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Activation, Turns & Rounds

Activation


The game is played by activating your units in increments of twos. Activating means that unit can choose to do:

  • movement icon One movement
  • attack icon or action icon One action

In either order.

Players alternate by activating up to two units, until all units have been activated, this completes a round. You can only activate a unit once per round.

Example:

Player 1

Activates his Knight, moves and attacks, pushing the enemy near a ledge.
Then, Player 1 activates his Mage, moves and attacks, pushing the same enemy off the ledge.

Player 2

Activates his Bard, moving in buff range of his Samurai.
Then, Player 2 Activates his Samurai, with his movement buff he is able to reach a enemy to attack.

Cycling Rounds


At the end of a round, it may be necessary for one player to have multiple turns to be able to activate all remaining units. This is expected.

The next round always begins with the player who did not finish the prior round.

(Always alternate, except to exhaust un-activated units). Rounds repeat until one team has no remaining units.

The player with remaining units wins!

Attributes

Move movement icon :


How many squares a unit moves in a turn.

  • You cannot move diagonally.
  • You cannot stop on a occupied tile, unless it is Treasure.
  • You cannot pass through a occupied tile unless it is a friendly unit, or treasure.
  • Voluntarily falling only causes Fall Damage after the equivalent of your Jump height.
  • You may leap across gaps the distance of 1 tile. The empty tile you are crossing counts towards your Move total.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Move Example

Jump jump icon :


Vertical limit of what tiles you can Move up to.

  • Vertical movement does not consume Move unless otherwise stated.
  • Each tile measures roughly 30mm cubed.
  • If measurement is necessary, always round down.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Jump Example

Health heart icon :


Current pool of hit points. At zero a unit is removed from game.

  • When Health reaches 0, the unit is immediately removed from play.
  • Health cannot exceed the unit's maximum value unless specified by abilities.
  • Some abilities may restore Health during gameplay.

Example:

A unit with 3 Health takes 4 damage and is removed from the game.

Health Example

Attack attack icon :


How much Health is removed from the target. Uses action.

Horizontal Attack:

Example:

Attack demonstration showing basic combat mechanics.

Attack Example

Vertical Attack:

  • Downward Attack has no vertical restriction.
  • Upward Attack has maximum reach of 2.
  • Downward melee is rewarded with +1 damage to the total damage given, inversely attacking upwards has a penalty of -1 total damage.

Example:

Vertical attack demonstration showing upward and downward attack mechanics.

Vertical Attack Example

Reach range icon :


How many tiles your Attack reaches.

Reach Mechanics:

  • Reach of 1 is considered melee. That is, adjacent, non diagonal tiles, that can either be level or +1/-1 vertical (up one, down one).
  • Reach beyond 2 uses a radius of attack, this is a rough circle around the unit attacking.

Example:

Reach 3 example where any orange tile is a valid target.

Reach 3 Example

Area of Effect (AOE)


(Area of Effect) refers to attacks or abilities that hit multiple targets.Attack reaches.

AOE Mechanics:

  • AOE behaves the same as Reach above but originates from the targeted tile.
  • AOE 1 is a + shape, see example below
  • AOE 3x3 is a 3 by 3 grid

Example:

AOE 3x3 demonstration showing a 3 by 3 grid area of effect.

AOE 3x3 Example

Line of sight (LOS)


LOS is required unless attacker has this icon: push icon

LOS Mechanics:

  • Line of sight works by connecting a straight line through space from attacker to target.

If no other unit or terrain blocks this line then the Attack is valid.

Example:

Line of sight demonstration showing valid and invalid attack paths.

Line of Sight Example

Push push icon :


Force an target to move in this direction. This will cause an enemy to fall if pushed into open air.

Push is defined on cards by things like: B2, R1. etc.

B & R being the direction, and the number representing total tiles Pushed.

  • B = Back
  • R = Right
  • L = Left
  • F = Forward (Attacker & Target swap tiles)

Direction is in relation to the attacker's position.

Example:

B2 would put the Target in Blue square. L2 would put the Target in the Green Square.

Example:

Push example showing B2 (Blue square) and L2 (Green square) target positions.

Push Example

Fall Damage:


Fall damage is 1 damage per 1 vertical tile.

Fall Damage Mechanics:

  • Each tile measures roughly 30mm cubed.
  • If measurement is necessary, always round down.

Example:

105mm height would be rounded down to 90mm or 3 damage.

Fall Damage Example

Common Questions info_filled icon :


Can I move through enemy units?

No, you cannot move through enemy units. You can only move through friendly units.

What happens if a unit is pushed into another unit?

The pushed unit stops at the occupied tile. The occupying unit is not moved.

Can I attack diagonally?

Melee attacks (Reach 1) cannot be diagonal. Ranged attacks (Reach 2+) can target diagonally within their radius.

Do I need to measure exact heights?

Only when necessary. Most terrain is designed with clear tile heights. When measuring, always round down.

Environment

Terrain and environmental features are crucial to Fall Damage gameplay. They provide tactical advantages, create hazards, and enable the vertical combat that makes the game unique.

Lava:


Instant death when pushed onto tile.

Water:


Movement cost double when on Water tile. Water prevents fall damage.

Trees:


  • Trees block LOS. Units cannot occupy the same tile as a tree.
  • Trees can be targeted & destroyed. Remove after being dealt 6 damage.

Bridges & Ladders:


  • Bridges & Ladders can be targeted & destroyed. Remove after being dealt 5 damage.
  • Move on top of Bridges & Ladders are equal to the tiles they are suspended over.
  • Ladders slot between tiles and lean against terrain, Ladders are presumed to reach top of the terrain they are leaning against without additional Jump

Castle Spires


  • Castle Spires block LOS and can be pushed like a unit.
  • Spire is removed after being pushed. If a Spire lands on a unit that unit receives 6 damage. Castle tower is a valid movement square after Spire is removed.

Rule & Unit Interpretation

Some rules are left intentionally open to interpretation as the nature of the game causes many odd scenarios. In these instances, please defer to whatever is most fun for both parties. A fun loss is better than an awkward win.

Make your team unique


Mini selection is not limited to the description of the unit, for example:

  • Necromancer could instead be a Beastmaster with pets
  • Beast > Dragon
  • Samurai > Fencer
  • Bard > Dancer
  • Wrestler > Monk
  • Assassin > Ninja
  • Etc.…

Hidden Items

Hidden Items


When a Hidden Item is in play, coordinates become a factor. Akin to boardgame Battleship. Players agree on a corner to be A1

Hidden Item Example

The player creating the Hidden Item writes the target coordinate on a piece of paper and folds it. When any unit is occupying the same tile, the Hidden Item effect is activated, and the coordinate is revealed to the enemy player.

Alternate Win Conditions

Optionally, you can play the following game types:

The Royal Icon


Example:

The Royal Icon

The Royal Icon example

Select a hard-to-reach Treasure. Win the game if brought back to your team's starting position (Move speed halved for unit carrying the Treasure).

Bomb


Select a hard-to-reach Treasure. Win the game if brought to the enemies starting position (Move speed halved for Treasure).

Example:

The Bomb

The Bomb example

*These Treasures can be dropped by a unit or picked up without using an Action.

Treasure

Prior to the start of the game players can decide to place treasure chests on the map.

When a unit occupies the tile that a treasure is on that player rolls two six sided dice and references the table below.

The dice are done sequentially; the first dice determines which category:

["General's Reserves", "Hero's Inventory", "Mystic's Merchandise", "Gaia's Gifts", "Monkey's Paw" ]

and the second determines the effect ["1", "2", "3", "4", "5", "6"]

[D6_1=1, D6_2=2] Is not the same as [D6_1=2, D6_2=1]

Hero's Inventory


Roll Effect
1 Magic Weapon: +3 Attack
2 Ethereal Weapon: +1 Reach
3 Moon Ore Sharpening Stone: +2 Push
4 Thief's Boots: + 2 Move
5 Exotic Crampons: + 1 Jump
6 Elixir: +4 Health total or heal 4 Health (single use)

*If an Hero's Inventory item is not applicable to that unit, then it can go to the nearest applicable teammate as a Action on pickup.

General's Reserves


Roll Effect
1 Grenade: Reach 3, Attack 2, Push 1, in AOE 2 (single use, no LOS)
2 Cannon: Reach 5, Attack 5, Push 3 (single use, uphill attack only)
3 Assassins knife: Reach 1, Attack 7 [single use]
4 Quicksand Urn: Reach 3, Move costs 2 in AOE 2 [single use]
5 Climbing Rope: Select any tile, friendly units can't be pushed in AOE 3x3 around tile
6 War Drum: All friendly melee gets +1 Attack while carrier is alive

Mystic's Merchandise


Roll Effect
1 Astral Projector: removes LOS restriction
2 Mimes Gloves: Gain 1 of your enemies ability
3 Magic Mirror: Change Class without restriction
4 Celestial Cannon: Reach 3, Attack 0, push 4.
5 Phase sword: Melee can Attack diagonally
6 Lead Shoes: Cannot be pushed

Gaia's Gifts


Roll Effect
1 Life Fountain: select a tile, AOE 3x3 heals units 3 Health every new round start
2 Eruption: Select any two tiles and place Lava (cannot be occupied]
3 Fog: select 9 adjacent tiles in a AOE 3x3. Fog block LOS attacks except melee
4 Geomagnetic Reversal: For the next full round, Upward melee and ranged attacks get +1 damage. Downard get -1.
5 Dam Break: In a straight line, place up to 10 tiles worth of Water, 1 wide
6 Tectonic shift: Remove or Place one standard terrain piece (must not impact any other adjacent tile like a bridge] Fall Damage applies, otherwise units not impacted

Monkey's Paw


Roll Effect
1 Satiate The Deity: Sacrifice a member of your team, add their attack and remaining Health to this unit.
2 Adrenal Depletion: Unit immediately takes a free Move, -1 Move for rest of game
3 Blood Contract: Gain +2 Attack. Lose 1 Health at start of each round
4 Puzzle Box: roll D6 : results : 1-3 get Take 3 Damage, results 4-6 get +4 Health total or heal 4 Health
5 Armor of Thorns: Melee attackers take 3 damage when hitting you. 1 self-damage when you move.
6 Botched Augmentation: Swap two of your stats

Deity's Deals


Roll Effect
1 Discorporate: Able to pass through Trees, Terrain and Enemy units, Unimpacted by Lava/Water
2 Ancestoral Aid: Place a Hidden Item on any tile. When activated target is damaged for -4 Health
3 Pink Slip: Force 1 enemy to change class of your choosing without restriction
4 Unholy Deal: Revive downed unit to half-Health, rounded up.
5 Southern Wind: All enemy units pushed 1 direction of your choosing
6 Northern Wind: All friendly units pushed 1 direction of enemies choosing