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Arcane Legions Technical Rules v11 08022010

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ArcaneLegions

TechnicalRulebook
V1.1

Introduction.............................................................................................................................................................................................2
PiecesoftheGame.................................................................................................................................................................................3
Base.........................................................................................................................................................................................................3
UnitCard...............................................................................................................................................................................................4
Figure......................................................................................................................................................................................................4
Circlecolor......................................................................................................................................................................................5
Images.........................................................................................................................................................................................................5
Factions.............................................................................................................................................................................................5
BasicIcons.......................................................................................................................................................................................5
SpecialAbilities.............................................................................................................................................................................6
Codex.................................................................................................................................................................................................6
TheFourBasicIcons.............................................................................................................................................................................6
SpecialAbilities.......................................................................................................................................................................................7
ActivatedAbility................................................................................................................................................................................7
TriggeredAbilities............................................................................................................................................................................8
StaticAbilities.....................................................................................................................................................................................8
ReminderText....................................................................................................................................................................................9
Timing.........................................................................................................................................................................................................9
TriggeredAbilities............................................................................................................................................................................9
StaticAbilities.....................................................................................................................................................................................9
Fizzling............................................................................................................................................................................................10
SimultaneousChoices...................................................................................................................................................................10
Zones........................................................................................................................................................................................................10
ArmyBuilding.......................................................................................................................................................................................10
PlayingtheGame.................................................................................................................................................................................11
TURNSEQUENCE................................................................................................................................................................................12
Orders......................................................................................................................................................................................................13
Pushing...............................................................................................................................................................................................13
CombatOrders.....................................................................................................................................................................................14
CloseCombatOrder......................................................................................................................................................................14
RangedCombatOrder..................................................................................................................................................................15
DiceandSubzeroValues...........................................................................................................................................................17
DealingDamage..............................................................................................................................................................................17
RegroupOrder......................................................................................................................................................................................18
MoveOrder............................................................................................................................................................................................18
Ordercosts........................................................................................................................................................................................18
Breakaway.........................................................................................................................................................................................19
Moving................................................................................................................................................................................................19
LateralMovement..........................................................................................................................................................................19
Collision..............................................................................................................................................................................................20
Snappingto..................................................................................................................................................................................20
Sliding.............................................................................................................................................................................................21
Turning...............................................................................................................................................................................................21
Makinga45degreeturn........................................................................................................................................................21
Makinga90degreeturn........................................................................................................................................................22
CollisionfromOverlap............................................................................................................................................................22
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LimitsonTurningandSnapping........................................................................................................................................23
Terrain.....................................................................................................................................................................................................23
LineofSight&Measuring................................................................................................................................................................25
VictoryPoints.......................................................................................................................................................................................26
ControlTerrain................................................................................................................................................................................26
Defeatingenemyunits&Downingenemycommanderfigures................................................................................26
WinningtheGame..............................................................................................................................................................................27
Keywords................................................................................................................................................................................................27
Glosssary..................................................................................................................................................................................................28

Introduction

Greetings,ArcaneLegionsenthusiasts,andwelcometotheTechnicalversionoftheArcaneLegionsrules.(If
yourelearningtoplaythegamethenyoushouldcheckoutourbasicrulebookfirst.)ArcaneLegionswas
designedasacasualgame,witharulessystemthatisstraightforwardandnotoverlycomplicated.Wemust
remember,however,thatthegameisnotalwaysgoingtobeplayedsolelybycasualplayers.

Manywhoplaygameslikethisrequireahigherlevelofdetailtoresolvethecornercasesandconflictsthey
maydiscover,soifthatshowyouplaythenthetechnicalversionisforyou.Hereswhatitsforandhowit
works:

ThisdocumentisdesignedasapartFAQ,partaddendum,inwhichwegetdownanddirtyintothe
kindsofthingsthatmostplayersneverhavetoworryaboutabilitytiming,thepreciseorderofaturn,
templatedeconstruction,thedefinitionofthewordis,andothersuchapparentlyunnecessary
subjectswhicharenot,infact,assuperfluousastheymightappear.

Thisdocumentwillgivethosewhorequiredetailedspecificstheclaritytheyrequire,withoutmaking
therulebookanunwieldymess.Itwillhelpjudgesandtournamenthostsresolvedisputesthatmay
arisefromthecornercasesthatinevitablyoccur,andforwhichtheruleslawyersamongusliveto
debate.ThiswillbeyourArcaneLegionsstudyguide.

Thisdocumentwillchangeovertime,asnewpowersorabilitiesorrulingscomeintoplaythatmakeus
adjustand/orrewritespecificpassagesinthisfile.Wellkeepitupdatedwithaversionnumberandtry
tohighlightwhathaschangedfromversiontoversion.

Letthegamesbegin!

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Pieces of the Game

Threepiecesmakeupaunit:Abase,unitcard,andfigure.

Base
Abaseistherigidpieceofplasticthattheunitcardwillsitonandthefiguresfitinto.Abasecanbeformation
(rectangular)orsortie(square)size.

Notch:Notchesareusedformeasuring.Whenevera
distanceismeasuredfrom(orto)aunit,itismeasured
from(orto)anotch.
Pegholes:Figureshavepegsonthebottomoftheir
footpad.Thepegswillfitsnuglyintothepegholesona
baseinordertoholdthatfigureinplace.

ThebasicunitofmeasurementinArcaneLegionsisthestep.
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Astepisthelengthofasortiebase,whichisalsothelengthoftheshortsideofaformationbase.(Thelong
sideoftheformationbaseistwosteps.)

Unit Card
Aunitcardisthethinpieceofplasticthatsitsbetweenthefiguresandthebase.Ithasopeningscustomcut
thatwillrevealcertainpegholesonthebasebehindit.Theunitcarddisplaysalltheinformationaboutthe
unit.

Name:Thenameoftheunit.
Types:Unitshavemultipletypesthatdescribewhat
kindofunititis.(Seekeywords)
Codex:Thecodexdescribesaunitsmovement
costs,facing,andsidestrengths.(SeeCodexbelow)
Slot:Eachfigureisputintoaslot,thoughnotall
slotsmayhavefiguresatalltimes.Aslotcanhave
acirclecolor,pegarrangement,figurespecial
abilities,figurenumber,andiconsassociatedwith
it.
Figurenumber:Aslotwithafigurenumberonitis
astartingslot.Afigurewithamatchingfigure
numbermuststartthegameinthisslot.
Circlecolor:Thisdictateswhattypeoffigurecango
inthisslot.Figuresmayonlyberepositioned
betweenslotswithmatchingcirclecolors.Afigure
mayneverbeputinaslotwithacirclecolorthat
doesntmatchthatfigurescirclecolor.
Pegarrangement:Onlyfigureswithacompletely
matchingpegarrangementmayberepositioned
intothisslot.
IconsandFigureSpecialAbilities:Theseareassociatedwiththenearbyslotandareconsideredreadyif
theslothasafigureinit.
UnitSpecialAbility:Thesearealwaysconsideredreadywhiletheunitisinplay.
Faction:Thisimagecorrespondstotheunitsfaction.(Seefactions.)
Pointcost:Howmanypointsthisunitcoststowardsthebuildpointlimit.
Rarity:Theunitsrarity.Currentlythishasnogameplayimplication.(Visitwww.arcanelegions.comfor
moreaboutthevariousrarities.)
Unit#:Theunitsuniquereferencenumber.OfficialunitscreatedbyWellsExpeditionsconsistoftwo
numbersseparatedbyadash.Thefirstnumbercorrespondswithwhichsettheunitisfrom,andthe
secondnumberisthatunitscollectornumberwithinthatset.Customunitshaveadifferentnumber
thatcanbeusedtocheckitsauthenticityusingaverifieratwww.arcanelegions.com.

Figure
Afigurerepresentsawarriorinyourarmy.
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Sculpt:Thisisjusthowyourfigurelooksandhasnogameplay
relevance.
Base:Hasasizeandshape,bothofwhichmustmatchthecirclesize
andshapeofanyslotthatfigureisplacedin.
Pegs:Figureshaveonehitpointforeachpegontheirbase.The
numberofpegsandtheirarrangementmustmatchwhicheverslotthe
figureisplacedin.
Figurenumber:Uniquetothefigure,thefigurenumbermustmatch
theslotthefigurestartsin.Thefirstnumberisthesetnumberthe
figurewasreleasedin.Theletteristhefactionthefigurebelongsto.
Theremainingnumberisthatfigurescollectornumberintheset.

Circle-color
Eachslotonabasehasacirclecolor.Therearefourdifferentcirclecolors:
White:basictroopsofallshapesandsizes.
Green:arcanefigures.
Red:martialfigures.
Yellow:commanderfigures.
Figuresmayonlybereorganizedintoslotsthathaveamatchingcirclecolor.

Images

Someinformationinthegameisonlyconveyedthroughimages:

Factions
Egypt

Rome

Han

Basic Icons
Whitedefenseicon
Redattackicon

Bluerangedicon

Chevronmovementicon

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Special Abilities
Onaunitcardtheremightbeiconsthatrepresentspecialabilities.Therulestextforeachspecialabilitycan
befoundonthatunitsspecialabilitycard.Allspecialabilitiescanalsobefoundatwww.arcanelegions.com.

Codex
Eachunitcardhasacodexonthelowerleftthatdescribeshowthatunitmovesandwhichsidesareitsstrong
sidesincombat.

Thecenterisshapedlikethebaseitdescribes:rectangularfor
formation,squareforsortie.Thearrowinsidethebaseshape
pointstowardtheunitsfrontside.

Thecoloredborderaroundthebaseshapeindicatehow
combatisaffectedoneachsideofaunit.
GreyBadsideAnytimeaunitisincombatonthissideit
rolls3fewerdicethanitnormallywould.Thatmeansthatas
anattackerwouldrollthreefewerreddiceinclosecombat,or
threefewerbluediceinrangedcombat.Asadefenderonthis
sidetheunitrolls3fewerwhitedice.
RedsideThissideisgoodforclosecombat.Aunitattackingfromorbeingattackedonaredsiderollsthe
normalnumberofdice.Aunitmakingarangedattackoriginatingfromthissidewillroll3fewerdice.(Note:
Aunitbeingattackedbyarangedattackonthissidewillstillrollthenormalamountofdefensedice.)
BluesideThissideisgoodforbothcloseandrangedcombat.Nomatterwhichtypeofcombatisoccurring
onthisside,thenormalamountofdicewillberolled.

Theyellowarrowspointingawayfromthebaseshapeindicatedirectionalcosts;thatis,howmanymovement
pointstheunitmustspendtomoveinthatdirection.(Seemovement.)

The Four Basic Icons

Fourbasiciconsappearonslots.

Awhitedefenseicon.Thesegiveyoudicetorollwhenyourunitis
defendingagainstanattack.

Aredattackiconforclosecombat.Thesegiveyoudicetorollwhen
yourunitisattackinganadjacentenemyunit.

Abluerangediconforrangedcombat.Thesegiveyoudicetorollwhen
yourunitisattackinganenemyunitfromadistance.

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Ablackandyellowmovementicon.Thesegiveyourunitmovement
pointsitcanspendtomovearoundthebattlefield.

Special Abilities

Manyunitshavespecialabilitiesthatallowthatunittodothingsbeyondthenormalrules.Specialabilities
candomanythingsfromincreasingaunitsowndamagetoreducingthemovementofanenemyunitto
gainingvictorypoints.Ifaspecialabilityevertellsyoudotosomethingdifferentthanwhattherulesofthe
gametellyou,thespecialabilitytakesprecedence.

Witheachunitcardcomesaspecialabilitycardthatcontainstherulestextforeachoftheunitsspecial
abilities.Theimageofaspecialabilityontheunitcorrespondstoanimageonthespecialabilitycardandits
rulestext.TheSpecialabilitycardisnotrequiredtoplayandisnotneededtousethosespecialabilitiesitis
onlyareference.YoucanfindacompletelistofourSpecialabilities,theirimage,andtheirrulestextat
www.arcanelegions.com.

Therearetwotypesofspecialabilitiesbasedonwheretheyarefoundontheunit.
1. Unitspecialability:Foundonbottomrightoftheunitbar,nexttothebuildpointcost.These
abilitiesarereadyaslongasthatunitremainsonthebattlefield.
2. Figurespecialability:Foundnexttofigureslots,alongwiththebasicicons.Theseabilitiesare
readywhiletheircorrespondingslotisoccupiedbyafigure.

Specialabilitiesareonlyactivewhiletheyareready.(Note:Somespecialabilities,asdescribedintheirrules
text,mighthavedifferentconditionsforbeingready,ormaynotevenneedtobereadyatall.)

Specialabilitiescomeinoneofthreetypes:activated,triggered,andstatic,asshownbythewaytheyare
written.

Activated Ability
Writtenusingthefollowingsyntax:

[Cost][Activationrestriction(ifany)][Effect.]

Activatedabilitiesrequireacosttobepaidinorderforaneffecttohappen.Allactivatedabilitieshaveadash
thatseparatesthecostandactivationrestrictions(totheleft)fromtheeffect(totheright).

Examples:LordoftheDead,Healing,Fireburst

Inordertogettheeffectofanactivatedability,thecostmustbepaid.Theusualcosttouseanactivated
abilityissomenumberoforderpoints,thoughothercostssuchasdowningoneoftheunitsownfiguresmay
alsobeused.Allcostsmustbepayabletogettheeffect.

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Someabilitiescanhaveanactivationrestriction.Inorderforthecoststobepaidinthefirstplacethe
activationrestrictionmustbemet.Forexample,anabilitythatsaysSpend1OrderPoint,ifthisunitis
undeadcanonlybeusedifthatunitisundead.

Duringaplayersorderphasetheymayactivateanactivatedability.Doingsorequiresgivingtheunitaspecial
order.Technicallyanactivatedabilityitselfhasnoinherentusecap(suchasonceperturn)butaunitmay
onlybegivenoneSpecialOrderaturn.(SeeSpecialOrders.)

Triggered Abilities
Writtenusingthefollowingsyntax:

[Triggercondition,][effect.]

TriggeredabilitiesbeginwiththewordWhen,At,orWheneverfollowedbythetimeorconditionunder
whichtheabilitywilltrigger,followedbytheeffectthathappens.

Examples:Aggressive,DeathCloud,LeaderofMen

Atriggeredabilityonlytriggersonceeachtimeitstriggereventoccurs.However,ifoneeventcontains
multipleoccurrencesofatriggereventtheabilitywilltriggermultipletimes.Forexample,anabilitythat
triggersWheneverafigureisdownedfromthisunit,willtriggerthreetimesifanotherabilityisusedonthat
unitthatsaysDownthreetargetfiguresonanenemyunit.(Aslongasthreefiguresareactuallydowned.)

Triggeredabilitiesneedonlybereadywhenthetriggereventoccurs;theyneednotbereadywhenthetrigger
actuallyresolves.Forexample,afigureabilitythattriggersWhenthisunitisdealtdamagewilltriggerand
resolveevenifdamagedealttothatunitalsodownsthefigurecausingthisabilitytobeready.

Sometriggeredabilitiesareoptional.Usuallythisismarkedbythewordmaybeforetheeffectoftheability.
Ifaplayedchoosesnottouseanoptionaltriggeredability,nopartofthatabilityhappens.(Notethatsome
abilitiesmaybeentirelyoptional,whileothersmayjusthaveoptionalpieces.)

Atriggeredabilitymayhaveacostinordertousetheeffect,butitisstillconsideredatriggeredability.For
example:Wheneverthisunitisgivenarangedcombatorder,itmayspendoneorderpointtogain2bluedice
untilendofturn.Thisisstillconsideredatriggeredability,thoughtheeffectisonlygainedifthecostispaid.

Static Abilities
Staticabilitiesareactiveaslongastheyarereadyanddonotoccurbecauseofatriggerorrequireactivation.
Staticabilitiesaresimplywrittenasstatements.

Examples:HailofArrows,NatureMagic,AuraofPeace

Somestaticabilitiesmayhaveaconditioninwhichtheabilityisineffect.Intrinsicallymoststaticabilities
mustbereadytobeineffect,butsomemayalsorequirethattheunitbeattackingorthattheirownerhasa
certainnumberofvictorypoints.

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Occasionallytwostaticabilitiesmaybeatodds.Forexample,oneabilitycouldsayThisunitsphantomdice
are1sandanotherabilitycouldsayThisunitsphantomdiceare3s.Inthesecasestimingrulesmustbe
used.Ingeneralthemostrecentabilitytobemadereadyistheonethattakesprecedent.(Seetiming.)

Reminder Text
Someabilitiesrequirefurtherclarificationandcontainremindertext.Remindertextisitalicizedandin
parenthesisplacedattheendofanability.Itdoesnotactuallyaffecttheplayofthegame;remindertexthas
norulesimplications,andisonlymeanttomakeanabilityeasiertounderstand.

Timing

Triggered Abilities
Whenmultipleabilitiestriggeratoncefollowthesesteps:

1. Iftheactiveplayerhasnounresolvedabilities,gotostep3.
2. Theactiveplayerchoosesoneoftheirunresolvedabilitiesandresolvesit.Thenreturntostep1.
3. Iftheinactiveplayerhasnounresolvedabilities,gotostep5.
4. Theinactiveplayerchoosesoneoftheirunresolvedabilitiesandresolvesit.Then,returntostep
3.
5. Iftheactiveplayerhasunresolvedabilities,gotostep2.

Toexplainitinwords,eachplayersabilitiesareputintotheirownbucket.Theactiveplayeremptiestheir
bucketfirstbypickinganabilityandresolvingit,oneatatime.Emptyingthebucketisnotoptional.Oncethe
activeplayersbucketisempty,theotherplayeremptiestheirbucketinthesameway.

Ifthroughtheresolutionofoneabilityanotherabilitytriggers,itisimmediatelyputintoitsownersbucket.If
anabilityisaddedtoaplayersbucketwhiletheyareintheprocessofemptyingit,thatabilityistreatedlike
therestoftheabilitiesandmustalsobeemptied.Playerstaketurnsemptyingtheirbucketsuntilboth
bucketsareempty,andthenthegamecontinuesasnormal.

Static Abilities
Iftwostaticabilitiesareinconflictthentheabilitythatwasmostrecentlyactivewilltakeprecedence.For
somestaticabilities,beingactiveonlymeansbeingready.Forstaticabilitieswithacondition(forexample,
Whileincombat),theyactivatewhentheirconditionistrue.

Ifmultiplestaticabilitieseverbecomeactiveatthesametime,theactiveplayerdeterminestheordertheir
abilitiesareappliedin.Thentheinactiveplayerdeterminestheordertheirabilitiesareappliedin.Thismeans
thattheinactiveplayersabilitiesthatareinconflictwiththeactiveplayersstaticabilitieswilltake
precedence,sincetheybecameactivemostrecently.

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Fizzling
Iftheeffectsofanactivatedortriggeredabilitycannotbecarriedout,suchasiftheyloseavailabletargetsor
trytomoveaunitthatnolongerexists,thatindividualeffectissimplynotexecuted.Performallothereffects
oftheabilitythatcanstillbecarriedout.

Simultaneous Choices
Iftwoplayersmustevermakeachoicesimultaneously(suchaswhichfigurestoremoveduetocombat
damage)theactiveplayermakesandrevealstheirchoicefirst.(Note:Whilethechoicesaremadeseparately,
theeffectsmayhappensimultaneously.)

Zones

Thereareessentiallytwozonesinarcanelegions:inplay,andoutofplay.Theinplayzoneiscalledthe
Battlefield;thisiswherethegameisplayed.Theoutofplayzoneiswheredownedfiguresandunitsare
placed.Theoutofplayzoneisdifferentfromaplayerscollection.Theoutofplayzoneisstillconsideredpart
ofthegame,whileaplayerscollectionisconsideredoutsidethegame.

Eachplayercontrolsanarmy,whichisthetotalofalltheirunitsonthebattlefield.Thetermfriendlyunits
referstoallofaplayersunitsandallunitscontrolledbytheirallies.Eachplayeralsohasanumberoforder
points(usuallyonlyontheirownturn)aswellasanumberofvictorypoints.

Downedfiguresplacedintheoutofplayzonemustknowtheirunitoforigin.(Thisisimportantforabilities
thatreturndownedfigurestoplay.)

Army Building

Eachplayerbringsaprebuiltarmytothegamecreatedfromthefigures,bases,andunitcardsintheir
collections.Thisarmycanconsistofanynumberortypesofunitswithafewrestrictions.

First,eacharmysbuildtotalmustbewithinapredeterminedbuildtotallimit.Thestandardbuilttotallimitis
7,000points.Eachunithasabuildpointcostfoundonthebottomrightofitsunitcard.Thecombinedtotal
ofeachunitsbuildpointcostinanarmyisthatarmysbuildtotal,whichmustbelessthanorequaltothe
builttotallimit.

Second,noarmymayhavetwoofthesamecommanderfigure.Acommanderfigureisafigurewithayellow
circlecolor.Playersmayhaveanynumberofcommanderfiguresintheirarmy,butnoarmymayhavetwo
commanderfigureswithamatchingfigurenumber.(Note:Twoplayersmayhavethesamecommanderfigure
intheirrespectivearmies.)

Lastly,whileplayersareallowedtohaveanynumberoffactionsintheirarmy,foreachnonmercenaryfaction
beyondthefirstthatplayergets1lessorderpointaturn.Forexample,anarmyconsistingofEgyptianand
Mercenaryunitswillgetthefull8orderpointsaturninthestandardgame.Anotherarmyconsistingof
Egyptian,Roman,andHanunitswillonlyget6orderpointsaturn(1foreachadditionalfaction.)Thisonly
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appliestounittypes,whichareindicatedbythefactionsymbolonthelowerleftofaunitcard.Itdoesnt
matterwhichfactiontheindividualfiguresinyourunitsarefromonlytheunitsoverallfaction.
(Note:Thiswasnotaruleintheoriginalrulebook.Ithassincebeenadded.)

Asstatedabove,thestandardgamehasa7,000pointbuilttotallimitand8orderpointsaturn.Thisisonlya
recommendedsetting,however,andplayersmaydecideonbuiltpointtotalsandnumberoforderpoints
amongthemselves.Formoresuggestedvariationsgotowww.arcanelegions.com.

Eachunitmustbeginthegamewiththecorrectfigures.Eachstartingslotonaunitmustbefilledwithafigure
withthesamefigurenumberasisonthatslot.Nonstartingslots(slotswithoutafigurenumber)donotbegin
thegamewithanyfigures.

Playing the Game

Tobegin,randomlychooseaplayer.Thatplayerdecideswhethertogofirstorsecond.

Theplayergoingfirstchoosesasideofthetabletheywilldeploytheirarmyon.Theotherplayergetsthe
othersideofthetable.Then,startingwiththefirstplayer,eachplayertakesturnsplacingaunitintheir
deploymentzone.Thedeploymentzoneistheareawithintwosortiebaselengthsofaplayerssideofthe
table.

Onceallunitsareplaced,thefirstplayertakestheirturn.Thefirstturnofthegameiscalledtheambushturn.
Inthisturntheplayergoingfirstgetshalfthenormalorderpoints(4orderpointsinthestandardgame).In
eachsubsequentturnofthegameplayersgetthestandardnumberoforderpoints(includingonthesecond
playersfirstturn).

Oneachplayersturnbeginthefollowingturnsequence.

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TURN SEQUENCE
Progressionthroughtheturnsequencehaltswhilethereareunresolvedtriggers.(Seetiming.)

1. BeginningofTurn
a. Controlterrainvictorypointsaregained.

2. OrderPhase
a. Activeplayergainstheirorderpoints.
b. Activeplayermaychooseaunittobegivenachosenorder.Iftheydo,proceedtothatorders
sequence.

3. EndofTurn
a. Alldamageisremovedfrominjuredfigures.
b. Eachplayersorderpointsaresetto0.
c. Thenextplayerbeginstheirturn.

. CloseCombatOrder
a. Orderingplayermaydeclareanadjacentenemyunitasthetargetoftheattack.Otherwise,
proceedtostep(j).
b. Costsmaybepaid,otherwiseproceedtostep(j).
c. Thecombatorderisgiven.Ifnot,proceedtostep(j).
d. Thisunitbecomestheattackerandtheopposingunitbecomesthedefender.
e. Playerscountthenumberofappropriatedicetheyhave.
f. Playersrolltheirdice.Criticalhitsarescored.
i. Playersrerolldiceoradjusttheirresultsduetospecialabilities.
g. Hitsarescored.
h. Damageisdealt.
i. Endofclosecombat.
j. Returntheturnsequencetothesamepointaswhenthisorderbegan.

. RangedCombatOrder
a. Orderingplayermaychoosethesidetheirunitwillattackfromandaninrangesideofan
enemyunit.Theenemyunitbecomesthetargetoftheattack.Otherwiseproceedtostep(l).
b. Costsmaybepaid,otherwiseproceedtostep(l).
c. Thecombatorderisgiven.Ifnot,proceedtostep(l).
d. Thisunitbecomestheattackerandtheopposingunitbecomesthedefender.
e. Lineofsightpenaltiesareapplied.
f. Firingintomeleepenaltiesareapplied.
g. Playerscountthenumberofappropriatedicetheywouldroll.
h. Playersrolltheirdice.Criticalhitsarescored.
i. Playersrerolldiceoradjusttheirresultsduetospecialabilities.
i. Hitsarescored.
j. Damageisdealt.
k. Endofrangedcombat.
l. Returntheturnsequencetothesamepointaswhenthisorderbegan.

. MoveOrder
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a.
b.
c.
d.
e.

Costsmaybepaid,otherwiseproceedtostep(h).
Themoveorderisgiven.
Breakawayattacksmaybemade.
Orderedunitgainsmovementpoints.
Orderingplayermaydooneofthefollowing:
i.
Chooseadirectionfortheirunittotakeastep,thenpaythecostforthatmove.
ii. Placetheturningtoolonasideoftheirunitandchoosethesideoftheirunittoturnon
to,thenpaythecostforthatmove.
f. Ifamovewaspaidfor:movetheunitthenreturntostep(e).
g. Endofmovement.
h. Thisunitsmovementpointsaresetto0.
i. Returntheturnsequencetothesamepointaswhenthisorderbegan.

RegroupOrder
a. Costsmaybepaid,otherwiseproceedto(e)
b. Theregrouporderisgiven.
c. Figuresontheorderedunitmayberepositioned.
d. Unitsfacingmaybechanged.
e. Endofregroup.
f. Returntheturnsequencetothesamepointaswhenthisorderbegan.

SpecialOrder
a. Ifthespecialabilityhastargets,theorderingplayerchooseswhattotargetorproceedstostep
(f).
b. Costsfortheordermaybepaid,otherwiseproceedtostep(f)
c. Thespecialorderisgiven.
d. TheeffectoftheSpecialOrderhappens.
e. Endofspecialorder.
f. Returntheturnsequencetothesamepointaswhenthisorderbegan.

Orders

Itisduringtheorderphasethatplayerschooseorderstogivetotheirunits.Atthebeginningofaplayers
orderphasetheygainorderpointsbasedonthesizeofthegamebeingplayed.(Inthestandardgameplayers
gain8orderpointsperturn.)Forthefirstturnofthegame,theambushturn,theactiveplayeronlygetshalf
thenormalorderpoints.Orderpointslastuntiltheendoftheturn,atwhichpointtheactiveplayersorder
pointsaresetto0.Playerscantgainorderpointsduringotherplayersturns.

Theactiveplayerwillchooseanordertypeandthenfollowthestepsforthatorderssequence.Whenthat
orderiscompleteplayisreturnedtotheorderphase.Onceaplayerisdonegivingtheirunitsorderstheend
ofturnphasebegins.

Pushing
Thefirsttimeaunitisgivenanorderofanytypethecoststogivethatorderarenormal.(Seetheorders
belowfortheircosts.)Thefiveordertypesareclosecombat,rangedcombat,regroup,move,andspecial.If
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youwouldliketogiveaunitasecondorderofthesametype(forexample,itssecondregrouporderinthe
sameturn)thatunitmustbepushed.Pushingmeansthatafiguremustberemovedfromtheunitasan
additionalcostforgivingtheorder..Thisispaidasothercoststogivethatorderarealsopaid(customarily
orderpoints).

Aunitmayonlybepushedonceeachturn,regardlessoftheordertype.Forexample,ifaunithaspushedto
completeasecondmoveorderitcantalsopushforasecondclosecombatorderinthesameturn.Aplayer
maypushanynumberoftheirunitsinaturn,butcantpushthesameunitmorethanonceaturn.

Specialorderscantbepushed.

Eachordertypeisdescribedindetailbelow:

Combat Orders

Bothclosecombatandrangedcombatordersareconsideredcombat.Duringeachoftheseordersplayerswill
rollcombatdicethatwillresultintheirunitsdealingcombatdamage.Notalldamagethataunitdoesin
combatiscombatdamageonlythedamageasaresultofthecombatrolliscombatdamage.

Whenacombatorderisgiven,theunitbeinggiventheordermakesanattackagainstatargetunit.Theattack
originatesfromasideandisdirectedataside.Inaclosecombatorderthesearetheadjacentsides,andina
rangedcombatorderitisbetweenthesideswhosenotcheswereusedtomeasurethelineofsight.

Close Combat Order

Togiveaclosecombatordertooneofyourunits,chooseanenemyunitthatisadjacenttoyourunit.The
chosenenemyunitwillbecomethetargetoftheattack.Thesideofyourunitthatisadjacenttotheenemy
unitisthesidetheattackisbeingmadefrom.Thesideoftheenemyunitthatisadjacenttoyourunitwillbe
thesidebeingattacked.

Aunitmayonlybegivenaclosecombatorderifithasatleastonereadyattackdieicon.

Next,paythecostfortheorder.Aclosecombatordercosts1orderpointtogivetoasortieand2order
pointstogivetoaformation.(Note:somespecialabilitiesmayincreaseordecreasethiscost.)

Theattackerthenrollsanumberofreddiceequaltothenumberofreadyredattackdieiconsithas,along
withattackdicegranted(orremoved)byspecialabilities.Thedefenderrollsanumberofwhitediceequalto
thenumberofreadywhitedefensedieiconsithas,alongwithdefensedicegranted(orremoved)byspecial
abilities.

Iftheattackerisattackingfromagreyside,theyrollthreelessattackdice.Ifthedefenderisdefendingfroma
blackside,theyrollthreelessdefensedice.

Onceplayersrolltheirdice,eachplayerarrangesthemfromhighesttolowest.Iftheattackerhasrolledthree
dicewitharesultof6,theygetacriticalhit,whichincreasesthenumberofhitsthisunitscoresby1.Players
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applyanyspecialabilitiesthataffectthedieroll,suchasrerollsoranythingthatalterstheresultsofthedice.
Oncethosehavebeenresolved,playersreadjusttheirdicefromhighesttolowest.

Comparethehighestattackdietothehighestdefensedie.Ifonesidedoesnothaveadie,thencomparethe
remainingdietoaphantomdie,whichhasavalueof2.Iftheattackdieishigherthanthedefensedie,the
attackergetsonehit.Ifthedefensedieishigherthantheattackdie,thedefendergetsonehit.Ifaphantom
dieishigherthanthedieitisbeingcomparedto,however,nohitisscored.Then,movetothenexthighest
dieforeachplayerandcompareagainuntilalldicehavebeencompared.

Eachunitthendealsdamagetotheopposingunitequaltothenumberofhitsitgot.Thisincludesany
additionalhitfromacriticalhit.Forrulesonhowdamageisdealt,seeDealingDamage.

Combatendsandtheturnresumes.

Ranged Combat Order

Arangedcombatorderisverysimilartoaclosecombatorder,thoughthereareafewkeydifferences.

Aunitthatisadjacenttoanenemyunitmaynotbegivenarangedcombatorder.

Togivearangedcombatordertooneofyourunits,chooseanenemyunitthatisinrange.Thestandard
rangeissixsteps;youmustchooseasideofyourunitthattheattackwillcomefromthatiswithinsixsteps
fromthesideoftheenemyunitbeingattacked.Allrangemeasurementsaremadefromnotchtonotch.The
chosenenemyunitwillbecomethetargetoftheattack.

Aunitmayonlybegivenarangedcombatorderifithasatleastonereadyrangeddieicon.

Next,paythecostfortheorder.Arangedcombatordercoststhesameasaclosecombatorder:1order
pointforasortie,and2orderpointsforaformation.

Theattackerthenrollsanumberofbluediceequaltothenumberofreadybluerangeddieiconsithas,along
withrangeddicegranted(orremoved)byspecialabilities.Thedefenderrollsanumberofwhitediceequalto
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thenumberofreadywhitedefensedieiconsithas,alongwithdefensedicegranted(orremoved)byspecial
abilities.

Iftheattackerisattackingfromanonblueside(redorblack)thentheyrollthreelessrangeddice.

Ifthedefenderisdefendingonablackside,theyrollthreelessdefensedice.Rangedcombatisalsosubjectto
certainpenalties:

Firingintomelee:Inrangedcombattheattackerrollsonelessrangeddieifthetargetofitsattackisadjacent
toaunitfriendlytotheattacker.

Hindered:Inrangedcombattheattackingunitrollsonelessbluedieforeachobjecthinderingitslineofsight.
Lineofsightishinderedbyunits(friendlyorenemy)andhinderingterrain.

Blocked:Arangedattackmaynotbemadewhenlineofsightisblocked.

(SeeLineofSightformoredetails.)

Thelineupforrangedcombatisthesameasclosecombat.Onceplayersrolltheirdice,eachplayerarranges
theirdicefromhighesttolowest.Iftheattackerhasrolledthreedicewitharesultof6,theygetacriticalhit
whichincreasesthenumberofhitsthisunitscoresby1.Playersapplyanyspecialabilitiesthataffectthedie
roll,suchasrerollsoranythingthatalterstheresultsofthedice.Oncethosehavebeenresolved,playersre
adjusttheirdicefromhighesttolowest.

Asinclosecombat,comparethehighestrangeddietothehighestdefensedie.Ifonesidedoesnothavea
die,thencomparetheremainingdietoaphantomdie,whichhasavalueof2.Iftheattackdieishigherthan
thedefensedie,theattackergetsonehit.However,unlikeclosecombat,ifthedefensedieishigherthanthe
attackdie,thedefenderdoesnotgetahit.Andagain,ifaphantomdieishigherthanthedieitisbeing
comparedto,nohitisscored.Then,movetothenexthighestdieforeachplayerandcompareagainuntilall
dicehavebeencompared.

Eachunitthendealsdamagetotheopposingunitequaltothenumberofhitsitgot.(Usuallythedefenderwill
scorenohits,aswhitedicedontnormallyscorehitsagainstbluedice.)Thisincludesanyadditionalhitfroma
criticalhit.Forrulesonhowdamageisdealt,seeDealingDamage.

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Combatendsandtheturnresumes.

Dice and Sub-zero Values

Specialabilitiesthatreferencediceoftenusetheconvention,forexample,of1d6.Thefirstnumberishow
manydicetoroll,andthesecondnumberishowmanysidesthosedicehave.

Wheneveradieisrolleditsnumberisconsideredthatdiesresult.Phantomdicedonothaveresultsthey
havevalues.(Thedefaultphantomdievalueis2.)Anyabilitythatadjustsdieresultsdoesnoteffectphantom
diceastheyhavenoresults.

Somespecialabilitiesadjusttheresultofdice.Thephysicaldieitselfisnotadjusted,buttheresultthatdie
hasisconsideredtobeadjusted.Dicecanbeadjustedtobeanynumberabove0.However,ifaspecialability
wouldreducetheresultofadiebelow0,itisreducedto0instead.(Ifmultipleabilitieswouldadjustthe
resultofadieatthesametimeitmaybeimportanttoreferencethetimingrules.)

Furthermore,noothervalueinthegamemaybebelow0.Playerscanthavenegativeorderpointsorvictory
points,andunitscantrolllessthan0diceincombat.

Dealing Damage

Whendamageisdealttoaunit(eitherthroughcombatoraspecialability)thecontrollerofthatunitmust
thenassignthedamagetothefiguresonabase.Lethaldamagemustfirstbeassignedtothefigureonthe
unitwiththemost(ortiedforthemost)nonlethaldamageonit.Lethaldamagemeansthatafigurehas
damageonitequaltoorgreaterthanitshitpoints.Usuallyonlyonefigureonaunitwillhavedamageonitat
atime.However,intheeventthattwofigureshavedamageonthem,theonewiththemostdamageonit
mustbeassignedlethaldamagefirst.Iftwofiguresaretiedformostdamage,thecontrolleroftheunit
chooseswhichonetoassigndamageto.

Oncealldamageisassigned,itisalldealtsimultaneously.Figuresaredownedassoonastheyhavelethal
damageonthem(damageequaltoorgreaterthantheirhitpoints).Removedownedfiguresfromthe
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battlefield.Aunitisdefeatedwhenithasnofigures.Removeadefeatedunitfromthebattlefield.Thisistrue
ofbothcombatandnoncombatdamagealldamagemustbeassignedusingthesamerules,anddamageis
dealtsimultaneously.Eachfiguredealtlethaldamageisdownedsimultaneously.(Forexample,ifaspecial
abilitydeals3damagetoaunit,all3damageisassignedandthendealtsimultaneously.)

Ifaunittakesdamageandassignsthatdamagetoafigurewithmultiplehitpoints,butnotenoughdamageto
downthatfigure,thedamagestaysonthatfigureuntiltheendoftheturn.Placeadienexttothatunitwitha
numberrepresentinghowmuchdamageisonthatfigure.Figureswithdamageonthemareconsidered
injured.Thatdamageisonthefigure,nottheslot,soifthefigureislaterrepositionedintoadifferentslotthe
damagemoveswithit.Attheendofeachturn,alldamageisremovedfromfigures.

Alldamagehasasource.Inthecaseofcombatdamagethedamageiscomingfromtheunitthatrolledthe
dice.Somespecialabilitieswilldescribetheirsource.Ifasourceofdamagefromaspecialabilityisunclear,
however,itisconsideredtobecomingfromtheunitwiththespecialability.Mostdamageisdealtbyunits,
butifafiguredealsdamagethesourceisconsideredtheunitthatfigureison.Ifthesourceofdamageleaves
thebattlefieldbeforedamageisdealt(forexample,aspecialabilitythatrequiresdowningtheunitasan
additionalcost)thesourceisstillthatunit.

Ifaunitisdestroyed,eachfigureinthatunitisconsideredtohavebeendowned.Anyspecialabilitythat
triggerswhenafigureisdownedwilltriggeriftheunititselfisdestroyed,suchasbyaspecialability.

Regroup Order

ARegroupOrdercosts1orderpointregardlessofbasesize.Regrouporderscanbepushed.

Thefirstfunctionofaregrouporderallowsyoutochangethecapabilitiesofaunitduringthegamebymoving
itsfigurestodifferentpositions.Whenaunitisgivenaregrouporderanynumberoffigures(some,all,or
none)maybemovedtoanylegalslot.Movingafigureislimitedbythreeelementsoutlinecolor,footpad
size,andpegarrangementwhichmustallmatchinorderforafiguretochangeslots.Afigurecantbeput
intoaslotunlessthefollowingcriteriamatch:

Outlinecolor.Afigurecanonlybeinaslotwhoseoutlinecolormatchesthefiguresstartingslot.
Footpadsize.Afigurecanonlybeinaslotthatmatchesitsfootpadsize&shape.
Pegarrangement.Afigurecanonlybeinaslotthatmatchesitspegcountandarrangement.

Thesecondfunctionofaregrouporderallowsyoutochangeyourunitsfacing.Aformationunitthatisgivena
regroupordercanchangeitsfacing180.Asortieunitcanchangeitsfacing90,180,or270aspartofa
regrouporder.

Move Order
Order costs
Thefirstthingthathappenswhenamoveorderistobegivenisthatthecostsforthatorderarepaid.This
includespushing,soapushedfiguresiconsarenotconsideredreadywhenthemoveorderisgiven.Amove
ordercosts1orderpointtogivetoasortiebase,and2orderpointstogivetoaformationbase.
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Breakaway
Next,acheckforabreakawayattackismade.Ifanenemyunitisadjacenttoaformationbeinggivenamove
order,thecontrolleroftheenemyunitmaygivetheirunitaclosecombatordertargetingthemovingunitthat
costsnoorderpoints.Breakawayattacksareoptional;aplayercanalwaysdeclinetomakeabreakaway
attack.Whenaplayerdecidestomakeabreakawayattack,theygiveaclosecombatordertotheirunitthat
willtargettheunitgiventhemoveorder.Breakawayattacksmaynotbemadeagainstsorties.Afterthe
breakawayattackismade,movementcontinuesonasnormal.

Breakawayattacksaremadeafterthemoveorderisgiven,butbeforetheunitmoves.Thus,theorderpoints
forthemoveorderarealreadyspentbeforethebreakawayattackhappens,andanymovementiconson
figureslostduringthebreakawayattackdonotcontributetotheunitsmovementpoints.

Ifmultipleenemyunitsareadjacenttoaunitbeinggivenamoveorder,eachoftheenemyunitsgetsa
breakawayattack.Theownerofthoseunitsdecideswhichorderthoseattacksaremade,butdoesnothave
tomakeeveryattack.Theymayattackwithall,none,orsomeoftheiradjacentunits.Ifmultipleplayers
controltheadjacentenemyunits,thentheactiveplayeristhefirsttoact,followedbythenextplayerinthe
turnorder,thenthenextplayerintheturnorder,andsoonthroughtheturnorderofplayersuntileach
adjacentenemyunithashandledtheirbreakawayattack.(Notethatusuallytheactiveplayerwillbetheone
attemptingtomoveaunit,andthuswillhavenobreakawayattackdecision.)

Moving
Whenaunitisgivenamoveorderitgainsmovementpointsequaltothenumberofreadymovementiconsit
has.Theunitcanthenspendthosemovementpointstomoveinoneoftwoways:

1) Theunitcanmoveuptoonestepforward,backward,orsideways.
2) Theunitcanmakeaturnoffofaside.

Theunitcankeepperformingeitheroftheseactionsasmanytimesasdesired,usuallyuntiltheunitnolonger
hasanymovementpointsremaining.Aunitisnotrequiredtousealloftheirgivenmovementpoints,butat
theendofmovementallexcessmovementpointsareremoved;movementpointsdonotcarryoverfromone
movetoanother.

Lateral Movement
Aunitcanmoveuptoonestepeitherleft,right,forward,orbackward.Astepisthebasicunitof
measurementinArcaneLegions,anditisequaltothelengthofasortiebase.(Thisisalsoequaltotheshort
sideofaformationbase.)Whenaunitmovesitdoesnothavetomoveafullstep;partialstepsareanoption.
Thecostofthatmove,inmovementpoints,isfoundonthecodexoftheunit.

Thesenumbersarecalledthedirectionalcostsofthatunit.Forexample,
withthecodexshownaboveaunitwouldhavetospendonemovement
pointtomoveastepforward,ortwomovementpointstomoveastep
backwards.Themovecantbemadeunlessallcostsforthatmoveare
paid,andapartialmove,suchasonlymovinghalfofastep,coststhe
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Page19of31

sameasmovingafullstep.

Inordertophysicallymakealateralmoveweuseextraformationbasesasguides.
Aformationbaseisequaltothesizeoftwosortiesplacedsidebyside.Forthis
reasonanextraformationbasemakesagoodguideforlateralmovement.To
makethisbasicmaneuver,placethelongsideofaformationbasenexttoyour
unit,alongasideperpendiculartothedirectionyouwanttogo.Makesurethe
centernotchofyourmeasuringbaselinesupwiththeleadingedgeofthemoving
unit.Simplyslidetheunitforwarduntiltheleadingedgeofthemovingunitlines
upwiththeedgeofthemeasurementbase.Thiswillmoveyourunitonestep(the
lengthofasortiebase).Removethemeasurementbaseandyouredone.

Collision
Whenaunitwouldmoveintothespacethatanotherobjectoccupies,thoseobjectscollide.Anobjectis
consideredaunitorapieceofterrain.Themovingunitthensnapstotheotherobjectandthenhasthe
optiontoslidetoanotchorside,asdetailedbelow.Collisionendsmovement.

Snapping to
Thefirstthingthathappensincollisionis
snappingto.Whenaunitcollideswithan
objectatanangle(theydonotshareaflat
edge)thenthemovingunitmustsnapto
theotherobjectonthesmallerangleby
pivotingorthecollisionpoint.Thiscauses
thetwoobjectstobecomeadjacent.If
bothanglescreatedbythemovingunitare
equal(thereisnosmallerangle)thenthe
controllerofthemovingunitdecideswhich
angletosnapto.Snappingtoisnot
optionalifcollisionoccurs.

*Note:IntheStandardgamemostangles
shouldbe45degrees(ascreatedbythe
turningtoolorsnappingtostandard
terrain).However,variationsinthe
standardgamemaycauseotheranglesto
becreated,andthesmallerangleruleis
applied.

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Sliding
Thesecondstepofcollisionistoslide.Ifthe
movingunitcollidedwithanotherunitandis
nowadjacent(meaningitcouldhavesnapped
orsimplycollidedadjacent)thenthemoving
unitcanslideuntiloneofitsnotchesorsidesis
alignedwithanedgeornotchoftheadjacent
unit.Theunitcanslideineitherdirectionuntil
anotchorslidealigns,butmuststopsliding
onceanotchorsidealigns.Aunitcantslidein
adirectionthatwouldcausetheunitstono
longerbeadjacent.Slidingisoptional.Unitsdo
notslideonterrain.

Turning

Theturningtoolcanbeusedduringmovement
toturntheunit45or90.Usingtheturning
toolcostsmovementpointsequaltothe
directioncostofthesidetheunitisturningoff
of.Themovealsocostsmovementpointsequal
tothedirectioncostofthesidetheunitis
turningoffofforeachsteptheunitisbeyond
theturningtoolaftertheturnismade.

Making a 45 degree turn


Tomakethismaneuver,placethemovementtoolflatonthetablewiththeAngleTurnedgeagainstyourunit.
Makesurethebevelontheedgeofthetoolslotsintothenotchontheedgeofyourbase.Pickuptheunit
leavingthemovementtoolinplaceandsetitbackdownsoanyoneofthenotchesonyourbaseslotsinto
thebevelofeithertheLeftTurnorRightTurnedgesofthemovementtool.Removethemovementtoolfrom
thetableandyouredone

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Page21of31

Making a 90 degree turn


Tomakethismaneuver,placethemovementtoolflatonthetablewitheithertheLeftTurnedgeortheRight
Turnedgeagainstyourunit,dependingonwhichwayyouintendtomoveyourunit.Makesurethebevelon
theedgeofthetoolslotsintothenotchontheedgeofyourbase.Pickuptheunitleavingthemovement
toolinplaceandsettheunitbackdownsothatanyoneofthenotchesonyourbaseslotsintothebevelof
theoppositeedgeofthetool.Removethemovementtoolfromthetableandyouredone.

Collision from Overlap


Turningmakesthesnappingtofunctionworkalittledifferentlybecause
insteadofcollidingwiththeoutsideedgeofanotherunit,themovingunitwillbeoverlappingit.

Ifaturningunitwouldenditsmovementoverlappinganotherobject,theturningunitcreatestwoangles;one
oneachrelevantsideoftheotherobject.Theturningunitwillsnaptothesidewiththesmaller(i.e.,
narrower)angle,justlikenormalsnappingrules.Similarly,iftheanglesarethesame,theunitcansnapto
eitherside.However,thepivotpointfortheunitisalittledifferent.Insteadofpivotingonthecornerof
collision,theunitpivotsonthepointwhereitssidecrossesthesideoftheotherobject.

Ifaturningunitendsitsmovementoverlappingtwocornersofanotherobject,itwillsnaptotheedgethatlies
betweenthosetwocorner.

Iftheturningunitoverlapsmultipleobjects,theplayerturningthatunitdecideswhichobjecttosnapto.

Slidingoccursasnormalaftersnappingfromanoverlap.(Unitsdonotslideonterrain.)
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Limits on Turning and Snapping


Thereareafewlimitsthatmightmaketurningimpossibleintightsituations.
First,iftheturningtoolcantbeplaced,theturncantbemade.

Ifaunitthatissnappingwould
collidewith
anotherunit,thatsnapcannot
bemade.
Theunitmustthentrytosnap
intheother
direction,evenifthatwouldbe
tothebigger
angle.

Ifnosnapispossibleandthemovingunitisnotoverlapping
another
object,thentheunitremainsattheangleitcollided.This
willlikely
leavetheunitatanangletotheobject,meaningtheyare
notadjacent
toeachother.

Ifnosnapispossibleandthemovingunitisoverlappinganotherobject,thenthatmovecantbemade.
Returntheunittheunittoitslastlegalpointinmovementandcontinuemovement.

Foravideowalkthrough,gotowww.arcanelegions.com/videosandclickSnapTo.

Onceaunithassnappedtoandslidintoplace(ifdesired),itsmovementendsandtheunitlosesanyremaining
movementpoints.Snappingonlyhappenstoanactivelymovingunit.Ifaunitismovedwithoutbeinggivena
moveorderanditcollideswithacornerofanotherbaseorapieceofterrain,itmerelystops.

Ifacollisioncreatesasituationinwhichthemovingunitcannotsnaptotheotherbasewithoutcausingitto
collidewithsomethingelse(anotherunitorpieceofterrain),thenitdoesnotsnapto.Becauseitdoesnot
snapto,itsmovementdoesnotend,sotheunitmaycontinuespendingmovementpointstomove.

Terrain

Therearethreebasictypesofterrain:blocking,hindering,andcontrolling.Playerscanusedifferentbuildsof
terrainaslongastheyhavedistinctedgelines,whetherthatbeaprintedlineoraraisedphysicaledge.
Terrainmustbelabeledbyitstype,eitherbypaintingtheiredgesthecorrespondingcolororbysomeother
means.

BlockingTerrainRed
Blockingterraincantbemovedthroughandhinderslineofsight.Theareaoutsideofthebattlefieldis
consideredblockingterrain.

HinderingTerrainGreen
Hinderingterraincantbemovedthroughbutonlypartiallyblockslineofsight.(Seelineofsightforruleson
hinderingpenalties.)

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ControlTerrainYellow
Basiccontrolterrainisflat,allowingunitstomoveontoit,anddoesnotblocklineofsight.Controlterrain
allowsplayerstogainvictorypaints.(SeeGainingvictorypoints)Collisionwithcontrolterrainisoptional.A
unitmaychoosetocollidewithcontrolterrainandsnaptotheedge,ornotcollideatallandmovethrough
thecontrolterrain.(Thatis,ifthecontrolterrainisnotalsoblockingorhinderingterrain.)

Iftheplayersplacecontrolterrain,eachplayerplacesonepiece,withthefollowingrequirements:

Thepiecelieswithinfourstepsofthecenterlineandatleastsixstepsawayfromeachotherpieceof
controlterrain.
Thereareanequalnumberofcontrolterrainpiecesoneachsideofthecenterline.

Ifyouareusingadditionalterrainotherthancontrolterrain,theserulesgoverntheirplacement:

Noncontrolterrainmustbeplacedatleasttwostepsawayfromothernoncontrolterrainandfrom
deploymentzones.
Noncontrolterraincanbeplacedadjacenttocontrolterrain,butcannotoverlapit.

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Line of Sight & Measuring

Playersmaymeasuredistancesatanytimewithnopenalty.Somegamesdontallowpremeasuring,but
ArcaneLegionsdoes.

Whenmeasuringlineofsight,foraspecialabilityorforrangedcombat,drawanimaginarylinefromthenotch
oftheoriginatingunittoanotchonitstarget.Thislinecantgothroughthetargetunit;thetargetnotchmust
beonasidefacingtowardstheoriginatingunit.

Ifthelinegoesthroughapieceofhinderingterrainoranotherunit,thatlineofsightisconsideredhindered.
Inrangedcombattheattackingunitrolls1lessbluedieforeachtimeitishindered.(i.e.foreachpieceof
hinderingterrainandeachunitbetweenitandthetargetoftheattack.)

Ifthelinegoesthroughapieceofblockingterrainthatlineofsightisconsideredblocked.Rangedcombat
maynotbethroughablockedlineofsight.

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Specialabilitiesdonotcareaboutlineofsightunlesstheysayotherwise.

IfaspecialabilityhasarangeofWithinXsteps,itaffectsthisunitandanyadjacentunit.Forexample,Aura
ofPeaceeffectsallunitswithin2steps,whichincludestheunitwithAuraofPeace,aswellasanyadjacent
units.

Victory Points

Thestandardwaytowinagameisbyobtainingacertainnumberofvictorypoints21inthestandardgame.
Playersgainvictorypointsprimarilybycommandingcontrolterrain,defeatingenemyunits,anddowningan
enemycommanderfigure.Ifaunitgetsvictorypoints,thosepointsaregainedbythecontrollerofthatunit.

Control Terrain
Inaplayersbeginningofturnphasethatplayergains3victorypointsforeachpieceofcontrolterrainthey
command.Aplayercommandscontrolterrainiftheycontrolaunitonoradjacenttothatpieceofcontrol
terrain,andnoenemyunitsareonoradjacenttoit.Theunitsonthatcontrolterraingetthevictorypoints,
whicharethengainedbytheplayer.Aplayeronlyevergains3victorypointsfromtheterrain,regardlessof
howmanyunitstheycontrolonthatterrain.

Defeating enemy units & Downing enemy commander figures


Wheneveraunitisdefeatedorafigureisdowned,theunitthatdefeated(ordowned)itgetsacertainnumber
ofvictorypoints2victorypointsfordefeatingaformation,1victorypointfordefeatingasortie,and1
victorypointfordowningacommanderfigure.Ifaunitisdefeated,butnotdefeateddirectlybyanenemy
unit(suchasbypushingitsownfinalremainingfigure)thenthevictorypointsaregainedbytheplayerthat
ownsthenearestenemyunit.Iftwoenemyunitsaretiedfornearest,thentheplayerthatownsoneofthe
enemyunitsandisnextintheturnsequencegainsthevictorypoints.

Playerscanalsogainvictorypointsthroughspecialabilities.
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Winning the Game

Aplayerwinsthegamewhentheyhavevictorypointsequaltoorgreaterthanthevictorypointgoal(21inthe
standardgame)whiletheyaretheactiveplayer.Ifaplayerreachesthevictorypointtargetwhiletheyarenot
theactiveplayer,theydonotwinthegameuntiltheybecometheactiveplayer.

Aplayermayalsowinthegameifeveryotherplayersarmyhasbeencompletelyeliminated.Assoonasall
opposingarmiesareeliminated,yourvictorypointtotalisincreasedtothegoalvalue(ifnecessary).Ifall
armiesareeliminatedandthescoreistied,theactiveplayerwins.

Keywords

Thefollowingkeywordsmayappearonunits(orinthecaseofthefaction,areimpliedbyasymbolontheunit
card).Unitsareconsideredtobethetypesoftheirkeywords.Anabilitythataffectscavalry,forexample,
affectsanyunitwiththekeywordCavalry.

Faction
Egypt/Egyptian
Rome/Roman
Han
Mercenary

Subfaction(Mustbe100%elsenothing)
Crusader
Gallic
Greek
Imperial
Slavic
Xiongnu

Descriptor(Mustbeover80%elseMixed)
Construct
Human
Mixed
Mythic
Undead

Type(Mustbeover80%elseIrregulars)
Arcana
Artillery
Cavalry
Irregulars
Infantry
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Glosssary
Activeplayer:Theplayerwhoseturnitcurrentlyis.
Adjacent:Twoobjectsareconsideredadjacenttoeachotheriftheyshareaflatedge.
AmbushTurn:Thefirstturnofthegame.Duringtheambushturn,theactiveplayeronlygainshalfofthe
regularorderpoints,roundeddown.
Army:Aplayerbuildsanarmybeforethegame.Oncethegamebegins,aplayersarmyiscomposedofthe
unitstheycontrolonthebattlefield.
Attacker:Aunitthatisgivenacombatorderistheattacker.
Attackicon(red):Oneofthefourbasicicons.Whenaunitattacksinclosecombat,itwillrollaredattackdie
foreachofitsreadyattackicons,subjecttoadjustmentsfromspecialabilitiesandcombatconditions.
Badside:Foundonaunitscodexasgrey,aunitattackingfromorbeingattackedonabadsiderollsthree
fewerdice.
Base:Theflatpieceofplasticwithholesintowhichthefiguresareinserted.
Basicicons:Representthefourprimarystatsaunitcanhave:attack(red),rangedattack(blue),defense
(white),andmovement(yellow).
Battlefield:TheplayareaonwhichtheArcaneLegionsgameisplayed.
Battlefieldedge:Wherethebattlefieldends.Unitscantcrossthebattlefieldedge.
Blocked:Ifaunitslineofsightisblocked,suchasbyblockingterrain,itslineofsightdoesnotcontinue
beyondthepointatwhichitwasblocked.
Blockingterrain:Terrainthatblocksaunitslineofsighttoanotherobjectandcantbemovedthrough.
Blueside:Foundonaunitscodex.Nomatterwhichtypeofcombatisoccurringonthisside,thenormal
amountofdicewillberolled.
Breakawayattack:Afreeclosecombatattackorderthatmaybegiventooneofyourunitswhenanadjacent
enemyformationunitisgivenamoveorder.
Buildpointcost:Theamountitcoststoaddaunittoyourarmywhilebuilding,foundontherightoftheunit
barontheunitcard.
Buildtotal:Thenumberofbuildpointsinyourarmy.
Buildtotallimit:Thenumberofbuildpointsallowedinyourarmyforagivengame.
Centerline:Animaginarylinethatrunsdownthemiddleoftheshortwayofthetableduringsetupofthe
standardgame..
Circlecolor:Thecolorofthecircleonaunitcardsurroundingaslot.Therearefour:White,Green,Yellow,
andRed.
Clear(LOS):Aclearlineofsighthasnoobjectsinit.
Closecombat:Combatinwhichtheattackerrollsreddice,thedefenderrollswhitedice,andtheattackercan
behitbyretaliationdamage.
Closecombatorder:Theordergiventoaunittomakeaclosecombatattack.Itnormallycosts2orderpoints
foraformationand1orderpointforasortie.
Codex:Thecodexcanbefoundontheleftoftheunitbaronaunitcard.Itdisplaystheunitsfacing,
directionalcosts,andsidestrengths.
Combatorder:Eitheraclosecombatorderorarangedcombatorder.

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Command(controlterrain):Aplayercommandscontrolterrainiftheycontrolaunitonoradjacenttothat
pieceofcontrolterrain,andnoenemyunitsareonoradjacenttoit.
Commanderfigure:Afigurewithayellowcirclecolor.
Controlterrain:Terrainthatgrantsvictorypointswhencommanded.
Controlterrainzone:Theareathatcontrolterraincanbeplacedinduringsetupofthestandardgame.
Criticalhit:Anattackerduringcombatscoresacriticalhitbyrollingthreeormoresixresults,whichgivesthe
attackeranadditionalhit.
Damage:Aunitdealsdamageduringcombatorthroughspecialabilities.Nonlethaldamagelastsonlyuntil
theendofthecurrentturn.
Defeat:Aunitisdefeatedwhenithasnoremainingfigures.Adefeatedunitisremovedfromthebattlefield.
Defender:Theunitthatisthetargetofacombatorderisthedefender.
Defenseicon:Symbolizedasawhitedie.Adefendingunitrollsdiceequaltothenumberofitsreadydefense
iconsasadjustedbyspecialabilitiesandcombatconditions.
Deployment:Atthebeginningofthegameplayersdeploytheirunitsontothebattlefieldintothedeployment
zone.
Deploymentzone:Duringsetupofthestandardgamethedeploymentzoneisthespacewithintwosortiesof
thetableedgeonaplayerssideofthebattlefield.
Directionalcost:Thenumberofmovementpointsitcoststomoveaunitonestepinagivendirection,found
onthecodexoftheunit.
Downed:Afigurethatisdownedisremovedfromtheunitandthebattlefield.Afigurecanbedownedfrom
lethaldamageoraspecialability.
Drawback:Aspecialabilitywithanegativeeffect.Drawbacksappearastriangulariconsinaunitbar.
Enemyunit:Aunitcontrolledbyanopponent.
Facing:Theorientationofaunit.Aunitsfrontfacingisinthedirectionofthearrowonitscodex.
Faction:Theallegianceofaunit.Therearethreeprimaryfactions:Egypt,Rome,andHan.Afourthfaction
Mercenariesworkswiththeotherthree.
Figure:Aplasticsculptedminiaturewithpegsthatfitintoabase.
Figurenumber:Eachfigurehasafigurenumberonitsbase.Thefirstnumberisthesetnumberthefigurewas
releasedin.Theletteristhefactionthefigurebelongsto.Theremainingnumberisthatfigurescollector
numberintheset.
Figurespecialability:Aspecialabilitythatislinkedtoaslot,onlyactiveiftheslotisready.
Footpad:Thebaseofthefigureiscalleditsfootpad.Thefootpadhasashape,size,andanarrangementofa
numberofpegs.
Formation:Aformationisaunitbuiltonalongerbase.Aformationbaseistwostepslongandonestepwide
thesizeoftwosidebysidesorties.
Friendlyunit:Aunitcontrolledbyyouoranally.
Hindered:Aunitslineofsightcanbehindered,suchasbyotherunitsorhinderingterrain.Thelineofsight
continuesthroughhinderingobjects.
Hinderingterrain:Terrainthathindersaunitslineofsightandcantbemovedthrough.
Hit:Scoredduringcombatbasedonthelineup,unitswilldealapointofdamageforeachhittheyscore.
Hitpoints(HP):Afigurehashitpointsequaltothenumberofpegsonitsfootpad.Afigureshitpointsare
equaltothenumberofpegsevenifitisinjured.
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Injured:Afigureisinjuredifithasanynonlethaldamageonit.Aninjuredfigureisdownedwhenthe
nonlethaldamageisincreasedtothelevelofthefigureshitpoints.
Keywords:Descriptivewordsfoundontheupperleftoftheunitbaronaunitcard.Eachkeywordindicatesa
typeoftheunit.
Lethaldamage:Whenafigurehasdamageonitgreaterthanorequaltoitshitpoints,thatfigurehaslethal
damageonit.
Lineofsight:Alinedrawnfromanotchofaunittoapointonthebattlefield(usuallyanotherunitsnotch).A
lineofsightcontinuesthroughhinderingterrainandotherunits,butdoesnotcontinuepastthepointitis
blocked(suchasbyblockingterrain).
Movementicon(black&yellow):Oneofthefourbasicicons.Whenaunitisgivenamoveorderitgains
movementpointsequaltoitsreadymovementiconsasadjustedbyspecialabilitiesandbattleconditions.
Movementpoints:Whenaunitisgivenamoveorderitgainsmovementpointsderivedfromitsready
movementicons.Theunitspendsthesepointstomove,thecostofwhichisfoundontheunitscodex.
Moveorder:Theordergiventoaunittomoveitacrossthebattlefield.
Notch:Anindentationonasideofabase.Lineofsightismeasuredfromnotches,unitsaretargetedontheir
notch,andunitscansnaptonotches.
Object:Aunitorapieceofterrain.
Orderpoints:Spenttogiveunitsorders.APlayergainsorderpointsatthestartofhisorherturn(8inthe
standardgame).
Peg:Plasticonthefootpadofafigurethatfitsintothepegholesonabase.
Pegholes:Theholesonabasethatafigurespegsfitinto.
Penalty:Aconditionthatreducesthenumberofdiceaunitrollsincombat(forexample,afiringintomelee
penalty).
Phantomdice:Incombat,extradicebytheattackerbeyondthedicethedefenderrolledarecomparedto
phantomdicewithanormalvalueoftwo.
PlayerA/PlayerB:Thetwoplayersduringsetupofthestandardgame.
Push:Wheneveraunitisgivenanorder,ifthatunithasalreadybeengivenanorderofthesametypethat
turn,thentheunitmustpushanddownafigureasanadditionalcost.Aunitcanonlybepushedonceeach
turn.
Rangedcombatorder:Acombatorderinwhichtheattackerrollsbluediceandthedefenderrollswhitedice
fromanormalrangeofuptosixsteps.
Rangedicon(blue):Oneofthefourbasicicons.Whenaunitattacksinrangedcombat,itwillrollablueattack
dieforeachofitsreadyrangediconsasadjustedbyspecialabilitiesandbattleconditions.
Ready:Aslotisreadyifafigureisinthatslot.Iconsandspecialabilitiesonaslotarereadyifafigureisinthat
slot.
Redside:Foundonaunitscodex.Thissideisgoodforclosecombatanddefenseagainstrangedcombat,but
arangedattackoriginatingfromaredsiderollsthreelessdice.
Regrouporder:Whenaunitisgivenaregroupordertheorderingplayermayrepositionanynumberoffigures
onthatbase.
Remindertext:Foundattheendofspecialabilitytextinparenthesisanditalics.Remindertextisonlymeant
toclarifyandhasnofunctionalimpact.
Reposition:Duringaregrouporderfiguresarerepositionedonabase.Figuresmayonlyberepositionedinto
aslotwithamatchingcirclecolor,pegcount,andfootpadshape.
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Retaliationdamage:Duringclosecombatthedefendingunitdealsretaliationdamagetotheattackerforeach
defensediethatbeatsanattackdie.
Rollingoff:Whentwoplayerseachrolladie,rerollingontiesuntilaplayerwinsbyrollingahighervalue.
Playersrolloffatthebeginningofthestandardgametodeterminewhogoesfirst.
SideA/SideB:Thetwosidesofthetableinthestandardgame.
Slide:Afteraunitsnapstoanotherunitduringmovement,itmayslideuntiloneofitsedgesorsidesisaligned
withtheotherunitsedgeorside.
Slot:Theholesonaunitcardwherefiguresareplaced.Slotscanhavebasiciconsandspecialabilities
associatedwiththem.
Snappingto:Whenaunitcollideswithanotherunitduringmovement,themovingunitsnapstotheother
unit,rotatinguntilthetwounitsareadjacent.
Sortie:Asmallunitisasortie.Asortiebaseisonestepbyonestep,halfthesizeofaformationbase.
Specialability:Unitsmayhavespecialabilitiesthataffectthatunitormaybeactivatedbythatunits
controller.Therearefigurespecialabilitiesthatareactiveonlywhenitsslotisready,orunitspecialabilities
thatareactiveaslongastheunitisonthebattlefield.
Specialabilitycard:Therulesforspecialabilitiesarefoundonthespecialabilitycard,alongwithotherunit
information.Thespecialabilitycardisnotnecessaryforgameplay.
Specialorder:Thetypeoforderrequiredtouseaunitsactivatedability.Thecostofthespecialorderis
foundatthebeginningofthespecialabilitysdescription.
Standardgame:Thebaselinegamewiththefollowingcharacteristics:7,000buildtotal,8orderpoints,and21
victorypoints.
Startingslot:Aslotlabeledwithafigurenumber.Atthebeginningofthegameallstartingslotsonaunit
mustcontainafigurewithamatchingfigurenumber.
Step:Thestandardunitofmeasurement,equaltothelengthofasortiebase.
Terrain:Placedonthebattlefieldatthebeginningofthegame.Itcomesinthreetypes:control,hindering,
andblocking.
Terrainzone:Theareaofthebattlefieldwhereterraincanbeplacedduringsetupofthestandardgame.
Turningtool:Usedduringmovementtomake45and90degreeturns.
Unblocked:Lineofsightisunblockedifthereisnothingblockingit.Ahinderedlineofsightcanstillbe
unblocked.
Unit:Abasewithaunitcardandfigures.
Unitbar:Theinformationonthebottomofaunitcard,includingthecodex,unitname,unitspecialabilities,
andbuildpointcost.
Unitcard:Athickpapercardthatiscustomcutsothat,whensetonabase,itrevealsonlycertainpegholes
forfigurestositinonabase.Theunitcardcontainstheinformationforaunitsuchastheslots,name,build
pointcost,andspecialabilities.
Unitname:Foundontheunitbar,thenameofaunitisuniquetothatunit.
Victorypoint:Thevalueusedtodeterminethewinnerofagame.Playerscangainvictorypointsby
commandingcontrolterrainanddefeatingenemyunits.
Victorypointgoal:Thenumberofvictorypointsneededforvictory(21inthestandardgame).
Within(Xsteps):Rangeisoftenmeasuredwithinacertaindistance.WithinXstepsincludestheoriginating
unit,anyadjacentunits,andanyunitswithanotchatleastXstepsofanotchontheoriginatingunit.

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