Game Turns and Orders
One game turn consists of every player getting two actions/order that they initiate in order of initiative. To decide which player goes first in each game turn, have everyone roll 1D20. Highest roll goes first, with play continuing in descending numerical order. Re-roll ties if two or more people have the highest roll or the same number. During a player’s turn in the game turn, they get two actions/orders that can be initiated as written earlier. An army unit can receive only one order per game turn, unless you move a unit into a hex occupied by an enemy unit to attack it. The actions are as follows:
ATTACK – give this action/order to an army unit you control that is in a hex adjacent to an opposing player’s army. Attacking army stays where it is (for now!). Note also that two armies can attack the same opponent, as long as both are in adjacent hexes. Only up to two army units can attack one defending unit.
BUILD – give this order to an army unit you control to have them build something in the hex they occupy. What they can build depends on what army unit they are. One build action equals one building. You can only build a building of your own in a hex that has no opposing player’s tiles in it. Only one building can occupy a hex, except for farms. A farm can share a hex with another building type, except another farm. All army units can build farms, unless it specifically says otherwise in their description.
DEFEND – give this order to an army unit you control to have them defend and fortify the hex they reside in. Note that no opposing player’s tile can be in the hex that you are defending. Defending a hex gives a +1 to your defense dice result for each army unit attacking you, while you are in that hex. For example, two army units attack an opposing unit that is adjacent to both of them. The opposing player already had their turn and chose DEFEND for that unit that is now getting attacked. The defending unit gets a +2 to their defense roll result. This bonus is lost if the unit leaves the hex, leaves and re-enters the hex, attacks an army unit, gets destroyed from combat, or uses the DESTROY action on anything in that hex.
DESTROY – give this order to an army unit you control to have them destroy whatever building or opposing player’s tile that is in the same hex as them. Note that no opposing army unit tile can be in this hex, for you to be able to use the destroy action. The “destroy” action destroys one opposing player’s tile that is in the hex, multiple tiles require multiple destroy actions. You can also use this action to destroy a building of your own if you wish.
DISBAND - give this order to any one of your army units to destroy it. For each army unit of yours that you destroy this way, gain one resource point on your next turn.
MAGIC – give this order to an army unit you control that has spell casting ability. The unit can cast one spell, though most units know only one spell. What spell that is cast and its range depends on the unit casting. The results of magic happen immediately following this action.
MOVE – give this order to an army unit you control to move them one hex in any direction. You can move into a hex containing an opposing army unit, but then you must use your other action to ATTACK that unit. So, in other words, both of your orders for that turn will be to one unit. You cannot have two army units you control in the same hex.