A game of COR is divided into rounds, which serve as the key measurement of how long a game has lasted. Throughout the guide, there are many details that tie into rounds, and an understanding of rounds is critical for playing the game. A round is representative of a full 24-hour day, and thus it is divided into two phases: day and night. During a round, all the players cycle through their turns twice (the first of these turns takes place during the day, the second takes place during the night).
Every player's first turn in a round takes place during the day. During this turn, all units function normally.
The second turn in a round takes place during the night. At this turn, due to the nature of fighting in the dark, combat becomes more difficult in 2 ways:
All units have their attack reduced by the value of their Precision Rating.
Defenders reduce any damage their defense roll would deal to an attacker by their precision rating.
The notable exceptions to this rule are scouts. Any unit listed as a scout is not affected by the combat penalties of night.
As mentioned, all rounds are divided into player turns. It is during these turns that a player performs the vast majority of their actions that will decide the outcome of the game. At the start of a player turn, a player may do miscellaneous activities that are explained in other sections. After this initial phase, however, players can do one of two things: issue unit commands or research a technology. After one of these has been done, the player's turn has ended.
When issuing commands, a player can issue a total of 4 unit commands: 1 with a hero and the rest with 3 different nonheroes. Heroes are marked by a single microfigure icon in the lower righthand corner of their page, while nonheroes are marked by a group of microfigures. After all four unit commands are complete, the player's turn is finished.
A player performs a unit command by first selecting the unit that will carry out the command. A unit is any structure, vehicle, animal, or humanoid creature that has its own page in the faction's tech tree. The unit command then consists of three phases:
At the start of a unit command, a player may choose to rearrange the unit's inventory (this may include swapping weapons between inventory slots, dropping items, giving items to other units, picking up items, or depositing items). More information about this can be found on the items page.
Next, the player then moves the selected unit to a desired location within the unit's movement range.
After moving a unit, players may perform one final action with each unit. This final action can be:
Attack (either with a standard attack or special attack)
Cast a spell
Rearrange the unit's inventory a 2nd time
Once these steps have been carried out, the the unit command ends.
When taking a unit command with a building, any and all functions of the structure may be performed in a single turn and in no particular order.
When playing COR, players have to account for the unpredictable nature of the environment. This includes anything from hazardous weather to disease to solar flares. Starting at round ten and on every fifth round thereafter, draw and reveal 1 environmental effect card from each realm deck. Each of these cards affects one of the 4 realms and describes the environmental condition that is in effect on them. These effects and how they come into play are described in more detail in the Environmental Effects section.