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Game rules - DDM Guild

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Players complete phases in play order until all creatures have been activated. Actions<br />

occurring during a specific creature’s activation are referred to as that creature’s turn.<br />

Playing a Round<br />

1. Initiative Check: 1d20 + best Commander rating. The player with the highest<br />

result chooses who goes first.<br />

2. First Player Phase: Activate 2 creatures, one at a time.<br />

3. Next Player Phase: Activate 2 creatures, one at a time.<br />

4. First Player Phase: Activate 2 more creatures (not those that have already<br />

activated this round).<br />

5. Next Player Phase: Activate 2 more creatures (not those that have already<br />

activated this round). Continue until all creatures have activated once.<br />

6. When all creatures have activated once, the round ends. Start again at step 1.<br />

ACTIVATE CREATURES<br />

During each phase in the round, you activate (move) two creatures, one at a time.<br />

(If you have an odd number of creatures in your warband, on your last phase you’ll have only<br />

one creature to activate.) A creature that activates can take one of the following actions:<br />

• Move up to double speed; or<br />

• Move its Speed and then make one attack, or make one attack and then move; or<br />

• Not move any distance and make all its attacks, if it has more than one; or<br />

• Charge.<br />

Instead of making an attack, a creature can cast a spell or use a special ability that includes<br />

the phrase “replaces attacks,” such as Turn Undead.<br />

Move up to Double Speed<br />

A creature that doesn’t attack (or do something else that replaces attacks) can move up to<br />

twice its Speed on a turn.<br />

Move and Make One Attack<br />

A creature that moves up to its Speed can make one attack or do something that replaces<br />

attacks. It can move first and then attack, or attack first and then move.<br />

No Multiple Attacks: Creatures that move at all on their turn can’t attack more than once. If a<br />

moving creature has more than one attack listed on its stat card, and the attacks deal different<br />

amounts of damage, choose which attack it uses. It can’t use the bonus from one attack and the<br />

damage from another.<br />

Not Move and Make Multiple Attacks<br />

Most creatures make only one attack in a turn. (See Attacks and Damage starting on page 10.)<br />

Some creatures, however, can make multiple melee or ranged attacks in a turn. If a creature<br />

doesn’t move any distance on its turn, it can make multiple melee or ranged attacks if it is<br />

able. All its attacks must be of the same sort (melee or ranged). See Multiple Attacks on<br />

page 17.<br />

Charge<br />

A creature can charge the nearest enemy that it can see, subject to certain conditions. See<br />

Charging on page 13.<br />

9

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