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{{DisambigF|the sequence that orders follow within a single phase|all of the phases in a turn|turn phases}}
{{DisambigF|the move order between players (who goes first, second, etc.)|all phases within a turn|Turn Phases}}
WarLight will always execute your orders in the order that you supply them, mixed in with the orders from the other players. In the [[Orders list]] in the top-right, you can re-arrange your orders by clicking on them and using the up and down buttons.
Sometimes it is advantageous for your orders to happen early in the turn, other times it is better for your orders to happen after your opponent's orders. 


When you want an order to happen after your opponents, often it is useful to execute "dummy" moves first (simply moving armies around within your own territory) so that your important moves happen later in the turn rather than sooner.  At least one army must actually move.  If no armies move, it won't delay your orders at all.  For example, if you execute a [[transfer only]] order to a spot you don't control, this won't result in any armies moving and therefore won't delay your later orders at all.
'''Move Order''' determines the sequence in which players' orders are executed.


==Types of Move Order==
War.app always executes your own orders in the order you arrange them. However, those orders are interleaved with orders from other players according to the game's move order setting.
Players can specify one of three ways that the move order will work for their game when they create it: Random, Cycle, or No-Luck Cycle. You should check the Settings panel of a game to see which mode it's in.


===Random Move Order===
The current move order system can be found in the game's Settings dialog.


When a game is configured to randomize the move order, WarLight will randomize the move order on each turn. Each player's first order is executed in this random order, then each player's second order, and each player's third.
== Order Priority ==
This means that in 1v1 games you always have a 50% chance that your first order will happen before your opponent's first order.
For the next round of attacks, the order is reversed so the last player in the first round gets the first move in the second round. It then reverses again for the third round, and so on. This process continues until all orders are executed.
In team games, WarLight ensures that teams are first randomized into their own move order, and then the players within each team. For example, in a 2v2 game, it's not possible for both of team A's players to get to move before any of team B's players.


===Cyclic Move Order===
Within your turn, orders execute in the same sequence that they appear in your [[Orders List]].


If the move order setting for a game is set to "Cycle", the move order works a bit differently. The first turn of a game is randomized just as it would be in the Random Move Order system presented above, but subsequent turns just reverse the order each time. For example: ABCD becomes DCBA the next turn, then returns to ABCD for the third turn.  This means that, unlike the random move order, the move order is predictable.
You can rearrange orders by selecting them and using the up and down buttons in the Orders List.
There's no way to see the cycle for a game. You must deduce it by observing the sequence that orders happen. Note that it is possible to deduce the sequence from deploys as well as move orders.
Unlike No-Luck Cycle you can NOT check what the move-order is.
This works well for 1v1 games, since one player will get first move on all of the even numbered turns while the other player gets the odd numbered turns.


In games with [[manual distribution]], the order in which territories are distributed is considered part of the cycle. For example, in a game with two players (A and B), if player A gets their first pick, player B will get first move on the first turn.
Sometimes it is advantageous for an important move to happen later in the turn. In these situations, players will often use '''dummy moves''' first so that their more important orders execute later.


===No-Luck Cycle Move Order===
A dummy move only delays later orders if armies actually move. For example:


No-Luck Cyclic is like Cyclic, except that it aims to remove the random roll on the first turn.  The initial order of the cycle is determined by how fast each player plays during their first turn (or during territory distribution if it's a manual distribution game).  Whoever plays fastest will be placed 1st in the first move order, and the second fastest player will be placed 2nd, etc. After the initial order is determined, move order will simply swap back and forth just as it would in cyclic move order.
* Moving armies between two territories you own will delay subsequent orders.
* A [[Transfer Only]] order that cannot transfer any armies will not delay later orders.


In order to make this fair, the game will only measure the time from when you began playing your first turn until when you complete it.  When a game begins using this move order, the map is initially hidden and a the [[begin dialog]] appears.  Clicking the begin button reveals the map and starts your timer, which will stop when you commit orders or picks.
== Move Order Types ==


If you modify your orders on the first turn, it will extend your total move speed to encompass the entire time from when you begun until your final commit.  For example, if you begin taking your turn at 1:00pm and commit at 1:10pm, your play speed will be 10 minutes.  However, if at 1:30 you change your mind and change your orders/picks, your play speed will update to 30 minutes.
War.app supports three move order systems:


To increase transparency, you can also see exactly how quickly each player took their first turn on WarLight.net in the Menu -> Players window.  This shows how fast they took their turn, and if you hover over that value, it also shows the exact time they began and ended taking it.  As a separate column, it also shows the resulting move cycle that was determined based on these times.  This highlights another difference between this new move order and the standard cyclic move order:  the cycle is known by all players.  In cyclic move order, it's up to players to figure out the cycle on their own, but in no-luck cycle, WarLight reveals to all players who will be moving when.  To help make it obvious, the game shows exactly who will move on the next turn in the left column:
* Random
* Cyclic
* No-Luck Cycle


https://d32kaghj56y4ei.cloudfront.net/static/img/NoLuckCycle.png
=== Random Move Order ===


You can hover over this label to see the entire move sequence for the next turn.
At the start of each turn, War.app randomly determines the player order.


In team games, the slowest player's time of the team will be used to determine the order of the teams in the cycle.  Then, within each team, the order is determined by the move speed of each player compared to their teammates.
For example:


==See also==
* Turn 1: A B C D
* Turn 2: C A D B
* Turn 3: D C B A
 
Each player's first order is executed according to that random order.
 
Once every player has executed their first order, the order reverses and each player's second order is executed. The order then reverses again for the third set of orders, and so on.
 
In a 1v1 game, this means each player has a 50% chance of moving first on every turn.
 
==== Team Games ====
 
In team games, War.app first randomizes the teams and then randomizes players within each team.
 
This ensures that one team cannot receive all of the earliest move positions.
 
For example, in a 2v2 game, both players on Team A will never move before either player on Team B.
 
=== Cyclic Move Order ===
 
Cyclic Move Order is the most common system.
 
Cyclic Move Order begins with a random order on the first turn, but thereafter alternates between that order and its reverse.
 
For example:
 
* Turn 1: A B C D
* Turn 2: D C B A
* Turn 3: A B C D
* Turn 4: D C B A
 
This makes move order predictable once the cycle has been determined.
 
War.app does not reveal the cycle directly. Players must deduce it by observing the order in which deployments and moves occur.
 
==== Manual Distribution ====
 
In [[Manual Distribution]] games, territory distribution is considered part of the cycle.
 
For example, in a two-player game:
 
* If Player A receives the first territory during distribution,
* Player B will receive first move on turn 1.
 
=== No-Luck Cycle ===
 
No-Luck Cycle is similar to Cyclic Move Order, except the initial cycle is determined by player speed rather than a random draw.
 
The player who completes their first turn the fastest receives the first position in the cycle. The second-fastest player receives the second position, and so on.
 
Once established, the cycle alternates exactly as it does in Cyclic Move Order.
 
==== Begin Dialog ====
 
To ensure fairness, games using No-Luck Cycle begin with the map hidden behind the [[Begin Dialog]].
 
Your timer starts when you press Begin and stops when you commit your orders or territory picks.
 
If you later modify those orders before the turn ends, your recorded time is extended to include the additional time.
 
For example:
 
* Begin at 1:00 PM
* Commit at 1:10 PM
 
Initial time: 10 minutes
 
If you later change your orders at 1:30 PM, your final recorded time becomes 30 minutes.
 
==== Transparency ====
 
Unlike standard Cyclic Move Order, No-Luck Cycle publicly reveals the move cycle.
 
The Game → Move Order window displays:
 
* Each player's first-turn completion time
* Their position in the cycle
* The move order for future turns
 
This allows all players to know exactly who will move first on upcoming turns.
 
==== Team Games ====
 
In team games, team ordering is determined by the slowest player on each team.
 
Within each team, players are then ordered according to their own completion times relative to their teammates.
 
== Order Execution ==
 
After the move order has been determined, War.app executes orders one phase at a time.
 
Within each [[Turn Phases|phase]]:
 
# Every player's first order is executed according to the current move order.
# The move order is reversed.
# Every player's second order is executed.
# The move order reverses again.
# The process repeats until all orders in that phase have been executed.
 
Once all orders in a phase are complete, War.app moves on to the next phase.
 
== Strategy ==
 
Because move order can have a significant impact on the outcome of battles, players often adjust their order sequence strategically.
 
Examples include:
 
* Using dummy moves to delay important attacks.
* Timing transfers to occur before or after enemy attacks.
* Exploiting known cycles in Cyclic and No-Luck Cycle games.
 
Understanding move order is one of the most important advanced skills in War.app.
 
== See Also ==


* [[Turn phases]]
* [[Turn phases]]
* [[Orders List]]
* [[Manual Distribution]]
* [[Begin dialog]]


[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Game Settings]]
[[Category:Game Settings]]

Latest revision as of 13:35, 14 June 2026

This article is about the move order between players (who goes first, second, etc.). For information about all phases within a turn, see Turn Phases.

Move Order determines the sequence in which players' orders are executed.

War.app always executes your own orders in the order you arrange them. However, those orders are interleaved with orders from other players according to the game's move order setting.

The current move order system can be found in the game's Settings dialog.

Order Priority

Within your turn, orders execute in the same sequence that they appear in your Orders List.

You can rearrange orders by selecting them and using the up and down buttons in the Orders List.

Sometimes it is advantageous for an important move to happen later in the turn. In these situations, players will often use dummy moves first so that their more important orders execute later.

A dummy move only delays later orders if armies actually move. For example:

  • Moving armies between two territories you own will delay subsequent orders.
  • A Transfer Only order that cannot transfer any armies will not delay later orders.

Move Order Types

War.app supports three move order systems:

  • Random
  • Cyclic
  • No-Luck Cycle

Random Move Order

At the start of each turn, War.app randomly determines the player order.

For example:

  • Turn 1: A B C D
  • Turn 2: C A D B
  • Turn 3: D C B A

Each player's first order is executed according to that random order.

Once every player has executed their first order, the order reverses and each player's second order is executed. The order then reverses again for the third set of orders, and so on.

In a 1v1 game, this means each player has a 50% chance of moving first on every turn.

Team Games

In team games, War.app first randomizes the teams and then randomizes players within each team.

This ensures that one team cannot receive all of the earliest move positions.

For example, in a 2v2 game, both players on Team A will never move before either player on Team B.

Cyclic Move Order

Cyclic Move Order is the most common system.

Cyclic Move Order begins with a random order on the first turn, but thereafter alternates between that order and its reverse.

For example:

  • Turn 1: A B C D
  • Turn 2: D C B A
  • Turn 3: A B C D
  • Turn 4: D C B A

This makes move order predictable once the cycle has been determined.

War.app does not reveal the cycle directly. Players must deduce it by observing the order in which deployments and moves occur.

Manual Distribution

In Manual Distribution games, territory distribution is considered part of the cycle.

For example, in a two-player game:

  • If Player A receives the first territory during distribution,
  • Player B will receive first move on turn 1.

No-Luck Cycle

No-Luck Cycle is similar to Cyclic Move Order, except the initial cycle is determined by player speed rather than a random draw.

The player who completes their first turn the fastest receives the first position in the cycle. The second-fastest player receives the second position, and so on.

Once established, the cycle alternates exactly as it does in Cyclic Move Order.

Begin Dialog

To ensure fairness, games using No-Luck Cycle begin with the map hidden behind the Begin Dialog.

Your timer starts when you press Begin and stops when you commit your orders or territory picks.

If you later modify those orders before the turn ends, your recorded time is extended to include the additional time.

For example:

  • Begin at 1:00 PM
  • Commit at 1:10 PM

Initial time: 10 minutes

If you later change your orders at 1:30 PM, your final recorded time becomes 30 minutes.

Transparency

Unlike standard Cyclic Move Order, No-Luck Cycle publicly reveals the move cycle.

The Game → Move Order window displays:

  • Each player's first-turn completion time
  • Their position in the cycle
  • The move order for future turns

This allows all players to know exactly who will move first on upcoming turns.

Team Games

In team games, team ordering is determined by the slowest player on each team.

Within each team, players are then ordered according to their own completion times relative to their teammates.

Order Execution

After the move order has been determined, War.app executes orders one phase at a time.

Within each phase:

  1. Every player's first order is executed according to the current move order.
  2. The move order is reversed.
  3. Every player's second order is executed.
  4. The move order reverses again.
  5. The process repeats until all orders in that phase have been executed.

Once all orders in a phase are complete, War.app moves on to the next phase.

Strategy

Because move order can have a significant impact on the outcome of battles, players often adjust their order sequence strategically.

Examples include:

  • Using dummy moves to delay important attacks.
  • Timing transfers to occur before or after enemy attacks.
  • Exploiting known cycles in Cyclic and No-Luck Cycle games.

Understanding move order is one of the most important advanced skills in War.app.

See Also