Round Structure
Each player alternates taking turns activating 1 unit at a time (starting with the unit with the lowest initiative number) until each person passes. Once all units have activated. The round resets.
Planning Phase:
- Clear tokens (Focus, Hunker, etc.)
- Increase Aether Counter by +1, + 1 per Aether token on board
- Resolve start-of-round effects (abilities, relics, terrain)
- Each player rolls a D20. Person with highest result activates first.
Activation Phase:
Alternating unit activations; each unit with lowest initiative skill activate first. Units with an Aether token do not activate until the Aether Phase.
Aether Phase (with Wild Surge):
Roll 1D6—on 5–6, trigger a Wild Surge. Then activate all units with Aether tokens.
If Aether ≥ 15, apply “Surging” level effects (terrain shifts, relic awakenings). See Aether Table for reference.