Rules: *Capitalisation incosistencies are to be ignored - or reported for fixing in the next version. *The above also goes for spelling errors, grammatical errors, and other such typos. Board: *The starting zone size is actually 33% of the selection points. If you change the army size, you should scale the starting zone hexes accordingly, rounding to the nearest whole number. *Starting zones are preferably placed as far away as possible from all other starting zones, but this is not required. As long as all players agree, starting zones may be placed anywhere - including overlapping each other partially or entirely. *Map size and shape are both actually undefined. There's little reason for there to be more than 15 hexes between starting zones, however. Selection: *After selecting units, all non-summon units are to be placed onto the map in your starting zone. *Summons are to be placed aside, in a "reserve pool". This pool must be visible to all other players. *If, after selection and subsequent placement, a player is shown to have an army of too many points, any opponent may discard their units until they are under the limit. This is to prevent attempting to tailor an army to the opponent by tactical discarding. *As with starting zones, the human racial bonus is actually 15% of the selection points. If you change the army size, you should scale their bonus accordingly, and round to the nearest whole number. Tiebreaking: *The placement of the tiebreaker token at the beginning of the game is entirely arbitrary. A recommended method is to take one card for each player from a single stack (of 1 to 8), shuffle them and have each player pick one, then give the token to the player with the highest card. *If players reveal, for a single phase, the cards 8, 8, 4 and 4, then all players will reveal a card from their hand. If those same players reveal 6, 4, 6 and 3, the tie is already resolved; players are moving in order of 8-6, 8-4, 4-6 then 4-3. *After breaking a tie, you return the card to your hand, and may choose to reuse it later that turn in other tiebreakers. *You "do not" participate in tiebreakers for phases you have no units in. That is to say, you are not allowed to, and no-one breaks against you. For all intents, your card is considered to be discarded for that turn. Units: "Entire turn" means that all movement, attacking and ability use not done when you begin another unit's actions will be discarded. This only applies to units that have used their ability or spent an action already. *"It dies" means the unit is removed from the map and placed into the reserve pool. For most units, this means it will not return for the rest of the game. Abilities: *For abilities that pertain to combat (armour, poison, smite, combine), attacker's ability acts first, where relevant. Notably, smite applies before armour, giving it the effect of an armour-piercing ability. *Negative armour does increase damage taken. *When dealing multiple poison hits, always keep higher value, if poison is already present. For example, if they have 2 and you attack with a lich, they'll have 3 afterwards. Or, if they have 3 and you attack with a demon, they'll still have 3. *A unit with both phasewalk and ranged will be redundant; phasewalk forces it to only be allowed to attack its own hex. *Rebound can only be used after you have taken at least one move action. It does not give you that action back. However, you can use it between two movement actions - something rather pointless unless the unit in question also has active to make an attack in the middle of it. *Summoning does require the unit in question to be in the reserve pool in order to summon it. Since all units go to the pool when they die, this means summons can be brought back repeatedly. *The limit stated in summon is the maximum number of units that can be sustained by the summoner. If a summoner dies, that player's summons should be checked to still be eligible to exist based on his remaining summonmers. If this isn't the case, they should sacrifice summons (back to the reserve pool) until it is. Death penalties: *Any penalty that lasts for a certain amount of turns will end in the same phase that it began in; so if a summon kills a paladin, the -1 armour will end in the following summons phase - regardless of whether any units act in that phase or not. *In conjunction with revive, specifically in the case of the phoenix, the penalty only applies if the corpse is killed, and begins as soon as that happens.