1
Complete six phases
Each round consists of 6 phases played in order
2
Draw to five
Draw cards until you have 5 cards in hand
3
Pay summon cost
Summon units by paying their summon cost (number left of sword/bow icon) using magic points
4
Spend magic points
To pay a magic point, move the top card of your magic pile face-up to your discard pile
5
Place summoned units
Place units on empty spaces adjacent to walls you control (orthogonally only, not diagonally)
6
Summoning restrictions
Cannot summon if you cannot pay the cost or have no valid placement space; some units have no summon cost
7
Play event cards
Play any number of event cards, including wall cards (except Swamp Orc Vine wall, which has special rules)
8
Resolve immediately
Event cards are resolved one at a time, then placed face-up on discard pile
9
Place wall cards
Wall cards are placed on any empty space on your side of the battlefield
10
Move up to three units
Move up to 3 of your units, each up to 2 spaces (moving 0 spaces still counts as a move)
11
Movement restrictions
Units cannot move diagonally or through occupied spaces
12
One move per unit
No unit may move more than once per round unless an Event card or special ability allows it
13
Attack with up to three units
Attack with up to 3 different units you control; they don't need to be the same units you moved
14
Target freely
Attack any cards (can attack the same target multiple times); you may attack or destroy your own cards, but a card cannot attack itself
15
One attack per unit
No unit may attack more than once per round unless an Event card or special ability allows it
16
Melee attacks (sword symbol)
Attack only adjacent units (not diagonally)
17
Ranged attacks (bow symbol)
Attack units up to 3 spaces away in a straight line, not blocked by other cards (not diagonally)
18
Roll attack dice
Roll dice equal to the attacking unit's attack value (large white number in shield)
19
Apply wounds
Add 1 wound marker to the target for each successful hit
20
Destroy damaged units
When a card has wound markers equal to its life points, it is destroyed and placed face-down on your magic pile
21
Add cards to magic pile
Place any number of cards from your hand face-down on top of your magic pile
22
View but don't reorder
You may look through your magic pile but cannot change the card order
23
End turn
After this phase, your opponent begins their turn with the Draw phase
24
Abilities override rules
Card abilities take precedence over standard rules
25
Simultaneous effects
When multiple abilities trigger simultaneously, the active player determines resolution order
26
Temporary abilities
Event cards may grant temporary abilities; units can have multiple different abilities, but temporary abilities with the same name do not stack (1+1 ≠ 2)
27
Stacking events
Effects from multiple Event cards can stack; play them one at a time
28
Unique card type
Walls are special event cards with only life points (no name or effect)
29
Not units
Walls are not units but can be attacked and destroyed like units; abilities affecting units do not affect walls
30
Strategic use
Use walls for summoning units, hiding your units behind them, and obstructing opponent movement
31
Destroyed walls
When destroyed, walls go to the magic pile
32
Critical rule
If you control no walls, you cannot summon new units