Order of actions in hero play

 

The rules state :

quote =================

After the Villain turn, each Heroes takes a turn, going around the table clockwise from the Villain.
Hero turns have three phases: Play a CardUse a Power, and Draw a Card.

1. Play a Card: You may take a card from hand and put it into play.

2. Use a Power: You may activate a Power from one of your cards in play.

3. Draw a Card: You may draw the top card of your Hero deck.

Note: If you neither Play a Card nor Use a Power, you may draw an extra card at the end of your turn.

end quote==============

 

but this does not state whether these three action MUST be performed in this order of that they can be performed in any order. This matters for xample for Legancy's base power. If the action MUST be followed in the stated order then he can never boost himself as the power ends at the start of his turn and must be turned on again as hiw power use but any cards played are played in between these two events! This weakens him considerably, and he's my favourite (boo) lol

 

Can you provide an official answer? Thanx

Savourn

In the quick reference guide at the beginning it doesn't list any particular order, but on page six of the rule book (EE) under the hero turn section it clearly lists a sequence of events between the start of the turn and the end of the turn. Keep in mind that the top of the page is labeled turn sequence, not round sequence.

Note that you can use LEgacy's power to buff himself and then hit something if you have the Legacy Ring out - this lets you use two powers. So use the first as Galvanise, and the second as Motivational Charge if you've got it out...I don't think he has any other powers which involve hitting someone else. Also, someone like the Argent Adept can use his powers to let other heroes use their own powers/play cards/draw cards.

I did have a thought the other day, when playing as the Adept in a team with Legacy. You can only use a power once per turn, right? But if it's another hero's turn, you can use that same power again if they have the ability to let you. For example, Ra uses Blazing Tornado to nuke something, then the Adept takes his turn and lets Ra use Blazing Tornado again because it's not Ra's turn any more, but the Adept's. So can you get Legacy to play Galvanise again and get an extra bonus to damage? I'm guessing this will be a "no" because the new Galvanise just overrides the old one. But still, it'd be cool (if tremendously overpowered) were things otherwise :D.

 

Yes, you can use a power once per turn. So if ra uses blazing tornado on his turn, then adept lets him use another power he can use blazing tornado again since it is no longer his turn. If adept lets him use a second power the same turn though, he can't use blazing tornado again. In the case with Legacy it says that it increses the damage delt by hero's by 1 until the start of his next turn. If he gets to use that say 2 times in a round, that is 2 sets of +1 damage that don't go away until the start of legacy's turn. So yea with legacy + adept on a team of 2 others who deal a decent amount of damage that's quite the swing.

Though one thing about Argent Adept and Legacy is you would want Legacy to go before Argent Adept, so that way the galvanizing does stick for any other hero. As if Argent Adept went first and had Legacy go that would stop the power right then and there since it is now the start of Legacy's turn. Turn order certainly has a lot to do with how well abitlites work with one and another.

Wow, that's cool...you can stack multiple "copies" of Galvanise? Nice :D. Hmm, good point though on that Legacy would need to go before the Adept. I shall have to think about this :D. I suppose that's sort of the point of the game, isn't it - working out which combinations work best, diferent combinations of teamwork to get the arses kicked as best as possible :).

Pretty much, you want Argent Adept to go after everyone but Bunker,Omni-tronks, and maybe Unity.

 

People like Legacy, Scholar, Mister Fixer, and Haka benefit from cards that go away at the start of their turns, so having AA go first denies you the opportunity to play them after your turn. On the other hand, Fanatic, Omni-tronks, Bunker, and (kind of) Unity benefit from cards that ACTIVATE at the start of their turns (components, zealous offense, gatling gun, supply crate) so playing them before their turn but after the villain turn is nice.

I get a lot of mileage out of the Argent Adept going first.  He doesn't go first against Chairman or Apostate (you need someone to kill the Informants or Tome), and he goes second if Legacy is on the team (for the reason mentioned above).  In just about every other circumstance, though, I have him first.  His array of support effects make sure he can apply the one the team needs that turn, adjusted from round to round.

That said, I'm going to start playing without fretting about turn order, in order to discover new ways to use the heroes.

Yeah, we pointedly just play in whatever order we sit in. :slightly_smiling_face:

But even then there are n different orders available to a group of n heroes, depending on where you start.

Usually there's just one or two choices, as the villain and environment go at one end of the table or another.

Argent Adept should definitely go after Mister Fixer. It lets him play Grease Gun out of turn, and get maximum benefit from playing Overdrive out of turn.

Sure, if you're going to shackle yourself to a linear progression. :stuck_out_tongue:

I played a game a couple days ago where I was running two heroes and watching over another person who was relatively new to the game who was running two heroes and we were fighting against Spite. Last thing I need in a situation like that is anything non-linear.

 

That being said, I rather do like the idea of putting the villain and environment in the middle of the table rather than on one end. It's harder to remember turn order, but it's easier for people to see the cards, even if they are upside down to half of the people.

Yeah, that's generally how it works for us. I tend to put myself last in the turn order (unless I'm Legacy) just so I can take care of the "AI" turns.

 

Why is that? I've only played a couple of games so far, so I'm very new to the game. Why is important not to have Legacy to be the last?

B ecause Legacy's base power, Galvanise, boosts everyone else's damage so you really want him going first to get as much benefit from it as possible. Young Legacy, who has a different base power isn't so critical to be first.

 

Mmm, yesterday we were four players and Legacy was the last hero to act before the enviroment turn. We used Galvanize to boost everyone else's damage in the next round as the card states that the power last till the next start of turn of Legacy. Did we play incorrectly?

Nope, you played correctly, but if he'd been first, it would have meant the frist turn of each hero would have been boosted rather than the second, so one extra turn of more damage.

The Galvanize would last into the next turn, so Victor played it correctly.  Does it really matter if you boost the players whose turn comes after Legacy during the current round instead of the players who will come before Legacy on the next round?  Maybe if you're a min/maxer who wants to squeeze every last bit of damage from the heroes, but it's still the same number of players getting the same boost over the same amount of time.  I don't think it's that big of a deal.