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.

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Wild Surge Table