The Game Turn

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