Action Resolution Order: Since everyone is posting to the same round thread, I'd assume all the days actions will resolve within a set order. Is it movement then other stuff? Example: Player 1,2,3 are on hex 3 when the round starts. They all use their actions to move to different hexes. I use stormbringer on hex 3. Will they get out before my storm hits them, or will they have to discard 6 and get to move too. Issues with skills like caltrops (they move then get snared, or they get snared and their movement fizzles), pickpocket, sniper, etc... any skill that requires you to be on the same hex as your target.
Attacking, Charging: It sounds like if you try to attack, it occurs after the movement of the round. If I use attack and no one is on the hex after movement, my attack fizzles. Likewise if I try to attack a specific player and they move off the hex. Charge follows them 1 hex, aggressive 2. I was not in the alpha, so I might be miss-understanding this, but it seems like the only way to catch someone specific is to move on their hex then next round aggressive charge, to make sure you keep up with them. Then this would fizzle still if your target moves faster than 2. You can't really move then attack, charge, because you can't tell their direction (1 in 6 guess right). If he sees you coming, I feel it will be impossible to really catch him.
Movement is the very last action to be performed.
Attacking in towns, cities: Can it be done?
IIRC, no. With the singular exception of Outlaw City.
Those two answers are
incorrect.
Here's the correct order in which actions happen:
1. Basic/Special Actions
2. Movement Actions
3. Battle Actions
@ak65ala: yes, you understood correctly. It can be difficult to catch players sometimes, but it should be impossible. There are some skills that will help you, and you can only gang up on someone, limiting his or her retreat options. Also, WoE is all about gaining territory, so players who do nothing but retreat, won't be very useful to their element.
You cannot attack anyone who is inside a City, Town or Fortress, Outlaw City included. These places are safe-zones. Only way to attack a player inside it to first destroy the Wall and other defenses, then enter the hex as a hostile conqueror.
Btw.. I appreciate people helping by responding to questions on this topic , but when you do that, please make sure that you know the correct answer, because otherwise it will lead to a huge amount of confusion. Thanks.
Half of the Elements have crafting. What does the other half get instead of that? And where is a list of what each thing on the map is and what this does to the player(s) occupying that hex?
Elements that do no have crafting, have some other random skill instead. There is no equivalent to crafting.
There is no list like that currently. Unless told otherwise, you can treat all terrain as only eye candy. Some skills require special terrain, as well as some quests. But we might give mountains and water some kind of special mechanics, like limit movement somehow.
How do the upgrades work?
1. what determines the number of upgrades you can have?
2. what happens to the upgraded cards after that round?
1. Skills you have. For each skill you have from a specific element, you gain one additional upgraded cards (plus any ups that skill might give you). Marks are only exception because they give you 3 upgraded cards from that element.
2. You can use these "upgrade credits" to temporarily upgrade
any card in your deck. After the battle, all cards return to normal and during the next battle you can use those "upgrade credits" to upgrade something else. Your character sheet will tell you how many cards, and from which element, you can upgrade.
Can i change my tier 1 skill NOW??
Yes. You can change it as many times as you like before Day 1 topic gets posted.