Combat
Advanced Combat Damage Assignment
Combine current Might, multiple Tank and Backline units, conflicting requirements and damage replacements in one assignment process.
Guide overview
What you’ll learn
- Calculate current combat totals.
- Handle shared and conflicting assignment priorities.
- Apply damage replacements once during assignment.
Guide content
Understand the concept
Damage assignment has two jobs: calculate the damage available, then distribute it in a legal order. MightMight represents both how much Combat Damage a unit can contribute and how much marked Damage it can normally take before being killed.View in Glossary is the number each unit contributes to its side’s combat damage. PreventReduce the next matching damage a unit would take by the stated amount. Only the amount actually prevented is used; any remainder lasts for the effect's stated duration.View in Glossary damage means blocking some or all of it before it is dealt. TankA unit keyword that changes combat damage assignment. Assign lethal damage to that player's Tank units before assigning damage to their non-Tank units.View in Glossary and BacklineA unit keyword that changes combat damage assignment. Assign damage to that player's Backline units only after their non-Backline units have lethal damage assigned.View in Glossary change which unit you must consider next. Finish both players’ assignments before dealing damage simultaneously. Once every opposing unit has Lethal DamageMarked damage sufficient to kill a unit in cleanup. Normally it must be a nonzero amount at least equal to the unit's Might. Effects can change the amount needed.View in Glossary assigned (enough to kill it), any remaining damage can be distributed among them.
Start with current Might and remaining lethal damage
Sum the current Might of your participating units that are not StunAn action that makes a unit Stunned: it contributes no Might to combat damage, but its Might is unchanged and it still takes damage normally. Stun does not Exhaust the unit or automatically disable its abilities. The status is removed during end-of-turn Cleanup.View in Glossary (stunned units contribute no combat damage). An attacker with base Might 3 and AssaultA unit keyword that adds its value to the unit's Might while it is an attacker. An omitted value is 1, and multiple values add together.View in Glossary 2 contributes 5. A defending unit with base Might 2 and ShieldA unit keyword that adds its value to the unit's Might while it is a defender. An omitted value is 1, and multiple values add together.View in Glossary 1 contributes 3. Negative Might contributes 0. Starting with the attacker, assign each side’s total to the opposing units.
Lethal damage needs at least 1 damage, even for a 0 Might unit. Existing marked damage - the damage already on that unit - counts. An undamaged 4 Might unit needs 4; with 1 already marked, it needs 3. Fully assign lethal damage before moving on, and do not assign excess while another unit still needs lethal assigned.
Several Tanks form the first group
Tank units must receive lethal damage before the same player’s non-Tank units. You choose the order within the Tank group, but still finish one before moving to another.
Example - Two Tanks You have 6 damage. The defender has undamaged Tanks with 2 and 3 Might, plus an ordinary 4 Might unit. Assign 2 to the first Tank, 3 to the second, then the remaining 1 to the ordinary unit. Alternatively put 3 into the second Tank first. You cannot assign 1 to each Tank and send 4 to the ordinary unit.
Several Backline units form the last group
Backline units wait until the same player’s non-Backline units have lethal assigned. Choose freely among units sharing that last place in the order.
Example - Two Backline units You have 6 damage against an undamaged ordinary 3 Might unit and two 2 Might Backline units. First assign 3 to the ordinary unit, then 2 to either Backline unit, then 1 to the other. Duplicate Tank or Backline on a single unit adds no extra requirement to go first or last. By contrast, multiple Assault or Shield values add together and can change the amount needed.
Resolve first-versus-last conflicts per unit
If one unit has assignment requirements that cannot both be followed, the assigning player chooses which requirement to apply to that unit. A unit with Tank and Backline can be treated as first or last, not placed in the middle while satisfying neither.
Example - Two conflicting units Two units each have Tank and Backline, alongside an ordinary unit. Choose Tank for both: assign to the two first, in either order, before the ordinary unit. Or choose Tank for one and Backline for the other: first unit → ordinary unit → last unit. Make the choice separately for each conflicting unit; it is not one cancellation of those keywords for every unit.
Include replacements in the assignment calculation
Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary change what would happen, such as doubling damage or preventing it. Damage replacements apply during assignment, rather than again when the resulting damage is dealt. A 2 Might unit that prevents the first 3 damage this combat needs an assignment of 5 to produce lethal damage. If damage is doubled instead, an undamaged 3 Might unit needs an assignment of 2, producing 4 damage. While other units still await lethal, 3 assigned before doubling would be unnecessary excess.
When several replacements apply, use their legal ordering. In the FAQ’s Ki Barrier plus Lotus Trap case, a 4 Might unit receives the opposing 4 damage. Ki Barrier prevents the next 7; Lotus Trap doubles damage. Prevention first removes all 4, leaving 0 to double and 3 prevention remaining. Doubling first makes 8; prevention removes 7, leaving 1 damage and no prevention remaining. The affected unit’s ControllerThe player who currently controls a game object and makes the choices assigned to that controller. Control is established differently for battlefields and other objects, and need not match ownership.View in Glossary (the player making decisions for it) chooses the replacement order. Do not perform the replacements again afterward.
Zero Might, prevention and impossibility differ
A 0 Might Tank with no marked damage still needs 1 damage assigned before you can reach an ordinary unit. Zero contribution to its own side’s total does not remove its place in the opponent’s assignment order.
A unit that cannot be dealt damage is exempt from mandatory lethal assignment. A unit whose next damage is entirely prevented is different: it can still receive an assignment, but none of that damage becomes lethal through that prevention effect. Do not skip it as if it had a prohibition on taking damage. Once assignments are complete, both sides deal the resulting damage simultaneously; dealing first because you assigned first is not allowed.
Keep in mind
Key points
- Current Might supplies the total; marked damage and replacements set the lethal requirement.
- Finish one unit before another and respect Tank/Backline priorities.
- Apply damage replacements during assignment once, then deal both sides’ damage together.
