Actions
During an activation, a unit can spend up to 2 action points from the list below in any order.
A unit can walk as many hexes as its Move Range value.
- 1 Action Point
- Yellow bordered range, yellow arrow
A unit can run as many hexes as double its Move Range value. This action can be valuable in the early turns or when you want to run away from an enemy unit.
- 2 Action Points
- Orange bordered range, orange arrow
A unit can attack an enemy unit from its Attack Range value. Attack Range can be increased with game effects or Mythos abilities.
- 1 Action Point
- Red arrow
Mythos are the most powerful actions in the game and can vary from a powerful attack, teleportation, blessing or cursing a unit.
- 1 Action Point
- 1-20 Mythos Power
- Purple arrow
A capture point action will score you points and remove a gem from the Amphiteatre.
1 Action Point
A fortify action allows your unit to take a defensive stance, giving your unit a +20 bonus to its defense value. This will reduce the damage received.
1 Action Point
A rally action is required when the unit has failed a Morale test, after the rally action it can resume the turn as normal.
1 Action Point