Attrition Phase¶
The Attrition Phase is resolved starting with the player Leading in Morale.
Two different numbers
Provision cost is what your cards charge you this Attrition Phase. Provision supply is the total your Homeland produces. Cost is what you owe; supply is what you have.
1. Recover Troops¶
The player Leading in Morale may move each Troop 1 space. Then any Lost Troops may be recovered:
- Pay 3 Provisions and return the Lost Troop to your Vanguard, OR
- Return the Lost Troop to your deck and shuffle.
Recovering a Lost Burrowed Troop costs 0 Provisions, but the Troop is placed in your Vanguard un-Burrowed and must pay increased Burrow costs.
Warning
You may overspend your Provision supply to recover Lost Troops. The risk is that you then cannot provision the rest of your army — see step 3.
2. Check Win Condition¶
Does the player Leading in Morale Control all Territory cards in play?
- Yes → the game ends immediately in a Supremacy Victory.
- No → continue to the next step.
3. Pay Provision Costs¶
Compare the cumulative Provision cost of all your Troops and Gambits in play against the cumulative Provision supply in your Homeland.
If your costs exceed your supply, you must choose which cards to provision. Players may overspend beyond their means.
Payment priority¶
Some cards must be paid before anything else:
- Gambits
- Defeated Burrowed Troops that un-Burrowed this turn
- All other Troops
Failing to pay¶
| What went unpaid | Penalty |
|---|---|
| A Troop | Its Morale is reduced to 0 until the next Attrition Phase. |
| A Gambit, or a defeated Burrowed Troop that un-Burrowed this turn | Discard a card for each such unprovisioned card, on top of the Morale penalty. |
Shocked Troops
A Troop with the Shocked Quirk that goes un-provisioned does not merely lose Morale — it flees the battlefield during this phase, even if it is unwounded. The Paw Coalition applies Shocked to its own un-provisioned Troops while on its Rabble side.
4. Check Territory Threshold¶
For each Territory card, count the cards beneath it. Every Troop destroyed while adjacent to a Territory is placed beneath that Territory and counts 1 toward its Territory Threshold.
If the count meets or exceeds the Territory's Threshold value:
- Both players get one final turn.
- During that turn they must either take Control of the Territory, or reduce the Threshold back below its value.
- If neither happens by the end of that turn, the game ends in an Attrition Victory for whichever player controls the most sides of the Territory. If that is tied, the player Leading in Morale wins.
End of Turn¶
The next player completes their Attrition Phase. Then the turn ends and play moves to the next turn's Morale Check.
WIP — running out of cards
A penalty for an empty Army Deck is planned: for each card you would draw but cannot, a Troop flees the battlefield. Not yet finalised.