LORE CARDS
Lore is a Lore Master’s most precious asset. It quite literally fuels the Lore Master’s powerful actions and special powers. A Lore Master’s actions are usually initiated by the play of a Lore card in his possession.



ABBREVIATIONS AND COUNTING CONVENTIONS
The following naming and counting conventions are used throughout the game to denote variable targets, ranges and damages:
d designates a number of battle dice to be rolled; hence 1d indicates 1 die, 2d indicates 2 dice, etc.
/ level signifies “per level” of the Lore Master initiating an action; hence 2d / level indicates that 2 dice should be rolled for each level of the Lore Master casting this spell or initiating this action, etc.
_ hex denotes a range in number of terrain hexes; so a 2 hex / level firing range indicates a 4 hexes range for a level 2 Wizard, etc.
_ unit designates a number of units to be ordered, moved, etc.
In addition, the following conventions are used to express quantities linked to a variable amount in the game. The variable is usually a function of the level of the Lore Master initiating the action, but not necessarily.
1d/level: 1d/level signifies 1 die per level of the acting Lore Master.
1d/level +, 1d/level –: Denotes 1 dice per level, plus or minus a set number of dice. So 2d/level +3 equals 5 (2*1 +3) dice at level 1, 7 at level 2 and 9 at level 3, while 1d/level –1 would indicate 0 d at level 1, 1 at level 2, and 2 at level 3.
A variable Level Card

PHASES OF PLAY
A Lore card must usually be played during the phase of play specified on its card, and only during that phase. The phase of play is identified by its matching symbol, set atop the card’s frame of text, and some common keywords specifying the conditions under which, or how, it is played during that phase;
COMMAND PHASE
Play alongside your Command card: Play this Lore card at the same time you are playing your Command card, at the start of your turn as the active player.
Play in lieu of your Command card:
Play this Lore card instead of a Command card, at the start of your turn as the active player. For the rest of your game turn, follow the instructions on the Lore card you just played. You do not draw a new Command card at the end of your turn.
Play in reaction to your opponent’s Command card: Play this card in reaction to your opponent playing a Command card at the start of his game turn.
ORDERS PHASE
This phase of play is not used in the base deck, but included for future use.
Play during Orders: Play this Lore card at the start of your Orders phase, during your turn as the active player. These Lore cards usually order additional units, above and beyond those ordered by the Command card just played. The unit(s) activated by the Lore card must be ordered before any of the units ordered by the Command card. Unless specified otherwise, the action described on the Lore card must be carried out in its entirety (including movements and battles), before proceeding to the play of the regular Command card.
Play in reaction to Orders: Play this Lore card in reaction to your opponent’s Orders phase.
MOVEMENT PHASE
Play during Movement: Play this Lore card at start of your movement phase, during your turn as the active player. If the card applies to multiple units about to move, you must play it before any of those units’ movement. Otherwise, it will only apply to units that haven’t moved yet.
Play in reaction to your opponent’s movement: Play this Lore card during your opponent’s movement phase. Like with Lore cards played during your own movement phase, this reaction only applies to opponents’ units that have not moved yet, or are in the process of moving. If the reaction applies to a single unit, it must be played during your opponent’s physical move of that unit, before he moves another unit. The practice of fair play applies here, in that active players should not purposefully rush their move to try and protect themselves from a potential reaction of their opponent.
COMBAT PHASE
Play during battle: Play this Lore card during one of your unit’s Battle phase. The battle can be a Melee attack on an adjacent enemy unit, or a Ranged attack against a more distant enemy. The effect of the Lore card applies for the unit’s entire Battle, including any follow-on actions (gaining ground and pursuit, bonus attack, etc.). Unless specified otherwise (see Play Before Your Opponent's Dice Roll, below), if the unit is a defending unit (for instance if you play this card out of turn, during your opponent’s game turn), the effect of this Lore card applies for all of the battles this unit is engaged in this turn.


Play during Melee: Same play as Play during Battle above, except that the Lore card’s effect only applies to unit(s) engaged in Melee combat.

Play during Ranged combat: Same play as Play during Battle above, except that the Lore card’s effect only applies to unit(s) engaged in Ranged attacks.

Play before your opponent’s dice roll: Play this Lore card immediately after an attack is declared from one specific unit onto another, but before the dice roll that must ensue to resolve the attack, hence before the results of the attack are known. The effects of the Lore card, if any, only apply to that single dice roll, not to any other future dice roll, even those linked to the same battle (bonus attack, re-rolls, etc.).

Play after your opponent’s dice roll: Play this Lore card immediately after the dice roll following a declared attack, but before any effect of this dice roll has been applied. The effects of the Lore card, if any, affect the dice roll as indicated on the card, and that dice roll only.
IDENTIFYING THE TARGET
The target(s) or beneficiary(ies) of a Lore card are defined on the Lore card itself, next to the target’s symbol. Common targets include:
You:Designates the player who is playing the card, or any of his possessions (Command cards, Lore reserve, etc.);
Your opponent:The opposing player;
Your units: The units you control, including those not ordered this turn;
Your opponent units:Your opponent’s units;
x Unit(s): any x unit under your, or your Opponent’s, control.
Ordered unit(s): One (or more) units ordered during the current game turn;
Defending unit(s): One (or more) units against which an attack or battle has been declared (but not necessarily played out yet) during this game turn.
Attacking unit(s): One (or more) units having declared, or engaged in, battle.
Units in Melee: units battling an adjacent enemy unit;
Units in Ranged combat:units battling an enemy unit more than 1 hex away.