Initiative and Deployment

After you have set up the table and built your Party, then you are ready to start the game. The first thing you need to determine is which party goes first. Each side makes an opposed Initiative Value (TN 4) check with their Party Leader (a hero designated as the leader of the party). The player with the most successes decides who deploys first and which side of the table they wish to deploy their party. The player who deploys their Party first, also goes first. Models are deployed 12” on opposing table edges, unless specified differently in the selected scenario. In case of a tie, both players reroll until there is a winner. 

The Round

The Round is completed when both players have completed their turns. 

The Turn

A turn belongs to each player. During the turn, each player follows the Game Sequence. During an active player’s turn, a player can spend their Action Points when they activate a model. Once a model has been activated, they must spend all of their action points, or hold them in reserve to use as interrupts during their opponent’s turn.

Interrupts

A model may hold onto as many Action Points as they wish and delay using them until your opponent’s turn. This is called an interrupt. When a model declares they are using an Action Point, you may use your Action Point to respond to their use of an Action Point with a series of different counter actions. More can be found in the description of Action Point types below.

Game Sequence

Once both sides have deployed, the game begins. There are two phases that take place in a turn – the Upkeep Phase and the Player Phase. 

Upkeep Phase

During this phase, there are a number of steps both players must take. Both players take part in this phase on the first Round. After the first Round, each player performs Upkeep during their own turn.

Calculate your Action Points: You must calculate how many Action Points each model has access to during the player phases. To calculate this, you follow the following formula.

Individual Models: Generate Action Points equal to their Initiative Value (IV).

Miscellaneous checks: There are some rule specific checks that are also made in this phase, such as regeneration. 

The Player Phase

After all of the upkeep has been tracked, then comes the player phase. The player phase continues until the active player has Activated each model and used up all of their Action Points, or the player decides that their turn is over. The turn itself revolves around the use of Action Points. 

End of Turn

After you’ve spent all of your Action Points, your turn is over and the opposing player can begin his turn.

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