A scenario’s war council notes state which player goes first. Players then alternate taking turns, until one of the players reaches the number of Victory Banners indicated in the scenario’s victory conditions. The active (attacking) player on his turn, orders the forces under his control into movement and battle with the play of a Command card and its associated effects. The active player’s opponent is considered the defending player during the turn.
During a player’s turn follow the sequence shown below:
1. COMMAND Phase: Play a Command card.
2. ORDER Phase: Announce all units and Leaders you intend to order, within the limits of the section or tactic Command card just played.
NOTE: A helmet symbol on the top left corner of a Command card reminds players that a Leader, for one order, can be ordered to detach from a unit.
Player’s Command
A player’s command is equal to the maximum number of Command cards that player is allowed to hold as noted in the war council section of the scenario being played.
• Order “Units Equal to Command”, “Left”, “Center”, “Right”, Command cards allow a player to order a number of units equal to your side’s command.
• Troop cards allow a player to order a specific unit type of troops (Light, or Medium, or Heavy) to move and/or battle equal to your side’s command.
• The “Cry Havoc” and “Rally” Command cards allow a player to roll dice equal to the player’s command.
NOTE: When the number of Command cards increases or is reduced during a scenario, the player’s command is equal to the number of Command cards a player has at the start of the player’s turn.
3. MOVEMENT Phase: Move all ordered units and Leaders, one at a time. Movements are announced and made sequentially, one ordered unit or Leader at a time, in the sequence of a player’s choice. Respect unit movement regulations per the unit reference sheet and terrain movement limitations.
REMINDER: Leaders are not units and follow somewhat different movement rules. Also retreat movement rules vary slightly from regular ordered movement.
4. COMBAT Phase: All movement must be completed before any combat is fought. Battle one ordered unit at a time and each unit’s combat must be fought to completion including any additional combat actions before another unit’s combat is begun.
NOTE: Some Command cards and Inspire Leadership Actions and Inspire Battlefield Actions may create exceptions to the rules.
5. END OF TURN Phase: Draw a new Command card, which ends the player’s turn.