Each game is divided into a number of rounds determined by the pitched battle being played (or what is agreed to between opponents). A complete round is comprised of two player "turns". Each turn is divided into four "phases" - Movement, Magic, Shooting, and Melee Combat - as shown in the
Turn Sequence Summary below. One player moves through each of these four phases in order, and once complete their opponent moves through the four phases in order. Whenever a rule refers to a 'turn', whether in this section, an army section, or an expansion, it means 'player turn', otherwise it will specifically state 'round' or 'game round'.
Turn Sequence Summary
Here, you move any of your units that are capable of doing so. See the Movement rules for more details of how to do this.
In the Magic phase your Wizards can cast spells, whilst your opponent attempts to dispel them. See the
Magic rules for more details on casting spells.
You now shoot with any of your units that are capable of doing so. See the
Shooting rules for more details on how to resolve this.
During this phase, you declare and complete your charges, then all eligible troops in close combat fight. This is an
exception to the normal turn sequence in that both sides fight, not just the side whose turn it is. More information on fighting close combats can be found in the
Melee Combat rules.
At various points during these phases, you may have to deal with
Panic checks. The rules for
Panic are here.
Exceptions
While playing your game of
Battleaxe, you'll occasionally discover exceptions to the general turn sequence, when things are worked out as they occur rather than in any strict order, or perhaps that both players will have to do something at the same time. Occasionally the actions of one player will trigger the sudden appearance of a particular troop type, or may activate some special rule or occurrence. When this happens, the exceptional rule will contain all the information you need to resolve it.
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