"In all situations, card effects that happen simultaneously occur in the order in which the cards entered play."
According to Spiff's rules clarification,
Skipping Your Turn,
"If you have other things that should happen during your start-of-turn phase, you get to decide the order in which they happen, so you could decide to let any other start-of-turn effects happen first, then skip the rest of your turn"
Ties, Timing and Teh Order Abilities Take Place,
"1) Abilities take place In the order their cards were played, ..."
===
Is there a contradiction between the "Skipping your turn" and "Ties, Timing etc."? From reading the rules as is, the effect of the Start of Phase is played strictly on the Card into play order; the players do not get a choice on resolving the Start of Phase orders. Am I missing something?
This is an earlier misunderstanding that has recently been clarified. It's possible that either Spiff has not updated his FAQ, or that you are looking at an older version.
Err, so what is the clarification and final resolution?
Does players get to choose the order, or everything is strictly per into play order? To a certain extent, the into play order puts a burden on the players having to remember into play history of the cards... grumble.
Can you please point me to the clarification? Thanks!
Player's choice only applies when a single card is taking multiple simultanious actions. When multiple cards are reacting to the same event (such as "start of the turn"), it applies in card order. If a card that states at the start of the turn skip the turn was played before another card that mentions at the start of turn, the latter card is skipped over.
I don't put my cards in sequence, but in an order that makes more sense to look at (so "start of turn" things are to the left, whereas damage-power stuff will be to the right). Ra's staff I always put on the far left of my line-up, for example, and the Adept's instruments are always left, followed by Harmonies, then Melodies, then Rhythms. Villain and Environment cards I always keep in play order, however, and "activate" in play order when their various actions need to be played out.
I got Spiff's old rules clarification; the new ones have this sorted out.
Again, this does create a burden for players to remember the cards. Putting the cards in sequence only helps when the cards come from the same deck. It does not help when the cards come from different decks. Plus, it'll be much less orderly, as Ameena implied...
I'm fine with this since I solo mostly. Not hard to imagine how it goes when two players remembers differently on which card came in first though... :)
The official ruling is, order of cards played across entire table.
One easy variant is, the same as one card doing multiple actions, allow players to choose the order of timing effects if they occur at the same time. Thus will of course make the game much easier for the heroes.
My personal preference is, order of cards played in round order. That is, villain cards first from left to right, heroes cards left to right in seat order, then environment cards left to right.
Yep, I had it wrong in a previous version of my doc, but the one that's currently available has the corrected version. Sorry for the confusion.
My current wording:
But what about your start-of-turn phase? in most cases, cards will say “at the start of your turn, you may skip the rest of your turn to do xyz”. because cards are activated in a phase in the order they were played, if you have other cards with start-of-turn effects which were in play before the card which is causing you to skip the rest of your turn, those start-of-turn effects will happen first, then you’ll skip everything else.
As always, if anyone sees that I've got the wrong info, please be sure to let me know so I can correct it.