mundane

Turn structure, priority, and the stack

The five phases

A turn proceeds through five phases, in order:

RESET  ->  WAKE_UP  ->  PLAN  ->  DO_STUFF  ->  WIND_DOWN

There is no “advance phase” action. A phase ends — and the next begins — purely as a consequence of every player passing priority in a row while the stack is empty (see Priority below).

When the final phase (WIND_DOWN) ends:

Stubs, out of scope for the MVP: Wake Up housekeeping currently runs at end-of-turn rather than in the WAKE_UP phase; combat in DO_STUFF (People assigning to Problems) is not implemented.

Priority

Two notions are kept deliberately separate:

That separation is what lets a non-active player act during the active player’s turn.

Granting priority after a stack change. Whenever a card goes on the stack, the active player receives priority (even to respond to their own card), and the consecutive-pass counter resets.

Passing priority. When the player holding priority passes:

  1. the consecutive-pass counter increments;
  2. if it has not reached the number of players, priority moves to the next player;
  3. if it has reached the number of players (everyone passed in a row with nobody acting), the counter resets and either:
    • the top item of the stack resolves (if the stack is non-empty), after which the active player receives priority again; or
    • the phase advances (if the stack is empty).

Timing

The stack and LIFO resolution

The stack is a list; the most recently added item is the top.