Turn structure
Each turn has four ordered steps: discard/draw, move character 1, attack with character 1, then move and attack with character 2.
On your turn, perform the following steps in order: (1) Discard up to three cards from your hand, then draw back up to three cards. (2) Move one of your characters. (3) Attack with that same character. If you did NOT move that character in step 2, that character gains +1 to their attack. (4) Repeat steps 2 and 3 for your other character.
Card play
Cards can be played at any time during your turn; draw back to 3 after each card played.
At any point during your turn, you may play any number of cards. After playing each card, immediately draw back up to three cards. You may play cards drawn this way during the same turn, even if you just picked them up.
Combat
Attack = fixed bonus + weapon/vehicle modifier + dice roll. If attack total equals or exceeds defender's printed defense, defender is whomped.
To resolve an attack: calculate Attack = attacker's fixed bonus + any weapon or vehicle modifier + dice roll result. Compare against the defender's printed Defense value. If the attack total is equal to or greater than the defender's Defense, the defender is whomped (defeated in that exchange).
Combat
When whomped: defender loses weapon/vehicle (attacker may pick them up), defender returns to home space, attacker scores 1 point.
When a character is whomped: (1) The defender loses their weapon and vehicle. The attacker may immediately pick them up. (2) The defender's character is sent back to their home space. (3) The attacker gains 1 victory point.
Combat
If a character did not move before attacking, they receive +1 to their attack.
During the attack phase of a character's turn segment, if that character was not moved in the preceding move step, they gain +1 to their attack total. This bonus applies only when the character stays in place before attacking.
Combat
A character at their home space gains +2 to their defense.
When a character is located on their own home space, they receive a +2 bonus added to their printed Defense value for any incoming attack.
Combat
Any Wabbit inside a hole gains +2 defense. Only one Wabbit per hole.
Any Wabbit character occupying a hole space receives +2 to their printed Defense value against incoming attacks. Only one character (of any type) may occupy a single hole at a time.
Combat
Shotgun can target characters up to 2 spaces away but cannot shoot through building walls (inside to outside or vice versa).
A character equipped with a Shotgun may target any character within 2 spaces. However, a Shotgun cannot be used to attack from inside a building targeting someone outside, nor from outside targeting someone inside a building. The building wall blocks Shotgun line of fire in both directions.