Quote Originally Posted by pclips View Post
  • You can move only on your turn, and you can cast only on your turn.
  • When an enemy comes to you on their turn, you can engage, and you can cast. This includes when they are attacking your city.


Why could the Archons cast the DDR spell? They were part of the Coalition and it was now technically their turn. But they could not move because all of Charlescomm's units' move went to zero when Charlie ended turn. Move and hits are restored to full at the beginning of a side's turn, and (re)forming an alliance does not count as starting a new turn.
This is... uhm, this is horribly abuse-able. There's got to be something more... I hope.

Sides 1, 2, and 3 (who move in that order) begin the turn allied.

First action: Side 1's turn, but 2 and 3 go with them due to alliance. The coalition marches max move. They then disband the alliance. They then reform alliance on Side 2.

Second action: Side 2's turn. All units renew HP and move because they begin turn.

Some rule must prevent this abuse, so you haven't told us the full story yet.

Picture this: Charlescomm flies in to GK, but one Archon instead goes to Ansom. Between turns, Charlescomm joins the RCC (by casting the contract on their own turn and Ansom waiting until someone else's to accept, for instance), instead of what really happened. RCC's turn now comes up. What prevents Charlescomm from getting HP and Move restored and taking a second turn on the same day?

The preventative rule should be "All alliances begin on the next day." That prevents any possiblity of a unit having two turns, like Charlecomm just achieved.