Bringing Units into the game:All players whitout Units can bring 5 units into the game at no cost which they can then place in unoccupied terretory. These units consist out of 4 weak units and a Medium unit of choise.
ReinforcementYou can get reinforcement from at most 1 weak unit/turn, as long as your leader/hive/whetever is alive. Larger reinforcement need special rules/events.
MovementStandard units can move 2 tiles per turn if they move fast, 1 tile/turn if they move slowly (dicretly, to make ambush, underground, etc etc)
Flying unitsThese can evade natural hazards, but cannot move stealthily.
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Cavalry: Ground-based mounted units may move an additional square on relatively flat, open terrain, but move one square less on rough terrain like forests, and take two turns to pass over broken terrain such as mountains.
Civilians: Civilians are (Organic) Units that are attracted to a location, because of a specific item the location may posses. Civilians can do nothing, and must be trained to do any job other then lazy around.
BuildingBuilding requires 1 unit and an amount of resoucres( Large building:20R 5 units Medium building: 5, Small building: 1). Different ways of building excist. Every working building needs power or an equivalent there of to survive( Houses don't need power, but a smithy would need coal for example).
Resource gatheringBasic building units can gather one resource unit every turn if that resource is availble( So no gathering wood in the desert). Resources can be used the turn they're gathered.
Detection: Structures that hide positions cause passing foes to have to roll a 1d10 to spot the hiding place. 1-4 is a failure to spot, 5-8 Notice something suspicious, 9-10 spot the hiding place, and can waltz right through.
Roads: Roads take two turns to build but is otherwise free. Roads are sometimes race-specific, which means that only the creating race can use it. It goes twice as fast when you travel on roads compared to normal ground.
Map: the map consists out of 676 tiles ordered from A1 to Z26. The description and layout of each tile is written up by the first player to discover it.
Map as of Evil maharadja's last turn:
A1: adwarf's Village, Heavily Forested Mountain
Q4: The hive: Dense forest filled with organic waste
G11: Glassed desert+crater