or
unit, and does not have any units with Commander tokens, they may not play any Command Cards this Round.Some units have several unique Command Cards, which may only be played if that unit is included in a player’s army and is not defeated. Those Command Cards belong to that unit. To play a Command Card´s that has a restriction mentioning multiple units at least 1 of the named units must be included in a player`s army and not be defeated if they are referenced with 'or', and all of the characters must be included in a players`s army and not be defeated if they are referenced with 'and'. When that unit's name is included in the effects section of that Command Card without specifying allied or enemy, it refers to only allied units with that name.
, that player has priority. On any other result, the other player has priority.If one player was unable to play a Command Card due to not having a
or
unit, the other player automatically has priority. If neither player played a Command Card, one player rolls a red defense die to determine priority.
Sarah and Michael are choosing Command Cards for the turn. Both of them play the 4-pip card Standing Orders. Because they revealed cards with the same number of pips, 1 of them rolls a red defense die. Michael rolls the die and rolls a blank. Because he did not roll a
, Sarah has priority for the Round.
unit to be their Commander.Once all players have nominated a Commander, they issue orders to their units, starting with the player who has priority. The number of Orders and the units they can be issued to is listed on each Command Card. For a Commander to issue an Order to a unit, the following must be true: