Win Condition
The last side to have live units remaining on the board once deployments are over wins.
– Start of Round –
Initiative
- Whoever has fewer active units chooses initiative
- When both players are even, roll d20. Higher gets to choose initiative
- Player given initiative acts first in every phase for the round
Phases 1: Deployment
« Once your army supply is depleted, skip this phase »
- Deploy maximum possible base units of your choice as per Supply Mat, in initiative order (do not alternate)
- Advanced: Deploy hidden, reveal after both have deployed
- Trigger all “upon deployment” ability effects, in initiative order (do not alternate)
Phase 2: Tactics
- Place turn tokens on units and relevant artifacts
- Trigger all “start of tactics” ability effects in initiative order
- Take a turn using a single turn token, starting with initiative player
- May move up to maximum movement for that unit
- May use an active ability (may not move after acting unless specified)
- Remove turn token
- Alternate turns until one player is out of tokens. Other player finishes using all tokens
Phase 3: Bombardment
- Place bombardment filter
- Announce and optionally use any bombard abilities that change dice to be thrown, in initiative order (do not alternate)
- Throw all player dice, in initiative order (do not alternate)
- Remove bombardment filter
- Announce and optionally use any bombard abilities on “landed dice”, in initiative order (do not alternate)
- Evaluate dice damage
- Trigger “after damage evaluation” ability effects
– End of Round –
Dice
D6: Face-value at hex D8: Face-value at hex + 1/2 Face-value rounded down, min of 1 at adjacent hexes D20: Face-value at hex D12: Face-value at hex + 1/2 Face-value rounded down, min of 1 at adjacent hexes, may be rethrown once immediately