Set Up
Place Turn Marker, End marker, and Event markers on Turn Track
Each player draws 4 cards from their deck
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Turn Summary
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Phase 1 Orders
Initiative player activates his Order 1 unit first (or Special Order if allocated)
note that some cards allow units to act out of sequence: these
units are marked with an Activated token and lose any
assigned Order
bluff Orders are not carried out they are simply decoys
Move
OR
Vehicles:
use Movement Points (MPs) to Move (as per Move action above)
and then partially enter an enemy-occupied space
(must have sufficient MPs remaining to enter that space; adjacent EZOC does not
stop the final assault into the enemy space)
OR
Fire
if AV < DV no effect
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Phase 3 Supply
Initiative player activates all units that did not receive an Order or
activation token earlier (including the bluff unit)
Each player then discards any number of cards and draws back to hand
limit (normally 4)
Initiative switches sides at the end of this phase and each player takes a
number or Order tokens equal to his current star entitlement
(as shown on Recruitment card and Options
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Victory Determination
Generally scenario-specific
note that, if units are eliminated, they are placed below their
corresponding Recruitment tile or Option tile