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Muster Phase

Starting with the player Leading in Morale, each player takes their Muster Phase in turn. You may take 0 to X actions — mustering nothing at all is a legal turn.

Steps

a. Draw cards. Draw 2 cards for the turn. Then you may take one of the following optional actions:

  • Forage 1 card from your hand to your Homeland, OR
  • Return 1 card from your Homeland to your hand — it may not be played this turn

Note

You may also place one additional Gambit card into your Homeland each turn to add its Provisions to your supply. This does not count toward the action above.

b. Play cards. Play any number of cards from your hand into your Vanguard. Provision costs are not paid now — they are paid during the Attrition Phase.

c. Move eligible Troops. Each eligible Troop may move 1 card space.

Steps b and c may be taken in any order

You are not locked into playing everything before you move. Move a Troop, play a card into the space it opened, then move another — whatever sequence you like, within the limits of one move per Troop.

d. Next player. The next player begins their Muster Phase.


Still Mustering

A Troop that entered the battlefield this turn is still mustering. Until your next turn it may not:

  • Move
  • Use card abilities
  • Use Shotte

Movement

Full rules for adjacency, Flanks, moving as a unit, shoving, and becoming Lost are on The Battlefield.

The short version: Troops move one card space, horizontally or vertically, and you may shift your own Troops among each other as you play new cards — but never enemy Troops, unless a card says so.


Card Text Timing

Two conventions govern when a card's ability takes effect:

Card text When it fires
Phase: (e.g. "Muster Phase: …") Takes a full turn to come into effect — the card must have been in place since your previous turn.
When played, When destroyed, etc. Fires immediately on the trigger described.

This is why a Gambit must sit in your Homeland for one turn before it can be used: its ability is Phase-timed by default.