In fact, only Selecting Orders in the Orders Phase and Choosing Initial Inaccessible Orders in the Full Game are done purely simultaneously. Many other actions (reacting to an event, planning combat, etc.) can be done simultaneously to speed game play, but if it matters, players have to make their final decision in clockwise order, beginning with the starting player.
Similarly, when executing orders in the Orders Phase, players can do some things simultaneously to speed up the game, if they are sure their decision will not influence and will be not influenced by other players’ decisions. However, whenever it matters, the decisions are made and evaluated in the order of actions: Get Food, Improve Reputation, Dig Tunnels, Mine Gold, Recruit Imps, Buy Traps, Hire Monster (or Ghost), and Build Room. (And within each action, the order is from shorter spaces to longer ones.)
We do not recommend resolving the Battle Phase simultaneously; each player should show what is going on in his or her dungeon to the other players. If you decide to save time by resolving the Battle Phase simultaneously, remember that order becomes important when there is a possibility that the paladin will switch dungeons.
The rules for moving the paladin are the same in the Combat and Building Phases. You have to check the situation after each move on the Evilometer. (Players never move their Evil Counters simultaneously.)
The paladin enters the game as soon as a player’s Evil Counter gets on or above the marked paladin space of the Evilometer. He is put in front of that player’s dungeon. He moves to another dungeon only when another player’s Evil Counter is:
and at the same time:
Especially note:
The paladin is not a wizard, warrior, priest, or thief, but he possesses the abilities of each. That means Vampires can attack him (he is not a priest). An Anti-magic Dart has no special effect if it hits him (he is neither a priest nor a wizard), but if it hits a wizard or priest it does prevent the paladin from casting spells or healing.
The paladin is still an adventurer, so anything that affects adventurers affects him (including traps and attacks that damage all adventurers).
The paladin goes first (except when Illusion was cast), so all standard attacks have to target him, and ghosts can’t attack him. Rolling Stone and Poisoned Meal affect the paladin, while the Pendulum hits the first adventurer behind him.
Even in Combat, the paladin can move to another player, following the general paladin rules. If he moves, he takes all the damage he received so far with him.
Note that Battle is evaluated in clockwise order, beginning with the starting player (i.e., the player that was starting player in the last round of Building). In some cases, this order can influence whether the Paladin moves, to which player he moves, and also whether he will affect Battle again this round.
When the paladin moves to a different dungeon, it results in one of three cases:
If the paladin is eliminated, he goes to the prison of the player that assigned the last point of damage to him (even if another player assigned more damage before the paladin moved). There will be no paladin for the rest of the Combat, no matter how evil the players are.
If the paladin is not eliminated, he leaves to the Distant Lands Board at the end of Combat.
So after First Year Combat, the First Year paladin is out of the game whether he was eliminated or not. If at least one player is on or above the paladin space of the Evilometer at that time, the Second Year paladin is assigned at the start of the Second Year (after the Starting Player Token is moved).