# Combat Flow

At the start of each battle, each mercenary on both sides is positioned in a pre-determined grid formation that players set before the fight. Combat is structured around **Rounds** and **Turns**.

1. **Rounds**:
   * Each **Round** represents a full cycle during which all surviving mercenaries get one opportunity to act.
   * At the beginning of each round, all mercenaries take their actions in order of their **Speed** stat, with faster units acting before slower ones. This process defines their individual **Turns** within the round.
   * Some abilities can alter the natural turn order, so keep an eye on skills that influence when mercenaries act.
2. **Turns**:
   * When it's a mercenary's turn, they will automatically select a target based on their targeting rules and the enemy's formation. The selection of targets depends on their positioning and predefined logic.
   * Many skills and talents are activated at specific points during a mercenary's turn: at the **start of their turn**, **before attacking**, **upon the attack**, **after the attack**, and at the **end of their turn**.
3. **Gears and Sigils**:
   * Starting from the second round, at the beginning of each round, both sides can choose one from four randomly presented **Gears** or three **Sigils**, and assign it to one of their mercenaries.
4. **End of Combat**:
   * The battle ends when all mercenaries on one side are completely eliminated.


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