and build the
.Each player gathers and places a
an army. Figures that cannot be placed in theStarting Zone cannot be used.For
armies, highest roller places his armyﬁrst, then placement passes to the left.If
an army, players choose an army card andplace the ﬁgure(s) in turn:
For a 2-player game
, highest roller chooses one ArmyCard, then the other player chooses two, then eachchooses one, in turn, until both Armies are chosenand placed.
For 3 or more players
, highest roller chooses oneArmy Card, then the player to the left chooses one,and so on. The last player chooses two cards. Draftingone card then goes back around the players in reverseorder until the last chooses two. Continue back andforth until all Armies are chosen and placed.
The game is played in
which consist of
for each player. Start the Round Marker on 1 to begin.
Players take turns one at a time until each playerhas taken three turns.
to the next number.
Order Markers, Initiative & the Turn
Each turn players move and attack with the ﬁgureson one Army Card. Players simultaneously place OrderMarkers on their cards in their order of activation. The
marker is a decoy.All players roll a d20 for Initiative. The highest rollertakes the ﬁrst turn, then play passes to the left. Tiesare re-rolled.A player turn consists of three actions in this order:
ﬁgure(s) on the Army Card.
with ﬁgure(s) on the Army Card.If the ﬁgure(s) on an Army Card have been destroyedearlier in the round, the turn is lost.
Figures are moved a number of hexes up to their
number. Squad ﬁgures are moved in any order,one at a time.Figures may move through friendly ﬁgure spacesunless that ﬁgure is
. Movement through anenemy ﬁgure space, or ending a move on an occupiedspace, is not allowed.
When moving up, the side of each higher level countsas one space (
and water spaces do not addheight). A ﬁgure cannot move up a number of levelshigher than its Height number all at once.
Moving down does not add to movement, but you may
if moving to any space other than a water space.If a drop is more than a ﬁgure’s Height, roll oneAttack die after moving (if the drop is 10 levels morethan its Height, roll 2 dice).
A ﬁgure must end its move when moving to a waterspace from any other space. When moving from awater space to a higher land space, the
rule applies. Double-based ﬁgures may move past onewater space that’s between two land spaces withoutstopping.
When moving a double-spaced ﬁgure decide whichend to lead with, then move so that the other endfollows the same spaces the leading end just left. Themove must end on two spaces of the same height.
Overhangs and Tight Quarters
Only ﬁgures small enough to do so may move underoverhangs. If moving up onto a low overhang, countnearby support tiles. A ﬁgure may not move throughor into a space that it can’t ﬁt completely into.
A ﬁgure becomes engaged when it moves adjacent toan opponent’s ﬁgure.If one ﬁgure is on a level equal to or higher thanthe height of the other ﬁgure, they are not adjacent/engaged.If a ruin is between two ﬁgures, both ﬁgure’s heightsmust be higher than the ruin to be engaged. Ruinshave a height of 6.A ﬁgure may move around a ﬁgure with which it isengaged, but as soon as you move away from it, theopponent may make a
of one attack die(no defense die is rolled). If engaged with multipleopponents, each opponent gets to roll an attack die.