Macro Game Flow
- Setup
- Decide which player commands the Kingdom of Frost. The other player commands the Kindgom of Flaym.
- If you are the game host, click the "RPS Result" button in the toolbar: The status text box will report whether black or white is Party 1 (in electric-pink text, as "*** Party Designation = [You/Opponent] won ***").
- Black party's territory makes up the top half of the Battlefield. White party's territory makes up the bottom half of the Battlefield.
- Scouting Terrain
- You and your opponent simultaneously choose the rugged terrain on which to intercept the opposition.
- Choose up to 9 rugged terrain and place them into any zone within your opponent's territory
- Your opponent must also choose up to 9 rugged terrain and place them into any zone within your territory.
- Establish Outposts
- You and your opponent simultaneously set up your outposts.
- Place both of your party's outposts, according to the game rules, into your territory.
- Your opponent must also place his party's outposts, according to the game rules, into his own territory.
- Only 1 outpost per zone.
- Gain Starting Advantages
- First Party 1, and then Party 2, must build their own hand of advantage cards.
- On your party's turn, open the advantage deck via the button on the top menu. Also, open the private hand (button on the menu) assigned to your player color.
- If you are the first party building a hand, take three cards from the top of the deck and place them, face-up, in a row extending outward from the deck.
- Choose 1 of these cards and move it to your hand.
- Now, take the top card from the deck and move it to your hand.
- When moving a card from the top of the deck to your private hand, be sure not to let your opponent see the card's face.
- To finish, move a card from the top of the deck to fill in the gap in the row (there should again be 3 face-up cards in the row).
- The other party repeats this same process to build his own private hand of 2 advantage cards.
- Army Recruiting
- Simultaneously, you and your opponent build your armies by setting the arms of each battalion.
- The sum of all your battalions' arms combined must not exceed 21. (You do not have to change the default buildout, if you are happy with it. Note that the default arms 1-6 buildout also adheres to the max 21 total arms rule.)
- Your army must contain at least 1 arms 4 or greater battalion.
- Deployment
- Take turns deploying 2 battalions per turn into your territory.
- Party 1 takes the first deployment turn.
- You may deploy a battalion into zone within your territory.
- You may deploy a battalion onto the top of any of your own battalions that was previously deployed. (There is no limit as to how many battalions can be stacked in this manner.)
- You may deploy a battalion onto the top of any of your own outposts.
- Upon deployment, you may face the battalion in any one of the four directions.
- Once both you and your opponent have deployed all 6 battalions in your armies, the battle begins...
- Battle (core game loop)
- Party 1 chooses who will take the first turn in battle.
- [core game loop start]
- Parties alternate taking 1 turn at a time, according to the rules outlined in the Player Aid. **Note that whichever party takes the very first battle turn must only issue 1 tactical order, instead of 2, on that very first turn.
- Check for victory conditions at the end of each turn.
- If either or both players satisfies a victory condition, then...
- [core game loop end]
- A victor is declared!
NOTE: This is only a player aid. For comprehensive game rules, refer to the WARLINE living beta rules documentation at:
http://warline.eljayplay.com/warline-game-resources
You can launch an external browser directly to the rules documentation via the "Help" menu's "WARLINE Game Rules (beta)" option.