STEP 10: Declaring 3rd Quarter Start:
At the end of all Player movement, the CEO declares the 3rd Quarter start. Combat is resolved in Player order. 3RD QUARTER: COMBAT
STEP 11: Combat Determination:
Players occupying the same hex at the start of this Quarter are considered to be in combat (unless MNYCard allowed). Players get one die per Squishy and Crunchy in conflict. The Player who occupied the hex first is considered the “defender”, and as long as they have Squishy in that hex, they receive one extra combat die for combat roll. Players roll simultaneously and each player decides which successful die roll kills which enemy unit. The dead units are removed from the hex and returned to Player resources. If any number of Squishy are involved in the combat and die, one water token from the bank is placed on the hex. SQUISHY DIE ON A ROLL OF 4, 5, 6 CRUNCHY DIE ON A ROLL OF 5, 6 Some MNYCards may be used to modify these numbers. More Than 2 Companies Occupying a Hex:
If more than two Players move into a hex during movement and are in Combat, the CEO decides which two combatants will compete for the hex first. The original occupying Player gets the extra defensive die if they have Squishy in combat. After resolving the conflict, the remaining Player from the initial conflict is considered to be the occupier and gets the defender extra die bonus if they (still) have Squishy units left in the hex. The CEO decides which two Companies will compete next. Defence die bonus passes to the victor of each conflict if they retain Squishy. Combat continues until there is a final victor or there is no longer conflicting companies on the same hex. |