The Combat Round

The combat round is divided into three phases: action, movement, and melee.

In the action and movement phases, the GM decides what the foes are doing, and then the players begin taking their actions/movement. The order of resolution is GM moderated. When there is a conflict, say, a character wishing to reach the far side of a bridge before their foes block it, the GM will call for a "Dash Test". Melee is always resolved simultaneously and there is no need for any sort of initiative during that phase.

Keeping Track with Activation Cards

If your group is uncomfortable with free form "initiative" in games, then you may build an activation deck. In order to keep track of whether or not a character or minion group has activated in each phase, place one card for each player and one card of a different color for each foe or group of foes into the deck. Draw a card from the deck with the side drawn activating. Continue doing so until the deck is depleted and then move onto the next phase.

Dash Tests

The dash test is a way to determine who accomplishes their goal when a character and their foe have conflicting goals. The dash test often involves movement, but other traits may be tested as well, with missile attacks being the most common.

Action Phase

Every character and foe are allowed one action during this phase. 

Actions are resolved in whatever order the players choose, until the GM decides that their actions conflict with the foes and asks for a Dash Test to see what action is resolved first.

Once all participants on both sides have completed an action, the round moves to the Movement Phase.

Movement Phase

Every character and foe are allowed to move up to their speed during the movement phase.

Most characters have a speed of 6" on the tabletop (or 6 squares if you prefer). This roughly translates to 30' in the game world.

Once all participants on both sides have completed a move, the round moves to the Melee Phase.

Not all conflicting movement should result in a dash test. If a character advances on a foe that is also advancing on them, then simply splitting the difference and having the two meet midway makes just as much sense as one trying to get to the other first. 

Threat and Blunder

Characters threaten the area directly around them. As soon as a character moves adjacent to a foe, their movement ends, unless they wish to blunder on. 

Blundering movement means that a character is able to continue their movement, heedless of the threat that their foes present. A foe may immediately initiate one melee maneuver against a character that proceeds with a blunder movement.

Melee Phase

Melee begins by pairing each engaged character. A character may be paired with additional foes when they are outnumbered.

Players will then test opposed melee for each foe that is paired with their character.

Step One: Create Pairings

Each engaged combatant must be paired with a foe. If there are an uneven number of combats in a “chain”, the more numerous side chooses where to assign additional combatants in that engagement. 

Example A - Orc 1 must pair with character 1, and orc 3 with character 2. Orc 2 has the option to then be paired against either character.

Example B - Orc 1 cannot be paired with character 2. Doing so would either leave character 1 unpaired or create situation where they are fighting across orc 2 and character 1.

Example C - This is one of many possible combinations. The only pairing that is forced is between orc 3 and character 2. The other orcs can be paired in a variety of ways. Note, if character 2 had the Beneath Contempt gift, this is the only way the pairings could be made as no one can pair with a character that has Beneath Contempt if another option exists.

As it’s more likely that foes will outnumber the characters, this is largely the domain of the gamemaster, though it’s important that players understand it as their position is relevant to how these things play out.

A gang-up (see below) occurs when a character is paired more than once in the melee phase. Of course, given the opportunity, characters may benefit from gang-up against their foes as well.

Step Two: Resolve Melee

Each player resolves one melee conflict for each foe they have been paired with. This is done simultaneously. Some dramatic fights might be slowed down, but mechanically there is no difference if everyone is waiting to see what was drawn for each melee pairing.

Gang-Up

Narration

Simultaneous play is one of the biggest time savers. You can always push a model back if you think it should have been cut short from its objective or pretend a test didn't happen if it couldn't or the situation changed from what the player expected. Or, if you prefer, go around the table and you will easily keep track of people and keep all eyes on the action.