At the start of your turn, play a Command card from your hand. Place it face up in front of you, and read it aloud. 

Command cards are normally used to order units to move and/or battle. The card you play dictates in which section(s) of the battlefield you may issue orders, and how many units you may order. 

If you ever find yourself in a situation where no unit can be ordered by the Command card just played, disregard steps 2 through 4 of the Game turn (described in the correspondingly numbered chapters), directly draw a new Command card and end your turn (see Chapter 5 - End of Turn). 

Conflicting Rules & Rules priorities and precedence: 

In case of conflict between the Basic Rules in this book and the text on a Command card, the text on the Command card takes precedence. 

 

There are two types of Command cards: The Section cards are recognizable by their iconic representation of the battlefield on the lower half of the card. They are used to order a set number of units from the sections highlighted on the card. 


If the number of units to be ordered is not a fixed number, but instead is marked as Equal to Command, then the number of units a player may order is equal to the number of Command cards in the player’s possession (including the Command card currently being played). This is usually the same number of Command cards that the player started the game with, per the adventure’s battle notes.

The Tactic cards usually feature an illustration, and an explicit description of the number and type of units that can be ordered by the play of the card. 
When the location of these units is not specified, the Tactic card can be used to order units from anywhere across the battlefield. 
The units ordered must still operate under any other criteria imposed on them by the play of the card. 

Some Tactic cards are used to order units of the same Troop type across the battlefield, i.e. units sharing the same Banner color. 

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