The game is played over a series of turns. The number of turns played is determined by the scenario you chose before the game.

Each turn is divided into two phases:
1. Planning Phase
2. Execution Phase

The phases must be completed in order. Both players play simultaneously during each phase. A phase is complete when both players have fi nished all of their actions for that phase. You cannot begin the next phase until the current phase is complete.

The Planning Phase: Issuing Orders to Units

All players must secretly give orders to all of their units during this phase. Do not reveal your orders to your opponent at this time!
To issue an order, mark the Order Chart on the back of your Unit Card in the row that matches the order you want that unit to execute. Some orders also require you to write in additional information, such as the target of an attack. After you write the unit’s orders, place the Unit Card on the table face up (so your opponent cannot see the orders you have given).
When all players have issued orders to all of their units, the Planning Phase ends.
If for any reason you do not issue an order to a unit that is not engaged in melee combat, that unit automatically executes the Rest order.

The Execution Phase: Carrying Out the Orders


The players now turn over all of their Unit Cards to reveal the orders that were issued. After this moment, no orders can be cancelled or changed!
All units now execute their orders, following the steps listed below. All units with the fi rst order (Defensive Orders) execute their orders before any units with the second order (Ranged Combat Orders) execute theirs, and so on. Orders of the same type always occur at the same time. To simplify play, you may complete your orders by taking turns, but the eff ects of orders of the same type are always simultaneous.

Execution Phase Sequence

The Execution Phase is divided into 6 steps. Each step must be completed before the next step begins:

1. Defensive Orders (All-Around Defense, Defend, Fire and Retreat)
2. Ranged Combat Orders (Fire Ranged Weapons)
3. Movement Orders (Assault, March, Move and Fire, Pursue, Run)
4. Special Orders (Ambush, Join Up, Receive Supplies, Reconnaissance, Rest)
5. Melee Combat
6. Retreat Orders (Flee, Panic, Retreat)

Note: Flee and Panic are special orders that a unit may be forced to execute if it fails a Fortitude Test. These orders are not listed on the Unit Cards.

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