Modified, concise rules for first-time players.
Setup and Materials
Make sure you have a 50-card deck for each player, 3 combat zone cards, and a dice or coin.
- Place the 3 combat zones in a line between the players.
- Randomly decide the first turn player with dice or coin.
- Shuffle your deck and draw 7 cards. If you are unsatisfied with your hand, you may shuffle your hand into your deck and draw another 7 cards once per game.
Turn Structure
Each turn, a player proceeds through the following phases.
Ready Phase:
- Turn all cards on your side of the board upright to ready them. Cards that are turned sideways are considered exhausted.
- On your first turn, nothing happens during this phase.
Draw Phase:
- Draw a card. If you play first, skip this on your first turn.
Main Phase:
- Place 1 card face-down into your supply zone. You may do this only once per turn. Newly played supply is always ready.
- Play a unit, action, territory, or item. You must pay its cost, shown on the top right of the card, by exhausting (turning sideways) **that many ready supply.
- Units and Items enter the staging zone. Units enter exhausted (turned sideways), while items enter ready. Territories are played directly on a combat zone and remain there.
- Actions have a one-time effect, and are sent to discard after that effect is resolved.
- A ready unit can attack a combat zone by exhausting. No more than one unit can be in each zone; if an enemy unit already controls that zone, move to the Combat Phase.
- Exhausted defenders do not return damage! So attack them when they are vulnerable.
- You can play cards and move units as many times as you want, as long as you can pay the costs.
Combat Phase:
- Combat begins when a unit attacks a combat zone controlled by an enemy.
- Resolve any On Attack and On Defend abilities the cards may have.
- Before any damage is dealt, the defending player may play any number of counter cards that affect battle.
- After the counter step, a ready defender may exhaust itself to retaliate. Retaliating allows it to return damage to the attacker.
- Units deal damage to each other simultaneously. A unit dies when its health reaches 0. Keep track of damage on each unit until the end of the turn.