- Last company or team standing wins.
Each player commands three characters from their own starting sector. Allies are marked in team games. Only a simultaneous defeat of every remaining team is a draw.
- Move, then choose a spell or Guard.
Tap a character, choose a landing, then aim one of their four spells or signature. Unplanned actions default to Guard, which reduces damage and recovers Flux.
- Resolve order.
All movement happens first, then all spells travel together. Crossing projectiles can combine midway. Fields react with existing terrain; area spells can hit allies.
- Plan privately within 90 seconds.
End turn seals your company’s orders. At the deadline, unsubmitted companies hold and Guard. No one can see another player’s draft, including allies.
- Closing ground forces a finish.
From round 12, safe ground contracts by two rings every two rounds. Characters outside take increasing damage after spells and displacement; Guard and Ward do not block it. Eventually only the centre is safe. The warning and dashed line show the next closure before it happens.
- Use the terrain.
Forest provides cover, ruins block sight and movement, and height improves downhill reach. Floods slow passage; Ice slides to the last connected icy hex. Inspect a cell for its current field and exact effects.