Any unit may perform a Melee Attack (
) against an enemy in an orthogonally adjacent space at the same Elevation (not on a higher or lower level). The target enemy immediately takes damage (
) equal to the amount listed on the attacking unit’s card stats.
Roll for Knock Back: After dealing damage in a Melee Attack, you may now elect to roll dice in an attempt to inflict a Knock Back on your target.
Note the number of red squares (
) under the unit’s Melee stat. You must roll that many dice. For each Knock Back (
) rolled, move the enemy that many spaces in a straight line away from your unit.
• Initiating a Knock Back is optional, but once rolled, you MUST Knock Back the full amount of
rolled.
• Targets cannot be Knocked Back up to a higher level, but they will fall down to a lower level, if applicable.
• Targets encountering a cliff wall, the edge of the map, or another unit while being Knocked Back immediately stop. If this reduces the distance they travel, they lose 1
.
• If they are Knocked Back into a Portal, they do not enter it and instead lose 1
as if hitting a cliff wall.
• Being Knocked Back into or through a Village, Peak, Water, or Ballista space will not trigger immediate benefits, or inflict penalties.