The effect of these rules should be to ensure that each player has the opportunity to play atleast one game each campaign turn and that no player is obliged to play more than one game per campaign turn.
Abstraction within the campaign:
In reality, we know that having multiple detachments should allow for an army to focus its attention on multiplefronts and wage several simultaneous campaigns.However, the effects of this within this campaign systemwould be an exorbitant number of games each campaign turn as players declare two or three attacks each.Therefore, each player should fight only one tabletop battle each campaign turn.The advantage, then to havingmultiple detachments is the ability to strike from a number of different positions or defend those positions.
- the player may hire a minion or mercenary unit for one of his detachments.Unless the players faction is minions or mercenaries hired units will always be subject to Depletion (p.4).
- the player may reposition his army to any tile in his possession.A player maynot Move Out and Attack in the same turn.
- the player's detachment may take control of an uncontrolled tile adjacent to any of his controlled tiles.A detachment may not Attack and Occupy in the same turn.
In this phase, each player resolves their attack (if applicable) by playing an appropriatelysized game.Annihilation rules may be found on page 4.
In this phase, the effects of the players' Orders take effect.New detachments or units becomeavailable.New upgrades to territories are completed.Spy bids are revealed.When a newdetachment becomes available, it must be placed on a friendly faction controlled tile of the player's choosing.
Detachments may move up to two (2) continuous friendly faction controlled tile.Adetachment currently occupying a friendly faction controlled tile may dig-in instead of moving.Units which are dug-in may add +2 to the distance traveled by attacking enemies for the following campaign turn.
Eliminating a Player
When a player is reduced to only one tile and is attacked, he must chose to make a Last Standor Flee.