Unit Cards

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