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==Gameplay Overview== The turn is split into three phases: *The '''Plot Phase''', where each player performs the entirety of their actions at once, activating each champion and unit one after the other, looking for good positions to strike, or preparing buffs and debuffs that will help later. **The plot phase is the only phase where a champion can put down their '''Banner''' and stake a claim to the objective hexes strewn across the board. These are worth big points at the end of the turn, though they will require protecting until then. **Going first in the plot phase can have its advantages and disadvantages; It allows you to throw penalties on your opponent before they get the chance to do anything about it, but you are affectively allowing the opponent to see all of your moves and give them the room to counter you. *The '''Clash Phase''' is where players alternate activating their units back and forth and is generally the most energetic phase. Where plot abilities are usually inoffensive, the clash abilities are where nearly all attack and damaging actions occur. *The '''End Phase''', where administrative clean-up is performed. Each players banners are removed and victory points are scored. Some champions have abilities that only apply in the End Phase, so its worth keeping an eye on. In each phase an activated unit can perform two actions, such as moving, attacking, or casting. Sometimes a unit can perform a third action, depending on its abilities, and sometimes units have passive powers that help them in certain situations. Unit abilities are performed using proprietary dice which show hits and misses. When a unit attacks another, they need to roll to hit with a number of dice indicated and meet or exceed a target's dodge value. If an ability causes damage, it then needs roll a number of damage dice and then have a result that ''exceeds'' the units protection value. Like Champion units, Follower units activate all at once, regardless of how many models are in that unit. While they may all move as a single action, only a single model may be the origin of an attack or a casting, potentially meaning that a six man squad could have five men standing around doing very little. To counter this imbalance, Followers often have scaling abilities based on the number of models they have stacked in a single hex, or are in adjacent positions on the board, allowing for impressive moves that can meet or even exceed those of their leaders. It's also absolutely worth mentioning that no model is ever removed from the play permanently. Any champion or follower knocked out can spend an action to "rally" or "recruit" and return to play. Some Champions are better at this than others, giving bonuses to returned units, or bringing more models back at once. Effectively meaning that a player always has an avenue of reclaiming the initiative rather than inexorably declining into irrelevance if the battle continues to go against them. ===Victory Conditions=== The goal of Godtear is to score a total of five victory points, with each turn providing a set number of victory points to the leading player at the end. This means that games can last up to five turns, but are more likely to finish much earlier. As each turn progresses, the players record their steps by moving the turn token left and right on the victory ladder, representing their dominance over one another. Players move steps by: *Slaying an enemy Champion: 4 steps *Slaying an Enemy Follower: 1 step *Claiming an Objective Hex: 1 step *Still having a banner on an Objective Hex in the End Phase: 4 step If the ladder is on one players side during the end phase, they claim the token and its victory points. The next turn token automatically starts on the other player's side, giving them the choice of whether to go first or second next turn.
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