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DRAGONS FROM AN ANCIENT ERA HAVE RISEN FROM

A SLUMBER THAT HAS LASTED MILLIONS OF YEARS.


Their protective sleep saved them from a comet impact, yet they awoke to a changed world.
Continental drift and receding ice sheets had carved out a new continent called Dara, and
humanity had evolved to rule it. The dragons spread out into far regions of this new land and
subjugated its inhabitants through violence, diplomacy, and trickery. Now, as ancient feuds
resurface and Dara erupts into war, the dragons and their allies battle for resources and dominance.

Drake is a true scale, 28 mm fantasy miniature wargame that blends incredible dragons, horrifying
beasts, and powerful chant magic. You choose a great dragon to lead a force of servants and
monstrous creatures to battle, then craft a deck of chant magic cards to annihilate your foes. This
fast-paced and bloody gameplay experience rewards tactics, nerves of steel, and quick responsive
actions – especially on your opponent’s turn!
The following starter rules cover the basics of how to play Drake. They are written especially for
small games, either dragon vs. dragon or perhaps with a small number of chant constructions
and creations or other followers.
WHAT YOU NEED TO PLAY
Models: You will need assembled miniature Templates: Some spells and abilities use
models to send into battle. Each player will need area of effect templates, either circles of
a dragon and, optionally, an equivalent amount 3”, 4”, or 5” diameter or teardrop-shaped
of supporting units. Painting is optional but templates that represent the area of effect
encouraged! of a dragon’s breath weapon or similar effect.
Force cards: You will need force cards to consult Printable templates are downloadable from
for each unit’s statistics, attacks, and traits. www.actiongamesminiatures.com if you do not
have a Drake template set.
Chant cards: Each player will need to build a
deck of chant cards to represent the spells their Battlefield: You will need a playing surface to use
dragons can cast. as the battlefield. Dragon vs. dragon games are
Dice: You will need a handful of 10-sided dice recommended to be played on a battlefield that
(D10s), around six of them at least. is 2’ square. Larger games will require a larger
battlefield.
Measuring tape: You will need a measuring tape.
Drake often requires players to measure distances Terrain: Standard games of Drake should have
in inches. at least one feature each of water terrain, stone
terrain, and forest terrain on the battlefield. Flat
Markers: You should have a number of small
items to mark game effects that persist over time. templates can be used if you don’t have miniature
You can use buttons, beads, coins, or whatever terrain pieces.
you like.

READING THE CARDS


FORCE CARDS CP: Chant power is used to pay the cost of
casting chant cards. Dragons regenerate their CP
A force card provides all the information needed to full when selected.
to play a game with its corresponding unit,
including that unit’s statistics, attacks, and traits. Except for MV, HP, and CP, statistics cannot
be increased beyond a maximum of 9. A model
STATISTICS cannot be healed to more than its maximum HP,
MV: Movement is the number of inches a model but it can be reduced to negative HP. A model can
can move in a normal advance. gain AP and CP without limit and cannot have
ACT: Action is the number of action points (AP) negative AP or CP.
a model generates when selected. ATTACKS
CR: Courage is used for composure checks when Attacks are either melee attacks ( ) or missile
a model is frightened. attacks (
).
CON: Constitution is used for survival checks ATTS: The attack strength is the number of
when a model is badly wounded. damage dice rolled in this attack’s damage roll.
DEX: You must roll equal to or greater than a (×0), (×1), etc.: The number of extra attacks, after
model’s Dexterity to hit it with an attack’s hit roll. the first, that a model can buy with this attack
AR: You must roll equal to or greater than a model’s using AP.
Armour to damage it with an attack’s damage roll. Range: The short and long range, in inches, of a
HP: Hit points represent the amount of damage missile weapon.
a model can suffer before it must pass a survival
check or be destroyed.

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TRAITS CHANT CARDS
Traits are the skills and powers of the unit. Many
Chant cards represent chant magic that dragons
traits are passively in effect all the time. Some
use to summon creatures directly onto the
traits are triggered () when certain conditions
battlefield, enhance their troops, and blast deadly
are met.
attacks at their enemies!
Some common traits are not defined on the card.
Cost: The number in the top left is the amount
R5 Flying: This model is a flying model and can of CP required to cast the chant card.
choose fly as a movement option.
Synergy: Some chant cards, especially chant
R5 Aquatic: This model ignores the movement creations or constructions, have a synergy rating.
penalty of shallow water and treats deep If such a card is targeted by a chant card while
water as difficult rather than impassable waiting to resolve, the targeting card’s controller
terrain. While completely within deep water, immediately makes a synergy check by rolling a
this model is obscured and gets hard cover D10. It passes if the roll is equal to or greater
even without a cover marker (see Missile than the synergy rating of the targeted card. If
Attacks). failed, the targeting card immediately goes to the
R5 Trailblazer: This model ignores the dead pile and has no effect.
movement penalty of all difficult terrain
other than water. Element: Every chant card has an element, such
as Earth, Life, Spirit, or Sun.
Traits with a cost listed after their name are
abilities that can be used by paying their cost. Range: Many chant cards have a range, in inches.
Certain types of abilities differ from mundane Some of those specify that the range is a radius,
abilities (which have no symbol) in terms of how and some specify that the caster must also have
and when they can be used. LOS to the target.
Type: The type of the chant card – enhancement,
When to use How often flow, or snap – affects when it can be cast and
what it does (see Chant Magic).
Mundane Only in the Once per round
unit’s action step
`
Snap () Whenever a Once per round
snap can be used

Chant () Only in the As often as the


unit’s action step cost can be paid

Snap chant () Whenever a As often as the


snap can be used cost can be paid

Chant abilities () and snap chant abilities


() go into the chant order (use a placeholder
card) and can be responded to with snap chant
cards or snap chant abilities. Snap abilities ()
that are not also chant abilities cannot be used
while a chant order is waiting to resolve (see
Chant Magic).
Some abilities are additional movement options
()that a unit can choose instead of the standard
movement options.

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BASIC GAME CONCEPTS
GENERAL RULES
DICE ROLLS MEASURING
When a die is rolled to determine success or Any player can measure any distance at any time.
failure, generally the result must be equal to or
greater than or equal to or less than a target MODELS AND UNITS
number. A model is any game miniature on a single base of
any size: small, medium, large, or mighty. A unit
Rolling a natural 1 or 10 (that is, where the die is any single model or group of models deployed
roll is 1 or 10 before applying modifiers) counts and commanded as a single entity, represented by
as automatic success or failure. A roll is therefore a single force card.
never made impossible by modifiers. When you
must roll high to succeed, 10 is a success and 1 is FRONT/REAR ARCS AND MELEE RANGE
a failure. When you must roll low to succeed, 1 is The front arc of most models extends from the
a success and 10 is a failure. front 180° of their base, which players can assume
If a model or unit must make a statistic check, to be centred on the point the model’s head is
like a DEX check or a CR check, roll one D10. facing if it is not marked or otherwise stated by
The check passes if the roll is equal to or less than the model’s owner.
the statistic. A model’s rear arc extends from the back 180° of
Some effects require a perilous check or its base. Some models have attacks they can make
advantage check. These effects will provide a from their rear arc, such as a tail strike. These
target number, like 6+. Roll one D10. The check attacks always get −1 to hit.
passes if the roll is equal to or greater than the A model’s melee range extends out the following
target number. For perilous and advantage checks, distance from its front arc, depending on its base
the consequences for passing or failing the roll size.
will be stated in the effect.
Small base 0”
If an effect requires players to make an opposing
roll, each player rolls a D10, and the winner is the Medium or large base 1”
one with the higher result. Ties are won by the
controller of the effect. Mighty base 2”

DIVISION
Small-based models have a 360° front arc and
Always round up when dividing unless calculating
are therefore able to make melee attacks against
a measurement in inches, in which case the exact
anything their base is touching as well as being
value is used even if it is not a whole number.
able to draw LOS from any point on their base.
For example, rolling a D10 and dividing by 3
A model is engaged if it is within the melee range
yields the following possible results:
of an enemy model.
D10 roll Divided by 3, rounded up
LINE OF SIGHT
1–3 1 A model has line of sight (LOS) to a point if
you can draw a straight line from the front arc
4–6 2 of the model’s base to that point and that line
is uninterrupted by terrain that blocks LOS or
7–9 3
by models. A model has LOS to another model
10 4 if it has LOS to any point on its base. Models
and terrain only block LOS to models of equal
or smaller height (HT).
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NO OVERLAPPING MODELS while there is no chant order waiting to resolve.
A model can never end its movement or be placed However, instead of going to the dead pile,
in a location where its base overlaps another enhancements are placed on the force card of the
model’s base or impassable terrain. If a model unit they targeted and remain until destroyed or
must be placed in such a location, it is instead otherwise removed.
placed in the next closest location. If a model At any time, each player can only have a single
must end its movement in such a location, it enhancement on any unit. If a player controls an
instead backs up to the last legal location it could enhancement on a unit, that player cannot target
have ended its movement. that unit with another enhancement unless one
of them is a halo enhancement, which allows a
player to have up to two different enhancements
CHANT MAGIC on the enhanced unit.

THE CHANT ORDER Snap cards can be played at almost any time,
When casting a chant card, identify its caster (but including while a chant order is waiting to resolve.
not its target) and pay its cost, and then place it in Any time that a snap can be used, the active player
the chant order, which is where chant cards wait gets the first opportunity to do so.
to resolve. Once a card is in the chant order, it can Snaps can be used by any player at the end of
only be responded to by snap chant cards or snap each of the following phases and steps of the turn:
chant abilities. No other abilities or cards can be
R5 the beginning phase
used while a chant order is waiting to resolve.
R5 the selection step of each operation
New cards added to an existing chant order go on
R5 the movement step of each operation (after
top of the other cards. When no player wishes to
the unit ends its movement)
respond to the chant order, all cards and abilities
in the chant order resolve in order, starting at R5 the end step of each operation
the top (the most recently played). No cards or R5 the end phase
abilities can be used while the chant order resolves. During the action step of an operation, snaps can
Players choose targets and make other decisions only be used by the active unit or by any player in
required by their cards when each card resolves. response to a chant order begun by the active unit.
THE DEAD PILE Chant creations and chant constructions can
Chant cards that have been countered, discarded, only be cast during the caster’s action step while
or no longer have an effect on the game go to the there is no chant order waiting to resolve. When
dead pile. Force cards for destroyed units also go one of these cards resolves, it summons a unit to
to the dead pile. the battlefield, which must be placed in a manner
specified on the card.
RUNNING OUT OF CARDS
If a player is supposed to draw a chant card but Chant creations do not get an operation the turn
cannot because there are no chant cards left in their they are created unless cast in overdrive, where
deck, the draw is ignored and nothing happens. the caster pays an additional 1+X CP and then
rolls a D10 and adds X when the card resolves. If
TYPES OF CHANT CARDS the result is equal to or greater than 8, the chant
Flow cards can only be cast during the caster’s creation gets a normal operation that turn. The
action step while there is no chant order waiting chant creation loses 1 HP upon creation when cast
to resolve. Flow cards go to the dead pile after in overdrive, whether or not the roll was successful.
they resolve unless they have a persistent effect
Chant constructions are inanimate objects that do
on the battlefield.
not operate and never make survival or composure
Enhancement cards have persistent effects checks. They are destroyed immediately when
on the units they enhance. Enhancements also reduced to zero HP, and they do not need to be in
can only be cast during the caster’s action step coherency with other models in their unit.

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HEROIC CHANTS Dangerous terrain: A model suffers an attack at
A chant card must be cast as a heroic chant if cast the end of a movement step in which it was within
in the following circumstances: dangerous terrain at any point. Small- and medium-
based models suffer an ATTS 1 attack. Large- and
R5 the caster is engaged by an enemy model; or mighty-based models suffer an ATTS 2 attack.
R5 the caster has just ended a run or fly move
or another move that would otherwise cause Impassable terrain: A model cannot be moved
it to skip its action step. through or placed on impassable terrain.

After making a heroic chant, that caster cannot cast Some terrain pieces can also provide light cover or
snap cards in that chant order unless it contains hard cover (see Missile Attacks) or can block LOS.
an enemy snap. Immediately after a chant order Here are some examples of how common kinds of
resolves, casters who made a heroic chant lose all CP. terrain pieces affect the game.

TERRAIN Water: Shallow water is difficult terrain. Deep


water is impassable terrain. A toxic pool is difficult,
Terrain adds tactical depth and excitement to dangerous terrain.
the game. Especially in dragon vs. dragon games,
terrain is important to give the dragons cover from Forest: A sparse forest is difficult terrain that
each other while they angle for position and cast provides light cover. A dense forest is difficult
chant cards in hopes of getting the advantage. Here terrain that blocks LOS and provides hard cover.
are the standard effects of different types of terrain. A thorn bush is difficult, dangerous terrain that
provides light cover.
Open ground: Has no effect on gameplay. The
battlefield is generally considered open ground Stone: Large boulders or tall rock walls are
anywhere that there is no terrain piece. impassable terrain that block LOS and provide
hard cover. A short rock wall provides hard cover
Difficult terrain: A model is slowed to half speed and is not impassable, but a model cannot end its
in difficult terrain, spending double the movement movement or be placed on it.
for any distance moved.

PLAYING THE GAME


BUILDING A CHANT DECK
Before the game, each player will need to build
a deck of chant cards. The deck must contain at
least 21 cards. Chant creations and constructions,
such as Rakhera and Marks of Ether, count
toward that minimum of 21 cards in your deck.
Your chant deck can include no more than three
copies of any card and only one copy of any
unique card.
If your dragon’s alliance has a chant affinity, you Alliance Chant affinity
must include at least five cards of that element in
your deck, plus one card for each dragon of that Builders Earth
alliance in your force beyond the first.
Great Mystics Spirit
You do not have to reveal the contents of your
deck to your opponent before the game. Lords of the Mountain Life
Once each player has chosen their deck and their Shi Nation Sun
force, the game can begin!

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SETUP Hold: The model cannot move, not even to change
facing.
Battlefield setup: Players should discuss the terrain
they are using and agree on what each piece does. Advance: The model can move up to its MV in
Then players each roll a D10 and take turns placing inches.
terrain pieces, starting with the winner. Alternately, Run (1 AP): The model can move up to 2× its MV.
players can place terrain however they wish, The model then skips its action step, unless it is a
provided all players agree to the placement. dragon. A dragon takes an action step but can only
Deployment: Players each roll a D10 again. The make a heroic chant this operation.
winner chooses which corner or side to deploy on. Fly (2 AP): Only available to flying models. The
In a dragon vs. dragon game, players deploy their model first must make a takeoff move of half
dragons completely within a 5” radius of opposite its MV in a straight line in any direction. If the
corners of the battlefield. In larger games, players model successfully makes the takeoff move without
deploy completely within 10” of opposite edges of contacting any other models or impassable terrain,
the battlefield and take turns deploying one unit at it then makes a glide move of up to 2× its MV. The
a time, starting with the winner of the roll. glide move does not have to be in a straight line. A
Drawing a starting hand: Each player can take gliding model ignores free strikes and can move
any cards from their deck with a point cost (such over all terrain and other models. If the model was
as chant creations or constructions) and put them slowed by difficult terrain during its takeoff move,
into their starting hand. Each player then shuffles subtract the distance travelled through difficult
the rest of their chant deck and draws chant cards terrain from the model’s MV before doubling it to
until they have seven cards in their hand. calculate its glide distance.

Determining first player: Players each roll a D10 A model that flies or makes an unsuccessful takeoff
again. The winner will take the first turn. skips its action step, unless it is a dragon. A dragon
takes an action step but can only make a heroic
TURN STRUCTURE chant this operation.
Each player’s turn consists of three phases: a Charge (1 AP): The model must choose a model
beginning phase, operation phase, and end phase. in LOS and then move up to 1.5× its MV in a
straight line in a direction that would bring it in
BEGINNING PHASE base contact with its target, stopping at any point
Effects that trigger at the beginning of the turn resolve. once the target is in melee range. The model cannot
Any player can then use snaps. make missile attacks this operation and must make
at least one melee attack against its target. If the
OPERATION PHASE model moved at least 2”, it gets +1 to melee damage
The player must operate each of their units on the
rolls against its target this operation.
battlefield in whatever order they choose. A unit’s
operation consists of the following steps. If the model contacts impassable terrain or another
model, the charge fails, but the model still takes
Selection Step its action step. If the model runs out of movement,
The player selects a unit, which then generates its
the charge fails and the model skips its action step,
AP and CP. When a player selects a dragon, that
unless it is a dragon. A dragon takes an action step
player draws a chant card.
but can only make a heroic chant this operation.
Any player can then use snaps.
A flying model can make a flying charge, where
Movement Step it divides its charge into a takeoff move of half
The unit must choose one of the following its MV and then a glide move of up to 1.5× its
movement options. Some movement options have MV, both parts of the movement in a straight line
an AP cost. When moving, unless the movement toward its charge target, following the charge rules
option specifies that the model must move in a for direction and stopping point, but otherwise like
straight line, the model can change facing and a normal takeoff and glide.
direction an unlimited number of times during its
 After movement, any player can use snaps.
movement.

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Action Step R5 Damage roll: If the attack hits, roll a
Models make attacks and perform other actions number of D10s equal to the attack strength
during their action step. The player chooses the (ATTS) of the attack. For each die that is
order in which all attacks or other actions happen. equal to or greater than the target’s AR, the
A model can perform any of its actions before, in target suffers 1 damage.
between, or after its attacks.
Players can choose to roll multiple hit rolls and
R5 An active model must choose to make either damage rolls simultaneously if they know they
melee or missile attacks and can make one won’t make actions or trigger any effects between
attack with each of its attacks of the chosen attacks. Different colours of dice can be used to
type. It can also make as many extra attacks differentiate different attacks.
as are allowed for each attack – listed as (×0),
(×1), and so on – at a cost of 1 AP each. MISSILE ATTACKS
R5 Once per operation, an active model can A model cannot make missile attacks if it is engaged.
spend 1 AP to get a cover marker (see Breath weapons are a special type of missile
Missile Attacks). The cover marker is attack that can be used while engaged.
removed the next time the model moves,
unless it only changes its facing. Missile attacks receive the following modifiers.
R5 An active model can pay the cost to use its
Deadeye +1 to hit The attacker chose hold as a
abilities. movement option.
R5 An active dragon can cast chant cards.
Ambush +1 to hit and The attacker is completely
 During the action step of an operation, snaps strike +1 to damage within the target’s rear arc
can only be used by the active unit or by any and has spent its entire
operation out of the target’s
player in response to a chant order begun by the LOS. (Also applies to melee
active unit. attacks.)

End of Operation Step Long range −1 to hit The target is within the
Effects that trigger at the end of the operation attack’s long range but not its
resolve. short range.

All models on the battlefield lose all AP. Obscured −1 to hit There is no point on the
front arc of the attacker’s
 Any player can then use snaps. base from which it has LOS
to the target’s whole base.
END PHASE
Effects that trigger at the end of the turn resolve. Light cover −1 to hit The target has a cover marker
or or and is within 1” of terrain
If a player has more than eight chant cards in their Hard cover −1 to hit and that is at least half the target’s
hand in their end phase, they must discard down −1 to damage height, provides cover, and is
obscuring the target from the
to eight cards.
attacker.
 Any player can then use snaps. Cover is cumulative with
being obscured, but light
COMBAT and hard cover are not
cumulative.
MAKING ATTACKS
An attack consists of the following steps. Once In melee −1 to hit The target is in melee. If
the attack against the target
an attack is made, it must resolve completely,
misses, randomly select
including the hit roll, damage roll, and any other another model in melee
effects, before cards or abilities can be used. with the target and make
an attack against it, with all
R5 Choose a target within range and LOS. relevant modifiers, including
R5 Hit roll: Roll a D10. If the result is equal to or this one.
greater than the target’s DEX, the attack hits.

8
Some missile attacks have an area of effect (AE) TAKING DAMAGE AND SURVIVAL CHECKS
represented by a circular template of 3”, 4”, or 5” When a model is reduced to zero HP or less, it is
diameter or by a small or large teardrop-shaped destroyed immediately after the attack or effect
breath template. resolves if it has suffered more damage than its
When making an attack with a circular template, base HP in a single unit’s operation.
the player marks a point on the battlefield within Otherwise, when a model is reduced to zero HP
the attack’s range, then rolls a to-hit directional or less, it makes a survival check at the end of the
die (THD), attempting to land the die near that operation. A survival check is made by rolling a
point. Subtract the attack’s accuracy (ACR) from D10. The model passes if the roll is equal to or
the number on the die. less than its constitution (CON). It makes the
R5 If the result is zero or less, the template is check at −1 CON for each HP below zero.
centred on the chosen point. R5 If failed, the model is destroyed.
R5 If the result is greater than zero, the template R5 If passed, the model gets a wounded marker
drifts that many inches in the direction the and is restored to 1 HP. A model can only
THD’s top face is pointing. ever have one wounded marker.
A wounded model
R5 gets −1 to every stat but HP and CP,
R5 only generates half its normal CP, and
R5 must make a survival check at the end of
each of its operations.
The next time a wounded model would heal 1 HP
or more, the first HP that would be healed instead
When making an attack with a breath template, removes the wounded marker, and further HP is
place the template with the narrow end touching healed normally.
any point of the attacker’s base, pointed directly away
from the attacker, so that a line drawn through the WINNING THE GAME
centre of the template would cross the centre point In a dragon vs. dragon game, a player wins if they
of the attacker’s base. have the only dragon left in play at the end of
Once an AE template is placed, attacks are made any turn.
against all models within the AE. For models The game is a draw if both dragons are destroyed
completely within the AE, hit rolls are doubled, and at the end of any turn.
cover and obscured modifiers are ignored.

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ADVANCED GAME CONCEPTS
FREE STRIKES Engagement composure checks are made when
A model can make a free strike against an enemy a unit charges another unit and at least one model
model that leaves its melee range when that in either unit has a larger base than any model
enemy model ends its movement. The model can in the other unit. The unit with the smaller base
make an attack using any of its melee weapons at size makes a composure check.
+1 to hit and +1 to damage. A model reduced to If failed,
zero HP or less from a free strike in its movement
step skips its action step and makes a survival R5 a unit being charged gets −1 DEX until the
check at the end of the operation as normal. end of the operation; or
R5 each model in a charging unit loses 1 AP.
If an effect causes a model to make a free strike
during its own operation, the free strike is If passed on a natural 1,
resolved immediately and does not count toward R5 a unit being charged gets +1 DEX until the
the normal attacks the model would make in its end of the operation; or
action step.
R5 each model in a charging unit gets +1 to hit
AMBUSH STRIKES until the end of the operation.
A model gets +1 to hit and +1 to damage a target Retreat composure checks are made at the end
with all attacks if it is completely within the of any single operation, beginning phase, or end
target’s rear arc and has spent its entire operation phase in which a unit loses half or more of the
out of the target’s LOS. models it started the game with or, in the case
of units of a single model, half or more of its
COMPOSURE CHECKS maximum HP. If failed, the unit is fleeing and
A composure check is made by rolling a D10.
immediately makes a flee move (see below). A
The unit passes if the roll is equal to or less
fleeing unit gets −2 DEX and cannot operate
than its courage (CR). In some cases, passing a
until it passes a rally composure check.
composure check on a natural 1 will yield a bonus
beyond just passing the check. Rally composure checks are made at the
beginning of a player’s turn for every fleeing unit.
Dragons never make composure checks.
R5 If failed, the unit is still fleeing and
immediately makes a flee move.
R5 If passed, the unit is no longer fleeing, and
its models can immediately change facing. It
still cannot operate this turn.
R5 If passed on a natural 1, the unit can operate
this turn and gets +1 MV.
Flee Move
Roll a D10 and divide by 2. Each fleeing model
in a unit moves its MV plus that amount directly
away from the closest enemy model or directly
toward the closest point on the edge of the
battlefield, whichever is closer. If a model reaches
the edge of the battlefield, it is removed from
the game.

10
GLOSSARY
active: May refer to a player currently taking their directly toward/away: To make a move directly
turn or a model or unit currently operating. toward or away from a model, the model must
travel along a line extending from the centre of
base contact: A model is in base contact with
its base to the centre of the other model’s base.
something if any part of its base is touching it.
engaged, in melee: A model is engaged if it is
caster: Your caster is the model you identify as
within the melee range of an enemy model. A
casting a chant card when you play it from your
model is in melee if it is either engaged or
hand.
engaging an enemy model.
coherency: In a unit of multiple models, when
place: If a model is to be placed in a location, it is
more than half of the models are all within 3” of
removed from the battlefield and placed directly
another model of that group, those models are
in that location. Placing is not considered moving
in coherency. Units of multiple models must be
and therefore ignores intervening terrain and free
deployed in coherency. A model out of coherency
strikes.
gets −1 ACT, −1 CR, and −1 DEX, and it must
make a CR check in its selection step. If failed, round: A round lasts from the start of the first
it runs toward the models in its unit that are in player’s turn to the end of the last player’s turn.
coherency.
within, completely within: A model is within a
controller, owner: The owner of a model, unit, or given distance or area if any part of its base is
card is the one who had it as part of their force or within that distance or area, even up to the full
deck at the start of the game. The controller is the exact distance or just touching the outside of an
one who currently can operate or play it. Certain area. To be completely within, a model’s entire
effects allow a player to take control of something base must be within the distance or area. A unit
from the other player. containing multiple models is considered within a
distance if any of its models is within that distance.
destroyed: When a model is destroyed, remove it
from the battlefield.

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