Maneuver Phase
From Kongregate Wiki
Each round or turn in Kongai has two phases. The first of these is the maneuver phase
Contents |
[edit] Terminology
[edit] Range
Both your active character, and your opponent's active character share a range. This can either be:
- Close range - The two active characters are positioned in the center of the combat window. (See right)
- Far range - The two active characters are positioned at the edges of the combat window. (See right)
[edit] Maneuver
In the maneuver phase there are three options available:
From left to right
- Pass - Costs 0 Energy.
- Get far - Costs 50 Energy.
- Get close - Costs 50 Energy.
[edit] How the Maneuver Phase is played
Each player must decide a maneuver for their active character. These choices are selected before revealing what the other player has decided, so are made blindly. Failure to decide a maneuver before the time limit expires results in pass being chosen.
Opposite choices by each player mean the range remains unchanged after the maneuver phase. A player resting means that their opponent's maneuver defines the range outcome for this maneuver phase. If both players rest, the range remains unchanged.
The Maneuver Phase has two possible outcomes, close range and far range. Below lists the processes through which each of these can be achieved.
[edit] Outcomes of the maneuver phase
- Player A selects pass.
- Player B selects pass.
- Range remains the same.
- Player B selects get close.
- Range is set to close.
- Player B selects get far.
- Range is set to far.
- Player B selects pass.
- Player A selects get far.
- Player B selects pass.
- Range is set to far.
- Player B selects get close.
- Range remains the same.
- Player B selects get far.
- Range is set to far.
- Player B selects pass.
- Player A selects get close.
- Player B selects pass.
- Range is set to close.
- Player B selects get close.
- Range is set to close.
- Player B selects get far.
- Range remains the same.
- Player B selects pass.
[edit] List of factors which affect the Maneuver Phase
- Stun - Stunned characters can only pass.
- Prevent Range Change - Affected characters can only pass.
- Hamstring - Increases cost of maneuvers by 20 energy. (Does not affect pass)
- Andromeda's innate - Andromeda's maneuver costs are decreased by 5 energy. (Does not affect pass)
- Stoneheel Totem - Opponent's maneuver costs are increased by 5 energy. (Does not affect pass)
