The combat phase is the fourth phase of a turn. It is generally skipped for the first few rounds of play. At the end of the move phase, check to see if there are any locations which contain cards belonging to two or more opponents. If so, a combat phase is initiated. Otherwise, it is skipped.
When playing a 1v1 match, or when you are first learning how to play, you can use the Quick Combat instructions. The Full Combat instructions are only needed when playing competitive games with multiple players.
Quick Combat Edit
First, check each of your units to determine their combat class (Melee, Ranged, Long Range) and engagement (ready, engaged once, twice, or three times). These will determine which enemy cards they will be eligible to attack.
The player whose turn it is acts first in combat. He should declare which of his units he will be attacking with (usually all of them), and what each of their targets will be. By default, each unit may only attack once per combat phase, all of that unit's damage must be dealt to a single target, and that target must be in the same location as the attacking unit.
When a unit attacks, the number of damage counters it deals is indicated by its attack power. The type of damage counters it deals (piercing or blunt) is indicated by its attack type. Place these damage counters next to (not on top of) the target card. The distinction between damage counters on top of a card versus damage counters next to a card will become relevant during the cleanup phase.
Note that the Mosquito, a Virus unit, does not deal damage counters when it attacks, as it has the Vector attack type. Instead, attach a Carrier card face-down to whichever unit it attacks. If it attacks a Maggot or another Mosquito, the target morphs into an Abomination.
Once the current player has finished declaring his attacks and distributing damage counters (or Carrier cards), the next player goes through the same process. Even units which have already taken lethal damage during this combat phase may attack. This is meant to simulate armies clashing in real time, rather than politely taking turns clawing at each other.
When all players have attacked with their units, the combat phase is over. The result of the combat is determined during the cleanup phase.
If a combat phase is initiated in multiple locations during the same turn, resolve those locations one at a time. The order in which this is done should not matter, but if there is ever a dispute, the player whose turn it is should decide.
Full Combat Edit
Full Combat is designed to allow each player to gradually decide how to distribute his attacks based on the decisions that the other players make. Full Combat is mostly the same as Quick Combat, but with two key distinctions:
First, players do not need to declare all of their attacks at once. The player whose turn it is acts first. He declares some attackers and their targets, then distributes damage counters or Carrier cards appropriately. He may also pass by declaring no attackers. The next player then declares some or no attacks and their targets, and so on until play returns to the player whose turn it is.
The current player may then declare attackers again, but only with units that have not already attacked during this combat phase. For this reason, it is helpful to give some visual indication of which units have attacked, such as moving them off to one side. The next player does the same, and so on. Play continues in this manner until one of two conditions is met:
- All units which are eligible to attack have done so
- A round occurs in which all players pass
Then proceed to the cleanup phase.
Second, combat in multiple locations is resolved simultaneously. During each round of combat, each player may declare attackers in whichever locations he chooses.
|Phases of gameplay|
|Prep • Build • Move • Combat • Cleanup|