Turn System: Flexible "You Go, I Go" (YGIG). One action is performed by your side, then one by the enemy side. You can select ANY of your units that still has Action Points (AP) to take the next action for your side.
Action Points (AP): Every unit starts with 2 AP per round. A round ends when all units on both sides have 0 AP.
Moving 1 space: 1 AP
Moving 2 spaces: 2 AP
Attack: 1 AP (Melee or Ranged)
Low Wall: Costs 2 AP to enter.
Combat Formula: [Roll (R) + Skill (S) + Offense (O)] vs [Roll (R) + Skill (S) + Defense (D)]. Results are determined by the 3D dice roll.
Weapons:
Sword: Off 4, Def 4, Range 1.
Axe: Off 3, Def 3, Range 2.
Spear: Off 2, Def 2, Range 3. (-1 Off at Range 2, -2 Off at Range 1). Spear can attack through ONE occupied hex, but not two.
Bow: Off 1, Def 1, Range 2-4. (-1 Off at Range 4). Archers cannot shoot targets 1 space away or past occupied hexes. Archers can only attack 1 time per turn.
Terrain & Line of Sight:
High Walls & Trees: Block movement and Line of Sight (Bows).
Units: Block archer shots; you cannot shoot past a unit. Spears can attack through ONE occupied hex, but not two.
Selection: The active/selected unit is highlighted with a yellow hex border. The border remains after first action if AP is left.
Combat: Successful attackers do NOT move into the defeated unit's hex. Results are calculated using the number shown on the top face of the 3D dice.