Skip to content

Gambits

Gambits represent a wide range of things for your army — tactics, equipment, supplies, and treachery. They are played to your Homeland, separate from the battlefield.

Rules

  • By default a Gambit must sit in the Homeland for one turn before it can be used and paid for. Its ability is Phase-timed.
  • Only one Gambit per turn may be placed into your Homeland during the Muster Phase to contribute Provision supply. This placement does not consume your Forage/Return action.
  • Gambit Provision costs are paid during the Attrition Phase, and Gambits are paid before Troops.

Gambits must be paid

If you cannot cover a Gambit's Provision cost, you discard a card for it — Gambits do not simply drop to 0 Morale the way an unpaid Troop does.

Gambits as ramp

Because a Gambit sitting in your Homeland contributes Provision supply, an unused Gambit is effectively an extra Forage. The catch: once you activate an Equip or Consume ability, that card can no longer pay for itself.

Gambit abilities are active in the Homeland. This is what separates them from Foraged Troops, whose abilities switch off entirely — see Abilities in the Homeland.

Subtypes

Gambits have several subtypes, including but not limited to:

  • Equipment — Gear and weapons for your Troops
  • Rations — Supplies that bolster your Provision economy
  • Training — Abilities that buff your forces
  • Ambush (Paw Coalition exclusive) — Played face-down in the Homeland; strong instant abilities that disrupt your opponent

Equip / Consume

A Gambit with the Equip or Consume ability usually cannot be activated the turn it is played. Once you use the ability, the card is discarded at the end of your Attrition Phase — after its cost has been paid.

See Equip / Consume for full rules.