General
Each Troop tile has a strength value and usually a special effect.
Each Troop tile has a strength value ranging from 1 to 7, or a joker strength (depicted by a special symbol). Most Troops also have a printed effect that is applied immediately when the Troop is placed on the Terrain. There are 3 copies of each Troop type per player color. Players always play with their own color's Troops.
Restriction
A player's rack holds a maximum of 8 Troops at any time.
Each player's rack can hold a maximum of 8 Troop tiles at one time. A player cannot perform the DRAW 2 TROOPS action if they already have 8 Troops on their rack. If a player has only 1 space remaining on their rack, or only 1 Troop remains in their reserve, they may still perform the draw action but will draw only 1 Troop instead of 2.
Drawing
On your turn, you may draw 2 Troops from your reserve and place them on your rack.
When you choose the DRAW 2 TROOPS action, draw 2 Troops from your personal reserve (face-down pile) and place them face-up on your rack. This action is not available if you already have 8 Troops on your rack. If your reserve has only 1 Troop remaining, or you only have 1 space left on your rack, you may still take this action but only draw 1 Troop.
Turn structure
On your turn, you may place 1 Troop from your rack onto a valid slot on the Terrain.
When you choose the PLACE 1 TROOP ON THE TERRAIN action, select 1 Troop tile from your rack and place it on a valid slot on the Terrain (see placement rules). After placing, you occupy that slot. Then resolve: (1) the effect of the placed Troop, if any; (2) the effect of the base it was placed on, if it is a special base. Note: For introductory games, special base effects are ignored.
Placement
A Troop may be placed on an empty base, a base you already occupy, or an enemy base whose top Troop has strictly lower strength than yours.
When placing a Troop on the Terrain, you may choose one of the following valid slots:
1. An empty base.
2. A base currently occupied by one or more of your own Troops (you place on top).
3. A base occupied by an enemy Troop, provided the visible (top) enemy Troop has a strictly lower strength value than the Troop you are placing.
4. The opponent's H.Q. (capturing it wins the game immediately).
You may NEVER place a Troop on your own H.Q.
Placement
Multiple Troops can occupy the same base in a stack; only the top Troop counts as occupying the base.
When placing a Troop on a base that already has one or more Troops, place the new tile on top of the existing stack. There is no limit to how many Troops can be stacked on a single base. Only the topmost (visible) Troop on a stack counts as occupying that base — it determines the base's current controller and the strength at that base. Players may look at the tiles in a stack at any time, but may never change their order.
Restriction
You may only place a Troop on a slot that is connected to your H.Q. via a continuous path through bases you occupy.
Before placing a Troop, you must verify the target slot is 'connected' to your H.Q. A slot is connected if there exists a continuous path of bases — all occupied by your own Troops — leading from your H.Q. to the target slot. Your H.Q. is the starting point of this chain. Empty bases and bases occupied by enemy Troops interrupt and break the connection. You may not place a Troop on any slot that is not connected to your H.Q. in this way.
General
The H.Q. is the player's headquarters tile on the Terrain; it is not a base.
Each player has an H.Q. (Headquarters) on the Terrain. The H.Q. serves as the anchor for a player's network — all Troop placements must trace a connected path back to it through friendly-occupied bases. The H.Q. is explicitly NOT considered a base for any game rule purposes. A player may never place a Troop on their own H.Q. Multiple enemy H.Q. may exist on some Terrains; capturing any single one wins the game.