Turn Structure¶
Pike and Claw uses an Alternating Phases turn structure. Each turn consists of four phases, resolved in order:
- Morale Check — Determine who is Leading in Morale
- Muster Phase — Draw cards, play troops, move
- Warfare Phase — Shotte and Charge combat
- Attrition Phase — Recover troops, pay Provisions, check win condition
The player Leading in Morale goes first in each phase.
Morale Check¶
Note
The Morale Check does not happen on the first turn of the game.
Both players compare the cumulative Morale value of all Troops currently in play. The player with the higher total is Leading in Morale for the turn and goes first in each phase.
Tiebreakers, in order:
- The player with more Troops on the battlefield leads.
- If still tied, roll a die.
On the first turn of the game, the player who Foraged the higher cumulative Morale during Setup leads instead.
What Leading in Morale Gets You¶
The Morale lead is the game's initiative, and it does more than set turn order:
- You act first in every phase this turn.
- You are the only player who may declare a Charge — unless a card says otherwise.
- If you decline to Charge, you gain Local Favor.
- The Supremacy Victory check only fires for the player Leading in Morale.