Fight: This attitude indicates that the independents are aggressively hostile to the player and will fight to the last man to prevent the player from occupying the tile hex. The independent units and facilities can only be removed by combat or capture.
NOTE: The Empire of Man faction has the easiest time finding ready allies in the wasteland. The League of Free Mutants follows next but must often bargain to finish the deal. The Machine Empire and the Xenopods have the hardest time finding friends except for lost units of their own faction.
Discoveries: Discoveries are represented by gold star icons and represent the presence of some unique find of resources, weapons, or equipment lost in the wastelands. When a player’s army moves into a hex containing a discovery special the player has the option to recover it or leave it alone. The following types of discoveries can be made:
Resource Cache: A small cache of resources is added directly to the player’s stockpiles
Bonus Card: A special attachment, munition, or enhancement card is offered to the player. The player must have room in his hand (described later) to accept the card.
Defense Bonus: A bonus applied to a defender in the hex during a combat challenge if the defender controls the hex. The bonus is + 1 for defensive works and +2 for tunnels. The special is represented by a green circle icon at the bottom of the tile hex.
Salvage: Whenever a unit card is destroyed in battle there is a 25% chance that any attachment or munition cards that it possesses are salvagable. A salvage icon will appear at the bottom of the hex. If a hero with the “technologist” special ability is located in the hex then the option to salvage the cards will appear in the Army Right Click Options Pad.
Action points (AP) are an essential concept of the game. They limit what a player can accomplish in a given turn regardless of the quantity of resources that the player has managed to stockpile. Almost every action that a player can take requires the player to expend action points. The major exceptions are discarding a card from the player’s hand, de-stealthing an army and responding to an “air to ground challenge.” Action Points are gained in three ways:
Winning The Initiative: At the beginning of each round of player turns, players roll initiative die to determine who goes first during the round. The player who rolls the most number of successes wins the initiative and is award the most Action Points. Each player is given a base of 3 dice and may purchase more by spending resources up to a maximum of 10 dice. One unit of any resource buys one additional die. The amount of Action Points awarded depends on the size of the map and the number of players in the game. Consult the appendix for a table detailing the exact amounts.
Bonuses From Cards: At the beginning of each round of player turns, after the initiative has been decided, players receive any bonus action points from heroes or facilities that have a
special ability that grants extra AP. Sometimes certain conditions must be fulfilled like having the hero located at the faction’s Stronghold (HQ).
Bonuses For Captured Heroes: At the beginning of each round of player turns, after the initiative has been decided, players receive 3 bonus Action Points for each captured enemy hero that is currently being held prisoner at a non-besieged friendly stronghold or outpost.
Armageddon Empires is a sequential turn based strategy game. This means that each player is given an opportunity to play his cards and move his armies spending his action points as necessary to do so. Each player then ends his turn and passes to the next player. A round of turns describes the completion of all players taking their own turns in the order determined by the initiative roll. When a player is taking his turn he is said to have priority. Only the player with priority can deploy units, move armies, play attack cards to the board or activate card special abilities. Players without priority are given the chance to respond to the actions of the player with priority in two special circumstances:
Reaction to Movement: If the player with priority moves into a hex containing another player, and due to the rules of control (described later) does not have to initiate combat, the non- priority player may be eligible to force combat or make a capture kill attempt and will be offered the opportunity as appropriate.
Reaction to Air Attacks: If the player with priority initiates an “Air to Ground Challenge” by dragging and dropping his attack card onto an enemy hex, any players with the ability to respond via a “Ground To Air Challenge” or an “Air to Air Challenge” will be prompted to do so at that time. A “Ground To Air Challenge” does NOT require Action Points to engage the attack card that is taking its action. An “Air To Air Challenge” does require Action Points to engage the attack card that is taking its action. If sufficient Action Points are not available to the player, then the option to intercept is not offered.
Overview of a Round of Turns
When all players have completed their turns for the round then a new round is started. The following actions occur automatically at the beginning of the new round:
Resources Are Gathered: As described earlier, every hex with a resource icon and a facility or unit (controlled by the player) with a matching special ability to collect that resource is processed to sum up the total number of resources collected. In order to be eligible a hex must be “in supply” (described later) and non-besieged (described later).
Observation Checks Are Made: Observation checks are created based on the capabilities of a player’s deployed armies and facilities. Hidden die rolls are then made to determine whether enemy armies and facilities are spotted. See the section on observation checks below.