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Activating your Units

When you begin a round containing one or more of your units, you’ll have an opportunity to activate those units. When activating a unit, you must take one Primary Action and may take other actions as defined below.

Advance

Advancing is a unit’s basic move action. When a unit Advances, it may move up to three hexes. Terrain and enemies will impact movement. See “Movement Modifiers.” Some cards and abilities will also allow a unit to Advance or to take other movement actions. These effects are in addition to a unit’s normal Advance action.

You Must Choose one Primary Action

Attack

Spend the indicated TL to make an attack with one of the unit's equipped weapons, or with a weapon provided by a Tactics card.

Dash

Spend two TL to move up to two hexes. Terrain and enemies will impact movement.

Energize

Spend two TL to gain an Energy by placing an Energy token on the appropriate unit card. Units can have multiple Energy at a time.

Rescue

Spend two TL to Rescue an adjacent allied Garrison and score two victory points.

Additional Actions

Many abilities allow units to take additional actions, allowing them to take multiple Primary Actions in the same activation. Typically, units can take one additional action of the type specified by the effect for each use of an ability that allows additional actions.

Actions that have their Timeline cost reduced to 0 by an ability are also considered additional actions of their type. A unit that Dashes at Timeline 0, for example, is considered to be making an additional Dash and has not used up their Primary Action for that activation.

Use Command Abilities

You may use each Command ability once.

Play a Tactics Card

Players may play up to one Tactics card per activation. To play a Tactics card, reveal the card from your hand, announce its effect, and resolve the effect as stated on the card. After resolving the card’s effect, place the card face up near your Tactics card deck, in your discard pile. Any player may review the contents of a player’s discard pile at any time. Cards in a player’s discard pile do not return to their hand and cannot be replayed unless otherwise stated by an ability or effect. Some Tactics cards will attach to a unit card and remain in play for a duration specified by the card. These cards provide their stated effect as long as they remain in play and are placed in the discard pile only at the time specified by the card.

Each type of Tactics card has specific rules dictating when and how it can be played. See “Cards and Abilities” for more information about specific types of Tactics cards and their rules.