in previous games, with players and enemies taking turns to unleash regular attacks, Crafts, and Arts, having the ability to manipulate turn order with the right ability, it feels better thanks to the new 3D presentation and the ability to skip any action, making battling a faster affair than ever.
It is possible to complete some fights without the enemy ever being able to get off a single attack, thanks to the updated turn order showing up before you execute a command.
Rather than letting teams move together XCOM - style, or deciding turn order through character stats, Banner Saga sticks to a rigid alternation of turns between members of opposite teams.
Instead of having a standard turn order system there are three circles, and in the leftmost one both player's turn markers are placed, one on top of the other.
It's turn - based, with turn order depending on speed — zippy characters move more often than slower ones.
Tweaking traditional SRPG mechanics, Gungnir employs two systems which regulate turn order, making time management just as important as unit positioning.
If you hit that standard for «harm», you are to notify the Alberta Commissioner, who will in turn order you to notify affected individuals in certain cases.
In a little more than a year's time he turns the order's latest white elephant, an estate in rural Minnesota that the order hopes to convert into a retreat, into a going concern.
As all players move simultaneously, there is no turn order, nor do you determine who moves first with a dice roll.
On the Boo's Horror Castle, Blooper Beach and Magma Mine boards, when a player lands on a Change Space just before being attacked by a Boo, Sushi or magma, respectively, the new turn order will come into effect first before the events take place and therefore, instead of the player who landed on the Change Space, the first player in the new turn order will be affected, although technically the player have not begun his or her turn yet.
Mission objectives are shown at the start of each stage, where players establish battle formation and turn order.
The rest of the components are fine, though, with basic but serviceable artwork and wooden tokens being used for scoring, turn order and keeping track of how old your shows are.
You'll also get some starting cash, with the players further down the turn order getting more to make up for the fact that they won't have first dibs.
Here things get changed by a network card having to be flipped over after every turn you take, and if you can't get rid of one of the indicated cards, because none are left, then a black cube gets placed on the turn order track.
Like old Final Fantasy games, there is an active time gauge that determines turn order.
Combat doesn't veer from retro role - playing convention with encounters following a turn order, as players issue commands for their creatures to execute.
Turn order is determined by the combatant's speeds, and can be viewed by an actively - moving gauge at the top of the screen.
Skirmishing with basic enemies is rooted in DRPG rudiment, as players take turns trading blows with a selection of imaginative beasts, guided by a turn order indicator exhibited at the top of the screen.
Harebrained Schemes have indicated the advantages of different weight classes by where they take their place in the turn order - lighter mechs get to act before heavier mechs.
Everything is turn based and the turn order can be easily viewed on the right side of the screen.
But it's a little more complex than that, you can order a mech to reserve its turn, letting it act later in the turn order.
By using it, you can manipulate the turn order of both allies and enemies to set yourself up for the perfect succession of moves.
A fresh take on the series, Star Rush breaks free of turn order and allows each player to roll the dice at the same time through five wild worlds filled with bite - sized, open maps.
This means that characters act according to turn orders and can only expend abilities that they possess the action points to use each turn.
As the game progresses, you unlock more advanced ways to manipulate your enemy's positioning, lay magical traps to ensnare enemies battered about the battlefield, and even change up the turn order by swapping with enemies and allies alike.
On the Boo's Horror Castle, Blooper Beach and Magma Mine boards, when a player lands on a Change Space just before being attacked by a Boo, Sushi or magma, respectively, the new turn order will come into effect first before the events take place and therefore, instead of the player who landed on the Change Space, the first player in the new turn order will be affected, although technically the player have not begun his or her turn yet.
You'd pick a command, the game would randomly decide on a turn order based on each combatants's agility, and then the battle would play out for you to watch.
There is a battle line on the side of the screen that keeps you updated on the turn order.
Additionally, turn order is no longer something you need to consider, as you can freely swap between your party's three available characters, inputting up to five actions (that is, if you have the AP to spend) per each character before executing your turn.
You have a party of up to 3 in a battle whereas you view the health, shields, energy, turn order, and break gauge.
Essentially, by plugging in a single value, you can produce an infinite set of games for any given number of dimensions > 1 based on the structure of the orthogonal arrays, with no application of rules beyond sequence (a modulo operation that defines the concept of «turn order» in games.)
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