The figures on your chosen Army Card can attack one at a time, in any order you choose. Each figure can attack only once per turn (unless they have a Special Power that says otherwise), but each figure can attack the same figure or a different figure.
Before attacking, consider any Height Advantage, Special Powers, and Glyphs that affect your attack. (The You-Snooze-You-Lose Rule: If you forget to do this, tough luck. Maybe next time, you’ll remember!)
• Height Advantage: If the base of one figure is on a higher level than the base of the other figure, no matter their actual Size or Height, the figure on the higher level has a Height Advantage and rolls one extra die for either attack or defense. If the base of the higher figure is 10 or more levels higher than the base of the lower figure, the higher figure instead rolls two extra dice for either attack or defense.
When determining Height Advantage, remember that Glyphs and water tiles do not add height to the spaces they’re on.
• Special Powers and Special Attacks: Many figures have Special Powers that help them move, attack, defend, and more. Check your figure’s Army Card to see if there are Special Powers that figure can use. If your Army Card includes a Special Attack (which will have the words “Special Attack” in the name), you may use this attack instead of a normal attack.
• Glyphs: Some Glyphs give the attacker or the defender an advantage.
To carry out an attack, follow these steps:
1. Set up the attack. Announce which figure is the attacker, and which figure is the defender. Confirm that the defender is within the attacker’s Range and Line of Sight.
Note: Sometimes friendly figures get in the way of big attacks, have interesting Special Powers when they are destroyed, or are accidentally targeted by confused friendly figures. Whatever the reasoning, it is important to remember that you CAN attack friendly figures. When you do, they become the defender, and follow the remaining steps as normal.
2. Roll the dice to attack. Check the Attack Value on your attacker’s Army Card, adding any extra attack dice for Height Advantage, Special Powers, or Glyphs. Then roll that number of attack dice. After you roll, the defender rolls a number of defense dice equal to the Defense Value on the defender’s Army Card, adding any extra dice earned for Height Advantage, Special Powers, or Glyphs.
3. Resolve the Attack. For every skull (also called a ‘hit’) the attacker rolls, the defender must roll at least one shield to block it.
Important: For attack rolls, the attacker only counts skulls (hits). For defense rolls, the defender only counts shields. Compare the number of skulls (hits) and shields rolled to determine the effect of the attack:
• Unsuccessful attack — If the attacker rolls the same number of skulls (hits) or fewer than the defender rolls shields, the attack is unsuccessful. That attack is over.
• Successful attack — If the attacker rolls more skulls (hits) than the defender rolls shields, the attack is successful. For each unblocked skull the attacker rolled, one Wound Marker must be placed on the defender’s Army Card
Life: When a Hero figure has as many Wound Markers as the Life Value on its Army Card, it is destroyed. The player who controls the destroyed figure places it on its Army Card. When all the figures represented by an Army Card have been destroyed, that Army Card is out of play. Do not expose any unrevealed Order Markers that are on that card for the current round of play until that turn begins. In future rounds, you can’t place Order Markers on or take turns with that card. At the beginning of the next round, any Order Markers still on that Army Card are removed and can be placed again as normal.
Squads and Life: Most Squad figures have only 1 Life each, and do not track wounds the same way Heroes do. When a successful attack is made against a Squad figure, that figure is destroyed and placed on its Army Card. Do not add Wound Markers to Squad Army Cards.
Some Squad figures have more than 1 Life each! When these figures take one or more wounds, place the Wound Marker(s) next to their figure on the battlefield to keep track. Make sure to move them along with the figure if it moves! Like Heroes, a multi-life Squad figure is destroyed when it has Wound Markers next to it equal to or greater than its Life Value. If a Special Power refers to the number of Wound Markers on a figure’s Army Card, a single figure in a multi-life Squad counts the Wound Markers next to it on the battlefield; and only its OWN Wound Markers (not the Wound Markers of its squadmates!)
Destroying a Common figure when your Army includes two or more of the same Army Card: If your Army includes two or more of the same Common Army Card, follow this rule when a common figure is destroyed: When the first figure represented by your Common Army Cards is destroyed, you may place it on any matching Army Card. Continue placing destroyed figures of that type on the same card until it is full. (A Common Army Card is full when a number of matching destroyed figures have been placed on it equal to the number of figures depicted on the card.) If a figure is destroyed and a matching Common Army Card already has a destroyed figure on it, you must fill up that card first before placing any destroyed figures on an empty matching Army Card.
After you’ve finished attacking, your turn is over. The player to your left then takes a turn.
Example 20 shows an attack and its outcome.
EXAMPLE 20: An Attack
One of your Knaves of the Silver Scimitar attacks Xenithrax the Vineweaver. You roll three attack dice.
Xenithrax the Vineweaver has a Height Advantage, so she adds one die to her Defense Value of 3. Your opponent rolls four defense dice for Xenithrax the Vineweaver.
Knave of the Silver Scimitar
You roll two skulls.
Xenithrax the Vineweaver
Your opponent rolls no shields.
Xenithrax the Vineweaver takes two wounds. Place two Wound Markers on Xenithrax the Vineweaver’s Army Card. Xenithrax the Vineweaver already had six Wound Markers from previous attacks. She now has eight Wound Markers (the same as her Life Value), and is destroyed. Your opponent places Xenithrax the Vineweaver on her Army Card, but leaves the Order Marker there. When it is their turn to reveal their 2 Order Marker, they must end their turn immediately