Combat rules / 0.2.0
Timing and resolution order
Map exploration, placement turns, and ongoing board reactions advance differently.
Reactomino has three ways of advancing time. Knowing which one an effect uses helps you decide whether waiting is safe.
Three kinds of time
| Time | What advances it | Main effects |
|---|---|---|
| Map exploration | Completing nodes | Day count, time of day, daily modifiers, and map weather |
| Battle turns | Successfully placing a piece | Enemy actions, turn-based restrictions, periodic weather, and bottom pressure |
| Ongoing board activity | Time passing while battle is running | Sand, fire, liquids, mechanisms, TNT, and moving objects |
Selecting, moving, or rotating a piece is not a placement. Casting an active skill does not add a placement turn either. However, material reactions can continue while you aim. Pause when you need time to read.
The broad order of a placement
Check the landing position → place blocks and liquids → determine line clears → deal placement damage → record SPIN / COMBO and resolve clear rewards → resolve contact reactions → advance turn statuses and the queue → advance enemies, bottom pressure, and weather.
This is why a single piece can produce both placement and line-clear damage, and why an enemy may act immediately after you place it.
Chains after placement
Falling sand, mechanisms, explosions, and liquids can change the board and cause further clears. These can advance COMBO and use the natural-chain multiplier.
Clearing several lines at once advances COMBO once. A later, separate clear advances it again. A successful placement that clears no lines breaks the previous COMBO.
See Clears and COMBO, Enemy actions, and Weather and pressure.