Play

Actions

13min

During an activation, a unit can spend up to 2 action points from the list below in any order.

Move

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A unit can walk as many hexes as its Move Range value.

  • 1 Action Point
  • Yellow bordered range, yellow arrow


Run

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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


Attack

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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

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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


Capture Point

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A capture point action will score you points and remove a gem from the Amphiteatre.

1 Action Point



Fortify

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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



Rally

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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