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Complete Rulebook

16.0 Battle

16.1 A Battle can be initiated during a ruler’s own dusk phase once each opponent 

has passed priority (24.1d). Each battle is composed of one or more skirmishes 

that take place at locations in an opponent’s city. A location may only be attacked if there are no other locations in the row in front it. Structures built in the row behind the clade (10.2) cannot be attacked without a special effect.

 

16.1a To begin, an attacking ruler will assign each beast they wish to attack with 

to a location in the opponent’s city. These beasts are now considered to be attacking beasts, referred to collectively as the attacking army within each skirmish. Then, the defending ruler will assign which beasts they rule that are either attached to that location, or in the same row as that location to guard. These beasts are now considered to be guarding beasts, referred to collectively as the defender’s army within that skirmish.

 

16.1b Next, the attacking ruler will choose which skirmish to resolve first. This 

will begin the skirmish sequence at the chosen location. Skirmishes can be resolved in any order but only one skirmish per turn can be initiated at any location and the clade must be the last location where a skirmish is initiated during a battle.

 

16.2 The Skirmish sequence begins with the defending ruler having priority 

to play any actions, resources, or activate abilities. (A subset of these 

effects are indicated by the word “battle” in bold. See 19.2a and 20.4a).

 

16.2a Each ruler will then play all the actions, resources, or activate abilities that 

they wish during the skirmish until both rulers pass priority, which initiates the resolution.

 

16.2b In the resolution of a skirmish, the attacking ruler will calculate the total 

ATK of the beasts in their army and then assign an equal number of wounds to the guarding beasts and the location in the defender’s army. Simultaneously, the defending ruler will counter-attack by calculating the total ATK of the beasts in their army and then assign an equal number of wounds to the beasts in the attacking army. Once assigned, the wounds are dealt (See Wounds 27.0). After that, all attacking beasts in that skirmish are fatigued.

 

16.2c Following the resolution, that skirmish ends and the next skirmish can be 

chosen. When all the skirmishes are resolved, the battle ends, triggering 

any end of battle effects. Only one battle can be initiated per turn.

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