For SoldiersEach turn, you get a certain amount of Move Points (mp) and Action Points (ap) to use during that turn. For all of the default classes, this means 4mp and 1ap per turn. These cannot be saved up.
Move Points can be used to move to an adjacent hex or, sometimes, to fuel various special abilities.
Action Points can be spent to engage in any of the following actions
- Attack (target) or Counter-attack - You must choose which available attack you want to attack with. Some attacks can hit multiple times. Ranged attacks can target a unit 2 hexes away. You cannot counter ranged attacks with a melee attack, and you have a 50% reduction in accuracy when countering a melee attack with a ranged attack.
- Cast a non-combat spell
- Disengage - Moving next to an enemy unit, attacking an enemy unit with a melee attack, an enemy unit moving next to you or an enemy unit attacking you with a melee attack can all cause you to become Engaged, disallowing you from moving normally. Using this action will disengage you from all enemies. If this occurs in the middle of combat (as a reaction to an enemy attack, but where they are attacking multiple times), it can be combined with a move action (so long as enough MP is retained to complete the action) and this will end the combat if you successfully moved out of range.
- Move - You can, if you wish, turn your Action Point into 2 additional movement points.
- Rest - regain 1 health, or 6 if in a thread. This ends your turn, even if you have action points remaining. Ending a turn in a thread automatically heals 2 points of damage, whether you rest or not..
- Seize a Thread - Claim a thread in your hex for your team. Threads provide your team with income, and may sometimes have other purposes or benefits. If you are unaffiliated with a team, seizing a thread will leave it unclaimed.
- Explore a Location - There may be special locations on any given map. These be explored by spending an action point. Some will have good consequences, some will have bad, and you might find nothing at all. Usually, though, a character will benefit from exploring a location. Each location can only ever be explored once by any character - attempting to explore an already explored location will have no effect.
- Loot a Corpse - You may choose to gain the equipment from a fallen enemy. Note, however, that equipment limits still apply, so you must drop your own equipment first if you do not have room. Picking up and dropping each individual piece of equipment costs an additional mp.
Turn order within your team is mostly determined by the order actions are posted, while the team order is determined by the actions of your commander. A Soldier can choose to execute some actions, wait for an ally to do something, and then execute more.
If you and a commander agree that you will enter the battlefield under their command, you are considered to be Recruited. When you are recruited, you will be recruited to the keep of a Commander, appearing on the space of their choice or, if no space is specified, a random space in the keep. You will wear the flag of your team, identifying you on the map.
If at some point you wish to change armies, you can simply make an agreement with another commander to do so. Your army will change at the beginning of the next round. This is most useful when a commander has died but you wish to remain in the battle - developing a reputation as a turncoat will make hiring you in the future unattractive, and should generally be avoided, as you usually cannot enter a battle without being explicitly recruited by a Commander.
To leave a battle at any time, you can simply move off the edge of the map. You cannot be recruited back into a battle you have already participated in and left, except under special circumstances.
Different tiles on the map may sometimes offer passive advantages or penalties to units standing on or moving through them. For example, castle tiles offer a 25% bonus to evasion. Shallow water and swamp tiles cost 1mp to leave as well as to enter, while most only have an entry cost. Deep water tiles cannot be moved into at all, and Mountain tiles cost an additional 1mp to move onto. Every map will have a key that details which terrain appears on the map, what it looks like, and what bonuses or penalties apply.
Finally, a Soldier must be concerned with their personal Upkeep. Every turn, a soldier must spend a piece of gold to feed themselves, or they will "starve", losing 2 health and half their movement points, and unable to recover health this turn by any means. It will be assumed you will pay this out of your personal wallet if your Commander does not and you do not specify otherwise.
For CommandersAll of the Soldier Rules apply to your Commander unit, but you have several more concerns to consider as well.
Income Management:
You are expected to keep your army fed, paid, and equipped. The key to doing so is to have your army seize threads. Most maps will give a basic income you can rely upon each turn, but every seized thread will provide you with more. Any payment is instantly paid out to the troops as agreed upon, unless otherwise specified or if you are unable to make payments. By default, it is assumed you will be paying the upkeep for each of your units directly, and then either paying them up front, or giving them a wage on top of it. If you choose to pay your Soldiers each turn, and you do not have enough cash to fulfill your obligations, wages will be cut before upkeep, at random (unless otherwise specified), and when you do not have enough to make upkeep, upkeep costs will be paid at random (unless otherwise specified).
Check the map key to see the income details for your specific map.
Turn Order:
At the beginning of each round, you may send a PM to the host, GlyphGryph, with the amount of money you would like to gift him with. The Commander who has given the most money will be rewarded with their team going first. If the amounts given are the same, then turn order will be the same as it was on the previous turn, or random (if this is the first turn).
Recruiting:
It is your job to convince Soldiers to join your army. You can only recruit soldiers while on a Keep, though it doesn't need to be yours, and they will appear on tiles within that fortress. It is expected you will be giving your army orders and setting goals and expectations. Always remember, however, that they are individuals, and may not always behave the way you would hope. Choose your recruits wisely. Most recruits will request either a regular wage or an up-front payment to work under you, and will expect you to pay for their Upkeep costs. Recruited units may not act on the turn they are recruited.
Improving Yourself and Your ArmyEvery unit has the ability to gain experience - Attacking, being attacked, casting certain spells, exploring locations are all possible sources of experience, although landing the killing blow against an enemy is the most effective way to progress. Most of these actions grant 1 experience, but slaying an enemy grants 4 experience plus 4 experience for every level the enemy had acquired. Most characters start at level 1, so killing them will grant 8 experience.
Basic characters require 10 experience to reach level 2, at which point they will be presented with a variety of options for advancement, and the cost of leveling in the future will depend on which options they choose.
Between battles, characters may spend any accumulated gold to buy equipment from the current Marketplace. Some goods will have a limited supply, or only be available as limited time offer, or both. All sales are first-come-first-serve.
Most equipment, with the exception of valuable consumables and artifacts, cannot be sold to a Marketplace, but you may also arrange trades and sales directly with other players.
If you die, your character is gone for good you must create a new character.