There are exceptions to the general turn sequence when things are worked out as they occur rather than in any strict order. Quite often the actions of one player will trigger the sudden appearance of a particular troop type, or activate some special weapon or occurrence. Examples of this are springing a bear trap or sinking into quicksand - consequences resulting from movement which may be conveniently resolved there and then. Inevitably, there will be the odd occasion when events can be worked out in one phase or another with little real difference.