Game
- 5 Rounds, 6 Phases
- Each round:
- Events
- Reveal the next event token(s)
- If a player passes a token during scoring, bump it along to be ontop of the next token
- Update initiative
- Refresh exhaused skills (turn them upgright)
- Reveal the next event token(s)
- Draw Cards
- Draw 4, discard to 7
- Actions
- Following initiative track, each player gets 3 actions, 1 at a time, use action tracker to track
- Actions Available:
- Move
- Discard 1+ cards, add up movement icons into points, spend points to move units
- Movement stops upon encountering enemy/trog token (more units can move in to join though)
- Next resolve:
- Exploration tokens
- Trog tokens
- If uncontested, place control token
- If contested, place battle token. until resolved:
- no units may enter this region
- place attacker unit on token to denote this
- structures can not be built here
- Unless noted, region may not be affected
- Defender units may leave, however double enemey count must remain
- Recruit
- Discard 1+ cards, add up recruit icons into points, spend points to add units into headquarters
- Build/Activate structure
- Discard 1+ cards, add up building icons into points, spend points to add/activate structures
- You can build and activate in the same action
- A building can only be activated once per action
- Can’t build in HQ or a battle region (with a battle token)
- Can’t have >1 of the same type in a region
- Unless noted, can’t activate buildings in a battle region
- If control of region lost, structure remains, but it can’t be activated
- Discard 1+ cards, add up building icons into points, spend points to add/activate structures
- Draw 2 tactics cards (from deck or any terrain deck), keep 1
- Enable Scoring
- Once of your cards has this as an action
- Move
- Battle Resolution
- For each battle token in order:
- add a crystal to the region
- transfer the units to the battle objectives (attacker first)
- play tactics cards (attacker first, one at a time, pass is final)
- terrain tactics can only used if the region matches
- resolve the objectives
- region control
- winner gets 2VP and places control token
- unless non-player Trog, in which case place a Trog Nest token
- Defender wins draws
- winner gets 2VP and places control token
- capture prisoners
- winner takes 1 prisoner (from any objective, even from attrition)
- attrition
- for each unit placed, kill one enemy unit (from any objective) – back to reserve
- score 1VP per enemy killed
- region control
- place surviving winners back into region
- retreat with surviving losing units
- into an adjacent, non-battle, region under retreating players control
- unless non-player Trog, in which case place a Trog Nest token into an adjacent uncrontrolled region
- this may trigger a trog token, reveal it and place a battle token
- if there’s nowhere to retreat, they go to Reserve
- remove battle token
- For each battle token in order:
- Prisoners
- Score 1VP for each prisoner you have
- Buy back prisoners for 2VP per prisoner (no limit), back to Reserve
- Scoring – if enabled
- The player who enabled scoring gains 1VP per region they control
- All players scores 1VP per crystal in regions they control
- If a player passes an event token during scoring, bump it along to be ontop of the next token
- Events
- End of game
- At the start of the 5th round the Event token is “Enable final scoring” – there is a Final Scoring token for this
- Scoring can not be enabled by players in the 5th round
During Play
- During your turn skills can be used before/after your action
- turn the card 90 degrees to indicate it is exhausted
- The Trogs are only controlled in a 4 player game
- Trog tokens still spawn trogs and they’re available for use immediately
- Trogs can move between regions with tunnels (prebuilt and structure token)
- Losing a battle results in a normal player retreat, not trog exception
- Trogs only score half total points (rounded up) for crystals in their control
Score Points From
- 2VP – winning battles
- 1VP – killing during battles
- 1VP per prisoner per round
- 1VP per controlled region per round if you activate scoring
- 1VP per crystal in a controlled region per round
Tips
- control regions, activate scoring, get points
- boost crystal count by triggering battles
- familiarise yourself with your skills and structures
- take tactics cards that match territory where you are likely to contest