Timing & Resolution
The fixed order in which actions resolve each turn.
Timing & Resolution
Actions resolve in a fixed order every turn. Ties within the same line are broken randomly.
Resolution order
- Recruit / Track
- Move / Take / Throw / Rest / Take Cover / Dismantle
- Craft / Use Medicine
- Activate Grenade / Activate Mine / Activate Bomb
- Use Radar
- Use Adrenaline
- Replicate
- Sex
- Push
- Punch
- Use Sword
- Use Flail
- Use Boomerang
- Shoot Arrow
- Fire Bullet
- Steal
- Give
- Use Scythe (including Executioner)
- Grenade/Bomb explosions
- Fire / Poison Gas / Lightning Strike / Barrier / Tile Swap
- Executioner Deployment / Mutation / Item Drop
- Collapsing Tiles
- Camouflage
- Listen / Snitch Cell
- Host Edict 47.f
- Advantage Point loss for Cult recruits
Key interactions
Move is early. If you move into a tile where someone is waiting to attack, their attack hits you after you arrive. You walked into it.
Push comes before most attacks. You can push an enemy out of your tile before they swing, or push an ally into position for their attack. Combined with a pact, Push becomes a setup tool for coordinated strikes.
Punch is the fastest common hit. Only Adrenaline or another Punch can beat it. If two players punch each other, the order is random.
Bullet is the slowest ranged attack. If someone in your tile is about to shoot you and you're attacking them with anything faster, your hit lands first.
Adrenaline actions resolve in the Adrenaline window (line 6). A player using Adrenaline to Move and then Sword will do both before the normal Sword window at line 11. This means enemies can't push you away to prevent an Adrenaline-powered assault.
Steal is late. You can't steal someone's weapon to stop their attack in the same turn. The only way to steal-before-attack is through Adrenaline.
Scythe is the slowest attack. It can be stolen before you use it. The tradeoff: 99 damage.
Listen is last. You learn who's near you at the end of the turn, after everything else has happened. This is intentional.