Q.1 · Can I split my movement?
A.1 No. When you Advance, Dash, or use an ability that allows you to move, you must complete your movement before taking other actions.
A.1 No. When you Advance, Dash, or use an ability that allows you to move, you must complete your movement before taking other actions.
A.2 When a unit pays a Timeline cost that moves its Timeline token beyond round 10 of the current Phase, it will no longer act during that Phase. Some abilities and effects will cause a unit to move down the Timeline track. This can cause a unit that would not have acted during the current Phase to rejoin the Phase and take another action. A unit that moves down the Timeline is placed on the bottom of the stack of any units belonging to that player that are already on the same space of the Timeline. A unit cannot move down the Timeline past the current round.
A.3 Anytime Line of Sight passes exactly between two hexes, the active player chooses which of those two hexes to count for Line of Sight purposes. If multiple instances of this situation arise, the active player chooses separately for each instance.
A.4 Some Response abilities may deal damage to an allied unit while that unit is being activated. If a unit is defeated by such an effect, its activation ends immediately. Remove the unit from the game board and move its Timeline token two spaces forward on the Timeline track.
A.5 Energy, Upgrade, and status effect tokens are not meant to be limited. In the event you need to gain a token and there are none left in the supply, use a suitable replacement.
A.6 No. A unit or Carrier may not end any move action in the same hex(es) where it started. In the case of Carriers, this only applies if all hexes of the unit are in the same hexes where they started, as this allows Carriers to change their orientation.
Moving 0 spaces (such as when Slowed) is not considered moving.
A.7 Yes. Units affected by Push or Pull are moved a number of hexes up to the number stated on the ability. This can include choosing to move the unit 0 hexes. If you choose to move a unit 0 hexes, you are not considered to have Pushed or Pulled that unit.
A.8 No. Players must end their activation with the unit they are currently activating on or adjacent to an Objective in order to contest or capture it, unless otherwise specified.
A.9 Command abilities on units can only be used once per activation each. Response abilities can be used any number of times during an activation as long as each use is in response to a separate trigger.
A.10 Yes. When a Push or Pull effect causes a unit to move into a hex at a lower elevation, that unit falls off of their current hex and lands on the lower hex. Units do not take damage from falling off of elevated terrain.
A.11 No. Specialized tokens that come with units are finite. Players may not include additional tokens beyond those printed on the unit card and cannot use substitutes if they run out.
A.12 Sometimes. Increased Strength from cards and abilities will specify if it affects the next attack or the unit’s current activation. Effects limited to the next attack only affect a single attack. Effects that last for a unit’s activation will affect all attacks made during that unit’s activation.
A.13 No. Critical hit effects can only trigger once per attack unless otherwise stated. Additional dice are still part of the same attack.
A.14 Yes. As long as a unit is on the board, it can continue to use Response abilities or take actions granted by other abilities regardless of the position of its Timeline token and will continue to pay Timeline costs associated with those actions by moving along the Timeline as necessary.
A.15 Yes.
A.16 Units cannot be moved off the board. Reaching the edge of the board does not cause collision damage.
A.17 Yes. Cards and effects that reduce the TL cost of actions can reduce the cost to 0 unless otherwise specified. An action with a TL cost of 0 becomes an additional action of that type, meaning players can take additional Primary Actions if those actions cost 0 TL. Actions cannot have a TL cost less than 0. If an effect would reduce a TL cost below 0, treat it as 0.
A.18 No. Players cannot damage their allies when using attacks or abilities, regardless of the area affected.
A.19 Typically, no. Units are defeated as soon as their hit points reach 0, and they may not use Response abilities after defeat unless otherwise specified by the ability.
A.20 No. Push and Pull are unique movement effects that are not affected by movement penalties. A unit that is affected by Push 2, for example, can always be moved up to 2 hexes regardless of Engagement or terrain. The only limitation is that units cannot be Pushed or Pulled onto a higher elevation.
A.21 No. Challenge can only be used by units not already defending.
A.22 When an effect results in multiple units being defeated at the same time, move each unit individually in turn order based on their current positions on the Timeline, stacking Timeline tokens as necessary following the standard rules.
A.23 Abilities (such as Push or Pull) that occur during an attack do not affect the legality of the attack or the resolution of damage or other effects. Once an attack is determined to be legal, no abilities will negate its legality unless otherwise specified.
A.24 Resolve the attack as completely as possible, including processing critical hit and [after combat damage] effects.
A.25 Abilities that specifically target a unit that was attacked during the activation will target all units that were attacked. So attacking multiple enemies with an AoE will allow you to target all of those enemies with the ability.
A.26 Yes. Effects that care about a specific Timeline cost care about the Timeline spent after any modifications, not about the printed Timeline cost of an action.
A.27 Resolve the Push or Pull effect separately for each unit, one at a time.
A.28 When an effect results in multiple units moving up or down the Timeline at the same time, move each unit individually in turn order based on their current positions on the Timeline, stacking Timeline tokens as necessary following the standard rules.
A.29 No. The unit is only considered Engaged if it ends its movement in a hex adjacent to an enemy unit or Garrison at the same elevation. Following this, Engagement continues until the units involved are no longer adjacent.
A.30 No. Any unit, including a defeated unit, not existing on the game board when its activation occurs must be deployed and placed on the map.
A.31 When deploying from a Carrier, your starting elevation is the same as the hex you deploy from. Units may be deployed in any hex adjacent to the middle hex of the Carrier, and the unit’s starting elevation depends solely on the elevation of the terrain around the Carrier. For example, even if a Carrier is located at ground level, units may be deployed on adjacent hexes at height one or height two. Similarly, units may be deployed to an adjacent ground level hex even if the Carrier is at a higher elevation.
A.32 After a player declares an action, if it is discovered that the action cannot be performed due to rule restrictions such as Line of Sight, the player may select another action. However, if the action could be performed at the time of declaration but it was prevented before resolution by a Response or other type of effect, that action is still considered performed.
A.33 You may re-roll an attack die before the associated effect resolves if, and only if, the attack die does not land clearly on one number, it falls from the table, or it leaves the play space during the roll.
A.34 Yes. When Pulling a unit, anything located within the Pull trajectory, including allied units, will stop its movement and cause collision damage.
A.35 Attack Timing and Responses Each attack follows the order below. Players can respond to attacks using cards and abilities at the times indicated, starting with the attacking player.
1. Declare that you’re making an attack.
2. Choose an attack and check that you have range and a clear Line of Sight to your target(s).
3. Pay the Timeline cost of your attack.
4. Players may respond to the attack before dice are rolled with abilities that say [Before Attack Roll].
5. Roll your attack dice.
6. Players may respond to the attack after dice are rolled with abilities that say [After Attack Roll].
a. The Disarm status effect triggers after the attacking player resolves any other [After Attack Roll] abilities they wish to use.
7. Resolve critical hit effects.
8. Deal damage to your target equal to the number of hits rolled minus any opposing Shields.
a. The Fracture status effect triggers when damage is dealt.
b. Units with 0 hit points after damage is dealt are defeated.
9. Players may respond to the attack after the attack deals damage with abilities that say [After Combat Damage].
Each step in this process must be resolved before the next step begins. In the event that both players want to respond to an attack at the same time, the attacking player’s abilities are resolved first, followed by the defending player.
A.36 Yes. A unit's hit points can't be reduced below 0, but a unit can take damage that exceeds its current hit point value, and this damage still counts as damage dealt for the purposes of effects that care about dealing damage.
A.37 No. Collision damage and other forms of non-combat damage do not count as damage caused by an attack and are not reduced or prevented by effects that reduce damage dealt by an attack.
A.38 Yes. The Capture effect on "Claiming Vengeance" happens after the attack roll, before the enemy unit is dealt damage.
A.39 Wing Gundam Zero (EW) is removed from the board, takes a 2 Timeline penalty for being defeated, and awards victory points equal to its VP value to the opponent.
A.40 No. "Iron-Blooded Tenacity" prevents Lupus Rex from being defeated and instead leaves it with one hit point. It is never removed from the board, does not take a Timeline penalty, and does not award victory points.
A.41 Yes. Though Push and Pull are typically caused by your opponent, they still count as ending a movement.
A.42 When Zeong uses "Emergency Escape," remove its miniature from the board and replace it with the Zeong Head miniature instead. Zeong is not considered to have been defeated, does not take a Timeline penalty, and does not award victory points. All Upgrades, Energy, and status effects remain in place. The next time you would command Zeong, you’ll command the Zeong Head instead.
When Zeong Head is defeated, remove its miniature from the board, apply a Timeline penalty, award the opponent with victory points, and replace the Zeong Head miniature with the Zeong miniature. Place the Zeong miniature in your Reserve.
A.43 No. Abilities that trigger after combat damage still take place during the attack, so these are prevented by the Unicorn’s "Newtype Destroyer" ability.
A.44 No. No enemy can activate Response abilities while the Unicorn Gundam is attacking.
A.45 Deactivated Shields are reactivated when they transfer from one unit to another.
A.46 When Gundam Aerial plays "Bit Assault," the player controlling the Aerial can reposition all Remote Weapon Systems on the battlefield onto any empty hexes of their choice. All RWS must be moved before dealing damage. After all RWS have been repositioned, each RWS deals 1 damage to an adjacent enemy unit simultaneously.
A.47 No. Reinforcements are removed from the game when defeated. They do not take a Timeline penalty and cannot be redeployed.
A.48 "They Just Keep Coming!" reduces the Timeline penalty a unit takes when defeated by 1. "Basic Model" also reduces the Timeline penalty a unit takes when defeated by 1. Combined, these abilities mean the defeated unit takes no Timeline penalty. Instead, the unit moves to the end of the round on which its Timeline token is currently placed.
A.49 No. These abilities prevent the unit in question from being defeated. As such, you cannot play "Garma’s Funeral."
A.50 No. Abilities that trigger after combat damage still take place during the attack, so these are prevented during the Deathscythe’s "Beam Scythe" attack.
A.51 Heavyarms begins the game with three Ammo tokens. When making an attack with the "Beam Gatling," Heavyarms must spend 1 Ammo for each target it wishes to attack. Spent Ammo tokens are removed from the Heavyarms’ unit card and cannot be used again while spent.
Heavyarms can use its "Tactical Reload" and "Spiral Slash" abilities to reload Ammo tokens. When reloading, take spent Ammo tokens and place them back onto the Heavyarms’ unit card for future use.
A.52 No. "Death’s Edge" does not deal damage and cannot be prevented by damage mitigation effects.
A.53 The player who played "Orbital Bombardment" chooses where to move the targeted unit. This means that players have an opportunity to move an enemy unit 1 hex in the direction of their choice.
A.54 When any version of Strike Gundam uses "Striker Pack Inbound," it Transforms into any other unit with the "Striker Pack Inbound" ability. Remove the current Strike Gundam’s miniature from the board and replace it with the miniature of the unit it’s Transforming into. The unit’s hit points, Upgrades, Energy, and status effects all remain the same between Transformations. Transforming is not considered moving.
A.55 No. Only Strike Gundam (Lone Guardian) can be deployed when first commanding the Strike Gundam. Players will have to use the "Striker Pack Inbound" ability to Transform into other versions of the Strike. After any version of the Strike has been defeated, however, it will redeploy in the same mode as when it was defeated.
A.56 Yes. "Striker Pack Barrage" says that it can be played by “Any Strike Gundam variant,” meaning that it can be played by the Strike, Aile, Launcher, or Sword Strike Gundams.
A.57 Buster Gundam beings the game with either its "Anti-Armor Shotgun" or its "Hyper Impulse Long-Range Sniper Rifle" Weapon card in play. The Weapon card in play may be used when making attacks as though it were printed on the Buster Gundam's unit card. When the Buster Gundam uses it's "Recombine" ability, it may replace its current Weapon card with whichever Weapon card is not currently in play.
A.58 No. "Stealth Infiltration" only allows Blitz Gundam to ignore an enemy unit when the Blitz itself is contesting the Objective, which only occurs when the Blitz ends its activation on or adjacent to the Objective.
A.59 No. Area of effect attacks target all enemies within the attack pattern simultaneously. Blitz Gundam cannot be targeted by enemy attacks while "Going Dark" is active. It also can’t be Engaged, doesn’t cause Engagement, doesn’t block movement or Line of Sight, and can’t be affected by enemy abilities.
A.60 No. The Skygrasper's "Discharge" ability only triggers when you use an ability on a unit that spends Energy. Spending Energy as part of an attack is not considered an ability use.
A.61 Several of the Tactics cards included in deluxe set 2 say to attach them to a unit. When you attach a Tactics card to a unit, put the card in play near the corresponding unit card. The effects of the Tactics card are considered to be active as long as the card remains attached. The attachment ends at the time stated in the Tactics card’s effect text, at which point the card is placed in the discard pile.
A.62 All units possess some number of abilities printed on their unit card. Some abilities require Energy to use. Abilities require Line of Sight unless otherwise specified. Effects granted by Tactics cards are also considered abilities.
A.63 Any effect that raises or lowers a unit’s Accuracy adds or subtracts from the value of their dice rolls by that amount, excluding rolls of 1, 9 or 10. +1 Accuracy adds one to each die roll, for example, while -1 Accuracy subtracts one from each die roll.
A.64 When a player activates a unit, they may use any actions available to that unit. The time from when a player begins using a unit’s actions to when they finish is considered one activation.
A.65 Some abilities allow a unit to take an additional action, such as Advancing, Attacking, Dashing, or Rescuing. These are in addition to the unit’s Primary Actions.
A.66 Advancing is a unit’s standard move action. A unit may move up to three hexes when Advancing. Some cards and abilities will also allow a unit to Advance. These effects are in addition to a unit’s normal Advance action.
A.67 An ally refers to a unit, Garrison, Remote Weapon System, or structure that belongs to you.
A.69 Some weapons and abilities affect a pre-defined area, rather than a single target. Weapons and abilities with an area of effect will include a diagram indicating the position of the acting unit and the area affected by the attack or ability.
A.70 Attacking is one of the Primary Actions a unit can take during its activation. When a unit makes an attack, it must choose both a weapon to attack with and a target for the attack.
A.71 When making an attack, a player rolls a number of attack dice equal to the Strength of the weapon being used, plus or minus any modifiers.
A.72 Some effects allow or require a unit to move away from another unit or object. In this case, each hex moved must be further away from that unit or object than the previous hex, as determined by counting the number of hexes between the unit moving and the unit or object you’re moving away from.
A.73 The battlefield consists of all hexes printed on the game board. Units currently on the game board are considered to be on the battlefield. Units in a player’s Reserve are not on the battlefield.
A.74 When a unit successfully contests a neutral Objective, they capture that Objective and mark their control of the Objective with an Objective control token. Captured Objectives are typically worth victory points to the player controlling them at the end of a Phase.
Some Tactics cards and abilities allow a unit to capture an Objective without following the standard process for contesting. When an effect instructs a player to capture an Objective, the capturing player gains control of the Objective immediately, regardless of the number of allied or enemy units adjacent to the Objective or the Objective's current state.
A.75 Some scenarios will include a Carrier as part of each players’ squad. Carriers are considered units and follow most of the same rules, with some exceptions.
A.76 The Challenge ability allows a unit to swap with an ally in order to become the target of an attack. When this occurs, exchange the positions of each miniature or token involved in the swap and treat the Challenge unit as the target of the attack. Note: If the defending ally cannot swap positions, Challenge cannot resolve and the defending ally remains the target of the attack.
A.77 Push and Pull effects can result in a unit, Garrison, or Remote Weapon System (RWS) colliding with another unit, Garrison, Remote Weapon System, Carrier, structure, or piece of terrain. When an ally or enemy collides with a structure or a piece of terrain, it takes 2 damage. When an ally or enemy collides with another ally or enemy, all parties take 2 damage. Allies or enemies that are defeated by an attack or ability that also Pushes or Pulls will still collide. Collision damage is prevented by Shields.
A.78 All damage dealt by resolving hits from attack dice, critical hit effects that modify attack damage, and damage applied by Fracture is considered combat damage.
A.79 The term command refers to Command abilities, which can only be used while activating a unit.
A.80 When a unit ends its activation on or adjacent to an Objective, it contests that Objective. Contesting Objectives allows players to gain control of them in order to score victory points.
A.81 Any time a player rolls a 9 or 10 on one or more attack dice, they score a critical hit. Critical hits succeed against a target regardless of any Accuracy modifiers and can trigger a weapon’s critical hit effect. Some weapons require multiple critical hits to trigger their critical hit effect.
A.82 Dashing is one of the Primary Actions a unit can take during its activation. Dashing allows a unit to move up to two hexes for the cost of two Timeline.
A.83 When a Shield prevents damage, it becomes deactivated. Deactivated Shields cannot prevent further damage and are re-activated the next time the unit possessing them is activated. Some abilities may also deactivate Shields.
A.84 A unit targeted by an enemy attack is considered defending.
A.85 The first time you activate a unit, it must be deployed from either a Base or Carrier. The first time you activate a unit after it has been defeated, it must be redeployed from either a Base or Carrier.
A.86 A unit that has been Disarmed must re-roll all attack dice that result in a hit during its next attack and cannot trigger critical hit effects during that attack. Disarm triggers [After Attack Roll], after the attacker resolves any other abilities they wish to use during that timeframe.
A.87 An empty hex is a hex that contains no units, Garrisons, Remote Weapon Systems (RWS), structures, or other tokens of any kind.
A.88 An enemy refers to a unit, Garrison, Remote Weapon System, or structure that belongs to the opposing player.
A.89 Energizing is one of the Primary Actions a unit can take during its activation, allowing it to gain 1 Energy for the cost of two Timeline.
A.90 While an allied unit is adjacent to an enemy unit or Garrison at the same elevation, it is considered Engaged. Engaged units receive a -1 hex penalty to any movement action initiated while Engaged and must target at least one of the enemies they’re Engaged with when making an attack.
A.91 The next time a Fractured unit would take three or more combat damage from a single attack, it takes an additional three damage instead. Fracture triggers immediately when damage is dealt by an attack.
A.92 Each time a Fueled unit deploys, it gains 1 Energy.
A.93 Most Gundam Assemble scenarios will instruct players to place Garrisons on the map. Allied Garrisons can be rescued to earn victory points, while enemy Garrisons can be defeated for the same purpose. Garrisons block movement, Line of Sight, and cause Engagement as if they were units.
A.94 Units, Garrisons, Remote Weapon Systems, and Carriers all have some number of hit points, which are depleted when they take damage. When an ally or enemy’s hit points are reduced to zero, they are defeated.
A.95 Units with Hover ignore terrain and elevation penalties while moving.
A.96 Units cannot move through Impassable Terrain unless they have Hover. No unit may end its movement in a hex containing Impassable Terrain.
A.97 When a unit begins a move on elevated terrain, it may Jump. Jumping allows units to bypass intervening terrain and enemies at lower elevation.
A.98 Players must have a clear Line of Sight in order to make an attack or use an ability with a defined range. Line of Sight is determined by drawing a line from the center of the active unit’s hex to the center of the target’s hex. Allied units, Garrisons, and structures do not block Line of Sight. Enemy units, Garrisons, and structures block Line of Sight only when they are at the same elevation as both the attacker and the target.
A.99 Players can include any number of Mass Produced units with the same unit card number in their squad, up to the number of units specified by their scenario.
A.100 Some abilities allow players to move a unit or Garrison. These abilities are considered movement actions but are not the same as Advancing or Dashing. These abilities will specify how far to move and this distance is affected by enemies and terrain like any other movement. Movement is always optional, and players do not have to move the full distance allowed.
A.101 All of the following effects are considered movement and can trigger abilities that depend on movement.
● Advance.
● Dash.
● Move.
● Pull. (Typically initiated by your opponent and ignores typical movement modifiers.)
● Push. (Typically initiated by your opponent and ignores typical movement modifiers.)
● Reposition (caused by some abilities).
● Swap (caused by some abilities).
A.102 All damage dealt outside of an attack or by an effect that is not the result of resolving hits from an attack, critical hits that modify attack damage, or Fracture is considered non-combat damage. This includes collision damage.
A.103 Ongoing abilities are active at the start of the game and remain so until the game is completed.
A.104 Each game of Gundam Assemble includes two Phases, each of which consists of 10 rounds. Players will score victory points at the end of each Phase as dictated by the scenario.
A.106 A unit affected by Pull is moved toward the source of the Pull up to the number of hexes specified by the effect. This movement is not affected by typical movement modifiers. An enemy that is already adjacent to you at the same elevation cannot be Pulled. Pull can cause collision damage.
A.107 A unit affected by Push is moved away from the source of the Push up to the number of hexes specified by the effect. This movement is not affected by typical movement modifiers. Push can cause collision damage.
A.108 All weapons have a range value. A weapon cannot be used to make an attack beyond its stated range. Many abilities also have a stated range that players must take into account. Attacks and abilities with a stated range also require a player to have Line of Sight to their target.
A.109 Some units are able to deploy Reinforcements to the battlefield. When this occurs, tokens are placed both on the board and on the Timeline track to represent the new unit. Reinforcements are considered units. When a Reinforcement is defeated, remove the token from the game board and remove the corresponding Timeline Token from the Timeline. Reinforcements cannot be redeployed.
A.110 Some units come equipped with abilities that allow them to deploy Remote Weapon Systems to the battlefield. These abilities and the abilities of the systems themselves are described on the relevant unit and Remote Weapon System cards. Remote Weapon Systems obey the following rules:
● RWS may only deploy or reposition to an empty hex.
● RWS do not block Line of Sight or movement.
● Units may not end their movement in the same hex as an RWS.
● RWS do not count as units, do not cause Engagement, and do not count when contesting Objectives.
● RWS can be attacked and destroyed.
● RWS can be Pushed or Pulled and cause collision damage.
● RWS cannot be affected by status effects.
● When an RWS is destroyed, it returns to the supply of the unit that deployed it and may be deployed again during a future activation.
● Units cannot deploy more RWS than they have available in their supply.
A.111 When a unit Repairs, it gains a number of Hit Points up to the amount specified by the ability. Units cannot gain more than their maximum number of Hit Points.
A.112 Some abilities allow a player to reposition units, Garrisons, or Remote Weapon Systems. When a player repositions something, remove the object from its current hex on the board and place it on a new hex as directed by the ability causing the repositioning. Repositioning is considered a movement action.
A.113 Players begin with their units off the board, in their Reserve, and units return to a player’s Reserve when defeated. Units in a player’s Reserve cannot be targeted by attacks or gain status effects, and some abilities printed on those units may not be active until they are deployed.
A.114 Response abilities can only be used in response to a specific situation or trigger specified by the ability. When a player uses a Response ability, resolve the ability in its entirety before resuming other actions.
A.115 Resolving a single space on the Timeline track is considered a round. There are 10 rounds in each Phase of gameplay. The number of players that act during a round is dependent on the position of units on the Timeline.
A.116 All Gundam Assemble scenarios will have some number of scenario goals that players can complete during gameplay. Refer to your chosen scenario for details on its scenario goals.
A.117 Setup abilities affect the game during the setup phase. Resolve these abilities in order beginning with the first player to act during the game.
A.118 Each Shield a unit possesses prevents one damage from an attack or ability. Shields become deactivated when they prevent damage and will not prevent further damage until reactivated. Deactivated Shields are reactivated the next time the unit possessing them is activated.
A.119 Each unit comes with a Signature Tactics card that can only be used by that unit. The unit named on the card is considered the source of any effects produced by these cards.
A.120 Upgrades and effects that increase Speed increase how far a unit can move when Advancing. A unit can move one additional hex for each point of Speed..
A.121 A player’s squad includes all units and Carriers they intend to use during gameplay.
A.122 The next time a Slowed unit Advances, it moves 0 hexes instead.
A.123 Many cards and abilities apply status effects to their target, represented by corresponding status effect tokens. Status effects may only affect units, they do not affect Garrisons or Remote Weapon Systems.
A.124 Each weapon has a Strength value indicating the number of attack dice to roll when making an attack with that weapon.
A.125 Many scenarios will include Bases or other structures belonging to one or both players. Rules for structures other than Bases will be provided with each specific scenario. In general, enemy structures block both movement and Line of Sight unless otherwise specified.
A.126 Some abilities allow units to swap with each other. When this occurs, exchange the position of each miniature involved in the swap. Swapping is considered a movement action.
A.127 The term ‘terrain movement penalties’ refers both to the movement penalty imposed by going up in elevation and to movement penalties caused by special terrain types like water.
A.128 When a unit is defeated, it immediately moves two spaces up on the Timeline track as a penalty, representing the time needed to repair the unit before it returns to battle.
A.129 All units have one or more traits indicating their pilot, faction affiliation, or other unique characteristics. These traits are referred to by abilities and used to determine which Tactics cards a player can include in their deck.
A.131 A unit refers specifically to a Mobile Suit, Carrier, or other combatant with a unit card. It does not refer to Garrisons or Remote Weapon Systems (RWS).
A.132 Most scenarios feature Upgrades placed in hexes around the game board. Collecting these will allow players to improve the capabilities of their units.
A.133 Defeating enemy units and Garrisons, Rescuing allied Garrisons, controlling Objectives, and completing scenario goals will all award victory points. The player with the most victory points at the end of a game is considered the winner. Each unit has a victory point value denoting how many victory points it’s worth when defeated.