⏲️ Anatomy of a Round -

In Babayaga, the eight weeks of waiting are abstracted into eight rounds, each of which are further broken down into four phases; ‘Dawn,’ ‘Day Break,’ ‘High Noon,’ and ‘Gloaming’. Different parts of the game happen in the different phases of a round and for Players, timing plans in order to achieve a particular outcome, is an important skill to grasp early in the day.

Phase Breakdown -

Phase:Time:Example Events:
Dawn10minsTown Crier (Announcements), Duels, and Rituals
Day Break20minsTravel, Gambits, and Battle Orders
High Noon15minsOutcomes, and Consultations
Gloaming15minsTeam Time and Upkeep

Each round will go for about an hour though in some cases the timer will be stopped to resolve complex events without time proceeding. Players should note that the game itself cold go longer or end earlier than anticipated, dictated by how the day and story unfolds.

Dawn -

The Dawn phase occurs at the very beginning of every round. During the Dawn phase, Players will be at liberty to begin drafting any dispatches and communications that they need for the following round, with some restrictions. Players who have been called to Duels must decide if they are attending and if so proceed to the battlefield area. Any betrothals will also be announced during this phase. This is also the time where updates in the game will be relayed by both Control and other Players. Players are not restricted in where they can be in the room during the Dawn phase but should not use this time to converse with other Players more than absolutely necessary. The Dawn phase is a personal preparation time and should be used to manage lands or prepare actions for the coming round. War Councils can be called for during the Dawn phase, but they may not convene until the subsequent phase.

Day Break -

Day Break is a phase for actioning plans. The most important thing for Players to make sure that they have done by the end of this phase is to have submitted their Travel Papers. In addition, any Gambits and Battle Orders need to be finalised and submitted to Control by the end of this phase. Day Break is also when Players should meet with their allies and attend any War Councils that they are invited to. Players with the Spider role should make contact with their assets during this time.

High Noon -

High Noon is when game events occur. Primarily, any Players involved in a Battle Order that round will need to go to the battlefield area in order to resolve conflicts. Gambits from the previous turn will begin to be actioned during this time also and affected Players will be informed how their character has been influenced. Intelligence projects will also progress during this time and Spiders will be informed if anything has been reported back through their intelligence networks.

Gloaming -

The Gloaming phase is a time for Players to return to their teams and organise for the next round. During this time Control will also lock in the production from each Player’s lands and determine whether each region is in good standing or turmoil. During team time, Players are encouraged to stay at their House, or an ally’s table to prepare for the start of the next round and touch base with their collaborators. Players should pick a table to stay at during this phase and generally not be moving around unless absolutely necessary.