The Game Turn has four steps:
Step 1 – Initiative
Initiative Phase (inspired by Warcry)
- Each player rolls a D6 for each warrior or vehicle they have.
- From the result, group up the singles, doubles, triples and quads
- The player with the fewest # of single dice with a result of 4+ goes first. (This should give the player with fewer warriors an advantage)
- Once the initiative has been determined, each player, in order of initiative, may place a wild die to either match another die and create a double, triple or quad, or they may remove one of their 4+ results to try and steal the initiative, or they may save the wild die until the next turn.
- Set these dice aside and don’t touch them; they can be spent on clan and universal abilities – see below.
Step 2 – Fast Actions
Fast Phase (activating fast warriors and fast vehicles)
- The player who has initiative may activate one fast vehicle or warrior
Step 3 – Regular Actions
Main Phase (activating remaining warriors and vehicles)
- The player who has initiative may activate one vehicle or warrior
Step 4 – Cleanup
- Once all warriors on each side have been activated, that means the Game Turn is over.
- Place a token next to each warrior and flip all cards upright again.
ALTERNATE DUAL INITIATIVE SYSTEM:
- Determine the first player at the start of the game with a Revvin and Shoutin roll
- On each turn, everyone rolls a D6 for each warrior
- Assign a dice to each warrior by placing it on their card.
- Warriors with Rash as a keyword, must take the lowest numbers.
- During Combat Phase, going player by player, you activate all of your warriors by number. Meaning that on player 1’s turn, he activates all of his 1-initiative warriors first, then player 2 does, then player 3. Then the player will activate all of their 2 initiative warriors