Understanding who’s turn it is now can be a little confusing in Legends of Runeterra. EasyCollin explained some of the mechanics in this guide.
The attack token
The attack token is what determines who will be acting in each round. At the start of the game one player starts with this token, this player is the odd player. At the end of everyone’s round, meaning both players have passed without taking action, the token switches side and goes to the opponent. This means it’s now the even opponents turn to attack.
By even and odd opponents we are referring to the fact the player 1 will always be attacking an odd round and player 2 will always be talking on an even round unless rally. Rally allows the odd or even player to attack a turn they normally wouldn’t.
It reads, If you do not have the attack token, gain one. This means you cannot stack tokens, however, you can attack multiple times in one turn. If you rally, attack, and then rally again you’re units will be ready to attack again that round. You can also attack and then rally on your own round. It’s important to understand that this does not take the token from your opponent just gives you one.
- Related Topic: Legends of Runeterra: How to fight against Ledros decks
Starting and Ending around
At the start of each round, each player is granted 1 action. This means if player 1 passes, player 2 can act. Every time you take your first action, you gain action in a queue. This does not stack, meaning you can only ever have one action lined up. Every time your opponent takes an action, you gain one as well.
For example, if on turn 1 the odd player passes, the even player can end the round by also passing. If the even player takes an action, however, both the odd and even player will gain an action. This means when the even player passes the odd player has the option to take action. If the odd player passes it’s passed back to the even player and so on. This allows for bluffing to occur.
Bluffing is passing a turn in which you want to act in order to bait out more cards. If an even player on round 4 wants to play avalanche to clear a somewhat annoying board, they could choose to simply pass the turn and see if the odd player will play more units into the card, or deplete their mana to limit reactions.
The risk with this is that if the odd player passes, the round will end. This can be done from either attacking or defending but will always run the risk unless a burst pass was performed. This involves an understanding of spell mechanics so if confused see here. Burst spells can be cast without giving action to your opponent but this still counts as you taking an action in a turn. So if done on the start of a round where you are attacking, your opponent might pass waiting to see what else you are planning. If you, however, pass at this point the round will end, possibly stealing full turns worth of mana if they intended to act.