Operation Manual

Resolving Combat
When a player initiates combat by moving into
a location with enemy units, he is the attacker
and the other player involved in that combat is
the defender. To resolve a combat, complete the
following tasks in order.
1. ATTACKER PLAYS ACTION CARDS: First, the
attacker may play as many action cards from
his hand as he likes, face-down in front of him.
2. DEFENDER PLAYS ACTION CARDS: Next, the
defender may play action cards in the same way.
3. REVEAL CARDS: Both players reveal their
cards. Resolve any effects on cards that take
place before dice are rolled.
4. ROLL DICE: Now both players roll a number
of combat dice equal to the total number of
units and structures they have in the combat.
(See the player reference sheets to see what
color of combat die each unit type adds to the
combat). If any cards played into this combat
have any combat effects that resolve after dice
are rolled, resolve those effects now.
5. TOTAL: Finally, both players total the combat
value on the action cards they played and add
it to the total of their combat dice roll. The
player with the higher total wins that combat.
The defender wins ties.
The player that lost the combat must destroy
any structures he controls in the location
and one of the units that he controlled in
that combat. The remainder of the defeated
player’s units must be placed in a location he
controls that contains a stronghold. If no
such location exists, those units are destroyed.
(Destroyed units and structures are always
placed back into their controlling player’s
pool of units/structures.)
Combating Territory Tokens
When a player moves into a location with a
territory token, a combat takes place. If that token
has not yet been revealed, reveal it now. The
player is the attacker and the territory token is the
defender. A territory token does not roll dice
or play action cards, but its combat total is
printed on it. Follow the rest of the combat rules
as usual. If the territory token is defeated in that
combat, remove it from the board. The player
that defeated it recieves a number of Silver Eagles
equal to that token’s Silver Eagles value.
If a player moves into a space that contains both
Booker and a territory token, he must always
combat the territory token first. He may then
choose to combat Booker if the aggressive symbol
does not appear on the world event card, or must
combat Booker if the aggressive symbol does
appear on the world event card.
Combating Booker
If the aggressive symbol appears next to Booker
on the world event card, or if Booker is attempting
to rescue Elizabeth, a battle takes place between
Booker and any Founder or Vox Populi units
that share a location with him. In this scenario
Booker is considered the attacker. Booker has no
action cards and plays no cards during the combat.
Follow the rest of the combat rules as usual.
Booker rolls 3 red combat dice.
If Booker is defeated in combat, remove him from
the board. (He will be placed back on the board
during the World Event Phase of the next round.)
If Elizabeth was with Booker, she stays on the
board and is considered under the control of the
player who controls her location, until a game effect
moves her away from that location, or until Booker
defeats the units on that location in combat.
If a player moves onto the same location as
Booker and the aggressive symbol is on the world
event card, a combat will take place. The moving
player is considered the attacker.
If a player moves onto the same location as Booker
and there is no aggressive symbol on the world
event card, the moving player may choose whether
or not he will combat Booker.
If a player moves into a location that contains
both Booker and enemy units, he must defeat
those enemy units in combat before he can choose
whether or not he will combat Booker.
1414