Play
Actions
13min
during an activation, a unit can spend up to 2 action points from the list below in any order move a unit can walk as many hexes as its anatomy docid\ ts16cv658aqm99nh6hdzq value 1 action point yellow bordered range, yellow arrow run a unit can run as many hexes as double its anatomy docid\ ts16cv658aqm99nh6hdzq 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 a unit can attack an enemy unit from its anatomy docid\ ts16cv658aqm99nh6hdzq value anatomy docid\ ts16cv658aqm99nh6hdzq can be increased with game effects or mythos docid\ f9nvde3hplmi2228ef cm abilities 1 action point red arrow mythos mythos docid\ f9nvde3hplmi2228ef cm 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 a capture point action will score you points and remove a gem from the amphiteatre 1 action point fortify 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 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