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The supply rules refer to " Once a day, at the beginning of the midnight turn ...". For those games/scenarios where the turn spans the midnight hour, for example 2200-0200, which turn is the midnight turn, 2200-0200 or 0200-0600? Is there a quick way of determining this?
I am assuming that you're referring to the corp attachment rule. The message at the beginning of your turn will advise you when you may reassign corp attachments, in case you have any doubts.
And further, everything that is supposed to happen on the "midnight turn" will be either midnight, or the first turn that occurs AFTER midnight if there is no midnight turn, so all would happen on the 0200 turn, if that is the first turn on or after midnight.

Rick
Yes, I think the general rule of thumb (or at least it seems like this to me) is that the midnight turn is the first turn of the new day. If 0000/2400 falls in the middle of your 2200-0200 turn then the date will be that of the previous day so it will not be the midnight turn.
It seems all time-dependent events happen like that. If an event (reinforcement, fixing, un-fixing, withdrawal, etc) is scheduled to occur at 0800, but turns start at 0700 and 0900, the event will occur at the start of the 0900 turn.

As a general rule that'd be "at the start of the current turn all events will occur that are scheduled to occur at the current time, or were scheduled to occur between the start of last turn and this one" rather than "at the start of the current turn all events will occur that are scheduled to occur at the current time, or are scheduled to occur between the start of this turn and the next one"
JonS1 Wrote:It seems all time-dependent events happen like that. If an event (reinforcement, fixing, un-fixing, withdrawal, etc) is scheduled to occur at 0800, but turns start at 0700 and 0900, the event will occur at the start of the 0900 turn.

This shouldn't happen in Scenarios that come with the game - and if there are any where this occurs, please let me know by email and I will correct them.

All stock scn should have reinforcement, fixing, un-fixing, withdrawal assigned to occur at a time which a game turns starts on.

Whereas the original question was on Midnight turn. And if a turn doesn't start at 0000, then it will be the next turn that starts AFTER 0000.

Glenn