Turns

Turns in Trenches and Turbines are broken into phases, with each phase setting up for the next.

  1. The Initiative Phase
  2. The Action Phase
  3. The End Phase

The Initiative Phase

This happens at the beginning of the turn.  During the Initiative phase the players count the number of units remaining on the table, in reserves, and in transports.  These units are all considered “in play”, even if they are not on the battlefield.  

Players then create the activation deck.  They get a set of numbered cards (we started off using Uno Cards and a Sharpie!).  The deck should start at 1, and go up to the total number of units in play.  Once the cards are in the deck, one player shuffles (always offer a cut!) then each player is dealt a number of cards (face-down) equal to the total number of units they have in play.  

Once players have their activation cards in hand, they assign cards to their units (usually by placing them face-down next to the unit).  They do this in the order they want their units to activate, with lower numbers going first, and higher numbers going last.  

For the most part this can be done simultaneously, and there won’t be any issues, but sometimes it will matter who places what card where, especially if there is a break in the chain of command.  If at any point a card would be placed face-up on the table, the player that is placing the card face-up must place their cards first.  If both players must place cards face-up, then simply roll off to determine who places first.  

Players may always choose to place their face-up cards first, then go back to simultaneous placement to keep the game moving.

Once all cards have been placed, the initiative phase is over and the game moves into the Action phase.

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