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The possible combat dice results include the following:
Each hit result that is not blocked inicts 1 damage.
There can be up to 4 hits on a single die face.
• Each miss result inicts no damage.
Each block result cancels out one of the opponent’s
hit results. There can be up to 2 blocks on a single
die face.
Each arcane result has the potential to be converted
into a dierent result through the use of Command
Cards or Spell Cards. Any arcane result that is not
converted or re-rolled is treated as a miss. There can
be up to 2 arcane results on a single die face.
After rolling the combat dice, the attacker may modify
the dice using any re-roll or conversion abilities that are
present on their face up Command Cards:
1) For each Command Card to the
right
of the Leader
Command, the attacker may re-roll 1 of their
combat dice.
2) For each Command Card to the
right
of the Magic
Command, the attacker may convert 1 arcane
result into 1 block result.
3) For each Command Card to the
left
of the Attack
Command, the attacker may convert 1 arcane
result into 2 hit results.
Each of these Command Card abilities may be initiated
once per combat, and all dice that are being re-rolled or
converted by a particular Command must be done at the
same time. To keep track of which Command Card abilities
have been used during a particular battle, the attacker
should shift those Command Cards down slightly as a
reminder that those abilities cannot be used again. When
converting a die to a particular result, the attacker should
physically turn the die face up to its new result to avoid
accidentally converting the same die result to two dierent
die results.
After using Command Cards, the attacker can further
modify their dice results through the use of Spell Cards or
Resource Cards that specify that they are activated during
a battle “before determining your nal totals.
Once the nal hit total and block total have been
determined, the attacker should pick up the two red
combat tokens that are kept beside the game board and
use them to mark the results on the Combat Table on the
lower left part of the board.
BATTLES
When you play the Attack Command, your giants may
attack an adjacent enemy region. You cannot attack an
enemy’s Starting Region until the Final Ordning has begun
(see page 20). To resolve a battle, perform the following
steps in order.
1. Declare Attack
The attacker announces which friendly region they are
attacking from, and which enemy region they are invading.
The attacker can only initiate an attack from a single region
to an adjacent enemy region. The attacker also species
which of their giants are participating in the attack. Most
of the time, this will be all of the attacker’s giants in the
region, but sometimes the attacker may wish to exclude
certain giants so that they cannot be taken as casualties
or to limit the number of giants that will be forced to enter
the enemy region if it is conquered. Conversely, all of the
defender’s units must participate in the battle.
Important: The attacker does not actually move
their giants into the region unless they successfully
conquer it.
2. Cast “Start of Battle” Spells
Some spells specify that they are cast “at the start of a
battle.” First the attacker announces whether or not they
are casting any spells, and then the defender, and so on
back and forth until both players pass consecutively. If the
attacker passes but the defender casts a spell, the attacker
may still choose to cast a spell afterwards.
3. Attacker Determines Combat Totals
The attacker totals the Strength Values of all of their units
in the battle. Remember that a Champion Figures Strength
Value is listed on its corresponding Champion Card. The
total Strength Value of the attacker’s units determines
the number of combat dice that the attacker will roll, to
a maximum of 7 dice. The attacker always includes the
special combat die that is associated with their race as one
of their combat dice. The other dice rolled are the standard
combat dice.
For example, the re giants are attacking an enemy
region with 1 regular unit and 1 elite unit. The units
total Strength Value is 2 + 2 = 4. The re giant player
rolls 4 combat dice (1 re combat die + 3 standard
combat dice).
Hit Miss Block Arcane
16


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