PHASE

A predictable shift in the dynamics of a game according to the world’s rules, and do not necessarily involve a mode change. Phases can include games changing their systems after a number of turns, or in sequence during a single train of actions. Examples of phase changes include: day & night cycles which alter play conditions, power-ups that switch the player’s place in the food chain.

Bravely Default chooses the tried and true–although lately, somewhat unfashionable–method of splitting play between town, dungeon and battle phases.”