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MythicBattles:Pantheon
BetaRules
v2.9
Notes:Anythingwithgreenhighlightingislayoutnotes,andisNOTFORPRINT.Anythingwithyellowhighlightingisnotyetfinished.
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AppearanceTherearemanygametermsinMythicBattles,someofwhicharealsowordsinnormaluse.Forafulllist,seepageXXX.Toavoidconfusion,weusethefollowingconventions:Keywordsarewritteninbold,likethis:draw.Statsarewritteninitalicswithacapitalletter,likethis:Offence.Powersandtalentsarecapitalised,likethis:SoulCulling,Leader,andSentenceofExile.Actionsarewritteninblockcapitals,likethis:WALK.
RulesHierarchySomerulesaredesignedtooverwriteothers,suchaswhenapowerbendsorbreaksthenormalrules.Duringagame,whentworulescontradicteachother,therulewiththehigherprioritytakesprecedence.Fromhighestprioritytolowest,theorderis:
7)Scenariospecialrule6)Powerdescription5)Talentdescription4)Corerulesinthisbook3)Definitionsinthisbook2)Gameaid1)Startingguide
Iftworulesofequalpriorityappeartocontradicteachother,theexactwordingofthemshouldbecheckedcarefully.Theyareintendednottoconflictinthisway.However,ifyoustillbelievetheydo,thentheactiveplayerdecideswhichrulehaspriority.Thisrulingappliesfortheremainderofthegame.Afterthegame,youmaywanttochecktheonlineFAQ,oraskontheofficialforumsathttp://agoodplace.forumactif.com
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SettingupaGameEverygameofMythicBattles:Pantheonissetupinthesameway,byfollowingthesesteps:
1) Chooseascenario.2) Recruitanarmyforeachplayer.3) Setupthetable.4) Startthegame.
ChooseaScenarioThescenariobookinthecoreboxcontainsscenariosfor1,2,3and4players.Morescenariosareavailableinthevariousgameexpansions,andintheMythicBattles:PantheonresourcessectionoftheMythicGamesforum.Ifthescenariotobeplayedisnotpredeterminedbycampaign,tournamentrules,orothermeans,eachplayermustroll1dice.Theplayerwiththehighestresultchooseswhichscenariotoplay.Intheeventofatie,theyoungesttiedplayerchooses.
WinningTheGameEachscenariohasitsownvictoryconditions.Thesearedefinedaspartofeachscenario’sdescription,andarenotalwaysthesameforeachplayer.Makesurethatallplayersknowtheirownvictoryconditionsbeforethegamestarts.
RecruitanArmyEveryplayermustrecruittheirownarmy.ThescenarioandnumberofplayersdetermineshowmanyRecruitmentPointsareavailableforeachplayertospendontheirarmy.Thescenariowillalsodeterminetheleadplayer,andanylimitationsonwhichunitsareavailable.Followthesesteps:
1) Layoutthedashboardsandtroopcardsoftheavailableunitsonthetable.
2) Startingwiththeleadplayerandmovingclockwisearoundthetable,playerstaketurnschoosing1divinityfortheirarmy.
a. Whenaplayerchoosesadivinityfortheirarmy,theyreducetheirarmy’savailableRPbythedivinity’sRPcostandtakethecorrespondingdashboard.
b. Wheneveryplayerhaschosen1divinity,anyremainingdivinitiesareplacedbackinthebox.
c. Anarmymayneverincludemorethan1divinity.
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3) Startingwiththelastplayertochoosetheirdivinity,andmovinganticlockwiseroundthetable;playerschoosetheremainderoftheirarmy.
a. Eachtimeaplayergetsaturntochoose,theymustselectasingleunittorecruitiftheycanaffordone.
b. Whenaplayerchoosesaunitfortheirarmy,theyreducetheirarmy’savailableRPbytheunit’sRPcostandtakethecorrespondingdashboardortroopcard.
c. Ifaplayercannotaffordanyoftheremainingunits,thenalltheirremainingRPareconvertedtoomphaloscards:take1cardforeachunspentRP.Thesewillformpartoftheplayer’sstartinghand.
d. IfaplayerhasnoRecruitmentPointsleft,theotherplayerscontinuechoosingunitsinorder,skippingtheplayerwhoserecruitmenthasended.
e. ContinueanticlockwisearoundthetableasmanytimesasareneededforallplayerstospendalltheirRP.
f. Anyunitsthatwerenotrecruitedareplacedbackinthebox.
SetuptheTableFollowthesesteps:
1) Placetheboard(s)requiredbythescenariointhemiddleofthetable.Addany3Dterrainelements,omphalos,andothertokensorminiaturesshownonthescenariomap.
2) Placeasupplyofdice,artofwarcards,andomphaloscardsbesidetheboard.
3) Eachplayermustplaceinfrontofthemallthedashboardsandtroopcardsfortheunitstheyrecruitedintotheirarmy.
4) Eachplayertakestheminiaturesthatrepresenttheunitsintheirarmyandplacesthemontheircorrespondingdashboardortroopcard.
5) Eachplayertakesanysetsoftokensrequiredbytheirunits,andplacesthemonthecorrespondingdashboardortroopcard.
6) Eachplayertakestheactivationcardsforeveryunitintheirarmy.TheneachplayercountsthetotalStrategicValueofallofthoseunits,andtakesthatmanyartofwarcards.Finally,eachplayershufflestheseactivationandartofwarcardstogethertoformtheirdeck.
7) Theleadplayertakesthespareartofwarcards,anddeals3toeveryplayer.
8) Eachplayerdraws3cardsfromtheirdeck.9) Eachplayeraddsanyomphaloscardstotheirhandthattheygainedfrom
step3cofrecruitinganarmy.10) Aplayer’sinitialhandismadeupofthe3artofwarcardsfromthe
supply,plusthe3randomcardsfromtheirowndeck,plusanyomphaloscardstheygainedbecausetheycouldnotspendalltheirRP.
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SequenceofPlayMythicBattlesisplayedinaseriesofrounds.Duringeachround,eachplayerwillhaveaturn.Thescenariodeterminestheleadplayer.Duringeachround,playstartswiththeleadplayer’sturn,andcontinuesclockwisearoundthetable.
TurnSequenceEveryturnconsistsofthefollowingphases.Theactiveplayermustcompleteeachstep,inorder,unlesstheyareinstructedtoskiptoalaterone.Cardscanonlybediscardedfromtheplayer’shand.
A)StartofTurnPhase1) Effectsofpowersthatweretriggeredinyourpreviousturnandlastfor1
roundendnow.2) Draw1cardfromyourdeck.3) Decidewhethertopassorcontinue.Ifyouchoosepass,youmaydrawa
secondcardfromyourdeckandthenmustimmediatelyendyourturn(gotoD2).
B)FirstActivationPhase1) Choosewhethertoactivateaunit,orgotoD1.2) Discard1ofthatunit’sactivationcardsfromyourhand.3) Decidewhethertheunitwilltake:
a. 0-2simpleactions(gotoB4),orb. 0-1complexaction(gotoB7).
4) Resolveanypowersthatoccuratthestartoftheunit’sactivation.5) Resolve0-2differentsimpleactionswiththatunit.6) Resolveanypowersthatoccurattheendoftheunit’sactivation(goto
C1).7) Resolve0-1complexaction,thenimmediatelyendtheunit’sactivation
(gotoC1).Duringtheiractivation,aunitthatistakingacomplexactionistreatedashavingnotalentsatall,andonlypermanentpowers.
C)SecondActivationPhase1) Choosewhethertodiscard1artofwarcardtoactivateasecondunit,or
gotoD1.2) Discard1ofthatunit’sactivationcardsfromyourhand.3) Decidewhethertheunitwilltake:
a. 0-2simpleactions(gotoC4),orb. 0-1complexaction(gotoC7).
4) Resolveanypowersthatoccuratthestartoftheunit’sactivation.5) Resolve0-2differentsimpleactionswiththatunit.6) Resolveanypowersthatoccurattheendoftheunit’sactivation(goto
D1).
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7) Resolve0-1complexaction,thenimmediatelyendtheunit’sactivation(gotoD1).Duringtheiractivation,aunitthatistakingacomplexactionistreatedashavingnotalentsatall,andonlypermanentpowers.
D)EndofTurnPhase1) Decidewhetherornottodiscard1artofwarcardtorecall1unitof
troops.SeepageXXX.2) Activeplayerstatuspassestotheleft.Thenewactiveplayerstartstheir
turnatA1.<<<insertflowchart/diagramofturnsequence>>>
LimitofActivationsAplayermayactivateamaximumof2differentunitsfromtheirownarmyineachoftheirturns.Inaddition,ingameswith3ormoreplayers,theLeadertalentmayallowaplayertheoptionofactivatingfurtherunitsfromfriendlyarmies.Aunitcannotactivatemorethanonceaturn.
InactivePlayersWhileaplayerisnotactive,theironlyoptionsare:
• Usethesearchforacardmanoeuvre.• Useretaliateorevadetorespondtooneoftheirunitsbeingthetargetof
anATTACK.• Activateaunitoftroops,iftheactiveplayerisfriendly,anddesignates
oneoftheinactiveplayer’sunitswiththeirLeader.
ResolvingTimingClashesIftwoormorepowers(oranyothereffects)happenduringthesamestep,theactiveplayerdecidestheorderinwhichtheywillberesolved.Eachonemustberesolvedentirelybeforethenextbegins.
WhenaPlayer’sDeckRunsOutWhenoneplayercannotdrawacardbecausetheirdeckhasrunout,thegamepauses.Allplayersrefreshtheirdecks,usingthefollowingsteps:
1) Eachplayerkeepstheircurrenthand.2) Eachplayeraddstheirentireremainingdecktotheirhand.3) Eachplayershufflestheirdiscardpiletoformanewdeck.4) Eachplayerdraws3cards.
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5) Theplayerthattriggeredthepausedrawsanycardshewaspreviouslyunableto.
6) Playresumesfromthepointitpaused.
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ActionsThereare6actionstochoosefrom,dividedintotwotypes:simpleandcomplex.Simpleactions:
• WALK• ATTACK• CLAIM
Complexactions:
• RUN• ABSORB• DEPLOY
Aunitcandoeither0-2differentsimpleactions,or0-1complexactionperactivation.AunitcannotATTACKafterithastakenaWALKactioninthesameactivation.Eachactionmustbecompletedbeforethenextisbegun.Thefollowingdetaileddescriptionsaresplitinto3groups,basedonthefocusoftheaction:
• Moving(WALK,RUN,DEPLOY),• Attacking(ATTACK)• Omphalos(CLAIM,ABSORB).
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MovingAllunitsfallintooneofthefollowingtypes:LandUnitsAunitisalandunitunlessitismarkedotherwise.Landunitsaresubjecttoallterraineffects.FireproofUnitsFireproofunitsaremarkedwithaXXXXX<<<inserticon>>>>ontheirdashboardsortroopcards.Fireproofunitsignoreallterraineffectsofbothdormantanderuptinglava.Theyaresubjecttoallotherterraineffects.AquaticUnitsAquaticunitsaremarkedwithatrident<<<inserticon>>>>ontheirdashboardsortroopcards.Theygain+1MovementforWALKorRUNactionsiftheystartin,andonlyenter,aquaticareasduringthataction.Aquaticunitsignoreterraineffectsforaquaticterrain.Theyaresubjecttoallotherterraineffects.FlyingUnitsFlyingunitsaremarkedwithabird<<<inserticon>>>>ontheirdashboardsortroopcards.Theyignoreallterraineffects.
WALK(SimpleAction)AunitcannotATTACKthenWALKinthesameactivation.DuringaWALKaction,aunitcanenteranumberofareasequalto,orlessthan,itsMovement.Eachnewareamustbeadjacenttothepreviousone.Aunit’sWALKendsassoonasitentersanareacontainingoneormoreenemyunits.Aunitcannotenterafullarea.
RUN(ComplexAction)DuringaRUNaction,aunitcanenteranumberofareasequalto,orlessthan,itsMovement+1.Eachnewareamustbeadjacenttothepreviousone.Aunit’sRUNendsassoonasitentersanareacontainingoneormoreenemyunits.
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Aunitcannotenterafullarea.Duringtheiractivation,aunitthatistakingacomplexactionistreatedashavingnotalentsatall,andonlypermanentpowers.
DEPLOY(ComplexAction)Ifaunitstartsthegameoffthebattlefield,itsfirstactionmustbetoDEPLOY.DuringaDEPLOYaction,aunitisplacedintheirarmy’sdeploymentzone,asdefinedbythescenario.Theunit’sactivationthenends.AunitcannotDEPLOYintoanareaitcouldnotWALKinto.AunitcanonlyusetalentsorpowersifithaspreviouslytakenaDEPLOYaction.Aunitcanonlyleavethebattlefieldifitisdestroyed.Duringtheiractivation,aunitthatistakingacomplexactionistreatedashavingnotalentsatall,andonlypermanentpowers.
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<<<Terrainwouldbebestonitsowndoublepagespread.Itneedstositbetweenmovementandcombatbecauseitmodifiesboth.Pleaseincludeimagesandthecentremarkiconforeachtypeofterrain.>>>>
TerrainTypesEachareaisasingleterraintype.Thecentremarkiconineachareashowsitsterraintype.Someterrainhas3Delements.Theterraineffectsareonlyapplicableifatleastoneofthese3Delementsremainsinthearea.Ifallofthese3Delementsareremoved,theareaistreatedasopengroundfortheremainderofthegame.Terraineffectsofareasthatdonothave3Dterrainelementsalwaysapply.Ifaunittype(seepageXXX)isdescribedasignoringterraineffectsofaparticularterraintype,allparagraph(s)startingwith“Terraineffect”areconsiderednottoexist.Theterrainremainsanobstacleifitnormallyisone.Thefollowinglistdescribestheterraineffectsofeachterraintype.
CliffThisareaisanobstacle.3Delements:none.Terraineffect:unitscannotWALK,RUN,orDEPLOYintothisarea.
ForestThisareaisanobstacle.3Delements:trees.Terraineffect:unitsinthisareagain+1DefenceagainstanyATTACKbyaflyingunit,oranyATTACKatRange1+.
Lava-Dormant3Delements:none.Terraineffect:aunitcannotendaturninthisarea.Ifaunitentersanareaofdormantlava,theybecomethetargetofa5diceATTACK.Theunitisthenmoved1areaintoanyadjacentnon-lavaareachosenbytheopposingplayer.
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Lava-Erupting3Delements:none.Terraineffect:aunitcannotWALK,RUNorDEPLOYintoeruptinglava.Ifaunitentersanareaoferuptinglava,theybecomethetargetofa7diceATTACK.Theunitisthenmoved1areaintoanyadjacentnon-lavaareachosenbytheopposingplayer.
OpenGround3Delements:none.Terraineffects:none
Rift3Delements:none.Terraineffect:troopsandheroestreatthisareaasopenground.Terraineffect:divinitiesandmonstersmustnotendtheiractivationinthisarea.Theymayonlymoveintoariftareaalongthepathofskulls(seethemap),andonlyiftheyareabletoleaveinthesameactivation.Eachriftareacosts2oftheunit’sMovementtoenter.
RocksThisareaisanobstacle.3Delements:largerockyoutcrop.This3Delementcannotberemoved.Terraineffect:unitscannotWALK,RUN,orDEPLOYintothisarea.Terraineffect:unitsinthisareagain+1Offence,+1Range,andignoreobstacleswhendeterminingwhetheratargetisvisibleornot.
RuinsThisareaisanobstacle.3Delements:ruinedcolumns.Terraineffect:unitsinthisareagain+1DefenceagainstaRange0ATTACK.
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SandDunesThisareaisanobstacle.3Delements:none.Terraineffect:none.
Stairs3Delements:none.Terraineffect:unitsinthisareagain+1Offence,+1Range,andignoreobstacleswhendeterminingwhetheratargetisvisibleornot.
StormySeas(Aquatic)3Delements:none.Terraineffect:theonlyactionpossibleforunitsinthisareaistoRUNamaximumof1area.
Swamps(Aquatic)3Delements:none.Terraineffect:theonlyactionpossibleforunitsinthisareaistoWALKorRUNamaximumof1area.Terraineffect:unitsinthisareasuffer-1DefenceagainstRange1+ATTACKS.
WallThisareaisanobstacle.3Delements:none.Terraineffect:nounitcanenterthisareabyanymeans.
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Water(Aquatic)3Delements:none.Terraineffect:unitsinthisareacannotuseanytalents.Terraineffect:unitsinthisareacanonlyusepassiveorpermanentpowers.<<<Terrainwouldbebestonitsowndoublepagespread.Itneedstositbetweenmovementandcombatbecauseitmodifiesboth.>>>>
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AttackingAllfighting,orothernon-automaticwound-causingeffects,areresolvedbyusingtheATTACKaction.Thetypeofweaponoreffectinvolvedmakesnodifferencetotheprocess.FlyingUnitsFlyingunitsaremarkedwithabird<<<inserticon>>>>ontheirdashboardsortroopcards.FlyingunitsignoreobstacleswhenmakinganATTACKatRange1+.AllUnitsignoreobstacleswhenmakingaRange1+ATTACKifthetargetisaflyingunit.ThisruledoesnotapplytomultipleorareaATTACKS.FlyingunitsmayalsoevadeRange0ATTACKS.SeepageXXX.
ATTACK(SimpleAction)DuringabasicATTACKaction,aunitresolvesacombatsequenceagainstasingletargetunit.
CombatsequenceCompleteeachstepbeforemovingontothenext.
1) ChooseatargetfortheATTACK.2) DeclareanyGuard.SeepageXXX.3) DeclareandresolveretaliationbyatargetthathasInitiative(ifthe
ATTACKERdoesnot).4) ResolvetheoriginalATTACK.5) DeclareandresolveretaliationbyatargetthatdoesnothaveInitiative
(orwhenbothATTACKERandtargethaveInitiative).
ChooseaTargetAunitmustchooseanenemyunitasitstarget.Aunitcanalwayschooseanenemyunitinthesamearea(Range0)asitstarget.AunitcanonlychooseatargetthatisoutsideitsareaifthetargetisbothvisibleandinRange.Atargetisvisibleifnoobstaclesareintheway.Tocheckthis,imagineastraightlinejoiningthecentremarksoftheATTACKER’Sandtarget’sareas.Anareaisanobstacleifitcontainsanyunit,orany3Dterrain.YoucanATTACKoutofanobstacle,orintoanobstacle,butneverthroughone.<<<<insertobstacle/LOSdiagram>>>>>
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AtargetisinRangeiftheATTACKER’sRangeisequalto,orgreaterthan,theshortestdistancetoit.Countthedistancethesamewayyoucountmovement.Youdonothavetofollowastraightline.AunitwithRange0canonlytargetenemyunitsintheirownarea.<<<<<insertRangediagram>>>>>>Ifatarget’sareaisfull,thenanadjacentATTACKERmaychoosewhethertheywanttoATTACKitfromtheareatheyarein(requiringRange1),orasiftheywereinthetarget’sownarea(Range0).IftheATTACKERchoosesthesecondoption,thenallnormalrulesforaRange0ATTACKapply.Forexample,aflyingtargetcouldevade.Ineithercase,donotmovetheATTACKER.<<<<<insertATTACKvsfullareadiagram>>>>>>
DeclareanyGuardOnlytheownerofthetargetunitcandeclareaGuard.OnlyoneunitmayGuardeachtarget.GuardchangesthetargetofanATTACK.IfGuardisused,theATTACKisresolvedagainstthenewtargetexactlyasifithadbeentheoriginalone.Guardmaybeusedmorethanonceinthesameturn.ThismaybetoGuardthesameunitfrommorethanoneATTACK,toGuardseveraldifferentunitsfromATTACK,oracombinationofthetwo.GuardmaybeusedagainstamultipleorareaATTACK.Guardcannotbeusedagainstaretaliation.Forexample,aGuardisinanareawithfriendlyunitsAandB.IfanenemyunitdeclaresunitAasthetargetoftheirATTACK,thentheGuardcanintervene,makingthemselvesthetargetinstead.IfthesameplayeractivatesasecondunitthatalsodeclaresunitAasthetargetofitsATTACK,thentheGuardmaychoosetointerveneagain.ThiswouldmaketheGuardthetargetofanATTACKforasecondtimethatturn.IfthissecondATTACKwasanareaATTACK,thentheactiveplayerwouldchoosetheorderinwhichATTACKSagainsttheGuard,unitAandunitBweretoberesolved.AslongastheGuardisnotdestroyed,theycanchoosetousetheirtalenttointerveneandprotecteitherorbothunitsAandB.
RetaliationAunitcanonlyretaliateifitisthetargetofaRange0ATTACK.
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Theownerofthetargetunitmustdiscard1ofitsactivationcardsinordertoretaliate.AretaliationcanonlybemadeagainsttheATTACKINGunitthattriggeredit.RetaliationisalwaysRange0,regardlessoftheunit’sstats,oranyapplicabletalents,orpowers.AretaliationisresolvedusingthecurrentOffenceandDefencevaluesoftheunits.Aunitthathasbeendestroyedinapreviousstepcannotretaliate.AretaliationisresolvedinthesamewayasanATTACK,andcountsasanATTACKforpurposesofinteractingwithotherrules.TheonlydifferencesarethataunitcannotGuard,retaliate,orevadeagainstaretaliation.Aunitcannotretaliatemorethanonceperturn.Aunitcannotretaliateagainstterraineffects.Retaliationdoesnotcountasaunit’sactivation.
ResolvinganATTACKCompleteeachstepbeforemovingontothenext.
a) Startingwiththeactiveplayer,theownersofbothunitsdeclareanytalentsorpowerstheywilluseintheATTACK.
b) CalculatetheeffectiveOffenceoftheATTACK.c) CalculatetheeffectiveDefenceofthetargetunit.d) TheATTACKERmustrolldiceforthefirstassault.e) TheATTACKERmayrolldiceforthesecondassaultiftheeffective
Defenceis6ormore.f) Applyanywoundstothetarget.
EffectiveOffence/DefenceThisisthevalueoftheunit’sstatsafteranyapplicablemodifiershavebeentakenintoaccount.ModifierscannotreduceOffenceorDefencebelow0,orraisethemabove10.
FirstAssaultRollanumberofdiceequaltotheeffectiveOffenceoftheATTACKINGunit.Anyblankresultsareimmediatelyremoved.Eachremainingdiceisconsideredindividually.EachonethatequalsorexceedstheeffectiveDefenceofthetargetunitcausesawound.
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Anyremainingdicethatdonotcauseawoundmaybesetaside.Eachdicethatissetasideadds+1totheresultofoneremainingdice.Themodifierisalways+1,regardlessoftheoriginalresultofthedice.OnceadicehasbeensetasideittakesnofurtherpartinthecurrentATTACKresolution.TheATTACKERmaysetasideanynumberofdice.Forexample,thetargetisaunitwithaneffectiveDefenceof4.TheATTACKERhasaneffectiveOffenceof6.TheinitialrollfortheATTACKisblank,2,2,3,4,and5.<<<<insertgraphicshowinginitialroll>>>>>Theblankisremoved.The4and5equalorexceedthetargetDefence,andsocause2wounds.<<<<insertgraphicshowingblankcrossedoutand4and5withbloodsplatorwhateveroverthemtoshowwound>>>>>Oneofthediceshowinga2canbesetasidetoadd+1tothe3,increasingthattoa4aswell.ThisnowequalsthetargetDefence,socausesathirdwound.Thisleavesasingleresultofa2,whichiswasted.<<<<insertgraphicshowing2beingsacrificedtomakea4fromthe3,andabloodsplatorwhateveroverittoshowwound>>>>>Anydicethatrolled1-4andarenotsetasidetomodifyresultsofthefirstassaultmaybesavedtomodifytheresultsofthesecondassault.
SecondAssaultRollanumberofdiceequaltothenumberofthefirstassault’sdicethatrolled,orweremodifiedto,a5.Donotcountdicethathavealreadycausedawound.Anyblankresultsareimmediatelyremoved.Eachremainingdiceisconsideredindividually.Theresultsofanyremainingdiceareaddedtothe5fromthefirstassault.EachonethatequalsorexceedstheeffectiveDefenceofthetargetunitcausesawound.Forexample,anATTACKhasgeneratedthree5sinthefirstassault.Inthesecondassaulttherollisblank,2,and5.Thetotalsofthediceare:5+blank=removed,5+2=7,and5+5=10.<<<<insertgraphicshowingthisrollandthesums>>>>>Anyremainingdicethatdonotcauseawoundmaybesetaside.Thisincludesanyunsuccessfuldicethatwerenotsetasideduringthefirstassault.Eachdice
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thatissetasideadds+1totheresultofoneremainingdice.Themodifierisalways+1,regardlessoftheoriginalresultofthedice.OnceadicehasbeensetasideittakesnofurtherpartinthecurrentATTACKresolution.TheATTACKERmaysetasideanynumberofdice.Forexample,duringanATTACKagainstaDefence10target,thefirstassaultresultsintwo5s,withonediceremainingthatcanbesetasideinthesecondassault.Inthesecondassaulttherollis2,and3.Thetotalsofthediceare:5+2=7,and5+3=8.Neitherisenoughtowoundthetarget,sotheremainingdicefromthefirstassaultcanbesetasidetoadd+1tothebetterresult.Thetotalisnow5+3+1=9.Finally,the2rolledinthesecondassaultcanalsobesetasidetoadd+1tothetotal.Thetotalisnow5+3+1+1=10.The10causesawoundasitisequaltotheeffectiveDefenceof10.ThefinalexampledemonstratesatypicalATTACKintwoassaults.ThetargetisaunitwithaneffectiveDefenceof7.TheATTACKERhasaneffectiveOffenceof6.TheinitialrollfortheATTACKisblank,1,2,3,4and4.<<<<insertgraphicshowinginitialroll>>>>>Theblankisremoved.Thereareseveralwaystousetheremainingresults.Twooptionsare:
• Setasidethe1,2,and3toaddatotalof+1+1+1=+3toturnoneofthe4sintoa7.Thiswillcause1woundtothetarget.Thesecond4willbewasted.
• Setasidethe1andthe2toadd+1toeach4,makingthemapairof5s.Savethe3forasecondassault.
<<<<insertgraphicshowingbothoptions>>>>>Ifthefirstoptionwaschosen,theATTACKendsthere,with1woundcaused,andnosecondassaultrequired.Ifthesecondoptionwaschosenthenasecondassaultisneeded:Thefirstassaultgenerated2resultsof5,soroll2dice.Rememberthataspare3wassavedfromthefirstassault.Therollis1and4,resultingintotalsof5+1=6,and5+4=9.The9causesawoundasitismorethantheeffectiveDefenceof7.
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The3thatwassavedfromthefirstassaultcanbesetasidetoadd+1tothe6.Thismakesitatotalof7,whichequalstheeffectiveDefenceandcausesasecondwound.<<<<insertgraphicshowingsecondassaultrollsandtotals(withadded+1).>>>>>
Wounds&DestroyedUnitsTheeffectofwoundsonatargetdependsonitsunittype.Divinities,heroesandmonstersloseapointofVitalityforeachwoundtheysuffer.Theowningplayermovesthedashboard’sstatclipdownanumberoflinesequaltothenumberofwoundssuffered,inordertorevealtheunit’snewVitalityandotherstats.Whenadivinity,heroormonsterunit’sVitalityreaches0,theunitisdestroyed.Adestroyedunitdropsitsclaimedomphalos.Removetheminiaturerepresentingtheunitfromtheboard,andplacetheminiatureanditsdashboardbackinthebox.Troopshave1miniatureremovedfromtheboardforeachwoundtheysuffer.Placetheseminiaturesonthetroopcardinfrontoftheowner.Whenthelastminiatureisremoved,theunitisdestroyed.Adestroyedunitdropsitsclaimedomphalos.Leavethetroopcardandminiaturesinfrontoftheowner.Whateverthetypeoftargetunit,damageinexcessofthatneededtodestroytheunitiswasted.Adestroyedunit’sactivationandartofwarcardsremaininplay.
AreaATTACKAnareaATTACKisavailabletosomeunitsastheirATTACKaction.AnareaATTACKtargetsallunitsinanarea(excepttheunitmakingtheattack).Thetargetareamustcontainatleast1enemyunit.Theareamayalsocontainfriendlyunits.TheareaitselfisnotATTACKED.Resolveaseparatecombatsequenceagainsteachtargetinthearea,oneatatime,inanorderchosenbytheATTACKER.ContinuetodothisuntileithertheATTACKERisnolongerinapositiontoATTACK,oralloriginaltargetunitshavebeenATTACKEDonce.
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AtargetcannotretaliateagainstanareaATTACK.IfanareaATTACKtargetsafriendlyunit,theATTACKagainstthattargetisresolvedbytheenemyplayerasiftheyownedtheATTACKINGunit.Theenemyplayercannotspendartofwarcards,butcanotherwisefreelydecidewhichoftheATTACKINGunit’stalentsandpowerstouseintheATTACK.Forexample,playerAusesZeus’LightningpowertomakeanareaATTACK.Thereare3unitsinthearea:2enemy,and1friendly.PlayerAchoosestheorderinwhichtheATTACKSareresolvedagainsttheunits.TheATTACKsagainsttheenemyunitswillberesolvedasnormal.WhentheATTACKagainstthefriendlyunitisresolved,playerBwillrolltheATTACKdiceanddecidehowtheyareused.Ifanyblanksarerolled,playerBwilldecidewhethertouseZeus’MightyThrowtalent.Ifhedoesusethetalent,playerBwilldecidewhichareatomovethetargetinto.
MultipleATTACKAmultipleATTACKisavailabletosomeunitsastheirATTACKaction.AmultipleATTACKallowstheATTACKERtochoose2ormoreenemyunitsastargetswithasingleATTACKaction.DeclareallthetargetunitsbeforeresolvinganyATTACKS.ResolveaseparatecombatsequenceagainsteachtargetofthemultipleATTACK,oneatatime,inanorderchosenbytheATTACKER.ContinuetodothisuntileithertheATTACKERisnolongerinapositiontoATTACK,oralloriginaltargetunitshavebeenATTACKEDonce.AtargetcannotretaliateagainstamultipleATTACK.
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OmphalosEachomphalosthatisstillontheboardiseitherclaimedorunclaimed.ClaimedAnomphalosisclaimedifithasbeenthetargetofaCLAIMaction,andhasnotsubsequentlybeendropped.UnclaimedAnomphalosisunclaimedifithaseitherneverbeenthetargetofaCLAIMaction,orhassubsequentlybeendropped.DroppingOmphalosWhenaunitdropsanomphalos,itisplacedontheboardintheunit’sarea.Itisnowunclaimed.
CLAIM(SimpleAction)CLAIMisshortforCLAIManomphalos.Aunitcanhaveupto1claimedomphalosatatime.Notethatthislimitisperunit,notperminiature.AunitcanCLAIM1unclaimedomphalosfromtheirarea.Toshowthatanomphaloshasbeenclaimed,placeitonthebaseofoneoftheunit’sminiatures.Theclaimedomphalosremainsontheminiature’sbaseuntilitisdropped,orbecomesthetargetofanABSORBaction.Aunitmaydropitsclaimedomphalosatanytimeduringitsactivation.Thisdoesnotcostanaction.Adestroyedunitdropsitsclaimedomphalos.
ABSORB(ComplexAction)ABSORBisshortforABSORBanomphalos.OnlyadivinitycanABSORB.AdivinitycanABSORB1omphalosoftheirchoicefromtheirarea,aslongastheomphalosiseitherunclaimed,orclaimedbyafriendlyunit.WhenadivinityABSORBSanomphalos,placetheomphalosminiatureonthedivinity’sdashboard.Theowningplayerthentakesanomphaloscardfromthesupplyandaddsittotheirhand.
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Duringtheiractivation,aunitthatistakingacomplexactionistreatedashavingnotalentsatall,andonlypermanentpowers.
OmphalosCardsAnomphaloscardisgainedinoneoftwoways.EithertheplayerwasunabletospendalltheirRPbeforethegamebegan,ortheyhaveABSORBEDanomphaloswiththeirdivinity.Inbothcases,theomphaloscardisusedthesameway.Anomphaloscardcountsasanartofwarcard.Wheneverarulementionsanartofwarcard,italsoappliestoanomphaloscard.SeepageXXX.Inaddition,anomphaloscardhasaunique,once-per-gameability.Duringanypartoftheirownturn,aplayermaytakeanomphaloscardfromtheirhandandputitbackinthebox.Inreturn,theirdivinityregainsonepointoflostVitality.Thiscannotincreasethedivinity’scurrentVitalityabovetheirstartingvalue.UsinganomphaloscardtoregainlostVitalitydoesnotreducethenumberofomphalosminiaturesonadivinity’sdashboard.
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ArtofWarCardsArtofwarcardsarethecurrencywithwhichaplayercanbuymanoeuvres.Othergameeffectsmayalsocostartofwarcards.Whateverthecause,acostof1artofwarcardcanbepaidforbydiscardingfromtheirhandeither:
• 1artofwarcard.• 1omphaloscard.• 2activationcardsfrompreviouslydestroyed,non-troopunits.
If2ormoreartofwarcardsmustbediscardedforasinglecause,thiscostmaybepaidwithamixoftheseoptions.
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ManoeuvresManoeuvresarespecialactionsthatareinadditiontoaplayer’sturn,andmayhappenoutsideit.Aplayermustpayforeachmanoeuvrebydiscardingthespecifiednumberofartofwarcardsfromtheirhand.Thereare6differentmanoeuvrestochoosefrom.Eachmanoeuvrecanonlybeboughtonceperturnperplayer(regardlessofwhoseturnitcurrentlyis).Eachdifferentpowerthatisinvokedcountsasadifferentmanoeuvre.Manoeuvre Whocanusethis,
andwhen?ArtofWarcardcost
Effect
DrawCards Theactiveplayermayusethisduringtheiractivationphases(stepsBandC).
1
Theplayermaydrawupto2cardsfromtheirdeck.
SearchforaCard
Anyplayer,anytime,includingduringopposingplayer’sactions.
1
Theplayermaysearchthroughtheirdeck,andtake1cardoftheirchoice.Theymustthenreshuffletheirdeck.
SecondActivation
TheactiveplayermayusethisduringstepC1oftheirsecondactivationphase.
1
Theplayermayactivateasecondunit.SeethesequenceofplayonpageXXX.
Recall TheactiveplayermayusethisduringstepD1oftheirendofturnphase.Recallmaynotbeusediftheirdivinity’sareaisfull.
1
Theplayermayrecalloneoftheirarmy’sunitsoftroopsthatdidnotactivatethisturn,butwhichhaspreviouslytakenaDEPLOYactionduringthisgame.Regardlessoftheircurrentstateorposition,eveniftheyarenolongerinplay,thecompleteunitisplacedinthesameareaasitsdivinity.Thisareamaybeofanyterraintype.Troopsdropclaimedomphalosbeforetheyare
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recalled.Anytokensonthetroopsareremovedandtheireffectscancelled.
InvokePower Asdescribedintheindividualpowerdescriptiononthedashboard.
Varies
Asdescribedinindividualpowerdescriptiononthedashboard.Eachpowercountsasadifferentmanoeuvre.
Evade Anyplayer,whenaflyingunitintheplayer’sarmyisdeclaredtobethetargetofaRange0ATTACK(includinganareaormultipleATTACK)byaunitwithaRangeof0-1.Declaretheuseofevadebeforeanydicearerolled.
1
TheflyingunitcannotbethetargetofthisoranyotherRange0ATTACKbyanon-flyingunitwithaRangeof0-1fortheremainderofthecurrentturn.AunitthatevadescannotretaliateagainstthesameATTACK.TheunitmakingtheATTACKmaychooseadifferenttargetifoneisavailable.Ifnoalternativetargetsareavailablethentheactionistaken,butwasted.
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TalentsAlmosteveryunitinMythicBattles:Pantheonhasoneormoretalents,mostcommonly3.Talentsaredefinedbelow.Atalent’snumericalmodifiers(suchasthe+1OffenceinArcher)onlyaffectunitstats.Theydonotmodifytheeffectsofpowers.Atalent’snon-numericaleffects(suchasMightyThrow)doapplytopowers.Usingpartorallofatalentisoptionalandattheowner’sdiscretion.Inallcasesinthislist,theterm“thisunit”referstotheunitthathasthetalentbeingdescribed.
ArcherThisunitgains+1OffenceforATTACKsatRange1+.
BlockNon-flyingenemyunitsinthesameareaasthisunitcannottakeWALKorRUNactions.NoenemyunitcanCLAIManomphalosthatisinthisarea.AunitwiththeBlocktalentignorestheseeffects.
BolsterFriendlytroopsinthesameareaasthisunitgain+1Offenceand+1Defence.
ClimbThisunitmayWALK,RUN,orDEPLOYontocliffandrocksareas.
CloseProtectionThisunitgains+1Defenceaslongasafriendlyunitisinthesamearea.
CloseCombatThisunitgains+1OffenceforATTACKsatRange0.
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ForceofNatureIfthisunitisinanareacontainingaruinortreeminiaturewhenitmakesanATTACK,theownermayremovethatterrainpiecefromtheboardandplaceitbackinthebox.Ifthisunit’sForceofNaturetalentcausesaterrainpiecetoberemoved,thisunitgains+1Offenceand+1Rangeuntiltheendofitsactivation.
GemCollectorThisunitcanCLAIManomphalosfromanywhereinitssurroundings.
GuardIfafriendlyunitinthesameareaasthisunitisATTACKED,youmaychangethetargetoftheATTACKtothisunit.YoumustdeclaretheuseofGuardinstep2ofthecombatsequence.ResolvetheremainderoftheATTACKasnormal,againstthenewtarget.Guardcannotbeusedagainstaretaliation.Guardcannotbeusedagainstterraineffects.
InitiativeIfthisunitdiscardsanactivationcardtomakearetaliation,thenthisisresolvedbeforeitsattackermakestheiroriginalATTACK(step3ofthecombatsequence).Afterretaliation,thisunit’sattackermayresolvetheirownATTACKonlyiftheyarestillinapositiontomakeit(havingsufficientRange,forexample).SeepageXXX.AunitwiththeInitiativetalentignorestheseeffects.
LeaderAttheendofthisunit’sactivation,itsownermaychooseafriendlyunitoftroopsinthesameareaastheLeader.Thefriendlyunit’sownermaysearchtheirdeckforanactivationcardforthatunitandaddittotheirhand.Ifthefriendlyunitbelongstotheactiveplayerthenitmaybeactivatedimmediatelybydiscardingoneofitsactivationcards.ThisLeaderactivationcountstowardsthemaximumnumberofunitactivationsallowedfortheturn.Thisactivationdoesnotrequireanartofwarcardtobediscarded.Ifthefriendlyunitdoesnotbelongtotheactiveplayerthenitmaybeactivatedimmediatelybydiscardingoneofitsactivationcards.ThisLeader
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activationdoesnotcounttowardsthemaximumnumberofunitactivationsallowedfortheturn.Thisactivationdoesnotrequireanartofwarcardtobediscarded.
MightyThrowThisunitresolvesATTACKsasnormal,withtheexceptionofblankresults.ResolvetheATTACKbeforedealingwithanyblankresults.Inadditiontopotentiallycausingwounds,wheneverthisunitATTACKs,theownermaydiscardblankresultsfromthefirstassaulttothrowthetargetunit.Throwingaheroorunitoftroopsrequirestheownertodiscard1blankresult,throwingamonsterorgodrequires2,andthrowingatitanrequires3.Iftheownerdiscardedsufficientblankstothrowthetargetunit,thenthetargetunitdropsanyclaimedomphalosbeforeitisthrown.Thentheownerofthethrowingunitmovesthetargetunitonearea.Aunitcannotbethrownintoclifforrocksareas.Adivinityormonstercannotbethrownintoriftareas.Iftherearenoareasintowhichtheunitcanbethrown,thentheeffectiscancelled.AunitmaybethrownevenifithasbeendestroyedbytheATTACK.
MobilityWhenactivated,thisunitcanATTACKandthenWALK.
MonsterSlayerThisunitmayre-rollupto2dicefromitsfirstassaultwhenthetargetofitsATTACKisamonster.Re-rollanydicebeforeyousetanyasideandcalculatetotals.
PhalanxThisunitgains+1Offenceand+1Defenceaslongasitisinthesameareaasacompleteunitoffriendlytroops.
SneakAttackThisunitgains+1Offenceaslongasafriendlyunitisinthesamearea.
TormentRange0ATTACKsbythisunitareresolvedwith-1Defenceforthetarget.
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GameTermsKeywords,stats,andotherimportantgametermsandconventionsaredefinedinthefollowingalphabeticallist.Iftheexplanationistoolongforthissummary,theentryliststhekeypointsandrefersyoutotheappropriatepageforthefullrules.<<<<whenatermhasanassociatedsymbol(aquatic,specialattack,etc),pleaseaddittothestartoftheentry.>>>>>ABSORB:shortforABSORBanomphalos-acomplexaction.SeepageXXX.Activation:theopportunitywithinaturnforaunittotakesimpleactionsorcomplexactions.Activeplayer:theplayerwhoseturnitis.Thereisexactly1activeplayeratalltimes.Activepower:atypeofpowerthatcanonlybeusedduringaunit’sactivation,andonlyifitchoosestotakesimpleactions.Individualdescriptionsofpowerswilldefinetheexacttimingandeffect.Activeunit:theunitwhoseactivationitis.Thereisnevermorethan1activeunitatatime,thoughtherecanbenone.Adjacentarea:twoareasareadjacentwhentheyshareacommonborder.Area:anirregularly-shapedspaceonthegamemap,surroundedbyaline.Inthecentreareasymbolforthearea’sterraintype,andanumberforthecapacity.Army:thecollectionofunitsownedbyaplayer.Assault:arollofthediceduringanATTACK.EachATTACKismadeupof2assaults(firstandsecond),withrollsinthesecondpotentiallyaddingtothosefromthefirsttomakethefinaltotalusedtocalculatesuccess.Are-rollispartofthesameassaultastheresultitreplaces.SeeATTACKonpageXXX.ATTACK:asimpleaction.SeepageXXX.Backinthebox:ifaruleinstructsyoutoplacesomethingbackintheboxthenthatitemtakesnofurtherpartinthecurrentgame.Itcannotbereturnedtoplaybyanymeans.Capacity:themaximumnumberofunitsthatcanoccupyanarea.CLAIM:shortforCLAIManomphalos-asimpleaction.SeepageXXX.Claimed:anomphalosthathasbeenthetargetofaCLAIMaction,andhasnotsubsequentlybeendropped.
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Complete:aunitoftroopsiscompletewhileithasitsfullcomplementofminiatures,aslistedonitstroopcard.Aunitoftroopsmustbecompleteinordertouseitstalents.Complexaction:theactionsRUN,ABSORB,andDEPLOY.Dashboard:areferencecardcontainingaunit’sstats,talents,andpowers.Deck:thefacedownpileofcardsthataplayercandrawfrom.Defence:astatthatdenoteshowdifficultitistowoundtheunit.SeepageXXX.DEPLOY:acomplexaction.SeepageXXX.Deploymentzone:theonlyareasofthemapthroughwhichaspecificplayer’sunitsmayDEPLOYontothebattlefield.Destroyed:aunitthathaslostitslastminiature(troops)orhashaditsVitalityreducedtozeroorless.Miniaturesrepresentingdestroyedtroopunitsareplacedbackontheirtroopcard.Miniaturesfromotherdestroyedunitsareplacedbackinthebox.Pairsofactivationcardsbelongingtodestroyednon-troopunitsmaybeusedasartofwarcards.Discardpile:thefaceuppileofcardsthataplayerhasused.Divinity:agodoratitan.Draw:totakethetopcardorcardsfromyourdeck.Drawcards:atypeofmanoeuvre.SeepageXXX.Enemy:aunitisanenemytoanotherunitifbothareownedbyopposingplayers.Aunitthatisnotenemyisafriendlyunit.Evade:atypeofmanoeuvre.SeepageXXX.Friendly:aunitisfriendlytoanotherunitifbothareownedbythesameplayer,orifbothownersareonthesameside.Aunitthatisnotfriendlyisanenemyunit.Aunitisalwaysfriendlytoitself.Full:anareathatcontainsanumberofunitsequaltoitscapacity.Thismaximumcannotbeexceeded.Aunitcannotenterafullareabyanymeans.God:atypeofunit.Godsandtitansarecollectivelyknownasdivinities.Hand:thecardsaplayerhasavailabletouse.Hero:atypeofunit.
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Invokepower:atypeofmanoeuvre.SeepageXXX.Keyword:animportantwordorphrasewithaspecificgamemeaning,oftenusedbyotherrules.Keywordsarealwayswritteninbold,likethis:unit.Leadplayer:theplayerthattakesthefirstturnineveryround.Determinedbythescenariobeingplayed.Miniature:asmallsculptureusedasaplayingpieceinthegame.Itmaystandforoneoftheunitsinanarmy,orasapieceof3Dterrain.Monster:atypeofunit.Movement:astatthatdenotesthenumberofareastheunittravelswhentheyWALKorRUN.SeepageXXX.Non-flyingunit:aland,aquatic,orfireproofunit.Obstacle:anareathataunitcanmakeaRange1+ATTACKinto,butnotthrough.Offence:astatthatdenotesthenumberofdicetheunitrollsforitsfirstassaultinanATTACK.SeepageXXX.Omphalos:thesearerepresentedinthegamebyredgems.TheyarethesubjectofCLAIMandABSORBactions.SeepageXXX.Owned/owner:allunitsrecruitedintoaspecificplayer’sarmyaresaidtobeownedbythatplayer.Thatplayeristheunit’sowner.Ownershipisthereforeanin-gameconcept,andisunrelatedtoownershipofthephysicalgameintherealworld.Pass:whenaplayerchoosestodrawasecondcardinsteadofhavingtheoptiontoactivateorrecallunits.Passivepower:atypeofpowerthatcanbeusedatanytime,exceptduringaunit’sactivation,ifitchoosestotakeacomplexaction.Individualdescriptionsofpowerswilldefinetheexacttimingandeffect.Permanentpassivepower:Thesearetheonlypowersthatremainineffectwhenaunitmakesacomplexaction.Individualdescriptionsofpowerswilldefinetheexacttimingandeffect.Pool:thisisthereservesupplyoftokensforaunit’spower.Placesuchreservetokensontheunit’sdashboard.Power:anabilitythataidsorhindersaunitinbattle.Powersareoftenunique.Aunit’spowersareexplainedonitsdashboard.
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Range:astatthatdenotesthemaximumdistance(inareas)atwhichtheunitmaymakeanATTACK.Range0istheareatheunitisin.Also,thedistance(inareas)betweenunits.SeepageXXX.Recall:atypeofmanoeuvre.SeepageXXX.Recruit:theprocessofselectinganarmy;ortheprocessofselectingaunitforthatarmy.RecruitmentPoints:thenumberofpointsthataplayercanspendtorecruithisarmy.Retaliation:acounter-ATTACKfromthetargetoftheactiveunit’sRange0ATTACK.Inordertoretaliate,thetargetunit’sownermustdiscardoneofitsactivationcards.SeepageXXX.Round:acollectionofturns–oneperplayer.RP:theabbreviationofRecruitmentPoints.RUN:acomplexaction.SeepageXXX.Scenario:awaytosetupthegame.Everygameisplayedusingascenario.Thislistseverythingyouneedtoknowforthatparticularconflict,includingamongotherthings,whichmap(s)touse,whatunitsareavailable,howtheyaredeployed,andhoweachsidewinsthegame.SeepageXXXofthescenariobook.Searchforacard:atypeofmanoeuvre.SeepageXXX.Secondactivation:atypeofmanoeuvre.SeepageXXX.Simpleaction:theactionsWALK,ATTACK,andCLAIM.Specialattack:atypeofpowerthatcanonlybeusedduringaunit’sactivation,andonlyifitchoosestotakesimpleactions.Useofthespecialattackpowercountsastheunit’sATTACKactionforthatturn.Individualdescriptionsofpowerswilldefinetheexacttimingandeffect.Stat:agamevalueusedtodescribetherelativeusefulnessofaunit.Statsarealwayswritteninitalicswithacapitalletter.Thestatsare:Offence,Defence,Range,Movement,Vitality,andStrategicValue.Modifierscannotreducestatsbelow0,orraisethemabove10.Vitalitymaystartabove10.StrategicValue:astatthatdenotesthenumberofartofwarcardstheunitaddstotheowner’sdeck.Surroundings:aunit’ssurroundingsaretheareaitisin,plusalloftheadjacentareas.
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Talent:anabilitythataidsaunitinbattle.Talentsarenotunique.Thenamesofaunit’stalentsarelistedonitsdashboardortroopcard.SeepageXXX.Titan:atypeofunit.Titansandgodsarecollectivelyknownasdivinities.Token:acounterusedtotrackapower’seffect.Troops:atypeofunit.Troopsareinitiallyrepresentedontheboardbyagroupof2+miniatures.Aunitoftroopsthathasitsfullcomplementofminiaturesiscomplete.Aslongas1miniatureisontheboard,theunitremainsinplay.Allsurvivingminiaturesbelongingtoaunitoftroopsmustbeinthesameareaatalltimes.Turn:aplayer’sturnistheirchancetoeitherpassoractwiththeunitsintheirarmy.Unclaimed:anomphalosthathaseitherneverbeenthetargetofaCLAIMaction,orhassubsequentlybeendropped.Unit:adistinctgameelement.Aunitmaybedefinedastitan,god,hero,monster,ortroops.Titansandgodsarecollectivelyknownasdivinities.Vitality:astatthatdenotesthenumberofwoundsrequiredtodestroyadivinity,hero,ormonster.SeepageXXX.WALK:asimpleaction.SeepageXXX.Wound:toreducethetargetunit’sVitality(divinities,heroes,monsters)ornumberofminiaturesontheboard(troops).