Actions
The nine actions in three kinds: place a coin, discard it face down, or discard it face up to maneuver its unit.
Each coin you play pays for one action. There are nine, in three kinds. Nobility adds a fourth kind, Proclaim.
Placement actions
Place the coin face up on the board.
Deploy
Put the coin on an empty location you control: it is now a unit of that type.
- No empty location you control, no deploy.
- A unit must be on the board before it can bolster, move, control, attack or use its tactic.
- You may have one unit of each type on the board at a time. The Footman (two units) and the Scout (deploys next to a friendly unit) bend this; see Units.
- When a unit loses its last coin, you may deploy it again later.
Bolster
Put the coin on top of its own unit on the board. A stack has no height limit, and every coin in it is part of the unit: when the unit moves, the whole stack moves. Each extra coin is one more attack the unit can survive.
Face-down actions
Discard any coin face down into your discard pile, without showing it. These are how you change the make-up of your bag, and when to recruit is one of the game’s key decisions.
Claim initiative
Take the Initiative Marker: you go first next round. You can’t do it if you hold the marker or held it earlier this round; it changes hands only once per round.
Recruit
Take any one coin from your supply, show it, and put it face up in your discard pile. It enters your bag at the next refill. It doesn’t have to match the coin you spent.
Pass
Do nothing with this coin. Your other coins can still be used normally.
Maneuvers (face-up actions)
Discard a unit coin face up: the matching unit on the board acts. These four are called maneuvers.
Move
Move the unit one space to an adjacent empty hex. A unit with no empty neighbour can’t move.
Control
The unit takes the location it stands on: put one of your markers there. If it held an enemy marker, return that marker to its owner. You can’t control a location you already hold. If this is your last marker, you win at once.
Attack
Choose an adjacent enemy unit and remove one coin from it to the box. A one-coin unit is destroyed. Removed coins never return to the supply or the discard pile.
Tactic
Do what the unit card’s TACTIC line says. Only units with that line have a tactic.
Attributes and restrictions
Besides tactics, some cards have an attribute (something the unit can do in other situations) or a restriction (something it can’t). They work on their own without a coin. Each unit’s text is on Units.