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Each round or turn in Kongai has two phases. The first of these is the maneuver phase

TerminologyEdit

RangeEdit

Both your active character, and your opponent's active character share a range. This can either be:

All Ranges

From left to right

  1. Close range - The two active characters are positioned in the center of the combat window.
  2. Far range - The two active characters are positioned at the edges of the combat window.
  3. Both - Used to describe abilities that can be used at either range.

ManeuverEdit

In the maneuver phase there are three options available:

Maneuver 3

From left to right

  1. Pass - Costs 0 Energy.
  2. Get far - Costs 50 Energy.
  3. Get close - Costs 50 Energy.

How the Maneuver Phase is playedEdit

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 passing means that their opponent's maneuver defines the range outcome for this maneuver phase. If both players pass, the range remains unchanged. The combat phase then initiates.

The Maneuver Phase has two possible outcomes, close range and far range. Below lists the processes through which each of these can be achieved.

Outcomes of the maneuver phaseEdit

  1. Player A selects pass.
    1. Player B selects pass.
      • Range remains the same.
    2. Player B selects get close.
      • Range is set to close.
    3. Player B selects get far.
      • Range is set to far.
  2. Player A selects get far.
    1. Player B selects pass.
      • Range is set to far.
    2. Player B selects get close.
      • Range remains the same.
    3. Player B selects get far.
      • Range is set to far.
  3. Player A selects get close.
    1. Player B selects pass.
      • Range is set to close.
    2. Player B selects get close.
      • Range is set to close.
    3. Player B selects get far.
      • Range remains the same.

List of factors which affect the Maneuver PhaseEdit